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SWZC The Den

Star Wars Zero Company: All Den Facilities & What They Do

Where everything important can be found.

Updated 4 min read

Star War Zero Company has a hub area in which you return to between your tactical combat missions. This place is known as the Den, and acts as an area to hold conversations with your allies and squadmates, initial training, customize your characters and builds, recover from injuries, and initiate your next main objective or side missions to gather resources.

Since the Den has so many different facilities, and some of them interact with one another, you may be wondering exactly how each one functions and where it can be found. Luckily, this guide has all of the information you'll need. Without further ado, here's every Den facility in Star Wars Zero Company and what they do.

News Table - The Pit

At the Den, the table in the section known as the Pit hosts news broadcasts in the form of audio messages between each mission. If the table is glowing with a blue symbol, it means that there is a new broadcast to listen to - this usually updates after main missions and cycles have been completed. Simply interact with the table to hear the updates. They can also be skipped if this extra story/lore thing is not your cup of tea and you want to just get it out of the way.

Squad Conversations

Each time you return to the Den, there will be different allies and Operators from your squad who you can converse with. Anyone who has new dialogue will be indicated with a chat bubble over their head, and this includes both characters who will join you in combat as well as NPCs exclusive to the Den such as Runa and Neesh.

Keeping these conversations in mind and progressing them at each opportunity is important, as they can often open up new information and even additional side missions and objectives to consider taking on during the next active cycle.

Holotable

The Holotable is arguably the most important facility in the Den. It is where you select from and launch your available main and side missions, make tough decisions with Dilemmas, improve your reputation with influence.

However, you will not be able to do every mission available due to the Cycles progression format. For this reason, you will need to carefully pick and choose which missions you launch and when. The same goes for Dilemmas - these can have effect on your Bonds, so if you want to progress with specific characters, you'll need to keep that in mind when selecting your approach. After all, if Bonds get too low, a character may leave for good, with no way to get them back.

Memorial

The Memorial honors all of your squad members who have fallen in battle. In Star Wars Zero Company, permadeath is on by default, meaning that if an Operator gains three injuries, they will die. If this happens, you can visit the Memorial to look back on them, their build, as well as the when, where, and how they met their end.

Medbay

Speaking of injuries, the Medbay is where you can come to remedy them! If your operators are hit with an injury when out on combat missions, you can place them in the Medbay once you return to the Den and have them spend time in there to heal their injuries.

Depending on the option you choose, recovery can take a different amount of time. A standard bed will take 1 Cycle for the Operator to heal from their wound, but the Bacta Tank can provide instant replenishment. However, healing costs Credits and can interfere with time-sensitive objectives, so while avoiding permadeath is important, you'll need to weigh up your options of when and with who you choose to use the Medbay.

Upgrades

Upgrades, as you'd imagine, enables you to upgrade the various facilities around the Den. This can sometimes unlock new features or improvements to facilities, such as the Black Market for the Amory. You can also upgrade bonuses and mechanics involving your crew, such as Bond gained from missions, increasing squad size, and specs for your weapons, including critical hit chance, base damage and range.

Recruitment

Recruitment is where you can acquire new Operators to bring with you on missions. You will be able to onboard your choice from random selections available at the Recruitment station, and then customize their build to your liking for whatever purpose they need to fulfill in your team composition.

Personnel

The Personnel station is where you manage your Operatives. Here you can view all of their stats, assign points in their Focus Tree. track the Bonds between a character and the other members of your team, and complete cross training. You can also chance the class (Specialization) of Hawks and your team members at any time at this facility.

Armory

The Armory is where you can change the weapons assigned to each of your Operators, and even choose to customize weapon appearance for each charcater, if you'd like. Additionally, it is here that you can equip different gadgets called Utilities to your characters to bring to battle. These Utilities can range from smoke bombs or explosives to medpacks to help regenerate health.

You also gain access to the Black Market through the Armory, where you can spend Credits to acquire new weapon modifications and unlock new utilities, further customizing your character builds and combat approach.

Customization

Customization is where you can change the appearance of Hawks and any other non-story Operator, including their physical traits and armors/clothing. Specifically, altering physical appearance is restricted to Hawks and characters obtained through the Recruitment facility, whereas main Operators such as Trick, Jae, and Kabb can only have their outfit customized.

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