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Star Wars: Zero Company

Star Wars: Zero Company

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Step into the gritty twilight of the Clone Wars in Star Wars: Zero Company, a turn-based tactics game where you command an unconventional outfit of professionals for hire. Led by Hawks, a former Republic officer, you'll guide Zero Company through a compelling narrative, making every decision count on the battlefield. This isn't your typical Star Wars fare; it's a methodical, strategic experience for players who appreciate deep tactical gameplay and an authentic story.

This guide is here to help you navigate the challenges of Zero Company. We'll cover everything from mastering the turn-based combat and understanding unit abilities to uncovering all the collectibles and achieving the coveted Gold Medals on every mission. Whether you're struggling with a tough boss encounter or aiming for a perfect playthrough, we've got the intel you need to succeed.

Part 1

Your first steps in Star Wars: Zero Company! Learn about pilot registration, the Concourse, and the Proving Ground maze. Get ready to fly!

Alright, let's get you started in Star Wars: Zero Company! Think of this as your initial briefing before you even hop into the cockpit. First things first, you'll need to register your pilot. This is where you'll set up your unique identity in the game – your name, your rank, your achievements, and your score. It's pretty cool because each pilot you create gets their own progression.

In the older versions of the game, you could even use your registered pilots as wingmen in missions, but that feature got tweaked in the Collector's Edition. Still, your pilot's info is super important. You can check out their 'Merits' – that's where you'll see their current rank (it's shown on their uniform, neat!), any training patches or flight badges they've earned, and ribbons from completing Tours of Duty. Plus, any medals you snag from high scores or finishing tours will be displayed here too.

Then there's the 'Statistics' section. This is your personal scoreboard, showing your mission scores, your overall accuracy, and how many ships you've managed to lose. Honestly, if you can beat this game without losing a single craft, you're a legend – it's tough!

Once you're all registered, you'll find yourself in the Concourse. This is your central hub, kind of like the main lobby. From here, you can access a few key areas:

  • Rebel Proving Ground: This is where you'll catch a shuttle to practice your skills in 'The Maze' with all the different Rebel starfighters.
  • Rebel Training Ground: Another shuttle ride takes you to the Training Frigate for simulated combat missions and replays of tours you've already completed.
  • Tour of Duty Registration: Ready for the real deal? Sign up for actual combat missions here, and you can also watch unlocked cutscenes after beating certain tours.
  • Film Room: If you've been recording your flights with the in-flight recorder, you can review them here.
  • Tech Room: Want to know the specs on all the ships? This is the place to check out technical details for starfighters, freighters, and capital ships.
  • Registration: Need to switch pilots? Just head back here to where you started.

Now, if you're brand new to X-Wing or games like it, I highly recommend heading straight to the Rebel Proving Ground. It's the best place to get a feel for the controls and the general flow of flying in 'The Maze.' You can try it out in the X-Wing, Y-Wing, A-Wing, and B-Wing. You start with access to just the first level for each ship, but as you clear more, you'll unlock up to level 8. After that, you'll start at the highest level you've unlocked and work your way forward.

The maze itself is pretty straightforward: there are 110 gates in total. Most platforms have 3 gates, with the final one having just a single gate. When you start on level one, only some platforms will have lasers. Destroying a laser with your own weapons adds 2 seconds to your timer – remember this, it's important!

As you climb the levels, you'll notice more lasers, and they'll actually start firing back at you with surprising accuracy! Your goal is to destroy them to gain more time on your clock. Things get tricky at higher levels, with some platforms even facing backward, firing at you from behind. You've gotta take them out before they get you!

If you finish a level with time left on the clock, that extra time gets added as bonus points to your score. More time left means a bigger bonus. Sometimes you'll get a nice bonus, especially early on, and other times you'll just be happy to finish before time runs out. If you're struggling, try changing up your approach or focus on improving your aim to destroy more targets.

Here’s a quick rundown of the time limits and setup for the early levels:

  • Level 1: You get 8 minutes 30 seconds. It has the fewest targets, and they don't fire back at you. Easy peasy.
  • Level 2: Time drops to 6 minutes. More targets appear, and they start firing with low accuracy.
  • Level 3: You have 4 minutes 30 seconds. Even more targets, still firing with low accuracy.
  • Level 4: Down to 3 minutes. This level has the most targets, and they're firing with relative accuracy now.
  • Level 5: You get 5 minutes 30 seconds. More targets, firing with relative accuracy. Heads up: Completing this level earns you a promotion from Flight Cadet to Flight Officer!
  • Level 6: 5 minutes on the clock. More targets, still firing with relative accuracy.
  • Level 7: 4 minutes 30 seconds. Most targets, and they're firing with near pinpoint accuracy.
  • Level 8: Another 4 minutes 30 seconds. Most targets, near pinpoint accuracy, and some will be facing backward to shoot at you from behind. Finishing this level earns you... well, the source cuts off here, but it's likely another promotion or award!

Part 2

Master Star Wars: Zero Company craft tips for X-Wing, Y-Wing, A-Wing, and B-Wing. Learn strategies for training missions like Dev's Sidestep.

X-Wing Tips: Set laser recharge rate up one notch and leave shields at maintenance. Set laser cannons to fire dual. As you progress, pump laser power into shields until fully charged, and continue to do so as they decrease. Accuracy is especially helpful on levels 3 and 4.

Y-Wing Tips: This craft moves slower but is easier to aim with due to nose-mounted laser cannons. Set laser recharge rate up one notch and pump power into shields. Firing linked is optional. Destroy as many targets as possible, especially under a time crunch.

A-Wing Tips: This craft is faster than others, allowing you to focus on improving accuracy at higher speeds. You can set lasers to recharge at a higher rate to slow yourself down slightly while still being faster than other craft. Completing the maze should not be an issue.

B-Wing Tips: This craft is like a flying tank, capable of taking punishment and generating energy. Avoid pumping too much power from engines into shields and lasers, as this will slow you down. Set laser recharge rate up one notch and pump power into shields. Set cannons to fire linked. You should be able to destroy at least 2/3rds of targets.

You can always return to training missions after obtaining your flight badges to improve times, scores, or accuracy.

IV. Simulation - The Training Ground & Training Missions

At the secret Rebel Training Frigate, you can choose sets of missions to experience in a simulator. Completed tour missions can be replayed here. This is the place to go if you feel you lack experience or want to best your previous performance.

A. X-Wing Training Missions

Mission 1: Dev's Sidestep

Craft: X-Wing Red 1 (You)

Objectives: FRT Rouh must be destroyed, T/F group Alpha must be destroyed, T/F group Gamma must be destroyed, T/I group Delta must be destroyed, T/I group Eta must be destroyed, T/B group Theta must be destroyed, T/B group Iota must be destroyed, T/B group Zeta must be destroyed, TRN group Omega must be destroyed, Container group Phi must be destroyed.

This is your first combat mission, teaching you to adjust power levels between shields and lasers for defense and attack. Shields may not be necessary, but learning their function is worthwhile. Set lasers to max recharge rate while leaving shields at maintenance charge. You can pump power between lasers and shields as they are linked.

This mission is excellent for learning to target craft from long distances. Learn to lead moving targets, as they will not always be stationary. Use lasers for parked TIEs and transports, then switch to torpedoes for the freighter and containers. Use lasers to finish off any remaining targets if you run out of torpedoes.

Mission 2: Wingmen are Important

Craft: X-Wing group Red (you - Red 2)

Objectives: T/F group Alpha must be destroyed, T/F group Beta must be destroyed, T/F group Gamma must be destroyed.

This mission teaches you how to use wingmen effectively. Imperials often send three fighters for every one you send, relying on numbers and capital ships. Set lasers to recharge at max, pump power to shields, and fire cannons linked to increase chances of hitting moving targets. Help your wingmen when your tail is clear. This mission should not take long.

Mission 3: Satellites near Coruscant

Craft: X-Wing Red 1 (You)

Objectives: All Mines must be destroyed, All Satellites must be destroyed.

Part 3

Star Wars: Zero Company Part 3 walkthrough covering missions like Beat the Odds, Rescue at Mon Calamari, and Farlander's First Mission.

Mission 4: Beat the Odds

Craft: x-Wing group Red (You - Red 2)

Objectives: T/F group Alpha must be destroyed, T/F group Beta must be destroyed, T/F group Gamma must be destroyed

This mission is designed to accustom new pilots to what would normally be overwhelming odds. As the mission describes, it is standard Imperial practice for their forces to be three times the size of the force they are attacking before engaging. Normally this would be enough to overpower any opponent, but it is actually designed to make up for the shortcomings of the TIE design against superior opponents, such as yourself.

It should take no time at all; your opponents are three groups of three TIE fighters. Just a couple of hits from your lasers and they'll go down like the weaklings they are. Remember to lead your target and adjust your laser recharge rate so that you don't run out of power before you destroy all your targets. When the last fighter is destroyed, return to base.

Mission 5: Rescue at Mon Calamari

Craft: X-Wing group Red (you - Red 2), Y-Wing group Gold

Objectives: Y-Wing group Gold must complete mission, Container group Xi must be boarded, Container group Psi must be destroyed, FRT Wiggins must be boarded, FRT Betar must be destroyed, FRT Citadel I must complete mission, FRT Citadel II must complete mission

This mission can be a true challenge if you go about it the wrong way. Until I learned the secret, it was always a frustrating ordeal for me. Its basically you and your wingman against several waves of fighters and bombers, and you have to stop all of them to succeed.

First, take out the fighters guarding the depot; they won't put up too much of a fight, but you do need to keep them off the Y-Wings while they disable the two freighters. Next, inspect all the containers and freighters, but don't attack any of them yet; instead, hang around by the Betar until the Star Destroyer makes its appearance. Once you see it, your mission truly begins.

I rarely say this, because you're often under fire, but pump all shield power into your engines; you're going to need speed for this mission, and none of the waves of TIEs will target you. Go after the wave that is closest to you (whether it is fighters of bombers, it matters not). Take each wave out completely before moving on to the next. The initial waves will give way to more, until the Star Destroyer has exhausted its complement. In total, you'll need to destroy a dozen fighters and a dozen bombers.

With no fighters to launch an assault, you can kick back and relax while your freighters take possession of the "cargo" and make a run for it. Destroy the remaining containers and freighters then get out of there, as your tall task is now complete.

Mission 6: Farlander's First Mission

Craft: X-Wing group Red (You - Red 2), X-Wing group Blue, Y-Wing group Gold, FRG Liberator

Objectives: CRV Talon must be boarded, T/F group Gamma must be destroyed, T/F group Delta must be destroyed, TRN Storm Unit must complete mission

When combined in larger groups, the X-Wing serves as a multipurpose fighter; it has enough speed to effectively intercept most attacking craft, and enough firepower to assist in taking down larger craft, such as corvettes and other smaller starships. You'll be doing both in this mission, as an Imperial corvette has made a stop in a lightly defended sector. Command has requested that this corvette be captured in a daring operation, as the contents are supposedly highly valuable.

First off, target the waves of fighters protecting the corvette; they pose the biggest initial threat. After they are dealt with, you have a couple of options. You can either help out your allies in taking down the Corvette's shields (Torpedoes work wonders, but don't use too many of them; you need to keep it on one piece) or you can help save the Frigate by taking down those pesky TIE Bombers making torpedo runs. Either way, its your decision. Once the Corvette has been disabled, most of your allies will hyper home, and the Storm Unit will hyper in to conduct its operation.

By this point, either mop up any remaining enemies and just wait around for the Storm Unit to finish and hyper away. Once safely away, your mission is complete, so head on home. You've effectively demonstrated proficiency with the X-Wing, at least according to the game. Now it is time to put your skills to use.

B. Y-Wing Training Missions

Mission 1: Commerce Raid

Craft: Y-wing group Red (you - Red 1)

Objectives: SHU Kravt must be destroyed, Container group Chi must be 50% destroyed, Container Chi 3 must be destroyed, Container group Psi must be 50% destroyed, Container group Pi must be 50% destroyed, FRT Banthaar must be destroyed, FRT Deddite must be destroyed

Tips
  • For the TRN Omicron transports, set laser and shield recharge rates to maximum, switch to torpedo launchers, fire linked, and target one transport at a time. Two torpedoes each will destroy them.
  • After destroying the transports, throttle up and take out the mines. Keep moving to avoid being hit.
  • Destroy the satellites quickly, as a frigate will arrive and attack if you are too slow.
  • In Beat the Odds, lead your targets and manage your laser recharge rate to avoid running out of power.
  • In Rescue at Mon Calamari, pump all shield power into your engines for speed and prioritize destroying waves of TIE fighters and bombers.
  • In Farlander's First Mission, target the fighters protecting the corvette first. You can then choose to help disable the corvette's shields or defend the Frigate from TIE Bombers.

Part 4

Complete walkthrough for Part 4 of Star Wars: Zero Company, covering Y-Wing missions like Prisoners from Kessel and Escape from Mytus VII.

Mission 2: Y-Wing Gunnery Practice

Craft: Y-Wing group Red (you - Red 2)

Objectives: T/F group Alpha must be destroyed, T/B group Beta must be destroyed, T/F group Gamma must be destroyed, T/B group Delta must be destroyed, T/F group Zeta must be destroyed, T/B group Eta must be destroyed, T/F group Theta must be destroyed, T/I group Iota must be destroyed.

The turret setup of the Y-Wing is designed for maximum accuracy, and this mission will allow you to hone those skills to a fine edge. A facility where experimental TIEs are being tested has been discovered, and a pair of Y-Wings (you being one of them) are to take them out before they can serve a purpose.

There will be both stationary and moving targets, some moving at a little above your cruising speed. Therefore, you'll need to adjust your aim with them accordingly. Considering they won't fire back, you'll have no pressure in taking your time.

With the moving targets handled, go after the stationary targets; they won't move nor will they fire back. For a challenge, take them out from a longer range; it will improve your chances of survival in a real battle if you can take them out from farther away.

When the last of the fighters is gone, you can head home. However, I would suggest taking out the container and the freighter as well; it can't hurt to do more damage to the Empire than less.

Mission 3: S.O.S. From Corvette Karinne

Craft: Y-Wing group Red (you - Red 2)

Objectives: T/B group Alpha must be destroyed, T/B group Beta must be destroyed, T/B group Gamma must be destroyed, CRV Karinne must complete mission.

The Y-Wing was not exactly designed for intercepting enemy fighters, but it can still fulfill this purpose under the right circumstances. Here, a pair of Y-Wings thwarted an attack on a Twi'ilek diplomatic mission that was making its way to a rendezvous with Alliance High Command. The delegation was so pleased with this aid that they decided to outright join the Alliance then and there!

You'll hyper in just behind a departing Star Destroyer; don't worry, it won't fire at you, so don't fire at it. Instead, go after the first group of T/Bs; two of the groups will make a run for you, while the third will go straight after the corvette. If you're quick enough, you can take out the first two groups and still have enough time to catch up with the third.

You'll notice, however, that the longer you take defeating the aggressor T/Bs, the more distance you'll have to cover (press the cover button to crouch behind walls or objects) to get to the ones setting up for their torpedo run. In this case, drop all the power into your engines and switch to your photon torpedo launcher. You'll need to get within 2.5 clicks of a bomber in order to start acquiring a lock, but once its dead-on, you can let fly. A single torp will suffice in taking out a bomber, and you have more than enough to take them all out.

With the last of the bombers destroyed, you can sit back and relax while the CRV makes its way into hyperspace. Head home once it jumps to safety.

Mission 4: Prisoners from Kessel

Craft: Y-Wing group Red (you - Red 2)

Objectives: SHU ST 224 must be boarded, SHU ST 227 must be boarded, SHU ST 249 must be boarded, SHU ST 247 must be boarded, SHU ST 213 must be boarded, SHU Rescue 1 must complete mission, SHU Rescue 2 must complete mission, SHU Rescue 3 must complete mission, SHU Rescue 4 must complete mission, SHU Rescue 5 must complete mission.

While flying a Y-Wing, one common task will be to disable specific craft in order to allow your forces to board and capture said craft. Usually it'll be shuttles or transports, though it could actually be any craft. You'll have to get closer than you would with your lasers in order to be accurate, but this shouldn't be too much of a problem once you're accustomed.

Take out the fighter escorts and then start disabling the shuttles one by one. When they're all sitting ducks, you can make your way to the incoming T/Is. They should be far enough away for you to get to them while posing no threat to the mission. Keep them away from the shuttles and let them do their thing.

When the last of your shuttles has made it into hyperspace, you'll have completed your mission. Head home; there's nothing left here.

Mission 5: Escape from Mytus VII

Craft: Y-Wing group Red (you - Red 1)

Objectives: FRT Hampton must be boarded, TRN Omicron 1 must be destroyed, TRN Omicron 2 must be destroyed, TRN Omicron 3 must be destroyed, SHU Mercy must complete mission.

In addition to capture duties, you'll often engage in missions to free comrades-in-arms who have been taken hostage by the Empire. Often times, pilots will be sent to prison planets and moons, but lax security will often allow them to stow away aboard outgoing shuttles and freighters. From there, they can be recovered through special operations. This recreates one of those.

First, you'll need to take out the fighter escort, which i

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