1,138 kills and 50 optional missions: the four trophies that decide how many runs you need
This platinum is not hard, it is long, and these four trophies are why. The 1138 is a nod to THX 1138 rather than a design threshold, but you still have to kill them.
And it counts towards Across the Stars, Active Duty, If You Know You Know, required for the platinum.
The three numbers that define the platinum
This game's trophy list reveals three numbers that appear nowhere else, and all three point the same way.
If You Know You Know — 1,138 kills in tactical missions. The number is not arbitrary: it is a nod to THX 1138, George Lucas's first film. It is not a design threshold meant to balance anything, it is a joke. But you still have to kill them, and one thousand one hundred and thirty-eight kills do not fit inside a 30-40 hour campaign played straight through.
Active Duty — 50 optional missions. The other fact the list reveals: a campaign holds at least fifty optional missions on top of the story ones.
Across the Stars — all regional rewards. Here the contrast says everything: To the Victor Go the Spoils, which asks for one, sits at 62.15%; this one, which asks for all of them, is at 0%. That jump signals there are many, spread across every region of the strategy layer.
The three together are what turns this platinum into a marathon. It is not hard: it is long.
To the Victor Go the Spoils asks for one regional reward and sits at 62.15%. Across the Stars asks for all of them and sits at 0%. That gap is the best measure of how much of the strategy layer is left to sweep.
How to plan it from day one
All four accumulate on their own if you do the optional missions, and not at all if you drive straight through the story. That is the whole plan.
The 50 optional missions are the engine behind the other three. Each one feeds kills towards the 1,138, advances its zone's regional rewards and, along the way, raises the bonds of whichever pair you field. They are not parallel content: they are where the platinum is actually played.
Three decisions follow, best made before you start:
- Do the optional missions as they appear, not at the end. Saving them for after the campaign means playing without story pressure, yes, but also without the progression that makes them fast. - Field fixed pairs in the optional missions too. They are fifty chances to raise bonds at no extra time cost. - Budget for more than one run for If You Know You Know. 1,138 kills is the trophy that will decide how many campaigns you genuinely need, and it counts only what you kill in tactical missions.
And a note on the zeros: Active Duty, Across the Stars and If You Know You Know all sit at 0% four days after launch. That does not measure difficulty, it measures that nobody has had the time. They are exactly the trophies you would expect to see at zero on a freshly released 30-40 hour game.
The trophies involved
Each one links to its section inside the full Star Wars: Zero Company trophy guide.