Star Wars Zero Company mission order explained
Check Star Wars Zero Company mission order from The Serolonis Job to The Infinite Coil, then separate Hero missions, Operations, Optional work, and chapters.
The direct answer
The Star Wars Zero Company mission order begins with The Serolonis Job and ends with The Infinite Coil. Between them, the main route is Not Your Turf, Eavesdropping, Dark Waters, Smugglers’ Den, Casualties of War, Enemy Intelligence, Behind Enemy Lines, Stillwatch, Strike Action, Deep Cover, and Unfinished Business. The recorded community walkthrough presents this as 13 main missions.
Use that list as a route guide, then check the live Holotable for the next available objective. Operations, Hero missions, and Optional contracts can appear between the numbered story missions. They can use the same Cycle clock while serving a different purpose, so a side assignment does not automatically change the main mission order.
Main mission order from start to finish
- The Serolonis Job. The board summary describes a job to steal a Separatist holopuck during the conflict over Serolonis.
- Not Your Turf. Gorga asks Zero Company to deal with pirates raiding his smuggling warehouses on Lothal.
- Eavesdropping. Republic intelligence points to a meeting at the Gressan Breakbulk Dockyard on Courtsilius.
- Dark Waters. Fathom is expected in the caverns beneath the Courtsilius undercity.
- Smugglers’ Den. The mission is connected to Tel-Rea’s message and the Courtsilius thread.
- Casualties of War. The squad investigates a prisoner exchange between Umbaran Partisans and the Republic on Bespin.
- Enemy Intelligence. The objective sends Republic Intelligence toward a drydocked Lucrehulk on Orinda.
- Behind Enemy Lines. The route reaches Luunata and a mission to disable the guns of Mordant Citadel.
- Stillwatch. Fathom has fled to the asteroid base Vull Quist, where the squad works with Stillwatch Battalion.
- Strike Action. The board summary places an extraction job in an Imperial forced-labor factory on Sullust.
- Deep Cover. Captain Rex’s associate Baker is undercover at an Imperial training camp on Umbara.
- Unfinished Business. Gorga has another job for the company.
- The Infinite Coil. Fathom’s base is listed at Cindermoor Station over Bardan.
The location and objective summaries on the mission board are useful for identifying an entry, but the complete mission briefing can add conditions that are not present in a short board description. Always open the briefing before deployment.
Why side missions do not fit in one list
The mission board separates Main story, Hero missions, and Optional contracts. Hero entries connect to Cly Kullervo, Jae Mordant, Kabb Uppercut, Luco Bronc, Tel-Rea, Trick, and Rex and Baker. Their position around the main route can depend on conversations, Operations, and the current campaign state.
The chapter record includes personal objectives such as talking with Trick, Kabb, Jae, Tel-Rea, Luco, or Cly, then launching a mission for that Operator. Those objectives are part of the story experience even when they are not counted in the 13-entry main route. The exact condition that turns a personal mission into a critical mission is To be confirmed.
Optional contracts are also time-sensitive. Optional work can appear on the Galaxy Map for a limited number of turns before it expires. Operations and Missions can expire, while story-critical missions become obligatory after a period of time.
Mission order and Cycles
Completing a Tactical Mission advances the campaign to the next Cycle. Finish what matters in The Den before deployment. Check the Holotable, talk with Operators, assign recovery, review equipment, and compare the next Operations before confirming the mission that will move the clock.
The order can be strategically important even when the main story path is fixed. A side Operation can return Intel, Influence, Credits, or another unlock, while an injury can remove an Operator from the next deployment. Do not spend a Cycle on a reward without checking whether a critical mission or personal task is about to expire.
The 13 and 14 count difference
One recorded route states 13 main story missions and provides the numbered list above. Another third-party chapter list presents the campaign as 14 chapters and also names headings such as Business as Usual, Republic Intelligence, Jedi Undercover, The Fathom Menace, and Epilogue. A chapter is a story structure, not necessarily one Tactical Mission, so the two counts may describe different units.
The campaign loop is clear, but no complete final count for main missions or chapters is established here. Keep both facts in their proper scope and mark the final reconciliation To be confirmed. That is safer than changing the route to fit a single number.
How to use this order in a playthrough
Follow the numbered route when the Holotable presents the next main objective. Before launching, scan for expiring Operations, Hero work, and conversations that could unlock a personal mission. Inside combat, follow the displayed objective and do not assume that every enemy must be defeated.
After the mission resolves, record the new Cycle, the next board options, injuries, resources, and any story change. This makes the mission order useful as a planning tool rather than only a spoiler list. The route remains clear while its remaining release-build details are still To be confirmed.
Related articles
missions
Star Wars Zero Company Storm Basin Mission Guide
Learn how the Storm Basin rescue mission works in Star Wars Zero Company, including the Runa trigger, six civilians, six-turn objective, and route limits.
missions
Our Jedi Friend Operation Guide
Find the verified Our Jedi Friend choices, requirements, Intel cost, availability, and Smugglers' Den connection in STAR WARS Zero Company.
missions
Star Wars Zero Company Anaxes mission guide
Explore Star Wars Zero Company Anaxes missions, including Buy Cheap, Never Sleep, Kabb's required objective, Holotable access, rewards, and failure checks.
Was this helpful?
Thanks for the feedback.