Missions & Campaign Structure
All 12 Star Wars Zero Company missions run on the Cycles loop — The Den, Holo-map, then one tactical mission. The story missions drive the plot, while Companion, Skirmish and Operation missions fill out the galaxy.
Story Missions (12)
Chronological- 01
The Serolonis Job
CriticalSerolonis
The opening mission — Zero Company's first contract on Serolonis goes sideways and establishes the crew. Tutorial beat for movement, cover and Overwatch.
- 02
Not Your Turf
CriticalSecond mission — marks Zero Company's arrival in the underworld war. Listed on IGN's walkthrough index (2026-08-28).
- 03
Eavesdropping
CriticalCourtsilius — Gressan Breakbulk Dockyard
Republic intelligence places the Coil in a meeting with local syndicates at the dockyard. Eavesdrop on the meeting to learn the Coil's plans for Courtsilius. Rewards include a Focus Point, two credit payouts and an unlisted item. 4 squad slots with Hawks pre-filled; failure condition is Hawks' elimination.
- 04
Dark Waters
CriticalCentered on Kundri Fathom ('Fathom Revealed'). Tel-Rea Vokoss joins the squad after this mission.
- 05
Smugglers' Den
CriticalCompleting it unlocks 'One Less Clanker'.
- 06
Casualties of War
CriticalA 3-mission companion arc — Luco Bronc joins the squad through it. Completing the arc unlocks 'Sky High'.
- 07
Enemy Intelligence
CriticalCompleting it unlocks 'A Way to Pass the Time'.
- 08
Behind Enemy Lines
CriticalLuunata
Takes the squad to Jae Mordant's homeworld of Luunata. Completing it unlocks 'Luunata Reclaimed'.
- 09
Deep Cover
CriticalCompleting it unlocks 'Jungle Warfare'. Last mission covered by IGN's walkthrough at capture time.
- 10
Unfinished Business
CriticalCompleting it unlocks 'With Friends Like These'.
- 11
Stillwatch
CriticalCompleting it unlocks 'A New Order' (silver trophy).
- 12
The Infinite Coil
CriticalFinaleThe campaign finale against the Infinite Coil. Completing it unlocks 'An End of the Infinite' (silver trophy).
Only Eavesdropping's full brief is public. The others are listed from confirmed achievement data — locations and rewards will be added as reliable sources publish them.
Campaign Shape — 12 Story Missions, 12 to 14 Cycles
The campaign does not hand you a fixed sequence of deployments. A Cycle contains one tactical mission, and which mission you spend it on is the only real decision the strategy layer asks of you. The 12 story missions are the spine; everything else competes for those same slots.
How to spend a Cycle
- Spend a Cycle on recruit or companion content only while the story has not unlocked the next mission — that pool refills as the plot advances.
- Never let a critical mission timer run out to chase a skirmish payout. Story missions gate the roster, the map and the upgrades behind them.
- Batch Operations into the same Cycle as a story mission. They cost Intel rather than a deployment slot, so they never compete with the mission you actually want.
- Treat companion missions as roster investment: they are how named Operators join and how their arcs resolve.
What one run cannot do
- Complete every mission. The mission pool is larger than the Cycles available, so a single campaign always skips content.
- Recover an expired contract. Timers are hard and a missed mission moves Zone Influence permanently.
- Max out every bond. Bond growth comes from joint deployments and Focus Points, and Focus Points are finite.
- Reach the Legend achievement on a first run: it needs an Expert campaign with Beskar Mode enabled.
Ordering the Story Missions
Every story mission is flagged critical, so none of them are skippable — but three points in the sequence change what the rest of the campaign gives you, which is why order matters more than the raw numbering.
Early priority
The Serolonis Job and Not Your Turf teach movement, cover and Overwatch with nothing at stake. Run them before touching optional content so those lessons are not spent on a fight you already understand.
Roster milestones
Dark Waters brings Tel-Rea Vokoss into the squad and the Casualties of War arc brings in Luco Bronc. Both open new build space, so schedule them ahead of optional missions rather than after.
Point of no return
Stillwatch unlocks A New Order and leads into The Infinite Coil. Bank weapon mods, respec picks and roster depth before it — the finale is the least forgiving mission in the campaign.
Randomized Choice Missions
Some operations are built around a branching choice rather than a clear objective. The outcome can change between attempts, so the safe play is to save before launching and retry until the right option lines up.
Nebulous Pursuit
Choice / OperationA pursuit mission where the target, Delima, can appear on a different planet each attempt — reported locations include Sullust, Bothawui, or Mon Gazza. Because the planet is randomized, save before committing and test each location to find the correct one; later repeats (e.g. "Nebulous Pursuit II") follow the same random-location pattern.
Verified via gamerblurb & Gamers Heroes choice guides (2026-08-29/30). Exact rewards unlock as reliable sources publish them.
A Friend of a Friend
Choice / CompanionA Star Wars Zero Company A Friend of a Friend mission is built around a branching companion choice: the outcome can shift between attempts, so save before launching and retry until the option you want lines up. As with Nebulous Pursuit, treat the choice as repeatable rather than a one-shot decision.
Systems That Drive Every Mission
A mission is decided before you deploy as much as during the fight. These four systems are documented on their own pages so this walkthrough stays mission-facing:
Campaign Videos
IGN
Launch-day tips from IGN — covering the Den economy, bond priorities and mission timers before you start your campaign.
CJR Gaming
Every boss encounter plus the campaign ending — full spoilers, save this for after you finish or use it to plan your second run.
IGN
Raw opening-assault footage: Hawks' squad deploys on Serolonis with cover firefights and the Coil as the enemy faction. No spoilers beyond the first mission.
- Opening assault footage puts Hawks' squad (Kev, Cab, Aurelio; Meo piloting) in the field on Serolonis.
- Shows cover-based firefights and the inspect-enemy (F) tool for reading health, defense and buffs.
- Cutscene + dialogue establish the Serolonis mission stakes against the Coil.
- Key tactical extraction missions like Escape Jabiim showcase intense muddy terrain movement penalties, heavy droid wave defense, and time-sensitive squad extractions.
Verified via YouTube oEmbed. Tips videos have no spoilers; the boss run is flagged — spoilers in the thumbnail itself.
Mission FAQ
What are the Star Wars Zero Company main missions?
All 12 story missions make up the Star Wars Zero Company main missions — from The Serolonis Job through the Infinite Coil finale. Companion, Skirmish and Operation missions fill the remaining Cycles of each campaign around that spine.