Starcraft Missions – Zero Hour

Zero Hour

Now that the artifact has been secured, you must wait for it to be taken away at Backwater Station before you can leave Mar Sara. Transporters are already on their way. Caution advised – security forces can track the artifact to the station.

Requirements:
– Complete the mission The Outlaws .

Main Objectives :
– Hold out until evacuation.

Side Objectives:
– Save the Rebels

Reward:
55,000 Credits

The zero hour card

You start the mission by building workers, sending your existing works, and then directly researching the attack upgrade for your infantry troops. With the first SCV that yields minerals, you start mining gas and send the full number (3 workers) to your gas as soon as possible. If you have enough for a tech lab, you should it directly next to your barracks and produce medics. The first attack comes in at 1:15 on the left side and should be easy to deflect – just send a SCV to repair it and make sure you don’t lose any troops in combat. From now on you will need depots, so start with them. Meanwhile, on the right, lure the units dug in behind the bridge and destroy them with the help of the bunker. Then you unload your units and attack with 4 additional soldiers from the south in a northerly direction, since that is where the colonists appear. Use a SOS to run straight to the troops to help you fight (a handful of Zerg units are guarding the position). Before the fight is over, you should already send 6 marines to the south, since there will be an attack here shortly – build a second bunker there and increase your production by a barracks with a reactor. Immediately after the attack in the south, some Mutalisks will come to your northern missile tower, which you have to fend off with the help of your marines. In the north you build a machine dock next to your bunker and a supply depot above it – this will lure your enemies towards your existing bunker and reduce the attack surface. It should look something like this:

Zero hour 3

The picture is of course taken at a later date – you won’t have four bunkers and an additional tower yet, but you can definitely work on upgrading to a second bunker. Also, always keep 3 SCVs and 2-3 Medics behind the wall-in so you can repair at any time.

You should now protect your left side with 3-4 additional bunkers and a missile tower to the left of the bunker – the bunker is important, otherwise Mutalisks will fly past your bunkers later on. Have 3-4 SCVs and some medics ready and research the armor for your units. As soon as the message from the second group comes, you make a sortie on the left flank with all units except those occupying the two bunkers to the north of your base. Then withdraw immediately and stock up on 2 barracks with reactor and 1-2 barracks with tech lab. The latter should only produce medics so that the ratio is right. You will need a lot of medics for your sortie to the north of the Zerg bases as these are a popular target for Zerg units.

Zero hour 1

Again, the following applies: The image is not taken from my attempt to overrun the enemy base. There I built one bunker less, as you can see from the minimap in the next picture. But now further in the text:

If the third group is now called, you empty all bunkers, take about 10 medics with your remaining quantities of marines and storm north. first clear the space above the bridge and then run just under the plateau with the colonists (there is another spiked crawler that needs to be destroyed) and free them as soon as the area is empty. Don’t forget to put all the supplies that you are now producing directly into the bunkers on your left flank, which are now empty. You can also add a bunker to your right flank and place two additional rocket towers in the middle.

So you go with your troops (complete, including the colonists) to the northernmost base and first destroy the units and the spiked crawlers, then the hatchery, which belong to the minerals in the south-east of the northern camp. Now work your way up the northern flank (you can ignore production buildings here) and destroy the spiked crawlers there as well as the main building and retreat straight west and wait there.

Zero hour 2Your defense should now be complete again, now also build a bunker in your mineral lines and load it (spores will arrive there soon) and wait another three minutes until the countdown shows only two more minutes (you should have the main buildings at approx. 5 minutes remaining) and then advance towards the base again. You can now use your units to destroy the entire base (if you had done this before, the main buildings would not have been rebuilt). Holding your base for the last few minutes shouldn’t cause you any problems now.

What you have to pay special attention to throughout the mission are the SCV/Medic combos on your flanks – you can’t lose a bunker or you’ll miss out on a success. But since your SCVs are popular targets, it’s worth investing Medics in those positions as well.

– EVENTS

Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.

Terran Campaign: Rebellion

Mar Sara, a small planet on the edge of Confederate space: the newly appointed magistrate is put to the test early in his term: The nearby colony of Chau Sara has been reduced to rubble by the recently discovered Protoss for no apparent reason. As a precaution, Mar Sara is therefore quarantined – all colonists are to be evacuated to the outer wastelands for the time being. Due to the destruction of a base infiltrated by the Zerg, there is finally a rift between the local marshal, Jim Raynor, and the Confederacy. The latter eventually forms a shaky alliance with the resistance group Sons of Korhal, led by Arcturus Mengsk. It gradually becomes clear that the Confederacy has known about the Zerg for over a year, but remained silent. Its only activities were limited to experiments to control the Zerg – not stop them.
Raynor – by now a captain – eventually flees with the Sons of Korhal to Antiga Prime, another colony Arcturus wants to liberate from the Confederacy.

Through an unfortunate coincidence, the rebels learn that the flagship “Norad II” has been attacked and crashed by the Zerg. They seize the opportunity, rescue the survivors and in this way win General Edmund Duke for their cause. Through the discovery of the plans of a so-called psi-emitter, Mengsk meanwhile believes that the Zerg were created by the Confederation in order to be able to use them specifically against rebellious colonies, whereby they could then also glorify themselves as the savior in the emergency. After a brief meeting between Raynor and the executive of the Protoss fleet, Tassadar, Arcturus Mengsk finally wants to turn to Tarsonis itself and free it – with the help of the captured psi-emitter. Much of the defense of the Confederate central world of Tarson is then overrun by millions of Zerg. When the Protoss try to counter the Zerg invasion, Mengsk tries to prevent it out of fear that Confederates might escape.

Meanwhile, he himself has become the monster he originally wanted to fight. This finally becomes clear to Jim Raynor, among others, when Mengsk leaves behind Ghost agent Sarah Kerrigan, who was quite close to both of them, confident of victory. Raynor splits off again with his troops and flees into the unknown, while Arcturus Mengsk has himself crowned Emperor of the newly proclaimed Terran League.