So, you’ve finally made it to Solstheim. If you're like most players, you probably arrived at Raven Rock, talked to a few confused locals, and realized everyone is sleepwalking to build some creepy shrines. This eventually leads you to the center of the island. You're looking for answers. You're looking for the First Dragonborn. But mostly, you're just trying to get through the Temple of Miraak walkthrough without getting skewered by a swinging blade trap or blasted by a Draugr Deathlord.
Let's be real: this dungeon is a slog. It’s one of the longest interior cells in The Elder Scrolls V: Skyrim’s Dragonborn DLC. It isn't just a straight line; it’s a vertical, winding descent into a literal nightmare. You’ll meet Frea outside. She’s essential. Don’t try to do this without her, mostly because the game won't let you, but also because her dual-wielding style is actually helpful when you’re being swarmed.
Starting the Descent into the Earth
The entrance to the temple is grand, imposing, and honestly, a bit intimidating. Once you and Frea head inside, you’ll notice the architecture is different from the ruins in Skyrim. It’s sturdier, more "cult-y." Almost immediately, you’ll encounter the first of many traps. Watch your feet. Pressure plates here aren't just for show; they trigger dart traps that can chip away at your health before the real fight even starts.
You’ll find yourself in a large circular room with a bunch of cultists. They aren't particularly tough if you've got decent gear, but they love to use wards. If you're a mage, this is annoying. If you're a stealth archer—which, let's face it, you probably are—just pick them off from the shadows.
The path splits a few times, but it’s mostly an illusion of choice. You're heading down. Look for the handles. Bethesda loves putting levers and handles in the most obvious places, yet somehow we all miss them at 2:00 AM. There's a specific gate early on that requires a handle located in a side room filled with burial urns. Loot them if you want the gold, but don't expect anything life-changing.
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The Sanctum and the Word Wall
Once you hit the "Temple of Miraak Sanctum," things get spicy. This is where the level design leans heavily into the "underground city" vibe. You’ll navigate narrow bridges over deep pits. This is a prime spot for Unrelenting Force. If a Draugr is standing near a ledge, don't waste your arrows. Just Shout them into the abyss. It’s satisfying. It saves time.
Navigating the Trap Corridor
Eventually, you’ll hit a corridor that looks like a death trap because it is. Swinging blades. Fire floor tiles. The whole nine yards. Frea is usually smart enough to wait, but sometimes her AI decides to go for a jog right through the blades. If she gets stuck, just keep moving; she’ll teleport to you once you hit the next loading screen.
Learning the Word of Power
The centerpiece of this section is the Word Wall. You’ll learn the first word of the Dragon Aspect shout. This is arguably one of the coolest shouts in the game. It wraps you in spectral dragon armor, buffs your power attacks, and increases your shout damage. As soon as you learn it, the floor literally opens up. A coffin pops open, and out comes a leveled boss.
Depending on your level, this could be a standard Draugr or a full-blown Death Overlord. Kill him, take his key, and head into the tunnels behind the Word Wall. This leads to a kitchen and living area for the cultists. It’s weirdly domestic for a bunch of people serving a tentacle-god.
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The Final Chamber and the Black Book
The deepest part of the temple is where most players get frustrated. You’ll enter a massive room with a gated-off center. To open it, you have to find a hidden passage. Look for a tunnel that leads "behind the scenes" of the main chamber. You’ll find a lever that rotates a statue or opens a secret door—standard Skyrim fare, but the lighting makes it easy to miss.
You’ll eventually reach a room with a pedestal. On it sits the Black Book: Waking Dreams.
This is the point of no return for this specific quest. When you read the book, you aren't just finishing a Temple of Miraak walkthrough; you're entering Apocrypha, Hermaeus Mora's realm.
Meeting Miraak
This isn't a boss fight. Not yet. You’ll be transported to a green, murky world made of books and tentacles. Miraak will be there, standing on a platform with a dragon. He’ll give you a villain monologue. He’ll mock your puny Dragon Shouts. He’ll show off his cool armor. Then, his Seekers will blast you, and you’ll be kicked back to the "real world."
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It feels like a defeat, but it’s scripted. Don't waste your potions trying to fight him here. You physically can't win this encounter. Once you wake up back in the temple, Frea will be worried. Talk to her. The quest "The Temple of Miraak" ends, and "The Fate of the Skaal" begins.
Common Pitfalls and Technical Glitches
Skyrim is Skyrim. That means bugs. In the Temple of Miraak, players frequently report Frea getting stuck behind gates or refusing to move toward the Black Book. If this happens:
- Try waiting for 1 hour (in-game time).
- Use the "Unrelenting Force" shout to physically nudge her.
- If you're on PC, you can use the
moveto playerconsole command, but try the "Wait" method first to keep your achievements active.
Another issue is the "Dragon Aspect" word wall not glowing. This usually happens if you're in combat. Make sure every single Draugr in the room is dead—even the ones tucked away in the side alcoves. The wall needs "peace" to trigger the soul-absorption animation.
Essential Gear for This Run
Don't go in under-leveled. Solstheim is generally designed for level 25 and up. If you're level 10 and trying this, you're going to have a bad time.
- Stamina Potions: The temple is huge. You’ll be sprinting a lot.
- Resist Frost Gear: The Draugr here love their frost spells and enchanted weapons.
- A Pickaxe: There are several Stalhrim and Ebony veins hidden in the side tunnels. You’ll want those for later crafting.
Practical Steps After Leaving the Temple
Once you emerge from the ruins, don't just fast travel away. There's a lot of loot you likely missed if you were rushing.
- Return to the Skaal Village: You need to talk to Storn Crag-Strider. He’s the only one who can help you understand the Black Books.
- Unlock the Dragon Aspect Shout: You have the word, but you need a Dragon Soul to unlock it. If you don't have one, go find a dragon mound on the island. You'll want this shout active for the upcoming "Wind and Sand" quests.
- Check Your Inventory for Bonemold Formulas: If you killed the cultists and searched the side rooms, you might have found some rare crafting recipes unique to the island.
The Temple of Miraak is basically a test of endurance. It’s long, it’s dark, and the payoff is a scripted cutscene where you get insulted by a guy in a mask. But it’s the gateway to the best content in the Dragonborn expansion. Grab your gear, keep Frea close, and watch out for the floor plates. You'll be fine.