ZERO COMPANY · MAIN STORY 03 / 13

Eavesdropping Walkthrough

Listen in on the Coil's dockside meeting

Star Wars Zero Company official promotional artwork

MISSION BRIEF

Before you deploy

LOCATIONCourtsilius
MAIN OBJECTIVEListen in on the Coil's dockside meeting
RECORDED WINDOW1 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.

Recorded Cycle windows are a community launch-build snapshot. Check the current HoloTable timer and objectives in your own save.

TACTICAL DIRECTIONS

Step-by-step walkthrough

Follow 8 documented tactical checkpoints. Exact objectives come from community records; tactical routing includes reported playthroughs and IDS recommendations. Your chosen squad, difficulty and campaign settings can change encounters.

Jump to a checkpoint (8 steps)
0 of 8 checkpoints marked This reading checklist does not change your game save. It is stored only on this device.
  1. CHECKPOINT 01 OF 8

    01 / Investigate Gressan Breakbulk Dockyard

    Deploy 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.

    Next checkpoint →
  2. CHECKPOINT 02 OF 8

    02 / Collect optional Intel on the approach

    Near 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.

    Next checkpoint →
  3. CHECKPOINT 03 OF 8

    03 / Find another path when the guards block the road

    The 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.

    Next checkpoint →
  4. CHECKPOINT 04 OF 8

    04 / Cut the locked upper door

    At 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.

    Next checkpoint →
  5. CHECKPOINT 05 OF 8

    05 / Eavesdrop at the correct scope

    Continue 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.

    Next checkpoint →
  6. CHECKPOINT 06 OF 8

    06 / Establish two covered firing lanes

    When 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.

    Next checkpoint →
  7. CHECKPOINT 07 OF 8

    07 / Watch the rear and upper-right reinforcements

    Hold 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.

    Next checkpoint →
  8. CHECKPOINT 08 OF 8

    08 / Finish the combat, then return for the next lead

    Complete 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.

    After this mission →

COMMON BLOCKERS

Stuck on this mission?

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.

Link to this answer ↗
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.

Link to this answer ↗

Search all Zero Company objectives →

CAMPAIGN CONTINUATION

Where to go next

After the result screen, check the Den, companion conversations, Intel Operations and expiring Hero Missions. Your next documented main assignment is Dark Waters. The HoloTable in your own save takes priority over this sequence.

Before deploying again, compare optional and Crisis mission deadlines → or compare gear and utility setups →. Tactical contracts advance the Cycle; eligible 25-Intel Crisis Operations resolve through the HoloTable.

SOURCES

Evidence and further reading

Official guidance establishes the combat and HoloTable systems. Individual objective details come from fan-maintained campaign indexes and observed gameplay. IDS tactical suggestions are not publisher-approved or universal.

Lucasfilm: official Zero Company gameplay guide ↗ Community story mission index ↗ Community objective record: Eavesdropping ↗