Days 61 & 62 – Wing Commander Secret Missions 2

The first problem I faced trying to play this game is it doesn’t seem to be available as abandonware anywhere on the internet unless I just couldn’t find it. This meant resorting to trying to load it off the original floppies and I don’t have a PC with a floppy drive. Fortunately it was on 3 1/2 inch disks which helped so I took it into work and imaged the disk – with a 16 year old floppy disk this took a look of retrying to read dodgy sectors but it got there in the end. 

SM2 adds another 16 mission campaign just like SM1. This time it does actually add some new stuff – there is a new ship, new pilots and new enemies. More about them as I get to them. The plot starts off with you providing the guard for a new race joining the Federation called the Firekka who happen to look like giant birds.

In the first briefing the colonel informs us that the Dralthi have been upgraded and now use mass drivers and have better shields. I run into a load of these in my first mission – the mass driver guns definitely take you down pretty quickly if you get hit so they are more of a challenge.

After this mission Shotglass informs me that the Kilrahti got chased out of another sector but they appeared to just give up and leave.

Next briefing, we get told about more new enemies the Drakhai. These are elite pilots that can fly any of the ships and are a lot harder to hit than the run of the mill pilot. They are the equivalent of the aces in Wing Commander except I will be seeing an awful lot more of them.


A couple of missions in I get the first cutscene where the Firekka join the federation.

Next mission, I run into my first new fighter a Hhriss. These are pretty deadly and take you out in no time and also pretty tough.

They are guarding a new type of carrier a Snakeir. Carriers tend to just sit there while you shoot them so there isn’t too much to say about this. It seems to have a missle supply which I can’t remember seeing before and it takes a lot more hits than normal to kill off.


The plot rolls along steadily. A lot of it seems to be setting up stuff I know will be referred to in Wing Commander 2 like Spirits fiance being captured. As far as this game goes the Kilrathi are withdrawing from all other sectors and all their ships are coming here with just the Tigers Claw to stop them.

I get a mission to help escort a defecting Fralthi back over to the federation. This is where Hobbes who I will be seeing in Wing Commander 2 is introduced although he never makes an appearance in this game.




We receive a threat from Prince Thrakath (another WC2 character). It seems the Firekka planet is regarded as holy ground and they want us off it.

We recruit a couple of pilots temporarily from the TCS Austin (Jazz and Doomsday). Again they will be turning up in WC2 – you get the feeling this whole expansion pack is trying to set the scene for that game.

I also get a mission flying a dralthi from the defecting Kilrathi ship.

It looks quite different inside to any federation ship. I get 2 missions in it here which are pretty easy scout missions where I don’t even have to shoot anything if I don’t want. I get a new wingman Jazz for these 2 missions.

The defected Kilrathi tell us that the Kilrathi have to perform a religious ceremony on a given planet which happens this time to be Firekka. Failure to do so could mean rebellion in their ranks which is where we come in.

Another WC2 character from the Austin shows up – Doomsday. He isn’t the most useful of pilots but who is. The difficulty level of this game varies hugely but it definitely has the hardest missions so far and the co-pilots are just useless. They never seem to get any kills at all.


In the bar, I hear a little about a traitorous human faction called the society of Mandarins who will be showing up again in WC2.

A lot of missions later, there is another cutscene showing the Kilrathi ceremony being disrupted.

But at this point its time for us to retreat as the numbers are overwhelming.

For the last 2 missions maniac who has spent the last 2 mission packs in the sickbay with mental problems gets put on my wing.

The first mission with Maniac we have to take out 3 cap ships and its not the easiest. He turns out to be the single best wingman in the game in that he actually kills the enemy. For the first nav point with 2 cap ships I just concentrate on the fighters and he takes out the cap ships on his own. The next one is a bit trickier with a snakeir to destroy but it jumps out if its not taken out quickly enough. Again he concentrates on the Snakeir, I help him take it out and afternburner out. This gets me a Medal of Valor.

Just 1 mission left and the killboard looks a bit lopsided. The final mission is a defend the claw one – no nav points just keep the claw arrive and kill everything. Again Maniac is great. He doesn’t care if I’m in the way so I have to make sure I’m never fighting the same ship as him but we come back with 5 kills a piece. I don’t think any other wingman got more than 1 in the whole mission pack. This triggers the final cutscene with the Firekka defeating the Kilrathi.






Despite the new stuff in this mision pack, I think I preffered the last one. The difficulty level in this got a bit silly at times and some of the missions were rock hard. The enemy pilots are definitely better but their numbers haven’t gone down and if anything my wingmen (apart from Maniac) are worse than ever. I must have had the “you are about to die” music playing most of the time for every mission. Wing Commander 2 was well into development when this came out and its pretty obvious that this game is introducing characters and elements for that storyline. If you played this to the end though Wing Commander 2 should be a piece of cake to finish as I’m sure it wasn’t this hard. I’ll find that out later but I’ve got another game to fit in first.

Next:Ultima – Runes Of Virtue

Day 60

From what I know so far, there are 3 things of use to do in the underground city. There are weapons for fighting the Myrmidex (staffs and bombs), there is a device that points to the giant moonstone + I need to find the generator and turn it off. I find some staffs and bombs very near the entrance + others on my way through.

The device takes a bit more finding but I stumble into a teleport that takes me there.

There isn’t a whole lot else in the underground city although there is plenty of scope for getting lost. Much later I find the generator and attack the control panel.








This triggers off another cut scene – the automatons and robosaurus all die, Spector reappears out of nowhere, minus the glow and is now sane again + the city starts to fall apart.

I take a bridge to the north which seems to have appeared.

and a lot of wandering later find the way out again. The city closes behind me so I hope I got everything I needed.

I’ve still got a couple of tribes to recruit. First off I have a go at retrieving that shield in the spider cave since I now have the torches I need (made from the impregnated cloth + a stick). The webs burn like gunpowder. I find what I think is the shield but just turns out to be a shield and not the right one.



In the meanwhile I talk to Spector and aside from confirming all the backstory he also confirms the quest to destroy the black stone + Myrmidex queen to remove their threat from the valley.

I walk back to get the correct shield in the spider cave.

and this time its the right one and the Hakuur join up. That leaves the Jukara tribe in this region that I still haven’t visited.

It shouldn’t come as a great shock that they want me to undertake another quest. Their sacred hide is in a cave to the east but they can’t get to it because a volcano flow has blocked the path so I need to fetch it. Rafkin pipes in with the improbable notion that we can use his fire extinguisher to cool the lava….

I’ve been carrying it around all game and sure enough it works to make temporary stepping stones. This has to be one of the most ridiculous ideas I’ve ever seen – not one to try in real life.

The cave with the hide is pretty small – a bear has moved in but there are no other problems getting the hide.

A bit more lava hopping and thats another tribe.

That just leaves the Tichiticatl tribe who’s quest I’ve already done in the stone city but not actually asked to unite. When I get back the old king is back on the throne and I just have to ask.






Its time to bang the drum. All the tribes unite but then disappear on me. My party are all instantly transported to the Myrmidex caves and are seemingly on our own. I’ve got the device to guide me to the stone but these caves are big – I get quite close to the stone but run into a dead end and have to go miles around until I finally find the thing.

First there is the matter of the Myrmidex queen blocking the way – she goes down in about 3 hits.

The stone itself takes a few more but doesn’t strike back so thats no problem and the end cutscene kicks in.


















The valley is safe & all the tribes reunited and apparently another quest is on the way.

This was possibly the most fun of the Ultima’s I’ve played so far. It’s pretty lightweight, not just in the RPG elements but also in the plot. This is very much the stuff of 50’s/60’s B-Movies and all fairly silly in truth. Its not going to make you look at major issues in the way the Ultima’s tried to but its runs along at quite a pace for an RPG and never leaves you bored. Besides which I love 50’s/60’s B Movies. I enjoyed playing this more than Ultima 6 most of the time but I’m less satisfied with the game now I’ve finished it.  

I gather Savage Empire didn’t sell too well when it came out which is a real shame as it deserved better. It really isn’t faithful to its Ultima heritage which may have put the fans off a bit and I can’t honestly see how it benefits from being called an Ultima. I think it probably put off the people it was aimed at and Origin would have been better served by just starting up a whole new series.

Next: Wing Commander – Secret Missions 2

Day 59

My first task was to set out and make some gunpowder – I already had all the ingredients except sulphur. There are sulphur pools in the volanic area at the SE of the valley. Using a metal cage from the lab, I soon get all the sulphur I need. I’ve found everything else I need walking around the valley before except for I need to get some cloth strips and impregnate them with tar and I’ve not seen any cloth.

While I’m here I seek out another tribe. This one is a tribe of Neanderthals – they want me to kill some spiders and retrieve a shield. Apparently, I will need a torch to burn their webs which rules this quest out for now.

So its back to hunting for some cloth. I look all over and get nowhere so resort to making some myself. I get a load of flax from a yukka plant, and find using a lom I found in the stone city make my own cloth in no time.

Their are a load of tar pits south of the Karak tribe and I have a stock of fuses.

I head for the waterfall blocked cave first. Attacking the boulder with a grenade pushes it over the water fall and stops the flow of water altogether it seems. Not very realistic but at least I’m in.

The silverback is on the other side of the cave but we make short work of him.

We find Halisa just below this and she makes her way back to the village.

And thats the Barako on board as well. Now to deal with the Sakhra’s T-Rex.

The T-Rex just stands stationary all the time next to a conveniently placed boulder. Another grenade later…

and its an ex-rex.

That gets the Sakhra joined up. Next I’ll try and find the Urali tribe using the instructions from Topuro.

I find the series of caves – figuring out which is second from the north is harder than just exploring every one. Denis Loubet is hiding in one cave drawing on the walls but he doesn’t have anything useful to offer.

The right cave is pretty obvious when I find it as its about 20 times bigger than any of the others. There are a few bears in here which are fairly tough.

but we get to the other side in no time.

A trickier problem is getting to the Urali village from here. There is a T-Rex patrolling the only route there who can kill any of us off with a single bite.

My first strategy here is to try the turtle bait I got from Topuru. This requires going into solo mode and riding the turtle around. This didn’t work too well. All the Urali keep attacking me from the cliffs and I get poisoned as they use blow darts. I can’t cure this as Triolo is my only spellcaster. I try just sneaking my party around 1 by 1 on foot – with a bit of careful loading and saving this works ok.

The only person who will talk to me in the village in the shaman who is more than helpful. Apparently Darden has enslaved the tribes god by putting it in a cave to the north – if I restore this then no one will follow Darden.

After seeing off a few Urali along the way we find the giant stone head.

And it speaks! Apparently it wants light.

I’ve been carrying around Jimmy’s camera for the whole game so I try taking a photo.

And sure enough the head teleports itself back to the village and gives me a bit of info. Apparently the head controlled the T-Rex so that won’t attack me on the way out and neither with the Urali any more. Aiela is in a cave south of the village.

This cave takes a bit of finding but sure enough we find Aiela caged up.




A brief cutscene later and Darden finally shows up. After a big buildup this fight is really easy and over in seconds.

Back at the village the shaman is now head of the tribe and agrees to unite. I’m running out of tribes to help now. I decide to have a go for the Tichiticatl tribe again. I need to figure out how to turn off the forcefield protecting the king.

After walking around the city again I find the old shaman locked up in the prison who gives me a load of information. All the tribes were brought to the valley by some sort of advanced beings who lived in the underground city but eventually left. They did leave some sort of key to get back into this city.



I need to find the correct location and place a giant gem into it to open the city up. As luck would have it Darden presented Aiela with a giant gem which was in her inventory when I rescued her.

I will also need a golden head, which I’m informed the king will probably have in his treasury.

I find the head just where its supposed to be and grab it.

Next, I attempt to find the location to place this gem. First off I wander around in the north of the map for ages. I find a very likely looking spot with skulls on sticks and another tree conveniently growing on the far side of a gap. This time I have to use a grenade to blow it over as I can’t reach with an axe.

The gem holder turns out to be at the other end of the map completely but I get there in the end.



The entrance opens up somewhere in the north.

A lot of wandering later I find the entrance, its about 5 square SE of the main teleporter hub.

Inside the city is a small room, a door blocked by a force field and a couple of robots.

I use the head on one of the robots and it springs into life.

I also supply its brain that Fritz gave me.

The robot has quite a bit of backstory….

And also lets me into the city when I ask.

Just inside the city is a hologram of one of the beings. He gives me a whole ream of backstory. To summarize – he is a member of the Kotl race who using the power of a giant moonstone created this city and ran their automatons. The stone didn’t supply enough power so they created the Myrmidex from ants to serve them. At some point the Myrmidex rebelled, took the stone with them. The stone still powered the city from a distance so they left them alone and instead brought in human volunteers from all over the globe as servents instead. The humans also left eventually, the Myrmidex kept attacking and the Kotl left although I don’t know where to. Whether the Kotl are advanced dinosaurs or an alien race I’m not sure – presumably aliens that flew off to some other planet?

It all ties together anyway in a sort of sci-fi B movie type of way and explains why the valley is the way it is (to some extent).

The underground city is dark and spralling. I’ve wandered around a little but not really got anywhere yet. There are robosaurus around who are pretty nasty so it looks like its going to take a bit of effort to explore. Its big enough to have its own set of teleporters at the entrance so I’m expecting something thats the equivalent of the Ultima 5 underworld. On that basis, I’ll leave it for tommorow.

Day 58 – Worlds Of Ultima 1:The Savage Empire

Unless you count Mount Drash, this game was the first spinoff from the Ultima Series. It was intended initially to be a series of games but in the end there was just this and Martian Dreams. The premise isn’t that different to what Origin had been doing for years with the likes of 2400AD. They had a state of the art engine which had been used for Ultima 6 and used it to make a few more games. This time they tied it into the Ultima series which was possibly a mistake as the sales weren’t great.

 The Origin FX engine has been bolted onto the start to do the introduction complete with orchestra fly-by.

There is a quite nice title page with parallax scrolling landscape but no introduction as such.

The introduction is only told in some very brief descriptions + still pictures.








The premise of the series is basically that using the orb of the moons you got from Ultima 6 you can go anywhere in time and space giving Origin complete freedom to send the Avatar anywhere. The intro shown here is described in the manual in much greater detail and in the Avatars own words. Unless I’ve missed one, this is the first time the Avatar actually speaks more than name, job etc… Its not a bad read but doesn’t seem true to Ultima in many ways shice the Avatar is supposed to be you and not just a character in the game that you control.

 The plot in a nutshell is that you, a reporter (Jimmy Malone) + your scientist buddy (Rafkin) have been transported by your moonstone to a hidden valley somewhere in present day earth. This valley seems to be populated by dinosaurs as well as various ancient tribes.

The character creation uses a variation on the standard virtue questions. There are only 3 questions here rather than either the 8 in the Ultima series.

 I wake up in the witch doctors hut and get asked the obligatory copy protection question before I can start the actual game. No doubt I’ll see a few more of these before the end.

 An oddity about the series is that some of the core characters from Britannia are around to join your party. Right at the start is a Iolo lookalike Triolo who joins straight up. He supposedly half remembers me as do all the other Britannian characters I will ever meet but there is no real explanation as to how he got here. 

Triolo is my magic caster in the party. The magic system is greatly simplified to Ultima 6 again. There are only 9 spells in total and they are cast by using one of 3 types of plant on one of three totems. Its a simple enough system – it kind of combines effects from Ultima spells. I.e. cure spell cures all your party of poision and heals at the same time.

I start off the game in a small native village and ask around for information. All my party has been scattered across the valley so one of the first jobs will be to retrieve them. Aiela was carried off by Darden of the Urali tribe who are apparently hidden. The ex-shamen Topuru knows where to find them and lives on an island in the North – I will have to find him later. Unlike Ultima 6 most of the village natives have exactly the same conversation trees with a few standout characters (often just the shaman and leader).

Rafkin is in the next village along. He is acting as a sort of shaman – all I have to do is ask him to join and thats it.

The engine itself is very similar to Ultima 6. Things have been rearranged a little bit – e.g. the moon/sun is shown above the main window now. This is a good idea since you couldn’t see it half the time before. The tileset is more or less entirely new also. The jungle graphics don’t look bad at all – possibly a minor improvement and certainly a change.

Rafkin advises we find Jimmy and Aiela next. I head out for the tribe that Jimmy is rumored to be with. 

On the way, I I come across the Tichticatl “village”. They are far more advanced than the rest of the tribes and have a huge stone structure in the middle of the jungle.

Jimmy is staying with the oddest of the tribes (the disquiqui). They are permanently drunk and holding him hostage so he can marry the chief’s daughter. They aren’t too worried when I let him go however.

I head back again to try to find Aiela next, and decide to raid the stone city on the way for goodies. This is something that is very different to standard Ultima’s. There is no punishment for taking anything you see lying around and seems to be the only way to play the game. I find something of an armoury and take all the weapons from under the guards noses with no consequences.

Topuru is somewhere near the Barako tribe. They like in a seperate mesa across a huge canyon. Someone has fortunately built a bridge.

I run into another familar face – this time calling himself Dokray.

He talks about uniting the tribes. I make it a point to ask every chief about this from now on.

I’ll need a boat to get out to this island to talk to Topuru. There are rafts in the river but apparently I will need four paddles first which means trekking all the way back down to the Disquiqui.

The chief also tells me about a stranger living in a cave – if I get these paddles I’ll check that out as well.

There is quite a bit of combat in this game wandering around the valley’s (probably more than Ultima 6). My companions are all pretty handy so its usually over quickly and not too hard. You start this game at level 6, Triolo is Level 7, etc.. There isn’t much room for improvement except for Jimmy who is Level 2.

While I’m here I ask about uniting the tribes and the chief agrees just like that. I’m sure it will get harder.

One of the main enemies in the game are a warlike ant race called the Mymidex who seem to be universal enemies for everyone. They are fairly tough to kill and always attack in swarms – I’m doing my best to just avoid them for now.

Back with the Kurak – they say they will unite if I rescue Aiela.

The Yolaru want me to fetch them 10 obsidian swords – I’ve already pinched a few so that shouldn’t be too hard.

I go to fetch my paddles first however from the disquiqui – I just steal them from one of the huts. This really isn’t very avatarlike. To unite the tribe the chief wants me to put a cow bell on a T-Rex so they can hear it coming.

This is easier than it sounds. I create a spear of shamap using the skin off some Plactha (native alcoholic drink), stick it on a spear and jab the T-Rex with it.

It falls asleep, I put the bell on and run away very quickly.

Thats 2 tribes down but plenty more to go at.

I go searching round the stone city next for my 10 swords and run into Warren Spectors alter ego Johann Spector.






He was brought here by an accident with some moonstones discovered in an archaeological dig. Aside from taking an unpronouncable native name he seems to be losing his marble and has world domination plans. Apparently the ants were mutated by some sort of giant moonstone – he wants to control them to enslave the world and force his leadership. I’m prevented from doing anything about this by the glow which is some sort of forcefield he discovered in an underground city. More of that later I’m sure.

For now this brings the aim of the game together – I need some sort of moonstone presumably to get out of here. The Myrmidex have one but I can’t take them on unless I unite the tribes first.

The next time I sleep – Jimmy has a dream. This is the games way of advancing levels – you choose an animal to follow and it raises the stat related to that animal.

I run into a friend of Aiela’s who gives me a bit more backstory. Aparently the tribes have been united once before by Oloro who also was an outsider with no tribe. He called them when needed by a huge drum.

I cough up the swords and the Yolaru join the union.

And its back up to the Pindiro tribe. I arm four of my party with paddles and sail off on a raft.

I find the cave to the North as described and its occupant Fritz.

He was a colleague of Spector who got brought here at the same time. He gives me some more backstory about Spector losing his mind and also gives me a crystal brain but he doesn’t know what it is or why its called a brain. I’m sure I’ll need it at some point anyway.

Another of my old companions turns up – I can’t get him to join as my party is too big. There are only 5 in it – I expect the max is 6 and is reserved for Aiela if I ever find her.

The Barako cheifs daughter was kidnapped by a gorilla who for no obvious reason is holding her on an inaccessible ledge somewhere. They will unite if I rescue her but I can’t seem to get to the ledge yet so I leave this for now.

Instead, I go in search of the laboratory. The moonstone was so large that brought us here that it brought the room as well. There are all sorts of useful one off items here such as a fire axe, a rifle, a fire extinguisher. I take at least one of everything on the assumption I will need it. I also get one of the ingredients for gunpowder which I’ll try making later.

I find Topuru and he turns out to be missing a few marbles.

Apparently if I get his mind back (which a rival shaman put in a stone) he will help me find the Urali. This means a trek all the way back to the far end of the map – again.

Right by his island is about the biggest monster yet in an Ultima – its not agressive and I don’t provoke it.

On the long walk back I discover drum hill. The drummer hanging around up there builds me a giant drum in exchange for the skin he needed. Now I just need to unite the tribes then.

I find a teleport pad on the way. It takes me to a sort of central hub, with pads leading out to all the others. This could prove a bit of a timesaver when I figure out where they all are.

The Barrab tribe have Topuru’s mind. While I’m in the region, I ask about uniting the tribes. This time the chiefs son needs the root on some giant flower they can’t get to to heal him.

I find a likely looking crossing point but there is a gap.

The fire-axe comes in handy here and the tree makes a perfect bridge.

The flower turns out to be quite dangerous and we have to hack it to bits to get the root.

I take the bulb back and the Barrab are signed up.

Apparently Topuro was just tricked about losing his mind. All I need is any old bit of blue rock which I can get from the Sakkhra tribe who aren’t too far away.

Sure enough there are giant blue rocks all over the place. I hit one with a hammer as instructed and get a small blue rock.

The Sakkhra are a lizard tribe in theory developed from dinosaurs rather than monkeys. They will join the union still if I kill another T-Rex. I leave this one for now and warp back to Topuro.

Its a lot quicker using the teleport and I get back in no time. He accepts the blue stone and gives me very vague instructions to find the Urali.

I have another go at finding this silverback. I don’t get anywhere but I do find this cave that I can’t quite get into with a suspicious looking boulder at the top. The boulder is unshiftable but I do have instructions from Rafkin about how to build gunpowder grenades. If I get the ingredients together, I’ll come back later. I might try one of them on that T-Rex I’m supposed to kill also.

I’m pretty impressed with this game so far. It’s a lot more accessible than the Ultima series and requires no real knowledge of those games. Its not as in depth but is easier to play because of it. Unless I’m missing something its also a lot smaller. There’s only one bit of the map, I haven’t explored yet, I seem to be getting tribes to join up very quickly and I can see the solutions for all the ones I haven’t done yet once I get this gunpowder.

Day 57 – Wing Commander Secret Missions 1

 When Origin first made Wing Commander they also released a limited special edition which came with a baseball cap but also some extra missions. They decided to release these extra missions as an add-on sold directly by Origin and then eventually retail at Chris Roberts request. Its the first add-on pack Origin released although they had obviously thought about it before with Knights of Legend.

Whereas Wing Commander had a branching mission structure with lose paths this pretty much just had one set of missions + a couple you would go to if you ever lost. Most people would just play the winning route anyway – the other missions were kind of wasted effort in my view although I guess they added a bit of longevity if you deliberately lose to get to them.

You can import your charcter over – this doesn’t make much difference. It just has the full number of kills (minus the final mission).

The intro is unchanged but I get a new option at the start menu.

And the game starts straight in the bar as usual. Apparently, the tigers claw has been making a lot of jumps but no one knows why.

I also hear some rumours about a captured human cap ship the Kilrathi have been using in ambushes.

Apparently the Kilrathi are attacking the Goddard colony.

The first mission puts me back in the games most underpowered ship. The enemy count isn’t that low though – this starts out pretty tough right from the beginning. There is nothing new to speak of however.

I get another promotion on my first mission. I’m guessing this rank was added to SM1.

When we get to Goddard we find the whole place has been wiped out.

Apparently the Kilrathi used some new super weapon.

The premise is that we must follow this ship into Kilrathi space and destroy it.

The missions are seriously difficult with overwhelming numbers every time. This is reflected in the between mission cutscenes where the pilots are all on edge and Maniac is apparently losing it.

In one mission you have to escort a captured Dralthi back to the Tigers Claw. This is a bit different but nothing is made of it and you never hear anything once the mission is completed.

Some good news is that the weapon used on Goddard is apparently useless on anything that moves.

In another mission, I’m sent to help out a ship that has wandered into enemy space.

This turns out to be the captured cap ship and when I get to the nav point, I’m attacked by a wing of rapiers. These can blow you up in about 2 hits and I have to face about 5 or 6 at once. This is fairly typical of the difficulty level – I often end up just taking out the mission critical cap ships and afterburning out to get through.

Another mission has me taking out a supply depot (the equivalent of the final mission in Wing Commander) only this time I’m only in a Scimitar + I have a couple of other cap ships to take out on the way. This one takes a few attempts.

but I get there in the end.

Eventually we track down the Kilrathi secret weapon which is code-named the Sivar. There follows a string of missions in which we have to take out one supply capship after another in an attempt to strand it.

A lot of blown up capships later we find the Sivar. This final mission of the game is not exactly easy again. On the way in you have to take out a Fralthi with a couple of waves of ships, there are 3 waves of 6 ships guarding the Sivar. I take them all out and then the claw is under attack by another 4 ships on the way back. I take all but one out and the claw crashed into me and I have to try again.

Second time round I use different tactics. I just take out the Fralthi and burn out at Nav 1. I then take out 5 of the 6 ships in the first wave and then take on the Sivar. It takes a lot of hits to take out but I’m not in too much danger with just the one fighter.


When I get back theres a brief congratulations, then the end cutscene kicks in.






Thats the second Wing Commander in a row I’ve finished in one session. This had fewer missions but definitely took longer due to the greater difficulty. The storyline actually came across better in this game than the original – you had a definite aim in tracking down the Sivar and the missions lead up to that. The missions in Wing Commander just felt tacked together with an arbitrary cutscene every now and then, that didn’t really relate to what I’d been doing.

The difficulty level was probably pitched better also. I’d say Wing Commander was a bit too easy on the whole although by the end of this it was getting a bit silly. I really hope that Secret Missions 2 doesn’t carry on getting harder or its going to be verging on impossible.

Next: The Savage Empire