Gaming Guide

Star Wars Zero Company: Rescue the Freedom Fighters Walkthrough

How to free both Ryloth resistance fighters, hold the bridge against reinforcements, and extract all six units alive.

How to free both Ryloth resistance fighters, hold the bridge against reinforcements, and extract all six units alive.

Rescue the Freedom Fighters is a timed-feeling rescue map in Star Wars Zero Company where a four-operator squad has to reach two captive Ryloth resistance fighters, keep them breathing, and then walk everyone off the map. The fight opens against a dense wall of B1 battle droids, escalates into B2 super battle droids and BX droid commandos, and ends with a reinforcement wave that spawns while you are trying to leave. The mission is far more about pace than kill count.

Quick answer: Open with an Impact Bomb on the packed B1 group, push the squad forward every turn instead of trading shots from spawn, move Fred into contact with each Ryloth resistance fighter to recruit them, then move all six units into the marked extraction zone to finish.


Rescue the Freedom Fighters objectives and fail conditions

The objective tracker in the top left changes twice during the fight. Watch it, because the unit count in the extraction objective includes the two people you just rescued.

ObjectiveWhat it means
GET TO THE TARGETMove an operator into contact with each of the two captive Ryloth resistance fighters.
THE TARGETS MUST SURVIVEBoth captives have to live for the whole mission, including after they join your squad.
GET TO THE EXTRACTION ZONE! 0/6All six units — your four operators plus both rescued fighters — must stand inside the zone.

You do not have to wipe the map. Nothing in the objective list asks for it, and every extra turn spent cleaning up a corner is a turn the droids use to spawn more bodies between you and the exit.


Opening turns: break the B1 wall, then move

Lead with a grenade. The starting B1 battle droids are bunched tightly enough that a single Impact Bomb clears most of the group, which is a far better use of action points than three separate blaster shots at three separate droids.
Impact Bomb selected with its blast radius projected over a cluster of B1 battle droids
Aiming the Impact Bomb at the opening cluster of B1 battle droids. Image: Bit Reactor
Put Trick on the B2 super battle droid with Fire Repeating Blaster. B2s soak too much damage for pistol chip shots, and leaving one alive on the approach means it keeps punishing whichever operator ends the turn out of cover.
Check the two captive markers before you commit anyone. They sit apart from each other, so decide early which operator handles each side rather than dragging the whole squad down one lane and doubling back.
Advance Jae Mordant and the rest of the squad forward while taking opportunistic shots at the remaining B1s. Spend your first movement of the turn on distance — it is always longer than any follow-up move — and finish behind cover so the silhouette reads blue, not orange.
Ability wheel open on the selected operator during the Rescue the Freedom Fighters mission
The numbered ability wheel, opened to spend leftover action points before ending the turn. Image: Bit Reactor

Expect the droids to fire back hard on their first turn. Damage here is normal and recoverable; losing tempo is not.

Top-down view of the squad trading fire with droids on an industrial rooftop
Trading fire across the industrial rooftop section as the droids return damage. Image: Bit Reactor

Target priority: rocket-primed droids first, then armor

Any droid showing the Rocket Primed status is the single most dangerous thing on the board and should be deleted the moment it appears — a repeating blaster burst is usually enough. B2 super battle droids come next, especially the ones perched on rooftops with clean sightlines onto your advance. Ordinary B1s can wait, because they die to almost anything.

BX droid commandos are the exception to the shoot-it-from-range rule. Brutal Strike on a commando resolves the threat immediately instead of leaving a wounded, mobile unit next to your squishier operators.

Tactical combat view mid-attack with active objectives listed and the End Turn prompt visible
Closing to melee range on a BX droid commando before ending the turn. Image: Bit Reactor

Tip: heal between pushes rather than after someone drops. A Medpac Mk. II spent on a damaged operator costs one action; rallying a downed operator costs an action and adds an injury, which matters permanently if permadeath is switched on.


Rescuing the first Ryloth resistance fighter

Clear the roofline above the first captive. A B2 sitting overhead will shoot whoever walks into the open to make the rescue, and the captive is also a valid target once freed.
Top up health on anyone below half before you commit. The turn after the rescue is when the map starts throwing reinforcements at you, so you want the squad healthy going in.
Move Fred into contact with the first Ryloth resistance fighter. The captive joins the squad instantly as a controllable unit, and can act on the same turn — in practice that means an extra blaster attack you can immediately point at the nearest BX droid commando.
Fire Repeating Blaster targeting a BX Droid Commando with the confirm prompt on screen
The freed resistance fighter opening up on a BX Droid Commando with Fire Repeating Blaster. Image: Bit Reactor

Hold the bridge, then free the second captive

Once “REINFORCEMENTS INCOMING” appears, the route toward the second captive runs across a bridge, and that bridge is the best choke point on the map. End the turn with leftover action points spent on Overwatch covering it. Fresh droids that spawn and walk into the zone eat reaction shots before they ever get to fire.

With the crossing covered, buff Fred — Combat Stim III or a similar movement or accuracy buff works — and move him into the second Ryloth resistance fighter. That recruits the last unit and flips the objective to the extraction phase.


Getting all six units to the extraction zone

The tracker now reads GET TO THE EXTRACTION ZONE! 0/6, and the counter only ticks up for units standing inside the marked area. Droids will spawn along the path, so clear the blockers rather than trying to sprint past them with two rescued fighters in tow.

Grenades do the heavy lifting again on grouped spawns. Between throws, keep at least one operator on Overwatch each turn so the wave loses units on its own turn, and layer defensive buffs on whoever is furthest forward. Move the two resistance fighters last, behind the operators, so they are never the closest target.

Extraction objective showing six units required while reinforcement droids advance
The extraction objective tracking all six units while reinforcements push in. Image: Bit Reactor

The mission ends the moment the extraction counter reads 6/6. You do not need to kill the droids still standing when that happens.


Why the mission does not complete

  • One of the Ryloth resistance fighters died. They count as protected targets even after joining the squad, so treat them as squad members with no cover discipline of their own.
  • Only some units are in the zone. The counter needs all six; an operator left one tile short holds the whole extraction.
  • The squad stalled at the start. Sitting in the opening cover and trading fire lets reinforcements stack up between you and the second captive.
  • A unit ended a turn with an orange silhouette. Exposed units get hit reliably, even by B1 battle droids.

If a run goes badly, the mission can be restarted from the game menu with the same operators, which is worth doing early rather than limping into the extraction phase with two injured units and no medpacs left.