All Bell Tower Locations — Complete Map Guide

Updated Jul 24, 2026
10 min read
by Strats Team

What Bell Towers Do

Bell Towers are one of the most important exploration mechanics in Crimson Desert. Scattered across the vast world of Pywel, these ancient structures serve as the key to unlocking your map and revealing the hidden secrets of each region. Ringing a bell is not just a checklist activity — it fundamentally changes how you navigate and interact with the world.

When you ring a Bell Tower, the following effects are triggered immediately:

  • Clears the Fog of War — The entire surrounding region's map is revealed, removing all greyed-out areas.
  • Reveals Points of Interest — Treasure chests, side quest markers, NPC locations, and resource nodes are marked on your map.
  • Unlocks Fast Travel Points — The Bell Tower itself becomes a permanent fast travel point, and nearby fast travel stones are activated.
  • Progresses the Pororin Forest Guardians Faction Story — Each bell you ring advances the Pororin faction questline, which is tied to several endgame rewards.
  • Unlocks the Guardian's Bell Charm — Ring all 8 Bell Towers to receive this legendary accessory.
PRO TIP

Ring the Toll of Hernand as soon as you arrive in the city. It's the easiest bell tower to reach and immediately reveals the entire Hernand region map, including all side quest locations, treasure chests, and fast travel points. This alone saves 30+ minutes of blind exploration.

How to Ring a Bell

Ringing a Bell Tower is a two-step process: first, you must reach the top of the tower, and then interact with the bell itself. While this sounds straightforward, many towers are guarded by enemies, require specific traversal abilities, or are locked behind story progression.

Step 1: Reach the Top
Each Bell Tower has a unique climbing path. Some have staircases, others require wall-running or grappling. You will need two key abilities to access all towers:

  • Force Palm — Unlocked during Chapter 1. Used to break through cracked walls and barriers that block access to certain towers. Also essential for guard-breaking enemies that patrol tower bases.
  • Flight (Gliding) — Unlocked during Chapter 1. Allows you to glide from elevated positions to reach distant platforms and tower rooftops. The Toll of Demeniss requires Flight to reach its highest point.

Step 2: Interact with the Bell
Once at the top, approach the bell and press the interact button. A brief cutscene will play showing the bell's resonance spreading across the region, and your map will update. The interaction itself takes only a few seconds and cannot be interrupted once started.

INFO

The Guardian's Bell Charm you receive after ringing all 8 bells provides a passive 15% movement speed bonus and reveals hidden treasure chests within 50 meters. It's one of the best accessories in the game and well worth the effort.

All 8 Bell Tower Locations

Below is a complete overview of every Bell Tower in Crimson Desert, including their location, region, and any special requirements needed to access them. Use this table as a quick reference while you explore.

Bell Name Location Requirement
Toll of Hernand North bell tower in Hernand After Chapter 1, no special req
Toll of Scholastone Pagoda at Scholastone Institute Requires Force Palm
Toll of Calphade Church north of Hernand Not available during Chapter 6
Toll of Demeniss Tallest bell tower in capital Requires Flight, late-game content
Toll of Delesyia Northwest bell tower in Delesyia Reach the area
Toll of Tommaso Northeast district of Tashkalp capital Reach the area
Toll of Varnia Northeast edge of the map Long desert trek, heat protection needed
Toll of Pailune Red tower near the docks After Chapter 7, liberate the docks

Detailed Directions for Each Tower

Here are step-by-step directions for reaching each Bell Tower, along with enemy information and important notes for each location.

1. Toll of Hernand

Route: From the Hernand central plaza, head north along the main road. The bell tower is visible from the city gates — a tall stone spire with a bronze bell visible at the top. Simply walk up the spiral staircase inside the tower. No enemies guard this tower.

Notes: This is the first bell tower most players will encounter. The staircase is intact and requires no special abilities. Ring it immediately after arriving in Hernand to unlock the regional map.

2. Toll of Scholastone

Route: Travel to Scholastone Institute in the eastern region. The bell tower is located at the top of the main pagoda. The entrance is blocked by a cracked stone wall — use Force Palm to break through. Climb three flights of stairs, then use the ladder to reach the bell chamber.

Enemies: 2-3 Scholastone Acolytes patrol the pagoda base. They are level 6-8 and can be avoided by approaching from the eastern cliffside.

Notes: You cannot enter the pagoda without Force Palm. Make sure you have unlocked this ability before traveling here.

3. Toll of Calphade

Route: From Hernand, exit through the north gate and follow the pilgrim's path to the Church of Calphade. The bell tower is attached to the church's western wing. Use the exterior scaffolding to climb to the bell platform.

Enemies: None at the church itself, but the northern road is patrolled by Forest Bandits (level 10-12).

Notes: This bell tower becomes inaccessible during Chapter 6 due to story events. If you miss it before Chapter 6, you must wait until Chapter 7 to return. Plan accordingly.

4. Toll of Demeniss

Route: Located in the Demeniss capital city, this is the tallest bell tower in the game. Enter the city through the main gate (requires Chapter 5+), navigate to the central district, and use the interior elevator to reach the mid-level. From there, use Flight to glide to the uppermost platform where the bell is located.

Enemies: Capital Guards (level 30-35) patrol the tower base. They are hostile if you enter restricted areas. Use the sewer entrance on the eastern side to bypass them.

Notes: This is a late-game tower. The Flight ability is mandatory — there is no alternative climbing route. Make sure your stamina bar is fully upgraded before attempting the final glide.

5. Toll of Delesyia

Route: Travel to Delesyia, the coastal city in the northwest. The bell tower is located in the northwest district, near the harbor. Follow the main road through the city and climb the tower's exterior ladders. No special abilities required beyond reaching the area.

Enemies: Delesyia Dock Workers (level 18-20) may become hostile if you trespass at night. Visit during daytime to avoid conflict.

Notes: This tower is straightforward once you reach Delesyia. The city is accessible from Chapter 4 onward.

6. Toll of Tommaso

Route: In the Tashkalp capital, head to the northeast residential district. The bell tower is built into the side of a cliff. Take the winding path up the cliffside and enter the tower through a cave entrance at the base. Climb the internal staircase to the top.

Enemies: Cliff Harpies (level 22-25) nest near the tower entrance. Ranged attacks are recommended to clear them before climbing.

Notes: Tashkalp is accessible from Chapter 5. The cliffside path can be slippery — avoid sprinting near ledges.

7. Toll of Varnia

Route: This tower is located at the northeast edge of the world map, deep in the Varnian Desert. From the Oasis Outpost fast travel point, head northeast across the dunes. The tower is visible from a distance as a lone spire on the horizon. The trek takes approximately 8 minutes on horseback.

Enemies: Desert Wraiths (level 35-40) patrol the dunes. Sandworms (level 42) can ambush you if you travel on foot. Stay on your horse and use sprint to avoid them.

Notes: You MUST have heat protection gear or consumables for this trek. Without protection, you will take continuous damage in the desert. The Desert Shawl accessory (obtained from a side quest in Chapter 6) provides permanent heat resistance and is highly recommended.

8. Toll of Pailune

Route: The Pailune bell tower is a distinctive red tower located near the docks in the port city of Pailune. You can only access it after completing the Chapter 7 main quest "Liberation of the Docks." Once the area is liberated, enter the red tower through the ground floor door and climb to the top.

Enemies: Before liberation, the docks are occupied by Imperial Marines (level 40-45). After liberation, the area is safe.

Notes: This is the final bell tower in the game. Ringing it completes the set of 8 and triggers the Guardian's Bell Charm reward cutscene. Make sure you have inventory space for the charm before ringing.

Route Planning Tips

To collect all 8 Bell Towers efficiently, follow this chapter-by-chapter plan. This route minimizes backtracking and ensures you never miss a time-limited tower.

Chapter Bell Towers Available Priority
Chapter 1 Toll of Hernand, Toll of Scholastone Ring both immediately
Chapter 2 Toll of Calphade Ring before Chapter 6
Chapter 4 Toll of Delesyia Ring when convenient
Chapter 5 Toll of Tommaso, Toll of Demeniss Ring Tommaso first; Demeniss needs Flight
Chapter 6 Toll of Varnia Get Desert Shawl first
Chapter 7 Toll of Pailune Complete liberation quest first

Key Tips:

  • Always ring the Toll of Hernand first — it reveals the entire starting region and makes all other exploration easier.
  • Do NOT miss the Toll of Calphade before Chapter 6. Set a reminder to ring it during Chapter 2 or 3.
  • Prioritize the Desert Shawl side quest in Chapter 6 before attempting the Toll of Varnia.
  • The Toll of Pailune is the only truly missable tower if you progress too far in the main story without liberating the docks.

Using Guiding Light

The Guiding Light ability, unlocked during Chapter 2, is an invaluable tool for locating undiscovered Bell Towers. When activated, Guiding Light emits a pulse that reveals the general direction of nearby undiscovered points of interest, including Bell Towers.

How to use it: Open your ability wheel and select Guiding Light. A golden beam will emanate from your character and point toward the nearest undiscovered Bell Tower. The beam becomes brighter and more focused as you get closer. The ability has a range of approximately 500 meters, so you may need to use it from multiple locations to triangulate a tower's position.

Limitations: Guiding Light only works for Bell Towers you have not yet discovered. It does not reveal other types of points of interest. The ability has a 30-second cooldown and consumes a small amount of mana.

For the Toll of Varnia, Guiding Light is especially useful because the desert terrain makes it easy to lose your bearings. Use it from the Oasis Outpost to confirm the correct direction before setting out across the dunes.

PRO TIP

Combine Guiding Light with a high vantage point (cliffs, tall buildings) for the best results. The ability's range is not blocked by terrain, so using it from an elevated position can reveal towers that are tucked behind mountains or inside dense forests.