Guide The Blood of Dawnwalker: How to Climb St. Tyna’s Grove Tower

The Blood of Dawnwalker: How to Climb St. Tyna’s Grove Tower
St. Tyna’s Grove Tower is one of the 11 Scouting Towers scattered across Vale Sangora in The Blood of Dawnwalker, and it’s the one that finally lights up the marshland east of Ambrus’s territory. Climb it and the fog over that stretch of the map peels back, dropping question-mark icons on everything worth visiting nearby. It also hands over a skill manual for the trip.

Quick answer:
Go at night, avoid the undead outside by scaling the rock formations beside the tower, blast the wooden boards blocking the scaffolding, then Shadowstep up to the top platform and use the lookout pole. Mark every highlighted point in the distance, and grab the Forbidden Sigils Manual from the container at the tower before you leave.

St. Tyna’s Grove Tower location and reward​

The tower sits in the eastern swamps, wedged between one of Ambrus’s soldier outposts and an Ancient Circle. On the world map it uses the white tower icon, and tracking it gives you the description “A good place to scout the area and add new places of interest to the map.” If you’re already running the Ambrus’s Cellars objective to investigate those outposts, it’s a short detour.

Crossing the swamps toward the tower with the Ambrus’s Cellars objective still active. Image: Rebel Wolves


DetailValue
Where it isEastern swamps, between an Ambrus outpost and an Ancient Circle
When you can climb itNight only
Abilities neededShadowstep (hold R2/RT); Planeshift for wall walking
Enemies outsideUndead, avoidable
RewardForbidden Sigils Manual
Time costNone — towers do not advance the clock
Counts towardBird’s-Eye View trophy/achievement (all 11 towers)

Before you set out: night, Shadowstep, and no time cost​

Scouting Towers are a nighttime activity, full stop. The ledges and wall runs on them are built around vampiric traversal, so Shadowstep and Planeshift have to be available, which means Coen needs to be in his vampire form. Show up during the day and you’ll simply run out of climbing surface partway up.

The good news is that towers are free in the game’s economy of days. Climbing them doesn’t burn a time segment, unlike quests, so they don’t eat into the 30 days and nights you have to save Coen’s family. That makes them worth clearing early, and it’s realistic to tag several of them in one night. The Shapeshift skill from the Vampirism tree cuts down the travel time between them.

How to climb St. Tyna’s Grove Tower​

Open the map and track St. Tyna’s Grove Tower, then ride east until the ruined stone base and its wooden scaffolding come into view. The tracker keeps the marker on your compass so you don’t lose it in the swamp fog.

Deal with the undead milling around the base, or skip them entirely. Climbing the rock formations beside the tower lets you get above the group and Shadowstep straight onto the structure without ever drawing aggro.

Clear the wooden barricades nailed across the scaffolding. Blast the boards apart to open the next section of the climb — a Cancel prompt appears while you hold the input, so you can back out if you’re aiming at the wrong panel.

Lining up on the wooden barricade blocking the scaffolding; the Cancel prompt lets you back out. Image: Rebel Wolves


Work up the scaffolding one platform at a time with Shadowstep. Keep the target reticle on beams and ledges that are close enough to reach, since anything too far away returns an “Out of range” message and cancels the teleport.

An “Out of range” warning means the ledge is too far — reposition and try a closer anchor point. Image: Rebel Wolves


On the top platform, walk to the lookout pole and press the interact prompt. A short cinematic plays as Coen takes in the valley, and a Skip option is available if you’ve already seen it.

The survey cutscene from the top of the tower, with the Skip prompt in the corner. Image: Rebel Wolves


Press the button prompt on each survey spot in the distance. Every point you tag is what actually writes locations and activities onto the world map, so sweep the view rather than stopping at the first one.

Before dropping back down, loot the container at the tower for the Forbidden Sigils Manual. Manuals teach new skills, and they’re the main reason towers are worth more than a map reveal.

How to tell the tower registered​

Two things confirm it. Coen talks through what he’s seeing during the cutscene, running from “What a view!” to lines about the pilgrims’ rest stop and the shuttered convent, ending on “Nothing more to see here.” Right after that, the map opens on its own with the surrounding fog stripped away and fresh points of interest, including St. Tyna’s convent, sitting where the blank swamp used to be.

Coen’s dialogue about the shuttered St. Tyna’s convent closes out the survey. Image: Rebel Wolves


If the map doesn’t repopulate, the usual causes are short: you interacted with the pole but skipped the individual survey points, or you only tagged one of them. Re-enter the survey view from the top and mark the rest.

Note: the icons this tower drops on the map are the same ones you’ll be chasing for the rest of the run — Sacred Stones, Ancient Circles, Haunted Sites, bandit camps, and shrines that double as fast-travel points. Clearing the eastern swamp early means fewer blind rides through it later, and it’s one of the 11 boxes you need ticked for Bird’s-Eye View.
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