The five difficulties: one run, or twice the hours

The five difficulty trophies stack downwards, so one run on Expert with Beskar closes all of them. Starting on Normal "to learn" turns 40 hours into 80.

Completing them unlocksHired Gun trophyHired GunBronze0.43%

And it counts towards Veteran, Operator, Captain, Legend, required for the platinum.

The EveryTrophy team3 min readPublished on 01/09/2026Updated on 01/09/2026Covers 5 of the 53 trophies

They stack downwards, and that decides everything

All five difficulty trophies say "or higher" in their description, and that phrasing is the single most important thing in this guide: they stack downwards.

One run at the highest difficulty gives you all five at once. There is no need to beat the game four times.

And here is the nuance that confuses most people: Beskar is not a sixth difficulty. It is a modifier that stacks on top of a difficulty, so Legend asks for Expert and Beskar together, not Beskar on its own.

From that comes the only decision that matters in this game, and it has to be made before you start: begin on Expert with Beskar enabled from the outset and you close all five trophies in a 30-40 hour campaign. Start on Normal "to learn" and redo it later, and it is 60-80 hours for the same result.

Key

Beskar is a modifier, not a difficulty. Legend asks for Expert with Beskar on, so turn it on before the first mission: it is the decision that separates one run from two.

What difficulty actually changes

This is not about enemies dealing more damage. Difficulty governs wounds and permanent operator death, and that changes the whole game, not just how much you can take.

On Hard and above, when an operator dies, they die for good. And the game has six operators with their own personal story, each with its own trophy. Lose one before closing their arc and you lose that trophy for that run, with no way back short of starting over.

That is the platinum's biggest risk, and it is a direct consequence of the previous section's decision: the run that gives you all five difficulty trophies is also the run where you cannot afford to lose anyone important.

Two practical consequences:

- Keep the six story operators in constant rotation, not on the bench. An operator who does not play does not advance their arc. - A Natural Part of Life, the trophy for losing a squad member, should be taken deliberately and with someone expendable. It is the game's only trophy earned by failing, and leaving it to chance on Expert is an expensive way to get it.

Why four of the five sit at zero

The percentages in this block are striking and worth reading carefully:

- Hired Gun (Story or higher) — 0.43% - Veteran (Normal or higher) — 0.11% - Operator (Hard or higher) — 0% - Captain (Expert) — 0% - Legend (Expert and Beskar) — 0%

Four of them sitting at zero says nothing about their difficulty. It says the game is four days old and the campaign runs 30-40 hours: there has been no physical time for anyone to finish a run on Hard, let alone Expert.

Even the most accessible of the five, the Story-difficulty one, is at just 0.43% for the same reason. These numbers measure how many people have had the time, not how many are able.

The useful reading for anyone going for the platinum is the opposite of how it looks: nothing here is demonstrably hard yet, only demonstrably long.

The trophies involved

Each one links to its section inside the full Star Wars: Zero Company trophy guide.

Hired GunBronze0.43%
Beat the game on Story or higher
Original name: Hired Gun
VeteranBronze0.11%
Beat the game on Normal or higher
Original name: Veteran
OperatorSilver0.00%
Beat the game on Hard or higher
Original name: Operator
CaptainGold0.00%
Beat the game on Expert
Original name: Captain
LegendGold0.00%
Beat the game on Expert and Beskar Mode
Original name: Legend

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