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.

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.
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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.
| Slot | Pick | Why |
|---|---|---|
| Mandatory | Hawks | Required by the mission; keep away from Trilla and distract her. |
| Mandatory | Tel-Rea | Required; must survive all six turns or the mission fails. |
| Recommended | A Medic | Strong single-turn healing revives a downed Tel-Rea to full health instead of half. |
| Recommended | Cly | Clears the weaker stormtroopers surrounding Trilla. |

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.

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.

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.






