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MERCENARY I SOLUTION PAGE

(see also the Targ Survival Kit page)

IMPORTANT NOTE: Mercenary has been released on many computers. There are differences accroding to these versions, in the city maps, objects prices, vehicles datas or underground room colors. Most of this solution page is based on 16-bits versions.

Escape From Targ The Second City Items and vehicles

Chapter I - Escape From Targ

1- Solutions
2- More hints
3- Maps


1- Solutions

This is a first solution I found on Dejanews, consisting in buying the ship to escape. It was missing a few things (maybe due to 8-bits/16-bits difference), but has been corrected for this page. I finished Mercenary myself in another way (by stealing the interstellar ship, see below!)

sol. for Mercenary From: Nir_Dary (nirdary@pacificnet.net)
Date: 1996/03/15
newsgroups: comp.sys.atari.8bit
Solution to Escape to Targ: Mercenary 1
A: Buy Dominion Dart after you crash on Targ.
B: Fly to 09-06, get the SIGHTS, ENERGY CRYSTAL, MEDICAL SUPPLIES, CATERING PROVISIONS, LARGE BOX. (N.B go through transporter in the room with the MEDICAL supplies to get the PHOTON EMITTER)
C: Fly to 81-35, get GOLD and KEY (for COLONY CRAFT HANGER)
D: Fly to **_**, get WINCHESTER, and board the CONCORD craft
E: Fly to COLONY CRAFT (08-08). Sell WINCHESTER in LABORATORY, CATERING PROVISIONS in KITCHENS, MEDICAL SUPPLIES in INFIRMARY, GOLD in EXCHEQUER, ENERGY CRYSTAL in POWER ROOM. Get KITCHEN SINK
F: Fly to 09-06. Get COBWEB (with KITCHEN SINK, it will open all doors.) (note from Simon: how on earth did he find that?)
G: Fly to 09-05. Get ANTENNA, NEUTRON FUEL
H: Fly to 03-00. Get ESSENTIAL 12939 SUPPLY, MECHANOID.(if wished, fly to **_** to get the DOMINION DART)
I: Fly to 11-13. Get USEFUL ARMAMENT
J: Fly to COLONY CRAFT. sell MECHANOID in INTERVIEW ROOM, NEUTRON FUEL in ENGINE ROOM, 12939 SUPPLY in CONFRENCE ROOM, USEFUL ARMAMENT in ARMOURY, LARGE BOX in STORES.
K: Fly to 09-06. Go to COMMUNICATIONS ROOM. Rent a spaceship. Fly to 08-08. Board ship and leave TARG! if you dont have any maps of the locatons, do take the time to wander around TARG, if not for the sake of completing the game, then just look about and enjoy the scenery and Paul Woakes' humor. This solution was done by Roy Griffiths and was posted at the New Atari Magazine Issue 58.

And now, the "theft" solution sent by Szymon Ender "Enjo". Instead of buying the ship, find your way to steal it!

1) Buy Dominion Dart after you crash on Targ.
2) Fly to 09-06 and get key. Go through a teleporter in the room with the MEDICAL SUPPLIES to get the PHOTON EMITTER. Get the POWER AMP. Exit the hangar and leave the key.
3) Fly to 81-35 and get COLONY CRAFT key.
4) Fly to COLONY CRAFT 08-08 and get key from the lowest floor.
5) Fly to 03-00, leave the POWER AMP and enter hangar for key.
6) Fly to 09-05 and get key, key. Go north to the hall of teleports and use the first one (random teleporter). Walk through it's door and exit backwards. After exiting make a few steps backwards and take a look around. As soon as you are in a dark-orange room with door on the left and on the right, you will be in the correct location, in the restricted 03-15 hangar (I don't know a better way to get there).
7) 03-15. Walk through door to the right and continue north to get key. Now one door to the south and two to the west to get to the "Ti" two way teleporter which will send you to **-** hangar. Get the NOVADRIVE and return to 03-15 via the "Ti" teleporter. Walk one door to the east and run north past the door with a skull (you won't die :) ). It's a dark room, that's why we still carry the photon emitter. Board the INTERSTELLAR SHIP, exit the hangar. Since you have already collected NOVADRIVE you can press Y and say goodbye to Targ.
THE END !

Military solution by Pawel Garycki and Simon:

Get the metal detector (from the start):
- get the Dart, go to 09-06, enter the hangar, turn to compass 00 and exit by the door
- turn to the right (compass 90) and cross the door at the end of the corridor
- turn right and enter the last door on the left (compass 270 hen facing the door)
- you're in the room with the medicl supplies, enter the teleporter on the right, exit the teleporter
- get the photon emitter, now go bak into the teleporter, and go back to your ship, exiting 09-06 hangar
- fly to 81-35, inside the hangar, compass 180, you should face two doors. Go to the left one and pick up the Colony Craft key.
- fly to **-**, board the Concord, and fly to the Colony Craft.
- enter the Colony Craft, and go through the single door (compass 270), then turn left and go down using the lift.
- get out of the lift and turn right (compass 90), then take the first door on the right again (compass 180), there pick up the kitchen sink.
- go back to the lifts room, but don't go up again, take the lift on the opposite side to go down once more.
- when going out of the lift (compass 180), turn left, and go to the 3rd door on the left and pick up the anti-time bomb.
- go back to your ship, and fly to 09-06.
- enter the hangar, go through the door at compass 90, there pick up the cobweb. Now we can open any door.
- get out of 09-06, fly back to 81-35 hangar again, enter, compass 180, this time go to the door on the right. Take the teleporter.
- exit the teleporter (compass 00), then turn right and cross the door, then the next hexagonal one. after this door, turn right (compass 180), walk a little and go through the semi-triangular door on the left (compass 90).
- pick up the metal detector, finally! Go back to your ship and you're ready to fight - of course drop the anti-time bomb somewhere before beginning the destruction.
With the help of the Metal Detector (and Sights if you find them helpful) you can recognize those building which belong only to the one of the sites. Shoot them all! If you loose one of them or e.g. don't want to destroy the church (St.Stallards) you can afford not destroying two or three buildings in order to achieve the victory.
If you make a mistake and ruin a building which doesn't belong to the enemy site, you shall rebuild it by shooting at it while carrying the Anti Time Bomb (get it in the Colony Craft). You'll need it too, if you happen to crash the Author's Advert before leaving the planet.
I've done the work for Palyars and they gave me The Pass! The Mechanoids haven't paid me for the job, it seems they never do!
Reminder for the Metal Detector: Palyars = green light, Mechanoids = blue light, red it is neutral or empty.

2- More hints

- There are hangars at: 11-13 ; 09-05 ; 81-35 ; 09-06 ; 03-00 ; 03-15 ; and **-**
- When you're attacked, if you don't manage to destroy the ennemy ship, land and leave your ship, wait to be desrtoyed and board your ship again.
- The kitchen sink along with the cobweb activate a "cheat" mode, allowing you to open all doors and picking up all items. I've been told one could pick up the Colony Craft, but never managed to. Is it really possible?
- For the fun, you can wait after your crash at the beginning of the game. Don't press any key, wait for the messages to stop. You'll get a funny message (there are 2 or 3 different ones).
- Note that selling the items to the Mechanoids instead of the Palyars brings you more money.
- Szymon Grygiel advises us: since Mechanoids pay better than Palyars, it is good to do a task of bringing the Mechanoid to Palyar's colony craft's interview room as a last one (because after its completion, Mechanoids will not pay you for any deliveries).
- According to Mooz, a clever way to destroy an enemy ship is to go backwards at about F7 speed with the dominion dart, on the surface, and keep firing at the offending ship. It will return fire rarely if at all.
- Once you have the cheat objects you can pick up the flying Palyar Commander's Brother-In-Law new ship. If you drop it outside, it will continue moving away, BUT if you drop it inside a hangar, you'll be able to board it. Its characteristics are close to the CHE8SE, the Power Amp is useless with it. Beware if you leave the ship or crash, it will move away! It seems you can also pick up enemy ships.

- A bug in the game? On Atari ST, while in flight, stop the ship, leave the program running for a few hours. When you're back, you should see the screen rolling. Video 1 and video 2 were taken on a real Atari ST, playing the original French game, flying the Concord ship after having destroyed the Palyars buildings.

3- Maps

Source Map
Andrew Williams Novagen map of the Orbital Complex, part of the "Targ Survival Kit"
Alain, from his nice nostalgia website. A good scan of the underground complex (in French)
Mooz Outstanding map of the town itself, with all the monuments ! You must at least take a look at this !
Alternate map version, I changed the colours so that they can be more visible.
John Selck
John made excellent maps of every underground locations and Orbital Complex (you can mail John for any comments). Choose:
--- Teleporters (look at the maps):

One-way teleporters: (on map T0-T9 are sources,
0   09-05 -> 03-00       X0-X9 are targets)
1   09-05 -> 03-00
2   11-13 -> 03-00
3   08-08 -> 09-06 (Warning! This one will
4   03-15 -> 08-08           flip the view)
5   03-15 -> **-**
6   03-15 -> **-**
7   03-15 -> 09-06
8   03-15 -> 09-05
9   09-05 -> 03-00

Two-way teleporters: (TA-TI)
A   09-05 <> 11-13
B   09-05 <> 09-06
C   09-05 <> 09-05
D   09-05 <> 81-35
E   09-05 <> 81-35
F   09-05 <> 09-05
G   09-05 <> 09-06
H   09-06 <> 11-13
I   03-15 <> **-**

Random teleporters: (TR)
R   03-15 <> 09-05 <> 09-06
          <> 11-13 <> 81-35
Simonmy own old maps, messy (in French)... The colors are based on the Atari ST version:
09-06 ; 09-05 ; 11-13 + prison ; 03-00 ; 81-35, 03-15 and **-** ; **-** ; 08-08 Orbital Complex level 3 ; 08-08 Orbital Complex level 1 and 2.
Pawel Garyckimap of Targ's Central City, and the same map with more information (buildings' owners and names).
Graham H Dodsworth Nice colored maps of underground locations and the Colony Craft. Choose:
Jacob de Meza Nice hand-drawn maps by Jacob, from the underground complex and the Colony Craft:
=> map 1 - map 2 - map 3

Also some compass / navigation help (with bits of Danish ;) )
and a scan from an unknow magazine, with underground complexes.

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Chapter II - The Second City

1- Solution
2- More hints
3- Maps


1- Solution

This data disk was pretty harder than Escape From Targ. I never managed to finish it, but here is a great solution written by Paul Dixon.

Not as easy as the first, the creator has involved tricks here which are 'way below the belt'. So we have to play hard ball back.
First off. I don't know where the antenna is, which destroyed the renting a ship option. So I just found the spare interstellar ship and the nova drive, to do this you will need almost all the keys, and the 'pass', which is hidden in one of the mazes.
(Note: Ben Hill told us where the antenna is hidden: From the Palyar Colony craft hangar going through normal doors 000, 270, and back takes you to the alternate hangar. Then going through the hexagonal door at 270 and up the lift, there it is. This is also described in some of the maps below).

So you landed on Targ, time to buy the dominion dart and get moving. Fly over to 08-01, and listen to the talk from the Palyar commander. Okay you don't have, but it's a part of the spiritual feeling of the game. Back to the hangar and a sightseeing tour.

Getting the first keys - tackle the maze
Fly over to 13-08, and admire the buildings in the process. Land use the right hand ine way teleporter in the hangar. Grab the '12939 Supply'. Run round into the next room and grab the key and hop through teleporter.

You should be in 03-04. Run back out into the hangar, grab the sprint car, and it's back to 13-08.
On the 270' wall there is a normal looking door, go through, welcome to the maze. It's easy to get out of. go through the doors on the following walls.
180' ; 270' ; 00' ; 180' ; 270' ; 00' ; 90'
Grab 'The Pass', and go into the teleporter

Now you should be in a nice yellow room, with lots of ends of one way teleporters. There should be a nice sexagonal key here. Now the one and only exit is on the 90' wall, and bad news it flips all the vectors round.
Find the exit to the room, grab the medical supplies in the next room, out the door on your right, and then into the 2-way teleporter.

There should be a one-way teleporter on the other side of the triangular door. That gets you into the yellow room again. Back through the rigga'ma'roll of flipping the vectors to thier normal direction. When in the room where you first found the medical supplies, this time go to the door on the left and take the 2-way teleporter. (this sentence was apparently missing, thanks to Hyper Sonic for letting me know!)

Now you are in an 'identical' fake green hangar, which looks like the hangar in 13-08. Find the door with the triangle on it. A word of warning BEFORE you go in. It's an all brown room, with brown background, and brown edges, you can easily loose the way out. As soon as you are through the door, DROP the medical supplies. Infront should be a hidden door with the skull and crossbones sign. DON'T GO THROUGH IT! This will 'drop' you out of the colony craft, leaving you stranded at 08-08. Now to your right should be a key. Grab it, and make your way back to the medical supplies (your exit out).
Grab the supplies and exit

On the far wall 270', should be a normal looking door.
Welcome to the second maze. Go through the following doors
270' ; 00' ; 270' ; 180' ; 270' ; 270' ; 90'
This should get you to a red room. You will come in the room from the triangular door, but facing the wall next to it as if you had come from the regular door, so it appears as if you entered the room sideways. Take the 'databank'. Use the teleporter and now you are back in the yellow room, with the flipping teleporter. Jump through the teleporter and you are back in the yellow room. Exit, use the 2 way teleporters, to get back to the fake green hangar, and then use the one way teleporter to get back to the yellow room again, so you can flip the vectors back to normal.

Getting the Photon Emitter
You need to get back to 03-04. Now you have 2 choices.
1. Chance the random teleporter in the next room (a long thin yellow room, with lots of locked doors).
2. Go back through the teleporter, to the fake green hangar. Go into the all brown room, and through the door with the skull and cross bones.
Both choices may wind up with you having to quit.
If you drop out of the colony craft, you can drop all your objects in a neat pile, then 'quit'. and all your objects will be 100 meters from your restart position.
The random teleporter may drop you into a right hangar....if you are lucky.
Don't forget the left hand teleporter in 08-01 will get you to 03-04 as well.

Back in 03-04 complex, you should habe almost free run off the place, bar the door with the triangle, which is a room with no lights. Time to sort out 'that' problem. From the hangar in 03-04 you should see a door on the 90' wall, with a sexagonal lock. Go through that. Head right, and through into the next room and into the teleporter.
Now you should be in a pink room, with the photon emitter.
Grab it, and go through the one and only available door, the one with the skull and cross-bones. Drop all your objects, 'quit', pick them back up again, and head to 13-08(the one with the maze). Run through the door with the triangle on the 90' wall. Head right, take the door at the far end of the corridor. Keep following it round, you should see a vital key in the next room. Go to the next room and you should be in the comm room. Yup, it's broken and I don't know where the antenna is. That doesn't concern us though.

Head for 03-04 hangar. Go through the plain door on the 270' wall. Veer right, into the unlit room. Lo and behold, lots of doors with lots of locks.
Behind these doors, are the anti-grav, anti-time bomb, catering provision, the big box, and the usefull armanmant. Most importantly is the second door on the left (almost infront of you as you come in). The lock should match the key, that you grabbed from the all brown room in the 'fake' green hangar.
Inside is the anti-grav unit. Head back out into the previous room. Make you way to the far end and into the next room. There is a 2 way teleporter to the 08-01 complex. Time to make another spiritual pilgramage to the palyar briefing room. WHY?
You need to pick up the table in the briefing room, you see, it is the 'cheese'.

The Palyar Colony craft
Fly the cheese to the colony craft, and then aim for the 'dot' above. Here is the neutron fuel. Head back down to the colony craft. Get out of the cheese, and aim for the normal lookin door on the 90' wall. There is 2 exits one your immediate left, and one to the far right. Turn right and aim to the door to the far side.
Once through the door, look left, grab the key. Don't drop this key! There are doors within the colony craft which looked unlocked, and once you are through, they become locked. It is quite annoying. Thankfully they require this pentagon key, and they all these doors reside on the bottom floor. You can go into the next room and see that it has a door with skull and cross-bones. In there is a 2nd prison with the old cheese.

More sightseeing: head back to the hangar, BUT BEFORE you go into it, there should be that other door that was very close to the door that leads to the hangar. Go into this room now.
You are now transported to the 'identical' colony craft. Follow the rooms back round to the 'skull and crossbones', and you should find it no longer exists. Evil hey? Through into the new room, to see it is the palyar commanders brother in laws room. The next room, you should find the metal detector. Head back to the hangar, and notice the 'cheese table' is no longer there. I thought it was bug in the game, for several hours, and I couldn't find the pentagon key. Eventually it all came together.
Go into ANY OTHER room now, and you should be transported back to the normal layout of the colony craft. The door on the 180' wall should be the Weapons room. The doors on the 270' wall should take you to the upper level, and the lower lever (this is also the stores room).

The ground floor, has the Power room (leave neutron fuel watch out for one-way locking doors with the pentagon key). There is also the exchequer (only good if you cheat), the interview room (leave mechanoid commander), conference room (leave 12939 supply), the control room (leave the databank), and the kitchen (leave catering provisions).
The upper floor, has the Power room (leave energy crystal), the infirmary (leave medical supplies), and the labroratory (leave winchester)

Time to complete this thing (spritually)
You got a fast ship, lots of cash, a bunch of keys and the pass. In fact you have everything to go to the **-08 hangar and pick up the novadrive. To get to it **-08, you have to go through the maze (don't forget to right your the vector flipping). The series of brown rooms that you wound up in, after the yellow room with the one way transporters, this is the **-08 hangar complex. OR you can just fly there.
In this hangar complex is every other object you need the' Novadrive', the' Power Crystal', the 'Winchester', the last of the 'Keys' and the' Sight'. The later two are in the two normal rooms, leading away from the hangar.

The Novadrive
To get to the novadrive, you must go through the locked door in the **-08 hangar. Go 90' and then the pentagon door on the 180' wall. Work your way through all the doors, and there is 'The Novadrive'.

The Interstellar Ship
There is three ways to get this thing. It sits in the **-08 Hangar complex.
a) cheat, using the authors short cuts.
b) Working your way through the series of all brown rooms from the fake green hangar.
c) Fly there. You need 'The Pass' for the elevator.

Get on board and get out of there.

Mazes
Okay the mazes work on a one room principle. Each room hangs in deep space, and each door is a magical link to another place.
Each room in the maze has one door which is the only one 'true' exit.
The other three will put you into a default room, of which there are two, one green, and one blue.
The second maze, has a unique aspect. It has two routes.
You automatically start off running Maze number 2.
If you mess up and take a wrong turn, you will automatically drop into the 1rst Maze.
Have fun. Drop a few objects and chase them around to see what I mean.

13-08
Room name Room's doors lead to:
1 Green Room 1 00 - BR1 ; 90 - BR1 ; *180 - BR2 ; 270 - BR1
2 Blue Room 1 00 - GR1 ; 90 - GR1 ; 180 - GR1 ; 270 - GR1
3 Blue Room 2 00 - GR1 ; 90 - GR1 ; 180 - GR1 ; *270 - GR2
4 Green Room 2 *00 - BR3 ; 90 - BR1 ; 180 - BR1 ; 270 - BR1
5 Blue Room 3 00 - GR1 ; 90 - GR1 ; *180 - GR3 ; 270 - GR1
6 Green Room 3 00 - BR1 ; 90 - BR1 ; 180 - BR1 ; *270 - BR4
7 Blue Room 4 *00 - GR4 ; 90 - GR1 ; 180 - GR1 ; 270 - GR1
8 Green Room 4 00 - BR1 ; *90 - EXIT ; 180 - BR1 ; 270 - BR1
Maze 2
Room name Room's doors lead to:
9 Green Room 5 00 - BR1 ; 90 - BR1 ; 180 - BR1 ; *270 - BR6
10 Blue Room 5 *00 - GR6 ; 90 - GR1 ; 180 - GR1 ; 270 - GR1
11 Green Room 6 00 - BR1 ; 90 - BR1 ; 180 - BR1 ; *270 - BR6
12 Blue Room 6 00 - GR1 ; 90 - GR1 ; *180 - GR7 ; 270 - GR1
13 Green Room 7 00 - BR1 ; 90 - BR1 ; 180 - BR1 ; *270 - BR7
14 Blue Room 7 00 - GR1 ; 90 - GR1 ; 180 - GR1 ; *270 - GR8
15 Green Room 8 00 - BR1 ; *90 - EXIT ; 180 - BR1 ; 270 - BR1

Cheating
Go on, you know you want to.
Those triangular doors in all the hangars, lead to the same place, The Authors Short Cuts.
You always appear through the same door, which is the first one door on the list.
The Normal Hangars Exotic Hangars Duplicate Fake Hangars Maze short Cuts
1 08-01 5 08-** 9 (Fake)Palyar Colony Hangar 12 Room with Pass
2 03-04 6 05-13 10 (Fake)05-13 13 Room with Databank
3 14-15 7 **-08 11 (Fake)13-08 The one that can't be categorised
4 13-08 8 Palyar Colony Hangar     14 Room with Photon Emitter

2- More hints

Hangars are at: 14-15 ; 05-13 ; 13-08 ; 03-04 ; 08-01 ; **-08 ; 08-** (pass required).

There are many traps in The Second City. For example, in the 13-08 hangar, there's a maze when you cross the normal door. See the maps to get out of it ! As well, there's a door in the colony craft that seem to lead to 2 different rooms every time you cross it.
Another strange thing (at least in ST and Amiga versions) is rooms that have walls of the same color as the doors; so you get for instance a complete red screen! One way to see where the doors are is to load a game, then the colors will change before the screen displays the loaded game, and you got one second to see where the doors are in the room. I guess there's another way to see them?...

The bullet along with the crashed Prestinium activate a "cheat" mode, allowing you to open all doors and picking up all items. I've been told one could pick up the Colony Craft, but never managed to. Is it really possible?

The neutron fuel is the second spot in the sky, and can only be picked up using the Cheese ship in The Second City.

Here are some more hints I found on the Net on Ami Cheat's Page((site down ?) !)
Fly the Dominion Dart as usual, fly to above 350 meters, level off (your speed should be 1,781 kph) and fire a missile. Pick the missile up once you get close to it and then land. Go to 08,08 , and take the crashed intergalactic craft and go to 08,06 (in fact 08-01 - Simon). Go underground exit your ship and walk through the triangular door. You now have access to the authors cheat room where you'll get keys to every door, passes out of prison and the ability to carry lots of goodies in your pockets.

Once you have the cheat objects you can pick up the flying Palyar Commander's Brother-In-Law new ship. If you drop it, it will continue moving away, BUT if you leave it inside a hangar, you'll be able to board it. Its characteristics are close to the CHE8SE, the Power Amp is useless with it. Beware if you leave the ship or crash, it will move away! It seems you can also pick up enemy ships.

Some more help for the labyrinth, by Pawel Garycki:
There is a system to find the right way in labirynths. You should carry some useless items with you when entering the labirynth and drop them whenever you find yourself in an empty room. Though there are two colours of rooms, the rooms differ from each other and the only way of recognizing them are dropped items. Then you draw on a sheet of paper the connections via each door leading from each of the room. You need at least 7 items to cover the whole maze and get the Pass or Databank.
Remember there are two labirynths: in 13-08 and in 08-**. The primary is the further. Note: if youmake a mistake in 08-** you'll be carried to the beginning of 13-08 maze; so first mark the first maze with items, then the second. I know you'll run out of those useless ones, but you might as well mark the maze with those valuable; should you solve the problem of finding Databank, collect all dropped items during your next trip through the maze. Good luck.

Some more hints from unknown source, sent long ago by John Pollard. He belived it was from some C64 cheat page. I googled it but never found anything.

Finally, the military solution by Pawel Garycki:
With the help of the Metal Detector (and Sights if you find them helpful) you can recognize those building which belong only to the one of the sites. Shoot them all! If you loose one of them or e.g. don't want to destroy the church (St.Stallards) you can afford not destroying two or three buildings in order to achieve the victory.
But note that in The Second City some of the areas indicated by Metal Detector don't contain any building: you must soot the empty space in the center of such a place so that you hear the voice of fall-down.
If you make a mistake and ruin a building which doesn't belong to the enemy site, you shall rebuild it by shooting at it while carrying the Anti Time Bomb. You'll need it too, if you happen to crash the Author's Advert before leaving the planet.
I've done the work for Palyars and they gave me The Pass! The Mechanoids haven't paid me for the job, it seems they never do!
Reminder for the Metal Detector: Palyars = green light, Mechanoids = blue light, else it is neutral.

3- Maps

Source Map
Mooz Wonderful maps of every underground locations (The Orbital Complex is missing for the moment), that also hold many hints. Choose:

Mooz also made this outstanding map of the town itself, with all the monuments ! You must at least take a look at this !
Alternate map version, I changed the colours so that they can be more visible.

Ulrich Jerono scanned 2nd City maps, originally drawn by Werner Schwamborn for the German magazine RUN (published in December 1987); be careful though it seems they're not perfect.
John Selckvery nice and complete maps of the underground and orbital complexes (BMP files, zipped). They are meant for printing at 600 dpi.
Achim Haertel
Following John Selck's work for Escape From Targ, Achim drawned excellent maps of every underground locations and Orbital Complex. Choose:
Abstract of Achim's notes:
Bidirectional Teleports (TA-TD)
 A      03-04 <> 08-01
 B      03-04 <> 14-15
 C      03-04 <> 13-08
 D      08-** <> **-08

Unidirectional Teleports (Tn are sources, 
 1      13-08 -> 08-01     Xn are targets)
 2      05-13 -> 08-01
 3      05-13 -> 03-04
        08-** -> 03-04
 4      03-04 -> 03-04
 5      13-08 -> 14-15
 6      13-08 -> 05-13
 7      13-08 -> **-08
 8      13-08 -> **-08
 9      13-08 -> **-08
10      13-08 -> **-08
11      08-** -> **-08
12      **-08 -> **-08 (mirrors the view)
13      08-** -> 13-08
14      08-** -> **-08

Random Teleports (TR)
03-04 <> 05-13 <> 08-01 <> 13-08
      <> 14-15 <> **-08 -> Prison
Simonmy own old maps, messy and uncomplete (in French)... The colors are based on the Atari ST version:
03-04 ; 08-01 and 05-13 ; 13-08 ; **-08 ; 14-15 ; 08-08 Orbital Complex ; Interstellar ship hangar
Pawel Garyckimap of the second Targ's Central City
Jacob de Meza Map of the author's second city cheat room
and (incomplete ?) underground complexes maps from Zzap 64 magazine from October 1986

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Items and vehicles description

This is just to explain... Well, the use of some items! :) This list is almost complete, but if you know more about the game, don't be afraid to send a mail. Thanks go to John Selck again for helping (he did 80% of the table below :), and to Pawel Garycki for complementary information.

--- Items:
Antennause in Communication Room to contact Spaceship Rental
Anti Time Bombreconstructs a destroyed building by shooting at it again
Antigravallows picking up heavy items and vehicles (and more items in inventory?)
Bite The Bullet (shot)lets you pick up fixed objects in The Second City (Prestinium!)
CheeseCHE8SE, Casper Hanley Eagle 8SE, the best vehicle (in The Second City disguised as a table)
Cobweblockpick in Escape From Targ - get the Kitchen Sink first
Coffinuseless - dead weight !
Interstellar Shippossibility to leave targ
Kitchen Sinklets you pick up fixed objects in Escape From Targ (Cobweb!)
Metal Detectorindicates buildings owners: Palyars = green light, Mechanoids = blue light, else it is neutral. This is better to get the reward by destroying buildings
Mobile Pyramidfixed object outside the city, allows the player to drop items while in flight in Escape From Targ
Novadriveneeded to engage interstellar ship
Passneeded to enter Hangar 03-15 in Escape From Targ, 08-** in Second City
Photon Emitterlight in dark areas
Power Ampenhance Dominion Dart (allowing it to reach the Orbital Complex)
Prestinium (crashed)lockpick in Second City - get Bite The Bullet first
Sales forecastallows the player to drop items while in flight in The Second City
SightsHead Up Display
--- Items which can be sold at specific locations:Escape From TargSecond City
Palyars:Mechanoids:Palyars:Mechanoids:
Large Box35000 (Stores)80000 (Stores)25 (Stores)202600 (Stores)
Medical Supplies40000 (Infirmary)30354 (Infirmary)
Essential 12939 Supply50000 (Conference Room)100000 (Conference Room)
Catering Provisions60000 (Kitchen)151021 (Kitchen)
Useful Armament *65000 (Armoury)120000 (Armoury)165445 (Armoury)10000 (Armoury)
Gold100000 (Exchequer)5000000 (Exchequer)
Databank100000 (Control Room)109100 (Control Room)
Energy Crystal100000 (Power Room)100000 (Power Room)22450 (Power Room)450 (Power Room)
Winchester *100000 (Laboratory)250000 (Laboratory)274130 (Laboratory)274800 (Laboratory)
Neutron Fuel200000 (Engine Room)250000 (Fuel Stores)909000 (Engine Room)23200 (Fuel Stores)
Mechanoid250000 (Interview Room)45000 (Interview Room)
--- Vehicles:Loc: (Escape /Second)Ground:Air:Max Height:
Car12-13 / Orbital Complex419-0
Jet Car09-05 / 03-041921-0
Hexapod03-00 / 14-1520883213000
Dominion Dart08-08 / 13-08624249823000
Dominion Dart (with Power Amplifier)08-08 / 13/0812494996104000 in EFT
87000 in SC
Concorde**-** / **-08935374287000
Cheese11-13 / 08-01 (table)12494996104000
PC BIL new shipFlying along 00 axis12434903Around 104000

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