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Elder Scrolls V: Skyrim eGuide
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Contents

  • Essentials
    • Training
      • Song of the Dragonborn
      • Training Part 1: Character Creation
      • Selecting a Race
      • Skills and Perks
      • Skill Constellations
      • Character Archetypes
      • Training Part 2: Combat, Development, and Crafting
      • Crafting
      • Training Part 3: Adventuring Across Skyrim
      • Training Part 4: Hearthfire
      • Training Part 5: Hearthfire: Adoption
    • Inventory
      • Inventory
    • The Bestiary
      • The Bestiary
    • Appendices
      • Appendices
      • The Language of Dragons
  • Quests
    • Quests
      • Main Quest
      • Main Quest: Act I
      • Main Quest: Act II
      • Main Quest: Act III
      • The Companions Quests
      • The Companions Radiant Quests
      • The College of Winterhold Quests
      • The College Radiant Quests
      • Apprentice Radiant Quests
      • Ritual Spell Radiant Quests
      • Thieves Guild Quests
      • Thieves Guild Radiant Quests
      • Additional Jobs
      • City Influence Quests
      • The Dark Brotherhood Quests
      • Dark Brotherhood Radiant Quests
      • Civil War Quests
      • Civil War Quests: Imperial
      • Civil War Quests: Stormcloak
      • Daedric Quests
      • Other Factions Quests
      • The Greybeards Quests
      • The Blades Quests
      • The Bards College Quests
      • Temple Quests
      • Side Quests
      • Dungeon Quests and Other Activities
      • Miscellaneous Objectives
      • Favors
    • Dawnguard Quests
      • Dawnguard Quests
      • Dawnguard Main Quest
      • Postquest Activities
      • Dawnguard Faction Quests
      • Vampire Faction Quests
      • Dawnguard Side Quests
      • Dawnguard Regional Activities
      • Regional Activities: Soul Cairn
      • Regional Activities: Forgotten Vale
    • Dragonborn Quests
      • Dragonborn Quests
      • Dragonborn Main Quest
      • Solstheim Side Quests
      • Solstheim Regional Activities
      • World Interactions and Encounters
      • Dawnguard World Interactions and Encounters
      • Dragonborn World Interactions and Encounters
  • The Atlas
    • The Atlas
      • The Atlas of Skyrim
    • Hold 1: Haafingar
      • Hold 1: Haafingar
      • Hold Capital: Solitude
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Hold 2: Hjaalmarch
      • Hold Capital: Morthal
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Hold 3: The Pale
      • Hold Capital: Dawnstar
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Hold 4: Winterhold Hold
      • Hold Capital: Winterhold
      • Primary Locations
      • Secondary Locations
    • Hold 5: The Reach
      • Hold 5: The Reach
      • Hold Capital: Markarth
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Hold 6: Whiterun Hold
      • Hold Capital: Whiterun
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Hold 7: Eastmarch
      • Hold Capital: Windhelm
      • Primary Locations
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Hold 8: Falkreath Hold
      • Hold Capital: Falkreath
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Hold 9: The Rift
      • Hold Capital: Riften
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Blackreach and Other Realms
      • Blackreach and Other Realms
      • Primary Locations
    • Soul Cairn
      • Soul Cairn
      • Soul Cairn Major Locations
      • Soul Cairn Minor Locations
      • Forgotten Vale
      • Forgotten Vale Major Locations
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Solstheim: Northern Mountains
      • Skaal Village
      • Primary Locations
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Solstheim: Southern Ash Lands
      • Raven Rock
      • Tel Mithryn
      • Primary Locations
      • Secondary Locations
    • Apocrypha
      • Apocrypha
      • Primary Locations
  • Extras
    • Choosing the Correct Attire
      • Choosing the Correct Attire
    • The Path of the Undeath
      • The Path of the Undeath
    • The Path of the Lycanthrope
      • The Path of the Lycanthrope
    • Advanced Crafting
      • Advanced Crafting
    • Hearthfire: Owning a Home
      • Hearthfire: Owning a Home
    • Top Ten Inventory Items
      • Top Ten Inventory Items
    • Places to See in Solstheim
      • Places to See in Solstheim
  • Video
    • Videos
      • Bonus Content Videos
  • Interactive Map
    • Interactive Map
      • Interactive Map

Elder Scrolls V: Skyrim Guide › Quests › Dragonborn Quests

Dragonborn Main Quest

Dragonborn

Prerequisites: Complete Main Quest: The Way of the Voice

Intersecting Quests: Main Quest: The Way of the Voice, Main Quest: The Horn of Jurgen Windcaller, Dragonborn Main Quest: The Temple of Miraak

Locations: Earth Stone, High Hrothgar, Raven Rock, Temple of Miraak, Windhelm, Northern Maiden, Windhelm Docks

Characters: Adril Arano, Frea, Gjalund Salt-Sage, Neloth

Enemies: Cultist

  • Objectives: Find out who sent the Cultists, Read Cultists’ Orders, Travel to Solstheim, Search for information about Miraak, Investigate the shrine, Reach the Temple of Miraak

Called to Solstheim

Note

The island of Solstheim is treacherous and unforgiving, and its more ferocious inhabitants are tough to slay without proper killing equipment. Once you begin this quest, gather enough provisions so you don’t waste time traveling back and forth from Skyrim.

After your initial meeting with the Greybeards of High Hrothgar, unseen forces begin to conspire against you. To catch your first glimpse of your new and threatening foes, head to any town or city once Main Quest: The Horn of Jurgen Windcaller begins. In this example, your stroll through Riverwood was disrupted.

Enter any settlement and the regular jocularity with the town guards is silenced by the arrival of two strange figures wearing distinctively odd masks and clothing. One of the Cultists challenges you (head to another settlement if no challengers present themselves), mocking your supposed status as the true Dragonborn! Apparently, Lord Miraak is soon to appear, and you are but his shadow! The two Cultists then attack. Slay both of them, with or without the help of the townsfolk.

  • Objective: Find out who sent the Cultists

Tip

Consider visiting a smaller settlement such as Dragon Bridge or Riverwood, as the Cultists are easier to spot, but the guard still offers effective backup to your own combat prowess.

Caution

Such fighting inside a settlement can lead to the slaying of unimportant residents; this won’t impact any major quests but may diminish the Favors you can attempt, so you may wish to draw the Cultists away from the villagers.

Once the fracas ends, inspect the corpses of the Cultists. Pick up the piece of paper marked “Cultists’ Orders,” which seems to be a missive from a Lord Miraak to his two minions, urging them to find and kill you. There’s also a clue to their method of travel. You must retrace their steps by seeking out the ship the Northern Maiden, docked at Windhelm.

  • Cultists’ Orders
  • Objective: Read Cultists’ Orders
  • Objective: Travel to Solstheim
  • Target: Gjalund Salt-Sage, Northern Maiden, Windhelm Docks

Aboard the Northern Maiden

Head to Windhelm and descend to the dockside area near the East Empire warehouse. Locate the Northern Maiden and its forlorn-looking captain. Speak to Gjalund Salt-Sage, choosing your words how you like. It transpires that Gjalund was befuddled for most of the trip, losing whole days of his memory after agreeing to bring the Cultists aboard. He has little desire to return to Solstheim, though. Unless you:

  • (500 gold) Agree to pay him double his usual rate, or
  • (Persuade) Tell him he owes you for bringing those killers to your doorstep, or
  • (Intimidate) Let him know you’re not taking no for an answer.

When you’re successful, Gjalund agrees to set sail. Ready yourself for the voyage to Solstheim. As you arrive at the port of Raven Rock, Gjalund hopes you’ll find out what’s been going on around these parts.

Tip

Plan your excursion to Solstheim wisely:

  • If you lack proper attire, weapons, or supplies for such a lengthy trip, you might wish to make proper preparations before you speak with Gjalund.
  • Consider traveling light; although there is a house you can acquire (see page 99), there’s nowhere you can initially store your excess items.
  • Solstheim (and in particular, the town of Raven Rock) has all of the usual merchants and services, so you need not return to Skyrim between every adventure. However, after you first arrive in Raven Rock, you can Fast-Travel back to the mainland (and vice versa) at any time or pay Gjalund to take you back.
  • Objective: Search for information about Miraak
  • Target: Adril Arano, Raven Rock docks

Rumors at Raven Rock

As you disembark, you’re stopped by a Dunmer named Adril Arano. Ignore him if you want, but it’s better to listen to what he has to say. He wants to know your intentions. You can:

  • Be as secretive as you like and investigate by speaking to other townsfolk.
  • Better yet, you can eke out some information from him; tell him you’re looking for Miraak. Initially, he shrugs off your question and makes sure you know that House Redoran of Morrowind runs this sovereign territory. Ask him about Miraak again, and he stops to think. He’s sure he doesn’t know the name but reckons it may have something to do with the Earth Stone nestled on the high ground just outside of town. After he imparts this bit of information, you can quiz him about his suspicions regarding visitors and learn more about the town of Raven Rock.
  • Objective: Investigate the shrine
  • Target: Neloth, at the Earth Shrine

Exit the docks and turn left, heading along the main thoroughfare. There are numerous merchants and other buildings of interest to check out (the Atlas on page 1037 has all this information), but aside from extra activities, you have a few options. You can:

  • Talk to the townspeople of Raven Rock. There are many to choose from, and they offer you variations on one of three pieces of information:
  • That Miraak sounds familiar, but the person can’t remember why.
  • That the name has some connection to the shrine at the Earth Stone.
  • That this entity conjures up images of a temple near the middle of this island.

Ignore the townspeople and head directly to the Temple of Miraak if you’re feeling antisocial or haven’t the time for pleasantries.

Tip

Ask about Miraak when speaking to Glover Mallory the blacksmith; then talk to Dreyla Alor, a merchant of general goods. You’ll receive enough information to bypass the visit to the Earth Shrine and head straight to a strange temple. You don’t have to pick those two; anyone with a full name is likely to give you some help.

If you head west and southwest along the main thoroughfare and around to a promontory overlooking the town, you can see some villagers hard at work erecting a strange monument around an odd glowing sacred stone the size of a frost giant. The majority of the workers seem transfixed and speak in short bursts as if possessed. Seek out a dark elf named Neloth, who ponders awhile on why you aren’t in the same state as these drones. You can:

  • Ask him what these people are doing: He doesn’t know but wants to leave them like this to find out.
  • Inquire about Morrowind, and he tells you a little more about the place.

If someone in Raven Rock hasn’t mentioned the temple to you yet, Neloth will, and the quest updates.

Note

This Earth Stone is one of six Sacred Stones to be found on Solstheim. Much like the Standing Stones of Skyrim, they grant great power to those who seek it. However, at the moment, the stones are consumed by a strange green energy. Try to activate any Stone and you will awake to find yourself helping in the construction. You will free the thralls forced to build these shrines for Miraak later in this quest.

  • Objective: Reach the Temple of Miraak

Enthralled at the Temple

Feel free to explore the large island of Solstheim, as there are multiple ways to reach the Temple of Miraak. You can choose to do that now or after partaking in a few side quests. The optimal path to the Temple—which is reasonably direct and takes in some of the scenery so you get your bearings—involves backtracking across Raven Rock along the main thoroughfare heading east, through the gatehouse.

After passing through the bulwark, follow the gray beach with the strange pentagonal rock column formations. In the far distance is Red Mountain (in Vvardenfell, the main island of Morrowind), spewing great plumes of volcanic ash, which explains much of Solstheim’s ground coloration. Just up ahead is Old Attius Farm, where Captain Veleth is taking a hammering from a group of Ash Spawn. Help or avoid this fracas; find out more by starting Side Quest: March of the Dead (page 632).

Take a long left turn up the beach to the ashen, decimated forest, watching for intermittent savaging by Ash Hoppers. Weave around the gnarled stumps, rocky outcrops, and blighted trees in a roughly northern direction. Along the way, expect to run into a few nasty surprises, such as a Burnt Spriggan and a hunting party of Reavers.

Continue north up the rocky escarpment, until the gray ash gives way to tundra. Climb northeast, through the gaps in the crags; the skeletons of slain dragons appear, half buried in the snow. Locate the steep steps and archways, continuing your ascent up and into the Temple of Miraak. There’s a splendid view from the wooden scaffolding at the top.

Quest Conclusion

Ignore the Reaver thralls chiseling new construction for their master, who have nothing to say but a monotonous chant about “his” return. As you descend into the central cloister, you should seek out Frea, a woman desperately attempting to free her friend Ysra from her mental bonds. Approach her to end this quest.

The Temple of Miraak

Prerequisites: Complete Dragonborn Main Quest: Dragonborn

Intersecting Quests: Dragonborn Main Quest: Dragonslayer, Dragonborn Main Quest: Dragonborn, Dragonborn Main Quest: Cleansing the Stones, Dragonborn Main Quest: The Fate of the Skaal

Locations: Temple of Miraak

Characters: Frea

Enemies: Cultists, Draugr, Gatekeeper, Miraak, Sahrotaar, Seeker

  • Objectives: Talk to Frea, Find the source of Miraak’s power, Read the Black Book, Talk to Frea

Down Among the Dead

Note

This quest normally begins when you speak to Frea at the end of Dragonborn Main Quest: Dragonborn. However, there is another, very remote, possibility. If you never encountered the Cultists who begin that quest and instead traveled to Solstheim, visited the remote ruin of Saering’s Watch, learned and unlocked the first word of the Bend Will Shout, and tried it out on the Wind Stone near Skaal village—all of this entirely on your own—you can free the Skaal “early.” In that case, Storn will send you to find Frea at the temple, which begins this quest and skips over Dragonborn Main Quest: Dragonborn.

Caution

From this point on, Miraak becomes an incredibly disruptive force on the isle of Solstheim (and throughout Skyrim). In particular, he may appear after you have killed a dragon and steal its soul away from you, making it significantly harder to unlock further Shouts. For more information, see World Interaction: Soul Stealing (page 683).

  • Objective: Talk to Frea
  • Target: Frea, Temple of Miraak (exterior)

As the snow flurries dance around this circular arena, ignore Frea’s mind-addled friend and talk to her yourself. She sternly explains she is one of the Skaal, the native people of this region, and that something has taken control of the minds of her tribe. Many work on great stone shrouds that corrupt the island’s venerated and ancient standing stones. Her father is a shaman, who believes that Miraak has returned. You respond that you’ve already had a run-in with his cultists. You can ask Frea for:

  • More information about Miraak. This updates your objective.
  • Further knowledge of her people, the Skaal.
  • Why she’s out here on her own.
  • And what exactly the Tree Stone is.
  • Objective: Find the source of Miraak’s power
  • Target: Black Book, the Temple of Miraak Sanctum

It doesn’t take Miraak’s cultists long to show themselves. Face them down with Frea’s fearsome axe-work, and descend the curved ramp they came from. Open the door and enter the temple, working your way down the stone corridor and checking the antechambers on each side for supplies, as Frea advises. Aside from the burned and caged corpses, expect potions and poisons before you descend farther. Watch for the dart trap just before the narrow stairs where two more Cultists appear. Defeat them, and any Draugr you disturb if you stumble to the sides of this room.

Tip

Frea is a tough Skaal warrior, and you can certainly let her lead the way into combat if you wish to conserve your potions, magic, or stamina.

Pass through the small burial chamber where Frea warns of the many traps Miraak’s minions may have prepared for you. Sure enough, there are floor plates to avoid in the subsequent connecting chamber (unless you’re ready to receive a battering ram to the stomach), steps down to a portcullis that opens via the adjacent chain, and a vast pit chamber where Frea notices more poor souls trapped in hanging cages. She also spots a stone viewing abutment overlooking the vast steps in the chamber’s center of.

Head clockwise around the chamber’s edge, repelling Draugr threats that burst from their vertical coffins. After two or three Draugr, face three or four Cultists ascending from the pit steps. Once you and Frea cut down all foes, thoroughly inspect the chamber: As Frea predicted, there is a way to the stone abutment; maneuver up the rubble and coffins under the pillar and then clamber atop the pillar, where you find a large treasure chest. Return the way you came, and descend the pit steps into a Draugr crypt.

Activate the handle next to the small portcullis door and step through into a small tomb where the walled coffins contain a variety of long-dead Nords to cut down (you may wish to move around the pillars and rubble so Frea attacks from a different direction than you, splitting your enemies’ focus). After you defeat the Draugr, clamber through to a long passageway heading north. Watch for the seated Draugr behind you.

Avoid the swinging blade trap’s floor plates as the passage splits into two narrower corridors. Both meet up farther along the crypt, both have Draugr infesting them, and both have a floor plate and a battering ram to avoid as you enter. The lower chamber offers higher ground, making it slightly easier to navigate. The corridors merge at the entrance to a long hall. Beware the floor plate and fire trap as you reach the double doors.

Enter this long hall of swinging blade traps and make short, quick bursts of speed between the swings to avoid any nasty contusions. A Whirlwind Sprint Shout can see you to the hall’s end, but don’t dash too early and stop at a blade’s arcing cut. Pull the lever to remove the spear bars, step over the remains of the inactive Nordic Puzzle Door, and descend to the wooden double doors.

Bars block the way to the west, so head down the narrow passage, ignoring the dead Draugr that collapses out of its tomb. Pull the handle to remove the barrier. As the wooden bridge falls into place, step down into the three-ramped chamber, where a Cultist and two Draugr minions are waiting to repel you. Watch the floor plate and dart trap as you descend to meet them. Tackle any ranged foes, then the Cultist, and split or combine your attacks with Frea if you wish. After the battle, locate the double doors leading to the Temple of Miraak Sanctum.

Keeper of the Dragon Cult

Proceed along a suspended cage bridge. Step across the scattered bones, into the connecting tunnel, and wind around, slaying four to six skeletons and a couple of Draugr who step out of their coffins and onto a floor plate that activates battering rams; attack these foes from above. Step into the cavern of the guardians, watching for active Draugr and bursting coffins as you go.

Head down the steps across the stone crypt, keeping to the cavern’s right (northeast) side so you don’t end up in a small dead-end pit. Watch for a floor plate and battering ram, and work your way around the stone ledge to face down further Cultist threats. A fiery cauldron has been lit at the top of the narrow steps down into an ancient burial site for members of a dragon cult. Frea is shocked that Miraak would display the skeletal remains of a dragon in such a disrespectful manner.

Animosity between Miraak and his dragon cult brethren is the least of your worries. Step up to the Word Wall on your left (south) and learn a word of the Dragon Aspect Shout. The transference of power from the wall triggers a Draugr ambush; expect two or three annoyances from the row of coffins and a particularly nasty foe known as the Gatekeeper to burst from the tomb below the dragon skeleton. Defeat everything that moves, and inspect the Gatekeeper’s corpse to claim the key to go farther into the temple. The door to which the key belongs is behind the Gatekeeper’s sarcophagus.

  • Word of Power: Dragon Aspect
  • Temple of Miraak Key

Note

The Dragon Aspect Shout is powerful, giving you improved armor and a range of other benefits, but it isn’t something you have to use as a part of this quest.

Tip

The Gatekeeper has his own Shouts, and these may stall or disarm you. Circle him or head up the steps to more easily avoid these attacks.

Waking Dreams of a Starless Sky

Pass the banquet table and its long-dead feasters, opening a second iron door with the key. After a connecting corridor with a window, move into another feasting hall, devoid of foes but featuring strange carved totems you haven’t seen before. Pass by these weird fishlike heads into the kitchens, which hold a few ingredients and a narrow windowed passage with a handle to pull. This opens a secret door between two sets of shelves in the feasting hall. Gather your resolve and head south, through the winding tunnel to a ruined reading nook.

This circular chamber has a large spiral staircase below, but it is currently barred. Frea points out there is nothing here but ruined books. But there’s also a secondary chamber with a square-shaped trapdoor and menacing statuary. Activate the handle in front of the fish faces to open the trapdoor. Descend the spiral steps, which connect to the ones you could see if you looked down from the reading nook.

Descend to the connected circular corridors with the fiery maws lighting your path. At the end is a stone wall with a handle to pull, lowering a staircase. Go even lower, opening a wooden door. This leads to a massive and lengthy stepped chamber, adorned with dragon bones and falling boulders. Prepare to be embroiled in a fast-paced battle with some skeletons, three falling boulder traps (stay mobile and leap to the side if you trigger any), and a nasty veteran Draugr with a sharp blade. Once you bring this foe to his knees, climb the final steps to a large treasure chest near the odd, lumpy carving of the Keeper of Forbidden Knowledge, inspect it, then activate the chain in the alcove behind the chest.

  • Objective: Read the Black Book

Scramble down a winding tunnel to reach a particularly ominous final chamber. This circular area is dominated by a thick stone altar, upon which rests the weighty Black Book. Frea warns you there are dark magics at work here. When you are ready, pick up the book and read it.

  • Black Book: Waking Dreams

Unlike other books you may have read, this one strangles you with a dark tentacle and transports you to a strange plane of existence. This is Apocrypha, the realm of Hermaeus Mora, where the crackling towers of learning mingle with archways of despair and confusion. Forced to kneel and unable to move, your appearance interrupts Miraak. Flanked by Seekers (and his own gigantic serpent dragon, Sahrotaar), he speaks to you as a pretender to his throne as the true Dragonborn. If you’ve completed Main Quest: Dragonslayer, he comes close to commending you on your prowess but insists you have no idea of the power a true Dragonborn can wield.

Yelling the Dragon Aspect Shout, his form is imbued with power—a power that you cannot hope to achieve. After further hubris, he commands two of his Seekers to return you to the mortal plane and sets off on his dragon mount.

Tip

You can immediately reread Waking Dreams and explore the realm of Apocrypha within. The guidance through these strange and frightening otherworldly islands is contained in Dragonborn Main Quest: At the Summit of Apocrypha, which is the optimal time to attempt this.

Tip

Remember that whenever you pick up a Black Book, you can read it at any time by opening it in your inventory. Black Books work only on Solstheim, not in mainland Skyrim.

  • Objective: Talk to Frea

Quest Conclusion

You regain consciousness at the Black Book altar. Speak with Frea and answer her questions. Miraak has proven himself to be extremely dangerous, and the book you retrieved must be shown to her father. He might be able to further your knowledge.

Note

This Black Book is one of six that link Tamriel to the plane of Apocrypha. If you wish to travel deeper into Hermaeus Mora’s realm, consult the “Black Book” quests in the Solstheim Side Quests section. These begin on page 608.

The Fate of the Skaal

Prerequisites: Complete Dragonborn Main Quest: The Temple of Miraak

Intersecting Quests: Dragonborn Main Quest: The Temple of Miraak, Dragonborn Main Quest: Cleansing the Stones, Dragonborn Main Quest: The Path of Knowledge

Locations: Saering’s Watch, Skaal Village, Shaman’s Hut, Temple of Miraak, Wind Stone

Characters: Frea, Storn Crag-Strider

Enemies: Dragon, Draugr, Frost Troll, Lurker

  • Objectives: Accompany Frea to Skaal Village, Talk to Storn Crag-Strider, Learn the Word of Power, Use the “Bend Will” Shout on the Wind Stone, Defeat the Lurker, Talk to Storn

Storn of the Skaal

  • Objective: Accompany Frea to Skaal Village
  • Target: Storn Crag-Strider, Skaal Village

Follow Frea out of the exit tunnel, and back into the Solstheim wilderness. A few dozen footfalls farther down the snowy mountainside, Frea pauses and asks if you can see a green light down the valley. This is the Wind Stone, where her people work against their will. She beckons you on, away from that possessed place, to the village and her father, Storn.

Follow her across the wooden bridge heading east. Frea stops again with her village in the middle-distance. She explains Storn used magic to raise a barrier around the settlement, protecting the few remaining Skaal from Miraak’s control. Continue to follow her into Skaal Village, where a group of elders are kneeling in prayer. She approaches them and tells them her news. It seems Storn has more stories to share.

  • Objective: Talk to Storn Crag-Strider

Approach Storn Crag-Strider and he asks that you speak quickly, as his powers of protection are dwindling. You mention Miraak, and Storn recalls reading about terrible battles fought at the temple. He asks if you are Dragonborn. Answer however you wish. Storn then tells you to journey to Saering’s Watch. There is a Word of Power there that Miraak has already mastered. Knowing this Thu’um may help to break the spell Miraak has over the Skaal people. Before you go, you can:

  • Ask for further information about Miraak.
  • Ask what he means about freeing his people from control.
  • Ask why you need to learn this Word of Power.

When Storn’s answers have concluded, prepare to journey west, into the craggy, snowbound mountains of northern Solstheim.

  • Objective: Learn the Word of Power
  • Target: Word Wall, Saering’s Watch

Free Will

The trek to Saering’s Watch is dangerous and difficult to traverse. The optimal path is to set out in a northwest direction, crossing back over the wooden bridge and skirting the edge of the Headwaters of Harstrad. Next, maneuver north, then northwest up the steep snowy slopes to pass by the entrance to Benkongerike. Turn right (north), heading under the stone henges as you reach the outskirts of Saering’s Watch.

Pass under the henges (don’t head farther up the mountain, as this places you away from the Word Wall) and head to the more open snowy cliffs where a great dragon is swooping down to attack a group of Draugr, recently resurrected from their tombs inside this ancient site. Other creatures may be prowling this area too (they are usually waiting among the rocky crags on the mountaintop, near the edge overlooking the ruins). Although not imperative, it is worth engaging in the battle here. You can:

  • Slay anything that moves, in no particular order. Wading in is fine. Firing down from a vantage point above these Draugr ruins is better.
  • Remember that you can also watch the dragon and Draugr battle it out, and then mop up any survivors if you aren’t confident you can take them all on at the same time.

When you’ve thwarted the enemies in this vicinity, enter the ruins, looking for the three-headed stone serpent torch attached to the wall to the south. There is a set of stone steps to the left and right (heading southwest and northeast). Climb to the left to reach a secondary promontory with more steps up to the exterior Word Wall. Close by is a large treasure chest and the remains of a ritual involving candles and a long-dead skeleton. Approach the Word Wall, and learn your new Shout.

  • Word of Power: Bend Will

Note

If you have already learned this word before speaking with Storn, he sends you to the Wind Stone directly.

  • Objective: Use the “Bend Will” Shout on the Wind Stone
  • Target: Wind Stone, in Solstheim

The Lurker at the Threshold

Before continuing, spend a Dragon Soul to unlock the Bend Will Shout (the dragon you just slew at the base of Saering’s Watch will do nicely). Equip and Favorite the Shout before descending back the way you came, down the mountainside heading roughly southeast. Before you step onto the wooden bridge, go down the hillside, heading north toward the All-Maker’s Wind Stone. The Skaal you speak to are beyond your ability to help and mumble praises to Miraak. Clear your throat and bellow the Bend Will Shout directly at the stone. The rock arches glow red and then explode, snapping the Skaal villagers from their malaise. As the pieces of masonry fall away, something is summoned from Hermaeus Mora’s realm!

  • Objective: Defeat the Lurker

Note

Did Miraak appear and steal the soul of the dragon you just slew? There’s little you can do about this annoyance. If you’re out of Dragon Souls to expend on Bend Will, travel back to Skyrim, locate a dragon lair, and slay another.

Note

If you activate the Wind Stone before cleansing it, you’ll join Miraak’s other thralls in constructing the arches around this site. Fortunately, you have the willpower to snap out of this trance.

After cleansing the Wind Stone, you can commune with it. It grants you the power of the North Wind for a single day. Find out more information about the All-Maker Stones of Solstheim on page 94.

  • All-Maker Power: North Wind (target takes 20 points of Frost damage for 10 seconds, plus Stamina damage)

The grim fish-headed statuary at Miraak’s temple bears a resemblance to the unspeakable atrocity that appears to thwart you and the regrouping Skaal. Step forward and engage the Lurker, watching for its dark tendrils, ranged attack of black spittle, and foot-stomping splashes. This tough fellow is more easily contained if you utilize the Wind Stone to hide behind as you dodge its attacks. When the slimy beast is slain, your quest updates:

  • Objective: Talk to Storn
  • Target: Storn Crag-Strider, Skaal Village

Quest Conclusion

Climb the hill with the freed Skaal tribe members, and head back to Skaal Village. Enter the shaman’s hut if Storn isn’t in the village exterior, and speak with him. He already knows you’ve prevailed. You can speak to him about the following matters:

  • Let him know his people are free. He mentions that you are now a friend of the Skaal. Ask him what to do next, and he asks if you might perform the same cleansing Shout on the rest of the stones of Solstheim.
  • Ask him for further information about Miraak.
  • Ask him what the All-Maker is.
  • Ask him what his role is among the Skaal.

Postquest Activities

Continue your conversation with Storn, and he asks you to remove Miraak’s presence from the remaining All-Maker Stones. This starts Dragonborn Main Quest: Cleansing the Stones.

Tell Storn that isn’t enough and that Miraak needs to be stopped now. He tells you this is beyond his power and understanding. You must learn more about the Black Book you’re carrying. Storn won’t read such unnatural tomes, but he recommends the Dark Elf Wizard Neloth to aid you in these matters. At this point, Dragonborn Main Quest: The Path of Knowledge begins. After this, you can quiz Storn about:

  • More information on the Black Books.
  • Neloth and his role in finding more Black Books.

After completing this quest, you can persuade Frea to join you as a Follower.

Note

At this point, there are a few Regional Activities you can attempt at Skaal Village. These can be done at any time from this point on. Check page 671 for more information.

Cleansing the Stones

Prerequisites: Complete Dragonborn Main Quest: The Fate of the Skaal

Intersecting Quests: Dragonborn Main Quest: The Fate of the Skaal, Dragonborn Main Quest: The Path of Knowledge

Locations: Beast Stone, Earth Stone, Sun Stone, Water Stone

Characters: Benkum, Bralsa Drel, Cindiri Arano, Dreyla Alor, Fethis Alor, Glover Mallory, Hjalfar, Liesl, Milore Ienth, Palevius Lex, Redoran Guard, Rirns Llervu, Ulves Romoran

Enemies: Cultist, Dragon, Lurker, Reaver, Riekling

  • Objectives: Cleanse the Sun Stone, Cleanse the Beast Stone, Cleanse the Earth Stone, Cleanse the Water Stone

Before the Cleansing

Note

This quest begins after you complete Dragonborn Main Quest: The Fate of the Skaal. With the Wind Stone already freed, there are four All-Maker Stones (other than the Tree Stone at Miraak’s Temple) that you must remove from Miraak’s influence. You may complete this quest at any time, but you must conclude it before you can finish Dragonborn Main Quest: The Gardener of Men.

  • Objective: Cleanse the Sun Stone
  • Objective: Cleanse the Beast Stone
  • Objective: Cleanse the Earth Stone
  • Objective: Cleanse the Water Stone

The following information may prove pertinent as you reach each of the All-Maker Stones:

  • The encounters at each of the Stones can be attempted in any order.
  • Once you utter the Bend Will Shout, the construction around the Stone glows brightly and explodes.
  • Immediately afterward, a Lurker is summoned. Slay it to complete the objective.
  • Some battles may involve additional Lurkers or other foes. However, you need slay only the Lurker indicated by the objective arrow for the objective to complete.
  • These can be difficult fights, so bring a Follower or summoned creature to assist you. You can also take advantage of the landscape around the Stone (and even the Stone itself) for cover opportunities.
  • The enthralled workers at each site sometimes help you by engaging the Lurkers. But do your best to protect them, as they can die and may cause you to miss out on some minor Favors.
  • Once the Stones are freed of Miraak’s disruptions, you can gain power from each of them. For complete details, consult page 52.

Sun Stone: Purging the Ashen and the Elvish

The Sun Stone is just north of Tel Mithryn. Bellow the Bend Will Shout, and prepare for combat with one (or more) Lurkers. The following information may prove helpful:

  • The Dark Elf Ulves Romoran, who works in the kitchens of Tel Mithryn, is currently enslaved here. Keep him alive if you wish to speak with him afterward.
  • The other stone workers are Reavers and are expendable.
  • Beware of Ash Spawn and Ash Hoppers in the vicinity: remove these threats first or your chances of victory are further hindered.
  • Watch your wild attacks when engaging Lurkers; accidentally slaying the Dark Elves helping your battle can increase your bounty on Solstheim.
  • All-Maker Power: Sun Flare.

Beast Stone: Freeing the Weakling Rieklings

The Beast Stone is west of the Thirsk Mead Hall and southeast of the Temple of Miraak. Yell the Bend Will Shout, and ready your weapons for a Lurker incursion. Remember the following as you approach:

  • There are a small number of Rieklings working at the building site. They are expendable.
  • Beware of a Cultist or two in this area. They join in the battle against you, so try and place the Lurker between you and them. If you get lucky, their attacks may strike the beast, causing them to turn on each other.
  • All-Maker Power: Conjure Werebear.

Earth Stone: Horror Near Raven Rock

The Earth Stone is southwest of Raven Rock, on the overlook where you may have met Neloth during Dragonborn Main Quest: Dragonborn. Call upon the Bend Will Shout, then face the Lurker that emerges. Heed the following at this juncture:

  • Citizens of Raven Rock are working at this Stone. During daytime hours, expect Bralsa Drel and Rirns Llervu (both incidental during Solstheim Side Quest: The Final Descent) here.
  • During nighttime hours, expect to find Cindiri Arano (Raven Rock Favor), Dreyla Alor (incidental), Fethis Alor (merchant and Solstheim Side Quest: The Great Solstheim Strongbox Hunt*), Glover Mallory (merchant and Raven Rock Favors), and Milore Ienth (merchant and Raven Rock Favors). Since there is a high risk that some (or most) of these civilians will die, it’s safer to cleanse this stone during the day.
  • There are two or three Redoran Guards working here during the day. They are expendable.
  • Although there are many Raven Rock citizens within fleeing distance, beware of who is attacking (and being slain by) the Lurkers.
  • All-Maker Power: Bones of the Earth.

Water Stone: Untangling the Final Bonds

The Water Stone is north of Raven Rock and due west of Fahlbtharz, on a steep cliff path. Demolish the masonry with your Bend Will Shout, but watch for the following difficulties:

  • There are four sailors—Benkum, Hjalfar, Liesl, and Palevius Lex—enslaved at this Stone. Once freed, they may help in a fight but are expendable. Should any survive, they wander to the shore to wait for a ship and their freedom. They aren’t involved in any other quests.
  • Expect a Cultist or two, and a dragon will fly in from a nearby island to the west. This can hamper your progress or help out considerably (if the Lurker and dragon end up fighting each other). But beware of lengthening odds if you’re facing all three foes.
  • All-Maker Power: Waters of Life.

Quest Conclusion

When all but the Tree Stone has been cleansed of Miraak’s influence, this quest concludes. You should now continue with your Dragonborn Main Quest tasks (as completing this allows you to finish that quest line).

The Path of Knowledge

Prerequisites: Complete Dragonborn Main Quest: The Fate of the Skaal

Intersecting Quests: Dragonborn Main Quest: Cleansing the Stones, Dragonborn Main Quest: The Gardener of Men

Locations: Nchardak, Nchardak Aqueduct, Nchardak Great Chamber, Nchardak Reading Room, Nchardak Workshop, Tel Mithryn

Characters: Neloth

Enemies: Dwarven Ballista, Dwarven Centurion, Dwarven Sphere, Dwarven Spider, Reaver

  • Objectives: Objective: Talk to Neloth, Travel to Nchardak with Neloth, Restore the steam supply to the Dwemer reading room, Release the book from the Dwemer contraption

An Insufferable Ally

This quest begins once you finish Dragonborn Main Quest: The Fate of the Skaal. You can complete it before, during, or after Dragonborn Main Quest: Cleansing the Stones.

  • Objective: Talk to Neloth
  • Target: Neloth, in Tel Mithryn

You may have already met Neloth as part of Dragonborn Main Quest: Dragonborn or by visiting his tower at Tel Mithryn on your own. He has since returned to Tel Mithryn, in the southeast of the island. Beware of ash creatures as you approach.

Look for the lantern-lit root pathway that leads up to a circular door into the main structure of Tel Mithryn. Enter the tower, and then float up the magical lift to the upper floor where Neloth is practicing his magic. He doesn’t recall inviting you here. Speak to him of the Black Book, after which you can converse on the following topics:

  • Your exploration to find more of these Black Books. Continue this line of questioning, mentioning you need to know what Miraak knows if you wish to stop him. Keep talking as Neloth reveals he knows the whereabouts of a Black Book connected to Miraak.
  • Questions regarding the Daedric Lord Hermaeus Mora.
  • The Black Book Neloth has learned the location of is sealed within a “reading room” in the dwarven ruin of Nchardak. He agrees to accompany you to see the tome, which is visible but firmly locked away.
  • Objective: Travel to Nchardak with Neloth
  • Target: Nchardak Reading Room, Nchardak

Tip

Getting to know Neloth, despite his high-and-mighty attitude, is worthwhile, especially after this quest, as he offers several Side Quests (listed on page 606). Some of them only become available after you complete Dragonborn Main Quest: The Gardener of Men.

Caution

The tower lift inside Tel Mithryn takes one person at a time. Floating up is the only way to reach Neloth’s higher chambers. Floating down is the only way to reach the exterior door without falling and killing yourself. Try not to embarrass yourself using this exit method.

City of a Hundred Towers

Neloth sets off at a quick pace, first due north, then northeast along the coastline. As you approach a copse of windswept trees, with the ruins of Nchardak looming from the water’s edge, Neloth remarks on the Dwemer architecture and says that the book is housed in the dome at the far end of the sprawling, half-sunken stone walkways and platforms.

Step onto the sloping stone bridge, watching for “riffraff”—Reaver scavengers who lurk among the ruins—and tackle them one by one. Watch for long-range bowmen from upper platforms as you go. You can head across the left or right series of walkways. Although they look precarious, they both lead to the main domed platform where the Reaver leader can be found examining the door to the Reading Room. Neloth proves his mettle by backing you up. After you deal with all of the Reavers, approach the sealed door.

Inspect the control switch to the door’s left. Neloth explains that these pedestals are activated by special cubes. Fortunately, he secured one during his initial exploration and opens the seal, allowing you into the Nchardak Reading Room. Inside, Neloth peers down through the huge seal on the ground that houses the tome you seek. So tantalizingly close! But this calls for a laborious method of book extraction; you must restore the steam supply to this room, which will allow you to access the Black Book.

  • Objective: Restore the steam supply to the Dwemer reading room
  • Target: Five Control Cubes in the ruins of Nchardak

Cube Collecting

Using the cube Neloth already found, he approaches another control switch and opens the doors to an elevator that leads down to the Nchardak Great Chamber. Pull the lever to travel down, then follow Neloth as he explains the history of Nchardak, the “City of a Hundred Towers.” At the bottom of the steps is a promontory with a view of a vast, waterlogged chamber. In front of you are two blue pedestals.

Neloth explains that most of the lower levels of the city are flooded but that the old Dwemer water pumps still work. With that, he places the Control Cube into the pedestal, which lowers the water level some of the way. You will need to locate four more cubes so the boilers can restore the steam power to the room above. Take the Dwemer Control Cube from the pedestal, then follow Neloth again. The water level rises, but there’s nothing you can do about that for the moment.

Tip

As you may have noticed, there are two distinct types of pedestals: blue and red. Blue pedestals require you to leave a Control Cube atop them. Red ones just require you to place and remove the Cube.

Note

From this point forward, it is worth remembering how many Control Cubes you are carrying. A running total is listed for each section to make sure you haven’t missed anything.

  • Dwemer Control Cube Total: 1

Neloth pores over a strange set of instruments that suggest where a Cube may be found. Head south to the door that leads to the Nchardak Workshop, and insert the Cube into the red pedestal to the door’s left to open it. Head inside, then take the first left, where you find a pedestal with a second Control Cube. Neloth suspects the rest won’t be so easy to obtain. Take the Cube, and the flamethrower traps ahead of you subside, but Dwarven Spiders and Spheres are released. Remove their threat and continue down the corridor.

  • Dwemer Control Cube Total: 2

Your Dunmer friend remarks that this part of the city comprised the “Great Workshops of Nchardak.” As Neloth drones on about the manufacture of automatons, check the half-flooded chamber. To the left (north) behind a barred wall is another Cube. You can’t reach it yet, so stay on the bridge and move to the opposite (eastern) side, where there are two blue pedestals. Place one of your Cubes into either pedestal; they both lower the water level to waist level.

  • Dwemer Control Cube Total: 1

Head down to the ground floor, deal with the Dwarven Spheres and Spiders, and locate the red pedestal in the water on the northern side, below the small gold bridge. Place your only Cube into this slot (you automatically remove it again), and a set of stone steps rise behind the bridge. You need to climb the stairs, but the bridge is blocking your path. You can:

  • Make your way around the midlevel perimeter of the room, proceed out onto the bridge, and drop onto the stairs from there. If you choose this path, be careful—the Centurion on the room’s west end (just beneath where you came in) will come to life if you approach him, and several piston traps threaten to push you back down to ground level.
  • Attempt to jump up onto the bridge (or the platforms near it) from ground level. This is possible but difficult.
  • Remove the Cube you placed in the blue pedestal earlier and simply swim over the bridge.

Note

You can ignore the red pedestal by the bridge, which simply raises and lowers it.

However you got there, the gold door in the north wall leads into a small, reasonably wide chamber with a secondary area around and to the left (south), leading to a new Control Cube (near the barred wall you couldn’t get to earlier). Grab this Cube (you should now have two), and Neloth tells you the water is rising; you must take care. Slay the spiders that have emerged behind you, then head back to the workshop chamber and retrieve the Control Cube you left in the blue pedestal there. This raises the water level even more, which allows you to proceed into the next chamber. Head south toward the gold door.

  • Dwemer Control Cube Total: 3

DLC2MQ04-012.jpg

Once inside, turn right (west) and proceed through the collapsed passage. If you can’t reach the door on the far side, double-check to make sure you have all three Cubes—the water level will only be high enough if you have all of them. Beware of Spheres and Dwarven Ballistas in the subsequent chamber, and the waiting Centurion as you find the next Control Cube in a rubble-filled alcove to the north. Take it!

  • Dwemer Control Cube Total: 4

Caution

You may wish to deal with the automatons here before taking this Cube, since the rising water level makes the fight much more difficult. In particular, it’s worth preemptively attacking the Centurion, who normally activates only after you’ve taken the Cube.

If you didn’t attack the Centurion, he emerges as soon as you take the Cube...right as the room begins to flood! Hurry up the stairs to the west, climb to the upper balcony, and finish off the Centurion and any remaining automatons. Then place a Cube in the red control switch, lowering a bridge and allowing you to escape this chamber. Head down and open the double doors leading back to the Great Chamber.

Assault on the Aqueduct

Quite a haul! The last Cube you need lies beyond a door on the Great Chamber’s north side, but to access it, you must drain the entire room. Place a Cube on each of the pedestals and leave them there. A small group of Dwarven Automata will emerge behind you; defeat them, then follow Neloth down the spiraling ramps.

  • Dwemer Control Cube Total: 2

From the boiler platform, you can travel south or north. The southern ruin contains a Sphere to battle and another blue control pedestal. Insert a Cube, lowering the water level, and head down the ramp to a ground-level door with a red pedestal. Open the door with your last Cube, claim the items from a chest inside, and optionally wander the floor of the chamber for a second chest [Apprentice]. Then retrieve your Cube from the southern ruin before continuing.

On the chamber’s northern side, attack the two Ballistas with Neloth’s help. Then place a Cube into the red control switch, sliding open the gate to the Nchardak Aqueduct.

As you walk into the aqueduct chamber, Neloth remarks that he won’t be swimming around in this filth to find the last Cube. It obviously falls to you to get your feet wet. Looking to the east, Neloth says he’s spotted the pump activator in the overlook, so that’s your next target. All three gold bridges must be lowered to reach it.

Tip

Well...not necessarily. If you have the Whirlwind Sprint Shout, you can sprint across the channel without lowering any of the bridges. This allows you to enter a secret chamber to the right of the overlook (which is otherwise sealed when you begin fiddling with the bridge controls). A chest awaits here.

This is achieved by some reasonably straightforward deduction: Locate the three red pedestals above the entrance corridor, heading up the ramp to find them. Activate the left pedestal, then the right one, to lower all three bridges. Then head back down to ground level to fight off the newly awakened Dwarven Spiders and Spheres. Follow Neloth, backing him up (or letting him take the bulk of the battering), slaying enemies as you go, until you cross all three bridges. At this point, Neloth moans again about the muck he’s been wading through.

Head east up the stone steps and turn left (north), entering a balcony with a blue pedestal overlooking the entire chamber. Slot in and leave a Cube, lowering the water level below.

  • Dwemer Control Cube Total: 1

Don’t lose focus of your main goal: the gold door at the far (west) end of the chamber, accessible and visible now that the water has drained. Open it using the red control switch, and head into the short corridor beyond. Beware the floor plate that triggers a wall trap, then bypass the rotating blades by heading around the column to your left. Activate the red control switch to open the gold gate, and claim your last Cube! Stand to the side when you do, or you’ll be struck by a flurry of darts!

  • Dwemer Control Cube Total: 2

Swim back out to the main aqueduct chamber, which has once again become waterlogged. Neloth is thrilled that all five Cubes have been found, but you’ll need to gather them all! Neloth has already pried the previous Cube from its pedestal to the east, so swim under the three red pedestals and head south into the Great Chamber.

Tip

There are a couple of optional side chambers in the aqueduct. You can now swim up to the one on the east side of the overlook and use the red pedestal to claim a chest and other scattered items, including a Kagrumez Resonance Gem, which is necessary for Solstheim Side Quest: The Challenges of Kagrumez*.

  • Kagrumez Resonance Gem

Tip

You also have a second chance to access the room to the west of the overlook. Reactivate the left and right bridge control pedestals to restore the bridges to their initial position, then swim into the newly opened side chamber to claim a chest.

Retraction of the Contraption

Return to the Great Chamber and climb back to the upper level where the two blue pedestals are. Take one of the two Cubes, causing the water to rise but leaving it lower than the boiler platform. Speak to Neloth, and he hands over the Cube from the aqueduct. You now have all four Cubes needed to restart the boilers.

  • Dwemer Control Cube Total: 4

Drop to the lower platform. There are four blue boiler control pedestals here, so insert your four remaining Cubes to finally restart the boilers. Suddenly, the giant gold drawbridge lowers, and an immense steam Centurion clanks over the bridge to engage you in battle. Fight it where you stand, or take advantage of the huge chamber to drop it from afar. The Centurion was guarding a small alcove with a treasure chest.

  • Objective: Release the book from the Dwemer contraption
  • Target: Black Book, Nchardak Reading Room

Tip

Is the Centurion giving you trouble? Then consider retreating to the room’s upper level, where the four Dwarven Ballistas you might have noticed earlier are aimed directly at his path.

Quest Conclusion

Make sure all four boiler pedestals are activated (you shouldn’t be carrying any Cubes), and follow Neloth up the elevator, riding it back to the Reading Room. If you’ve placed the Cubes incorrectly, Neloth will certainly tell you. If you’ve correctly placed the Cubes, Neloth tells you it worked and that steam is flowing to the room. He presses the button in the Reading Room, causing four shafts of light to illuminate the complex lock, and the contraption releases the tome! At last! Neloth deems you deserving of the first leaf through this book....

Dragonborn Main Quest: The Gardener of Men begins immediately.

The Gardener of Men

Prerequisites: Complete Dragonborn Main Quest: The Path of Knowledge: Complete Dragonborn Main Quest: Cleansing the Stones (to finish this quest)

Intersecting Quests: Dragonborn Main Quest: Cleansing the Stones, Dragonborn Main Quest: The Path of Knowledge, Dragonborn Main Quest: At the Summit of Apocrypha

Locations: Apocrypha Epistolary Acumen, Nchardak, Nchardak Reading Room, Skaal Village

Characters: Frea, Hermaeus Mora, Storn Crag-Strider

Enemies: Lurker, Krosulhah, Seeker, Wisp-Lantern

  • Objectives: Read the Black Book, Learn the hidden knowledge of “Epistolary Acumen”, Talk to Storn, Wait for Storn to read the book

Into Apocrypha

Note

This quest begins once you finish Dragonborn Main Quest: The Path of Knowledge, and you can complete most of it immediately. However, you must complete Dragonborn Main Quest: Cleansing the Stones in order to finish this quest.

  • Objective: Read the Black Book
  • Target: Black Book, Nchardak Reading Room

Neloth urges you to read the Black Book that has risen from its seal. Approach and take the book from its stand. As you open the cover, a tendril grabs you by the throat, and you’re transported into Hermaeus Mora’s realm of Apocrypha. The dark Daedric Prince appears to you in this other-world, manifesting as black clouds of tentacles and eyes. This is Apocrypha, a realm where all knowledge is hoarded. After wondering whether you are clever or a coward, Hermaeus Mora disappears, leaving you to explore this plane of existence.

  • Black Book: Epistolary Acumen
  • Objective: Learn the hidden knowledge of “Epistolary Acumen”
  • Target: Black Book: Epistolary Acumen, in Chapter IV

Chapter and Verse: Braving Apocrypha

Before braving the unspeakable horrors that lurk in this dim threshold, it is important to learn how to navigate the convoluted pathways and face dangers present here:

There are Scryes, which are small, plantlike tendrils with a floating ball-like seed. Activate these to further your progress; they open doors, elongate bridges, and reveal corridors. Search for these with thorough determination.

There are fonts, of both Magicka and Stamina. Activate these to quickly replenish either of these attributes, usually before or during combat. Learn to look for the blue (Magicka) and yellow (Stamina) orbs, and stand under or near a font to drain it. You can use each font only once during a given visit to Apocrypha.

The churning black tentacle sea extends to the horizon in Apocrypha. Sink into this swamp and you blink out of existence and find yourself back in Solstheim. Usually you don’t want this to happen, as you can’t die while in this realm, but it can be used to escape. However, you need to traipse back through the “chapters” of this realm to continue your progress. So watch your step! The tendrils that lurk near small ponds? They serve to whack and damage you. Avoid them.

The denizens of Apocrypha, Seekers and Lurkers, will fight to prevent your progress. Learn their weaknesses in the Bestiary (page 171). In addition, Wisp-Lanterns float through the fetid air, lighting pathways. They aren’t usually necessary to locate or interact with (unless your path is in shadow and harmful, which occurs during some of the Black Book Side Quests. Find out more about those tasks on page 608.

Chapters: Most books have more than one chapter, and it is vital you find and “enter” each chapter to progress farther into this realm. There is usually no need to retreat to former chapters once you’ve explored them.

Also remember that normal rules may not apply here: Corridors may move and shrink or elongate. Platforms unfurl as if alive. Every black piece of furniture holds numerous books to add to your collection (occasionally including Skill Books), so be sure to search each one.

Chapter I: The Tunnel of Lore

Use either or both of the Magicka fonts, then activate the Scrye to lower the walkway ahead (west) of you. Time your approach so you can enter the moving tunnel of lore. Walk to the opposite end, through the flying pages, and wait for the tunnel to move right (north). Step off the tunnel and onto a promontory.

Once on the promontory, use the Stamina font, activate the Scrye, and watch a second walkway unfurl. Step back onto the moving tunnel, riding it along the edge (watching for tendrils) to the walkway. Step off, heading across (west) to an island, a Stamina font, and Chapter II.

Chapter II: Seeker and Destroy

Head north down the tunnel of pages to the Scrye. Activate it, which unfurls the tunnel walls, allowing you to step out into a medium-sized arena where you must fight a Lurker and up to three Seekers. There are three Magicka fonts, which you can use during the battle to press your magical attacks; a Pod; and another Scrye.

Tip

When fighting Seekers, remember to target the original Seeker first. Any additional Seekers he summons will disappear once you slay the original.

Activate the Scrye on the eastern wall below the third Magicka font, opening the gate to the west. Head up the stairs, claim the Stamina fonts, and then begin Chapter III.

Chapter III: Tunnels and Tendrils

You appear in a stepped chamber with columns of books arcing into the skies. Head across either of the small parallel bridges to the steps, where Seekers appear. There is a half-submerged Magicka font in the black ooze to the northwest. Climb the steps, slaying Seekers as you go (there are two or three to thwart).

At the top of the steps is a circular black pool and another Magicka font. Slay any remaining Seekers before venturing into the second circular platform, avoiding the mire and stepping onto the moving tunnel. Head along the tunnel to a Scrye to the south, which opens the adjacent door and elongates the tunnel ahead (south) of you.

Step past the piles of books, heading down the tunnel, turning left (east) and slaughtering Seekers as you go. At least two must be dispatched. Ignore Scryes and areas you can’t access yet. As you continue east, the tunnel moves, allowing you to step north onto an unfurling platform and into another tunnel.

This tunnel has a Lurker to face (so you may wish to retreat a little as you battle it). Head north until the tunnel turns to the left, forcing you west to a Scrye you may have seen earlier. Activate it and a door opens, leading you through the tunnel you came from and to a Stamina font and a left (south) turn.

Avoid the tendril in the ruins of the reading room and continue south, passing a Magicka font and a host of Seekers. Concentrate on slaying the first ones you see to shorten the battle significantly. Pass by three more fonts—two Stamina (one above the book) and one Magicka—and open Chapter IV.

Chapter IV: Meeting Mora

Gather any Soul Gems from the nearby table and avoid the circular pool. Activate the Scrye, watching a giant cage in the center of this realm unfurl. Head across and approach Black Book: Epistolary Acumen. This summons the Keeper of Forbidden Knowledge! Listen to his introduction, answering him how you wish.

Although your answers can differ from respect to annoyance, this Hermaeus Mora knows why you have come. To this end, you are awarded with the second Word of Power.

  • Word of Power: Mind, Bend Will

Note

Have you met this prince during Daedric Quest: Discerning the Transmundane? Then he recognizes you, although this doesn’t affect your tasks.

But this is not enough; you must seek the final Word of Power in order to face Miraak. Hermaeus Mora will help you, but he has a price. Answer however you wish, but your fate remains intractably linked to your new master. Miraak has served him but grows restless under his guidance. In exchange for the final Word of Power, Mora demands the secrets of the Skaal. Answer however you wish, but the task is clear: the Skaal shaman must be sent to him.

  • Objective: Talk to Storn
  • Target: Storn, Skaal Village

With that, Hermaeus Mora departs from your vision, and three glowing globes emanate from the open book. Each holds a special power for you to wield. Take the one you wish, then read the book (here or in your inventory) and head back to Solstheim. The powers are as follows:

  • Dragonborn Force (your Unrelenting Force Shout does more damage and may disintegrate enemies)
  • Dragonborn Flame (when your Fire Breath Shout kills an enemy, a fire wyrm emerges from their corpse to fight for you for 60 seconds)
  • Dragonborn Frost (your Frost Breath Shout encases foes in ice)

Secrets of the Skaal

Back in the Nchardak Reading Room, Neloth is most interested in what you’ve been up to. Answer however you wish, as the Dark Elf wonders how you managed to acquire such a bargain for the Daedric Prince’s help. You can learn more lore from Neloth at this point, after which you should leave via the gold door to the northwest.

Once outside, your plans of traveling to Skaal Village are halted temporarily by the arrival of the monstrous dragon Krosulhah, sent by Miraak to devour you. With Neloth’s help, and the wide platform for the beast to land on, it shouldn’t present too much of a problem.

Make your way back to Skaal Village, where you find Storn Crag-Strider kneeling in front of his hut. Speak to him, and mention your conversation with Hermaeus Mora (or as the Skaal call him, “Herma-Mora”). You can:

  • Mention the deity told you he would teach you the final word of Miraak’s Shout. This advances the quest.
  • Ask what the “secrets of the Skaal” are.
  • Ask why the Skaal refer to him as “Herma-Mora.”

Storn Crag-Strider doesn’t know whether he has the strength to face the Demon of Knowledge:

  • If you haven’t completed Dragonborn Main Quest: Cleansing the Stones, he mentions that not all of the stones have been restored. You cannot continue until you finish that quest.
  • If you have completed Dragonborn Main Quest: Cleansing the Stones, he mentions that the Tree Stone (atop the Temple of Miraak) is still corrupted, but the other five Stones have been restored. He may have the strength and asks for the Black Book. Give him this book in dialogue.
  • Objective: Wait for Storn to read the book

Quest Conclusion

Frea calls on her father to reconsider, as she feels he isn’t strong enough, but the old man tells her not to fear for him, as the All-Maker laid this path for him to follow. You aren’t sure what to make of this, but once the book is opened, Storn is immobilized by piercing tentacles. Hermaeus Mora appears and thanks you for delivering the gift he requested. He fulfills his end of the bargain, and after tossing Storn’s corpse onto the snow, he grants you the final Word of Power!

  • Word of Power: Dragon, Bend Will

Dragonborn Main Quest: At the Summit of Apocrypha begins immediately.

At the Summit of Apocrypha

Prerequisites: Complete Dragonborn Main Quest: The Gardener of Men

Intersecting Quests: Dragonborn Main Quest: The Gardener of Men

Locations: Apocrypha, Waking Dreams, Skaal Village

Characters: Frea, Hermaeus Mora, Sahrotaar, Storn Crag-Strider

Enemies: Lurker, Miraak, Kruziikrel, Relonikiv, Seeker

  • Objectives: Unlock your “Bend Will” Shout, Read “Waking Dreams”, Reach Miraak’s Temple, Use the “Bend Will” Shout to tame Sahrotaar, Defeat Miraak

Storn’s Sacrifice

Note

This quest begins once you finish Dragonborn Main Quest: The Gardener of Men. Alas, there is no way to begin this quest without the sacrifice of Storn.

Caution

The Skaal aren’t a happy bunch now that their elder shaman has been slain. They distrust you and won’t offer you their quests or favors until you’ve finished this quest.

  • Objective: Unlock your “Bend Will” Shout
  • Objective: Read “Waking Dreams”
  • Target: Your inventory

As the rest of the Skaal villagers look on incredulously, Frea kneels beside her father’s corpse. It falls to you to prove his death was not in vain. First, unlock your “Bend Will” Shout by accessing the Magic > Shouts > Bend Will menu option. Spend a Dragon Soul (or two) to fully unlock this Shout. You need not equip the Shout yet, but you do need to expend a Dragon Soul. Ready yourself for a long and dangerous journey. And then, when you’re ready to face Miraak in Hermaeus Mora’s world, read Black Book: Waking Dreams from your inventory.

Tip

No Dragon Souls? Then return to Skyrim, locate a dragon at one of the many dragon mounds or lairs, and slay it.

Tip

The same general advice on Apocrypha (located on page 598) is of value this time, too.

  • Objective: Reach Miraak’s Temple
  • Target: Chapter VI, Word Wall

Tip

This world is full of forbidden knowledge; don’t forget to search each of the black stone tables for interesting lore books (and occasionally skill book) as you go.

Chapter I: The Word of Lore

Waking Dreams returns you to an area of Apocrypha you visited once before, where you heard Miraak mock you while you knelt and could not move. Check the table to the south for a trio of books. There’s also a pod to open along the left and right (east and west) walls. Scan a second table for a Soul Gem, and then stride north, passing two Magicka fonts, and open Chapter II.

Chapter II: Preferred Reading—Boneless Limbs

Climb the first set of stone steps, watching for a Seeker or two to materialize around or behind you. Check the nearby table for a book before ascending farther and heading left (north) around the edge of this large, cylindrical chamber—Miraak’s Tower. Pass the table with the Heavy Armor Forging Skill Book and around to a small bridge to your left (south). There are also some steps not yet elongated into a staircase position. At this point you may wish to look up: You’ve got some climbing to do!

  • Heavy Armor Forging (Smithing Skill Book)

Cross the bridge and climb the stairs to the plinth that holds a cracked and ancient book called Boneless Limbs. This is vital to your progress, so take it. Optionally read the short rhyme inside:

A writhing mass of heaped appendage

Slipping grasp the squirming slick

Extend the reach to touch the face

Burn the mind, reveal the quick

Taking this book extends the steps at the initial side of the bridge, so cross over, head up the steps to the north, and out the open archway doors to view a vast ocean of filth. Turn right (northeast) and begin Chapter III.

  • On Apocrypha: Boneless Limbs

Chapter III: Preferred Reading—Delving Pincers and Prying Orbs

Enter the tunnel that leads roughly northeast, passing a door to your right that you can’t open yet. The corridor splits to a left and right route with two or three Seekers that appear and a couple of pools with whipping tentacles to dodge. There are two Magicka fonts if you need them, and both corridors merge at some steps up to a platform and a table with Song of the Alchemists (Alchemy Skill Book). Turn around, and on a stone plinth lies another ancient book called Delving Pincers. Inspect this book for its strange poem:

Crushing razors, hollow shells

That snap, that twitch, that cinch and rend

To hold the subject, bodily,

’Til mind blows soft and life meets end

  • Song of the Alchemists (Alchemy Skill Book)
  • On Apocrypha: Delving Pincers

Retrace your steps along the corridor (southwest), to the book that leads back to Chapter II. Don’t read it, but instead look left (southeast) as the previously closed door opened when you took the ancient book. Step inside and activate the Scrye. This stretches out the corridor ahead of you. Head past a Magicka font, then another, stopping at the junction to inspect a table containing Catalogue of Weapon Enchantments (Enchanting Skill Book) and other books. Pass a Stamina font, and head right (southwest), back into Miraak’s tower chamber.

  • Catalogue of Weapon Enchantments (Enchanting Skill Book)

You’re a level above on a series of crisscrossing platforms. Head left (south), opening a pod and activating a nearby Scrye, which opens a door to the northwest (this leads to a small alcove with a vessel you can search for items). Now head along the main bridge platform, moving south and then right, passing a pod to a plinth with a Magicka font and another ancient tome. Remove Prying Orbs from its plinth, reading its strange inscription:

What takes the world in lightened sense

Can also seek the outward gleam

They rob the all of essence to

Report the nothing they have seen

Removing the book and pocketing it opens a gate in the western part of the chamber. After a Magicka and Stamina font, you reach Chapter IV.

  • On Apocrypha: Prying Orbs

Chapter IV: Preferred Reading—Gnashing Blades

From your high position above a multitude of steps and shifting tunnel walls, turn right (west) and head down the steps, pausing to grab at the Stamina font above you. Directly in front of you is a low balcony fence, below which is a second Stamina font; access that from the top of the steps too. Then descend on either side, facing down two or three Seekers as you go. Don’t forget a pod on a southwest platform.

Head past the black table and the selection of books, then to the lower ground and a tattered banner. Enter the tunnel to the south, moving around the long left curve to a junction with a black table and two very long passages ahead (east) and right (south). The tunnel ahead with the Magicka and Stamina fonts retracts as you move down it, forcing you right, where a similar retraction occurs. Backtrack to the initial tunnel; it has turned to the opposite (south) direction, allowing you to move into an open area to face two more Seekers and traverse a stepped area to the west.

Climb the steps, passing two tables (one houses some scrolls) and a Magicka font near your fourth and final ancient book, nestled on a plinth just above a Stamina font (access it from up here). Grabbing Gnashing Blades opens a new path. Before you head down it, partake in a swift reading:

Bone extrusions gash and grind

In moistened depths of smacking heat

While tearing flesh from averse bone

The body while prepares to eat

  • On Apocrypha: Gnashing Blades

Move down the steps and head right (southeast) into a newly opened tunnel. This ends in a junction with an alcove to your right (south) with two black tables and a corridor that expands when you enter it, near two additional tables with more books to leaf through. Move ahead (east) down the long corridor to a pair of Stamina fonts and a pod. Continue down the left turn and into another chamber with a Stamina font under a walkway.

Avoid the black tentacles as you head northwest across the ground bridge, and engage two or three Seekers on the initial stepped balcony. Pass a black table, working your way along an upper bridge heading south and up more steps to a Scrye, which maneuvers a tunnel down below. Descend and enter the tunnel (heading east). Go down the long left curve past a small tentacle pool and up into a Lurker-summoning chamber. As the name suggests, one of these beasts is summoned as you near the circular black ooze in the middle.

Aside from the Lurker to slay, there’s a Scrye in the northwest corner of the chamber that opens a cubbyhole with a vessel and black table in an adjacent corridor farther northwest (head around the corridor entrance to access it). Just before that cubbyhole is a second Scrye. Activate that and the chamber’s main door to the north swings open. Flee if you’re having trouble killing the Lurker, or slay the horror before proceeding. At the end of the corridor to the north is a Magicka font and access to Chapter V.

Chapter V: The Penultimate Chapter

You are farther up in Miraak’s Tower. Begin by siphoning the Magicka font near the open book, before following the corridor up the steps, past a Stamina font, and out onto the upper walkways of the central tower chamber. Concern yourself with two immediate problems:

  • Slay the three or four Seekers.
  • Don’t fall off the walkways around the edge or middle of this chamber!

Once you’re successful with this plan, you can inspect the room at your leisure. The plinth in the central spine of the chamber houses access to Chapter VI. You need to access it by placing each of the four Apocrypha Books on their correct pedestals. Simply read the clues from the books and the books’ names and lay the tome on the image best associated with each book.

The pedestal with the fishlike gaping maw is closest to you. Place “Gnashing Blades” here.

The pedestal with the two claws is nearby. Place “Delving Pincers” here. Expect Seekers to attack at this point.

The pedestal with the mass of writhing tentacles is opposite the entrance. Place “Boneless Limbs” here.

The pedestal with the strange evil fishlike eye is the last of the plinths to find. Place “Prying Orbs” here.

Tip

If you’ve placed the books on the correct pedestals, the opening to Chapter VI glows green. If not, remove the books and try again. When you’re ready for the final chapter, head to Chapter VI and open it.

Note

It is possible to have opened Black Book: Waking Dreams during Dragonborn Main Quest: The Temple of Miraak and completed all the chapters up to this point as soon as you receive the book. If you did this, you resume your journey at Chapter VI.

Chapter VI: Bending the Will of Sahrotaar

Exit via a small double corridor leading to a single tunnel. Grab The Art of War Magic (Destruction Skill Book) from the black table as you go. You emerge onto a large exterior platform amid the unspeakable ocean, bereft of life until you pass two Stamina fonts. Investigate two more and the curved stone edifice at the opposite end. This is a Word Wall!

  • The Art of War Magic (Destruction Skill Book)

Approach the Word Wall and defeat the two Seekers that are summoned to prevent your progress. Learn the powerful new Thu’um, part of the Dragon Aspect Shout, and your objective updates.

  • Word of Power: Dragon Aspect

Tip

This Shout is extremely powerful and well worth fully unlocking. Consult page 48 for the locations of the other Words to this Shout, if you wish.

  • Objective: Use the “Bend Will” Shout to tame Sahrotaar
  • Target: Sahrotaar, Chapter VI

The moment you absorb this Shout, the mighty serpent dragon Sahrotaar swoops down to attack! Bellow the full Bend Will Shout (all three Words of Power) at the beast, and he lands, drops his head submissively, and offers to carry you to Miraak. Climb aboard and prepare to face your nemesis!

  • Objective: Defeat Miraak

Tip

This is it! It’s worth being well prepared for the forthcoming battle. You can even remove yourself from this realm, then reread Waking Dreams and start back at Chapter VI if you’re missing a key piece of killing equipment.

Chapter VI: First and Last and Always

Note

When riding a dragon, you can lock on to a nearby target and attack it with magic. You can also command the dragon to attack your target. Fast-Travel while riding the dragon by using your world map (if in Solstheim or Skyrim). For more detailed information on maneuvering a dragon, please consult page 108 of this guide.

You have a brief flight to reach the pinnacle of Miraak’s Tower. During this time, you are free to attack the various outcrops with Seekers and Lurkers within the unspeakable ocean. Remember you can:

  • Lock on to a target and fire at it using your dragon’s ranged attack and your own ranged strikes.
  • Switch targets and command your dragon to swoop in and attack a target.

After some one-sided razing, your mount glides toward a deranged high tower of epic dimensions and lands at the summit.

Miraak spits furious verbal bile at his disloyal mount as you land on the platform, then turns his attention to you. Whether it is the First Dragonborn or the Last Dragonborn, only one shall survive the epic battle at the summit of Apocrypha! After remarking that you are both here in your full power, he declares that he will be free of Hermaeus Mora once and for all. He calls the mighty dragons Kruziikrel and Relonikiv to his side, and the titanic struggle begins!

Initial Preparations

Prior to facing your nemesis, you must understand the magnitude of the foe you’re about to face:

  • A Heavy Inventory: Miraak is formidable, so you should have stocked up on Health, Magicka, and Stamina potions before proceeding into this realm.
  • A Poisonous Preamble: Although powerful, Miraak is still human and can be harmed by poisons. Paralysis will not affect him, but damage-health poisons are an excellent way to increase your melee damage.
  • Roll Out With Your Scroll Out: The black tables throughout the previous chapters of Apocrypha included several Fast Healing scrolls that may come in handy during the fight.
  • Know Your Scroll: That collection of scrolls you probably aren’t using or were saving for the perfect battle? Bring them along! Use any ritual or summoning scrolls (such as Scrolls of Fire Storm, Blizzard, or Dragonhide) you’ve been hoarding.
  • Secrets of the Skaal: Before entering Apocrypha for your final battle with Miraak, visit the All-Maker Stones you freed from his influence during Dragonborn Main Quest: Cleansing the Stones. Their powers are formidable and can give you an edge in the battle against him.
  • Long Flight to the Summit: There’s no rush to reach the top of the tower and face Miraak. The Bend Will Shout you just used on Sahrotaar has a very long cooldown time, so letting your mount meander and take a longer path to the tower will give you some time to recover.

Battle Tactics: Drawing First Blood

  • Raising Your Defenses: Just prior to the battle commencing, Miraak takes a few moments to inflict a few verbal jabs. Use this chatter to your advantage by preparing your defenses; ideally strike with your most powerful spell, sneak attack, or power attack before he can react.
  • Dart in Before Dragon Aspect: One of Miraak’s many powers is his Dragon Aspect Shout, which also raises his defenses. Striking with an excellent hit before he utilizes it is extremely beneficial.
  • Showdown on Sahrotaar: You may wish to ride your mount during this battle. If you primarily cast spells, this is an excellent way to avoid receiving damage for a while. Employ Chain Lightning or Fireball spells, and rain down destruction from the sky. Also remember to use Shouts while riding your dragon.

Battle Tactics: Miraak’s Attacks

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