Stoneward Post presents one of those early-game dilemmas that sounds wonderfully straightforward until a fortified garrison, confiscated weapons, a time-sensitive transformation, and several very unfriendly guards get involved. Mert the Miller is being held in the post’s jail during The Firebrand and Take Back What’s Mine quest lines in The Blood of Dawnwalker. Players can obtain his rebel-related information without springing him from his cell. But if they agree to rescue him, the task becomes a more involved operation with meaningful preparation and a dangerous final push.
The essential distinction is simple: speaking with Mert is a daytime social-infiltration problem, while saving him is best handled as a nighttime stealth-and-combat sequence. Knowing which objective matters prevents an unnecessary brawl when all that is needed is a conversation. It also gives players a chance to treat the rescue like an actual extraction rather than an accidental tour of every guard’s weapon collection.
First, get access to Mert without starting a fight
For the initial meeting, visit Stoneward Post during daylight and speak to the guard at the principal entrance. The available explanations include asking to see a prisoner, delivering something to the commander, or expressing interest in joining up. Each choice can get the player through the front gate, so this is not a case where one dialogue option secretly wins a gold medal while the others are thrown into a moat.
Accept the request to surrender weapons. There is no immediate combat requirement for the route to Mert, and refusing the demand leads toward violence instead of access. Once inside, head for the central stone tower. Near it, a woman and the brother of an imprisoned person are in a dispute with a guard. Speak with them to learn that prisoners are being robbed by the post’s personnel.
That allegation is the lever needed to move past the jail’s gatekeeping. Return toward the entrance and confront Yenno, the merchant. Threatening to bring the theft to the commander’s attention pressures Yenno into naming Friedo and Cerbus as partners in the scheme.
With that information, enter the main tower and locate Friedo. Ask to see a prisoner, then make clear that the arrangement involving Yenno and Cerbus is known. Friedo will allow access to the lower area where Mert is held. This route is important because it gets the player in front of Mert with minimal disruption and without converting Stoneward Post into a daytime survival challenge.
Talking to the Miller costs time either way
In the jail, Mert can be spoken to through his cell bars. A useful dialogue approach is to tell the guard that Mert is about to be sick. The guard leaves, allowing a private discussion about the rebels. The conversation uses two time segments.
That time expenditure is not avoidable merely by choosing a more forceful approach. The same two segments are lost when speaking with Mert even if the guard is killed first. For players tracking the game’s time economy closely, that means the peaceful method is generally the cleaner answer when the goal is information alone. There is no time-saving prize for making the conversation dramatically worse.
If Mert is only needed as a lead, the meeting can end there. His liberation is optional. If the player promises to get him out, though, the post must be revisited for the much harder part of the quest.
Prepare for a nighttime rescue
The recommended window for the breakout is early at night. A daylight assault is especially punishing for many characters in the early game, whereas the protagonist’s vampire abilities give the rescue route a major advantage after dark. Starting early matters because opening Mert’s cell consumes three time segments. A late start risks the protagonist changing back into human form during the operation, which is a dreadful moment to discover that an escape plan was built around supernatural mobility.
The best entry is not the front door. Circle around to the rear of Stoneward Post and use teleport and planeshift powers to reach the tower, climb upward, and come in through its roof. This approach avoids most of the garrison’s attention. The guard directly responsible for Mert’s cell remains an obstacle and must be dealt with, but the rear-and-roof route keeps the initial infiltration far quieter than charging through the entrance.
Players looking for a general palate cleanser after the tension may appreciate the entirely different social stakes described in the unwritten rules of couch multiplayer. Stoneward Post has no such etiquette; it has dogs, keys, and people who are notably opposed to prisoner exchanges.
Find the Prison Keychain before opening the cell
After getting into the tower, secure the Prison Keychain. It is upstairs, in the room associated with Friedo, hanging on the wall. Use Focus to identify it and steal it while remaining stealthy. The keychain is not a collectible flourish: it is required both for access connected to the dungeon area and for Mert’s eventual release.
Once the keys are in hand, return to the jail and unlock Mert’s cell. The act of freeing him takes three time segments, reinforcing why the rescue should begin well before dawn. Players should not assume the door will pop open instantly just because the correct keys were acquired. This is the point at which the night’s remaining time becomes a practical resource rather than background atmosphere.
The escape is where the rescue turns loud
Leaving the cell with Mert changes the tone. On the way up through the tower, Rayko the Incorruptible stands as a boss-level threat. After exiting the structure, nearby soldiers and their dogs attack immediately. Combat is not a remote possibility at this stage; the escape requires defeating the pursuing enemies.
That makes it worthwhile to have healing, combat readiness, and a realistic sense of the route before opening the cell. Sneaking into the prison is only half a solution. The other half is getting an escorted prisoner out while the post has abruptly realized that its security procedures have developed a vampire-shaped loophole.
Do not retrace the route toward the main entrance if it can be avoided. Instead, once outside the tower, turn left and travel around its rear. A small locked gate provides the quieter exit. The Prison Keychain taken from Friedo’s room also opens this gate, allowing Mert to leave through the back rather than through the heavily guarded front side of Stoneward Post.
Quick rescue checklist
- Meet Mert in the daytime by entering Stoneward Post peacefully and exposing the theft arrangement involving Yenno, Friedo, and Cerbus.
- Speak with him to obtain the rebel information; remember that the discussion costs two time segments regardless of how the guard situation is handled.
- If committing to the rescue, return early at night rather than attempting the breakout close to dawn.
- Approach from behind and use teleport and planeshift powers to infiltrate the tower by the roof.
- Eliminate the guard at Mert’s cell, then locate the Prison Keychain upstairs in Friedo’s room with Focus.
- Use the keys to free Mert, accounting for the three time segments required to unlock the cell.
- Prepare to face Rayko the Incorruptible and the guards and dogs that attack after the tower exit.
- Take the left-hand route around the tower and unlock the rear gate for the safer way out.
Rewards and where Mert goes afterward
Successfully extracting Mert awards 250 XP and creates an opportunity to loot Stoneward Post, which can be a valuable haul at this point in the game. Later, Mert can be found at the Almshouse in Svartrau, the major city south of the post.
The rescue therefore offers more than a moral checkbox. It provides experience, access to the post’s valuables, and a later location for the character who was pulled out of the jail. Still, players who only require rebel intelligence can keep the mission contained by pursuing the nonviolent meeting route. It is a worthwhile reminder that not every quest marker demands a full fortress extraction.
For anyone building a broader gaming space around older hardware as well as new RPG rabbit holes, the practical advice in how to store retro games is a far less stressful sort of inventory management. Mert’s keychain, unfortunately, must remain on the mission-critical side of the ledger.









