ZERO COMPANY · MAIN STORY 05 / 13

Smugglers' Den Walkthrough

Raid the smugglers' hideout

Star Wars Zero Company official promotional artwork

MISSION BRIEF

Before you deploy

LOCATIONCourtsilius
MAIN OBJECTIVERaid the smugglers' hideout
RECORDED WINDOW3 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.

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 10 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 (10 steps)
0 of 10 checkpoints marked This reading checklist does not change your game save. It is stored only on this device.
  1. CHECKPOINT 01 OF 10

    01 / Confirm the Jedi lead at the Den

    After 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.

    Next checkpoint →
  2. CHECKPOINT 02 OF 10

    02 / Head to Vinsar Materials in the Three Tower District

    Follow 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.

    Next checkpoint →
  3. CHECKPOINT 03 OF 10

    03 / Use the warehouse service entrance

    Find 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.

    Next checkpoint →
  4. CHECKPOINT 04 OF 10

    04 / Take optional pickups while scouting

    A 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.

    Next checkpoint →
  5. CHECKPOINT 05 OF 10

    05 / Continue through the interior storage rooms

    Follow 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.

    Next checkpoint →
  6. CHECKPOINT 06 OF 10

    06 / Remove the Coil Captain on the high walkway

    The 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.

    Next checkpoint →
  7. CHECKPOINT 07 OF 10

    07 / Prepare for the later waves

    After 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.

    Next checkpoint →
  8. CHECKPOINT 08 OF 10

    08 / Break the Droideka shield before damaging its chassis

    The 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.

    Next checkpoint →
  9. CHECKPOINT 09 OF 10

    09 / Finish the shipment discovery and recruitment scene

    After 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.

    Next checkpoint →
  10. CHECKPOINT 10 OF 10

    10 / Set up the next mission

    Inspect 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.

    After this mission →

COMMON BLOCKERS

Stuck on this mission?

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.

Link to this answer ↗
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.

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 Casualties of War. 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: Smugglers' Den ↗