Gaming

Star Wars Zero Company: Cantina Takedown (Rescue the Republic Official)

How to reach the Republic Officer inside the six-turn limit and pull all five operators out through the evac zone.

How to reach the Republic Officer inside the six-turn limit and pull all five operators out through the evac zone.

Cantina Takedown is a rescue mission in Star Wars Zero Company that runs on two separate clocks. The first is explicit — a six-turn countdown to reach a captured Republic Officer while Infinite Coil forces hold the street and the rooftops. The second is implied. The moment the officer is freed, the objective flips, reinforcements arrive, and the mission stops being about killing droids and starts being about leaving.

Quick answer: Push straight toward the target on turn one, open with a Droid Popper on the grouped rooftop enemies to daze them, and reach the Republic Officer before “6 TURNS REMAINING” runs out. Then move all five operators into the marked evacuation zone with the officer still alive to close out the mission.


Cantina Takedown objectives and fail conditions

The mission tracker changes twice, and each state has its own requirement. Nothing asks you to clear the map, so any enemy you fight should be one that is physically in the way or shooting at someone you need alive.

Objective on screenWhat it requires
GET TO THE TARGETMove an operator into contact with the Republic Officer before the turn counter empties.
6 TURNS REMAININGA hard limit on the first phase. It counts down every time your turn ends.
RESCUE THE REPUBLIC OFFICIALThe overall mission goal that stays active through both phases.
EVACUATE ALL OPERATORS 0/5Five operators, not four, must be standing in the marked evacuation zone.
THE TARGET MUST SURVIVEThe Republic Officer dying ends the run of the mission, at any point.

Note: the 0/5 counter is the detail that catches people out. Zero Company normally fields four operators per mission, and Cantina Takedown gives you an extra body to account for. Everyone in the count has to be inside the zone at the same time.


The abilities that beat the six-turn clock

Every operator gets three action points per turn to move, shoot, and use abilities, and a timed mission punishes anyone spending all three on careful repositioning. The tools below are the ones that buy turns rather than kills.

ToolWhy it matters here
Droid PopperAn EMP that dazes clustered droids. Best used on the rooftop group on your opening turn, before they can set up fire on the approach.
Electroweb Surge III / Electroweb Dart IIICly Kullervo’s shock abilities, which hit several targets at once and shut down groups blocking the route.
Combat Jump IICly’s jetpack move. It crosses gaps and rooftops in one action instead of walking the long way around.
Tel-Rea Vokoss and the ForceHeavy melee damage on anything guarding the officer, plus Push and Pull to shove enemies into explosives or hazards.
Impact BombDamage on demand for tight enemy groups, useful when a clump of Coil troops sits between you and the target.
Noble StanceA defensive posture worth holding when an operator has to stand exposed during the retreat.

The opposing force is Infinite Coil, and the mix includes Coil B1 Battle Droids, Coil Strikers, Coil Brutes, Coil BX Droid Commandos and a Coil Magnaguard. Ion and shock damage is the efficient answer to the droid half of that list.


Phase 1: Reach the Republic Officer in six turns

Open with a Droid Popper thrown at the enemies stacked on the rooftop overlooking your approach. Dazing that group removes the return fire that would otherwise force your squad to stop and take cover on turn two.
Move the whole squad forward along the main route rather than fanning out. Movement costs AP by distance, so pick destinations that leave at least one action point spare for a shot or an overwatch.
Tactical view with the Move command selected and highlighted destination tiles costing 2 AP
The Move command shows the tiles in reach and the AP cost before you commit. Image: Bit Reactor
Send Tel-Rea Vokoss ahead into melee. Her lightsaber deletes the front-line Coil units quickly, and Force Push is the cheapest way to move a blocker off a doorway or shove it into an explosive.
Use Cly Kullervo’s Combat Jump to land beside whichever group is holding up the advance, then follow with Electroweb Surge or Electroweb Dart to shock multiple targets in one action. This is the fastest way to break a cluster without spending three turns trading shots.
Movement tiles fanned out around a selected operator during the advance toward the cantina
Repositioning an operator mid-advance, with the movement footprint drawn around the unit. Image: Bit Reactor
Clear only the guards standing between you and the Republic Officer, then walk an operator to the target. Ordinary blaster fire is enough for the last stragglers, and every action spent on enemies away from the route is a turn off the counter.
Fire Blaster Pistol action selected against a Coil guard, waiting for confirmation
Confirming a Fire Blaster Pistol shot on one of the last guards near the target. Image: Bit Reactor

Phase 2: Evacuate all five operators

Reaching the officer swaps the tracker to EVACUATE ALL OPERATORS 0/5 and brings in Coil reinforcements. Rescues in this game trigger fresh spawns, and the new arrivals tend to appear between the squad and the exit, so treat the second half as a fighting retreat with a fixed destination rather than a victory lap.

Mission tracker showing the rescue objective with the target down and reinforcements arriving
The objective flips to evacuation once the officer is reached, with reinforcements inbound. Image: Bit Reactor
Turn the squad around immediately and start moving toward the marked evac zone. Do not stop to finish off enemies behind you unless they have line of sight on the Republic Officer.
Keep the officer screened. Put an operator between the target and the incoming fire, and use Noble Stance on whoever ends the turn without cover.
Spend abilities freely on anything standing in the exit path. An Impact Bomb or an Electroweb hit on a group blocking the route is worth more now than saving the charge for a fight you do not have to win.
Open ability wheel with the first ability highlighted at a cost of 1 AP
The ability wheel, with each option showing its AP cost before selection. Image: Bit Reactor
Leave a rearguard on overwatch while the slower units close the gap, then collapse that operator into the zone last. Anyone who goes down can still be carried out through the evacuation point, so a downed operator is not an automatic restart.
Get all five bodies inside the highlighted zone before ending the turn. The counter only reads 5/5 when every operator is standing in it at once, so a single straggler one tile short holds the mission open for another enemy phase.

How to tell the mission actually completed

Success is visible on the objective tracker before anything else happens. The evacuation count fills to 5/5, the mission resolves without waiting for the remaining Coil forces to be killed, and you return to the Den with the mission rewards applied.

There are only a few ways it goes wrong, and all of them map directly onto the stated conditions. The turn counter emptying before an operator reaches the officer ends the first phase in failure. The Republic Officer dying at any point fails the mission outright, since the target survival requirement stays active after the rescue. And an evacuation that ends with fewer than five operators in the zone simply does not resolve, which leaves the squad standing in a kill zone while more reinforcements arrive.

One thing worth weighing before you sprint for the exit: Coil units that survive a mission come back stronger in later encounters. On a timed rescue, letting them go is usually the right call, but it is a cost you are paying later rather than a free escape.