I climbed a tree and waited for one of the soldiers moving through the forest to pass by me. After a while, one approached, looking like an alien officer. I fell on him. I snatched his weapon and forced him to tell me what was happening.
That’s how I learned that the occupation had been swift and effective: no ground military center had detected anything abnormal on their radar until it was too late: all resistance had been swept away, and only small, disorganized groups were trying to resist the invader.
I also learned that the defense of the enemy headquarters had been organized into three levels, each of which was defended by a different type of soldier: those on the ground, trained to fight under any atmospheric condition and dressed in traditional clothing so as not to raise suspicion, were accompanied by dogs ready to finish off any rebel. The second level occupied the sewer network, where invaders well adapted to the darkness patrolled the galleries incessantly. Even lower was the large control complex where the central computer had been installed and all the equipment was stored. The defense of this complex was in the hands of automated robots. Controlling each level and preventing access to the next were the link transmuters, armored structures that, with a well-aimed shot at their only weak point, would launch us to the next level. If they failed, they would counterattack, sending us back to where we started.
At the end of the final level was the mastermind directing the invasion, without which the troops would become disorganized and could easily be defeated. At that moment I saw my mission clearly, I had to enter the depths of the enemy headquarters and destroy it. To achieve this, I had the powerful rapid-fire submachine gun with unlimited ammunition that I had just seized from the enemy, and some objects scattered throughout the exchange that would provide aid such as restoring lives, increasing firing power, increasing the number of shots, destroying all enemies in sight, and providing food. But unfortunately, these were toxic to humans.
RZX Archive public domain game file made by Rafal.
Released by P.J. Software in 1989.
Huge playlist archive with ZX Spectrum games from 1989: https://www.youtube.com/playlist?list=PLxOanVBhqd3sDizGXDrP2FUWQ1vJdLGhH
"LIBERATOR -=Classic Gaming=- Walkthrough, ZX Spectrum"
24/7 Video Game All the best video games, all the time. Watch no commentary gaming videos live and on demand. By Adrian M ThePRO the GameProfessional.
Discover more from 24/7 Video Game
Subscribe to get the latest posts sent to your email.

