Gaming Guide

Star Wars Zero Company Final Mission Walkthrough: The Infinite Coil

Squad rules, the three back-to-back fights, and the ending beats that close out Bit Reactor's tactics game.

Squad rules, the three back-to-back fights, and the ending beats that close out Bit Reactor’s tactics game.

The Infinite Coil is the last operation in Star Wars Zero Company, and it runs on Bardan at the Cindermoor orbital shipbreaking station. It is a single, uninterrupted trip through three combat encounters with no chance to swap operators between them, capped by the confrontation with Kundri Fathom aboard Bennic Halloren’s cruiser.

Quick answer: Take Hawks plus three operators who cover area damage, single-turn kills, and healing, then clear the mission in order — slice the security terminal and hold it through the droid waves, destroy Typhon and every remaining droid on the command mast, and focus fire on Fathom alone in the hangar while keeping Hawks far from the squad.


The Infinite Coil Unlock Requirements and Three-Cycle Deadline

The operation appears on the Holotable during the Fathom’s Grand Designs chapter, the thirteenth of the game’s fourteen chapters. Once it is available, you have three cycles before the game pushes you into it, so anything you still want to finish has to happen inside that window.

Spend those cycles on operator bonds and gear rather than saving credits. The mission is long, every fight feeds into the next, and there is no mid-mission reinforcement or squad change. The game also flags the point of no return before you launch, and that warning is accurate — starting the operation commits you to the ending.

Note: Bringing extra main characters does not unlock hidden scenes. Beyond a few lines of banter between fights, the roster you pick changes only your tactical options.


Squad Selection: Hawks Is Locked In

Hawks is mandatory and has to survive the whole operation, which leaves three open slots. Because the mission throws large groups of Coil droids at you in tight arenas, area damage and reliable finishing blows matter far more than raw single-target output.

SlotWhat it needs to cover
Hawks (locked)Must survive. Keep positioning flexible, since Fathom can turn Hawks against the squad.
Cly KullervoArea-of-effect damage plus Combat Jump, which repositions and damages in one action.
Jae MordantFinal Shot cleans up low-health enemies without spending a full turn on them.
Medic or TrickA medic who can revive to full health if Hawks has no self-sustain, otherwise a heavy damage soldier.

Mission Structure and Objective Order

The squad drops into the Cindermoor hangar and works inward. Each phase ends on a specific objective clear, and the next one starts immediately afterward.

PhaseObjective and end condition
InfiltrationReach and slice the security terminal to locate Fathom. A datapad on the route carries the ARQUITENS RECALL memo.
Terminal defenseHold the terminal through droid waves, then DEFEAT THE COIL FORCES to clear the platform.
Command mastActivate the tractor beam console, then WITHSTAND THE COIL ONSLAUGHT against Typhon and his escort.
Cruiser hangarDEFEAT FATHOM aboard Bennic’s ship. Her guardians and infected clones can be ignored.

Fight 1: Slice and Hold the Security Terminal

Follow the objective marker from the hangar and slice the door console to open the terminal room. Combat starts as soon as you enter, and the room has reinforcement doors on the left side and at the top.
Send one operator to the terminal and start the slice. Cly’s Combat Jump works well here because it damages nearby enemies on the way and still leaves enough action points to reach the console in the same round.
Park a second operator near the slicer as a bodyguard. Any Coil droid that closes to melee range interrupts the process, so those enemies have to die on the turn they arrive.
Use the rest of the squad on the incoming waves. The first group is mostly Coil B1 Battle Droids and Strikers that fall to a single hit, with Coil Enforcers mixed into the later wave. Overwatch and area attacks stop the room from filling up faster than you can clear it.
Targeting a Coil droid marked OVERWATCH from a raised platform during the terminal defense
Holding the high ground during the terminal defense, with an enemy flagged on Overwatch. Image: Bit Reactor
Keep the slicer in place until the process finishes. Once the objective flips to clearing the Coil forces, that operator is free to move and help mop up the last droids on the platform.

Fight 2: Typhon on the Command Mast

After the terminal, the route continues through the station to a turbolift up to the command mast. A large window along the way is worth inspecting for +10 intel. Hawks then activates the tractor beam console, Typhon taunts the squad over the screens, and the ambush begins.

Use the opening rounds on Typhon’s escort. He does not enter the fight for roughly three rounds, which is free time to thin out the droids covering the bridge.
Kill the sniper droids first. They scale up in power each turn and can be ordered to fire at Typhon’s command, so leaving them alive is the fastest way to lose an operator.
Hold back some area damage instead of spending it all early. Typhon summons reinforcements once he is engaged, and abilities like Electroweb Surge are worth more against a fresh cluster than against stragglers.
Radial ability wheel open during the Typhon encounter while selecting a combat action
Picking an ability from the radial menu during the Typhon fight on the command mast. Image: Bit Reactor
Do not open on Typhon himself unless your squad can absorb the answer. He is a Coil B2 Super Battle Droid protected by a ray shield, and damaging him prompts him to order a droid to strike back. Break the shield with concentrated fire only once his support is mostly gone.
Clear the entire bridge, not just the boss. The encounter ends when every hostile is destroyed, so a surviving droid keeps the fight running even after Typhon falls. Midway through, Fathom triggers the tractor beam and forces a collision, and Bennic warns that she is boarding his ship — the fight continues through both cutscenes.

Fight 3: Defeat Fathom in the Cruiser Hangar

With the mast secured, Runa confirms Fathom is aboard Bennic’s cruiser. The squad flies through the debris field, boards, and meets her in the hangar, where she fights with a staff weapon alongside Coil Guardians and infected clone troopers.

Ignore her escort completely. Only Fathom’s health bar matters, and every action spent on guardians is a wasted turn.
Position Hawks away from both Fathom and the rest of the squad. Fathom can seize control of Hawks and turn that damage on your own operators, which hurts most if you have invested heavily in Hawks.
Push Fathom to half health to trigger the second stage. A cutscene plays and Bennic joins the fight, adding another attacker and a healer who can repair any damage Hawks dealt while controlled.
Squad attacking Fathom on the hangar platform with health bars and status effects on screen
The hangar duel with Fathom, where status effects and focused damage decide the pace. Image: Bit Reactor
Stack the second stage into one burst. Have everyone hit Fathom in the same round, use Combat Jump to close distance without burning action points, and leave Jae placed so Final Shot can automatically finish her once she drops low.

How to Confirm the Final Mission Is Complete

Fathom’s defeat plays out in cutscene rather than in a results screen. The parasite driving her leaves her body and disintegrates, which breaks her hold over the infected clones and cures Hawks. Bennic pulls Hawks up, then discards his Imperial rank badge and commits to Zero Company, while Ender and the surviving clones regain their own will and pledge to join.

Runa flags incoming Imperial ships and the squad withdraws, and the Mission Success screen appears with your tactical rounds, enemies defeated, damage dealt, and credits earned. From there the game moves to the epilogue at The Den, where you can talk to the crew and plan smuggling routes around Imperial checkpoints at the holotable before the credits run.


Common Reasons the Final Mission Stalls

  • The slice keeps resetting. An enemy reached melee range of the operator on the terminal. Keep a guard adjacent and kill anything that closes in on the same turn.
  • Typhon’s fight will not end. Killing the boss is not enough. Every droid on the command mast has to be destroyed.
  • Operators drop early against Typhon. Damaging him triggers a retaliation order, and the snipers grow stronger every turn they survive.
  • Your own squad takes heavy damage in the hangar. Hawks was standing close enough to be turned against the team by Fathom.
  • The run ends outright. Hawks has to survive the operation, so a fallen Hawks means restarting the encounter.

The Infinite Coil rewards preparation more than improvisation. Build bonds and gear during the cycles before it unlocks, bring a squad that can delete a crowded room in a single round, and treat each of the three encounters as a resource problem rather than a damage race. Play it that way and the last stretch on Bardan runs cleanly through to the epilogue at The Den.