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