The Temple of Miraak

Second Dragonborn main quest: team up with Frea and fight through the Temple of Miraak to find the source of Miraak’s power.

The Temple of Miraak is the second main quest of the Dragonborn DLC. Strange things are happening on Solstheim: people wander about in a trance, building structures around the island’s Stones, and the name Miraak keeps coming up. At the ruined Temple of Miraak you meet Frea, a Skaal warrior who wants answers just as badly as you do, and together you descend into a dungeon packed with traps, draugr and cultists.

How to start

  • The quest normally follows Dragonborn and begins when you reach the Temple of Miraak.
  • It can also be started without finishing Dragonborn: free the Skaal working at the Stone nearest their village, then talk to Storn Crag-Strider in Skaal Village, who sends you to find his daughter Frea.

Walkthrough

Find Frea and talk to her

Dragon skeletons lie around the outskirts of the temple, and spellbound workers toil away rebuilding it. Frea is trying, without success, to snap one of them, Ysra, out of it. She explains that something has taken hold of most people on the island and is making them build structures that corrupt the Stones. Her father, the shaman Storn, believes Miraak has returned, though she thinks that impossible. She resists the effect thanks to an amulet she carved herself, and Storn shields the remaining Skaal in the village. Mention that Miraak tried to have you killed and she agrees you should find out what lies below. Two cultists interrupt the chat; deal with them, then follow Frea down the long ramp into the temple. Be warned that Draugr Deathlords and Death Overlords can appear here even at low level.

Explore the Temple: entrance halls

Frea suggests searching the four side rooms near the entrance. The first room on the left has a bowl of gems in an alcove; the second has potions and a chest. Where the corridor bends at the north end, a pressure plate fires poison darts, and two cultists plus two draugr from the side crypts attack. Go down the stairs to the west, past two more pressure plates in a narrow passage, and pull the chain beside a large gate.

The cage chamber

A big chamber with cages hanging from the ceiling follows, and Frea wonders aloud what was done to the prisoners. She points out an upper balcony whose stairs have collapsed. Circle the central pit to the northwest corner, where two sarcophagi burst open. From there you can hop onto a large diagonal beam, walk up it and drop onto the balcony, which holds a throne and a chest. Then descend into the pit, fight more cultists and open the gate with the handle on the left.

Traps and the blade corridor

The tunnels heading northeast hold more crypts and a swinging spike door, which charging draugr often trigger on themselves; a battering ram may also drop. Both the upper path (with a chest) and the lower path lead to a set of double doors guarded by a fire-jet pressure plate. Behind them are three rows of swinging axe blades. Frea wisely stays behind. Dodge through, or use Whirlwind Sprint or Become Ethereal, and pull the lever right of the gate to stop the blades. Fragments of a smashed dragon claw door on the floor suggest someone forced their way through long ago.

Continue west and south. Just past some rubble beyond the next doors, a chain opens a secret room with a chest and several soul gems, possibly including black ones. Follow the passage around to a handle you could see earlier through an iron grate; it raises a gate and drops a bridge to form a ramp, with a dart trap right at the bottom. Three more bridges fall to reveal two draugr and a boss-level cultist. Beat them and go through the double doors into the Temple of Miraak Sanctum.

Temple of Miraak Sanctum

A caged corridor leads west to six skeletons, followed by waking draugr and two battering rams. Where Frea notices a collapsed floor, drop down: a side room off this lower tunnel holds the spell tomes Reanimate Corpse and Magelight, soul gems and potions. Back up, pass two cultists beneath the cage corridor, cross the upper walkway along the east wall and take the stairs further down.

The Word Wall

A room lined with sarcophagi has a dragon skeleton hung from the ceiling like a trophy, and a Word Wall teaching a word of Dragon Aspect. Frea guesses this display is why the dragons razed the temple. Learning the word wakes the draugr; one of them, the Gatekeeper, carries the key to the iron door inside his own sarcophagus.

The hidden passage

Beyond lies a meeting room with long-dead occupants still seated, then a dining hall and a kitchen that looks like a dead end. In the kitchen’s southeast corner, next to an alchemy lab, a small tunnel leads to a handle that opens a secret passage in the dining hall. It runs south to a circular room. In a side room with three Lurker busts, Frea gladly leaves the handle in front of the statues’ mouths to you. It opens a floor gate; take the spiral stairs down, cross to a wooden spiral staircase, and pull another handle to reveal a hidden stairwell down to a wooden door.

Find the source of Miraak’s power

Through the door is a large hall with Nordic arches, more Lurker statues, draugr, skeletons and tripwire boulder traps. At its end stands a big statue of a crab-like creature with a master-level chest beneath it. Pull the chain behind the statue to open one more hidden door, then follow the tunnels to a round chamber that looks like nothing else in the temple. On a pedestal rests the Black Book Waking Dreams. Frea finds it unsettling, as if it is both here and somewhere else, and suspects it is what you came for.

Read the Black Book and approach Miraak

Opening the book summons a tentacle that grabs you and drags you into Apocrypha, the realm of Hermaeus Mora. You land on your knees in front of Miraak, who recognises you as a fellow Dragonborn but is not impressed. His jab depends on your record: fewer than ten dragons slain earns open contempt, ten to twenty-five gets grudging acknowledgement, more than twenty-five a little more respect, and if you have already beaten Alduin he claims he could have done it himself had he not chosen another path.

He then shows off all three words of Dragon Aspect, tells you that you have no power in this realm, and boasts that he already controls the minds of Solstheim’s people. Once they finish his temple, he says, he can return home. Then he orders two Seekers to send you back and flies off on his dragon, Sahrotaar.

Talk to Frea

The Seekers bombard you with magic until everything fades and you wake up back in the temple. Frea suggests returning to Skaal Village to consult her father, Storn. That ends the quest and starts The Fate of the Skaal.

Rewards

  • Word of Power for Dragon Aspect
  • Black Book: Waking Dreams
  • Spell tomes for Reanimate Corpse and Magelight, a master-level chest, plus gems, soul gems and leveled loot along the way

Tips and notes

  • Frea is a capable companion throughout but will not follow you through the blade corridor until the blades are stopped.
  • Let draugr chase you into the spike door and blade traps; they happily hurt themselves.
  • Miraak’s taunt changes with the number of dragons you have killed, so it is worth hearing on more than one character.
  • Not to be confused with the location page for the Temple of Miraak itself.

Objectives

Find Frea
Talk to Frea
Defeat Miraak
Explore the Temple
Find the source of Miraak’s power
Read the Black Book
Approach Miraak
Talk to Frea

Walkthrough

Choices & consequences

Known bugs & fixes

Lore notes

Frea guesses that Miraak displaying a dragon’s remains as a trophy is why the dragons destroyed his temple.

Characters in this quest

Alduin the World-Eater is the black dragon at the heart of Skyrim’s main quest – returned to raise the dragons and devour the souls of the dead.
Frea is the Skaal shaman of Solstheim who fights alongside you against Miraak in the Dragonborn add-on – and becomes a follower once his threat is ended.
Miraak is the First Dragonborn – an ancient dragon priest who betrayed the dragons and now schemes from Apocrypha. Main villain of Skyrim’s Dragonborn DLC.
Storn Crag-Strider is the elder shaman of the Skaal Village on Solstheim and father of Frea – the man who pays the price for Hermaeus Mora’s knowledge.

Creatures you will meet

Draugr are the undead Nords guarding Skyrim’s ancient tombs. Variants, shouting Deathlords, and how to survive a barrow full of them.
Lurker in Skyrim Dragonborn: giant tentacled Daedra of Apocrypha and Solstheim. Variants, levels, resistances, loot and how to beat Lurker Vindicators.
Seeker in Skyrim Dragonborn: Hermaeus Mora’s tentacled Daedra of Apocrypha, with Seeker Aspirant and High Seeker ranks, drain spells, clones and loot.
Skeleton in Skyrim: reanimated bones raised by necromancers or left guarding tombs, crypts and ruins. Combat with weapons, bows and magic, variants and lore.

Locations

Apocrypha in Skyrim Dragonborn: Hermaeus Mora’s realm reached via the Black Books – Seekers, Lurkers, toxic seas, the Dragon Aspect Word Wall and survival tips.
Skaal Village in Skyrim Dragonborn: the Nord settlement of northern Solstheim – residents, Frea, stalhrim smith Baldor, Fate of the Skaal and side quests.
Temple of Miraak in Skyrim Dragonborn: Miraak’s temple at the heart of Solstheim with cultists, Deathlords, the Dragon Aspect Word Wall and Waking Dreams.

Factions

Quest rewards

Sources checked: Elder Scrolls Fandom wiki (quest article, DLC export 2026-10-12), Dragonborn game files

The Temple of Miraak

Quest type
Quest giver
Frea (Temple of Miraak)
Hold
Faction
Prerequisites
Dragonborn (or freeing the Skaal at the Stone near their village and talking to Storn)
Previous quest
Dragonborn
Next quest
The Fate of the Skaal
Gold
Rewards
Word of Dragon Aspect; Black Book: Waking Dreams
Missable
Quest ID
DLC2MQ02