A reliable Star Wars Zero Company walkthrough follows Critical missions and completes Den preparation after every deployment. Tactical Missions end the current Cycle; shorter Galaxy Map Operations can resolve first with enough Intel. Spend each operator's three AP deliberately, extend turns with Backup and Advantage, and extract when the objective changes.
Understand the Campaign Loop First
Every Cycle revolves around the Den's Holotable, where Operations and Tactical Missions can appear together and may expire. EA's FAQ says story-critical missions eventually become obligatory, so a Critical marker is the clearest official signal that an activity advances the main plot. Optional work can provide equipment, credits, influence, Intel, bond changes, or new assignments, but the official guide explicitly warns that one campaign cannot cover every opportunity. Use this order whenever the Holotable becomes crowded:
- Check which mission is marked Critical and how soon it expires.
- Resolve affordable Operations that support the next deployment.
- Review conversations, injuries, equipment, and upgrades at the Den.
- Select the Tactical Mission only when the squad is ready to end the Cycle.
Operations are non-combat assignments; some dilemmas affect bonds or side missions. Tactical Missions deploy a squad for sabotage, combat, rescue, retrieval, or character-centered narrative objectives. Compare Credits, Intel, and roster reactions in the Risky Business choices guide. Story missions may begin with third-person exploration, letting Hawks collect Intel or Advantage before combat.
Prepare at the Den Before Every Mission
The Den, aboard a decommissioned freighter at the Ring of Kafrene, handles preparation and relationships. The official starter guide says teammate conversations reveal backstories and can unlock personal missions. Before opening the briefing, inspect squad availability, assign Focus Points, adjust weapons and utilities, and treat injuries.
Completing a Tactical Mission advances time immediately, so prepare before launching. In the recorded Expert playthrough, a standard Medbay bed takes a Cycle to clear an injury; the instant Bacta Tank option shown on lower settings was unavailable. Hard-mode behavior remains Pending confirmation. Keep healthy reserves instead of repeatedly deploying injured favorites.
Use the Three-Action Combat Economy
Each operator starts a turn with three action points, and moving, attacking, or using an ability consumes the amount displayed by the interface. Weapon costs differ, so a position that allows several pistol shots may produce a very different turn from one built around a two-point longarm attack or an all-in repeater burst. Read the full action description before committing, because the gameplay footage repeatedly shows extra weapon effects, range rules, and ability limits beyond the headline damage number. These are the official core actions to build around:
- Move: spend AP to reach a highlighted tile and take cover when available.
- Attack: spend the listed AP on a ranged or melee strike.
- Call for Backup: add a nearby teammate's assist to an attack.
- Overwatch: reserve remaining AP for reaction attacks during the enemy turn.
- Rally: return a downed operator to action, while still recording an injury.
- Special Actions: spend shared Advantage rather than AP on stronger abilities.
Dealing damage generates Advantage. In the supplied footage, Backup does not consume the assisting operator's AP, so early attacks can fund abilities and extend the squad's turn. Before ending it, check every operator for an Advantage-funded action, assist setup, or useful Overwatch cone.
Play the Objective, Not the Kill Counter
The mission objective appears at the upper left and is also marked on the map, making it more authoritative than the number of enemies still standing. StarWars.com's guide states that eliminating every enemy is unnecessary unless the objective explicitly requires it. When a retrieval, sabotage, rescue, or story task updates to extraction, start moving the team toward the exit instead of farming reinforcements.
The supplied early campaign footage demonstrates this during a retrieval mission: the squad opens the target container, defends it, and then withdraws while more enemies continue to arrive. All selected operators must reach the extraction area before the mission ends in that example, so leaving one slow unit behind delays everyone. Keep the group close enough to Rally a downed ally, and spend movement early when the route to evacuation is longer than one turn.
Manage Injuries and Permadeath Conservatively
A downed operator gains one injury when rallied, and three injuries cause death if permadeath is enabled. Injuries also reduce combat effectiveness in the captured playthrough, which means a repeatedly downed operator becomes harder to use safely even before the final injury. Heal or rotate that character rather than treating Rally as a consequence-free revive.
Permadeath is optional, and the official guide recommends it for the additional emotional and tactical consequences while still allowing mission restarts outside Beskar Mode. That recommendation is not a demand, so a first-time tactics player can disable the feature or lower campaign difficulty outside combat. Whatever setting you choose, protect operators with two injuries and avoid a greedy last attack when cover, healing, or extraction would preserve the run.
Follow the Early Critical Route Without Overfarming
The recorded opening moves from a tutorial deployment to the Den and Holotable, then teaches Operations, expiring assignments, squad selection, and recruitment through contracts. Later assignments connect Zero Company with Republic Intelligence and the Infinite Coil, matching EA's premise: former Republic officer Hawks gathers allies against the cult. Follow these early Critical assignments as the tutorial spine before clearing optional work.
Third-party walkthroughs expose later destinations and major story spoilers. For a spoiler-light route, follow the active Critical chain, return to the Den after deployment, and spend spare Cycles on personal stories or rewards when deadlines allow. If a major event changes an objective, follow the new Critical marker; do not assume the previous destination remains available.
See the full Star Wars Zero Company mission list (every story chapter & critical mission).
Early Operation reward spoilers: jump to the Gorga's Revenge choices.
Gorga's Revenge: Credits or Jenth Influence?
For Star Wars Zero Company Gorga's Revenge choices, let the target disappear when you need early Credits, or hand him over to Gorga when Zone Jenth Influence is more useful to your current plan. GamesRadar and Gamers Heroes report these immediate rewards for the early Operation:
| Choice | Reported Credits | Reported Influence |
|---|---|---|
| Let him disappear | +500 Credits | +3 Zone Cresh |
| Hand him over to Gorga | Not listed | +5 Zone Jenth |
The Influence rewards apply to different zones, so this is not simply a choice between three and five points on the same reputation track. Use the Credit option if you need funds for preparation; use the Gorga option when Jenth is your priority. "Not listed" means these guides do not list a Credit reward for that option.
This table summarizes published community reports, not a replay performed for this guide. The two guides agree on the immediate rewards, but that agreement does not establish independent testing or guarantee unchanged rewards after a patch. Check your current choice screen, and do not read the table as a promise about later story outcomes or character bonds.
Operation reward spoilers follow. Jump to the Strange Bedfellows choices.
Strange Bedfellows: Intel or Contacts?
For Star Wars Zero Company Strange Bedfellows choices, pick the Republic-delegates warning when Intel is your priority, or the citizens warning when you need another Contact. Gamers Heroes and ShowGamer report this decision after Back Channels on Runa's route. Use the current Holotable objective to identify it rather than assuming every campaign follows that branch.
| Warning to give Storm Basin security | Reported Intel | Reported Contacts | Reported Influence |
|---|---|---|---|
| Threat to the Republic delegates | +50 Intel | +1 Contact | +3 Zone Esk |
| Threat to their citizens | +25 Intel | +2 Contacts | +3 Zone Esk |
The tradeoff is 25 Intel versus one additional Contact; the reported Influence is the same. Compare those resources with the next assignment you plan to take, because neither package is universally better. Contacts here should stay distinct from the Contracts listed in Neesh's earlier Back Channels package.
These are community-reported rewards: both published choice guides match, and the unofficial Databank lists the same Intel/Contact tradeoff. Matching guides do not establish independent testing, and this guide has not replayed the Operation. The Databank identifies one extracted game build, so check your current choice screen before relying on the numbers after an update; the table does not establish later story consequences.
Black Sun first-meeting reward spoilers: Jump to the Black Sun first-meeting choices.
Meet the Black Sun Syndicate: First-Meeting Choices
For Star Wars Zero Company Meet the Black Sun Syndicate choices, choose Befriend if your goal is the highest reported immediate Zone Grek Influence. Gamers Heroes and ShowGamer list these results for the first meeting:
| Choice | Reported immediate reward |
|---|---|
| Intimidate | No reward listed |
| Pry | +3 Zone Grek Influence |
| Befriend | +5 Zone Grek Influence |
Befriend therefore provides two more reported Grek Influence than Pry. "No reward listed" means those guides list nothing gained for Intimidate; it does not establish every possible consequence of that response.
Identify the Operation by its full title. This first meeting is separate from the later Black Sun Syndicate Meeting, whose send-two, send-four, or avoid options belong to a different decision.
These are matching community reports, and this guide has not replayed the Operation. Agreement between guides does not establish independent testing. Check your current choice screen after updates, and do not treat the immediate Influence comparison as a guarantee about later story outcomes, character bonds, or every campaign branch.
What Remains Pending Confirmation
Release-build data resolves the old counting conflict: the former third-party main-story count is incomplete because it omits Strike Action. The working campaign structure is 13 fixed main-story Critical Tactical Missions, OP-001 through OP-013, plus either Stolen Goods or Buyer Beware as the chapter-three branch. These required battles are organized across 14 narrative sections—Prologue plus 13 further chapters—but EA and StarWars.com have not published an authoritative chapter or mission count, so the official total remains unpublished. The opening planet's spelling also varies across unofficial pages and automatic captions, so the article avoids treating a transcript spelling as definitive.
Crisis mission assignments and full briefing titles remain unverified because media labels conflict with release-build data fields. Several exact facility names, upgrade percentages, enemy health modifiers, and planet totals appear only in one unofficial guide and are not corroborated by the official material. They are intentionally excluded here because the reliable campaign decisions do not depend on them. Use the Holotable's current markers and in-game tooltips as the final authority when a patch or playthrough state differs from a third-party route.
Sources
- https://starwarszerocompany.blog/missions/
- https://www.whisperofthehouse.com/star-wars-zero-company/walkthrough
- https://www.youtube.com/watch?v=bIcQxfFdlyY
- https://www.starwars.com/news/star-wars-zero-company-guide
- https://www.ea.com/games/starwars/zero-company/faq
- https://www.gamersheroes.com/game-guides/star-wars-zero-company-choices-guide/
- https://showgamer.com/en/guides/5371-prohozhdenie-star-wars-zero-company
- https://www.zerocompany.tools/operations/strange-bedfellows
- https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice/