Aurelius’s Tower sits behind two locks in The Blood of Dawnwalker, and neither of them is a key. The first is the clock — the door only opens after dark. The second is The Unblinking Guardian, a flying boss that drops in front of the entrance once night falls. Get both out of the way and the tower opens up on its own.
Quick answer: Travel to Aurelius’s Tower in the Silts, use the shrine outside to Wait until Moonrise, kill The Unblinking Guardian that spawns at the entrance, then walk in through the main doorway.
Aurelius’s Tower location in Vale Sangora
The tower stands in the Silts, in the southwestern corner of the map. The approach is a mountain path, and the nearest landmark most players pass on the way is Yedera Spring — from there you follow the trail uphill until the tower comes into view. The moment you get close enough, the quest “Who Pulls the Strings” ticks over from “Go to Aurelius’s Tower” to “Find a way to enter the tower.”

This is also the eleventh Scouting Tower in the game, listed as the Silts Tower, so the structure doubles as a survey point once you can climb it.
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Add to Google Preferences →Entry requirements before you go
| Requirement | Detail |
|---|---|
| Quest | “Who Pulls the Strings” must be active |
| Time of day | Night only — the tower cannot be entered during the day |
| Time control | Aurelius’s Tower Shrine, set to Wait until Moonrise |
| Obstacle | The Unblinking Guardian, a flying boss at the entrance |
| Exterior climb | Needs Shadowstep and Planeshift; the roof requires a fully upgraded traversal ability |
How to enter Aurelius’s Tower at night




How to confirm you’re inside
The quest tracker is the only confirmation you need. Once you’re through the door and on the stairs, “Who Pulls the Strings” updates to “Search the tower.” If that objective hasn’t changed, you’re either still outside the entry trigger or the Guardian is still alive.
Two things account for most failed attempts. Arriving during the day means the tower simply won’t open, and skipping the shrine leaves you waiting on the world clock instead of jumping straight to Moonrise. Leaving the Guardian alive is the other one — it blocks the approach rather than ignoring you.
Climbing in through the second floor instead
There’s a second way in that skips the front door entirely. Scale the outer walls and ledges with Shadowstep and Planeshift and break in through a window on the second floor. Scouting Towers can only be climbed at night, so the darkness requirement still applies.
Reaching the very top on the exterior takes a fully upgraded vampire traversal ability. If you manage it, you can drop from the roof onto a balcony with a chest holding the Unnatural Resilience Manual — the tower’s Scouting Tower reward. Surveying from a Scouting Tower doesn’t push the clock forward, which makes it worth tagging on the same night you show up.
What waits on the floors above
The interior isn’t a quiet climb. Trained guards hold the lower floors, and the room above them belongs to Svetlana, The Dark Prodigy, who fights with curses rather than steel — keep your distance and read her patterns. A nearby chest holds potions and crafting materials, and Silas’s Book sits on the table. You can’t read it when you pick it up, but hold onto it.
Note: Higher up there’s a locked door with a window you can peek through first. Opening it costs four Tab slots and locks you into the mission that follows, so treat that door as the real point of no return rather than the tower entrance itself.
Everything up to that point is reversible, and the shrine outside stays available if you’d rather clear the grounds, grab the Scouting Tower manual, and come back for the climb with a fuller loadout.






