Gaming Guide

Star Wars Zero Company: All 14 Chapters and Main Story Missions

Every chapter in order, the critical missions that push the story forward, and where each optional mission appears.

Every chapter in order, the critical missions that push the story forward, and where each optional mission appears.

The campaign in Star Wars Zero Company runs across 14 chapters, from the Prologue through to the Epilogue. More than 60 missions are attached to those chapters, but a single playthrough only lets you finish roughly half of them. Each chapter (aside from the Epilogue) holds one or two critical missions that must be cleared to move the story on, and the rest are optional crisis, crewmate, and regular missions you slot in while multi-cycle operations run in the background.

Quick answer: Complete the critical mission (or missions) inside each chapter to advance. The 14 chapters, in order, are Prologue, 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 the Epilogue.

Image credit: Electronic Arts

All 14 chapters in order

Progress is tracked in cycles. Every mission you run pushes the current cycle up by one, and a full playthrough usually lands somewhere between 30 and 40 cycles. Where you fall in that range depends on whether you clear critical missions the moment they appear or hold off until the cycle they expire in.

#Chapter
1Prologue
2Business As Usual
3In Debt to the Hutts
4Republic Intelligence
5Smugglers and Slugrats
6Enter Fathom
7Jedi Undercover
8The Umbaran Connection
9The Fathom Menace
10Liberate Luunata
11Tighten the Noose
12Back to Business
13Fathom’s Grand Designs
14Epilogue

Mission types and how they behave

Missions appear on the Den’s Holotable, and how long you have to take them depends on the type. Knowing the difference matters because some vanish quickly.

TypeAvailability and effect
CriticalMandatory. Advances the story. You usually have a few cycles before it expires.
CrisisExpires after a single cycle. Clearing it stops the Coil from growing stronger.
CrewmateTies to a specific operator. Finishing both of a crewmate’s missions unlocks a trophy/achievement.
RegularAvailable for four cycles. Standard contract work for credits and items.

Crisis missions arrive in pairs, and each pair lasts only one cycle. Across the whole campaign there are ten of them, so five is the most you can realistically complete. Because crewmate missions and critical missions can overlap on the timeline, it often helps to clear crewmate objectives first rather than rushing the critical mission the instant it unlocks.

Image credit: Electronic Arts

Full mission list by chapter

Each mission below lists its planet in brackets, and crewmate missions note the operator they belong to. Because you can only take on a portion of these in one run, treat this as the complete pool rather than a single-playthrough checklist.

ChapterMission (Location)Type
PrologueThe Serolonis Job (Serolonis)Critical
Business As UsualNot Your Turf (Lothal)Critical
In Debt to the HuttsStolen Goods (Kaller)Critical
In Debt to the HuttsBuyer Beware (Dantooine)Critical
Republic IntelligenceEavesdropping (Courtsilius)Critical
Smugglers and SlugratsCutting-Edge Tech (Serolonis)Regular
Smugglers and SlugratsCold Metal (Kaller)Regular
Smugglers and SlugratsNo Clone Left Behind (Ryloth) — TrickCrewmate
Smugglers and SlugratsPirate Radio (Lothal)Regular
Smugglers and SlugratsBuy Cheap, Never Sleep (Anaxes) — KabbCrewmate
Smugglers and SlugratsDark Waters (Courtsilius)Critical
Enter FathomScrap Metal (Mapuzo)Regular
Enter FathomHostage Situation (Lothal)Regular
Enter FathomEnforcer Tech – Explosive Equipment (Brentaal IV)Crisis
Enter FathomStriker Tech – Resonating Strike (Mapuzo)Crisis
Jedi UndercoverRescue Operation (Dantooine)Regular
Jedi UndercoverDead Metal (Serolonis)Regular
Jedi UndercoverSmugglers’ Den (Courtsilius)Critical
The Umbaran ConnectionDistress Call (Florrum) — JaeCrewmate
The Umbaran ConnectionGround Floor (Brentaal IV)Regular
The Umbaran ConnectionDead of Night (Brentaal IV)Regular
The Umbaran ConnectionTrade Secrets (Sullust)Regular
The Umbaran ConnectionBX Commando Tech – Incendiary Mines (Florrum)Crisis
The Umbaran ConnectionBX Sniper Tech – Penetrating Rounds (Florrum)Crisis
The Umbaran ConnectionDemolition (Anaxes)Regular
The Umbaran ConnectionOff the Face of the Map (Florrum)Regular
The Umbaran ConnectionCasualties of War (Bespin)Critical
The Fathom MenaceWhat’s Yours is Mine (Lothal)Regular
The Fathom MenaceB2 Battle Droid Tech – React (Mapuzo)Crisis
The Fathom MenaceB2 Battle Droid Tech – Kaller (Kaller)Crisis
The Fathom MenaceEnemy Intelligence (Orinda)Critical
The Fathom MenaceBest Served Cold (Brentaal IV) — ClyCrewmate
Liberate LuunataOrigin of Infection (Vandor) — TelCrewmate
Liberate LuunataLord of Betrayal (Sullust) — LucoCrewmate
Liberate LuunataBattle on the Big Bridge (Ryloth)Regular
Liberate LuunataSilent Running (Ryloth)Regular
Liberate LuunataSeparatist Secrets (Ryloth)Regular
Liberate LuunataBrute Tech – High Impact (Serolonis)Crisis
Liberate LuunataBrute Tech – Divine Pain (Vandor)Crisis
Liberate LuunataBar Brawl (Dantooine)Regular
Liberate LuunataBehind Enemy Lines (Luunata)Critical
Tighten the NooseIll-Gotten Gains (Vandor)Regular
Tighten the NooseKith and Kin (Mapuzo) — KabbCrewmate
Tighten the NooseWetwork (Brentaal IV)Regular
Tighten the NooseStillwatch (Vull Quiat)Critical
Back to BusinessStrike Action (Sullust)Critical
Back to BusinessYou Can’t Go Home Again (Luunata) — JaeCrewmate
Back to BusinessIt’s Just Business (Anaxes)Regular
Back to BusinessProtection Services (Florrum)Regular
Back to BusinessDeep Cover (Umbara)Critical
Back to BusinessDetainment Protocol (Sullust)Regular
Back to BusinessSisters (Dantooine) — TelCrewmate
Back to BusinessUnfinished Business (Kaller)Critical
Fathom’s Grand DesignsNo Kings, No Masters (Umbara) — TrickCrewmate
Fathom’s Grand DesignsEarly Retirement (Brentaal IV)Regular
Fathom’s Grand DesignsCantina Takedown (Dantooine)Regular
Fathom’s Grand DesignsSpoils of War (Ryloth)Regular
Fathom’s Grand DesignsWithout Honor or Humanity (Serolonis) — ClyCrewmate
Fathom’s Grand DesignsHidden Agent (Florrum)Regular
Fathom’s Grand DesignsGuardian Tech – Life Beyond Death (Serolonis)Crisis
Fathom’s Grand DesignsSeer Tech – Siphoning Bind (Vandor)Crisis
Fathom’s Grand DesignsThe Infinite Coil (Bardan)Critical
Epilogue
Image credit: Electronic Arts

The Pick Your Poison choice in “In Debt to the Hutts”

The critical mission you receive during the “In Debt to the Hutts” chapter is set by the decision you make in the Pick Your Poison operation. Selecting Kaller opens Stolen Goods, while selecting Dantooine opens Buyer Beware. The two paths lead to the same place, so the choice carries no lasting consequence for your run.


Cly’s crewmate missions become critical

If you allow Cly to join Zero Company, her two crewmate missions, Best Served Cold and Without Honor or Humanity, are reclassified as critical missions. That means you have to complete both to progress, so bringing her aboard folds those objectives directly into the main story rather than leaving them optional.

With the chapter order and the full mission pool laid out, you can plan each cycle around clearing critical missions on time while squeezing in as many crewmate objectives and one-cycle crisis missions as your roster and schedule allow. Prioritise crisis missions the moment they surface, keep an eye on the cycles left on critical missions, and you will move through all 14 chapters without leaving key content behind.