Gaming How-To

Star Wars Zero Company: How to Find the Warehouse Entrance

The exact route through the canal district to the Slugrat warehouse, plus the two scan points worth Intel and Advantage.

The exact route through the canal district to the Slugrat warehouse, plus the two scan points worth Intel and Advantage.

Raid the Slugrat HQ starts you in the canal district with a single instruction on screen: Find the Warehouse Entrance. There is no combat yet and no map puzzle to solve. The route is linear, and the objective completes on its own the moment you reach the right spot, so the only thing worth optimizing here is the free Intel and Advantage you can collect on the way in.

Quick answer: Run forward, drop to the lower platform, turn left and talk to the Canal Resident, then follow the path to the first blue marker, turn right to the second marker, and continue down the corridor. Entering the corridor triggers the cutscene that reveals the warehouse entrance.


Warehouse entrance route in Raid the Slugrat HQ

From the starting position, run straight ahead until the walkway ends and drop down onto the lower platform below. Once you land, turn left. The objective marker stays fixed on the far end of the district, so you can use it to keep your bearings.
Find the Warehouse Entrance objective highlighted on screen as the squad moves through the canal district
The Find the Warehouse Entrance objective stays pinned in the corner while you move through the district. Image: Bit Reactor
Head left along the lower path until you reach a Canal Resident standing in a doorway. Interact with them to hear what the locals know about the Slugrats. The conversation awards +10 Intel.
Talking to the Canal Resident in a doorway for a plus ten Intel reward
Speaking to the Canal Resident in the doorway pays out +10 Intel. Image: Bit Reactor
Carry on down the path until a blue marker appears on the ground. Stand on it and use SCOPE to look at the three Slugrats loitering ahead. Scanning all three grants another +10 Intel.
Turn right from that marker and follow the path to the second blue marker. Scope in again, this time on the two guards posted ahead. That scan awards +3 Advantage rather than Intel.
Scoping in on guards from the second blue scan marker during the warehouse approach
The second blue marker is a scan point aimed at the two posted guards. Image: Bit Reactor
Keep moving and enter the corridor past the second scan point. There is nothing to interact with inside it. Reaching the far end fires a cutscene that shows the warehouse entrance and the enemies waiting there, which closes out the objective.
Moving down the dark industrial corridor that triggers the warehouse entrance cutscene
The dark industrial corridor at the end of the route triggers the warehouse entrance cutscene. Image: Bit Reactor

Every Intel and Advantage pickup on the approach

The whole approach is worth 20 Intel and 3 Advantage if you stop for everything. None of it is hidden behind a detour, and skipping a stop does not lock you out of the rest.

StopActionReward
Canal Resident in the doorway (left after the drop)Talk+10 Intel
First blue marker, three SlugratsScope+10 Intel
Second blue marker, two guardsScope+3 Advantage

Intel is the resource you spend on non-combat Operations back at the Den, so scouting rewards during a mission feed directly into the work you take on between deployments. Advantage is the shared pool your squad draws from for its more expensive special abilities, which means the three points banked here are available the moment the fight at the warehouse begins.


How to tell the objective has completed

Completion is confirmed by the cutscene, not by a counter. Once you reach the end of the corridor, control is taken away, the camera reveals the warehouse entrance and the enemies stationed outside it, and the mission moves into its next phase. If you are still walking freely and the objective text still reads Find the Warehouse Entrance, you have not reached the corridor’s trigger point yet.

Note: the two blue scan markers and the Canal Resident are optional stops. They pay out resources, but the cutscene does not depend on them, so if you missed one earlier on the path you can keep moving forward rather than backtracking to hunt for a trigger that is not there.


Treat the whole approach as a scouting phase rather than a search. The geometry does the navigating for you as long as you commit to the drop, the left turn, and the right turn at the first marker, and the only real decision is whether you slow down for the three pickups before the shooting starts.