Gaming How-To

Star Wars Zero Company: How to Rescue the Captured Official

Everything that decides this rescue mission, from the squad you bring to the evacuation grid that ends it.

Everything that decides this rescue mission, from the squad you bring to the evacuation grid that ends it.

The rescue mission built around the captured Republic Officer is two fights stacked on top of each other. The first half is a straightforward push across the map toward the building where the target is held. The second half starts the moment you reach him, when the objective flips to EVACUATE ALL OPERATORS and the map fills back up with enemies behind you.

Quick answer: Clear the Coil forces on the approach, move an operator into the structure to free the Republic Officer, then walk all five operators into the yellow evacuation grid with the officer still alive.


Mission conditions for “Rescue the Captured Official”

The mission tracks a primary objective with sub-objectives underneath it, and both change partway through. Knowing which phase you are in tells you whether to hold ground or keep moving.

PhaseWhat the game asks for
ApproachRESCUE THE CAPTURED OFFICIAL / GET TO THE TARGET — reach the building holding the Republic Officer
After contactEVACUATE ALL OPERATORS — reinforcements spawn, and THE TARGET MUST SURVIVE becomes a live failure condition
CompletionAll five operators standing inside the yellow evacuation grid

Note: reaching a hostage before you have thinned out the enemy force is what triggers the reinforcement wave. Sprinting straight for the target is possible, but you pay for it on the way back out.


Squad picks and abilities that matter

Trick belongs on the front line. His automatic revive means he can absorb the opening exchange with Coil Strikers and Enforcers without costing you a Rally action or an injury on someone more fragile. Grit and Bull Rush both suit that role.

Bring healing, and bring more than one source of it. Medpac Mk. II covers ordinary chip damage between fights, while Combat Stim III is the tool you save for the officer himself later. A support ability like Morale Boost, which heals operators grouped near the user, is worth building the final turns around.

Overwatch is less useful here than it is in a hold-the-line mission. Rescue and extraction objectives punish setting up firing lanes and waiting, because the map keeps asking you to move. Spend the third action point on repositioning or an ability more often than on a reaction shot.


Fighting your way to the target

Move Trick out first and let him take the exposed cover position. Everyone else advances behind him in short hops, staying in cover at the end of every move so the enemy turn does not open with free hits.
Engage the Coil Enforcers from cover rather than chasing them. Use Call for Backup when a nearby teammate can add damage to a shot, since finishing an enemy on your turn is worth more than two half-damaged targets shooting back.
Rescue the Captured Official objective on screen as the squad supports a teammate near the target
The approach phase, with the rescue objective active and an operator providing backup fire. Image: Bit Reactor
Look for explosive containers before you spend a normal attack. Detonating one against a cluster of enemies deals area damage and leaves a burning patch behind, which is free damage on anything that stands in it.
Use Bull Rush to shove enemies into that fire. The push itself repositions a threat out of cover, and the burn finishes the job, often letting a follow-up repeating blaster shot clean up the survivor on the same turn.
Selected operator holding position beside burning ground with enemy health bars displayed
A selected operator faces down nearby Coil troops with fire still burning next to a crate. Image: Bit Reactor
Top up health between engagements instead of after. A medpac spent on an operator sitting at half health is cheaper than a Rally later, and every knockdown adds an injury that follows the operator back to the Den.
Deal with dug-in enemies holding overwatch before you commit the whole squad forward. Clearing those positions is what makes the last stretch to the building survivable rather than a race through reaction fire.
Operator lining up an attack on a marked enemy while pushing through the middle of the map
Clearing a defender during the push toward the structure holding the officer. Image: Bit Reactor

Reaching the Republic Officer and surviving the reinforcements

Once an operator reaches the Republic Officer, the mission text changes and REINFORCEMENTS INCOMING appears. Fresh enemies spawn, and they tend to arrive between your squad and the way out, so treat the rescue itself as the start of the hard part rather than the finish.

Squad members targeting an armored enemy outside the domed structure where the officer is held
The squad closes on the domed structure and clears the last defender guarding the target. Image: Bit Reactor

The officer is now a failure condition. He has his own health bar and he is not built to trade shots, so keep at least one operator between him and the nearest enemy line. If he starts taking damage, a Combat Stim III on him is a better use of a turn than another attack.

Combat screen with the rescued Republic Officer positioned behind the squad before ending the turn
With the officer freed, the objective switches to evacuation and his survival becomes a loss condition. Image: Bit Reactor

Retreat as a group rather than as individuals. Keeping the squad clustered lets a single Morale Boost heal several operators at once, and it stops the reinforcements from picking off a straggler who moved too far ahead of the rest.


Completing the evacuation

The mission ends when every operator is standing inside the highlighted yellow grid, not when the last enemy dies. Plan the final two turns around movement distance to that grid and clear only what is actually blocking the path.

You will know it worked when all five operators occupy the zone and the mission resolves on its own. Downed squadmates are not automatically a loss here either, since a knocked-down operator can be carried out through the evacuation point.

Blue movement path plotted toward the evacuation area during the final turns of the rescue
Plotting a move toward the evacuation area on the closing turns of the mission. Image: Bit Reactor

Why the mission fails

CauseFix
The Republic Officer is killed during the retreatKeep him behind cover and spend a combat stim on him early rather than at low health
Reinforcements cut off the exitThin out the original enemy force before touching the target, and move toward the grid every turn
An operator is left outside the evacuation zoneCheck movement range for all five operators before ending the turn; carry anyone who is down
The squad stalls in overwatchSpend leftover action points on movement and abilities, since this objective rewards pushing forward

If a run goes badly, the mission can be restarted from the game menu with the same operators, which is worth doing when permadeath is on and you lose someone in the last few tiles. With the officer extracted and the squad intact, you return to the Den and the cycle advances as normal.