Dragonborn:Temple of Miraak
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|# of Zones||2|
|Respawn Time||Never (storage is safe)|
|Cultists, Draugr, Skeletons|
|Console Location Code(s)|
|DLC2TempleOfMiraak01, DLC2TempleofMiraak02, DLC2TempleofMiraakExterior01, DLC2TempleofMiraakExterior02, DLC2TempleofMiraakExterior04|
|Northeast of Raven Rock
West of Skaal Village
|Word Wall||Dragon Aspect|
|# of Alchemy Labs||1|
The Temple of Miraak is a location in Solstheim dedicated to the dragon priest it is named after, Miraak. It is being worked on by some of the citizens of Solstheim under Miraak's influence. Around it lies the bones of fallen dragons. The Tree Stone is located in the center of the above-ground structure.
 Related Quests
The main approach to the temple is from the west, you first pass some the bones of fallen dragons. Next you will start climbing wide stairways past large stone arches that have wooden scaffolding around them to enable them to be either repaired or built by various inhabitants of Skaal Village, two Nords Herkja and Sirkjorg who are currently living at Bujold's retreat (unless you have already completed the Retaking Thirsk quest, in which case they live at Thirsk Mead Hall), and plenty of reavers. None are hostile, as all are enthralled by Miraak through his control over the Tree Stone in the center of the compound. Activating the Stone in this state will cause you to become enthralled as well, but you can break free by moving away from the wall you are working on.
You will find Herkja and Sirkjorg along with a reaver on the stairs. Further up you will come to the main part of the temple. At the top of the stairs is a stone paved area with two look out points, one facing the southeast and the other facing the southwest. There is also a wooden structure of ramps leading up to the main temple. Wooden scaffolding surrounds the whole area allowing access to the stonework for the workers. There are two rings of arches being built around the Tree Stone in the middle. Approaching the Tree Stone will complete the Dragonborn quest and start The Temple of Miraak quest.
Once you reach the scaffolding you will hear Frea pleading with the enthralled people to leave this place. Upon starting a conversation with her, she will tell you that she is here to save or avenge her people; when you tell her that Miraak tried to have you killed, she will say that you both must find a way inside. At this point part of the central stone floor just inside the inner ring of arches will drop, forming a ramp and two cultists will exit through a door at the bottom and attack. Once they have been dealt with Frea will immediately enter through the door.
Once freed from Miraak's influence, the Tree Stone confers the power to reduce the magicka cost of all spells by 75% for 60 seconds. Once you use this power, it disappears from the Powers section and you must go back to the Tree Stone to acquire it again.
 Temple of Miraak
Upon entering behind Frea into a corridor at the top of some stairs leading down. Asking Frea about Miraak will prompt her to tell you some lore about him. Frea suggests that you check the rooms for any supplies before continuing. The first room on the left as you travel along the corridor contains a large circular table with a gap facing the door and five stone thrones around it, two of which have dead skeletons sat in them and a third is on the floor in front o you, they can all be looted for small amount of gold and some bone meal. In the center of the table are two large stone bowl and other pottery, but nothing of interest. On the table opposite the doorway is a potion of ultimate stamina. There are alcoves with shelves in the wall all around this room, in the forth alcove moving to the left around the room is a bowl containing an emerald, garnet and flawless amethyst, in the seventh is a potion of resist magic. In the fifth from the right is a potion of ultimate healing and in the sixth a potion of plentiful healing.
Through the first doorway on the right is a lit brazier and two rooms one to the left and the other to the right. The one on the right has a stone table with a skeleton that has been crushed by fallen masonry, next to it is a medium coin purse. The room on the left has four small cages suspended over a fire, three of these have burnt corpses inside, and one of them can be looted for a small amount of gold.
The second doorway on the left has a broken stone table with a wooden wall in front of you as you enter. Following the room around to the left you come to an unlocked chest with stone benches either side and on the backside of the wooden wall is a set of shelves containing three bowls, three cups and three poisons, a deadly poison, a deadly magicka poison and a potent magicka poison.
Back in the main corridor you pass a stone bench on the left and then descend a short flight of stairs and pass a lit lantern on the floor. This part of the corridor has been damaged by a partial cave-in. The corridor turns to the west by two more stone benches and a lit torch on the wall. At this point you will see two cultist approaching up some stairs into the room in front of you, they are obviously looking for you as one of them says "they must be around here somewhere" to the other. Once dealt with enter the room in front of you carefully avoiding the pressure plate just inside the room as it activates a poison dart trap, it is a small room with raised areas in the southwest and northwest corners both with an upright sarcophagus on them. There is a second doorway across from the entrance you entered by, from which the cultists came. The sarcophagus on the left will open and draugr emerge.
Through the doorway are stairs leading down, at the bottom there is a doorway to the south that opens into a semicircular room, like those found in most barrows across Skyrim. There are two benches separated by a set of shelves against the east wall, on the shelves is an empty common soul gem. There is also a burial urn in front of the shelves. To the right of the second bench is a large urn. There is a broken urn further around and a second whole urn further around again. Opposite the first set of shelves is another set, but it has nothing of interest on it. To your right as you enter this room is stonework with three burial urns on and two soul gem stands, one of which has an empty common soul gem on, the other has fallen over at some point. There are also three large stone bowl around the stonework. There is a second doorway opposite where you entered leading further into the temple. Frea will comment that the evil in this place must be rooted out.
The next tunnel branches of your left with a pressure plate that activates a battering ram, straight ahead is another pressure plate for the same ram. Both plates can be easily avoided by taking a turn on your left just before the second one. The tunnel turns to the west at the end and descends a flight of stairs to a lowered gate. There is a pull chain to the right of the gate to raise it. Beyond the gate you can see a huge chamber lit by four large braziers hanging from the ceiling with several hanging small cages in the center of the room, a walkway around the outside of the room with a sunken section in the middle. You can see some stairs leading down to this lower area around the other side of the room. Once you raise the gate Frea will rush inside and look down on the lower area and discuss what fate must have befallen the people in the cages and how they must have suffered.
Off to your right you will see a flight of stairs leading up to a balcony. Frea will point it out to you stating she thinks she can see something. upon close inspection you will find that the stairs to the top have been destroyed, but Frea is confident that you will find a way up there. Once you enter the room you will realize the middle of the room is a deep stairwell with several flights of stairs leading around the inner walls down to a far lower area. Large parts of this room have been damaged by cave-ins. Climbing the stairs to get to the balcony at the top where the stairs have been destroyed on your right you will see a dead skeleton with a potion of healing next to it. The easiest way to get onto the balcony is to climb a piece of stonework to the right of this skeleton and jump from there, once you have climbed high enough. There is an unlocked chest at the rear of the balcony against the north wall. In front of it at the front of the balcony is a throne for Miraak to oversee the action below him. To the left of the throne is a goblet and to the right a plate. Jump back down and explore the rest of the room.
Turning left as you enter the room you will find two bookcases separated by a small sideboard around a fire, the first bookcase contains a potion of magicka. The second bookcase contains an elixir of extra magicka and a potion of ultimate magicka. Opposite the fire is a stone table against the railing around the stairwell, on the table is a dead draugr that can be looted. Once you work your way around the room to the west side there are three upright sarcophagi near the wall, one is already open with the draugr laying dead on the ground, the other two will burst open when you approach and the two draugr will attack, this will probably alert three cultists at the bottom of the stairwell to your presents and they will climb the stairs to engage you as well. The four hanging cages contain skeletons that can be looted, however only one is within reach, the others you can jump to loot them for a few coins, but then you will suffer quite a bit of damage falling to the bottom maybe even death.
As you start to descend if you look down to your left you will see caging covering the tunnel underneath. At the bottom of three flights of stairs you come to the bottom with a cart with a linen wrapped draugr in and four more to the right of it. Opposite is a stone table containing three bowls of bone meal and a bowl containing two grass pods and a garlic. To the left of the table are two large urns and the tunnel heads to the north and down another long flight of stairs.
At the bottom of the stairs you enter a small catacomb area with a gated doorway to the west and a handle on a plinth to the left of the doorway. Through the door is another catacomb area that has been damaged by a cave-in and the path turns to the north. The path is lit by candles lining both sides on stands. On your left before the lit path you can see a slumbering draugr, you can approach and sneak attack kill it. Moving along the path there is a dead skeleton laying on the floor and you will see lit paths going off in a northeasterly direction. To the left of the skeleton are two dead draugr that can be looted.
Be careful as you travel to the northeast between two patches of lit areas, on your left is another slumbering leveled draugr, who will alert two more during any fighting. At the start of the second lit path in front of you to the east you will see three large urns and on your left as you approach three sets of curved shelves with a burial urn on the ground between them. On the shelves are a plate, two salt piles, a bowl of fire salts, three bowls, one of which contains three potions of healing. Also on the shelves is an elixir of strength and an enchanter's elixir.
Continuing along the main path you will see off to your left another area with dead draugr on a stone table and a chest to the left of it. Upon closer inspection you will find a second dead draugr on a second table that has been crushed by falling stonework. The chest is not locked. Back to the main path and after climbing over some rubble there is a draugr sat in a throne, it will awaken as you approach. To the right of the throne is a dead draugr that can be looted, with another on the top row to the left of the first.
At the end of the lit path be careful of a pressure plate that activates a spike wall trap. There is a second pressure plate that activates two battering rams, the one you can see and another off to the left. In front of you is a lit brazier high up on the wall ahead with five dead draugr leaning against the wall underneath and four more laying on the floor. The path splits at this point to the north and northwest. To the right there is a cart with a further three draugr in. As you approach five draugr will converge on the junction and attack you in numbers, they are leveled, so this can be quite a battle.
The right handed path to the north leads up past a dead draugr in an alcove to a large urn and unlocked chest in the northeast corner, before turning to the west. The left handed path leads down and then up to a sixth draugr standing in the middle of the path. Just past it the paths merge again heading west through a pair of double doors. Just before the doors is a pressure plate that causes the doors to close and activates flamethrowers in the walls on either side. There is just enough room between the pressure plate and flames to stand out of the way and avoid damage, because even if you jump over the pressure plate Frea just walks straight through.
Once the flames have stopped you can proceed into the next corridor, which starts swinging blades in front of you. Frea announced that she isn't going down there. There are ten swinging blades in a row, but with careful timing and precise movements all damage can be avoided. At the other end there are spears blocking the way forward, with the lever to both stop the swinging blades and lower the spears just to the right of the doorway clearly in sight. Frea will join you as soon as you stop the blades. On the ground you can see what was obviously a puzzle door that has been broken open. Proceed over the rubble and down a corridor to the west it then turns to the south and ends at a pair of large double iron doors.
Through the doors is another damaged but well-lit room with rubble to your left, a caged window in front of you and a closed gated doorway on your right. Follow the rubble on the left around to find a hidden door with a pull chain on the right of it. It opens up a tunnel that leads to another well-lit small room with an unlocked chest on the left and a stone table up a couple of steps in front. On the table is a plate, two black soul gems, one empty, one filled, and a bowl that contains three empty soul gems, one petty, one lesser and a common. Back to the previous room and follow it past the gated doorway and there is a second doorway to the south, you pass a second caged window on your left. As you pass through this doorway a sarcophagus on the right will burst open and a draugr will emerge. Follow the corridor to the east and around to the two caged windows. There is a plinth with a handle by the second window, it will open the gated doorway.
Through the doorway is a raised wooden ramp with bone chimes all the way across in front of you. Walking down the ramp will cause three more wooden ramps to drop over to the south with high level draugr stood at the top of the first and third openings and a high level cultist in the middle opening. At the bottom of the wooden ramp there is a pressure plate that activates a poison dart trap that fires from the bottom of the ramps to the south an aims at most of the wooden ramp you've just descended and the bottom by the pressure plate. At the bottom of this room are three more pressure plates that all activate poison darts traps. It is possible to climb the sections of wood that don't drop to form the ramps and you can reach the horizontal post at the top, but there is nothing of interest up there. All three ramps lead to the same empty room. There are double iron doors in the south wall that lead to Temple of Miraak Sanctum.
 Temple of Miraak Sanctum
You enter at the top of a short flight of stairs with a narrow caged walkway ahead. You are far above a large room beneath. Along the walkway are several dead skeletons. None of the skeleton on the walkway can be looted, as you cross six will appear ahead and start looking for you. At the end of the walkway the tunnel continues to rise to the west until you reach a lit brazier, it then descends a short flight of stairs to the south. As soon as you start to descend battering rams will activate that swing across the tunnel east-west and two draugr will burst from upright sarcophagi on either side of the tunnel between the battering rams. There are small alcoves that the rams fit into at the bottom, there is also a pressure plate that activates the rams between the sarcophagi. You enter a small round caged area with an exit to the east that climbs an earthen ramp. There is a hole to your right that you can drop down, Frea immediately jumps down saying it maybe worth inspecting.
Once you have dropped, there is a flight of stairs in front of you to the south, at the top the tunnel turns to the east and there is an open doorway on your left. The room contains a row of sideboards containing a paralysis poison, a potion of brief invisibility, two empty petty soul gems, a spell tome Soul Trap, eight loose coins, three coin purses, one small and two medium, a potion of minor healing, an empty greater soul gem, a spell tome Magelight, fourteen rolls of paper and a mass of ruined books both on the floor and on the sideboards.
The corridor continues to the east, then turns to the north descending a flight of stairs and reenters the previous tunnel where you jumped down. The tunnel opens out into the room previously seen from the caged walkway. It is multi-leveled and descends to the north. As you descend you will see two leveled cultists approaching around the walkway ahead. On your left is stairs leading up to a balcony area at the top a draugr will burst from an upright sarcophagus. On the right you can descend another level and at the top of another flight of stairs is a pressure plate that activates another battering ram. On the left the stairs lead to the lowest level. At the bottom a draugr will burst out from a sarcophagus on your right. Further around, under the wall on to the west is an open sarcophagus with a dead linen wrapped draugr that can be looted, with three burial urns to the right of it.
Back up and take the stairs on the right to a walkway that goes around this lower level. Follow it around until facing west and in front of you is some steps leading up to a brazier and stairs either side leading down. Frea will remark "How much deeper can this be?" There are three flights of stairs leading down to the west. At the bottom you can hear the sounds of a word wall. There is a brightly lit room in front with a dragon skeleton hanging above and a sarcophagus in front of you with a chest to the right of it. The word wall is off to the left and on your right are a row of five upright sarcophagi. The first, forth and fifth have draugr that will burst out.
A draugr named the gatekeeper bursts from the sarcophagus opposite. It has the Temple of Miraak key. The word wall teaches you a word to the dragon aspect shout. Upon reading it the whole room shakes violently, the other two sarcophagi open and you can loot the draugr inside. The sarcophagi that contained the gatekeeper originally now the back of it is a locked iron door, that requires the key taken from the gatekeeper.
Through the door is a long stone table with two thrones on the far side, both are occupied by dead draugr. There is a second locked door opposite where you enter behind the thrones, it requires the same key as before. This opens into a narrow room with a window into the next room in front of you. Follow the room to the left to enter what appears to be a large dining hall with sets of shelves at the near end with four large stone tables in the middle and more shelves at the far end. There is nothing of interest on any of the shelves. On the tables that have stone benches either side there are a few cups, plates, goblets, and a bowl. The exit to this room is in the northwest corner of the room.
It is a corridor that leads to the north, past a narrow corridor. It leads to a kitchen area with more shelves, a broken stone table and large double sided fireplace with a pile of firewood to the left and stone table to work on to the right. On the shelves are two deathbells, two creep clusters, two salt piles, a bowl of void salts, some bear claws, cups, plates, bowls and goblets, a bowl of frost salts, in a bowl on the shelves is a rock warbler egg, chicken's egg and pine thrush egg, two salt piles and two samples of dragon's tongue. Hanging from the ceiling are three garlic braids, three samples of frost mirriam and four of elves ears. On a work table is a potion of ultimate healing, two bowls of spriggan sap, a sample of elves ear, a salt pile and some more plates. In the eastern corner of the kitchen are more sets of shelves containing a potion of stamina, an elixir of true shot, an empty black soul gem, a bowl containing two filled soul gems, one lesser and the other greater and even more plates, bowls and goblets. Against the rear wall to the southeast are two sideboards containing three bowls of bone meal, a bowl and more plates, and an alchemy lab. There is a second doorway in the southeastern corner of the room that lead to a narrow corridor between the kitchen and dining area, there are two caged windows into the dining are in the one nearest the kitchen doorway is a sideboard with a handle that opens a secret door in the dining room. Just in front of the opened tunnel are three hanging mosses growing from the ceiling. Following the tunnel as it twists and turns until you come to a room with a strange metal caging over a stairwell down even further and shelves opposite containing two samples of frost mirriam, one of elves ear, three potions of magicka, one minor, one potion of vigorous magicka and one potion of extreme magicka and as expected cups, plates and bowls. There are stone lecturns around the room, but they all have ruined books atop of them. There is a doorway in the southwestern corner that leads to another room this one has a closed trap door in the middle blocking access to a stairwell and a plinth with a handle. There is a strange statue with it's mouth over the handle and Frea doesn't fancy being the one to pull it. There is a set of shelves in this room as well, but it only contains more ruined books. There are also benches and more ruined books under the statue.
Pulling the handle opens the trap door, so descend the wooden spiral staircase. At the bottom there is a path that leads to the other stairwell in the previous room that descends even further. Between the two stairwells is a large urn on your left and a sideboard with two filled lesser soul gems on top. At the bottom of the second staircase the path travels back under the first and there is a strange jaw shaped lit brazier, behind it is a second and beyond that a doorway into a corridor heading south. After a few meters there is a plinth with a handle on to the left and a stone slab in front of you. Pulling the handle lower an entire structure to reveal stone steps heading down. At the bottom after several laps around the spiral stairs is an unlocked wooden door.
Upon opening the door you are faced with a lit fire with a dragon head sculpture above. To either side of the fire are openings that let you enter the main part of a large room that rises up wide steps in front of you, there are a row of statues on either side of the room and you can see several draugr patrolling around. There are many lit braziers hanging from the high ceiling above and stone arches bridge over a central path in front of you, the wide stairs go all the way to the walls so it is possible to climb outside of the statues. There are also planters down the middle of the room, but the plants are all dead. There are two tripwires on the right hand part of the central stairway that activate two sets of falling boulders and one on the left side that activate a third mass of boulders and about half way up the first part is the skeleton of a dead dragon splayed out on display, with another hanging from the ceiling further up. There are four high leveled draugr and four skeletons towards the top of this room, sniping them from the bottom will draw them all towards you and cause them to set off the trip wires that activate the falling boulders making the fight much easier. At the top of the room behind an open sarcophagus is a boss level unlocked chest. Behind the chest is a large statue and behind this is a pull chain that opens a rotating door just to the left of the chain. There are also at least fourteen hanging mosses in this large room growing from the statues and anything else.
Through the doorway is a tunnel that twists and turns and is lit by widely spaced torches. At the other end you enter a strange circular room with a pillar in the center and a Black Book called Waking Dreams resting on a lecturn. There is a second exit from the room to the east that enters another twisting tunnel, at the far end of the tunnel is an unlocked iron door leading to the outside.
To complete the Temple of Miraak quest you must read the book and enter Hermaeus Mora's realm, where you are forced to your knees and confronted by Miraak. He will tell you that you know nothing of the Dragonborn's true power and will demonstrate all three words of the Dragon Aspect shout before instructing the two seekers under his command to send you back to Solstheim. Once he is done, he will proceed to ride away on a dragon. It will not be possible to move during this encounter.
- The Draugr that bursts from the corridor after the 'damaged but well-lit room' can fall out as a dead Draugr Deathlord.