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.

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 |
|---|---|
| 1 | Prologue |
| 2 | Business As Usual |
| 3 | In Debt to the Hutts |
| 4 | Republic Intelligence |
| 5 | Smugglers and Slugrats |
| 6 | Enter Fathom |
| 7 | Jedi Undercover |
| 8 | The Umbaran Connection |
| 9 | The Fathom Menace |
| 10 | Liberate Luunata |
| 11 | Tighten the Noose |
| 12 | Back to Business |
| 13 | Fathom’s Grand Designs |
| 14 | Epilogue |
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Add to Google Preferences →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.
| Type | Availability and effect |
|---|---|
| Critical | Mandatory. Advances the story. You usually have a few cycles before it expires. |
| Crisis | Expires after a single cycle. Clearing it stops the Coil from growing stronger. |
| Crewmate | Ties to a specific operator. Finishing both of a crewmate’s missions unlocks a trophy/achievement. |
| Regular | Available 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.

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.
| Chapter | Mission (Location) | Type |
|---|---|---|
| Prologue | The Serolonis Job (Serolonis) | Critical |
| Business As Usual | Not Your Turf (Lothal) | Critical |
| In Debt to the Hutts | Stolen Goods (Kaller) | Critical |
| In Debt to the Hutts | Buyer Beware (Dantooine) | Critical |
| Republic Intelligence | Eavesdropping (Courtsilius) | Critical |
| Smugglers and Slugrats | Cutting-Edge Tech (Serolonis) | Regular |
| Smugglers and Slugrats | Cold Metal (Kaller) | Regular |
| Smugglers and Slugrats | No Clone Left Behind (Ryloth) — Trick | Crewmate |
| Smugglers and Slugrats | Pirate Radio (Lothal) | Regular |
| Smugglers and Slugrats | Buy Cheap, Never Sleep (Anaxes) — Kabb | Crewmate |
| Smugglers and Slugrats | Dark Waters (Courtsilius) | Critical |
| Enter Fathom | Scrap Metal (Mapuzo) | Regular |
| Enter Fathom | Hostage Situation (Lothal) | Regular |
| Enter Fathom | Enforcer Tech – Explosive Equipment (Brentaal IV) | Crisis |
| Enter Fathom | Striker Tech – Resonating Strike (Mapuzo) | Crisis |
| Jedi Undercover | Rescue Operation (Dantooine) | Regular |
| Jedi Undercover | Dead Metal (Serolonis) | Regular |
| Jedi Undercover | Smugglers’ Den (Courtsilius) | Critical |
| The Umbaran Connection | Distress Call (Florrum) — Jae | Crewmate |
| The Umbaran Connection | Ground Floor (Brentaal IV) | Regular |
| The Umbaran Connection | Dead of Night (Brentaal IV) | Regular |
| The Umbaran Connection | Trade Secrets (Sullust) | Regular |
| The Umbaran Connection | BX Commando Tech – Incendiary Mines (Florrum) | Crisis |
| The Umbaran Connection | BX Sniper Tech – Penetrating Rounds (Florrum) | Crisis |
| The Umbaran Connection | Demolition (Anaxes) | Regular |
| The Umbaran Connection | Off the Face of the Map (Florrum) | Regular |
| The Umbaran Connection | Casualties of War (Bespin) | Critical |
| The Fathom Menace | What’s Yours is Mine (Lothal) | Regular |
| The Fathom Menace | B2 Battle Droid Tech – React (Mapuzo) | Crisis |
| The Fathom Menace | B2 Battle Droid Tech – Kaller (Kaller) | Crisis |
| The Fathom Menace | Enemy Intelligence (Orinda) | Critical |
| The Fathom Menace | Best Served Cold (Brentaal IV) — Cly | Crewmate |
| Liberate Luunata | Origin of Infection (Vandor) — Tel | Crewmate |
| Liberate Luunata | Lord of Betrayal (Sullust) — Luco | Crewmate |
| Liberate Luunata | Battle on the Big Bridge (Ryloth) | Regular |
| Liberate Luunata | Silent Running (Ryloth) | Regular |
| Liberate Luunata | Separatist Secrets (Ryloth) | Regular |
| Liberate Luunata | Brute Tech – High Impact (Serolonis) | Crisis |
| Liberate Luunata | Brute Tech – Divine Pain (Vandor) | Crisis |
| Liberate Luunata | Bar Brawl (Dantooine) | Regular |
| Liberate Luunata | Behind Enemy Lines (Luunata) | Critical |
| Tighten the Noose | Ill-Gotten Gains (Vandor) | Regular |
| Tighten the Noose | Kith and Kin (Mapuzo) — Kabb | Crewmate |
| Tighten the Noose | Wetwork (Brentaal IV) | Regular |
| Tighten the Noose | Stillwatch (Vull Quiat) | Critical |
| Back to Business | Strike Action (Sullust) | Critical |
| Back to Business | You Can’t Go Home Again (Luunata) — Jae | Crewmate |
| Back to Business | It’s Just Business (Anaxes) | Regular |
| Back to Business | Protection Services (Florrum) | Regular |
| Back to Business | Deep Cover (Umbara) | Critical |
| Back to Business | Detainment Protocol (Sullust) | Regular |
| Back to Business | Sisters (Dantooine) — Tel | Crewmate |
| Back to Business | Unfinished Business (Kaller) | Critical |
| Fathom’s Grand Designs | No Kings, No Masters (Umbara) — Trick | Crewmate |
| Fathom’s Grand Designs | Early Retirement (Brentaal IV) | Regular |
| Fathom’s Grand Designs | Cantina Takedown (Dantooine) | Regular |
| Fathom’s Grand Designs | Spoils of War (Ryloth) | Regular |
| Fathom’s Grand Designs | Without Honor or Humanity (Serolonis) — Cly | Crewmate |
| Fathom’s Grand Designs | Hidden Agent (Florrum) | Regular |
| Fathom’s Grand Designs | Guardian Tech – Life Beyond Death (Serolonis) | Crisis |
| Fathom’s Grand Designs | Seer Tech – Siphoning Bind (Vandor) | Crisis |
| Fathom’s Grand Designs | The Infinite Coil (Bardan) | Critical |
| Epilogue | — | — |

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.





