To find another path to the docks, ignore the three guards blocking the alley, turn around and climb the staircase directly behind you, then slice the locked door at the top to open the alternate route.
Early in the Eavesdropping mission, Zero Company is sent to watch the Coil meet a pack of local gangsters at the docks — but the direct road is blocked, and the sub-objective quietly flips to Find Another Path to the Docks. The way around is short and easy to miss: it’s the little staircase right behind your starting position, not the alley the guards are standing in. Below is the exact route, what waits on the other side of that door, and the mistakes that keep players circling the same closed road.
Where this objective sits in Eavesdropping
| Field | Detail |
|---|---|
| Mission | Eavesdropping |
| Objective | Spy on the Gangsters / Find Another Path to the Docks |
| Location | Gressan Breakbulk Dockyard, Courtsilius |
| Required unit | Hawks (four squad slots, Hawks pre-filled) |
| Fail condition | Hawks is eliminated |
This is a covert opener on Courtsilius: Republic intel says the Coil is meeting gangsters at the dockyard, and your squad has to slip in and listen. Hawks is locked into the roster and everything hinges on keeping him alive, so treat this whole segment as a stealth approach that ends in a fight rather than a straight brawl.
How to reach the other path to the docks in Star Wars Zero Company
The alternate route is a three-move detour that starts with a scan and ends at a door you slice open onto the docks path.
STEP 1/4
Scope the power generator

Interact with the blue marker to scan the planetary power generator through your macrobinoculars, which drops a +10 Intel pickup.
STEP 2/4
Climb the staircase behind you

Turn away from the blocked alley, run past the steam vents, and take the metal stairs on the right up to the elevated walkway.
STEP 3/4
Slice the locked door

At the console up top, press E to slice the door and bypass the closed main road.
STEP 4/4
Reach the docks path

The door swings open onto the alternate route and the objective updates to Make Your Way to the Docks.
The route is the staircase directly behind your starting spot — the guarded alley never opens, so don’t waste time trying to push through it.
Video help
After the door: the spy cutscene and Slugrat ambush
Slicing through doesn’t drop you straight into combat. The alternate route leads to a cutscene where the squad eavesdrops on the meeting — that’s the “Spy on the Gangsters” beat paying off — and the moment it ends, the Slugrat gangsters open fire. You start at a disadvantage on both numbers and ground: the enemy holds the high positions while your squad is caught lower and out in the open, so the first turn is about damage control, not a charge.

Prioritize the melee Slugrats before they can close the gap — they’re the ones that punish you for sitting still. Park an operator in Overwatch on the left-side stairs to shred anything that tries to rush the elevation, and focus your remaining fire on the right side rather than spreading shots thin; killing that flank fast shrinks the fight before the rest push in. Exact enemy counts and placements read a little differently from player to player on such a fresh release, but the opening plan holds regardless: hold the stairs, punish the rushers, and clear one side at a time.
Mistakes that stall the docks detour
The single biggest time-sink is trying to force the guarded alley. The three guards will only ever tell you the road is closed, so grinding against that path just leaves you standing still while the objective waits on the staircase. It’s also easy to walk straight past the generator scan — it’s a small optional Intel grab, but skipping it means leaving free resources on the table for no reason.
The fight punishes two habits in particular. Ignoring high-ground Overwatch lets the melee Slugrats reach your line unopposed, and that’s where Hawks gets exposed — the one thing you can’t afford. Splitting fire across every enemy at once wastes the short window you have before the back-line blasters engage; commit to the right-side Slugrats first and take them off the board together.
Related Star Wars Zero Company guides
Frequently Asked Questions
What mission comes after Eavesdropping?
The next early story beat is Dark Waters, another dockside mission that leans on environmental objectives and close-quarters combat — so keep a squad comfortable with tight, cover-heavy fights ready to go.
Do I have to scan the power generator?
No. The scan is an optional Intel pickup, not a requirement — the alternate route opens whether or not you tag it. What actually redirects you is the guards closing the road, which is your cue to turn around for the staircase. Grab the scan on the way past for the small Intel bonus, but you can walk right by it and still progress.







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