
Star Wars Zero Company Walkthrough: All Main Story Missions and Chapters
Star Wars Zero Company splits its campaign into fourteen chapters holding more than 60 missions, though a single run only has room for roughly half of them. This hub lists every chapter and mission in order, explains how the four mission types compete for your cycles, and links to the walkthroughs for the missions covered so far.
Whole Star Wars Zero Company Walkthrough - Mission Guide List
Every mission you complete advances the cycle counter by one, and a full playthrough runs somewhere between 30 and 40 cycles. Each chapter except the epilogue contains one or two critical missions that have to be cleared to move the story forward, and everything else fills the gaps while multi-cycle Operations resolve.
Chapter | Critical Mission | Walkthrough |
|---|---|---|
Prologue | The Serolonis Job (Serolonis) | How To Complete The Serolonis Job in Star Wars Zero Company - Mission 1 Walkthrough |
Business As Usual | Not Your Turf (Lothal) | How To Complete Not Your Turf in Star Wars Zero Company - Mission 2 Walkthrough |
In Debt to the Hutts | Stolen Goods (Kaller) or Buyer Beware (Dantooine) | — |
Republic Intelligence | Eavesdropping (Courtsilius) | How To Complete Eavesdropping in Star Wars Zero Company - Mission 3 Walkthrough |
Smugglers and Slugrats | Cutting-Edge Tech (Serolonis), Cold Metal (Kaller) | — |
Enter Fathom | Scrap Metal (Mapuzo), Hostage Situation (Lothal) | — |
Jedi Undercover | Rescue Operation (Dantooine), Dead Metal (Serolonis) | — |
The Umbaran Connection | Ground Floor (Brentaal IV), Trade Secrets (Sullust) | — |
The Fathom Menace | What's Yours is Mine (Lothal), Enemy Intelligence (Orinda) | — |
Liberate Luunata | Behind Enemy Lines (Luunata) | — |
Tighten the Noose | Wetwork (Brentaal IV), Stillwatch (Vull Quiat) | — |
Back to Business | Deep Cover (Umbara), Detainment Protocol (Sullust) | — |
Fathom's Grand Designs | The Infinite Coil (Bardan) | — |
Epilogue | — | — |
Note: which critical mission you get in the In Debt to the Hutts chapter depends on the Pick Your Poison Operation — Kaller unlocks Stolen Goods, Dantooine unlocks Buyer Beware, and the story plays out the same either way.
Crisis, Crewmate, and Regular Missions
Alongside the critical missions, three other types fill your Holotable. Regular missions stay available for four cycles, which makes them the flexible filler you slot in while Operations tick down. Crisis missions are the opposite: they appear in pairs, expire after a single cycle, and there are ten in the game, so five is the realistic maximum any run can clear. Each one you complete stops the Coil growing stronger, which matters a great deal on harder difficulties.
Crewmate missions are tied to individual Operators, two apiece, and finishing both for a given crewmate unlocks a trophy. The catch is scheduling — critical missions have a few cycles of leeway before they expire, and burning through them the moment they appear leaves crewmate content stranded. Clear crewmate missions first and save the critical mission for later in its window.
One exception is worth planning around. If you let Cly join Zero Company, which you should, her two crewmate missions — Best Served Cold and Without Honor or Humanity — are reclassified as critical, so they can't be skipped and don't compete for the same slots.
The Choices That Change Your Star Wars Zero Company Run

Missions are only half the campaign, since the Operations you run between them carry their own decisions and rewards. Some choices only shift how many Credits land in your account, while others permanently expand your gear slots, add a Black Market item slot, or hand every Operator extra Focus Points for the rest of the run. Several Operations also unlock Tactical Missions that never appear otherwise, so a skipped decision can quietly cost you playable content. Best Choices To Make in Star Wars Zero Company covers every branch, what each option pays out, and where the risk of injuring an Operator makes the biggest reward the wrong pick.
Star Wars Zero Company Walkthrough Tips
Zero Company is generous with time but stingy with second chances, especially with permadeath enabled — and it's enabled by default in the setups worth playing. Exploring the open areas between combat sections feeds you Intel and Advantage that directly change how the next fight goes, so treat those stretches as part of the mission rather than a walk between fights. Run your Operations before you go shopping at the Black Market, since Operation outcomes can hand you Credits or gear that change what you actually need to buy.
Everything You Need To Know About Star Wars Zero Company Before Starting goes through the rest: the difficulty decision you can't cleanly reverse, how the Backup mechanic decides your turn order, why simple B1 Battle Droids are the best Advantage source in the game, and the one-AP habit that keeps Operators alive deep into the campaign.
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