Star Wars Outlaws Wiki: Complete Guide to the Outer Rim Heist

Explore planets, factions, ships, gear, and mission guides in Star Wars Outlaws. Your authoritative reference for Kay Vess's journey from Canto Bight to the Outer Rim.

So the whole point of Star Wars Outlaws, the thing that drives everything from the opening scene to the credits, is that Kay Vess is trying to pull off one giant heist. Not a small score. Not a quick smash and grab. She's putting together a crew to hit Zerek Besh, which turns out to be an Imperial Security Bureau front operation, and the payoff is supposed to be enough to disappear forever. The setup is pure heist movie DNA. Kay's got a price on her head from something that went wrong on Canto Bight. She's desperate. She ends up on Toshara with nothing but her blaster and Nix, and the only way forward is to take a job so risky that nobody else will touch it. 21 main story missions stretch across about 25 to 30 hours if you're not doing every side quest, which you should, because the side content in this game is where half the good writing lives. The early game on Canto Bight is basically a three hour tutorial dressed up as a prologue. You learn pickpocketing in the casino district, lockpicking in the lower markets, and stealth takedowns in the back alleys where the tourists don't go. The first real job is called The Big Score and it nets you about 2,500 credits, which feels like a fortune until you realize how fast ship upgrades drain your bank account. Toshara is where the game opens up. You find the Trailblazer, fix the hyperdrive, and suddenly the whole Outer Rim is available. The planet's main story thread revolves around the Pyke Syndicate's spice operation. There's a refinery infiltration mission where you steal refined spice vials and escape on a speeder bike through narrow canyons. That mission taught me more about the game's chase mechanics than any tutorial. You learn to dodge, or you die. Akiva shifts the tone. The Empire is everywhere here and the main mission, Imperial Secrets, requires hacking a garrison data core to find coordinates for the final heist. This is where stealth stops being optional. The jungle canopy helps with concealment but the patrol patterns are tighter and the consequences for getting caught are immediate. One alarm pull and you've got AT-STs on your position. Kijimi shows up as the cold, vertical city from Rise of Skywalker. Crimson Dawn controls the underworld here and the story mission The Frozen Heist sends you into their citadel to rob the vault. Ten thousand credits plus a unique blaster, but the real challenge is navigating the security systems while snowstorms cut visibility to almost nothing. The Ashiga Clan presence here complicates things because they're watching everything and they don't miss much. The Outer Rim Station is the finale. It's a neutral space station orbiting a dying star, and every faction has operatives planted inside. The final mission is called The Final Score and it's a fifty thousand credit payout that triggers the ending sequence. You infiltrate through the cargo bay, hack four terminals in sequence to access the vault, and then escape through the reactor core with a three minute timer running. No checkpoints inside the escape sequence. One mistake and you're doing the whole vault section again. What makes the heist narrative work isn't the money, honestly. It's the crew you assemble along the way. Without spoiling who lives and who doesn't, the allies you recruit from each planet determine which approaches are available during the final mission. The slicer from Canto Bight handles one set of obstacles. The pilot from Kijimi handles another. If you skipped someone's recruitment mission earlier in the game, that route through the station simply isn't available and you have to fight through instead. Reputation choices made across the whole campaign feed into this too. Syndicates you've befriended might have agents on the station who look the other way. Syndicates you've burned will have bounty hunters waiting in the corridors. The game doesn't telegraph this during your playthrough. You just arrive at the station and discover which doors are open and which are locked. The DLC content extends the story in two directions. Wild Card dropped in November 2024 and brings Lando Calrissian into the fold for a side campaign about a rigged sabacc tournament. A Pirate's Fortune released in May 2025 and introduces Hondo Ohnaka, the Weequay pirate from Clone Wars and Rebels, who hires Kay for a treasure hunt that predictably goes sideways. Neither DLC is essential to understanding the main plot but both add meaningful hours and some of the best character interactions in the game. I should talk about how the missions actually feel to play because the structure matters more than the plot beats. Most story missions give you a target location, a primary objective, and then let you figure out the approach. Do you go in quiet, slicing terminals and avoiding patrols? Or loud, shooting your way through and dealing with reinforcements? The game rarely forces one approach, though certain missions definitely favor one over the other. The Akiva garrison infiltration punishes combat builds hard because reinforcements never stop coming and the data core needs time to decrypt. The Kijimi citadel heist is more forgiving if you go loud but you'll miss out on bonus loot that's only accessible through stealth routes. Side content matters more than it seems at first. Faction contracts are your main source of consistent credits and reputation. Delivery missions are the safest bet for building rep without risking combat. Sabotage jobs pay better but have timers and if you fail the timer the faction rep loss is significant. Assassination contracts are high risk and the target flees if alarms go off, which wastes your time and annoys the faction. I found delivery and sabotage to be the sweet spot for grinding reputation, with assassination reserved for when I was confident in my loadout and wanted the bigger payout. The open world events are worth doing but don't prioritize them over faction contracts. Speeder races on Tatooine are fun but the credit rewards are mediocre. Imperial checkpoints sometimes drop useful mods but it's random. Crashed probe droids have loot tables that include rare crafting materials you can't farm anywhere else, so if you see one, stop and salvage it. Every time.