Silts Tower sits in the southwestern corner of Vale Sangora, out in the marshland, and it is the eleventh and strangest of the game’s eleven Scouting Towers. Reaching its peak reveals the surrounding points of interest on your world map, exactly like the other towers. The locked door partway up is a separate thing entirely, and opening it is a decision rather than a step.
Quick answer: Skip the locked interior door, take the wooden scaffolding on the outside of the tower, Planeshift across the gap onto the outer wall, climb to the top of the roof, then press F at the survey point to reveal the surrounding map icons.
What you need before climbing Silts Tower
Scouting Towers are night-only content. Your vampiric traversal abilities are what get you onto ledges and up sheer surfaces, so a daytime approach simply leaves you stuck at the bottom. Shadowstep and Planeshift are the two that matter here.
The other thing worth knowing is that surveying from a tower does not consume time. Time in this game is spent like a currency on quests and certain dialogue choices, and towers are free. That makes clearing them early one of the cheapest ways to fill in your map, and a determined player can tag all eleven in a single night.
| Detail | Silts Tower |
|---|---|
| Region | The Silts, southwestern edge of the map |
| Also known as | Aurelius Tower |
| Time cost to survey | None |
| Time of day required | Night |
| Chest reward | Unnatural Resilience Manual |
| Locked door cost | 4 time segments |
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Tip: from the roof you can drop back down onto a balcony that holds a chest containing the Unnatural Resilience Manual. Grab it before you leave, since manuals teach new skills and most towers hide one.
Why the Silts Tower door is locked and what opening it starts
The locked door is not an obstacle blocking your route to the top. It is the entrance to a hidden side quest called Home Sweet Home, and the exterior climb exists precisely so you can reach the survey point without ever touching it.
If you do want to go through it, the approach is different. Enter the ground floor door, work your way up the inside of the tower, and interact with the door at the very top floor. Peering through the window first shows a figure in the middle of a ritual on the other side. Opening it costs four time segments and commits you immediately, with no confirmation to back out of.
What follows is a dream sequence set in Coen’s childhood home. You are stripped of every weapon, upgrade, and piece of armor, and vampire form is unavailable, so healing comes from food you scavenge and damage comes from Witchcraft abilities such as Burning Blood. The loop runs through two groups of specters and a gargoyle boss called the Keeper of Nightmares before restarting.
Note: keep a manual save before opening the door. The fight is difficult with starting-tier gear, and repeating the loop four times traps you in the dream and triggers the secret Together Forever ending instead of returning you to the open world.
Escaping the Silts Tower dream sequence
The exit is tied to the well in the town centre, and it only becomes interactive from the second replay of the loop onward. Fight through to the second group of enemies, then hold L2 or LT to enter Focus Mode and inspect the well when it highlights yellow. A voice answers, and you are placed in front of a cave entrance.
Walk to the end of the cave and step through the portal to arrive at the church. To move the memory forward you must interact with three people in Focus Mode in a fixed order, which opens the church’s locked door. Leaving through it takes you to the meadow, where you inspect the glowing red tree stump, Clawride down to the river, and finish the conversation with your sister.
| Step in the loop | What to do |
|---|---|
| Second group of specters | Focus Mode on the well (2nd–4th replay only) |
| Cave | Walk to the end, enter the portal |
| Church sermon | Interact in order: Alin, Esme, Coen |
| Meadow | Inspect the red tree stump, Clawride to the river |
You know it worked when you respawn in the open world at the real tower. An enemy attacks on arrival, and looting the body yields the legendary accessory Astrologer’s Ring.
Common reasons the Silts Tower scout does not trigger
- You are attempting the climb during the day, so Planeshift and Shadowstep are unavailable.
- You are trying to force the interior locked door instead of taking the exterior scaffolding route.
- You stopped on the outer wall without continuing to the peak of the roof, where the survey prompt appears.
- You have not bought the vampiric traversal skills yet, which are only available after the prologue.
Treat the two halves of Silts Tower as separate errands. The outside climb is a five-minute map reveal that costs you nothing and hands over a skill manual on the way down, worth doing as soon as you can traverse at night. The door at the top is a much heavier commitment, and it is one you should only walk through with a save file behind you.






