Submechanophobia

E5M4 Liberator is the third mission of the Second American Campaign in Reds Over World; it takes place on a small island on the Indian Ocean where the Soviet Union has a secret radio fort.
==Briefing==
We have a new job for you because of the things you saw in Minsk, sir. These things you encountered? Apparently they're mutants. Highly dangerous and aggressive. We must find the locations of the laboratory where they create them.
All that we know is that it's in the Russian north. But we must get the exact location. And FBI found out just how we can find out this location.
We have received intel about a Soviet island radio fort the Indian Ocean that relays information from various bases and contains their exact locations.
A storm is coming over the ocean. Under the guise of the heavy rain and hurricane you'll take a raft to the island from one of our submarines. We must find out all we can about the mutant factory.
==Plot==
After encountering the strange creatures in Minsk, NATO forces realized that they are mutants, and they had to find the location of the laboratory where the Soviets are creating them. FBI found out about a secret Soviet radio fort in the Indian Ocean. The United States government decided to send in Martin MacDonald, under the guise of the heavy rain of an incoming tropical storm, with the commando taking a raft to the island from one of the US Army's submarines.
The rain was heavy, limiting visibility, and the radio fort was guarded heavily by Tesla Troopers, Red Army soldiers and Attack Dogs. Eventually, Martin found his way inside and eventually stumbled upon a radio room where a strange conversation was taking place. On the screen there were two men, with one of them threatening a Soviet Officer with preforming experiments on his dog; upon seeing him, the shouting man pulled the plug on his connection and the screen turned to static. The officer in question was taking a dump in the bathroom next door, returned to the room seconds afterwards and was killed by Martin, who grabbed the documents in the room that contained the location of the main mutant creating facility.
Martin was just about to leave the room, when emergency steel shutter doors clamped down the way out shut - he was sealed inside! After some time however, a massive lightning from the tropical storm hit the building, and it was enough to cause one of the ventilation grates to just rip open because of vibrations; Martin quickly jumped inside hoping to find a way out.
He found himself in utility tunnels, not used since the 80's, and worse - one of the bridges leading outside was broken. Martin had to activate two switches in order to be able to flood the room with more of the repulsive, rust-filled dirty water so that he could swim to the other side. On the other side, he had to face one of the Soviet Terminators and a large group of Tesla Troopers, that were guarding the elevator to the harbor.
Once he was on the surface again, Martin saw a strange creature emerge from a pile of corpses through a glass door, and after some time, two of these creatures emerged and begun fighting him. Once he dealt with them, he ran straight to the raft he arrived in, documents in hand, and swam back to the submarine.
It was time to stop the mutant menace.
==Walkthrough==
Go upwards, and go to the area with containers, on the end of this container maze there is a Milkor MGL. Once you gather this valuable weapon, go inside the only accessable building and grab the Red Keycard. Use it to activate the locked switch that is near the building. This switch will open the previously locked way further into the harbor. Kill the Tesla Troopers, and keep going forward. If you want to, take a swim; on the bottom of the seabed in the middle of the harbor there is a RPG-7 with plenty of RPG Rockets; it can be useful for dealing with the large groups of Soviet infantry present in the area. This area is very large and filled with items, so it's a very good idea to take your time, wander around and gather everything you can find. You have two things to do here - first, find a switch near the starting area of the mission that'll open up the bars to the radio fort, and second, find a Yellow Keycard that you'll have to use to actually open the barred doors.
Once you're inside, go through the right door and then go down the ladder and keep going forward until you reach a boss battle with a Russian Supersoldier. Kill him and grab the Bomb; plant it on the bomb spot and once it explodes, go inside. Keep going forward in a linear path, until you reach the room where Demikhov is shouting through the screen. Grab the Documents and once the vent is torn open by the thunder, go inside it.
Now you will follow a linear path - including a platforming section - until you reach a room with a broken bridge. You have to activate two switches to raise the water level so you can swim to the other side. The order you activate them is completely up to you and has no effect on the gameplay, and both are on ends of two linear paths with platforming elements that are pretty self-explanatory. Once you press them both, go to the now-accessable area, grab the Atomic Immunity, open the next door and deal with the onslaught of Tesla Troopers and the Terminator.
Go into the elevator, fight the Cramp Twins, once they're killed go through the now open door, backtrack to the place you started the mission in. The mission is over.
==Secrets==
*Health Hypoes in a broken vent outside, marked with danger stripes.
Category:Second American Campaign Maps