Genre: Strategy
Release Date: July 27, 2010 (US)
Release Date: July 27, 2010 (UK)
Release Date: July 27, 2010 (AU)
T for Teen: Blood and Gore, Language, Suggestive Themes, Use of Alcohol and Tobacco, Violence
PEGI: RP
OFLC: M
StarCraft II: Wings of Liberty

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Genre: Strategy
Release Date: July 27, 2010 (US)
Release Date: July 27, 2010 (UK)
Release Date: July 27, 2010 (AU)
T for Teen: Blood and Gore, Language, Suggestive Themes, Use of Alcohol and Tobacco, Violence
PEGI: RP
OFLC: M

StarCraft II: Wings of Liberty Walkthrough & Strategy Guide

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Published: Jan 3, 2010

StarCraft 2 Campaign Walkthrough

Zero Hour

Hold out until extraction

Achievements

15
Zero Hour
Complete all mission objectives in the "Zero Hour" mission.
We say...
All mission objectives are covered in our walkthrough.
10
Hold the Line
Complete the "Zero Hour" mission on normal difficulty without losing or salvaging a structure.
Rekey says...
Build at lest two barracks, one tech lab and two cloning labs. For every four marines build one medic. Push forward early and get to the white buildings. If you don't keep the creep from there, you won't get any one out of your base.
Kitkat says...
This mission is actually quite easy. All you have to do is make sure that you do not let the enemy destroy your bunkers and turrets. I recommend making at least three bunkers on each side and put at least one SCV near each for repairs. The turrets are the same, just make sure that you make a few more than the two they give you at the beginning of the mission and put at least one SCV to repair each turret.
10
The Best Defense...
Destroy 4 Zerg Hatcheries in the "Zero Hour" mission on hard difficulty.
Sean says...
This is a tough one, and I'll not lie, the first time I did it I finished with one command center flying away from the ruins of my base while the timer ticked down the last seconds. Everything here assumes that you know how to make a base defense fast, and that you know how to maintain it. Otherwise, you'll struggle just to complete this mission on hard difficulty.

The easiest way to perform this Achievement is to kill one base twice. The least defended zerg base is in the top-left corner.

Hit the base early, but bring a solid group, at least 10 marines and four medics, though I'd say double that to be sure. Stay close to the cliff on the right side going in so that you don't have to fight all the defense at once. Don't rush in, just hold there until you have nothing left to shoot and move forward. Notice there are two hatcheries here. Kill them, then return to defending your base.

Nearing the end of the mission (for me it was with a minute and a half to go that I noticed it), the base you trashed will start respawning two new hatcheries, but no defenses. Park some boys up there (safe from the waves of zerg funny enough) and just wait until the hatcheries finish morphing, then blast 'em.

This Achievement doesn't require you to beat the mission, so if you can kill the hatcheries but your base is getting trashed, just nail the hatcheries and reload.
Kitkat says...
The first thing you need to do is make a strong defense for your base. Start pumping out marines and medics as soon as you can. You can make a third barracks if you want. I would recommend rescuing the three terran groups isolated outside of your base, simply because they are free troops and will help you in completing this mission. After you have about 20 marines and 10 medics, start making your way to the left side of the map. There are three hatcheries there. When you attack, focus firing on the spine crawlers because they are the most dangerous for your marines and then just pick out other attack enemies. After that, just clean up the base and move to the top-left corner. There are two hatcheries there and you only need to destroy one to finish the Achievement. For now, your base should be making more marines and medics, so let them join the fight if you can and do the same thing as with the left base. Focus on spine crawlers when you get in range and then other enemies. After you destroy that hatchery, just come back and defend your base. Nydus worm should start popping in your base soon, if they haven't already.

Objectives

Main Objective  |  Hold out for evacuation

Get used to this advice: As soon as the mission starts, sick your SCVs on the minerals behind your command center and have one build a refinery on top of the vespene source. Use your early resources to quickly build a small group of marines—three should be good—and look for the marines already stationed at your base's two entrances. Select a group of marines and you can send them into the four bunkers in the base.

Bonus Objective  |  Rescue the rebels (3)

Soon you'll get a call from a rebel group that needs rescuing. They're to the northeast and aren't surrounded by too many enemies. Put together a small group and send them to attack the area. Let 'em clear out the zerg as you move through. When you meet up with the rebel group, they'll be added to your posse. Collect the resource cache behind them and head back to base.

As the zerg attack your base, monitor the health statuses of your buildings. You can task SCVs with repairing the bunkers and air defense turrets, so keep them in tip-top shape. Keep training marines and medics in your barracks (you'll need to upgrade at least one of the barracks to build medics) to form two companies, each guarding one of the two entrances to your base. With a couple of small companies backing up the turrets and bunkers, you shouldn't have any trouble fending off the small zerg charges.

Eventually you'll get a call from a second rebel group to the far north. Be quick about getting to them and you won't have to fight off that many zerg before rescuing the lot and adding them to your army. Return to base to keep beefing up your defenses.

A third group of rebel forces will ask for your help. Head northwest to find them and bring 'em back. Again, if you're quick you won't have to fight off many (if any) zerg. At base, keep building two sizable companies near the base entrances and build a third in the center to support your air defense turrets. There's nothing else to do but hang back and prepare for the zerg. When time expires, the mission is completed.

An Achievement challenges you to destroy four of the zerg hatcheries in the stage, and that's not easy. The hatcheries are all heavily guarded so you'll need to send in a sizable army to get to them. When you enter a zerg base, target first the spine crawlers as they'll kill you fastest.

And if that isn't difficult enough for you, there's a secret to be found in the stage. If you can get to the very far north border of the age—way behind enemy lines—you'll find what looks to be a friendly unit that runs into a port-a-potty. Click on the port-a-potty a few times and it'll blast off, awarding you the secret. May be easiest to get to on Easy difficulty...

After completing the mission, a cut scene will leave you aboard the Hyperion. As with the previous bar scenes, you can talk to folks or click on things for some story information. You can also head to the Armory to spend credits on tech upgrades. Talk to Tychus to earn the "Nice Suit" Achievement. When you're ready to progress to the next mission, click on the star map from the Bridge.