In the January 1990 edition of Games International (Issue 12), Lee Brimmicombe-Wood admired the production and layout, especially the "debugging" instruction for gamemasters in each section, "for getting players back on track if they wander off course." Although Brimmicombe-Wood thought the adventure "fairly straightforward and unchallenging [...] little more than a linear shoot-em-up", he admitted that the adventure possessed "enough pizzazz and ideas to make it rattle along at a furious pace [...] it's loud and noisy enough to keep a largish group of players happy for a couple of sessions." Brimmicombe-Wood didn't like an element of fantasy included in the thriller plot, "confirming that FASA have yet to get the cyberpunk/fantasy blend right." Brimmicombe-Wood concluded by giving the adventure an average rating of 3 out of 5, saying, "for a referee who is not afraid to handle plenty of action and turn up the style this is a tight, compact little scenario to throw (grenade-like) at his or her group. Handle with care."[3]
In the May 1990 edition of White Wolf (Issue #20), Stephan Wieck gave it an above average rating of 4 out of 5 overall, stating, "Mercurial's only weakness may be that some of its storyline transitions are difficult for the players to follow and for gamemaster to run."[1]