Gaming How-To

The Blood of Dawnwalker: How to Search the Tower in Who Pulls the Strings

Clear Aurelius's Tower, beat Svetlana, and grab Silas's Book to walk away with the Life Lock hex.

Clear Aurelius’s Tower, beat Svetlana, and grab Silas’s Book to walk away with the Life Lock hex.

Aurelius’s Tower is one of the few places in The Blood of Dawnwalker where the quest marker drops you at a building and then stops helping. The “Search the tower” step of Who Pulls the Strings gives you a vertical dungeon, two combat encounters, and one specific object you have to interact with before Coen will admit he found anything.

Quick answer: Climb to the top floor of Aurelius’s Tower, kill Svetlana, The Dark Prodigy, then inspect Silas’s Book on the desk in her room. The objective immediately changes to “Show Marat the book.”


Where Aurelius’s Tower is and how to get inside

Who Pulls the Strings begins at the Manumit Hideout with Marat, and it opens up once you finish What Moves the Dead. Marat has already told Coen where the mage Aurelius keeps the book, so the tower is marked for you in The Silts. The quest works during the day or at night, and the whole thing costs five time segments off the 30-day clock.

A single enemy, the Unblinking Guardian, waits outside. Kill it first, because you cannot get in through the front while it is alive and hunting you. Then walk around the base of the tower and look up for a second-floor window. Climb the exterior wall and go in through that window.

Note: the quest is missable and it has two failure endings, one of which is simply never confronting Aurelius in his tower. If the coronation deadline runs out first, the manumit path closes for good.


Search the tower: Floor-by-floor route

The “Search the tower” objective costs three time segments on its own. The layout is simple once you know that the tower makes you step outside twice, onto exterior wooden stairs, to reach the next level.

Start on the ground floor and sweep the room. There is a table worth looting here before you move on, and the interior is dark enough that you will want to hug the walls rather than sprint through it.
Coen exploring the dark ground floor of Aurelius's Tower with the quest objective on screen
The unlit ground floor of Aurelius’s Tower, with the Search the tower objective still active. Image: Rebel Wolves
Take the stairs up and follow the passage until it puts you back outside. From there, the exterior wooden stairs lead around the tower to the first-floor entrance.
Coen moving through a narrow, dimly lit passage inside the tower
The cramped interior passage that connects the ground floor to the tower’s outer stairs. Image: Rebel Wolves
Two hostile soldiers are waiting in the first-floor room. They are ordinary guards rather than a scripted set piece, so claws at night or a sword by day both work fine here.
Loot the bodies and the room before you leave. This is where you will pick up consumables like Moldovan Red Wine, and there is no reason to leave any of it behind on the way up.
The Loot panel open on the first floor with Moldovan Red Wine selected
The loot panel after clearing the first-floor guards, with Moldovan Red Wine among the pickups. Image: Rebel Wolves
Head back out to the exterior stairs and keep climbing to the top floor. That is the last stretch before the fight, so heal and top up your ampoules now.

Svetlana, The Dark Prodigy boss fight and the Vault Key

Svetlana, The Dark Prodigy holds the top floor and she is the only named enemy in the tower. Beating her is what unlocks the rest of the room, so there is no way to grab the book and slip out early.

Combat against Svetlana, The Dark Prodigy with her boss health bar shown at the top of the screen
Svetlana, The Dark Prodigy’s boss bar appears as soon as the fight starts on the tower’s top floor. Image: Rebel Wolves

Loot her remains once she goes down. The important drop is the Vault Key, and she also carries rarer pickups such as the Cycle of Ruin Manual, an Aetheric Attunement, Dust of Anachore, and a Golden Cross. Do not walk past the body, because the key opens the locked chest in the same area.


Silas’s Book and the Life Lock hex

Silas’s Book sits on the desk in Svetlana’s room. Interact with it, watch the short cutscene, and the journal updates on the spot. This is the only interaction that counts as “searching” the tower, so if nothing has changed, you have not touched the desk yet.

Behind the gate on the same floor there is a locked chest. Use the Vault Key on it to pull out the Life Lock Manual, which is what actually puts the Life Lock witchcraft ability in your book. The game confirms it with a “NEW ABILITY UNLOCKED: Life Lock” banner. The vault also holds odds and ends like a Globe of Utha’s Light, a Venom Claws Ampoule, and a Potent Viaticus Attunement.

Coen explains the point of all this back at the hideout. The book contains a hex that weakens the gargoyles guarding Greifberg Castle, which is why Marat wanted it in the first place.


How to confirm the objective actually completed

Three things should happen more or less at once after you read the book on the desk. The tracked objective flips from “Search the tower” to “Show Marat the book,” the journal picks up the separate step about learning the Life Lock hex from Silas’s notes, and Silas’s Book appears in your inventory.

Journal entry for Who Pulls the Strings updated after picking up Silas's Book
The journal entry updates as soon as Coen reads Silas’s Book on the desk. Image: Rebel Wolves
ObjectiveTime cost
Go to Aurelius’s Tower
Find a way to enter the tower
Search the tower3 segments
Show Marat the book2 segments
Ask Marat how preparations are going
Acquire Life Lock hex from Silas’s book and learn it

If the journal says you still need the book

There is a known display bug on this quest. If you loot everything on the top floor, including the book, and read it before going through the final door, the journal can end up showing a greyed-out “show the book to Marat” line as though you already handed it over, while the tower objective still looks unfinished.

It is cosmetic. Go back to Marat anyway and the dialogue option that ends the quest is still there, so there is no need to reload an old save and redo the tower.

Marat only ever appears in his own room inside the Manumit Hideout. If the room is empty, leave the hideout, fast travel somewhere else, then travel back and check again.


Handing over Silas’s Book wraps the quest with 1,000 XP and the Life Lock witchcraft ability, and it sets up the march on Greifberg Castle. Once that conversation is done, ask Marat what else he wanted to talk about and Distant Shadows starts, which carries on Crake’s romance line.