The eleven campaign missions and the harshest drop-off curve on the site
From 99.89% to 0.54% across eleven missions. None is missable or hard, but the percentages say exactly where the campaign breaks and which missions run back to back.
And it counts towards Scum And Villainy, Fathom Revealed, One Less Clanker, Sky High, A Way to Pass the Time, Luunata Reclaimed, Jungle Warfare, With Friends Like These, A New Order, An End of the Infinite, required for the platinum.
The eleven, in order
Eleven story trophies, none missable and none hard: they pop on completing their mission. What they add is the campaign's map and the rate at which people abandon it.
| Mission | Trophy | Have it |
|---|---|---|
| First mission | In a galaxy far, far away… | 99.89% |
| Eavesdropping | Scum And Villainy | 68.33% |
| Dark Waters | Fathom Revealed | 36.77% |
| Smugglers' Den | One Less Clanker | 21.15% |
| Casualties of War | Sky High | 8.03% |
| Enemy Intelligence | A Way to Pass the Time | 5.86% |
| Behind Enemy Lines | Luunata Reclaimed | 2.39% |
| Stillwatch | A New Order | 1.52% |
| Deep Cover | Jungle Warfare | 0.98% |
| Unfinished Business | With Friends Like These | 0.98% |
| The Infinite Coil | An End of the Infinite | 0.54% |
What the numbers say
Three things the table reveals that no trophy description tells you.
First: where the campaign breaks. The big collapse sits between A Way to Pass the Time (5.86%) and Luunata Reclaimed (2.39%). More than half of everyone still playing is lost there, and from that point on only one in twenty of those who started the game carries on.
Second: which missions run back to back. Jungle Warfare and With Friends Like These show exactly the same 0.98%, matching to the second decimal. That is no coincidence: the two missions run consecutively in the final stretch, and nobody who reaches one skips the other. It is structural information you can read from the percentages alone.
Third: where the turning points are. Nine of the eleven are bronze. A New Order and An End of the Infinite are silver, and that marks them: the first as the story's turn, the second as the campaign's close.
And a context reminder: these figures are from four days after launch on a 30-40 hour campaign. Low percentages here measure available time, not difficulty.
The trophies involved
Each one links to its section inside the full Star Wars: Zero Company trophy guide.