Full spoilers ahead for the last mission of Star Wars Zero Company. The Infinite Coil is the point of no return, and once Fathom drops, the game shifts straight from combat into a cutscene, then into a short playable epilogue aboard The Den before the credits roll.
Quick answer: Kill Fathom to trigger the ending cutscene, then complete the epilogue by talking to Bennic at the holotable. Speaking to the other companions is optional. Once the Bennic conversation ends, the crew takes a smuggling job in the Chommell sector, the ship jumps to hyperspace, and the credits play, after which the main menu displays the New Campaign Unlocks panel.
How the final cutscene ends the Shadow Plague
The last blow on Fathom cuts directly to a cutscene. A parasitic creature detaches from her body, curls up on the deck, and dies. That death is the plague’s death, so there is no second phase and no hidden survival check.

Hawks kneels beside the body as the glowing purple infection drains from their face. Bennic runs over to check on them, and Hawks confirms the plague is dying along with Fathom.
Clone troopers and Coil Enforcers then walk in with their free will restored, saying they felt the psychic link snap. Ender pulls off his helmet and thanks Hawks for the rescue on Kaller. Runa calls over the comms to warn that Imperial ships are dropping out of hyperspace, which is the cue for Hawks to offer any freed trooper a place with Zero Company.

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Add to Google Preferences →Bennic drops his Imperial rank and joins Zero Company
The last beat before the mission ends is Hawks offering Bennic a permanent spot on the crew. Bennic pulls the rank plaque off his uniform, drops it on the floor, and accepts with a short “Lead the way.” He is a full squad member from that point on, not a guest unit.
The Mission Success screen follows, listing completed objectives, combat stats, and rewards, including intel, credits, and any newly unlocked bonds.
The epilogue on The Den: What you have to do
Control returns to Hawks on the main deck, with the cycle counter labelled EPILOGUE. The objective panel lists one required task, “Talk to Bennic to conclude the adventure,” plus an optional tracker reading “Speak with your other companions (0/5).”

Nothing here is timed and nothing can be failed. Walk the base, trigger whichever conversations you want, and the epilogue only closes when you approach Bennic at the holotable. If the credits have not started, the Bennic conversation has not been completed.
Note: the roster you can talk to depends on who you recruited and kept alive, so the exact list of characters standing around The Den differs between playthroughs.
Optional companion conversations in the epilogue
These talks are pure epilogue payoff. They close out personal arcs and hint at where each operator goes next, but none of them change the ending or the unlocks.
| Companion | What the conversation covers |
|---|---|
| Trick | Tells a joke about a bug queen and mentions playing cards with Luco. |
| Luco | Reflects on avenging Rhy and his plan to eventually return to Umbara. |
| Cly | Talks about avenging Clan Verminoth and deciding to stay with the crew. |
| Jae | Discusses leaving her Ore-Baroness past behind and wanting a fresh start. |
| Ender | Thanks Hawks for freeing him from Fathom’s control. |
| Desi | Jokes about T2-Z4 and possible work in the galactic underworld. |
| M-3VO | Gives a scientific debrief on the plague’s collapse and lingering infections. |
| Runa | Reports on base operations and Bennic’s mood at the holotable. |
| Neesh | Jokes about the crew’s future but commits to sticking around. |
| Tel-Rea | Turns to her search for surviving Jedi across the galaxy. |
| Kabb | Talks about celebrating, pod racing tickets, and a promised opera listen. |
Several smaller crew members and droids only get a passing line as you walk by, and an Imperial news hologram plays propaganda claiming the Empire is the one that defeated the Infinite Coil at Bardan.
The last holotable scene and the Chommell sector job
Bennic waits at the main holotable. He is openly guilty about what he did while serving the Empire and about the fall of the Republic, and Hawks pushes him to face that instead of burying it. It is the longest conversation of the epilogue and the one that formally ends the story.

Neesh and Runa then join to pitch the next job, sneaking clients past an Imperial checkpoint in the Chommell sector, with Bennic proposing a route through an asteroid belt. The crew watches from the bridge as the Caisson jumps to hyperspace, and the credits roll over the Bit Reactor team and cast.

What completing the campaign unlocks
After the credits, the main menu shows a NEW CAMPAIGN UNLOCKS panel. That panel is your confirmation that the campaign registered as finished.
| Unlock | Effect |
|---|---|
| Clone operators | Can be recruited from the start of a new campaign. |
| Hawks origins | Additional Origin options become selectable during character creation. |
| Cosmetics | Anything unlocked in the Customization Facility carries across all playthroughs. |
There is no post-credits scene beyond that panel, and no continuation of the save after the hyperspace jump. If you want to see the epilogue conversations you skipped, the practical route is a save made before you walk to Bennic, since finishing that talk sends the story straight into the credits.






