The infamous mage, Aurelius holds the book we need, and Marat has already told me where to find his tower. Time to go.
4 of the 6 objectives for Who Pulls the Strings are pinned on the map below, 0 of them optional. The numbers on the map match the numbered steps.

Mage Aurelius holds the book we need. I have to retrieve it from his tower.
Pinned on the mapI have located Aurelius's Tower. Now I need to find a way to get inside.
Pinned on the mapThe book should be somewhere within the tower. I need to look for it.
Pinned on the mapI found the book! And it contains a hex that will allow me to weaken the gargoyles! I must show this to Marat.
Since we know how to defeat the gargoyles, it's time to ask Marat if the manumits are ready to march on Greifberg Castle.
Pinned on the mapI now hold Silas’s notes, containing a hex to weaken the gargoyles. I must learn it yet.
Every way Who Pulls the Strings can end, in the game's own words. Read on only if you want it spoiled.
I showed Marat the hex that will allow me to weaken the gargoyles. We are finally preparing to march on Greifberg Castle. I should return to him when I'm ready.
Rewards: 1000 XP
I have failed the manumits. That path is closed to me now.
I never confronted Aurelius in his tower.
Who Pulls the Strings is a Main quest in The Blood of Dawnwalker with 2 playable version(s). Who Pulls the Strings belongs to Act 1 of the main story. Who Pulls the Strings takes place around The Silts. Who Pulls the Strings has 6 objectives, 0 of them optional. 4 of the objectives in Who Pulls the Strings are pinned on the world map, so you can see where each step happens. Who Pulls the Strings has 3 possible endings.
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Who Pulls the Strings runs to 6 objectives. It opens with "Go to Aurelius's Tower" and finishes with "Acquire Life Lock hex from Silas's book and learn it.". The full list, with map pins and time costs, is in the walkthrough above.
Who Pulls the Strings spends 5 time units off the story clock across its 6 objectives.
Who Pulls the Strings has both versions. The day version costs 5 time units and the night version costs 5 time units; steps, choices and rewards differ, so compare the two sections above.
Who Pulls the Strings begins around The Silts — start from the first objective in the walkthrough above.
Who Pulls the Strings has 6 objectives: Go to Aurelius's Tower, Find a way to enter the tower, Search the tower, Show Marat the book, Ask Marat how preparations are going, Acquire Life Lock hex from Silas's book and learn it.. Optional and time-sensitive steps are marked in the objective list.
4 of the 6 objectives in Who Pulls the Strings have a marked location, in and around The Silts. The numbered map above matches the objective list.
Across its versions Who Pulls the Strings rewards 1000 XP.
Who Pulls the Strings has 3 endings in the game files, 2 of them failures.
Missable: Yes. Check the availability window on each version above.