Gaming Guide

Star Wars Zero Company: How to Beat You Can’t Go Home Again and Get Jae Back

Every objective, ability, and survival condition needed to rescue Jae Mordant at Mordant Citadel before the mission expires.

Every objective, ability, and survival condition needed to rescue Jae Mordant at Mordant Citadel before the mission expires.

Jae Mordant walks out of Zero Company one cycle after Behind Enemy Lines, and she stays gone until an optional mission called You Can’t Go Home Again appears on the Holotable. Clear it and she rejoins the roster as a full Operator with her abilities intact. Skip it, and the window closes.

Quick answer: Plant charges on generators Aurek, Besh, and Cresh at Mordant Citadel, then wipe out every remaining Imperial trooper while keeping Jae alive. She returns to The Den as a playable Operator the moment the mission ends.


How to unlock You Can’t Go Home Again

The mission is a crewmate mission tied to Jae, and it sits in the Back to Business chapter alongside Deep Cover and Unfinished Business. It does not appear until well after Order 66. Once enough cycles pass, Jae sends a message and the mission drops onto the Holotable at Luunata.

The trigger point commonly lands around Cycle 28, though it shifts depending on how quickly you burn through critical missions. Because this is optional content rather than a critical mission, it only stays available for two cycles before the game skips past it permanently. Take it the moment it shows up.

DetailValue
Mission typeCrewmate mission (Jae)
ChapterBack to Business
PlanetLuunata
MapMordant Citadel
Availability windowTwo cycles
RewardJae Mordant returns as a full Operator

Mission objectives and the one failure condition

The objective list runs in a fixed order. You plant charges on three generators, then the mission converts into a straight elimination fight.

  • Plant charges on Generator Aurek
  • Plant charges on Generator Besh
  • Plant charges on Generator Cresh
  • Defeat the Imperial troops

Running underneath all of that is a single hard rule: Jae must survive. She arrives partway through the fight as an active ally, and if she goes down the mission is lost regardless of how many charges are already set. Treat her health bar as a second mission timer.

Note: planting charges consumes all remaining AP on the unit that does it. Move into position with AP to spare rather than sprinting the full distance and hoping the interact prompt still fires.


Squad setup for Mordant Citadel

Mordant Citadel is a vertical map with elevated platforms, ladders, and explosive barrels scattered across the walkways. A squad built around one mobile charge-planter, one damage sponge, and a mix of ranged clone support handles it cleanly.

UnitRole on this map
Cly KullervoJetpack mobility via Combat Jump; primary charge planter
FredBulwark taunt to pull fire off squishier units
Tel-Rea VokossPush to knock enemies into explosive barrels
Hawks / Tesh HawksElectroweb Dart and Surge for crowd control
Clone Grenadier / HeavySweeping Salvo and Impact Bomb for grouped enemies
Clone Marksman / TrooperOverwatch coverage on chokepoints

Clearing the three generators

Split the squad at the start. Send half your units down the left pathway and half down the right instead of pushing as one blob. Advancing along both flanks stops a single grenade or area attack from catching the whole team and gives you angles on the generator platforms.
Send Cly up to Generator Aurek. Her Combat Jump lets her clear the vertical gap in one action rather than walking the ramps, which saves several turns of exposure. Plant the first set of charges while the rest of the squad holds the approach below.
Combat view on a Mordant Citadel rooftop platform with several white-armored Imperial troopers engaged
Rooftop fighting around Generator Aurek, where Cly’s jetpack shortcuts the climb. Image: Bit Reactor
Use the map against the garrison. Tel-Rea’s Push can throw an enemy directly into the explosive barrels dotted around the walkways, killing clustered troopers without spending ammunition or a heavy cooldown. Look for barrels before committing to a normal attack.
Brace for reinforcements. Imperial squads spawn in quickly once the first charges are down, and they arrive fast enough to overrun a unit left standing in the open. Keep everyone in cover between actions and hold Overwatch on ladders and stairwells, which are the routes reinforcements funnel through.
A trooper climbing a yellow ladder up to a raised industrial platform inside Mordant Citadel
Ladders leading to the upper platforms double as reinforcement routes worth covering with Overwatch. Image: Bit Reactor
Fold Jae into the plan when she appears. She joins the battle as an active ally partway through and fights with Lightsaber Strike, but she is also the unit you cannot afford to lose. Use her offensively only when the surrounding tiles are already cleared.
Move Cly to Generator Besh while the squad forms a defensive ring. Fred’s Bulwark is the key ability here, taunting nearby Imperials into shooting him instead of the planter or Jae. Call for Backup if you need extra bodies to hold the line during the plant.
Radial ability wheel open around a selected clone trooper with Backup Available shown during the Besh defense
The ability wheel with Backup Available, useful for reinforcing the perimeter while charges go down. Image: Bit Reactor
Take Generator Cresh from the upper platform. Jae herself can make the climb and set the final charges, which frees Cly to stay below and pressure whatever is still shooting. Confirm the unit has AP left before triggering the plant, since the action drains everything remaining.
Plant Charges objective highlighted on the tactical grid with a Consumes Remaining AP warning
The Plant Charges prompt warns that the action consumes all remaining AP. Image: Bit Reactor

Defeating the remaining Imperial troops

With all three generators rigged, the objective flips to eliminating every Imperial still standing. There is no timer on this phase and no further planting, so the fight becomes a straightforward sweep of the citadel.

Enemies tend to bunch up on the platforms and around cover, which makes area-of-effect abilities far more efficient than single-target shots. Sweeping Salvo, Impact Bomb, Shockwave, and Electroweb Surge all pay for themselves against grouped troopers. Chain actions across the squad in the same turn so a stunned or webbed group gets finished before it can scatter.

Radial ability menu open with the Bond ability highlighted and its AP cost displayed mid-combat
Selecting Bond from the radial menu while coordinating squad actions in the final phase. Image: Bit Reactor

Keep Fred anchored near Jae throughout. Bulwark remains the cleanest way to keep stray fire off her, and Surgeon’s Tools can top her up if a shot slips through. The mission ends the instant the last Imperial falls.


How to confirm Jae is back on the roster

Completion is easy to verify. Return to The Den after the mission and Jae will be standing in her usual spot rather than leaving the note she left behind when she departed. Open the Operator list and she will be selectable for squads with her full ability kit available, exactly as before Behind Enemy Lines.

Two things cause this to fail. Letting the two-cycle window lapse removes the mission entirely, and letting Jae fall in combat ends the run without her rejoining. Neither is recoverable in that playthrough, so treat the mission as a priority the cycle it appears.

Jae is not the only companion who leaves during the campaign. Trick turns hostile during Stillwatch and is defeated rather than killed, spending the following cycles in a bacta tank until the critical mission Deep Cover has his inhibitor chip removed and returns him to the squad in commando armour.