From: [d--vi--c] at [leland.Stanford.EDU] (David Thomas Chappell) Newsgroups: alt.comics.superman,alt.comics.batman,rec.arts.comics.misc Subject: Zero Hour Commented Summaries Version 2.00 Date: 27 Jul 1994 07:47:49 GMT ZERO HOUR COMMENTED SUMMARIES Comic Summaries and Comments about Zero Hour: Crisis in Time Version 2.00 26 July 1994 INTRODUCTION: This document gives comic-book readers commented summaries of the entire story of Zero Hour: Crisis in Time. It not only includes a summary and review of each relevant story but also includes various observations to help readers better appreciate the subtleties of this new Crisis. Many of the time-manipulations involved with Zero Hour are quite complex, and these summaries provide only an introduction to the stories. Much of the time-travel and alternate realities leading up to Zero Hour can be quite confusing. Thus, I suggest that newcomers to the DC Universe read the Zero Hour FAQ as necessary. LEGAL DISCLAIMER: Most characters mentioned herein are trademarks of DC Comics. Mention of these characters in this document is without permission of DC Comics, but said use is not intended to challenge DC's trademark rights or copyrights. Readers who want to learn more about the characters and events described herein are encouraged to purchase the comic books. The author strongly suggests that this document be distributed free of charge. AUTHORSHIP: The original comic summaries were written by Michael Blakeman Cleveland ([c--ve--n] at [cae.wisc.edu]) and are included with his permission. Editing and comments were added by David T. Chappell, the Keeper of the Zero Hour FAQ. In general, the summaries and reviews are by Mike, and the additional remarks are by David. Comments, suggestions, and corrections may be sent via Internet e-mail to [d--vi--c] at [leland.stanford.edu.] OVERVIEW: "Zero Hour: Crisis in Time" is an attempt to patch all of the time problems in the DC Universe. In some ways, it is the sequel to the Crisis on Infinite Earths. The main purpose of Zero Hour is to smooth out continuity, which many time travel stories and revamps have messed up. Thus, Zero Hour is more than DC's major cross-over event of 1994: it is an entire "reboot" of the DC Universe. The main ZERO HOUR comic book has five issues, counting down from #4 to #0. The first two issues have contained many scenes and seem almost rushed. Many scenes are given in more detail in tie-in comics, and the primary series gives the most space to scenes inapplicable for other series. Thus, David recommends that interested readers buy all Zero Hour comics to get the entire picture. These extra issues provide the depth and background that doesn't fit in ZERO HOUR. In particular, the entire "End of an Era" story in the Legion of Super-Heroes comics gives an extra dimension to the battle for control of time. CONTENTS: (+ revised, * new since last version) IV. FOURTH HOUR + Flash #94 + Zero Hour #4 + Batman #511 + Superman: The Man of Steel #37 * Green Lantern #55 + Legionnaires #18 + Valor #23 + Superboy #8 *III. THIRD HOUR * Superman #93 * Hawkman #13 * Zero Hour #3 * Batman: Shadow of the Bat #31 * Justice League America #92 II. SECOND HOUR I. LAST HOUR 0. ZERO HOUR **************** * FOURTH HOUR: * **************** **** FLASH #94: "Reckless Youth" Chapter Three: "Just Do It!" Relevant FAQ Questions: Q25 Non-spoilers first: Review of FLASH #94 as a ZH crossover: This issue serves as a prelude to ZH #4. Flash's scene in Zero Hour picks up where Flash #94 leaves him. This issue is not that important to Zero Hour, especially because the story takes a sharp left turn to get Wally into Zero Hour. Now, plot summary: (Obviously, SPOILERS!!!!!) What has gone before: (from FLASH #92-93) This issue is the third and final part of the "Reckless Youth" story line, which already involved some time travel. Flash's Aunt Iris has returned from the 30th century with Bart Allen, Barry's grandson who has inherited his powers. However, the boy has been raised in virtual reality and doesn't realize he can be hurt by the real world. Wally has tracked down the panicked Bart and brought him home. Meanwhile, Linda Park (Wally's girlfriend), has been investigating a story that deals with serpent cults. Kobra doesn't like this and sends thugs to attack her, but with help from Argus, the Pied Piper, Iris, Wally, and Bart (AKA Impulse), they are defeated. Most of this issue deals with the Kobra story line, although there's some good character development for the very impatient Bart and also for Wally, who is understandably curious about his future. He pumps Iris for information but gets very little. Meanwhile, Max Mercury lurks outside the house. One interesting thing discussed is the man who visited Wally when he was young and told him that his life would be perfect. If this isn't going to turn out to be Wally himself, I'll eat my cowl. Flash goes to Kobra's hide-out. While he surveys the place, Bart, who has followed him attacks, driving away the leader of the thugs who are there (not Kobra himself). While Wally subdues everyone else, the leader is cut in half by Abra Kadabra. Abra then tries to trap Wally in a room full of lasers and succeeds only because Wally must save Bart. Abra tries to kill Wally, but they are whisked off to the future (the 64th century, AK's home time) and see Waverider. (to be continued in ZH #4). Before this issue, Abra Kadabra was most recently seen in FLASH #90 (May 94). The last scene of the story leads directly into page 9 of ZH #4. Thus, this issue is a definite prelude to Zero Hour. Ratings: Mike: Not recommended for non-Flash fans, especially because it concludes the story already going on. Overall, this issue didn't flow very well for me. I wanted to see Kobra dealt with in some conclusive way. instead, the story digresses to become part of Zero Hour. It looks to me like Mark thought he had one more month before ZH. 5/10 David: Impulse is likely to be a semi-major character in the post-Zero DC Universe, and Flash is a consistently good book. It's nice to get even a minor bit of background to Flash's appearance in the main ZH book. 7/10 **** ZERO HOUR #4 Relevant FAQ Questions: Q1, Q3, Q4, Q6, Q13, Q15, Q21, Q25, Q26. Non-spoiler review: Well, obviously, I'm going to have to conclude that this issue bears at least in some small part on the overall story. However, what we get are lots of little set-up scenes for the rest of the series (which is fine with me) and for some of the week's crossovers. Summary w/ spoilers: Zero Hour occurs mainly in scenes: Scene 1: pages 1-3 [32 hours ago] Scene 1 shows some all-powerful, mysterious figure beating the crap out of the Time Trapper and hurling him back to time. I still believe that Extant was the one who pummeled him, but people have pointed out that we are not explicitly shown Extant. The fate of the Trapper is revealed in LEGIONNAIRES #18 (for completists), VALOR #23, and ZERO HOUR #3. Scene 2: page 4 [30 hours ago] Scene 2 shows Metron trying to convince Darkseid that imminent danger threatens everything. Darkseid doesn't believe and Metron goes off to recruit others. Scene 3: pages 5-7 [29 hours ago] Scene 3 (also shown in BATMAN #511) shows Batgirl battling the Joker. Batman and Robin arrive and are _very_ surprised. As they leave to sort things out, another Robin (in the original costume) looks on. This scene is repeated and the story continues in BATMAN #511. Scene 4: page 8 [28 hours, 49 minutes ago] In scene 4, the Linear Men discover that the 71st century is gone, replaced by a wall of whiteness, and go to investigate leading to... Scene 5: pages 9-13 [28 hours, 42 minutes ago] Continued directly from the last scene in FLASH #94. Flash is battling Abra Kadabra in the 64th century when the big white wall arrives (as do Waverider and Hunter). Abra tries to help, and Wally is convinced to try to reach "ultimate speed." Wally races into the wall and disappears, leaving Waverider holding his empty costume. Waverider and Hunter bug out as the 64th century vanishes. This scene is an obvious homage to the death of Barry Allen (the second Flash) in the Crisis on Infinite Earths. In that story, Barry had to outrace a tachyon (a particle that travels faster than light) to prevent the destruction of Earth. Though Barry won the race, he died as a result. Scene 6: page 14 [24 hours, 42 minutes ago] Continued from BATMAN #511 and SUPERMAN: THE MAN OF STEEL #37. Batman summons Superman in order to alert him about the time anomalies that are occurring. Metron also shows up to begin recruiting. This same scene also appears on page 21 of MAN OF STEEL and page 22 of BATMAN. Scene 7: pages 15-17 [23 hours, 40 minutes ago] Ah, the heroic Hal Jordan. The _real_ Green Lantern has been plucked out of time from early in his career by people in the 57th century (who have erased his memory and replaced it with the fictitious persona, Pol Manning.) Waverider and Hunter arrive in time for Hal to get killed by the white wall. Upon seeing the rift, Hunter recognizes that "This is so familiar!" He apparently realizes the similarity to the wall of anti-matter that destroyed so many universes in the original Crisis. Again, Waverider disappears, but Hunter doesn't escape in time. As he escapes through time, Waverider sees "an anomaly in the timestream" in the form of a streak of lightning. Similarly, when Barry Allen raced faster than light (see commentary to Scene 5), he traveled back in time and became a lightning bolt. Thus, this bolt may be Wally West (or even Barry). These are further blatant clues connecting the Crisis in Time with the Crisis on Infinite Earths. Scene 8: page 17 [21 hours, 38 minutes ago] Carter Hall, the Golden Age Hawkman, is chasing Vandal Savage. When he catches him, Hawkman splits into many versions of Hawkman, including most of the ones we've seen through the years (Katar Hol ones included, and also including the thug from the Destiny's Hand story line). This scene is related to events in HAWKMAN #13, though it is directly continued in Scene 13. The appearance of multiple Hawkmen is similar to that of Valor in the "D.O.A." Zero Hour lead-in in VALOR and Batman in SUPERMAN: THE MAN OF STEEL #37. Multiple Hawkmen appear again "later" in ZERO HOUR #3. Scene 9: page 18 Dr. Mist notes other versions of himself flickering in and out. He thinks about the Leymen. (Boy, was this a shameless plug for Primal Force, or what?) Scene 10: pages 18-20 Continued from GREEN LANTERN #55 and Scene 6. Superman and Metron recruit GL Kyle Rayner to send a message to all the other heroes (including Aquaman, Superboy, Anima, the New Titans, the Atom, Dr. Fate, Green Arrow, the Outsiders, the Ray, and others). This scene crosses over into SUPERBOY #8; LEGIONNAIRES #18 (although the Legionnaires aren't shown in ZH); and SUPERMAN #93. Presumably, it will cross into other books as well. Scene 11: page 20 Metron seeks out the Spectre, who refuses to help. In the Crisis on Infinite Earths, the Spectre played a major role at the battle at the dawn of time, so it would be appropriate for him to help in this Crisis. Scene 12: page 21 [18 hours, 35 minutes ago] Waverider rediscovers Crisis on Infinite Earths. The Linear Men had known about it all along. Scene 13: pages 22-23 [18 hours, 25 minutes ago] The JSA meet up with Hawkman, whose alternate versions have disappeared. Vandal Savage also disappears, and Waverider reveals that time is also being destroyed from the beginning (and so Vandal Savage was never born.) Waverider also tells the JSA of Flash's death. Scene 14: page 23 [18 hours, 19 minutes ago] Extant visits Vanishing Point and knocks out Matt Ryder and Liri of the Linear Men. (continues in ZERO HOUR #3) Ratings: Mike: Pretty busy, huh? Really too busy to do anything more than set up the next chapter. Overall: no recommendation either way. I'll give it a wait-and-see 5/10. David: Incredible coloring, great art. Everything seemed a bit rushed-- enough to make me wish ZH were twice as many issues. Nonetheless, a good issue. 8/10 **** BATMAN #511: "The Night Before Zero" Relevant FAQ Questions: None Non-spoiler review: This issue both begins and ends with scenes from ZERO HOUR #4. The first four pages duplicate material from ZH #4 and lead into the plot of the issue. The last page then rejoins ZH. Important Background: This story is heavily dependent on the BATMAN: THE KILLING JOKE graphic novel. In that story, the Joker permanently crippled Barbara Gordon. He proceeded to kidnap Commissioner Gordon and would have killed him at an abandoned amusement park had Batman not saved him. After that story, Barbara's physical condition prevented her from being Batgirl, but she began using her information-gathering skills to continue fighting crime from a wheelchair. Summary w/ spoilers: The first four pages of this issue are repeated directly from pages 5-7 of ZERO HOUR #4. Batgirl captures the Joker. Batman and Robin arrive on the scene, and while they try to sort out their confusion, the Joker escapes. Meanwhile, another, younger Robin looks on. This younger Robin is probably Dick Grayson. While Batman and Batgirl try to sort things out, the police show up. Batgirl tries to escape. Batman wonders why, until they start shooting at him. It turns out Batgirl is from a different timeline (as Bats proves by verifying the continued existence of Oracle). There, the Joker shot and killed her father instead of crippling her. Harvey Dent succeeded to become Commissioner (The Joker killed Maroni before he could disfigure Harvey.) and started a campaign to eliminate the vigilantes. Oh, and Bruce and Barbara are a couple. Batman keeps his mind on business, though, as the Joker decides to kill the next commissioner. He digs up Gordon's body and brings it to Dent's office. Batman captures the Joker in the showdown, Jim is restored to life, Harvey becomes Two-Face again, and the Joker and Two-Face disappear. (Batgirl stays.) On the last page of the issue, Batman then summons Superman in the scene repeated in MAN OF STEEL #37 (page 21) and ZERO HOUR #4 (page 14). (Continued in ZERO HOUR #4.) Extra Comments: Bell's Theorem is a real theorem in modern physics. It relates to quantum mechanics and must be stretched to include parallel universes. The existence of alternate universes at various frequencies clearly refers to the pre-Crisis multiverse. This is yet another clue as to the relationship between the "Crisis on Infinite Earths" and the current "Crisis in Time." Clearly, the Batgirl in this story comes from an alternate timeline. In her past, she and her father essentially switched places in THE KILLING JOKE. Thus, James was shot while Barbara was kidnapped. With Gordon dead, Batman and company were branded as vigilantes. The two simultaneous versions of Gotham City in BATMAN match the dual-nature of Smallville in this month's SUPERBOY. Batman is driving the old-fashioned Batmobile not because of Zero Hour time problems but because the modern one exploded during the recent "KnightsEnd" story line. Ratings: Mike: Although the issue is surrounded by Zero Hour events, you're not really missing anything important to Zero Hour by missing this book. Overall, I thought that this was the best of the crossover issues this week (even better than the three books I regularly buy.) It reads essentially like a mild Elseworlds story and was brought off well, IMHO. For Zero-Hour purists: Not necessary, but...just plain recommended. David: A good story on its own; adds a lot to the brief Batman appearances in ZERO HOUR. 7/10. **** SUPERMAN: THE MAN OF STEEL #37: "Countdown to Zero" Relevant FAQ Questions: None (See also the Superman FAQ.) Non-spoiler review (if you've seen the cover): Although the whole issue revolves around a time anomaly, the only direct crossover with ZH occurs at the end of the issue. Summary w/ spoilers: A rock group (Shredding something? Arrgh.) is putting on a benefit concert to help reconstruct Metropolis. Most of the supporting cast are there: Jimmy and Ron Troupe to cover the story. Perry and Alice White brought Keith. Jeb organized the concert. Why is Emil Hamilton there? Oh, and Lois and Clark, of course. Clark sees a Morse code message from a nearby rooftop and goes to meet Batman there. In a very familiar exchange of dialogue (if you've already read Zero Hour), a Neal Adams-esque (I think) Batman tells Superman about time anomalies occurring in Gotham City. (Batman asks about Superman's long hair and has no memory of a broken back.) Then a Frank Miller-esque Batman (from THE DARK KNIGHT RETURNS) shows up w/some Frank Miller-esque thugs to add to the confusion. A third Batman (Bob Kane style) also shows up. As Babe, the lead singer of Shredding Metal, takes the stage, the Miller-esque thugs regroup and attack, calling her evil and declaring that she's a judgment on Metropolis. Superman and the Batmen subdue the thugs without anyone at the concert knowing what's going on. One thug apparently shoots Babe, but she continues on. At the culmination of the show, she turns into a bat ("Great special effects."). After the show, Jimmy and Ron go backstage to congratulate her. She has fake blood on her lips (but come on, if she isn't really a vampire, I'll eat my cowl). Superman and the Batmen find Doc Hamilton and go back to his lab. Suddenly, the Batmen start changing from version to version and ultimately disappear. Hamilton suggests that Superman contact the real Batman, when Superman realizes that Batman is trying to contact him. He flies off to meet him. (Continued in Zero Hour #4, but more fun to read after it.) In the secondary plot, a spaceship approaches and lands on Earth. Jor-El and Lara (Superman's biological parents) emerge at Smallville to visit the Kents (Superman's adopted parents). This story line continues in SUPERMAN #93. Extra Comments: The appearance of multiple Batmen is similar to that of Valor in the "D.O.A." Zero Hour lead-in in VALOR and Hawkman in ZERO HOUR #4 and HAWKMAN #13. Ratings: Mike: I've always known that Bogdanove can draw well, and so it's always irritated me that he chooses not to. He proves his skill by copying several classic Batman art styles (Adams, Miller, Kane, Sprang. Now that I think about he didn't do an Aparo drawing, did he?) Other people will recognize the styles better than I do. The writing is blasè, and the only things enjoyable about the issue are the homages to the Batman artists. Best cover of the series so far, though. Recommendation for non-Superman fans: Skip it unless you're a long- time Batman fan and will appreciate the Batmen. The plot impressed me more on a second reading, (Man, I must have been _really_ distracted the first time through.) but overall I wasn't impressed. Bog's homage art is great, but his own style sucks. 3/10 David: The Batmen were interesting, and it was one of the best MAN OF STEEL issues in a while. The main Superman plot seemed to almost detract from the ZH connection, but I guess that's better than putting Metropolis on hold again. 7/10 **** GREEN LANTERN #55: "Assault & Battery" Relevant FAQ Questions: Q4 and Q6. Minor spoiler review: Like several of last week's crossovers, this crosses over into ZH only at the end when Superman and Metron show up to recruit GL (Kyle). The rest of the issue centers on the battle between Kyle and Major Force. This comic actually shipped during the second week of Zero Hour, but since it clearly occurs before ZERO HOUR #4, I'm including in with the first week's comics. Summary w/ spoilers: The issue opens up with new Green Lantern Kyle Rayner very upset that Major Force has killed his girlfriend. Unfortunately, his ring has run out of power. Major Force spends the first few pages whomping on Kyle. Then, he pauses and remembers to ask about the chunk of green glowing metal. As someone predicted last month, the Major is in fact dumb enough to stick it in Kyle's face and ask him what it is. Kyle's ring recharges as the metal forms itself into a battery. The tide turns. Kyle hooks MF up to a glowing green electric chair, gives him a jolt, and asks who sent him. The Major refuses to talk, and Kyle prepares to give him the full juice, when the LA Special Crimes Unit sneaks up behind him and tries to arrest him and MF. Kyle relents, hands over MF and runs away to his apartment where original GL Alan Scott is waiting for him. Alan gives him a brief history of Hal Jordan (far more forgiving than I expected). Kyle uses Alan's speech and Alex's death as the inspirations to become more responsible. Metron and Superman show up to recruit GL. (continued in ZH #4) Kyle Rayner shows up next in Scene 10 of ZH #4; Alan Scott appears next in Scene 13 of ZH #4. Ratings: David: Good art and a good story. GL meets GL is well handled, and it does a good job integrating Zero Hour with the ongoing plot in the book. The four-page review of Green Lantern history is excellent. 8/10. **** LEGIONNAIRES #18: "End of an Era" Part 4 of 6: "Changing Times" Relevant FAQ Questions: Q19, Q20, Q21, Q22, Q23, and Q24. Minor spoiler review: When I walked up to the counter with my purchases this week, the store owner said to me, "Did you get LEGIONNAIRES this week? Yep. Man, Greg and I read this, and we couldn't figure out what was going on." Warning: If you're not already involved in the grand mess that is Legion continuity, don't try to start here. The very end of the issue follows from ZERO HOUR #4 and into VALOR #23, but I sort of doubt that it will go back into Zero Hour. The only connection that probably will extend _into_ Zero Hour is that there are some Legionnaires trapped in the 20th century who get recruited by Superman. Summary w/ spoilers: OK, first, I'll get the crossover stuff out of the way. Live Wire, Cosmic Boy and Saturn Girl (the new, younger Legionnaires) took a time bubble and vanished a couple issues back. They finally arrive, out of control, in the 20th century and are saved by Jo Nah (of the older LSH) who is back in time searching for Tinya Wazzo (whose _sister_ is Phase of L.E.G.I.O.N. Aaargh.) This occurs just in time for them to receive Superman's recruitment message. Thus, page 13 of this issue coincides with pages 18-19 of ZERO HOUR #4. The rest of the issue is divided into two plots: One, Rokk Krinn (Cosmic Boy, one of the founders of the LSH) is strolling around the Infinite Library (which he entered in LEGION OF SUPER-HEROES #60), finds a door, opens it and finds the Time Trapper, freshly pummeled by somebody in ZH #4 (as we learn in VALOR #23). Okay, deep breath. I'm not even going to try to go into detail on the main plot. In the first three parts of this story line, longtime Legion foes Glorith and Mordru formed an alliance to defeat another villain (the Time Trapper). They locked Rokk away in the Infinite Library because of his connection to their foe. Meanwhile, the combined might of all the current and former Legionnaires (both groups) is gathered to combat Mordru and Glorith. One problem: the Legionnaires keep disappearing, and time anomalies keep switching versions of them. Got it? Hang on. Mordru and Glorith summon up yet another all-powerful Legion villain, the Infinite Man, and steal his power. Now, for LEGIONNAIRES #18: Glorith and Mordru use their power to alter the world so that they have always ruled. The magicians try to stop them by casting a spell using Devlin O'Ryan as the focus while the others run interference against the evil Legionnaires from the newly created universe. This plan looks real good until Devlin vanishes. Then, in a poorly drawn sequence I don't understand, Alchemist (of Legionnaires) and Jan Arrah (of LSH) (must be inadvertently) kill someone (the evil Chemical King?) and Furball disappears. Mysa (formerly the White Witch) has recently developed an attachment to Furball, and grieving over his loss, surrenders all of her powers to Amethyst, who manages to disrupt Mordru's spell and restore the universe (just before she too disappears). Of course, Mordru and Glorith are still free. Extra Comments: This is not the first time Mordru and Glorith have tried to reshape the universe, but it is the first time they've worked together. In an alternate universe with no Time Trapper, Mordru ruled in the "Mordruverse." Amethyst originally appeared in her own series in the mid-1980s. She was one of the twelve rulers of Gemworld, the planet that was later renamed Sorcerer's World and was the home of Mordru and Glorith. Amethyst wielded magical power derived from her namesake gemstone. Ratings: Mike: Recommendation: If you're not a Legion fan or a fanatic Zero Hour completist, don't even think about it. David: Good story, though only if you read all of "End of an Era." Legion fans will love it, others shouldn't try too hard to understand things. 6/10. **** VALOR #23: "End of an Era" Part 5 of 6: "Infinite Valor" Relevant FAQ Questions: Q18, Q19, Q20, Q21, Q22, Q23, and Q24. Minor spoiler review: Like LEGIONNAIRES, this is a little too full of Legion lore and rampant confusion to be followed by the average fan. On the other hand, Kurt Busiek comes up with the best solution I've seen in five years (Actually, the way he narrates the solution makes it even cooler than it already was.) Only two small links to the rest of Zero Hour, but I have to put them after the major spoiler space. Major spoilers in summary: First of all, the two links to ZH are the presence of the Time Trapper (from ZERO HOUR #4) and the presence of Superboy (leading into SUPERBOY #8). Again, this book is split into two parts: The easier-to-explain part is a conversation between Rokk Krinn and the Time Trapper. Basically, the Time Trapper explains that he always had good intentions, and was just trying to save everyone from temporal chaos. Only power corrupts, and he kept screwing up. References to many old Legion/Time Trapper cases are cited here. The Time Trapper reveals his identity to Rokk who gasps in surprise. This wasn't actually shown, but if he isn't Rokk, I'll eat my cowl. Meanwhile, Valor, Tasmia, and Superboy! show up to rally the Legionnaires. Valor uses Glorith's spurned love for him against her as he promises to be hers. Superboy sucker punches her while she's distracted. The Dream Girls tackle Valor onto Glorith and he absorbs the Infinite Man's power from her. Then, he tries to battle Mordru, until Brainiac 5 (Legionnaires version) tells him to let all the Infinite Man's power go into Mordru. Now, Mordru's a big-time claustrophobe, see? And if you've got infinite power, right?, well then the universe just ain't big enough for ya. (Not Kurt Busiek's exact words, but I think I captured the tone.) The Legionnaires command him to imprison himself in a planet, but he chooses the Pocket Earth, which is about to explode, freeing him again. Oops. We then find out that Tasmia was fatally injured in the battle. She whispers her good-bye to Valor and vanishes. Valor chooses to follow her and wills himself to vanish as well. The Legion loses hope, but Superboy rallies them just before vanishing himself. Ratings: Mike: Overall: Recommended only to people who a) are Legion fans b) are fanatic Zero Hour completists c) unable to pass up an intelligent, sensible solution Overall, a pretty satisfying book, for Legion fans. 7.5/10 David: A good book, though admittedly confusing for non-Legion fans. Even if you've only read LSH occasionally or a long time ago, you'll welcome the nostalgia. 7/10 **** SUPERBOY #8: "Big Trouble in Smallville!" Relevant FAQ Questions: None (See also the Superman FAQ.) Minor spoiler review: No direct links to Zero Hour except for the generic recruitment scene, and the link to VALOR #23 (to explain where the other Superboy came from). This issue didn't work for me, but I was never a fan of the pre-Crisis Superboy, so take that as you will. Summary w/ spoilers: Superboy and Dubbilex are flying back to Hawaii. Over Kansas, a storm hits and one of the plane's engines is knocked out. (The plane is for Dubbilex, not Superboy.) Superboy can't see through the storm, but the pre-Crisis version shows up (from VALOR #23) and helps land the plane. The Superboy's are on opposite sides of the plane, and can't see each other. Oh, and they just happen to be near Smallville. Superboy acknowledges the old "Home of Superboy" sign on the way in. Superboy has to wait a couple hours for the plane to be fixed, so he heads into town to look around. Meanwhile, Superboy Classic runs into Lana Lang, and is distraught to find that she's Mrs. Ross. After he calms down, he offers to buy her a drink at Schwartz's, a store that had never been there before. He starts trying to "remind" her of her past, and Superboy overhears. Superboy Classic is offended by the impostor, and beats him to a pulp. Then, he flies off to the Kent's farm. Lana sends modern Superboy after him to prevent him from being hurt when the Kent's don't recognize him. Superboy catches up to Superboy Classic in time. Superboy Classic notices that the silo is on the wrong side of the barn, and then it moves. Superboy Classic realizes that he is the time anomaly and has created all of the familiar things he's seen. Modern Superboy promises Classic Superboy that he can do the job of upholding truth, justice, etc. in his place. Superboy then vanishes. Then, the Kents arrive and meet Superboy for the first time. Superboy returns to the plane, and they take off, past the sign that is now an ad for Hawaii, Home of Superboy. Personally, I think they intended this all the way, and that this was not a "quick fix to make it look like Hawaii," as other have suggested. Extra Comments: Superboy's appearance on page 3 of this issue is continued directly from his disappearance on the last page of VALOR #23. Pages 23-24 show the Superman- summoning scene; it overlaps with ZERO HOUR #4 pages 18-20 and several other books. Many of the minor story elements are bits of nostalgia from the pre-Crisis ("classic") Superboy. For example, the Superboy sign at the entrance to Smallville used to be the town's trademark, and young Clark often used his secret exit to leave the Kent's home. Most other references in the story are to regular elements of the original "adventures of Superman when he was a boy." Surprisingly, the writers chose not to make any jokes about Krypto despite his presence with Dubbilex. For more information on Superboy vs. Superboy, see David Chappell's article "Who is Superboy?" in the third issue of the KRYPTONIAN CYBERNET electronic magazine. Whether the "extra" Superboy is from the pre-Crisis Earth-1 or the Pocket Universe is really a moot point since the Pocket Universe was nearly indistinguishable from Earth-1 up till Superboy's death. Superboy's fading on page 22 is quite similar to that of the Legionnaires in the "End of an Era" comics. The dual-nature of Smallville matches the two simultaneous versions of Gotham City in BATMAN. Ratings: Mike: Overall: neutral. Not recommended except to Zero Hour fanatics and Superboy (and probably old-time Legion) fans. David: A nice final (?) tribute to the original Superboy. The Superboy/Superboy parallels were fun, and one need not have seen the Classic Boy of Steel before to enjoy the story. 7/10. *************** * THIRD HOUR: * *************** **** SUPERMAN #93: "Home!" Relevant FAQ Questions: Q6. (See also the Superman FAQ.) Minor spoiler review: Fits neatly between ZH #4 and #3. The only direct link to ZH is that Supergirl gets the recruitment message at the beginning of the issue (although the issue's events are mentioned in ZH 3). OK story but not important to the overall Zero Hour story line. Summary w/ spoilers: (Continued from both ZH #4 and S:MOS #37) [20 hours, 31 minutes ago] At the beginning of the book, Supergirl gets Superman's recruitment message, but she's busy trying to get rid of some time-displaced aliens. Superman promptly shows up and quickly gets rid of them for her. They land, and Lois tells Superman that his parents have been trying to reach him. After some debate, (After all, he's just called all the heroes of the world together.) he goes home to investigate. His biological parents, Jor-El and Lara, have come to retrieve him to a Krypton that didn't explode. A scientist named Jen-Em saved Krypton from the explosion, but the near disaster convinced the Kryptonians that they must let Nature reestablish itself. Lara becomes the first Kryptonian to become pregnant, and Kal has a brother, Zan-El (and a nephew and niece, for that matter). They want Superman to come, but he acknowledges that the Kents are his parents in too many ways. Plus, he has Zero Hour to return to. The serum that allows the Els to leave Krypton begins to wear off, and they must return. Superman catches up and says that he'll visit. Then the capsule explodes in a temporal instability, killing his parents again. Superman drops by to tell Ma and Pa Kent he loves them and then returns to ZH. [17 hours, 4 minutes ago] (Continues in ZERO HOUR #3) Extra Comments: On page 11, Superman asks, "But how can there be a Krypton? Hawkman took me there once! There was nothing left--just a gaseous ball!" For full details, see "Return to Krypton" in SUPERMAN #18 (June 88). Due to the retcons of Hawkman, it is currently questionable which Hawkman could have taken Supes on the Krypton ride, but with Zero Hour now in full effect it is a moot question. This story was written by Dan Jurgens, the mastermind (and author) of ZERO HOUR itself. This is the only Zero Hour-related comic in addition to the main mini-series that Jurgens in doing. It is only the only ZH tie-in to include the neat time-stamps for each scene. Note also that the Kent's farm just recently appeared in last week's SUPERBOY. The farmhouse looks the same in both stories, but the fence has a different look to it. This, too, is evidence of chronal problems! ;-) **** HAWKMAN #13: "Godspawn" Conclusion: "Into the Dark Aether" Relevant FAQ Questions: Q4 and Q13. Minor spoiler review: Everything relevant to Zero Hour that happens in this book is represented (although not repeated as with the scenes in BATMAN #511) in ZERO HOUR #3. For Zero Hour's purposes, this book essentially expands on Hawkman's big scene in ZH #3. However, from Hawkman's perspective, it's the conclusion (part five) of the Godspawn story line. This is the first time I've really had a problem with the continuity between ZH and its satellite books. However, I'll explain in the spoilers below. Summary w/ spoilers: What has gone before: (Some of this may be a little off. I haven't had the time to read back through the whole arc, and it hasn't captured my attention enough so that I remember everything.) A Hawk God has ravaged Thanagar, and then come to Earth. It has been searching for Hawkman while Hawkman has searched for a gang leader named Badblood. In their first encounter, the Hawk god took over Carter Hall (the Golden Age Hawkman) and battled Katar. The god was then revealed to be an extradimensional being imprisoned by Katar's father in order to create the anti-grav metal. The angel wants revenge. In issue 12, Carter is apparently freed of the influence, but when Katar follows him to Badblood's hide-out, he finds a slaughterhouse. (This is my main problem. Carter acts far too rational when he meets Vandal Savage in ZH #4.) This issue: Katar refuses to help the police, tries to recruit New Blood Mongrel (Yuck.), and then returns home. He has a serious talk with his mother about helping redeem the Hawk god while the TV shows live footage of Hawkman, the well-known Israeli hero, in action. If Katar thinks that's odd, then the replay of his conversation with his mother really confuses him. Katar flies his hardest, using the nth metal to summon the Hawk god, who arrives and begins to beat him to a pulp. Waverider and the Golden Age Hawks show up (from the beginning of ZH #3) to help out. Katar tries to reach the angel to redeem him, and is failing. Carter and Shiera add their support, and Mongrel shoots in raw power. Finally, something happens: the Hawk God explodes along with Katar, Carter, and Shiera, but something beams down to the ground. Shayera goes to find out what, and they find a single Hawkman (with the wings actually part of his body). (Continues in ZERO HOUR #3) Ratings: Mike: Not recommended for ZH readers (except the completist fanatics) who don't already get Hawkman. Part five just isn't a good jumping-on point, and you really do get all the relevant information in ZH #3. Actually, I found the conclusion more satisfying than the rest of the story line, but I still maintain that this is an overwhelmingly confusing place to try to pick up this comic book. Wait till Hawkman #0. David: Though I didn't particularly enjoy "Godspawn," I found the conclusion satisfactory. It certainly explains a lot more about the brief Hawkman scenes in ZH #3. 6/10. **** ZERO HOUR #3 Relevant FAQ Questions: Q1, Q4, Q6, Q11, Q12, Q13, Q15, Q19, Q21, and Q26. Non-spoiler review: This issue seems to advance the plot fairly well with less digressions into the satellite books. Mildly recommended. Summary w/ spoilers: Scene 1: pages 1-3 [17 hours, 7 minutes ago] (Continued from ZERO HOUR #4) The JSA rallies around Flash's death, and Dr. Fate (now a man) arranges to take the JSA to Vanishing Point. They disappear except for the Golden Age Hawks and Waverider, who apparently have something else to accomplish. (Continues in Scene 6 and HAWKMAN #13.) Scene 2: pages 4-6 [17 hours, 3 minutes ago] (Continued from SUPERMAN #93) As Superman and Metron return from Smallville, they stop and pick up Impulse. Scene 3: pages 6-7 [16 hours, 22 minutes ago] (Continued from VALOR #23) The Time Trapper reveals himself to be Rokk Krinn (Cosmic Boy). Scene 4: pages 7-10 [14 hours, 39 minutes ago] (Continued from LEGIONNAIRES #18, SUPERBOY #8, etc.) Scene 5: page 10 [17 hours, 3 minutes ago] (Continued from Scene 1) Scene 6: pages 11-12 [17 hours, 3 minutes ago] (Continued from Scene 1) (Continues in HAWKMAN #13.) Scene 7: page 13 [14 hours, 1 minute ago] Scene 8: page 13 [14 hours ago] Scene 9: pages 14-16 [13 hours, 59 minutes ago] Scene 10: pages 17-18 [12 hours, 50 minutes ago] Scene 11: page 19 [12 hours, 45 minutes ago] Scene 12: pages 19-20 Scene 13: page 21 [12 hours, 42 minutes ago] Scene 14: pages 22-23 [12 hours, 38 minutes ago] **** SHADOW OF THE BAT #31: "The Battling Butler!" Relevant FAQ Questions: None. Minor spoiler review: No direct links to Zero Hour whatsoever (although the events of BATMAN #511 are mentioned.) The time anomaly in this issue is an alternate (and apparently younger) version of Alfred Pennyworth. I thought this issue was an excellent tribute to early Batman stories in which bats fight guys with gangster names, but who have powers from weird scientific devices. (Hmm, again I thought that the Batman issue was the best crossover of the week, even though it is _completely_ predictable.) Summary w/ spoilers: Batman and Robin return to the Batmobile (from routine patrol?) and notice a light on in a nearby building. Batman comments that this is odd. They investigate, only to find a man robbing his own company. Batman finds this case familiar and suggests they return to the Batcave to do some research. On the way back, Robin laments Alfred's resignation and praises his peanut butter sandwiches. Upon arrival at the cave, they find sandwiches and a shorter, fatter, younger Alfred Pennyworth than they remember. (Alfred attacks Robin, who is not the Dick Grayson he expects to meet.) Batman quickly deduces that he is a time anomaly. This Alfred is revealed to have aspirations to become a detective and also to be _very_ clumsy. Meanwhile, Batman finds the file he's looking for. Gangster Biff Bannon and Dr. Andy Goodwin had developed a hypnotic potion and used it to make businessmen rob their own companies. Batman put them away, but they had just been released from prison. (Meanwhile, Biff and da Doc discuss their plans and convince their flunkies to try to kill Batman first and make money second. Flunkies are very easy to convince if you've invented a hypnotic potion. I loved this scene.) As Batman and Robin prepare to hunt down Bannon, Alfred brings them a snack (which he spills). Alfred wants to go, but Batman refuses. When Alfred cleans up though, he notices their destination on the computer and follows. Batman and Robin engage the crooks, knocking most of them out, but the Doctor drugs them. Bannon and Goodwin lead them to the roof and are preparing them to jump when Alfred, preparing to execute some clever maneuver from the top of a billboard, falls through it instead. Bannon prepares to kill him. Seeing this, Bruce shakes off the drug, and knocks out the criminals. Alfred then vanishes, renouncing his desire to be a detective, and declaring that he will never abandon his Bruce Wayne. Ratings: Mike: Avoid if it pisses you off when something says that it crosses over and then doesn't. Overall, a fun, nostalgic story with little relationship to ZH. (Well, OK, Batgirl and time anomalies are mentioned.) Recommended for: ZH completist fanatics (who can't be stopped anyway) people who like those old Superman/Batman vs. gangster stories. David: Though the Zero Hour ties were weak, it still made for a good, fun story. Only bad thing is I'm not old enough to remember any of the original stories on which I presume this Alfred was based. 5/10. **** JUSTICE LEAGUE AMERICA #92: "Return of the Hero" Part One: "The Program" Relevant FAQ Questions: None. Minor spoiler review: Only connection to ZH is the introduction of Triumph. Yet another retelling of the origin of the JL of A. This issue didn't impress me very much on the first reading. The second reading made it come off a little better, but still annoyingly convoluted. Summary w/ spoilers: The issue represents the origin of the JL of A from Triumph's point of view. (Triumph narrates the whole story (although he knows way too much about things that happened far away from him) to (as we find out at the end of the issue) today's remaining Justice Leaguers.) The story opens with Aquaman, Black Canary, Flash (Barry Allen), and GL(Hal) (whose costume shouldn't have green on the shoulders) trying to defeat weird blobby aliens. Their efforts, along with those of Superman and the Martian Manhunter, are being coordinated by Triumph (who had yet to choose his name). Apparently, Triumph's powers are magnetically based, and he sensed that aliens were trying to mine Earth's magnetic field. He then called together the most powerful heroes on the planet to battle the menace. While the four battle the aliens on the ground, Supes, J'onn and Triumph search the sea and find one of the aliens "drilling platforms". Triumph has a detailed plan, but it has its flaws. He sends Flash and Aquaman into space to communicate with the aliens. They fail to do so, and then realize that they can't breathe. (Annoyingly dumb, really, although at least Triumph realizes that.) Triumph, J'onn, Hal, and Superman go up to battle the pod (although Hal and Superman mutiny to save Flash and Aquaman and J'onn refuses to attack the ship directly because of the unpredictability of the effects on its time-space drive.) Triumph goes it alone, absorbs power from the ship and is apparently driven out of phase with the universe. Now he's talking to the current JL, and explaining that if he's free, so must the aliens be. He wants to recruit the Justice League. When he learns that the weak heroes that are present (Ralph, Taz, Fire, Fox, etc.) are all he's got, he's quite upset. Of course, they don't want to work for him anyway. Ratings: Mike: Overall, this issue was just a little too confusing to be fun. (First of all, has this origin been presented before, like in Secret Origins (only without Triumph, of course)?). It did have it's good moments, though. 1) Only sonics affect the aliens. When Black Canary tries to blast the creatures, she forgets to turn off the headsets that they're using to communicate, so everyone gets an earful. 2) None of the JLA cared much for Triumph. They were only helping because Superman was. Overall, I prefer to wait and see if the whole JL 3-parter ends up making any sense. Only recommended for ZH completist fanatics and JL fans. David: A decent story, but I'm tired of "new" origins for the JLA. If they'll stick with this one, though, I'll be happy. It was a decent story, but the Zero Hour ties were too weak. This is the only Zero Hour comic yet I wouldn't recommend based on it's ZH ties. 5/10. **************** * SECOND HOUR: * **************** ************** * LAST HOUR: * ************** **************** * ZERO HOUR: * **************** (end) -- ** DAVID T. CHAPPELL ** Team OS/2 ** Keeper of the Superman FAQ ** Stanford University -- North Carolina State University Electrical Engineering Dept. -- [d--vi--c] at [leland.stanford.edu] -- Stanford Comics Coop