Anakin Skywalker’s role in Star Wars Zero Company is short, scripted, and impossible to miss once you reach it. He turns up during a Republic prisoner swap that goes badly wrong, and for the length of that fight the most famous Jedi General in the Clone Wars is a unit you actually move around the grid.
Quick answer: Anakin appears in the “Infiltrate the Prisoner Exchange” mission. Complete the “Find the Negotiation Chamber” objective as Hawks, and the cutscene plays automatically, ending with Anakin fighting alongside you in turn-based combat.
Reaching the negotiation chamber
The mission opens with Hawks alone, threading through a pale white corridor while the objective banner reads “INFILTRATE THE PRISONER EXCHANGE.” There is no combat here. You are simply walking the route until the game registers that you have found the room where the swap is taking place.

Follow the corridor until the on-screen prompt switches to “FIND THE NEGOTIATION CHAMBER” and the marker settles on the doorway ahead. Crossing that threshold is the trigger, so anything optional along the way needs to be done first.

Optional intel: Scope the Republic delegation ship
There is a window along the hallway with a view of the ships docked outside. Press the scope prompt (shown as “E SCOPE”) and look at the Republic delegation vessel to bank an optional intel objective. Hawks confirms it out loud once the scope lands on the right ship, which is your signal that the objective registered.
Note: the window sits before the chamber door, and the cutscene takes over as soon as you enter. Grab the intel on the way in or you lose the chance.
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Add to Google Preferences →What happens in the prisoner exchange cutscene
Hawks steps into the chamber just as the two delegations arrive. Anakin walks in with a clone trooper to collect Dozen, a captured clone, while the Separatist side is represented by Rhy Cesca and Luco. The exchange is tense but civil, with Anakin accusing the Separatists of starving his soldier and Rhy pushing back that Umbara has been starving under Republic occupation.
The handover works. Dozen makes it back to his General, Rhy and Luco share a parting exchange of their own, and Hawks watches the whole thing from the sidelines. Then a hologram of Fathom, the leader of the Infinite Coil, cuts in.
There can be no negotiation with such a beast. Only total war.
Fathom declares that the Separatist Council forbade the meeting, sentences Rhy Cesca to death for arranging it anyway, and orders the station destroyed. The chamber is torn apart, Anakin tells everyone to move, and the game drops straight into a tactical fight.
| Beat | What happens |
|---|---|
| Arrival | Anakin and a clone trooper meet Rhy Cesca and Luco to trade prisoners |
| Handover | Dozen is released and rejoins Anakin |
| Interruption | A hologram of Fathom appears and rejects any negotiation |
| Sentence | Fathom condemns Rhy Cesca for defying the Separatist Council |
| Attack | The station is struck and the chamber collapses |
| Handoff | Control returns to you in turn-based combat |
The fight after the cutscene: Defeat the Coil intruders
Combat begins with the objective “DEFEAT THE COIL INTRUDERS” and a hard survival condition attached to it. Hawks, Anakin, and Luco all have to live through the encounter, so Luco is effectively an escort you cannot ignore while Coil forces return to finish what the bombardment started.
You will know Anakin has joined properly when his card appears with the title “Hero of the Republic” and the line confirming he is at your disposal. Clearing the encounter also awards a Harmony increase, shown on screen as +9.
Playing as Anakin Skywalker in turn-based combat
This stretch is your first hands-on experience with a Force user in the game’s tactical layer. Anakin is deliberately overpowered for the couple of fights he sticks around for, closing distance and cutting through enemies in a way none of your regular Operators can match at that point in the campaign. Treat him as the tool that clears the room while Hawks handles positioning and keeps Luco out of trouble.
He is not a recruit. Once his part of the story is done, he leaves, and the campaign’s dedicated Jedi slot goes to Tel-Rea Vokoss, a Padawan who joins Zero Company shortly afterwards and stays playable for the rest of the game.
| Detail | Status |
|---|---|
| Where he appears | “Infiltrate the Prisoner Exchange” mission |
| Controllable | Yes, for a short run of fights |
| Recruitable Operator | No |
| Customizable or upgradable | No |
| Voice | Matt Lanter, reprising his Clone Wars role |
| Permanent Jedi squad member | Tel-Rea Vokoss, joins later |
Why the cameo lands where it does
Zero Company is set in the closing stretch of the Clone Wars, before the Empire, which puts Anakin at the peak of his reputation as a Jedi General rather than anywhere near his fall. Bit Reactor uses him the same way it uses its other familiar faces, as a fixed story beat rather than a long-term party member, and Gorga the Hutt, Palpatine, Captain Rex, and Trilla Suduri all turn up under similar rules elsewhere in the campaign.
The practical takeaway is simple. Sweep the corridor for the scope intel before you walk into the chamber, then enjoy having a near-unkillable Jedi on the board for a fight or two, because the game takes him away again as soon as the Coil is cleared.





