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Zero Hour

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"I been in plenty of hold-outs before...
Not against the zerg, you ain't."

- Tychus Findlay and Jim Raynor discuss the upcoming battle.(src)

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The Outlaws

Next
Zero Hour
ZeroHour SC2-WoL Game2
Conflict

Second Great War

Date

Early October, 2504

Place

Backwater Station, Mar Sara

Result

Raynor's Raiders evacuated

Combatants

RaynorsRaiders SC2 Logo1 Raynor's Raiders
MarSaraSeperatists SC2 Decal1 Mar Sara Separatists

Zerg SC2 Icon Zerg Swarm

Commanders

RaynorsRaiders SC2 Logo1 Jim Raynor
RaynorsRaiders SC2 Logo1 Tychus Findlay
RaynorsRaiders SC2 Logo1 Matt Horner

Zerg SC2 Icon Kerrigan

Metacampaign
Objective(s)

Hold out until extraction.

Optional Objective(s)

Save trapped rebel forces

Hero(es)

Hyperion

Reward

55,000 credits

New Tech

Bunkers, Reactors

Zero Hour is the the third terran mission of StarCraft II: Wings of Liberty.

Raynor's Raiders prepared to leave Mar Sara with the "liberated" alien artifact. However, they were suddenly besieged by invading zerg. The rebels held out until Hyperion evacuated them.[1]

HistoryEdit

BackgroundEdit

ZeroHour SC2-WoL Game1
The artifact arrives at Backwater.
MecoAdded by Meco

The stolen alien artifact was transported by truck back to Backwater Station. The trip was uneventful despite fears of Dominion pursuers. The Raiders' timing was impeccable. As they neared Backwater during the night, zerg spores began landing at the abandoned dig site. The infestation spread rapidly to the outskirts of Backwater within an hour. Pockets of Mar Sara Separatist troops desperately held out in hope of relief.[1]

The Raiders immediately requested support and evacuation from their mobile base and headquarters, the battlecruiser Hyperion. For the second time in five years, Jim Raynor was fleeing Mar Sara in the face of a zerg invasion.[1]

An Old Familiar FeelingEdit

The Raiders were entrenched in a defensible position accessible from the ground by only two bridges. The rebels received regular appeals for help from terrans in the area. The zerg attacked from nearby nests and were reinforced by sacs and nydus worms.[1]

As dawn broke, the zerg made a final large scale push. The Raiders were saved by the timely arrival of Hyperion. The ship finished re-entering the atmosphere nearby and blunted the immediate threat with its weapons.[1] The Raiders had boarded by 06:21.[2]

Escape from Mar SaraEdit

Hyperion fought through mutalisks to make the warp jump from within the atmosphere. To his horror, Raynor learned the zerg attack was part of a larger, sector-wide invasion. The Queen of Blades was on the move. The Second Great War had begun.[1]
Jim Raynor received a distress call from Agria, but was also given a lead on a job by Tychus Findlay. The Raiders could take one job, leaving the other for later.[3]

Conversations after MissionEdit

Main article: Campaign quotations
The next article in this series is The Evacuation.


The next article in this series is Smash and Grab.


Gameplay & video walkthroughEdit

A strong defense is required to finish the mission. On lower difficulties, place two or three bunkers at each entrance, supported by two or three SCV by each. Build missile turrets along the chasm to ward off mutalisks. On casual difficulty, engineering bays and missile turrets may not be built.

Neutral buildings outside the base provide vision. These are destroyed by the zerg on hard or brutal difficulty levels. Occasionally, trapped militia forces consisting of marines and medics request help. Once rescued, they come under player's control.

On hard or brutal difficulty levels, the enemy is better equipped and more aggressive, requiring stronger defenses. Enemy receives armor and weapons upgrades, sends roaches (and banelings on brutal) against the player, expands creep across the map and moves spine crawlers forward, and periodically bombards the player's base with sacs that release zerglings and creep tumors.

Several dozen marines and at least eight medics are required to unlock the achievement of destroying four hatcheries on hard difficulty level. When attacking zerg bases up ramps, move the marines up several steps to allow marines in the rear to fire.

Zero Hour Starcraft II Brutal Mode Walkthrough (HD - Max Settings)(12:49)
Brutal Mode Walkthrough
CleverNoobAdded by CleverNoob

AchievementsEdit

ZeroHour SC2 Icon1 Zero Hour
Points

15 Achievement SC2 Game1

Criteria

Complete all mission objectives

Notes

Keep marines and medics on hand to rescue survivors.

HoldTheLine SC2 Icon1 Hold the Line
Points

10 Achievement SC2 Game1

Criteria
  • Complete mission on Normal difficulty
  • Do not lose or salvage any structure
Notes

Structures lost during the ending cutscene count toward this achievement. Do not build structures below the missile turret to the right of the western bridge, or in the center of the northeastern bridge; multiple nydus worms emerge in these spots in the ending cutscene and destroy structures above.

TheBestDefense SC2 Icon1 The Best Defense...
Points

10 Achievement SC2 Game1

Criteria

Destroy 4 enemy hatcheries on Hard difficulty

Notes

Establish a strong economy and defense. Aim to have three bunkers with supporting missile turrets and blocking supply depots by ten minutes. Use three barracks, two with reactors and one with a tech lab, to assemble a force with 5 marines for every medic; aim to have the army ready with 8 minutes remaining. Continue building more troops to reinforce the attack. Attack the north-east zerg base with three hatcheries, then move west and attack the middle base from the high ground. Ignore other buildings to destroy the single hatchery there.

Alternatively, attack the western base with two hatcheries. There are fewer defenses here. If done early, the zerg will rebuild the hatcheries, allowing them to be destroyed again,

DevelopmentEdit

The following section contains information from a previous version of StarCraft II which is no longer valid.

The following achievement was removed during development.

Up and Away[4]
Criteria
  • Complete mission
Warp space SC2 cineWingsofLiberty
The Hyperion inside warp space, in a development version of the Escape from Mar Sara cinematic
GiobrunoAdded by Giobruno

On the BlizzCon 08 version of the "Escape from Mar Sara" cinematic, Matt Horner updates Jim Raynor of the situation while the Hyperion is still travelling through warp space.[5]

NotesEdit

Zero Hour shares a similar premise to the third StarCraft mission, Desperate Alliance. Both are holdout missions with two entrances to the main base.

A tauren marine may be found at the central upper section of the map, in between the zerg bases. It disappears into a "tauren outhouse" when approached. When clicked several times, the tauren outhouse lifts off and flies into space.[1] This unlocks the flying outhouse in the background of the armory and the mission "Maw of the Void", and the song Terran Up the Night on the jukebox in the cantina once the campaign has been completed.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Mission: Wings of Liberty, Zero Hour (in English). 2010-07-27.
  2. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Cinematic: Escape from Mar Sara. (in English). 2010.
  3. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. General dialog (in English). 2010.
  4. Zero. 09/08/17. July 20, 2009 Wings of Liberty Single Player Info. StarCraft Legacy. Last accessed: 09/08/17.
  5. Dustin Browder, Rob Pardo. 2008-10-11. Blizzcon 2008: StarCraft II Gameplay Discussion Panel (Part 3). Youtube.com Accessed 2008-10-11.


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