Gaming Guide

The Blood of Dawnwalker: Who Pulls the Strings Full Walkthrough

Every objective, both bosses, the Vault Key, Silas's Book, and the journal bug that fakes a failed search.

Every objective, both bosses, the Vault Key, Silas’s Book, and the journal bug that fakes a failed search.

Who Pulls the Strings is the manumit questline’s turning point in The Blood of Dawnwalker. Marat points Coen at the mage Aurelius, whose tower holds a book with a hex that strips the gargoyles guarding Greifberg Castle of their protection. There are two bosses in the way, one outside the tower and one at the top of it, and the whole run costs five time segments out of your 30-day clock.

Quick answer: Kill The Unblinking Guardian outside Aurelius’s Tower, fight your way up through the guards, defeat Svetlana, the Dark Prodigy on the top floor and loot the Vault Key from her body, take Silas’s Book off the desk on that floor, then fast travel to Svartrau City and show the book to Marat to learn the Life Lock hex.


Who Pulls the Strings requirements, location, and time cost

The quest only becomes available once you have finished What Moves the Dead. After that, Marat tells you where Aurelius keeps his tower, and the marker appears in Vale Sangora. Open the journal, track the quest, and the tower shows up on the map so you can ride or fast travel toward it.

DetailValue
Unlocked byCompleting What Moves the Dead
RegionVale Sangora
Quest giver / turn-inMarat, at the manumit base in Svartrau City
Time cost5 time segments
BossesThe Unblinking Guardian, Svetlana, the Dark Prodigy
Key itemsVault Key, Silas’s Book
Coen on approach to Aurelius's Tower after tracking the quest from the journal
Aurelius’s Tower sits in Vale Sangora and is tracked straight from the journal. Image: Rebel Wolves

Note: the objective text names Marat, but the manumit contact you actually speak to at the base is Croke. Both names belong to the same turn-in conversation, so don’t waste time hunting for a second NPC.


How to beat The Unblinking Guardian outside Aurelius’s Tower

The tower isn’t quietly guarded. A giant winged insect, The Unblinking Guardian, is waiting in the open ground at the base and has to die before you can get through the entrance.

Travel to the tower marker and let the boss aggro in the open. The fight is a straight arena brawl with no environmental tricks, so keep your distance from its lunges and punish the recovery frames.
Loot the body and the surrounding camp once the health bar empties. This is where materials like Tainted Marrow and Razor Claw Vial come from, and you’ll want the inventory space before you head inside.
Square-button Loot prompt highlighted over the camp outside Aurelius's Tower
The Loot prompt appears over the camp once the Guardian is down. Image: Rebel Wolves
Enter the tower. Clearing the Guardian satisfies the “find a way to enter the tower” objective, and the journal flips to “Search the tower” as soon as you’re through the door.

Clearing the tower and looting the Vault Key from Svetlana

The interior is a vertical crawl. The ground floor is worth a quick sweep for containers, but the book is not down there, so head for the stairs once you’ve picked the room clean.

Climb to the upper floors and deal with the soldiers stationed there. They fight in groups and raise an alarm, which pulls the rest of the floor onto you rather than letting you pick them off one at a time.
Coen fighting several soldiers inside the tower with an alarm warning on screen
The alarm message means the remaining guards on the floor are converging on you. Image: Rebel Wolves
Fight Svetlana, the Dark Prodigy on the top floor. She’s the second and final boss of the quest, and she blocks the room the book is in.
The Svetlana, The Dark Prodigy boss encounter beginning on the tower's top floor
Svetlana, The Dark Prodigy holds the top floor of Aurelius’s Tower. Image: Rebel Wolves
Loot Svetlana’s corpse for the Vault Key. Do not skip this pickup — it comes off her body and nowhere else, along with drops such as the Gargoyle’s Blade and a Vial of Aether.

Where to find Silas’s Book and the Life Lock hex

With Svetlana down, the top floor opens up. Crack the chest in the room first, then look for the desk. Silas’s Book is sitting on it, and inspecting it plays a cutscene that confirms the notes contain the hex you came for.

The hex is called Life Lock, and it is what weakens the gargoyles standing between the manumits and Greifberg Castle. Taking the book is not the end of it — a separate objective asks you to acquire Life Lock from Silas’s notes and actually learn it, so open the book in your inventory and slot the hex rather than assuming it applied itself.

Tip: the same floor sweep tends to turn up the Blasphemous Echo Manual and Marat’s Blood Infusion. Grab them while you’re up there, since backtracking through the tower costs time you can’t refund.


Show Marat the book in Svartrau City

Leave the tower with the book in your inventory. The tracker keeps “Show Marat the book” active the whole way out.
Quest tracker listing Rescue your family and the objective to show the book while approaching a wooden door
The tracker holds the book objective while you make your way back out. Image: Rebel Wolves
Fast travel to Svartrau City and go to the manumit base. Speak to Croke and pick the dialogue option that shows him the hex.
Follow up with the “Ask Marat how preparations are going” line. That is the objective that moves the manumits toward marching on Greifberg Castle and brings Catalin in as an ally.

You know it worked when the journal closes the quest with the outcome noting that you showed Marat the hex and the march on Greifberg Castle is being prepared, with a prompt to return to him when you’re ready.


“Search the tower” objective bug and how to work around it

A common report has the quest looking broken right at the finish line. Players who loot and read Silas’s Book before passing through the final door on the top floor end up with a journal that still demands they search the tower, plus a greyed-out “show the book to Marat” line they never completed.

It’s a display problem, not a lost item. The trigger appears to be the brief inventory reset that happens in that sequence, which makes the game re-flag the book as missing even though the quest state advanced. Going back to search the tower again finds nothing, because there is nothing left to find.

The fix is simply to ignore the journal and travel to Svartrau City anyway. The dialogue option to hand the book over to Croke is still there, and taking it closes the quest normally — no reload and no replaying the tower.


Who Pulls the Strings outcomes

OutcomeWhat it means
Hex deliveredYou showed Marat the gargoyle-weakening hex and the manumits begin preparing to march on Greifberg Castle.
Manumits failedThe manumit path closes to you and this route is no longer available.
Tower never enteredYou never confronted Aurelius in his tower, so the hex is never obtained.

Because the quest burns five time segments and gates the assault on Greifberg Castle, it’s worth running in one clean trip rather than splitting it across days. Clear the Guardian, push straight to the top floor, take the Vault Key and Silas’s Book together, and head back to Svartrau City with the Life Lock hex already learned.