Gaming Guide

Star Wars Zero Company: How to Beat the Dark Waters Mission

A squad setup and turn-by-turn plan to clear both Dark Waters encounters on Courtsilius without losing an operator.

A squad setup and turn-by-turn plan to clear both Dark Waters encounters on Courtsilius without losing an operator.

Dark Waters is one of the Critical story missions in Star Wars Zero Company, set on the Core World of Courtsilius and built around tracking down the Coil’s leader. It runs longer than the earlier campaign levels and splits into two separate combat encounters, so pacing and squad sustain matter more than raw aggression. The fight is against ordinary infantry and Coil troops rather than droids, which changes how you should equip your team.

Quick answer: Bring Hawks with a long-range rifle, Trick, a Heavy, and a Medic (also on a long-range rifle), load Impact or Firebomb grenades, hold the high ground with Overwatch, and delay hitting the drain console until the turn before reinforcements arrive.

Image credit: Electronic Arts

Squad loadout for Dark Waters

Hawks is required on this mission, as with every story mission. The rest of the roster should lean toward range and staying power. Because you are not fighting droids here, the Astromech offers little value, and the arena is fairly linear with wave after wave of infantry pushing toward you.

OperatorRole in the fight
Hawks (long-range rifle)Picks off advancing enemies from the back line
TrickStrips cover and uses Rocket Strike on clustered groups
HeavyTaunts, soaks damage, and draws enemy fire
Medic (long-range rifle)Heals, applies Morale Boost Adv and Combat Stim, and kills at range

Give the Medic a long-range rifle so it can contribute damage while sitting in the back line for most of the mission. Pack Impact or Firebomb grenades on your throwers. Both are useful for shutting down enemy Overwatch and for cracking tougher targets that survive normal fire.


First encounter: draining the canal

Follow the waypoint through the alleyway until combat begins. Your objective is to reach the control console on the left side of the dock and drain the canal, but the console is surrounded by melee Slugrats, so approaching too early is a trap.

Move your long-range operator onto the high ground on the right and set an Overwatch to catch enemies pushing from the back. The cover here is destructible, so do not linger. There is an explosive barrel nearby you can trigger to damage and ignite groups of enemies if they advance.
Push the Heavy to the cover on the left and start firing on the enemies directly ahead. The goal is to strip away the cover in front of you so advancing foes have nowhere safe to stand and instead walk into your Overwatch fire.
Use Trick and the Medic to keep tearing down cover and to plant more Overwatch zones in front of the oncoming melee Slugrats. Have the Medic loop healing, Morale Boost Adv, and Combat Stim through the rest of the squad while the Heavy taunts to pull enemy fire.
Image credit: Electronic Arts / Trophygamers

On the enemy’s third turn, reinforcements arrive at the back of the arena. They spawn far away, so clearing the first wave first buys you the room you need.

Time the console, do not rush it

Hitting the console immediately drains the canal and spawns more enemies on the newly exposed lower floor. Wait instead until the turn right before reinforcements enter, then advance to the console and build a defensive perimeter. This lets you damage or kill the three reinforcements coming from the north without also fighting enemies climbing out of the canal.

A second wave also arrives from the north. Grenades and Trick’s Rocket Strike clear them quickly. Always prioritize the northern arrivals, because the enemies down in the canal take several turns to close the distance and often hesitate at the stairs.

Once the upper Slugrats are dead, turn to the five enemies below. Keep two operators holding Overwatch on the staircases while the others fire down on the enemies scrambling for cover. Any Slugrat that tries to climb takes damage and cannot reach safety. Clearing them all moves you into the underground section and a cutscene where you meet a new ally and learn more about the Coil.

Image credit: Electronic Arts

Second encounter: fighting Coil Resonance

The mission is not over after the cutscene. A second fight begins, and your only objective is to kill every Coil member. The complication is the Resonance ability, which every Coil enemy carries.

Resonance ruleWhat happens
StackingBuilds up to three stacks on a single Coil unit
Surge at three stacksThe unit heals, grows stronger, and gains unique combat abilities
On deathA living Coil enemy gains a stack of Resonance

Because kills transfer Resonance, killing enemies steadily can feed the survivors. Keep the number of powered-up Coil units low, and immediately focus anything that reaches three stacks. A surged enemy becomes the most dangerous target on the field if you leave it alone. Watch for surge abilities such as Retaliation, turning invisible, and melee that can reach you at a distance and through cover.

Place Trick and the Heavy in the cover below, and keep the Medic and Hawks on the elevated catwalk above them. The long-range pair picks off targets and holds Overwatch on choke points while the ground pair deals damage.
Hold the catwalk and do not push forward. Surging Coil enemies can close the gap fast, so let them come to you. Use the Heavy’s taunt to absorb hits while the Medic keeps it healed and buffed, freeing Trick and Hawks to punish anything that rushes in.
Save your explosives. All consumables and grenades refresh for this encounter, and a large group of reinforcements arrives from the north tightly clustered together. Drop your grenades and Trick’s Rocket Strike on that pack to wound several enemies at once.
Image credit: Electronic Arts

When the last Coil enemy falls, a final cutscene plays and the mission ends. That closing cutscene is your confirmation the encounter is complete. If the fight drags on, the usual cause is a Coil unit that surged unchecked, so tighten your focus fire on any target at three stacks.

Because Star Wars Zero Company uses permadeath and enemies that escape return stronger in later encounters, finishing Dark Waters cleanly matters beyond this mission. Holding your ground, controlling the choke points, and keeping the Medic active is what carries all four operators through to the end.