Mercenary: Escape from Targ
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Mercenary: Escape from Targ — Freedom in Vector Space
Released in 1985 by Novagen Software, Mercenary: Escape from Targ is one of the most ambitious open-world games of the 8-bit era. Designed by Paul Woakes, it combined 3D vector graphics, free-form exploration, and non-linear gameplay long before such features became standard in the industry. It may look minimalist by modern standards, but back then, it was a revelation.
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Amiga version |
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Story and Setting
Mercenary: Escape from Targ begins with a violent crash. You're an unnamed mercenary, pilot of the P.C. (Personal Craft) "Recon" from the GalCorp Interstellar Company, brought down under mysterious circumstances while entering the airspace of the planet Targ. With no obvious allies and no clear mission other than survival, your only objective is simple in theory but complex in execution: find a way to escape the planet.
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Targ is a war-torn, desolate world where the two dominant factions—the Palyars and the Mechanoids—are locked in a long-standing conflict. The Palyars are the native humanoid inhabitants of Targ, while the Mechanoids are robotic entities with unclear origins, programmed with aggressive territorial behavior. Both factions occupy different sectors of the planet, and depending on your actions, you can become their friend… or their enemy.
While you navigate this alien land of wireframe cities, underground complexes, and vector-drawn vehicles, you're not entirely alone. Inside your craft is an AI companion named Benson—short for "Built-in Electronic Navigator System Onboard for Navigation." Dry, sarcastic, and often unhelpfully honest, Benson serves as both your guide and comic relief, commenting on your choices and sometimes warning you (a bit too late) about the consequences of your actions.
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The planet of Targ is filled with strange terminals, locked rooms, hidden teleporters, and vehicles that can be stolen, traded, or used for sabotage. Despite the game’s minimalist graphics, there's a rich sense of place. You'll enter government offices, alien laboratories, diplomatic halls, and military hangars, all while trying to decode cryptic messages and uncover what exactly happened here—and how you can use the situation to your advantage.
The brilliance of Mercenary's narrative lies in its ambiguity. There's no dialog tree, no cinematic cutscenes, yet the game tells a fascinating story through architecture, faction symbolism, AI commentary, and player-driven discovery. Are you a hero, a spy, or just someone trying to make a profit? The game never says. It leaves that role for you to define.
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Commodore 64 version |
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Gameplay: Pioneering Freedom
At its core, Mercenary is a mix of first-person exploration, simulation, and puzzle-solving. You start in your crashed craft, step out, and you're free to explore the world. The perspective is fully 3D with solid vector graphics, and you can fly, walk, drive, or even use teleporters.
Unlike most games of the time, there is no single path to victory. You can help or betray factions, experiment with vehicles, or try brute force approaches. The game rewards observation, experimentation, and lateral thinking. And despite its sparse visuals, the world of Targ feels strangely alive.
My Memories
I never played Mercenary back in the day—or maybe I came across it in one of those pirated cassette game collections, where most of the games weren’t even complete. Either way, at eight years old, I definitely wouldn’t have appreciated the complexity and depth of a game like this, especially given its extremely basic graphics.
I probably played it years later on the Amiga 500. I definitely remember playing Damocles, the second chapter in the series. Eventually, I went back and gave Mercenary a proper try—first on the Commodore 64 and then, more seriously, on the Amiga 500, which was absolutely the more playable version.
My first attempt? Let’s just say I could’ve made a better start: I crash-land on Targ, buy the Dominion Dart, and take off. I spot a dot in the sky—it’s a ship. I chase it down and blow it up… and then Benson calmly informs me I’ve just killed the brother-in-law of the commander of the Palyars. Doh!
Presentation
Graphically, Mercenary uses pure vector lines—clean and fast for the era. On 8-bit systems like the Commodore 64 or Atari 800, the game was smooth and impressive. The Amiga and Atari ST versions added some extra speed and polish, but retained the minimalist wireframe look. The game may not have music or complex textures, but its audio cues and quiet atmosphere added to the sense of isolation and immersion.
Escape from Targ – Solution #3: A Trade-Based Exit
Among the various ways to leave the planet Targ in Mercenary: Escape from Targ, this is the third documented solution. At least two other alternate paths are known, each with its own unique combinations of faction alignment and object use. This particular route, however, is based on item collection and economic transactions that ultimately lead to renting a spaceship and escaping legally—almost like you're gaming Targ's own bureaucratic system.
- Start by acquiring a Dominion Dart craft right after you crash-land on Targ.
- Fly to 09-06 to gather essential goods: Sights, Energy Crystal, Medical Supplies, Catering Provisions, Large Box. Use the hidden transporter near the medical supplies room to grab the Photon Emitter.
- Next, head to 81-35 to pick up Gold and a Key—this will unlock the Colony Craft hangar.
- Fly to the Concord site (exact coordinates vary), collect the Winchester item, and board the Concord ship.
- Travel to the Colony Craft (08-08) and begin your economic journey: sell the Winchester in the Laboratory, Catering Provisions in the Kitchens, Medical Supplies in the Infirmary, Gold in the Exchequer, and the Energy Crystal in the Power Room. You’ll receive the quirky but important Kitchen Sink.
- Return to 09-06 and retrieve the Cobweb. With the Kitchen Sink in hand, it now opens all doors (yes, really).
- Go to 09-05 and pick up the Antenna and Neutron Fuel.
- Make your way to 03-00 to get the Essential 12939 Supply and optionally the Mechanoid.
- Fly to 11-13 and collect the Useful Armament.
- Return to the Colony Craft to complete your transactions: sell the Mechanoid in the Interview Room, Neutron Fuel in the Engine Room, 12939 Supply in the Conference Room, Useful Armament in the Armoury, and the Large Box in the Stores.
- Finally, return to 09-06, head into the Communications Room and rent a spaceship. Fly to 08-08, board your ship—and escape Targ!
This solution was contributed by Roy Griffiths and originally published in New Atari User Magazine, Issue 58. If you don’t have a map of Targ, take some time to explore and appreciate the clever world design and dry humor crafted by Paul Woakes—there’s a lot to discover even beyond the optimal route.
Military Solution (Hint Route)
Want to fight your way off Targ instead of negotiating or trading? The military solution is all about destruction—but executed with surgical precision.
Your first goal is to collect key items: the Photon Emitter, Colony Craft Key, and the indispensable Metal Detector, which tells you which faction a building belongs to (green = Palyars, blue = Mechanoids). With the Kitchen Sink and Cobweb in hand, you’ll be able to open all doors across Targ.
Once equipped, fly around the planet and systematically destroy enemy faction buildings. The Anti-Time Bomb can be used to undo mistakes if you destroy the wrong building (including accidentally blasting St. Stallard’s church… oops).
The Mechanoids never pay, but the Palyars will reward your "service" with The Pass. Just don’t forget to drop that Anti-Time Bomb before you try to leave!
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Here is the Palyar's pass to leave the planet.... Finally, the coveted reward. |
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The Interstellar Ship |
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Verdict
Mercenary: Escape from Targ is a cult classic, and rightfully so. It was a game years ahead of its time—offering freedom, multiple solutions, and a sandbox structure long before those terms were part of the gaming vocabulary. It requires patience and imagination, but for those willing to dive in, it delivers a unique sci-fi experience that still inspires today.
Pros
✔ Open-world freedom rarely seen in 1985.
✔ Innovative 3D vector graphics.
✔ Multiple ways to complete the game.
✔ Clever writing and satirical humor hidden in terminals.
Cons
✘ Sparse visuals may not appeal to everyone.
✘ No in-game map or objective markers.
✘ Learning curve can be steep without the manual.
Final Scores
Commodore 64: 87%
Atari 8-bit: 86%
Amiga: 90%
Atari ST: 88%
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