Every squad bond in Star Wars: Zero Company
The 10 bonds the platinum demands, which exact pair each one asks for and why eight of the ten depend on Hawks staying alive.
And it counts towards Sharp Shooters, Mate and Marrow, Class and Distinction, Word Of Honor, Lost Causes, Heroes on Both Sides, The Baroness and the Boxer, Thick As Thieves, Beep Boop, required for the platinum.
Why this is the part that ruins the most playthroughs
Of the 53 trophies in Zero Company, 10 are bonds: you have to take two specific characters to Very High Bond. It is not a global "reach 10 bonds of any kind" counter: each trophy names an exact pair, and that completely changes how you have to play.
Eight of the ten involve Hawks, the protagonist. The other two are generic: one between two Custom Operators and one between two Astromechs. That means most of the work is concentrated on a single character, and that the bottleneck is not the difficulty but how many missions you can deploy Hawks alongside each of his six companions.
The 10 bonds, pair by pair
Every character name is exactly as it appears in the official trophy description. The trophy names below are the official English ones from the PlayStation and Xbox APIs.
| Trophy | Pair | Depends on Hawks | Hidden |
|---|---|---|---|
| Old Friends | Hawks + Trick | Yes | Yes |
| Sharp Shooters | Hawks + Luco | Yes | Yes |
| Mate and Marrow | Hawks + Kabb | Yes | Yes |
| Class and Distinction | Hawks + Jae | Yes | Yes |
| Word Of Honor | Hawks + Cly | Yes | Yes |
| Lost Causes | Hawks + Tel | Yes | Yes |
| Heroes on Both Sides | Trick + Luco | No | Yes |
| The Baroness and the Boxer | Kabb + Jae | No | Yes |
| Thick As Thieves | Two Custom Operators | No | No |
| Beep Boop | Two Astromechs | No | No |
The six companions with a story of their own
The six characters who form a bond with Hawks are exactly the six who have their own story trophy: Trick (The Trooper), Luco (The Umbaran), Kabb (The Prizefighter), Jae (The Baroness), Cly (The Mandalorian) and Tel (The Padawan).
That is no accident, and it has a practical reading: it is very likely that raising the bond and advancing their personal story are the same progress, or at least that they go hand in hand. If so, twelve of the 53 trophies come out of the same routine. We will confirm it in game and update this section.
If any of these six dies permanently, you lose their bond and their story: two trophies per character. These are the operators who must never fall.
The two generic bonds, and why you should start them on day one
Thick As Thieves asks for Very High Bond between two Custom Operators, and Beep Boop between two Astromechs. Neither one depends on story characters, so they are the only bonds you control completely.
The upshot is that you should decide very early which two Custom Operators and which two Astromechs are going to be your fixed pairs, and deploy them together whenever the mission allows it. Starting this at hour 30 instead of hour 3 is the difference between it happening on its own and having to grind filler optional missions at the end.
It also lines up with the *Angry Beeps* trophy, which asks you to complete a mission with four Astromechs: that mission also pushes your droid pair bond forward.
What we still do not know
We do not know how many missions it takes to go from starting bond to Very High, nor whether there are specific in-combat actions that speed it up, nor whether there is a per-chapter cap. We also do not know whether the bond can keep rising after the end of the campaign or whether there is a point of no return.
Those are the four questions we are going to answer first from 27 August onwards, because they decide whether the platinum takes one playthrough or two.
The trophies involved
Each one links to its section inside the full Star Wars: Zero Company trophy guide.