Once the credits roll on Star Wars Zero Company, the game closes off the freedom it gave you earlier. There is no open post-game, and you cannot return to clean up side missions you skipped. What you get instead is a set of unlocks that carry into a fresh playthrough, changing how a second run starts rather than continuing your first one.
Quick answer: Finish everything you care about before triggering “The Infinite Coil,” because the game does not let you go back. A second playthrough unlocks two extra Hawks origins, lets you recruit clones from the start, and keeps all of your cosmetic unlocks.

What happens after the final mission
The point of no return arrives in the “Fathom’s Grand Designs” chapter, when the critical mission “The Infinite Coil” becomes available. The game flags this moment clearly, but it does not warn you that finishing it ends your access to everything else.
After the final mission, there is no post-game state to return to. You cannot free roam, and any side missions you left undone stay undone. Progress does not carry over into a new playthrough either, so a fresh run starts your story from scratch.
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The game gives you two cycles before it forces you into the final mission. Treat that window as your last chance to wrap up anything tied to your current save.
- Max out the bonds between your operators, since those relationships cannot be revisited later.
- Push toward any progress-based achievements you have not unlocked yet.
- Clear the side missions you still want to see, because they will be gone once you deploy for “The Infinite Coil.”
Note: Remember that missions push you into the next cycle. Handle everything in the Den, your base of operations, before you send the squad out.

What a second playthrough unlocks
Beating the game once opens up a New Game Plus run that changes the start of your next campaign. It mixes cosmetic carryover with practical head starts rather than boosting your story progress.
| Unlock | What changes on a second run |
|---|---|
| New Hawks origins | Two extra species become selectable for Hawks that were blocked in the first character creator. |
| Early clone recruitment | Clone Troopers appear on the recruitment terminal as soon as you can use it. |
| Cosmetic carryover | All costumes, outfits, armour, and accessories you earned are available from the start. |
The two new Hawks origins
On a first playthrough, Hawks can be built from a limited set of species, even though custom operators have wider options. Completing the game adds Ovissian and Weequay to the list of origins you can pick for Hawks.
| Available on first run | Added after beating the game |
|---|---|
| Devaronian, Human, Mirialan, Togruta, Twi’lek, Zabrak | Ovissian, Weequay |
That leaves Neimoidian and Rodian as the only origins unique to operators, since Hawks cannot be built from either.

Recruit clones from the start
In a first run, clone operators are missing from the recruitment terminal at the beginning, even though you can create custom clone operators. Both premade and custom Clone Troopers only appear after a key story moment fairly late in the game.
A second run removes that gate. Clones are recruitable the moment you gain access to the recruitment terminal, so you can build a squad around them right away.

Keep your cosmetic unlocks
The costumes, outfits, armour, and accessories you collect are purely cosmetic and do not affect stats. On your next run, all of them are already unlocked, so you do not have to advance the story again to reclaim a look you liked.
Taken together, the endgame rewards a second campaign more than it rewards your current save. Since nothing transfers back and missed missions stay locked, the smartest move is to spend those final two cycles finishing what matters to you before “The Infinite Coil” seals off the rest.






