Gaming Guide

Star Wars Zero Company: Red Dust Mission Walkthrough

How to crack the security chest, hold the green zone, and clear every outlaw on the Red Dust map.

How to crack the security chest, hold the green zone, and clear every outlaw on the Red Dust map.

Red Dust is a two-stage tactical mission built around a single locked container. The stolen weaponry sits inside a security chest in the middle of an open courtyard, and the outlaws holding the area will keep feeding reinforcements at you while your safecracker works. The map’s saving grace is its geometry: deep pits sit right where the enemy likes to stand.

Quick answer: Move Tesh Hawks onto the security chest, use Safecracker, and keep at least one operator inside the green boundary zone for three turns until the objective flips to Eliminate All Hostiles. Force Push and Force Pull into the central pits remove enemies instantly, regardless of how much health they have left.


Red Dust objectives and win conditions

The mission opens with Capture the Weapons on screen, but the objective list is what you should actually track. The first objective is a timed hold, not a fight, and the second only appears once the chest is open.

StageObjectiveWhat it requires
1Secure the Stolen WeaponryUse Safecracker on the security chest and keep an operator in the green zone for three turns
2Eliminate All HostilesKill every remaining outlaw on the map, including reinforcements

You will see supporting prompts along the way: Use Safecracker on Security Chest, Defend the Safecracker, Safecracker Working…, and Region Occupied. Reinforcements Incoming flashes up at the end of the second enemy turn, so plan the third round expecting fresh enemies rather than a clean board.


Squad roles and outlaw types on the map

Four operators handle the whole mission comfortably. Each one has a clear job, and swapping those jobs around is where runs tend to fall apart.

OperatorJob on Red DustKey abilities
Tel-Rea VokossFront line, pit controlPush III, Pull, Lightsaber Strike, Impact Bomb
TrickDamage soak and area damageRocket Strike II, Fire Repeating Blaster
Jae MordantRanged cleanup and overwatchFire Blaster Rifle, Ambush II
Tesh HawksSafecracker and supportSafecracker, Combat Stim III, Morale Boost IV

The opposition is made up of Outlaw Strikers, Outlaw Enforcers, Outlaw Marauders, and at least one Outlaw Sniper. Enforcers tend to hold the roof, which puts them out of reach of the pits, so those are the targets you shoot rather than throw. The sniper is the one enemy that punishes an exposed safecracker, and it is best answered with a pre-placed overwatch rather than a chase.


Round-by-round route through Red Dust

Push Tel-Rea Vokoss forward to the front line before anyone else moves. Line up Push III on the nearest Outlaw Striker so the knockback carries it into the central pit. Clearing that first body opens the lane to the chest and stops the squad from getting pinned at the deployment edge.
Bring Trick, Jae Mordant, and Tesh Hawks up behind her, using cover as you advance. Spend Jae Mordant’s shot on the Outlaw Enforcer up on the roof, since that unit will otherwise fire down on whoever stands at the chest. Expect the enemy turn to answer with light chip damage on Trick, which is exactly what you want.
Isometric view of the Red Dust courtyard with red-marked outlaws surrounding the squad
The fortified courtyard on the first enemy turn, with outlaws marked in red closing on the squad. Image: Bit Reactor
On round two, use Push III again to drop an Outlaw Marauder into the pit, then use Pull to drag a Striker away from your grouped squad. Pull is just as valuable as Push here because it repositions a melee threat before it ever gets an attack off. Follow up with a Call for Backup assist from Trick so Tesh Hawks can finish weakened targets without spending his own turn on damage.
Walk Tesh Hawks onto the security chest and trigger Safecracker. The green boundary zone appears around the chest and the counter begins, so from this point every other operator is a bodyguard.
Security chest marked with a yellow objective icon as the squad moves in to use Safecracker
The security chest carrying the yellow objective marker, the spot where Safecracker has to be used. Image: Bit Reactor
Reinforcements arrive at the end of the second enemy turn. Spend round three thinning the roof: Trick shoots the Enforcer, and Tel-Rea Vokoss finishes another with Lightsaber Strike followed by Pull. Top Tesh Hawks up with Combat Stim III if he has taken hits, since a downed safecracker stops progress cold.
Defend the Safecracker prompt on screen while operators hold the green zone around the chest
Defend the Safecracker in progress, with the squad holding positions inside the green zone. Image: Bit Reactor
End Jae Mordant’s turn on Overwatch covering the approach lane instead of firing a low-percentage shot. The Outlaw Sniper walks into it on the following enemy turn and can be dropped outright on a critical, which removes the biggest threat to the chest without spending a full round hunting it.
Operator in cover aiming at an enemy inside a highlighted green movement area
Setting up in cover and covering the lane the enemy has to cross. Image: Bit Reactor
By round four the remaining outlaws bunch up on the approach. Fire Trick’s Rocket Strike II into the tightest cluster of three, then chain Tel-Rea Vokoss’s Impact Bomb grenade into the survivors. Finish the round with more Push and Pull to shove anything still standing off the ledges.
Green outlined targeting zone on the battlefield before an area attack is confirmed
Lining up an area attack, with the green outline showing exactly what the blast will cover. Image: Bit Reactor
Once Tesh Hawks finishes securing the weapons, the objective updates to Eliminate All Hostiles. Hunt down the last Outlaw Marauder with a Lightsaber Strike and the mission ends on round five.

How the pits work as an instant kill

The open pits in the middle of the courtyard are the reason Red Dust can be finished in five rounds. Any outlaw knocked in with Force Push or dragged in with Force Pull is defeated on the spot, no matter how much health or armor it had. That turns a tanky Marauder into a one-action problem instead of a three-turn firefight.

Two limits are worth remembering. Enemies on the roof cannot be pushed into a pit, so they still need to be shot down. And Pull is the better tool when a target is already past the pit and closing on your squad, because it repositions the enemy back toward the hazard rather than away from it.


Holding the green zone while the safecracker works

Safecracking is a presence check. At least one operator has to stay inside the green boundary around the security chest for three turns, and the Region Occupied prompt confirms you are meeting that condition. If everyone steps outside the ring, progress stalls until someone moves back in.

Note: Tesh Hawks does not have to be the operator standing there once the crack is running, but he is the one who starts it, so keep him healthy and in cover. Position the other three around him in cover facing the approach lanes rather than pushing forward to chase kills.


Confirming Red Dust is complete

There are two clear confirmations. The first is the objective line changing from Secure the Stolen Weaponry to Eliminate All Hostiles, which means the chest is open and the hold phase is done. The second is the Mission Success screen, which only appears after the last outlaw is gone.

ResultClean-run figure
Total Tactical Rounds5
Enemies Defeated11
Damage Dealt420

The damage figure stays low precisely because pit kills do not register as damage, so a fast run will always look light on that stat. If Mission Success has not triggered after the weapons are secured, an outlaw is still alive somewhere on the map, most often an Enforcer holding position on the roof or a straggler from the reinforcement wave. Sweep those before assuming the mission has hung.