Gaming How-To

Star Wars Zero Company: How to Override the Security Lockdown

Holding the marked zone in Retake Mordant Citadel until the override hits 100 percent, then pulling back to the turbolift.

Holding the marked zone in Retake Mordant Citadel until the override hits 100 percent, then pulling back to the turbolift.

Retake Mordant Citadel swaps the usual “clear the room” objective for a hold. A circular zone sits in the middle of the floor, and the security lockdown only unlocks while your operators are standing in it. Enemies keep arriving for as long as the counter is climbing, so the fight is really a question of who can stay parked in the open the longest.

Quick answer: Keep at least two operators inside the marked circle at the end of every turn. The override percentage climbs while the zone is occupied, and once it reads 100 percent, move the whole squad to the turbolift to end the mission.


Override the security lockdown: the rules of the zone

The objective is scored by occupancy, not by kills. You do not need to wipe the room, and killing everything faster does not speed up the counter. What matters is how many bodies you have standing on the circle when the turn ends.

ConditionWhat happens
Zone emptyOverride progress stops climbing
Two or more operators insideProgress continues each turn
Progress hits 25 percentFirst reinforcement group arrives
Later in the holdA second wave pushes in from both sides of the room
Progress hits 100 percentLockdown lifts; squad must reach the turbolift

Note: the circle is open ground by design. Operators standing on it are easier to hit than operators behind cover, which is why the hold needs to be split rather than committed all at once.


Splitting the squad: two on the circle, the rest on the approaches

Move two durable operators onto the circle as soon as the objective appears. These are your ticket holders and their job is to survive, not to score kills. Put them on opposite edges of the zone so a single grenade or area attack cannot catch both.
Park your ranged operators just outside the circle, behind whatever counters, crates or railings the room offers. Full cover is worth more than a slightly better firing angle here, because these units have to last through several waves.
Operator crouched in full cover behind a counter with health and status indicators showing on the HUD
An operator holding full cover beside the objective room while the override runs. Image: Bit Reactor
Keep your melee threat free. Tel-Rea works better as a roamer who intercepts anything that closes on the circle than as a static defender, since anything she engages up close is no longer shooting your ticket holders.
Spend leftover Action Points on Overwatch rather than low-percentage shots. Overwatch ends that operator’s turn, so it should always be the last thing you do with them.

Keeping the counter moving while under fire

Once the shooting starts, the temptation is to pull everyone into cover. Resist it. The moment the circle drops below two occupants, the percentage freezes and you simply fight the same waves for longer.

Rotate instead of retreating. If a ticket holder is badly hurt, walk a healthy operator onto the circle in the same turn before the wounded one steps off, so the zone is never vacant at the end of a round. Call for Backup costs no Action Points, so use it every turn to add a second operator’s damage to a shot you were taking anyway.

Operator firing on a highlighted enemy next to cover inside the citadel interior
Trading fire from the edge of the objective while two operators keep the zone occupied. Image: Bit Reactor

If an operator goes down inside the circle, Rally them quickly. A downed operator cannot take actions and does not hold the zone, and each knockdown adds an injury. Three injuries kill the operator outright when permadeath is on.


Reinforcement waves: what arrives and when

The first reinforcements land when the override reads roughly 25 percent. A warning appears on screen with a marker showing where the new group will drop, which gives you one turn to reposition before they act.

On-screen reinforcements warning with a red marker showing where enemy troops will arrive
The reinforcements warning gives you one turn to angle cover and Overwatch toward the drop point. Image: Bit Reactor

Use that warning turn properly. Point your Overwatch cones at the marked approach rather than at whatever is already shooting at you, and shift any operator whose back is exposed to the new angle. The second wave is harder because it comes from both sides of the room at once, so the squad has to be able to answer two directions without abandoning the circle.


Overwatch cones and area damage do the heavy lifting

Reinforcements have to walk to you, and that is the whole opening. An Overwatch cone laid across a doorway or corridor fires on enemies moving through it, and hits can interrupt that movement before they reach cover near the circle.

Tactical view showing a blue movement path leading to a position covering several highlighted enemies
Planning a move that ends with a clean Overwatch angle on the enemy approach. Image: Bit Reactor

Shorter cones give a better Chance-to-Hit than wide ones, so aim them at the specific lane a wave has to use rather than fanning them across half the room. Feeding more Action Points into Overwatch lets that operator fire on more than one enemy during the enemy turn.

Waves also tend to bunch up as they funnel in, which is exactly when area damage pays. Trick’s flamethrower catches several clustered enemies in one action, and grenades do the same job when the group is packed behind a single piece of cover.

Flamethrower attack sweeping across a tightly grouped cluster of enemies in the objective room
Trick’s flamethrower hitting a grouped wave as it funnels toward the zone. Image: Bit Reactor

Advantage builds as you land hits and caps at 10, so it will refill during a long hold. Spend it on the turns where the circle is in danger, whether that means an extra Action Point for a squadmate or an Ultimate to clear a wave before it can shoot.


After 100 percent: get to the turbolift

Reaching 100 percent does not end the mission. The objective updates and the squad has to fall back to the turbolift, so treat the last stretch of the hold as preparation for the exit rather than a final stand.

Before the counter tops out, start drifting your ranged operators toward the exit route and stop pushing anyone deeper into the room. When the override completes, move everyone to the turbolift and take Overwatch only if you cannot cover the distance in one turn. You will know it worked when the objective list in the top left updates and the mission complete screen follows the squad reaching the lift.


Why the override stops climbing

  • Fewer than two operators are standing inside the circle at the end of the turn.
  • An operator holding the zone was downed and has not been Rallied, so they no longer count as occupying it.
  • The squad pulled fully into cover to survive a wave, which stalls the counter and extends the fight.

Everything about this fight rewards patience over aggression. Two operators on the circle, cover and Overwatch on the approaches, area damage saved for the clustered waves, and a clean walk to the turbolift when the counter fills.