Gaming Guide

Star Wars Zero Company: How to Beat Sisters, Tel-Rea’s Personal Mission

Survive Trilla for six turns and keep Hawks and Tel-Rea alive to clear the Dantooine ambush.

Survive Trilla for six turns and keep Hawks and Tel-Rea alive to clear the Dantooine ambush.

Sisters is Tel-Rea Vokoss’s personal mission in Star Wars Zero Company, and it plays out differently from a normal fight. The battle against Trilla, the Second Sister, is not a kill objective. It is an endurance test on Dantooine, and losing Tel-Rea ends the run instantly.

Quick answer: Bring Hawks and Tel-Rea (both mandatory), survive six full turns against Trilla, keep Tel-Rea away from her, and rally or revive Tel-Rea immediately if she is downed. Do not try to kill Trilla.

Image credit: Electronic Arts

How to unlock Sisters

Tel-Rea only offers this mission after Order 66 and the story’s timeskip. She receives an invitation to Dantooine from Trilla, a Jedi she once knew, and asks you to travel there with her. Accepting starts the quest called Sisters.

The mission becomes available after you finish Deep Cover. It commonly triggers around Cycle 30, though the exact cycle can shift based on your progress. Treat the reunion as a trap from the start, because the meeting turns into combat.


Squad requirements before you deploy

The mission fails if either Hawks or Tel-Rea dies, and both are locked into your team of four. That leaves two open slots to build around survival. Tel-Rea is far more fragile here than usual, since she can be killed after being downed only once, so your other picks should protect her and clear pressure fast.

SlotPickWhy
MandatoryHawksRequired by the mission; keep away from Trilla and distract her.
MandatoryTel-ReaRequired; must survive all six turns or the mission fails.
RecommendedA MedicStrong single-turn healing revives a downed Tel-Rea to full health instead of half.
RecommendedClyClears the weaker stormtroopers surrounding Trilla.
Image credit: Electronic Arts / Trophy Guides

Grab the +3 Advantage before the fight

When you land on Dantooine, there is a short walking segment through an area that has clearly seen recent fighting. Along the path you can interact with a destroyed bike. Doing so grants +3 Advantage heading into the battle, which is worth the small detour.

Continue following the objective until you reach a dead body. Reaching it springs Trilla’s trap. She reveals her plan to either turn Tel-Rea to the dark side or kill her, Tel-Rea refuses, and the fight begins.


The six-turn survival objective

The goal is not to defeat Trilla. You need to survive her for six turns with Tel-Rea still standing. Attacking Trilla directly is a mistake. She triggers a very strong reaction move against attackers, and your damage against her is minimal anyway. Avoid her whenever possible.

Use Hawks and your fourth operator to keep Trilla occupied and away from Tel-Rea. Their job is distraction and staying alive, not dealing damage to her.
Point Tel-Rea at the stormtroopers instead of Trilla. She deals heavy damage on her turn, and hitting troopers keeps her physically distant from the boss. Use her lightsaber throw when you have the AP, especially with several enemies lined up.
Clear the stormtroopers quickly with Cly or your fourth pick. Once the extra enemies are gone, the fight becomes far calmer and you can simply hold position and wait out the remaining turns.
Image credit: Electronic Arts

If Trilla downs Tel-Rea

If Trilla downs Tel-Rea, she immediately prepares to execute her, which fails the mission regardless of how many injuries Tel-Rea has. This is the single most dangerous moment in the fight.

Interrupt the execution on your next turn. Have any operator rally Tel-Rea so she gets back up and can move away from Trilla. If your medic revives her instead, she returns at full health rather than half, giving you a much larger safety margin for the rest of the turns.

Note: Because Tel-Rea can be lost after a single knockdown, treat every turn she spends near Trilla as a risk. Reposition her early rather than reacting after she goes down.

Image credit: Electronic Arts

How you know the mission is complete

Once the sixth turn passes with Tel-Rea alive, a cutscene plays automatically. Zero Company escapes to safety, and Tel-Rea defeats Trilla in the scene rather than during combat. That cutscene is your confirmation that Sisters is cleared. The only ways to fail are letting Hawks die, letting Tel-Rea die, or allowing Trilla to finish her execution before you rally.