CRAKE ROUTE · ENDING GATE

Who Pulls the Strings Walkthrough: Aurelius Tower Route

Who Pulls the Strings is the Crake-route quest that recovers Silas's Book from Aurelius's Tower so the Manumits can fight the gargoyles. This guide covers the tower's two blockers, the book's exact spot, the Life Lock unlock and the point where the quest hands off into the Knyazmaker ending route.

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Coen travels along a rocky route in The Blood of Dawnwalker
Aurelius's Tower is two fights deep: the flying gargoyle at the base, Svetlana on the third floor, and Silas's Book on the pedestal behind her.
One door starts a different quest

After you take Silas's Book, do not climb the extra floor and open the door at the top of the tower unless you intend to begin Home Sweet Home — the dream sequence that leads to the Together Forever early ending and its missable trophy. The book quest is already complete at that point; the door is a separate route.

How to start Who Pulls the Strings

The quest starts automatically after What Moves the Dead: Marat (Crake's real name) sends Coen to recover Silas's notes from the mage Aurelius, whose tower stands in the southwestern part of The Silts. If you explored Aurelius's Tower earlier and already took the book, the quest skips straight to the hand-in step.

Budget 5–7 time segments for the whole quest, spread across travel and the tower floors. Rewards are 1,000 XP and the Life Lock Witchcraft ability.

Quest factDetail
Starts afterWhat Moves the Dead; Marat (Crake's real name) sends Coen to Aurelius's Tower in the southwestern part of The Silts
Tower blockersthe flying gargoyle at the base and Svetlana, the Dark Prodigy on the third floor
Objective itemSilas's Book, on the wooden pedestal behind Svetlana
Unlockthe Life Lock Witchcraft ability, granted when you take the book
Time budget5–7 time segments
Hand-offRise at Dawn starts immediately after the hand-in
Wait before Crakeat least 32 time segments (two in-game days)

Aurelius's Tower: entry and the flying Gargoyle

The tower is guarded by a flying gargoyle — the Unblinking Guardian — that attacks from the air. Its airborne charge is slow and telegraphed — read it and perfect-block to build the opening. On the ground its swings come faster but stay readable. Defeat it, then enter the tower through the door at the top of the first set of stairs at the base.

Inside, work floor by floor: loot the chests in the entrance hall, clear the enemies on the next floors and keep climbing.

StageWhat is thereWhat you leave with
Base and first stairsthe flying gargoyle attacking from the airthe entry door at the top of the first set of stairs
Entrance hallchests to lootsupplies from the hall chests
Middle floorsenemies to clear on the way upa clear climb to the third floor
Third floorSvetlana, the Dark Prodigy — a roughly five-second opening while she calls for helpSilas's Book and the Life Lock ability
Floor abovethe door that triggers Home Sweet Homenothing, unless you want the dream quest

Svetlana, the Dark Prodigy (third floor)

The third floor holds the tower's second boss, Svetlana, the Dark Prodigy. She opens the fight with a roughly five-second window while she calls for help — deal as much damage as you can in that window. When she starts fighting back she teleports whenever Coen rushes her, so stay aggressive to pin her down rather than resetting the approach.

After she falls, inspect the book on the wooden pedestal behind her to take Silas's Book. Taking it also unlocks the Life Lock Witchcraft ability.

Take the book and stop

Once Silas's Book is in hand the quest objective is done. The floor above contains the door that triggers Home Sweet Home — go through it only if you are ready to start that separate dream quest. If you are not, head back down and return to the Manumit hideout in Svartrau.

Show Marat the book and start Rise at Dawn

Show the book to Marat at the hideout. The quest completes and Rise at Dawn starts immediately — Crake's ending route is now active. The actual ending conversation does not open right away: wait at least two in-game days (32 time segments) before returning to Crake. See the Knyazmaker section of the endings guide for the full ending plan and the consequences that follow.

If this happensWhat to do
The tower is already empty or the quest is mid-progressyou took the book earlier; the quest skips straight to the hand-in step
No book on the third floorfight Svetlana first — the book sits on the wooden pedestal behind her
You triggered a dream sequence by mistakethe door on the floor above starts Home Sweet Home, not this quest
The hand-in will not fireshow the book to Marat at the Manumit hideout in Svartrau
Crake will not talk yetwait at least 32 time segments (two in-game days) before returning

This page covers the tower and the book hand-in only: the dream sequence behind the top-floor door belongs to the Home Sweet Home page, and the ending consequences are in the Knyazmaker section.

Coen travels through a medieval region on the way to a quest objective
The climb is short but gated: loot the entrance hall chests, clear each floor on the way up, then stop at the pedestal on the third floor.
Coen walks through a busy medieval settlement in The Blood of Dawnwalker
Crake's route resumes at the Manumit hideout in Svartrau, where the book hand-in starts Rise at Dawn and the 32-segment wait.