Star Wars Zero Company story missions guide
Follow Star Wars Zero Company story missions through the main route, chapter arcs, Critical objectives, Operations, Hero missions, and campaign boundaries.
The direct answer
Star Wars Zero Company story missions follow Hawks and Zero Company as they investigate the Infinite Coil after the Clone Wars. The recorded main-route walkthrough lists 13 missions, beginning with The Serolonis Job and ending with The Infinite Coil. A separate chapter list reports 14 chapter headings, so the exact relationship between chapter count and mission count is To be confirmed.
Story missions are part of a wider campaign board. Operations can lead into the next story objective, while Hero missions and personal conversations add character-focused work around the main route. Missions advance the campaign, and talking with teammates in The Den can unlock missions with personal meaning.
The main story route
The current 13-entry route is:
- The Serolonis Job
- Not Your Turf
- Eavesdropping
- Dark Waters
- Smugglers’ Den
- Casualties of War
- Enemy Intelligence
- Behind Enemy Lines
- Stillwatch
- Strike Action
- Deep Cover
- Unfinished Business
- The Infinite Coil
The route starts with a holopuck theft on Serolonis and moves through pirate activity on Lothal, intelligence work on Courtsilius, the prisoner exchange on Bespin, the Lucrehulk operation on Orinda, and the campaign against Fathom. The later entries include Luunata, Vull Quist, Sullust, Umbara, and the final confrontation at Cindermoor Station over Bardan.
These names and objectives form a useful campaign index, but no complete numbered mission table is established here. Use the in-game Holotable and current briefing for the live objective before treating a route detail as universal.
Chapter headings and arcs
The campaign is grouped into seven arcs with chapter headings that appear on the Holotable. The recorded headings are Business as Usual, In Debt to the Hutts, Republic Intelligence, Smugglers and Slugrats, Enter Fathom, Jedi Undercover, The Umbaran Connection, The Fathom Menace, Liberate Luunata, Tighten the Noose, Back to Business, Fathom’s Grand Designs, and Epilogue.
The early chapters introduce the Den, the Holotable, facilities, and the first work around Gorga. Republic Intelligence and Smugglers and Slugrats lead into the Courtsilius thread, while Enter Fathom and Jedi Undercover connect to Tel-Rea and the Coil investigation. The Umbaran Connection brings a prisoner exchange and Jae’s personal route into the campaign structure.
The later chapters move the story toward Fathom’s larger plan. The Fathom Menace, Liberate Luunata, and Tighten the Noose contain investigation and mission objectives around the Coil. Back to Business returns to contracts and personal work, Fathom’s Grand Designs leads to the final mission, and Epilogue records the end-of-adventure conversation at The Den.
The chapter page includes story objectives such as visiting facilities, launching Operations, investigating leads, and waiting for a timed result. Some optional objectives appear inside the same chapter record. That structure explains why a chapter list is not identical to a main mission list.
Critical and personal missions
Story-critical missions can become obligatory after a period of time. Optional work may remain available for a limited number of turns, so the story route cannot be separated completely from the Cycle system. Before launching a Tactical Mission, check the board for a critical task, a personal mission, and any Operation that is close to expiring.
Hero missions connect the main campaign to individual Operators. The board lists Cly’s Best Served Cold and Without Honor or Humanity, Jae’s Distress Call and You Can’t Go Home Again, Kabb’s Buy Cheap, Never Sleep and Kith and Kin, Luco’s Lord of Betrayal, Tel-Rea’s Origin of Infection and Sisters, Rex and Baker’s No Kings, No Masters, and Trick’s No Clone Left Behind.
Conversations can create a launch objective for a particular Operator, and some personal missions can become part of the active story state. The exact trigger, expiry behavior, and critical status of every personal mission are To be confirmed.
How to play through the story safely
Read the current objective before moving away from the Holotable. Objectives appear in the top-left interface and on the map, and Missions advance to the next Cycle. Finish the Den conversations, recovery, recruitment, upgrades, and resource decisions that matter before deployment.
During the mission, follow the objective rather than clearing the map by habit. Rescue, sabotage, retrieval, defense, and extraction can finish while enemies remain alive. If the mission explicitly says to eliminate all hostiles, then the full-clear condition becomes the route you must protect.
The 13-mission route and the chapter headings are useful together. Use the numbered list for campaign order, the arc headings for story context, and the Holotable for the current state. Keep the count difference visible until a stable release-game record settles it.
For the named Operation choice that reveals Smugglers’ Den, see the Our Jedi Friend guide. Keep it separate from the unrelated A Friend of a Friend Operation Chain.
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