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Star Wars Zero Company campaign walkthrough guide

Use this Star Wars Zero Company campaign walkthrough to follow the main route, prepare each Cycle, manage Operations, and protect Hero missions.

9/4/2026 Last updated: 9/4/2026 6 min read

The direct answer

Use the 13-entry main route for a Star Wars Zero Company campaign walkthrough. Begin with The Serolonis Job, continue through Not Your Turf, Eavesdropping, Dark Waters, Smugglers’ Den, Casualties of War, Enemy Intelligence, Behind Enemy Lines, Stillwatch, Strike Action, Deep Cover, and Unfinished Business, then finish with The Infinite Coil.

That route is only the spine of the campaign. The Den, Operations, Hero missions, optional contracts, conversations, injuries, and resources can change what is sensible to do before the next Tactical Mission. The Cycle loop and its time pressure are clear, while the complete release-wide chapter and mission totals remain To be confirmed.

Follow the main route

The main sequence is:

  1. The Serolonis Job
  2. Not Your Turf
  3. Eavesdropping
  4. Dark Waters
  5. Smugglers’ Den
  6. Casualties of War
  7. Enemy Intelligence
  8. Behind Enemy Lines
  9. Stillwatch
  10. Strike Action
  11. Deep Cover
  12. Unfinished Business
  13. The Infinite Coil

The first job concerns a Separatist holopuck on Serolonis. The route then covers pirate activity on Lothal, intelligence work and Fathom’s movements around Courtsilius, a prisoner exchange on Bespin, a Lucrehulk on Orinda, Mordant Citadel on Luunata, and Stillwatch Battalion at Vull Quist. The later route returns to Sullust and Umbara before the final operation at Cindermoor Station over Bardan.

Use the mission order page when you only need the numbered list. Use this page when you need to connect that list to the strategic decisions that happen between missions. The board summary is a route aid, not a replacement for the current briefing.

Prepare each Cycle in The Den

Every deployment starts with a preparation decision. Check injured Operators, available recruits, equipment, conversations, Den facilities, and the Operations shown on the Holotable. A Tactical Mission advances the campaign to the next Cycle, so actions left unfinished in The Den may need to wait while the board changes.

Read the current mission objective before choosing the squad. A rescue asks for movement and target protection, a sabotage job asks for access and retreat, and an elimination mission may require a complete clear. Objectives appear in the top-left interface and on the map, giving you the information needed to choose roles and routes.

Do not spend the entire Cycle on combat preparation without checking the timer. Operations and Missions can expire, and story-critical missions can become obligatory after a period of time. If a personal mission or an Operation is close to closing, compare its result with the cost of delaying the main route.

Use Operations and Hero missions deliberately

Operations are non-combat assignments on the Galaxy Map. They can spend Intel, return a reward, add narrative context, or unlock another Operation or Mission. Some choices may affect character Bonds and side missions, so save a record of the displayed options when a relationship matters.

Hero missions are attached to Operators and their stories. The board lists personal work for Cly, Jae, Kabb, Luco, Tel-Rea, Trick, and Rex and Baker. Talking with teammates in The Den can reveal their backstories and unlock missions with personal meaning, but the trigger and critical status of every personal mission are To be confirmed.

Optional missions do not automatically belong after the finale. The mission board records work on Anaxes, Kaller, Ryloth, Serolonis, Sullust, Vandor, and other locations, often with a limited number of turns. Check whether an entry is Main, Hero, Optional, or a crisis-style objective before using the main route to predict its place.

Resolve the battlefield objective

Once a Tactical Mission starts, do not use enemy count as the only measure of progress. All enemies do not need to die unless the mission objective says so. Move toward the objective, use cover, and save enough Action Points to protect the squad when the enemy turn begins.

Each Operator normally has three Action Points. Movement, attacks, abilities, and Overwatch draw from the same pool, so a turn that spends every point on damage can leave no route to cover or extraction. Advantage is a shared combat resource that can support a high-impact action when the objective reaches a difficult phase.

Watch for objective changes. A mission may begin with a move or interaction prompt, then add a defense stage when the action starts, and finally reveal an extraction zone. Count every Operator or protected target required at the finish before using the last available action on a distant enemy.

Handle failure and route changes

A mission can be restarted from the game menu. Restart when a protected target dies, an essential Operator is lost, or the squad has spent its movement on enemies that do not block the objective. A restart lets you test a route with the same Operators, but it does not establish the full campaign consequence of every failure.

Injury management continues after combat. A wounded Operator may miss the next deployment or require a Den action, while a time-limited Operation may disappear during that wait. Keep the next mission objective visible when deciding whether to rest, recruit, spend Intel, or push ahead.

Story count and chapter boundaries

The recorded main route presents 13 story missions. A separate chapter list reports 14 chapters and groups the campaign under headings such as Business as Usual, Republic Intelligence, The Fathom Menace, Fathom’s Grand Designs, and Epilogue. Chapters can contain facility visits, Operations, conversations, and optional objectives, so a chapter count is not the same as a Tactical Mission count.

Keep the two structures separate in a campaign note. Use the numbered list for mission order, chapter names for story grouping, and the Holotable for the current state. The final reconciliation between the third-party route records and the live release build is To be confirmed.

The practical walkthrough routine

At The Den, read the Holotable, check the objective, compare the timer, inspect the squad, and handle the highest-value preparation. In combat, move with cover, reserve a reaction plan, and stop chasing enemies that do not change the objective. After the result screen, record injuries, resources, Bonds, the next Cycle, and the new board.

That routine keeps a campaign walkthrough useful even when a player takes a different optional branch. The main path stays readable, the personal content stays visible, and unverified totals or route conditions do not become false certainties.

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