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FROM GAME TO CHARACTER ARCHIVE
Who is Hawks?
Explore the commander before choosing a squad: Republic dismissal, allied loyalties, the Infinite Coil, and an interactive leadership dilemma.
OPEN HAWKS CHARACTER DOSSIER →MEET KUNDRI FATHOM / VILLAIN FILE →THE PEOPLE BEHIND THE GAMEEXPLORE ZERO COMPANY AND ALL 11 NAMED ROLES →Crew portraits, the Den, support staff, political bonds and command decisionsZERO COMPANY / RESTRICTED ENEMY INTELLIGENCEOPEN THE INFINITE COIL FACTION FILE →Kundri Fathom, Visser, Typhon, Shadow Plague and tactical countersZERO COMPANY / RESEARCH AND GAME MECHANICSOPEN SHADOW PLAGUE EVIDENCE LAB →Canon and rumor, Resonance transfer, Plague Surge and social analysisSTART HERE / ZERO COMPANY COMMAND CENTER
What do you need help with?
You don't need to read this whole page. Pick your next task below and go straight to the right guide.
ACTUAL GAMEPLAY / OFFICIAL STEAM SCREENSHOTS
See Zero Company in action
Explore the tactical view before diving into the mission files. Select a picture to see it larger.
Official PC gameplay images © EA / Lucasfilm. Viewing tips are general tactical questions, not descriptions of a particular screenshot or verified mission route. Images illustrate the game; they are not labeled as particular mission walkthrough screenshots. Official image source ↗
NEW OPERATOR / THE THREE THINGS TO KNOW
Your first deployment, made simple
Check the HoloTable
Look for Hero and optional deadlines before you advance a Cycle. Choose the mission you actually need to complete.
Use cover and your squad
Study your objective, watch remaining Action Points, and keep an operator available for recovery or extraction.
Return to the Den
Treat injuries, review rewards and upgrades, talk to operators, and check what new tasks are now available.
TACTICAL FIELD SCHOOL / NO SPOILERS
Understand a turn in 30 seconds
Four simple principles to look for in the gameplay screenshots. The drawings below are explanatory schematics, not screenshots or exact game UI.
Cover first
Safer angleChoose defensible cover before trading attacks. Avoid ending an operator in an exposed lane.
Watch your AP
Spend deliberatelyBefore moving, check whether you have enough Action Points for an attack, ability or retreat.
Give everyone a job
Roles work togetherScout spots threats; Heavy protects; Medic sustains; a precision shooter can finish a target.
Verify the objective
Mission firstA safe objective interaction can matter more than defeating every enemy. Follow the mission tracker.
CAMPAIGN / THE LOOP AT A GLANCE
What happens after each mission?
Think of the campaign as a repeating decision loop, not one unbroken line of battles. Choose a step to see what to check.
Read the HoloTable
Check Critical, Hero and Optional assignments, available Intel and their Cycle windows before committing.
Open mission directory →Prioritize expiring work
Hero or optional assignments may be time-limited. Decide whether to do one now; the Critical story does not replace these contracts.
Open optional finder →Use cover and complementary roles
Spend Action Points on useful moves. Scout for threats, protect fragile specialists and keep a recovery option available.
Learn tactical basics →Return to the Den
Treat injuries, equip rewards, speak with companions and review Intel, upgrades and new assignments.
See Den upgrades →Recheck before the next Cycle
Advancing the story can change what is available. Reopen the HoloTable and read the next mission's prerequisites.
Find next story mission →This is an orientation diagram, not an exact unlock tree. Actual missions and deadlines depend on the current Cycle and your save.
FIELD PLANNER / PICK A PLAYSTYLE
Which squad fits your next mission?
Choose what matters most, then see a real documented IDS composition and why its roles work together.
SAMPLE SQUAD / STARTER
Safe first playthrough
Example roster: Hawks (Medic), Trick (Soldier/Heavy), Kabb (Assault), flexible Scout or Sharpshooter
How it works: Hawks can support and restore allies, Trick holds the exposed side, Kabb moves enemies away from cover, and the fourth slot provides reconnaissance or precision. Verify mandatory story companions before deploying.
Editorial squad template, not a guaranteed best-in-slot build. Check availability and mission-locked operators in your current save.
Read all three squad recipes in full →SAMPLE SQUAD / OFFENSE
High-Advantage burst
Example roster: Hawks (Scout/Medic), Cly (Warrior/Scout), Trick (Heavy/Soldier), Jae (Sharpshooter/Scout)
How it works: Generate Advantage before Cly's ElectroWeb burst, hold opposing fire on Trick and let Jae finish weakened enemies. This assumes those operators are unlocked in the current campaign.
Editorial squad template, not a guaranteed best-in-slot build. Check availability and mission-locked operators in your current save.
Read all three squad recipes in full →SAMPLE SQUAD / CONTROL
Balanced Force control
Example roster: Hawks (Medic), Tel-Rea (Padawan/Wayseeker), Trick (Heavy), Jae or custom Sharpshooter
How it works: Tel-Rea moves shielded or dangerous enemies into crossfire, Trick absorbs the response, Hawks sustains and the fourth operator secures precision damage. Avoid assuming Tel-Rea is unlocked before her recruitment.
Editorial squad template, not a guaranteed best-in-slot build. Check availability and mission-locked operators in your current save.
Read all three squad recipes in full →WATCH & LEARN / OFFICIAL EA STAR WARS
See how Zero Company plays
Prefer watching to reading? Start with the short official How to Play video and jump directly to the topic you need. The gameplay trailer shows the combat and story presentation.

OFFICIAL / GAMEPLAY EXPLAINER
How to Play Zero Company
The quickest way to understand combat, operator equipment, team commands, and what the HoloTable does.
Watch on EA Star Wars YouTube ↗
OFFICIAL / GAMEPLAY TRAILER
Official Gameplay Trailer
See the Clone Wars-era tone, environments, team combat, and squad customization in motion.
Watch on EA Star Wars YouTube ↗Previews link to videos by the verified EA Star Wars channel. Select Play to load YouTube in an embedded viewer; that can share technical usage data with YouTube. Choose the regular YouTube link if you prefer.
ZERO COMPANY / MISSION INTELLIGENCE · PATCH 1.2
Find your next mission
Know your mission name? Search the 13-story mission list below. Need a companion assignment? Use the 11 Hero Mission guides. Optional tasks are tracked separately, so their deadlines stay easy to find.
How optional missions, Crisis Operations and Cycles work
Some optional and Hero tasks expire as the campaign advances in Cycles. Check the HoloTable before deploying to a new story mission.
The optional mission finder contains 98 indexed records plus a separate set of six 25-Intel Crisis Operations. Three contracts have detailed, evidence-backed routes: Cold Metal, Reactive Plating and Rescue Operation. The other records summarize objectives and availability rather than verified battlefield paths.
More walkthrough shortcuts and tools
Choose a Critical story mission
Choose your current mission by name, not a guessed chapter number. Open a dedicated page with objective checkpoints, troubleshooting and previous/next mission links.
Showing 13 of 13 story missions
No matching story mission.
Find your exact walkthrough step or answer
Search 117 main-story checkpoints and 30 mission-specific fixes by enemy, action, location or objective. Results open the exact instructions on a dedicated walkthrough page, without searching through the entire game hub.
Enter an objective to search.
No matching objective. Try fewer words.
Hero Missions by operator
Hero Missions are separate from the thirteen main story assignments and may have short windows. Each card opens its own full walkthrough with an objective checklist, troubleshooting, and follow-up links. Browse all 11 full Hero guides →
Showing 11 of 11 Hero Missions
Best Served Cold
Opening objective: Assassinate Idra
Availability: 1 Cycle
Open full walkthrough →Quick summary ↓Without Honor or Humanity
Opening objective: Assassinate Kervis
Availability: 1 Cycle
Open full walkthrough →Quick summary ↓Distress Call
Opening objective: Make contact with Kinro
Availability: 4 Cycles
Open full walkthrough →Quick summary ↓You Can't Go Home Again
Opening objective: Rescue Jae from Mordant Citadel
Availability: 2 Cycles
Open full walkthrough →Quick summary ↓Buy Cheap, Never Sleep
Opening objective: Steal a Separatist comm chip
Availability: 4 Cycles
Open full walkthrough →Quick summary ↓Kith and Kin
Opening objective: Confront the Pykes
Availability: 1 Cycle
Open full walkthrough →Quick summary ↓Lord of Betrayal
Opening objective: Defeat Geryon
Availability: 4 Cycles
Open full walkthrough →Quick summary ↓Origin of Infection
Opening objective: Investigate the plague
Availability: 3 Cycles
Open full walkthrough →Quick summary ↓Sisters
Opening objective: Find Trilla
Availability: 1 Cycle
Open full walkthrough →Quick summary ↓No Kings, No Masters
Opening objective: Storm the Imperial facility
Availability: 4 Cycles
Open full walkthrough →Quick summary ↓No Clone Left Behind
Opening objective: Rescue Sawtooth
Availability: 3 Cycles
Open full walkthrough →Quick summary ↓No matching Hero Missions. Try another search.
Equipment and deployment checklist
Match your gear to the current objective and verify AP costs in your save. For detailed progression advice, use our seven operator builds and all eight classes ↓.
- Early campaign — Protect the squad: Buy or equip reliable protection and flexible weapons before niche damage gear. Avoid making all operators dependent on the same ammunition or range.
- Tactical missions — Match the objective: For extraction and rescue, prioritize movement, cover and protection. For terminal or interaction missions, preserve an operator's AP to reach and use the marked objective.
- Difficult engagements — Plan around reinforcements: Carry recovery options, leave a reserve operator in cover and check the current mission briefing for enemy types. Do not assume a map is complete after the first wave.
- Patch 1.2 — Recheck changed abilities: Campaign Modifiers and ability tuning affect recommended builds. Verify live skill names, unlock levels and AP costs before treating a suggested loadout as exact.
Before you advance the Cycle
- Inspect the HoloTable for Hero, Optional and Crisis deadlines before choosing a Critical deployment.
- Talk to operators in the Den; check companion bonds and available noncombat Intel Operations.
- Check injuries, loadouts and the current Rally/Backup options for the squad you selected.
- Use cover, monitor action-point costs and keep an operator ready to recover an ally.
- After the mission, revisit the HoloTable. New tasks may have appeared or existing opportunities may have expired.
Where to go after completing a story mission
Use the prominently marked NEXT MISSION link at the bottom of the current walkthrough. If the next Critical assignment is missing, return to the Den to speak to companions and check HoloTable requirements. Complete expiring optional or Hero work you value before starting another Cycle. The Infinite Coil is the finale of the documented thirteen-mission story route.
Patch 1.2: Campaign Modifiers
EA introduced Campaign Modifiers on October 15, 2026. When starting a new campaign, open Difficulty Settings → Additional Campaign Options. Changes to injuries, permadeath, assists and other combat rules activate after the tutorial. They are not necessarily available on an existing save.
EA patch 1.2 notes ↗Source method: named objectives and windows are cross-checked against the launch story index and Hero Mission index. These community records do not replace your live save data.
PATCH VERIFIED / 15 OCTOBER 2026
Patch 1.2: what to change in your squad and Den
The October update introduced new-campaign modifiers and changed several powerful abilities. The recommendations below use EA's released patch notes rather than pre-update damage loops. Always check which difficulty and modifiers your current save uses.
Recruitment is a low-cost safety net
Newly recruited operators now cost 100 Credits each, regardless of roster size. When injuries leave you short of a required support role, consider recruiting an available replacement rather than buying an unrelated weapon mod first. Existing build-slot and facility costs were also reduced.
Plan for capped mobility and darts
Combat Jump is limited to one use each turn and Electroweb Dart to three uses each turn. Replace any pre-1.2 plan that depends on repeated Combat Jumps to cross an entire encounter or unlimited dart combinations.
Area attacks no longer guarantee Advantage loops
Tactical Timing's tiers are now 30/40/50/65/80 instead of 20/40/60/80/100. The passive grants Advantage from ranged and melee attacks rather than every damage source. Test a Scout build with its actual weapons, not assumed repeated grenade-triggered Advantage.
Use support AP more deliberately
Self-Repair is limited to two uses per combat, healing according to AP spent. Built-In Comlink at maximum rank is limited to three uses per turn. Do not rely on unrestricted Astromech AP-sharing loops when preparing a difficult extraction.
Recheck the prices before spending
EA cut many weapon and crew upgrade prices. For example, Rifle Damage III dropped from 7,000 to 2,500 Credits; Combat Readiness upgrades now cost 2,000 each; and several Crew Quarters capacity upgrades cost zero Credits. Compare costs in your current Upgrade Facility instead of using a launch-price shopping order.
Modifiers apply when you start a campaign
Additional Campaign Options now let you tighten injury rules, introduce death chances, limit Advantage generation, change assist-shot accuracy, and lock respecialization. These are selected when creating a new campaign, become active after its tutorial, and change the assumptions behind every fixed tactical build.
Previously reported blockers addressed in 1.2
- The Retake Luunata console and elevator progression issues received fixes. If a walkthrough tells you the console is always broken, that advice predates the patch.
- The final tactical battle received fixes for an incorrect mission-failure condition and certain boss and encounter behaviors.
- Some Operations that failed to grant rewards, the Speak with Kabb objective, and epilogue companion conversations received progression fixes.
- Overwatch targeting, preview accuracy, and cover interactions received multiple corrections. Re-evaluate old workarounds when running version 1.2.
These are documented fixes, not guarantees that every player's save is problem-free. If an objective still fails, check game version, difficulty settings, current mission phase and EA's support discussions.
60-SECOND GAME BRIEF / START HERE
Know the game in three moves
- 01 / YOUR ROLEWho you play
Hawks / squad operatives
- 02 / INFORMATIONWhat to know next
Identify victory conditions before committing units.
- 03 / GAME STYLEWhat to expect
Turn-based tactics
FIELD MANUAL / START PLAYING
Your first mission briefing
Practical orientation for this particular title. Instructions are not presented as a verified step-by-step walkthrough or as a substitute for edition-specific controls.
Build the squad around complementary specialties rather than treating every agent as interchangeable.
Study the objective and cover positions before committing the first move in a tactical encounter.
The game draws on the Clone Wars setting; track how squad relationships and choices affect the story rather than assuming a fixed movie plot.
PLAYER ORIENTATION / YOUR FIRST SESSION
How to approach the game
Know your next objective
Identify victory conditions before committing units. Check range, cover, resources and the cost of replacing a squad or vehicle, then advance with a plan for your next action.
What to pay attention to
Notice which kinds of power the rules model: logistics, territory, reinforcements, cohesion or control of strategic locations.
Your role
The playable perspective recorded for this title is Hawks / squad operatives. Its story context is Zero Company versus the Infinite Coil.
Controls and available objectives can vary by game version.
PLAYER GUIDE / GAME-SPECIFIC DIRECTIONS
Zero Company: 13 critical story missions and 11 Hero Missions
Follow 13 community-documented main tactical story missions from Serolonis through Cindermoor Station. Every HoloTable cycle is a choice: optional and companion missions can expire, and special Hero Missions can become Critical depending on recruitment. Start with the verified location and opening objective, then follow the game's own updated objective list. Current gameplay notes are for patch 1.2 (October 15, 2026).
- 01 / START AT THE DEN
Plan your Cycle before deployment
Use the HoloTable before every tactical deployment; missions advance the Cycle. Handle expiring optional or Hero content you actually want first, because there may not be another chance to select it.
- 02 / AP AND COVER
Spend each operator's three Action Points carefully
Each operator starts with three AP. Read the displayed AP cost before committing to moving, attacking, Overwatch or Rally. Use cover and crossfire; do not send every operator into the same enemy cone.
- 03 / SAVE THE SQUAD
Know your injury and permadeath rules
Do not treat injury limits as identical across saves. Patch 1.2 adds adjustable Campaign Modifiers chosen when a new campaign begins; existing saves can have different death and Advantage rules.
- 04 / FIND CURRENT TASK
Read Critical and optional markers
The main-story index covers 13 recorded tactical missions; Hero Missions are separate and some become critical depending on recruitment. Follow the game's active Critical marker rather than forcing a quest that is not available in your save.
- 05 / OPERATIONS
Take desired non-combat work before the deadline
Talk to operators in the Den and check available Operations before deploying. Intel-funded Operations and companion conversations can affect resources and the next set of choices.
- 06 / PATCH 1.2
Choose Campaign Modifiers at campaign creation
Use the Additional Campaign Options button inside Difficulty Settings when starting a new campaign to choose Campaign Modifiers. These are enabled after the tutorial; do not promise that existing saved campaigns can retroactively turn them on.
Find your current Critical story mission
This 13-mission sequence is a documented working order, not a claim that every player's Hero Mission selection, deadline or chapter wording is identical. Select a mission by its name, world or objective from the list below. All 13 recorded main-story missions have detailed objective checkpoints, from the Courtsilius dock stairs, canal drainage and Bespin prisoner exchange to the Orinda escape, Umbara rescue, Kaller withdrawal and Cindermoor finale. Use the objective lookup above to jump directly to a named step.
Showing 13 of 13 missions
No missions match. Try a shorter title or clear your search.
- MISSION 1 OF 13
01 · The Serolonis Job — Serolonis
OBJECTIVE: Steal the Separatist holopuck. Known HoloTable availability: 1 Cycle. Use the opening tutorial to learn movement, half- and full-cover, shooting and Overwatch against battle droids. Follow the highlighted vault objective rather than pushing every unit into the same lane; after retrieving the holopuck, prepare for another enemy wave and clear the marked escape/landing area.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 02 · Not Your Turf — Lothal↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Opening: cover before damageStart the tutorial in the Separatist facility. Place the available operators in indicated cover tiles, learn how movement and attacks use the three-AP budget, and use Overwatch to catch advancing battle droids instead of standing exposed after an early shot.
Reach the vaultContinue following the highlighted holopuck and safe objective. Advance only after clearing the defenders covering the passage. Keep different squadmates on different firing angles rather than using the same exposed corridor.
After collecting the holopuckThe encounter changes after the device is taken from the vault. Prepare for an ambush, regroup around defensible positions and use damage-generated Advantage only when an ability has a meaningful target. Kabb joins the early story around this sequence.
Leave the operationFollow the escape objective to the landing area. Clear the enemies actively blocking departure and check the mission-complete notice before returning to the Den and the new HoloTable Cycle.
- MISSION 2 OF 13
02 · Not Your Turf — Lothal
OBJECTIVE: Defeat the pirate gang. Known HoloTable availability: 1 Cycle. Gorga's request takes the team to an abandoned Lothal settlement. Keep Hawks, Trick and Kabb alive while defeating the pirates. Use surrounding cover rather than a central rush, and keep an ally able to Rally a downed teammate before reinforcements appear.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 03 · Eavesdropping — Courtsilius← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Confirm protection conditionBefore deploying to Lothal, read the mission's named-operator survival requirement: Hawks, Trick and Kabb must all survive. Inspect injuries and bring a fourth operator able to cover a flank or assist a rescue.
Opening pirate positionsEnter the abandoned settlement using walls and crates for cover. Keep the squad close enough to provide Backup shots; move one operator to a second firing angle rather than clustering everyone in the main exposed lane.
Prepare for another waveThe battle features follow-up pirate reinforcements. Do not end an early round with all operators exposed and no AP for Overwatch or fallback. Reload and Rally where necessary before chasing the last target.
Finish and return to the DenEliminate the enemies required by the active objective without losing Hawks, Trick or Kabb. When the victory screen appears, check which contracts and Hero Missions will expire before choosing the next story deployment.
- MISSION 3 OF 13
03 · Eavesdropping — Courtsilius
OBJECTIVE: Listen in on the Coil's dockside meeting. Known HoloTable availability: 1 Cycle. Deploy to Gressan Breakbulk Dockyard and follow the objective marker toward the meeting site. Keep the squad in cover until the eavesdrop objective is resolved. Check the upper-left objective panel after each interaction; do not assume defeating every visible enemy finishes an intelligence mission.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 04 · Dark Waters — Courtsilius← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
01 / Investigate Gressan Breakbulk DockyardDeploy to the Courtsilius dockyard and follow the investigation marker from the landing pad. Hawks is required for the operation. You can talk to the worker near the pad for optional Advantage before heading down the access ramp; this is not the main objective.
02 / Collect optional Intel on the approachNear the Gonk droid, inspect the posted information board and the first observation scope by the rail if you want the extra Intel. The mission continues without these pickups, so do not mistake them for the eavesdropping scope.
03 / Find another path when the guards block the roadThe crew will prevent use of the obvious direct route. Turn around from that blocked passage, pass the steam vents and climb the metal stairs off the starting approach. The alternate route is back by the earlier walkway, not through the guarded street.
04 / Cut the locked upper doorAt the top of the stairs, use the door-cut or slice interaction. Cross the interior of the slum building and keep moving toward the docks. If the tracker still reads Find Another Path, confirm the door interaction completed before doubling back.
05 / Eavesdrop at the correct scopeContinue through the interior toward the second overlook and operate the observation scope there. The first scope by the landing area only grants optional Intel; the second scope observes the Coil meeting and triggers the story sequence.
06 / Establish two covered firing lanesWhen the smugglers engage, keep Hawks and a supporting operator near the opening deck's defensible tiles. Use a second pair to control the crates on the right. Do not rush into the central shack, which exposes the team without solving a mission objective.
07 / Watch the rear and upper-right reinforcementsHold fire lanes toward the rear door and the elevated platform on the upper right. New smugglers can enter from those directions, so keep an Overwatch or reaction option available instead of spending every AP pursuing enemies farther down the dock.
08 / Finish the combat, then return for the next leadComplete the Defeat the Smugglers objective and allow the follow-up story scene to play. The recorded mission reward includes 1,500 Credits; afterward check the Den for the next Courtsilius story lead rather than searching the empty dockyard for an extra exit.
- MISSION 4 OF 13
04 · Dark Waters — Courtsilius
OBJECTIVE: Find Kundri Fathom in the undercity caverns. Known HoloTable availability: 2 Cycles. Track the mission on the HoloTable, then prepare a balanced team for the confined lower-city approach. Follow the marked access route beneath Courtsilius toward the Coil leader. Control exposed sight lines, conserve ability points for a second contact and follow any updated objectives after reaching the cave.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 05 · Smugglers' Den — Courtsilius← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
01 / Unlock the correct Courtsilius operationIf Dark Waters is missing, check the earlier story steps at the Den and resolve the recorded Loose Lips prerequisite. The Critical mission takes you into the Courtsilius undercity to intercept Kundri Fathom.
02 / Reach the distal lock at Takali CanalTrack Locate the Canal through the undercity. Keep walking toward the lock machinery rather than hunting around surface blocks for a separate cavern entrance. The way underground is under the canal water.
03 / Prepare for Slugrat resistance at the lockBefore using the console, establish cover near the control area. Slugrats can contest the lock; avoid sending a single operator to the controls with the other three too far away to return fire or Rally.
04 / Operate the drain consoleUse the nearby marked console and complete its OPERATE CONSOLE action, not just the movement marker. Draining Takali Canal lowers the water and exposes the passage into the smugglers' tunnels.
05 / Enter the newly exposed tunnelAfter the water drops, follow the updated Explore the Smugglers' Tunnels objective downward. If you cannot find the opening, return to the canal lock and inspect the newly drained bed; do not leave the district.
06 / Follow the downed guards toward the grottoContinue deeper past the incapacitated guards. Those bodies are a clue that someone else passed through ahead of the company, not a reason to return to the surface. Follow the grotto objective toward Fathom's initiation.
07 / Do not try to shoot through civiliansThe story reveals Fathom among converts, but Hawks will not take the shot because civilians are in the line of fire. This is scripted, not an aim-angle puzzle. Let the sequence play until the Coil encounter begins.
08 / Hold the Coil while the converts escapeFocus on the Coil forces while the unidentified Jedi evacuates the civilians. You do not need to walk operators over to individual converts or follow them out; defend the area and keep wounded squadmates in protected cover.
09 / Finish the Coil Brute objectiveWhen the tracker narrows to Defeat the Coil Brute, direct concentrated attacks at that named threat without bunching the entire squad into one dangerous firing lane. Confirm the victory state after the brute is defeated.
10 / Meet Tel-Rea, but do not search for her on the roster yetThe Jedi is introduced as Tel-Rea at the conclusion of Dark Waters. She does not become a deployable operator at this point. Return to the Den and follow the later Smugglers' Den assignment for her recruitment.
- MISSION 5 OF 13
05 · Smugglers' Den — Courtsilius
OBJECTIVE: Raid the smugglers' hideout. Known HoloTable availability: 3 Cycles. Read Tel-Rea's briefing and select a squad with cover support and short-range response. Approach the marked hideout from defensible positions, clear enemies obstructing the actual raid objective and interact with the relevant mission objects when indicated. Recheck the objective list before extraction.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 06 · Casualties of War — Bespin← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
01 / Confirm the Jedi lead at the DenAfter Dark Waters, advance the relevant Tel-Rea story conversation, recorded in mission data as Our Jedi Friend. If Smugglers' Den does not appear on the HoloTable, check this conversation before spending additional Cycles.
02 / Head to Vinsar Materials in the Three Tower DistrictFollow the marked Courtsilius route to the abandoned Vinsar Materials warehouse. This mission is a raid on the smugglers' shipment operation, not a return to the Takali Canal tunnels from Dark Waters.
03 / Use the warehouse service entranceFind the indicated service-side access rather than testing every loading door. Defeat the Slugrats guarding the approach and keep the squad together for the larger encounters inside.
04 / Take optional pickups while scoutingA worker, datapad and droid appear along the largely linear approach and can give information or tactical bonuses. Check them when convenient, but if the tracker reads Find the Warehouse Entrance or Explore the Warehouse, keep the marked progression route first.
05 / Continue through the interior storage roomsFollow Explore the Warehouse through storage toward the main arena. A scene shows Tel-Rea engaging the smugglers; do not assume the mission ends when you first meet her or when the first few enemies fall.
06 / Remove the Coil Captain on the high walkwayThe captain can fire into the arena from above. Split damage between operators only when necessary; a coordinated burst or explosive that breaks his cover is safer than ignoring that elevated firing lane for multiple rounds.
07 / Prepare for the later wavesAfter the initial Coil forces, further units enter, including battle droids. Regroup behind crates, keep a recovery action in reserve and do not push everyone into the same open warehouse lane simply because the first wave has been beaten.
08 / Break the Droideka shield before damaging its chassisThe final tracked enemy is a Droideka. Prioritize the shield layer using suitable attacks or area damage, then focus the exposed droid. Check the live shield indicator: repeatedly shooting armor without lowering its shield wastes turns.
09 / Finish the shipment discovery and recruitment sceneAfter the warehouse objectives and combat resolve, follow the closing story scenes and return to the Den. Finish the conversation with Tel-Rea to make her a regular roster operator. Recruitment does not happen simply by encountering her in Dark Waters.
10 / Set up the next missionInspect the newly available Jedi operator, manage injuries and confirm any expiring Hero Missions. The next recorded main operation is Casualties of War on Bespin; do not launch it before checking the current HoloTable deadlines.
- MISSION 6 OF 13
06 · Casualties of War — Bespin
OBJECTIVE: Infiltrate the prisoner exchange. Known HoloTable availability: 3 Cycles. The Coil is targeting an exchange between Umbaran Partisans and the Republic. Prioritize safe routes to the marked prisoners and exchange site instead of starting optional side fights. Keep a reserve action for protection or Rally; the objective and its protection requirements can change after contact.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 07 · Enemy Intelligence — Orinda← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
01 / Check the story unlock firstCasualties of War follows Smugglers' Den and the Strange Bedfellows decision. If it is not in the Critical section, inspect these prerequisites at the Den; the route begins with a prisoner exchange on neutral Bespin.
02 / Enter the Storm Basin facilityFollow the Enter Storm Basin marker to the first turbolift and take it into the station lobby. At this infiltration stage, attacking ordinary security personnel is not a substitute for following the investigation objectives.
03 / Find the place to observe the guardsInside the lobby, look for the highlighted vantage position and advance the Find Somewhere to Spy on the Guards objective. Moving into the room by itself does not trigger the next phase.
04 / Use the PICO-5 surveillance interactionAt the marked point activate Use the PICO-5 to Spy on the Guards. Watch for the tracker to switch to Speak with the Guard Captain; searching the lobby for a random terminal will not replace the surveillance action.
05 / Talk to the correct Guard Captain at the orange doorCross the plaza toward the marked officer in front of the sealed orange security door. Trigger TALK and let the cover-story conversation finish. Nearby guards with optional dialogue are not the officer needed to open the route.
06 / Ride the next turboliftAfter the captain allows access, go through the orange door and operate the lift beyond it. On arrival, follow Find the Negotiation Chamber. Do not return to the first lobby lift once the Captain conversation completes.
07 / Respond to the Coil interruptionWhen the exchange turns into Defeat the Coil Intruders, take protected positions in the chamber and remove enemies threatening the party. Keep Hawks and the named story allies out of exposed crossfire before the situation escalates.
08 / Return toward the threatened civiliansWhen the objective changes to Rescue the Storm Basin Civilians, stop searching the negotiation room for more loot and follow the newly marked route. This is a distinct stage from the chamber fight and cannot be skipped by clearing the first enemy group.
09 / Defeat the Coil units blocking rescueClear enemy firing lanes that threaten the civilians or the operator headed to the rescue objective. Use defensive actions to keep the squad alive while the mission shifts toward the explosives; rushing past armed Coil units creates preventable losses.
10 / Find the four Coil explosive positionsThe later mission phase displays Disarm the Coil Explosives with a counter of four charges. Follow each live explosive marker, check its highlighted interaction or objective zone, and note any active countdown before spending AP on distant enemies.
11 / Deal with guarded or blocked explosivesIf the tracker says Explosive Under Guard, defeat or move the enemy controlling that objective before attempting to complete it. Some reported builds require an operator to remain in an uncontested marked zone, while other guides describe a disarm action; follow your game's live prompt instead of assuming either interaction is universal.
12 / Avoid the gunship's marked bombardment zonesAn HMP Droid Gunship can mark dangerous ground during the platform fight. Reposition away from active danger markers between objective actions, and do not leave rescuers standing exposed while trying to finish the fourth charge.
13 / Protect the named survivorsKeep Hawks, Anakin Skywalker and Luco Bronc alive during the objective. This requirement remains important when the general Coil units are defeated; do not use a fragile named ally as a sacrificial runner toward the last explosive.
14 / Confirm completion and recruitmentFinish all four explosives and the rescue condition, then allow the closing scene. Luco Bronc joins the available operator pool through this part of the campaign. Return to the Den, check the roster and prepare for Enemy Intelligence.
- MISSION 7 OF 13
07 · Enemy Intelligence — Orinda
OBJECTIVE: Slice the Lucrehulk databanks. Known HoloTable availability: 1 Cycle. You are retrieving Republic spies' identities from a drydocked Separatist Lucrehulk. Send a mobile operator toward the marked terminal while teammates cover enemy approaches. Interact with the databanks when safe and confirm that the story objective changes before heading to the exit.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 08 · Behind Enemy Lines — Luunata← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Before deploying to OrindaEnemy Intelligence follows Casualties of War. Bring four operators who can shoot while moving, and a recovery specialist if available. The observed mission turns into an extraction fight; a stationary damage squad is harder to withdraw safely.
Cross the abandoned walkwaysThe initial route across the Lucrehulk's empty deck leads toward the far control platform. Follow the objective marker and avoid spending consumables before resistance actually begins; the first approach is largely an exploration sequence.
Reach the far consoleAt the control deck, use the marked downlink or terminal interaction to recover the Republic spy identities. Merely standing at the console does not finish the job; check that the upper-left objective changes from reaching it to accessing its data.
Watch the holographic confrontationAn observed playthrough has a hologram confrontation with Typhon before the counterattack. This is part of the story transition, not a need to find a second map terminal; allow the dialogue sequence to resolve.
React to the enemy entry behind youCoil attackers arrive from the approach route after the data retrieval. Move behind nearby crates, establish overlapping firing lines and orient the team toward the original entrance rather than advancing deeper into the empty ship.
Avoid the red bombardment gridsEnemy turns can project lethal red bombing zones. End operator turns outside marked grids even if that sacrifices a shot: the observed mission reports hits exceeding 1,000 damage. Enemy units can also be caught by the barrage.
Move the whole four-person groupThe extraction condition requires all four operators to reach the escape area. Leave no wounded operator on the original console platform. Use short covered advances and Rally where permitted instead of sprinting a lone runner toward the exit.
Clear the elevated approachAt the final deck, stairs on either side lead to an upper platform. Check both approaches for incoming droids, then use the covered route to rejoin the entry area. Do not fight a prolonged war over distant droids if the escape zone is accessible.
Finish the actual escape objectiveThe indexed mission objectives include defeating a named enemy before Escape!; other observed guides emphasize the bombing-grid retreat. Follow the current objective in your build, then move every required operator into the escape location. The mission is not complete merely because the spy data is collected.
- MISSION 8 OF 13
08 · Behind Enemy Lines — Luunata
OBJECTIVE: Retake Mordant Citadel. Known HoloTable availability: 2 Cycles. The objective begins with entry from beneath Mordant Citadel. Follow the lower approach rather than exposing the whole squad outside, then locate and disable the citadel's gun systems so the Republic fleet can approach. Treat the guns as interaction objectives when the mission specifies them; defeating defenders alone is not the entire assignment.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 09 · Stillwatch — Vull Quist← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Find Mordant Citadel from belowLuunata's mission begins in mining tunnels below the stronghold. Follow Navigate the Mining Tunnels rather than looking for the sealed public citadel gate. Search a downed droid on the route if you want the optional Intel.
Move through the drill chamberThe observed approach climbs into a drill chamber, then turns left into the first major confrontation. Get two operators behind cover on separate firing lanes before pushing into the exposed tunnel mouth.
Clear both flanks of the first ambushSecure the Coil attackers controlling the platform, especially those who can flank the console. A pair covering each side is safer than clustering all four operators by the lift control.
Call the lift at the platform consoleFollow Use Console to Call the Lift, then confirm the separate SUMMON TURBOLIFT interaction where the game offers it. Standing near the console will not change objectives; interact and verify the new prompt.
Inspect the arriving turboliftThe next phase asks you to Investigate the Turbolift. Approach with AP left for cover or a response attack, because hostile forces can interrupt before the squad gets a clean ride.
Fight through the lift ambushDefeat the Coil attackers and return to the objective route. Keep one operator watching the tunnel approaches while the others clear the near platform; do not abandon an injured teammate beside the lift.
Collect optional upper-level intelAn observed route shows a scope and datapad near the upper approach. These are optional finds; if the mission tracker still reads Reach the Citadel, prioritize the path to the guarded entrance.
Reach and breach the citadel doorClear the droids and Coil guards around the entry, then interact with the marked citadel entrance. Regroup before transitioning indoors, because the following security phase is a defend-and-hold encounter.
Activate the rear security terminalInside security, locate the marked terminal toward the rear of the hall and complete ACTIVATE TERMINAL. There may be optional datapads in the hall, but the terminal is what advances Override Security Lockdown.
Hold the central highlighted zoneThe observed security sequence is a four-turn hold in a marked green square while the lockdown override completes. Leave at least one capable operator in the zone, put others on covered firing angles and recheck the countdown after every enemy wave.
Get back to the turboliftWhen the override completes, the tracker changes to Get to the Turbolift and warns Enemy in Turbolift! Secure that threat instead of remaining in the cleared security zone looking for another terminal.
Defeat Visser and finish the encounterThe recorded end objectives identify Visser followed by remaining Coil forces. Focus on the named enemy from defensible cover; the statue area is described as useful protection in one observed walkthrough. Clear the remaining required foes and let the mission finish before expecting the next story job.
- MISSION 9 OF 13
09 · Stillwatch — Vull Quist
OBJECTIVE: Track down Fathom. Known HoloTable availability: 1 Cycle. Team up with Captain Corvo's Stillwatch Battalion in the asteroid-base operation. Secure a defensible first turn, monitor ally positions and follow the current tracking objective to Fathom's last indicated location. If a new phase starts, regroup before spending all three AP on forward movement.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 10 · Strike Action — Sullust← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Confirm the actual story assignmentStillwatch follows Behind Enemy Lines. The mission summary says to track Fathom at Vull Quist, but recorded combat objectives lead into betrayal and a battle with Stillwatch troops; it is not a routine enemy-marker search.
Understand the opening change of perspectivePublished objective records list an opening Execute the Republic Traitors phase involving Trick. Complete the on-screen prompted sequence and wait for control and objective text to return to Hawks before attempting to locate Fathom again.
Set up safe positions for the battalion fightWhen the tracker becomes Defeat Stillwatch Battalion, take paired cover positions with clear supporting fire. Save recovery and Overwatch options for another enemy group; don't strand an operator in the open chasing a retreating trooper.
Deal with the named Trick encounterThe documented last objective says Defeat Trick. Concentrate the squad on the active target and protect injured members while the encounter resolves. Do not assume you can talk him out of the fight: current recorded coverage provides no verified spare-Trick route.
Check the next mission at the DenAfter completing the betrayal encounter, return to the HoloTable for Strike Action and inspect any remaining Hero or Crisis deadlines. Main-story order is a guide, not permission to ignore current timed missions.
- MISSION 10 OF 13
10 · Strike Action — Sullust
OBJECTIVE: Extract workers from the forced-labor factory. Known HoloTable availability: 1 Cycle. Approach the occupied industrial facility prepared for defensive fire and a rescue objective. Locate the workers and the marked release or evacuation controls; protect the extraction route while the squad moves the objective. Prioritize rescue completion rather than a distant, optional enemy.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 11 · Deep Cover — Umbara← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Rescue all six factory workersStrike Action is a rescue mission at the Imperial labor camp on Sullust, not a switch puzzle. An observed complete route accounts for six workers. Divide the company so two operators can reach separate rescue markers while their teammates protect the civilians.
Use the map's vertical terrainThe factory map has cliffs and elevated routes. Push or displace hostile troops near ledges when a safe ability allows it, but do not waste turns chasing enemies far from a worker or the evacuation route.
Plan the final worker pickupAn observed walkthrough suggests leaving the worker near the upper rock area until last, since gathering all six activates the escape phase. Keep your squad close enough to move together before completing the final rescue.
Expect reinforcements once workers are freedAfter the sixth worker is rescued, Imperial reinforcements enter near the factory and an opposite tunnel. Do not assume eliminating every trooper is required. Clear only the fire lanes stopping your squad from reaching extraction.
Reach the evacuation marker with the teamRegroup all required operators at the designated evac point. If the enemy waves keep returning, stop holding the factory and move toward the live extraction marker; the observed route ends on evacuation, not a final boss.
Double-check rescue and escape objectivesIf the mission does not finish after the firefight, confirm that all six worker interactions registered and your required units reached the extraction area. Check the active tracker before backtracking for optional combat.
- MISSION 11 OF 13
11 · Deep Cover — Umbara
OBJECTIVE: Rescue the undercover clone Baker. Known HoloTable availability: 2 Cycles. Captain Rex's associate Baker is embedded at an Imperial training camp. Identify the camp's entry route and the clone's location on the tactical objective map, then position a teammate to cover Baker while the rescue proceeds. Avoid separating a rescuer from the extraction route and preserve AP for sudden reinforcements.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 12 · Unfinished Business — Kaller← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Prepare the three-operator teamDeep Cover takes place on Umbara after Strike Action and a related Rex story operation. The observed deployment restricts you to three selected operators including Hawks. Equip an ally-targetable healing item: a self-only stim on Hawks cannot save Baker after the rescue.
Follow Rex through Umbara's jungleThe mission opens in free movement with Captain Rex. Follow the path toward the ambush site instead of attacking patrols or searching for an unrelated target. Rex participates here, but is not a permanent Den recruit.
Inspect the illuminated scouting spotBefore entering the clearing, examine the light or scope interaction along the approach. Two observed guides report that it gives three Advantage and a preview of the ambush. Use this preparation before triggering the battle.
Approach the clearing with both flanks coveredThe clearing starts the fight against TK troopers. An observed run counted seven initial enemies with one easy-to-miss trooper on the right flank. Establish two fire lanes rather than committing every operator to the left side.
Reach and rescue BakerThe tracker starts with Head to the Ambush Site and Rescue Baker. Move into the marked rescue or capture area once the approach is safe; don't confuse Baker's arrival with completing the entire mission.
Protect the injured undercover cloneBaker joins injured and becomes a survival condition. Place him behind sight-blocking cover and use an ally-targetable stim if needed. Keep Rex alive as well; both named clone allies must survive the later defense stages.
Hold position for the incoming wavesThe recorded objective changes to Hold Your Position. One complete run reports a three-turn hold before the final enemy sweep. Do not leave the designated position to chase a wounded trooper while it is still counting down.
Use Rex's advantage attacks against groupsRex can make powerful attacks on enemies at range, including a multi-target attack in observed coverage. Spend Advantage when multiple troopers are exposed; a guaranteed-hit ability is more valuable against dangerous armored enemies than routine shots.
Finish the remaining TK troopersAfter the hold completes, the tracker changes to Eliminate the Remaining Troopers. You no longer need to camp the objective zone, but Rex and Baker must still survive. Eliminate enemies in safe groups and let the closing conversation trigger.
Return to the Den for Unfinished BusinessDo not look for Rex as a selectable long-term operator. After the mission, inspect Den conversations, timed Hero Missions and the new Kaller critical assignment before advancing another Cycle.
- MISSION 12 OF 13
12 · Unfinished Business — Kaller
OBJECTIVE: Secure the Separatist base. Known HoloTable availability: 2 Cycles. Gorga's next job is a return to a Separatist installation on Kaller. Verify the current entry objective and any critical unit protection instructions before deploying. Bring complementary damage, support and mobility, then interact with the marked base objectives as the mission updates instead of assuming all combats are elimination-only.
OPEN DEDICATED MISSION WALKTHROUGH →NEXT MISSION → 13 · The Infinite Coil — Bardan← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Resolve the prerequisite and time windowUnfinished Business is the Kaller mission after Deep Cover; its listed unlock includes the Chut Chut, Pateesa choice. One observed chapter route describes a two-cycle window and a related 1,000-Credit Hutt bluff, so check your dialogue and resources before deployment.
Bring a fast droid-clear and medical backupThe first encounter involves numerous battle droids and a tougher second enemy group. An observed strategy uses a mobile Gunslinger with Quickdraw to clear low-health B1 units, supported by explosives and a heavy-damage or healing specialist.
Clear the bridge's first defendersFollow Eradicate the Droid Remnants. Focus on the B1 battle droids first, then check the bridge for two commando droids and a Droideka in the observed route. Do not head for the later escape marker before the current combat objective advances.
Watch the side-door reinforcement waveThe walkthrough records more battle droids and a Super Battle Droid appearing from a door off the bridge. Put the squad under cover and eliminate those blocking the traversal route before crossing too far.
Deal with the far-side reinforcementsA later wave arrives on the other side of the bridge with B1 units, a commando droid and a MagnaGuard. Prioritize melee threats near vulnerable operators; completing the bridge encounter triggers the next non-combat segment.
Search the tunnels for the exitAfter the first fight the squad is trapped in tunnels and the tracker becomes Search for an Exit. Follow the damaged or broken-door route toward daylight, rather than running back across the bridge for a fictional terminal.
Investigate the optional evidenceA recorded datapad before the broken door contains background information, while another inspection of droids outside grants optional Intel. Collect them if safe; the main progression still requires moving ahead to the Investigate objective and its scene.
Recognize the second phase as escapeThe next objective is Get to the Caisson. Republic clone troops and Coil soldiers fight each other and may keep spawning. Treat this as an extraction through a three-sided battle, not as another full map-clear.
Move together through the firefightUse cover and mobility to slip along the safest route toward the highlighted evacuation platform. Attack only units controlling a necessary lane; taking sides in the Coil-versus-clone fight can make both groups focus on your operators.
Get every required operator onto extractionA complete walkthrough ends when the crew reaches the Caisson evacuation zone. Check that all required units are on the marker before ending the turn; endlessly defeating the respawning enemies is not the victory condition.
- MISSION 13 OF 13
13 · The Infinite Coil — Bardan
OBJECTIVE: Confront Fathom at Cindermoor Station. Known HoloTable availability: 3 Cycles. The finale takes place at Cindermoor Station, the orbital shipbreaking yard over Bardan. Resolve wanted companion content and Den upgrades before deployment, equip a full mission-ready squad and save flexibility for multi-phase encounters. Follow each objective change and keep emergency recovery available for the confrontation with Fathom.
OPEN DEDICATED MISSION WALKTHROUGH →END OF ROUTE← PREVIOUS MISSION↑ BACK TO MISSION INDEXTACTICAL WALKTHROUGH · SPECIFIC OBJECTIVES
Finish optional missions before the point of no returnThe Infinite Coil is the final critical assignment at Cindermoor Station above Bardan. A researched walkthrough reports three Cycles to finish desired Hero Missions, equipment and bond upgrades before launch. Once deployed, you cannot return to the Den between the three fights.
Choose a balanced four-person final squadHawks is mandatory and must survive. Use three open slots for area attacks, a high-damage finisher and recovery or strong support. Equip consumables for consecutive battles; there is no between-encounter opportunity to change operators.
Clear the opening hangarThe first listed objective is Clear the Hangar. Fight from covered positions and use the marker to reach the security terminal approach; a datapad along the infiltration route provides optional story background.
Locate and slice the terminal roomFollow Find a Security Terminal, then Slice the Security Terminal. The recorded route opens a console-controlled door into a room with enemy reinforcement entrances on the left and upper side. Merely reaching the console is not the required SLICE TERMINAL interaction.
Protect the active slicerAssign one operator to the security terminal and another to nearby guard cover. The recorded slice can be interrupted by a droid reaching the slicer in melee range, so deal with short-range threats first and use Overwatch on the reinforcement lanes.
Complete the defense and clear the droidsDefend the Security Terminal and Slice in Progress are separate tracker states; Slice Interrupted is a combat interruption, not a demand to locate another terminal. Once the process completes, finish Defeat the Coil Forces before leaving the room.
Find the command mast turboliftAfter the terminal fight, follow Find a Way to the Command Mast. The route reaches a turbolift; complete Use the Turbolift or USE LIFT, then Enter the Command Mast. The terminal section is finished at this point.
Activate the tractor beamLocate the marked command-mast control and carry out Activate the Tractor Beam or ACTIVATE. This triggers the next large encounter. Preserve a recovery item and area-attack ability before the final console interaction.
Survive the opening command-mast wavesThe recorded Withstand the Coil Onslaught phase starts against Typhon's escorts; some playthroughs report a delay before Typhon enters. Prioritize sniper droids, which become more dangerous if left alive, and use cover to avoid losing an operator early.
Break Typhon's protection carefullyTyphon is reported as a shielded Coil B2 unit. Shooting him can trigger retaliation orders to allied droids, so thin out his escorts before concentrating attacks on his shield and health. Avoid spending every area attack on a single target.
Finish every remaining Coil unitDefeat Typhon does not necessarily end the command-mast encounter. The tracked objective also specifies Defeat the Remaining Coil. Sweep surviving enemies out of cover and allow the station's story sequence to continue.
Board the final cruiser hangarThe last fight moves to Bennic's cruiser, where Fathom fights alongside guardians and infected clones. The combat objective is Defeat Fathom rather than Defeat Every Enemy, so concentrate damage on the boss where a safe line of fire exists.
Keep Hawks away from clustered alliesAn observed finale route says Fathom can temporarily control Hawks and use Hawks' attacks against the team. Spread the squad, keep Hawks alive, and reserve healing for this high-risk phase rather than clustering everyone by the boss.
Push through Fathom's second phaseRecorded footage describes a transition at roughly half Fathom's health with Bennic entering the encounter. Regroup and continue focused attacks on Fathom; do not assume defeating surrounding guardians is needed to trigger the ending.
Confirm the end of the main campaignComplete Defeat Fathom while Hawks and Bennic remain alive, then let the epilogue play. The published 13-mission story route ends here. There is no verified fourteenth tactical story mission after The Infinite Coil.
If you get stuck
- My expected story mission is missing
- Check the current HoloTable and speak to operators at the Den. Some contacts, branching Hero assignments and story unlocks require conversations or a different current Cycle. Do not trust the numbered index as a save-file override.
- I lost an operator permanently
- Inspect the save's actual Injury / Campaign Modifier rules. Default three-strikes and optional instant-death settings are different. The official guide says a mission can be restarted from its menu.
- A contract disappeared
- Many optional missions and Hero Missions have short windows. Deploying tactically advances the Cycle; complete expiring work you value before launching the next Critical mission.
- I defeated enemies but did not win
- Read the active objective at the upper left and follow its map marker. Some missions require reaching, rescuing, interacting with or extracting something rather than eliminating every enemy.
- I cannot turn on the new patch rules
- Campaign Modifiers were introduced with patch 1.2. Open Difficulty Settings during creation of a new campaign and use Additional Campaign Options; the rules activate after the tutorial.
- Eavesdropping: where is the alternate docks entrance?
- Turn back from the guards blocking the street, pass the steam vents, go up the nearby metal staircase and cut open the locked upper door. The objective scope is beyond the slum building, not the optional scope near the landing pad.
- Eavesdropping: why is the meeting not triggering?
- Make sure you interacted with the second scope overlooking the docks. The first rail scope near the Gonk only yields optional Intel. The main encounter follows the second scope's eavesdropping scene.
- Dark Waters: how do I get into the caverns?
- Go to the distal Takali Canal lock and operate the drain console. The underwater route opens when the canal is drained; you do not need to locate another surface cavern entrance.
- Dark Waters: why cannot Hawks shoot Fathom?
- The shot is blocked by civilians during the scripted initiation scene. Let the scene play; afterwards defend against the Coil while the Jedi handles the converts.
- Dark Waters: when does Tel-Rea become playable?
- Not in Dark Waters. Finish the later Smugglers' Den story assignment and the follow-up Den conversation to recruit her.
- Smugglers' Den: why is the warehouse not complete?
- The first group of Coil forces is not the last wave. Continue through the warehouse, deal with reinforcements and defeat the shielded Droideka before returning to the Den.
- Smugglers' Den: why does the Droideka ignore my shots?
- Check its shield layer and use attacks that reduce or bypass it before trying to damage the exposed chassis. Reposition behind cover when the return-fire lane is too strong.
- Casualties of War: how do I get past the orange door?
- Complete the PICO-5 observation and speak to the marked Guard Captain waiting in front of that door. Let the conversation finish, then ride the turbolift behind it.
- Casualties of War: what does Explosive Under Guard mean?
- The marked explosive zone is controlled by an enemy. Neutralize that threat, check the live disarm instruction and keep an operator clear of incoming fire while the objective completes.
- Casualties of War: why doesn't defeating every enemy end the mission?
- The prisoner-exchange assignment continues to a civilian rescue and four explosive objectives. Follow the current upper-left task list and protect Hawks, Anakin and Luco.
- Enemy Intelligence: why did the mission get harder after slicing?
- The data retrieval triggers the ambush and escape phase. Turn your squad toward the original entrance, establish cover and make sure all four operators can withdraw.
- Enemy Intelligence: what kills my squad in one hit?
- Marked red bombing grids during enemy turns can deal extreme damage. Move every operator outside the threatened zone before ending their turn.
- Enemy Intelligence: why is Escape! not complete?
- Check whether the current objective still requires defeating a named threat, then bring all four required operators to the exit. Retrieving spy data alone is not the final condition.
- Behind Enemy Lines: where is the citadel entrance?
- Start beneath Mordant Citadel in the mining tunnels, reach the lift console, summon and inspect the turbolift, then follow the updated marker to the guarded entrance.
- Behind Enemy Lines: how do I override the lockdown?
- Use the rear security terminal and hold the marked central green zone for the recorded four-turn sequence. Check the live counter after each wave.
- Behind Enemy Lines: why can I not leave after opening security?
- A later objective returns you to the turbolift, then names Visser and Coil reinforcements. Follow these combat objectives before expecting mission completion.
- Stillwatch: where is Fathom?
- This mission changes into a Stillwatch betrayal and battle. Follow the battalion and Trick objectives on the tactical tracker rather than searching for a separate Fathom objective marker.
- Stillwatch: can I spare Trick?
- The available mission records only verify a Defeat Trick requirement. We are not presenting an unverified dialogue or spare path as a working option.
- Strike Action: what completes the worker rescue?
- An observed playthrough frees six factory workers and reaches an evacuation point while Imperial reinforcements keep arriving. Check each worker and the full squad extraction, not a hypothetical factory switch.
- Strike Action: how do I finish the rescue?
- One documented route rescues six factory workers, then sends the whole squad to evacuation while reinforcements arrive. Move to extraction instead of trying to kill every trooper; no verified central rescue switch is required.
- Deep Cover: why can I bring only three operators?
- The observed Umbara mission deliberately limits the selected squad to Hawks plus two others; Rex and Baker become allied participants during the mission. Plan healing and AP support around that restriction.
- Deep Cover: why did the mission fail after I saved Baker?
- Baker arrives wounded and must survive the final phases, as must Rex. Bring an ally-targetable healing item and protect the two named clones until the remaining TK troopers are eliminated.
- Deep Cover: how long do I hold the ambush site?
- A complete observed route reports three hold turns, followed by a separate Eliminate the Remaining Troopers objective. Recheck the in-game counter after each round rather than leaving the zone early.
- Unfinished Business: why am I stuck on the bridge?
- Eradicate the Droid Remnants includes waves from the side door and the far side of the bridge. Look for the commando droid, Droideka or MagnaGuard left alive before the tunnel route opens.
- Unfinished Business: how do I get out of the tunnels?
- After the bridge fight, follow Search for an Exit past the broken door, the outdoor droid evidence and the Investigate scene. The final Get to the Caisson objective is a different extraction fight.
- Unfinished Business: do I have to clear the clones and Coil?
- No. In an observed playthrough, both factions continue arriving and fighting one another. Move the required squad to the Caisson evacuation zone rather than trying to destroy every unit.
- The Infinite Coil: why does the terminal slice keep resetting?
- A nearby enemy can interrupt the active slicer. Keep an operator guarding the console, kill melee-range droids and wait until Slice in Progress has actually completed.
- The Infinite Coil: I defeated Typhon but the fight is not over.
- The objective list requires Defeat the Remaining Coil after Typhon. Search the command-mast bridge for surviving droids before looking for the next story interaction.
- The Infinite Coil: why is Hawks damaging allies?
- A recorded Fathom encounter includes temporary control over Hawks. Spread operators apart, keep Hawks alive, and focus the squad's remaining attacks on Fathom.
- The Infinite Coil: do I need to defeat all the guardians?
- The finale's tracked win condition is Defeat Fathom while Hawks and Bennic survive. An observed walkthrough completes the battle by focusing on Fathom rather than eliminating all escorts.
NAVIGATION / COMMON BLOCKERS
Where to go when you are stuck
These ten mission-specific answers cover the first Courtsilius operations and the Bespin rescue. Select the mission link for the full objective route; other choices and mission timers remain save-dependent.
Eavesdropping: where is the alternate docks entrance?
Turn back from the guards blocking the street, pass the steam vents, go up the nearby metal staircase and cut open the locked upper door. The objective scope is beyond the slum building, not the optional scope near the landing pad.
Eavesdropping: why is the meeting not triggering?
Make sure you interacted with the second scope overlooking the docks. The first rail scope near the Gonk only yields optional Intel. The main encounter follows the second scope's eavesdropping scene.
Dark Waters: how do I get into the caverns?
Go to the distal Takali Canal lock and operate the drain console. The underwater route opens when the canal is drained; you do not need to locate another surface cavern entrance.
Dark Waters: why cannot Hawks shoot Fathom?
The shot is blocked by civilians during the scripted initiation scene. Let the scene play; afterwards defend against the Coil while the Jedi handles the converts.
Dark Waters: when does Tel-Rea become playable?
Not in Dark Waters. Finish the later Smugglers' Den story assignment and the follow-up Den conversation to recruit her.
Smugglers' Den: why is the warehouse not complete?
The first group of Coil forces is not the last wave. Continue through the warehouse, deal with reinforcements and defeat the shielded Droideka before returning to the Den.
Smugglers' Den: why does the Droideka ignore my shots?
Check its shield layer and use attacks that reduce or bypass it before trying to damage the exposed chassis. Reposition behind cover when the return-fire lane is too strong.
Casualties of War: how do I get past the orange door?
Complete the PICO-5 observation and speak to the marked Guard Captain waiting in front of that door. Let the conversation finish, then ride the turbolift behind it.
Casualties of War: what does Explosive Under Guard mean?
The marked explosive zone is controlled by an enemy. Neutralize that threat, check the live disarm instruction and keep an operator clear of incoming fire while the objective completes.
Casualties of War: why doesn't defeating every enemy end the mission?
The prisoner-exchange assignment continues to a civilian rescue and four explosive objectives. Follow the current upper-left task list and protect Hawks, Anakin and Luco.
Bespin disarm actions are reported differently in walkthroughs. Follow your active objective prompt and check which enemies control the marked zone.
NAVIGATION / MAIN STORY MISSIONS 07–13
Stuck in the later story? Find the exact objective
Objective-based fixes cover the Lucrehulk extraction, Mordant Citadel, Sullust worker rescue, Rex and Baker on Umbara, Kaller escape and the Cindermoor finale. When a route is unverified, the guide says so.
Enemy Intelligence: why did the mission get harder after slicing?
The data retrieval triggers the ambush and escape phase. Turn your squad toward the original entrance, establish cover and make sure all four operators can withdraw.
Enemy Intelligence: what kills my squad in one hit?
Marked red bombing grids during enemy turns can deal extreme damage. Move every operator outside the threatened zone before ending their turn.
Enemy Intelligence: why is Escape! not complete?
Check whether the current objective still requires defeating a named threat, then bring all four required operators to the exit. Retrieving spy data alone is not the final condition.
Behind Enemy Lines: where is the citadel entrance?
Start beneath Mordant Citadel in the mining tunnels, reach the lift console, summon and inspect the turbolift, then follow the updated marker to the guarded entrance.
Behind Enemy Lines: how do I override the lockdown?
Use the rear security terminal and hold the marked central green zone for the recorded four-turn sequence. Check the live counter after each wave.
Behind Enemy Lines: why can I not leave after opening security?
A later objective returns you to the turbolift, then names Visser and Coil reinforcements. Follow these combat objectives before expecting mission completion.
Stillwatch: where is Fathom?
This mission changes into a Stillwatch betrayal and battle. Follow the battalion and Trick objectives on the tactical tracker rather than searching for a separate Fathom objective marker.
Stillwatch: can I spare Trick?
The available mission records only verify a Defeat Trick requirement. We are not presenting an unverified dialogue or spare path as a working option.
Strike Action: what completes the worker rescue?
An observed playthrough frees six factory workers and reaches an evacuation point while Imperial reinforcements keep arriving. Check each worker and the full squad extraction, not a hypothetical factory switch.
Strike Action: how do I finish the rescue?
One documented route rescues six factory workers, then sends the whole squad to evacuation while reinforcements arrive. Move to extraction instead of trying to kill every trooper; no verified central rescue switch is required.
Deep Cover: why can I bring only three operators?
The observed Umbara mission deliberately limits the selected squad to Hawks plus two others; Rex and Baker become allied participants during the mission. Plan healing and AP support around that restriction.
Deep Cover: why did the mission fail after I saved Baker?
Baker arrives wounded and must survive the final phases, as must Rex. Bring an ally-targetable healing item and protect the two named clones until the remaining TK troopers are eliminated.
Deep Cover: how long do I hold the ambush site?
A complete observed route reports three hold turns, followed by a separate Eliminate the Remaining Troopers objective. Recheck the in-game counter after each round rather than leaving the zone early.
Unfinished Business: why am I stuck on the bridge?
Eradicate the Droid Remnants includes waves from the side door and the far side of the bridge. Look for the commando droid, Droideka or MagnaGuard left alive before the tunnel route opens.
Unfinished Business: how do I get out of the tunnels?
After the bridge fight, follow Search for an Exit past the broken door, the outdoor droid evidence and the Investigate scene. The final Get to the Caisson objective is a different extraction fight.
Unfinished Business: do I have to clear the clones and Coil?
No. In an observed playthrough, both factions continue arriving and fighting one another. Move the required squad to the Caisson evacuation zone rather than trying to destroy every unit.
The Infinite Coil: why does the terminal slice keep resetting?
A nearby enemy can interrupt the active slicer. Keep an operator guarding the console, kill melee-range droids and wait until Slice in Progress has actually completed.
The Infinite Coil: I defeated Typhon but the fight is not over.
The objective list requires Defeat the Remaining Coil after Typhon. Search the command-mast bridge for surviving droids before looking for the next story interaction.
The Infinite Coil: why is Hawks damaging allies?
A recorded Fathom encounter includes temporary control over Hawks. Spread operators apart, keep Hawks alive, and focus the squad's remaining attacks on Fathom.
The Infinite Coil: do I need to defeat all the guardians?
The finale's tracked win condition is Defeat Fathom while Hawks and Bennic survive. An observed walkthrough completes the battle by focusing on Fathom rather than eliminating all escorts.
The mission listings and observed combat routes are independent community sources, not publisher-certified playthroughs. Follow your in-game objective markers when they differ.
ZERO COMPANY / ALL HERO MISSIONS · OCTOBER 2026
All 11 Hero Mission walkthroughs
These optional or conditionally critical character stories are separate from the thirteen main tactical missions. Several unlock only after a specific Intel Operation or previous Hero assignment. The descriptions below distinguish published objective sequences from tactical advice. Open a mission's Stuck section for two objective-specific fixes and use direct Hero continuation links only where a documented follow-up exists. Exact map routes are not invented where sources have no verified path.
Best Served Cold
OPEN DEDICATED WALKTHROUGH →How to unlock: Recruit Cly Kullervo. Her first personal assignment becomes available after her introductory conversation.
Do not fail: Cly and Hawks must survive; preserve Cly even if a different squadmate can finish the fight.
Afterward: Without Honor or Humanity
Where to go and what to do
- Opening: use the generator
Inspect the left-side electrical generator beside the clustered Pyke Strikers before spending the first round on direct fire. Destroying it shocks the group; then eliminate survivors from cover. This environmental option is documented in the encounter walkthrough.
- Take the upper platforms
Advance around the tiered arena with covered firing positions. Remove nearby Pyke Enforcers before focusing Idra Farrar so return fire does not overwhelm Cly.
- Eliminate Idra
Concentrate Cly and the supporting operators on Idra once the escorts are under control. Do not spend every area attack if you can finish him with single-target abilities.
- Reinforcement wave
Idra's defeat triggers another Pyke group arriving from the lower entrance. Reposition into cover and use reserved area damage or Overwatch to clear the wave. Completion requires all remaining gangsters defeated while Cly survives.
Stuck? Show mission-specific fixes
- Idra is defeated but the mission did not end
- The observed encounter has another Pyke group enter from the lower approach after Idra falls. Hold the covered platforms, remove the remaining gangsters and wait for the full defeat objective to register.
- Cly's mission is missing
- Cly must be recruited and her first personal conversation needs to advance. Revisit the Den and HoloTable before another tactical deployment; her personal missions can be time-sensitive.
Check the stated prerequisites and live HoloTable first. The next assignment may not be immediately available.
Without Honor or Humanity →Without Honor or Humanity
OPEN DEDICATED WALKTHROUGH →How to unlock: Cly Kullervo recruited; complete Best Served Cold. The assignment targets Kervis Akali.
Do not fail: Cly and Hawks are protected operators; check the in-game mission briefing for the exact rule on your save.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Check Cly's assignment before advancing another Cycle
Recruit Cly and complete Best Served Cold before looking for this Serolonis operation. One observed campaign made it Critical with a one-Cycle window after she joined; treat the live HoloTable deadline as authoritative. Heal Cly and reserve recovery and anti-droid or crowd-control utilities before deploying.
- Find Kervis Akali in Zone Herf
Track Hunt for Kervis Akali across the mission area rather than looking for a generic assassination contract. The Coil-aligned Mandalorian is the named target; use the visible objective marker because a universal corridor-by-corridor approach has not been independently established.
- Remove the Coil Seer before starting the boss damage race
A detailed observed playthrough reports a Coil Seer with an AP-draining reaction and a plague-related effect. Focus on the Seer and then the Guardian from cover before exchanging repeated shots with heavily protected Mandalorians. Check effect icons in your current build instead of assuming every enemy has the same resistance.
- Protect Cly from AP drain and retaliation
If Cly loses actions after attacking an enemy, inspect the drain or retaliatory effect before trying the same attack again. Let a sturdier support operator handle the triggering shot when practical. Use a safe ability or repositioning action that remains available, rather than leaving Cly exposed after her AP is taken.
- Fight Mandalorians from separated cover positions
The observed battle includes several high-health Mandalorian opponents who can attack more than once. Do not line all four operators up for the same retaliation or area attack. Use Cly's available dart, area-effect and mobility tools from safety, with one teammate ready to Rally a downed required operator.
- Leave capacity for more than one reinforcement wave
A firsthand route describes additional enemies entering from different sides as the escort thins and Kervis begins taking damage. That trigger was observed in one playthrough, not confirmed as a fixed threshold for every difficulty. Prepare cover toward both flanks before committing every cooldown to Kervis.
- Eliminate Kervis only after controlling the escort
When Eliminate Kervis becomes the primary focus, concentrate reliable damage while keeping Cly and Hawks alive. Avoid drawing simultaneous attacks from the boss and fresh reinforcements if the surrounding enemies can be removed first. This is a kill objective, not a verified dialogue or spare-target branch.
- Finish Defeat the Coil Forces
Kervis falling does not by itself satisfy the later Defeat the Coil Forces requirement. Inspect the current objective list, eliminate remaining marked enemies and wait for the mission completion state. If the fight appears stuck, look for surviving attackers behind cover instead of searching for an unreported exit lever.
- Return to the Den and review the outcome
After the result screen, inspect Cly's injuries and any new HoloTable entries before advancing another Cycle. Rewards reported in individual playthroughs and community indexes may differ, so record the Credits and gear actually shown by your own game rather than trusting a fixed reward claim.
Stuck? Show mission-specific fixes
- Cly loses her actions after attacking
- One documented playthrough reports AP drain from a Coil Seer and retaliatory attacks. Check the enemy status and ability icons, then use a different teammate to absorb a trigger if needed before exposing Cly again.
- Kervis died, but the battle continues
- The recorded final objective also requires defeating the remaining Coil Forces. Watch for additional enemies entering from different sides and finish the marked opponents rather than searching for another assassination interaction.
Distress Call
OPEN DEDICATED WALKTHROUGH →How to unlock: Jae Mordant in roster and the Kinro Decryption Operation/decision resolved.
Do not fail: Jae and Hawks must survive; do not send Jae alone after the named target.
Afterward: You Can't Go Home Again
Where to go and what to do
- Start from the crate line
The fight opens in a crate-filled industrial yard. Take cover before trading shots with the Coil Strikers and position Jae and Hawks where they can support one another.
- Defeat Kinro Billix
The battlefield objective advances to defeating Kinro. Use a mobile flanker to shoot past protected positions while your ranged operators hold sightlines from cover. Retain AP for Backup or defensive responses.
- Defeat the Coil Forces
Kinro's defeat does not automatically finish the mission: more Coil forces arrive. Hold your cover, face the incoming wave with Overwatch where possible and clear the remaining marked targets.
- Return to the Den
Check injuries and whether Jae's follow-up Hero Mission has appeared. Her later assignment is tied to its own campaign requirements, not merely completion of this battle.
Stuck? Show mission-specific fixes
- Kinro is dead but the mission is still active
- The tracked follow-up says Defeat the Coil Forces. Stay in cover for the later wave and finish the remaining attackers; eliminating Kinro alone is not the final victory state.
- Jae's next Hero assignment has not appeared
- You Can't Go Home Again also requires the Shu-Torun Sympathizers decision. Check Jae's Den conversation, that decision and the live HoloTable instead of assuming a battle win instantly unlocks deployment.
Check the stated prerequisites and live HoloTable first. The next assignment may not be immediately available.
You Can't Go Home Again →You Can't Go Home Again
OPEN DEDICATED WALKTHROUGH →How to unlock: Jae Mordant available, Distress Call completed and the Shu-Torun Sympathizers campaign choice resolved.
Do not fail: Protect Jae and Hawks throughout the attack; do not assume destruction alone completes the mission.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Locate Generator Aurek
Move to the marked Imperial generator and use the prompt to plant charges. Let the Aurek charges finish priming before abandoning that section of the objective.
- Locate Generator Besh
Follow the updated marker to the second generator. Plant Besh charges, defend the approach and wait for priming rather than treating one interaction as an instant demolition.
- Locate Generator Cresh
Repeat the charge-planting and priming sequence at Cresh. Cover the operator handling the interaction and watch for new enemy pressure after the explosive objective changes.
- Defeat Imperial troops
After the three generator phases, the indexed objective turns to defeating Imperial troops. Maintain cover and check the mission success state before trying to leave the map.
Stuck? Show mission-specific fixes
- The generator objective will not advance
- The recorded route distinguishes locating a generator, planting charges and waiting for priming. Complete all three stages for Aurek, Besh and Cresh; walking up to the device is not the same as operating it.
- I destroyed the generators but cannot finish
- The indexed last stage is Defeat the Imperial Troops. Clear the required defenders after all three charge sequences and verify the mission-complete screen before attempting extraction.
Buy Cheap, Never Sleep
OPEN DEDICATED WALKTHROUGH →How to unlock: Recruit Kabb, resolve the Opportunity Knocking Operation and locate the Anaxes Hero Mission under Missions.
Do not fail: Hawks and Kabb must survive; the extraction objective may require all deployed operators.
Afterward: Kith and Kin
Where to go and what to do
- Secure the Separatist tech
Reach the security chest in the outpost and clear the nearby B1 droids. Hold shooting positions over the upper catwalks, where more dangerous droids can threaten the operator working the chest.
- Use Safecracker
Move an operator with the needed interaction to the marked chest and activate Safecracker. The objective changes to a defense encounter; keep that operator protected rather than chasing targets across the map.
- Defend for three stages
Prepare Overwatch toward the reinforcement doorway and protect the safecracker while the three-turn hack progresses. Counter incoming BX commandos, snipers and heavier droids from the safest available cover.
- Extract all four
When the chip is secured, follow the extraction marker up to the elevated landing pad. Move every deployed operator into the zone and safeguard Kabb and Hawks. Do not keep farming droids once evacuation is available.
Stuck? Show mission-specific fixes
- The safecracker has finished but no victory screen appears
- The observed mission has a defense period and then a separate extraction stage. Protect the operator handling the chest and check the new marker once the comm chip is secured.
- The squad is at the landing pad but extraction is not complete
- The documented route requires every deployed operator at the elevated evac location. Bring all four, not just Kabb or Hawks, and check whether a straggler is outside the marked zone.
Check the stated prerequisites and live HoloTable first. The next assignment may not be immediately available.
Kith and Kin →Kith and Kin
OPEN DEDICATED WALKTHROUGH →How to unlock: Kabb in roster; complete Buy Cheap, Never Sleep; resolve the Comm Relay Search decision/Operation.
Do not fail: Protect Kabb and the marked family objective. Follow the exact mission briefing rather than assuming every nearby civilian is optional.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Resolve the chain before deploying to Mapuzo
Kabb must be recruited; complete Buy Cheap, Never Sleep and resolve Comm Relay Search before looking for Kith and Kin. The mission can expire, but a universal exact deadline has not been confirmed. Do not spend another Cycle while it is available if Kabb's family story matters to you.
- Read the protection condition before firing
The objective is Protect Kabb's Family while eliminating Gatanus and the Pyke criminals. Kabb is the required operator and must survive. Start with a stable squad and keep an AP-efficient recovery option available rather than sending Kabb into the middle of the industrial yard.
- Identify the generators and explosive barrels
An observed encounter places Pyke Strikers among crates and environmental hazards in a sandy industrial area. Pan the camera before the first action and check which generators or barrels are close enough to enemies for safe splash damage. Hazards are tactical opportunities, not required switches.
- Thin the Pyke Strikers behind cover
Use an operator with a safe ranged angle to trigger a hazard near a clustered Striker, then finish wounded targets with an ally able to move back into cover. Avoid spending several exposed attacks on full-health Pyke units when an environmental hit or coordinated Backup can reduce their return fire.
- Keep Kabb inside the support line
Position Kabb behind hard cover where he can contribute Backup or other support without being the closest target. Do not take an unnecessary exposed finishing shot with him. In the observed route, a support-focused Kabb and mobile damage dealers handle the scattered Strikers safely.
- Concentrate attacks on Gatanus when the yard is controlled
Once the nearby Strikers are cleared, shift coordinated attacks to Gatanus. Check the live health bar and your remaining hazard options, then combine safe ranged attacks with a close-range finisher only when your melee operator can survive the counterattack.
- Finish every marked Pyke criminal objective
Eliminating Gatanus alone may leave Defeat the Pyke Criminals incomplete. Locate remaining marked Strikers and complete both enemy objectives while preserving Kabb and the protected family condition. A named boss dying is not proof the mission has already ended.
- Confirm extraction and treat injuries
Let the victory objective and debrief resolve before returning to the Den. Recheck Kabb's recovery needs and current HoloTable availability. Kith and Kin is the documented end of this particular Kabb Hero chain, not permission to skip other operator stories.
Stuck? Show mission-specific fixes
- The Pyke Strikers overwhelm Kabb
- An observed arena has electrical generators and explosive barrels near the attackers. Trigger environmental damage from safe range, clear smaller threats first and leave Kabb behind solid cover with a supporting teammate.
- Gatanus is eliminated but completion does not trigger
- The mission also requires Defeat the Pyke Criminals while keeping Kabb and the protected family alive. Finish remaining marked Strikers and allow the debrief to resolve.
Lord of Betrayal
OPEN DEDICATED WALKTHROUGH →How to unlock: Luco Bronc recruited and the Sullust Search operation/decision resolved.
Do not fail: Preserve Luco and Hawks and check the active survival requirement.
Afterward: No Kings, No Masters
Where to go and what to do
- Unlock Luco's Sullust revenge mission
Recruit Luco Bronc and resolve Sullust Search to unlock his Hero assignment. The published mission data marks it as expirable but does not confirm an exact universal deadline. Check the live HoloTable before spending a Cycle on unrelated tasks.
- Deploy for an escort fight and a named survivor
The operation is Help Luco Get Revenge, with Defeat the Separatist Forces before Eliminate Geryon appears. Luco is a required surviving operator; keep him in protected rear cover with access to squad support. A mobile damage dealer, long-range fire and a healing option give the team flexibility.
- Establish two firing lines against the droids
An observed walkthrough opens with B1 units, stronger droids and ranged threats before Geryon arrives. Keep the aggressive pair near forward cover while Luco and a ranged operator retain safer lanes. Use Overwatch or Backup when it helps remove a threatening sniper without overexposing the squad.
- Save anti-droid effects for the later wave
Do not exhaust all area attacks or consumables on weak early droids. The observed Geryon encounter later includes escorts that can protect him. Preserve a disruptive effect such as Dazed or Burning when available, and keep enough recovery utility for the boss encounter.
- Watch for reinforcement and boss-entry markers
When Geryon enters with more droids, the objective changes to Eliminate Geryon. Check the live map for the new threat; an observed route shows Geryon entering through a doorway. Shift Luco out of any newly exposed flank before taking extra attacks.
- Remove the droids protecting Geryon
One recorded fight shows Geryon's protection response when he is attacked with escorts nearby. If shooting the boss causes punishing retaliation, thin out his guard first. Break any interfering droid cover from defensible positions rather than losing the squad to repeated attacks on a protected target.
- Apply control and focus the named target
Use the current build's suitable disabling or armor-bypassing options to limit Geryon's next attack, then take coordinated shots or strikes on the boss. A recorded strategy uses Dazed and Burning effects, but precise ability ranks and utility charges vary by operator build; follow your active tooltips.
- Avoid a clustered squad when rockets land
Keep Luco away from the boss's incoming blast lane and give other operators separated cover so one area attack cannot down two required team members. Rally or heal an endangered teammate before pursuing a marginal final shot.
- Finish Eliminate Geryon and return to the Den
In one complete encounter the mission resolves when Geryon falls, without a mandatory full-map sweep of leftover droids. Follow the active win condition and allow the closing scene. Then check No Kings, No Masters, whose unlock also depends on Luco, Trick and other campaign decisions.
Stuck? Show mission-specific fixes
- Attacking Geryon causes punishing return fire
- One recorded encounter shows protective retaliation while Geryon's escorts remain. Reduce the guard before focusing the super tactical droid, then use your current build's disruptive effects to control his counterattack.
- Luco falls or the droid battle feels impossible
- Luco must survive. Place him behind rear cover away from incoming rockets, protect against the reinforcement entry lane and reserve Rally or recovery utility. Concentrate attacks once the objective changes to Eliminate Geryon.
Check the stated prerequisites and live HoloTable first. The next assignment may not be immediately available.
No Kings, No Masters →No Kings, No Masters
OPEN DEDICATED WALKTHROUGH →How to unlock: Luco and Trick available; Lord of Betrayal finished; Umbaran Expertise and Weak Spot campaign decisions resolved.
Do not fail: Luco and Trick participate in the mission; inspect briefing survival requirements for your save.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Verify all the required campaign decisions
Bring both Luco and Trick, complete Lord of Betrayal and resolve Umbaran Expertise and Weak Spot before expecting this Umbara Hero assignment. The campaign records do not establish an exact universal Cycle start, so inspect the HoloTable after each prerequisite is satisfied.
- Reach the entry terminal with protected support
The first verified objective is Access the Entry Terminal. Move the squad under mutually supporting fire, clear direct threats to the interacting operator and leave enough AP to activate the marker. Defeating enemies near the entrance is not a substitute for operating the terminal.
- Open the facility with the marked interaction
Complete OPEN FACILITY at the active console or interaction marker. If the doors appear closed after combat, revisit the terminal and verify that the action has registered in the upper-left tracker before searching for a hypothetical hidden switch.
- Regroup on the way to the turbolift
The next objective is Get to the Turbolift. Keep required operators Luco and Trick in range of support and follow the new marker rather than returning to the initial console after the facility opens.
- Handle the Imperials Jamming Turbolift state
The recorded final objective phase reads Imperials Jamming Turbolift! Check whether an enemy group or a visible interaction controls the lift in your current game. The available objective records do not verify a specific jammer location, so avoid leaving the mission area to look for a fabricated switch.
- Confirm the actual completion objective
After handling the lift obstruction, read the updated mission tracker and wait for the results/debrief before returning to the Den. No trustworthy source currently fixes an exact room-by-room exit route after the jamming prompt; do not assume an extra boss or hidden terminal is required.
Stuck? Show mission-specific fixes
- The Umbara mission has not appeared
- Check Luco and Trick, finish Lord of Betrayal and resolve both Umbaran Expertise and Weak Spot before another Cycle. The available community record does not specify a reliable universal start Cycle.
- The turbolift is marked but cannot be used
- After OPEN FACILITY, the objective can change to Imperials Jamming Turbolift! Follow the live enemy or interaction marker and recheck the lift when it clears. A particular jammer console location is not yet independently confirmed.
Origin of Infection
OPEN DEDICATED WALKTHROUGH →How to unlock: Recruit Tel-Rea and check her personal assignment when it appears at the HoloTable.
Do not fail: Tel-Rea is required. Keep the data-transfer operator protected during defense stages.
Afterward: Sisters is another Tel-Rea assignment; a strict required sequence is not established
Where to go and what to do
- Investigate the abandoned lab
The overarching goal is the origin of the plague. Track the abandoned lab and move to the Separatist databank named by the objective system.
- Access the databank
Reach the interaction point and use ACCESS DATABANK. Do not mistake the terminal marker for a combat-only objective.
- Protect the data transfer
Keep cover on approaches while the transfer runs. The objective list includes Data Transferring, so conserve abilities and avoid dispersing the whole squad from the terminal.
- React to interrupted transfer
The recorded sequence ends with Transfer Interrupted. Use the new objective marker or interaction prompt to restore progression; the source does not establish a universal physical switch or guaranteed enemy spawn.
- Confirm the reward
Check the mission-complete screen and the two recorded Capacitors rather than assuming the transfer is complete as soon as the timer appears to reach zero.
Stuck? Show mission-specific fixes
- The databank is highlighted but the transfer will not start
- Move an operator to the active ACCESS DATABANK interaction and complete it. Position allies to defend the upload; simply standing next to the terminal does not advance its transfer objective.
- The objective says Transfer Interrupted
- This is a recorded objective state, not proof that the mission is broken. Check the new marker, threats and interaction prompt in the current build. The available evidence does not verify one universal reset switch.
Sisters
OPEN DEDICATED WALKTHROUGH →How to unlock: Recruit Tel-Rea and progress her personal dialogue; published playthroughs place the encounter after Deep Cover.
Do not fail: Hawks and Tel-Rea must survive; Trilla can execute a downed Tel-Rea.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Prepare for endurance, not a kill
Bring Hawks and Tel-Rea plus a healer and someone who can control smaller enemies. The documented fight is six turns of survival against Trilla, not a normal assassination mission.
- Collect opening Advantage
During the approach on Dantooine, inspect the destroyed bike along the route; the walkthrough identifies an optional +3 Advantage pickup before the encounter is triggered.
- Keep Tel-Rea away from Trilla
Avoid directly attacking Trilla when her powerful reactions are available. Use Tel-Rea to remove surrounding stormtroopers and keep her outside the boss's immediate threat area.
- Handle a knockdown immediately
If Tel-Rea goes down, rally or revive her immediately to interrupt Trilla's impending execution. Avoid leaving Tel-Rea adjacent to the boss between turns.
- Survive the sixth round
The encounter resolves by surviving six turns with Hawks and Tel-Rea alive. Wait for the scripted scene instead of trying to deplete Trilla's health.
Stuck? Show mission-specific fixes
- I cannot defeat Trilla
- You do not need to win a damage race. Published playthroughs describe a six-turn survival encounter: keep Hawks and Tel-Rea alive, avoid unnecessary attacks on Trilla and remove stormtroopers threatening the squad.
- Tel-Rea is down and Trilla is about to execute her
- Rally or revive Tel-Rea immediately, then move her away from Trilla's immediate threat area. Allowing the execution can end the mission even if the squad has already survived several turns.
No Clone Left Behind
OPEN DEDICATED WALKTHROUGH →How to unlock: Progress Trick's personal conversations and complete the Contact Sawtooth HoloTable Operation before the rescue.
Do not fail: Hawks, Trick and Sawtooth must reach extraction. Other deployed squadmates left behind can be permanently lost.
Afterward: No recorded Hero follow-up
Where to go and what to do
- Choose the Contact Sawtooth Operation
On the HoloTable, resolve Contact Sawtooth first. The published guide describes a safer communication approach and a closer, injury-risking approach. The Operation unlocks the Ryloth mission; it is not itself the tactical rescue.
- Reach Sawtooth at upper right
Once deployed with Hawks and Trick, follow the rescue objective toward the upper-right area. Split only enough to hold safe firing angles; keep the rescuers within mutual support range.
- Trigger extraction on the left
Reaching Sawtooth activates a new evacuation zone on the left. Reorient the entire squad instead of spending extra turns clearing infinite or irrelevant enemies.
- Evacuate everyone you want to keep
Hawks, Trick and Sawtooth are the protected evac requirements. The guide warns that other operators left on the battlefield can be lost permanently even if the mission finishes, so get all four deployed squadmates into the extraction area whenever possible.
Stuck? Show mission-specific fixes
- Sawtooth is rescued but the objective continues
- Reaching Sawtooth activates an extraction stage on the other side of the map. Move the required survivors toward the newly marked landing zone rather than trying to eliminate every distant enemy.
- Why did I lose another operator during evacuation?
- The observed rescue warns that an extra operator left outside the extraction area can be lost even after protected characters escape. Move all deployed squadmates to evacuation when possible, not just Hawks, Trick and Sawtooth.
MORE GAMEPLAY / REAL PC SCREENSHOTS
More from the battlefield
Continue into the detailed guides below, or open a specific mission from the searchable mission finder.


ZERO COMPANY / FIELD TACTICS AND PROGRESSION
Seven operators, eight classes and squad builds
There is no single optimal team for every map. These role-based setups are practical recommendations, not universal tier rankings or promises that the equipment is unlocked at the beginning. Your recruited operators, secondary specializations, Focus, bonds and Campaign Modifiers can change the best tactical choices.
Recommended operator builds
Tesh Hawks
Recommended role build: Medic → Scout
Starting equipment: Blaster rifle or precision weapon
How to play: Prioritize healing and positioning first. Medic improves staying power while Scout generates Advantage for the other operators. Keep Hawks alive because they are often required by mission survival conditions.
Gunslinger or Sharpshooter work when another squadmate already provides reliable healing.
Trick (CT-3301)
Recommended role build: Heavy → Soldier
Starting equipment: DC-15LE or other solid blaster rifle
How to play: Invest first in the self-revive/injury protection talent, then Heavy durability and Bulwark/taunt to keep fire off the team's ranged specialists. Use Soldier tools when close-range control becomes necessary.
If you need early blast damage more than protection, keep Soldier primary and add Heavy second.
Jae Mordant
Recommended role build: Scout → Sharpshooter
Starting equipment: Longarm precision blaster
How to play: Create firing lanes with Scout reconnaissance and use Final Shot to finish targets already softened by the squad. High-ground positions help, but avoid spending all three AP climbing away from cover.
Gunslinger supports a faster mobile playstyle; check line of sight before investing in pure damage.
Cly Kullervo
Recommended role build: Warrior → Scout
Starting equipment: Blaster pistol
How to play: Use Combat Jump to reach cover and set up ElectroWeb targets. Let a Scout provide Advantage, then chain Dart and Surge against groups. Keep a safe retreat option for after the burst.
Gunslinger is a possible second specialization if another scout already generates Advantage.
Kabb Uppercut
Recommended role build: Assault → Soldier
Starting equipment: Blaster rifle
How to play: Position for a safe Uppercut that moves a dangerous enemy or finishes a weakened target; the mobility and potential AP refund reward deliberate follow-up attacks.
Scoundrel is another aggressive pairing, while a Heavy-oriented recruit can cover a team that lacks a tank.
Tel-Rea Vokoss
Recommended role build: Padawan + Wayseeker (character-linked)
Starting equipment: Dual lightsabers
How to play: Use Pull or Push to move dangerous enemies into your squad's firing lanes and build Harmony. Choose defensive Meditation and reliable lightsaber abilities before expensive finishing powers.
Her distinctive Jedi specializations are fixed to this character; do not list them as freely selectable for custom recruits.
Luco Bronc
Recommended role build: Sharpshooter → Scoundrel
Starting equipment: Longarm ranged weapon
How to play: Take covered vantage points and prepare a marked target before spending Advantage on high-impact attacks. Use a second support class if the rest of the team is already overloaded with pure damage.
Soldier provides a more direct damage alternative when the mission keeps him in shorter sightlines.
What each specialization contributes
Assault
Gap closing and displacement. Use mobility to take a safe side angle, disrupt a high-value target and move back behind cover.
Combine with a protective Soldier or Heavy when the operator must hold the point after closing in.
Gunslinger
Multiple quick attacks. Use fast pistol attacks and Quick Draw effects to finish softened enemies; avoid wasting multiple shots into strong cover.
Pairs well with a Scout who supplies Advantage for reliable follow-up attacks.
Heavy
Durability and taunt. Draw hostile attacks away from objective operators with Heavy defensive tools and protect narrow approaches.
Prioritize reliable survivability before expensive retaliation perks.
Medic
Healing and ally support. Keep within support distance while using restorative actions only when they swing the team's next turn.
Carry a compatible healing utility and check that the target is organic: standard medpacs do not heal droids.
Scoundrel
Close support and setup. Support ally attacks, leverage favorable angles and make sure a follow-up operator can use the opening.
Combines well with ranged specialists or a commander focused on assisting teammates.
Scout
Recon and Advantage generation. Reveal threats with Combat Recon before committing the team's high-cost offensive ability.
Works especially well alongside Cly's Advantage-heavy attacks or Jae's long-distance finishing.
Sharpshooter
Long-range precision. Use accurate fire from defensible cover and identify a protected high-value threat before spending attacks.
Give this operator a bodyguard when missions transition to enclosed rooms.
Soldier
General-purpose damage. Use straightforward blaster damage and disruption, and choose a position with room to reposition next turn.
A practical secondary specialization for tanks or melee operators that need a reliable ranged action.
Three usable squad templates
Safe first playthrough
Roster: Hawks (Medic), Trick (Soldier/Heavy), Kabb (Assault), flexible Scout or Sharpshooter
Hawks can support and restore allies, Trick holds the exposed side, Kabb moves enemies away from cover, and the fourth slot provides reconnaissance or precision. Verify mandatory story companions before deploying.
High-Advantage burst
Roster: Hawks (Scout/Medic), Cly (Warrior/Scout), Trick (Heavy/Soldier), Jae (Sharpshooter/Scout)
Generate Advantage before Cly's ElectroWeb burst, hold opposing fire on Trick and let Jae finish weakened enemies. This assumes those operators are unlocked in the current campaign.
Balanced Force control
Roster: Hawks (Medic), Tel-Rea (Padawan/Wayseeker), Trick (Heavy), Jae or custom Sharpshooter
Tel-Rea moves shielded or dangerous enemies into crossfire, Trick absorbs the response, Hawks sustains and the fourth operator secures precision damage. Avoid assuming Tel-Rea is unlocked before her recruitment.
Build and walkthrough references
Mission-name and objective order references are not full in-game route recordings. Equipment and class choices combine sourced mechanics with IDS tactical judgment.
QUICK ANSWERS / OPEN ONLY WHAT YOU NEED
Frequently asked questions
No spoilers needed to get oriented. Select a question for a short answer, then open the detailed guides when you need them.
What should I do first?
Start with the beginner briefing and HoloTable. Check which Hero and Optional contracts might expire, then open the dedicated page for your current Critical mission.
Where are the 13 main-story walkthroughs?
Use the searchable Story Mission list on this page. Each result opens a separate walkthrough with objective checkpoints, troubleshooting, and next-mission navigation.
What is a Hero Mission?
An operator-linked assignment outside the 13 Critical story missions. Check its availability window in your current save. The site has 11 dedicated Hero Mission walkthroughs.
Are Optional Missions and Crisis Operations the same?
No. The optional mission finder indexes 98 objective records, including 26 Crisis variants, while six separate 25-Intel Crisis Operations are explained in their own section.
Can I miss an Optional or Hero assignment?
Some missions have Cycle-dependent windows. Use the HoloTable before a Critical deployment, and don't rely on the site's reference windows instead of your save.
Which squad is best?
There is no universally best roster. Choose the Safe first playthrough team to learn, High-Advantage burst when the relevant operators are recruited, or Balanced Force control when your story progress allows it.
How do I improve equipment?
Visit the gear and loadout planner for weapon types, modifications, utilities and seven tactical profiles. Review what is actually unlocked in your save before spending resources.
Is this a canon Star Wars story?
Zero Company is set in the Clone Wars era. This page distinguishes source-backed game information from IDS tactical recommendations. For story context, use the game's official listing and the IDS analysis below.
ZERO COMPANY / ARMORY, THE DEN AND UPGRADES
What to upgrade or buy before your next mission
Spend Credits and construction time on the problem that is actually stopping your squad. A Weapon Mod changes a specific gun, a Utility grants a combat action, and a Den Weapon Upgrade is a persistent company-wide improvement. Prices, stock and unlocks vary by run and campaign version, so follow the values shown in your save.
Your Operators return injured
Medbay, recovery, roster depthOpen the Den Medbay after a deployment, assign injured operators to available beds and inspect the recovery Cycle. If treatment queues are slowing missions, prioritize Medbay capacity or lower medical supply costs. Do not spend every Credit on weapons while your only required Hero operator is unavailable.
Recovery and recruitment are more valuable than a niche damage bonus when a mission cannot launch.
The squad cannot eliminate priority targets
Upgrade Facility: roster-wide WeaponsReview which weapon families your active team actually uses. Fund a permanent Longarm, Repeater, Rifle or Pistol improvement where available, then keep construction progressing during upcoming Cycles. These are company improvements, not Weapon Mods attached in the Armory.
A company-wide upgrade supports multiple operators; buying a random mod may not solve a whole team's damage problem.
Only one Operator needs a better attack
Armory: Weapon ModsOpen the Armory, select the operator and current weapon, examine the available Mod slots, then add a mod matching the range, accuracy or effect the mission needs. Check the Black Market if unlocked and compare the actual displayed stat change before spending Credits.
Mods apply to a chosen weapon and should be chosen for its job, not confused with permanent upgrades.
An objective requires a particular tactical action
Armory: Utilities and specializationsCheck a squad member's current Utility slots and specialization abilities at the Armory/Personnel screens. Equip a utility for recovery, explosive crowd control or another missing action; if access is limited, consider upgrades that grant additional Utility or Weapon Mod slots.
A support item often saves the mission more reliably than raw damage when the objective is hacking, rescue or timed defense.
You keep running out of usable squad members
Recruitment and Crew QuartersInspect Recruitment for Operators who cover a missing role and the Upgrade Facility for roster capacity. Check the scheduled Medbay returns and whether a particular Hero assignment forces named squadmates before you spend on a fourth duplicate attacker.
Roster depth creates flexibility for injury recovery and branch-specific required operators.
Your Den projects take too long
Upgrade Facility: Build SlotsCheck whether every available construction slot is occupied. When an additional Build Slot unlocks, compare its value against immediate upgrades: parallel projects can pay back over many Cycles, but a short campaign branch may favor a critical Medbay or weapon upgrade first.
Starting long projects before a tactical mission advances construction without requiring extra battles just for waiting.
You want better mods or utilities
Armory: Black MarketIf unlocked, review the Black Market every Cycle because its stock changes. Buy only something that directly improves a current squad role or helps an upcoming mission's objective; avoid exhausting Credits chasing one rare or speculative item.
The Black Market refreshes each Cycle. Stock, prices and available effects are not constant across runs.
You want stronger cross-trained Operators
Personnel: Focus Trees and BondsInspect unspent Focus Points after missions, the operator's Talent/Ability/Passive options and whether a secondary Specialization is available. Talk to squadmates at the Den and review Bonds before committing to a long personal mission. Use the live tooltips for current unlock conditions and AP costs.
Progression is not limited to buying equipment. Better ability combinations can change which weapon is useful.
Which loadout suits this objective?
Safecracker or timed terminal defense
Bring an objective operator with AP available for interaction, a ranged guard for the terminal approach and one unit with crowd control. Save limited-use utility items for reinforcement waves.
Buy or change: Buy/slot support utilities or mods that improve dependable attacks while stationary.
Named Hero must survive
Equip reliable armor or survivability tools on the protected operator. Keep a Medic or supportive operator close enough to Rally, and check actual permadeath/campaign modifier settings.
Buy or change: Recover the required Hero in Medbay before deployment rather than choosing an injured critical unit.
Long-range exchange
Favor a range-capable weapon profile and steady Overwatch coverage. Avoid spending all three AP on a move that leaves a sniper without an action.
Buy or change: Consider Longarm/Rifle improvements where your current squad benefits.
Enclosed room, wave defense
Use nearby cover, area control and a weapon for close threats. Take note of doors or reinforcement markers and position two operators on intersecting firing lines.
Buy or change: Utilities and Repeater/Pistol choices can help, depending on AP budget.
Evacuation/rescue under pressure
Take movement and recovery tools, plan the extraction route, avoid leaving teammates behind and prioritize clearing blocking opponents only.
Buy or change: Favor utility and survivability over permanent damage purchases if the mission is lost to time or casualties.
Quick Den routine after each tactical mission
- Use the Medbay for injuries and keep required Hero operators deployable.
- Check open Build Slots at the Upgrade Facility; start useful construction before advancing another Cycle.
- Spend unassigned Focus Points and check Bonds at Personnel; consider new specialization options.
- Visit the Armory, review Utility slots and Weapon Mods, then check the refreshed Black Market if unlocked.
- Compare expiring HoloTable Operations with available Intel, then decide on the next tactical deployment.
Do not assume: the most expensive gun mod is always best, all Operators can carry the same Utility count, or a long construction finishes immediately. The game uses Build Slots and Cycle progression.
01 · Orientation
What the game is
Zero Company follows former Republic officer Hawks and an unconventional squad recruited by Republic Intelligence during the twilight of the Clone Wars. Turn-based positioning, squad composition, relationships, and strategic decisions make military organization and small-unit trust part of the core play experience.
IDS places the game in the Clone Wars era and records its continuity as Canon.
02 · Publication file
Release, studio, and platform context
Star Wars Zero Company was developed by Bit Reactor and published by Electronic Arts. Its primary release platforms in the IDS record are PlayStation 5; Xbox Series; Windows.
Star Wars Zero Company is cataloged as a released Star Wars game. Later ports, remasters, backward-compatible versions, or storefront reissues remain attached to this core record unless they substantially alter the underlying work.
IDS stores the game itself as one work rather than creating separate records for every port, storefront release, compatibility update, or remaster. Platform history still matters, but the archive avoids inflating a single game into several supposedly different titles.
03 · Story
Narrative and player position
The current IDS story label is Zero Company versus the Infinite Coil. The playable role is recorded as Hawks / squad operatives.
Rather than reducing the game to plot summary, IDS tracks what position the player occupies in the galaxy. Playing as Hawks / squad operatives changes which institutions, conflicts, and social relationships the game can make visible.
04 · Gameplay systems
How Star Wars becomes playable
Strategy and tactics systems make positioning, resource allocation, unit composition, timing, and institutional capacity visible as things the player must manage rather than simply watch.
IDS classifies the title as Turn-based tactics. That label is useful because genre changes what parts of Star Wars become legible: a strategy game foregrounds institutions and logistics, an RPG foregrounds identity and relationships, and an action game often foregrounds bodies, movement, combat, and environmental navigation.
05 · Place
Worlds, routes, and environments
Major locations in the current record include Clone Wars theaters. Those places matter because games convert fictional geography into routes, obstacles, hubs, battlefields, workplaces, ruins, or social spaces the player must navigate.
Interactive scale can reveal details that screen media pass over quickly: how far locations are from one another, which areas are restricted, where people gather, what infrastructure connects spaces, and how movement is shaped by vehicles, architecture, terrain, enemies, or local authority.
06 · Institutions
Power, organizations, and social systems
The story context is Zero Company versus the Infinite Coil. That places the player inside or alongside institutions whose authority is usually encountered through missions, ranks, restricted spaces, enemies, allies, contracts, or rules.
Games are especially useful for IDS because institutions become operational systems. A faction can control checkpoints, issue objectives, distribute equipment, reward loyalty, restrict movement, organize training, or shape reputation. Those mechanics make political power experiential rather than only descriptive.
07 · People
Characters and playable roles
The current playable-role record is Hawks / squad operatives. IDS uses this field as a route into the characters, crews, military roles, factions, or created player identities through which the game is experienced.
Games often make character identity interactive. Abilities, dialogue choices, party membership, equipment, reputation, and mission access can determine how a player experiences relationships that screen media presents from the outside.
08 · Anthropology
Anthropological analysis
The strongest IDS entry point is the relationship between turn-based tactics mechanics and the story context described as Zero Company versus the Infinite Coil. The player does not only learn about the setting; the player is required to act through a particular set of rules.
That distinction matters anthropologically. Interactive media can make hierarchy, labor, mobility, violence, ritual, reputation, resource management, or identity into repeatable behaviors. IDS therefore reads games as designed social systems as well as narrative texts.
09 · Source record
Verify the game
IDS separates release facts from independently written summaries and analysis. External links are retained as verification sources, but the substantive game description now lives inside IDS instead of requiring the visitor to leave the archive.
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