Gaming

Star Wars Zero Company: How the Ending Plays Out

A clear breakdown of the final mission, Fathom's defeat, the fate of the crew, and where it lands in the Star Wars timeline.

A clear breakdown of the final mission, Fathom’s defeat, the fate of the crew, and where it lands in the Star Wars timeline.

Star Wars Zero Company opens in the last stretch of the Clone Wars and closes about a year into the reign of the Galactic Empire, which puts its finale in an unusual spot for a Star Wars story. By the time the credits roll, the Infinite Coil is broken, the Shadow Plague is dead, and Hawks and the crew are living as fugitives in a galaxy that no longer has a Republic to work for.

Quick answer: In the final mission, The Infinite Coil, Zero Company kills the droid general Typhon and then Kundri Fathom. Fathom’s death severs the Shadow Plague’s hold on everyone it infected, including Hawks, who survives. Bennic defects and rejoins the crew, and Zero Company jumps to hyperspace as mercenaries working against the Empire.

Image credit: Electronic Arts

The Infinite Coil: the final mission and point of no return

The endgame arrives with the operation called The Infinite Coil, part of the Fathom’s Grand Design arc. Once it unlocks, you have three cycles to reach it, so any operator personal missions, side jobs, bond levels, and recruitment you still want must be finished first. The game warns you that starting the mission is the point of no return, and it means it.

By this point the Galactic Empire is already into its first year. With the Republic gone, there is no one bankrolling the hunt anymore, so Zero Company goes after Fathom and the Coil on its own. The mission is a long chain of back-to-back fights aboard an orbital shipbreaking station, with no chance to swap your party once you begin. Hawks is mandatory and must survive, leaving three open slots.


Typhon, Fathom, and the death of the Shadow Plague

Two antagonists die during the finale, and neither is coming back. Typhon, Fathom’s droid partner, is destroyed first after his forces are cleared from the command mast. Hawks finishes him with a point-blank shot before the crew moves to intercept Fathom.

Hawks fires a point-blank shot to finish off the crippled droid general Typhon
Hawks destroys the dying Typhon before moving to intercept Fathom. Image: Electronic Arts

Fathom is the true final boss, and her fight runs in two stages. In the first, she is the only target that matters; dropping her to half health triggers a cutscene where Bennic joins the battle. In the second stage, Bennic fights alongside the squad to finish her off. One important caution during the fight is that Fathom can seize control of Hawks and turn them against their own teammates, so keeping Hawks at a distance limits the damage.

When Fathom falls, a parasitic creature crawls out of her body and dies with her. That kills the Shadow Plague at its source. Because Fathom’s grip on the infected was tied directly to the plague, her death breaks the psychic link over everyone it had touched. The controlled soldiers and Coil fighters regain their free will, the strange markings fade, and the survivors closest to Fathom show no further interest in the cult. With its binding force gone, the Infinite Coil collapses. There is no hidden extra boss after Fathom.


What happens to Hawks and the Zero Company crew

Hawks was infected before the final showdown but resisted joining the Coil, and Fathom’s defeat lifts the infection entirely. Hawks survives in full control of themselves. There is no branch where the protagonist must die to stop the plague. Across the story Hawks moves from apathy toward a more heroic outlook, and in the epilogue they set the crew’s course toward a “lucrative career messing with the Empire” — still chasing credits, but resisting the new regime along the way.

The rest of the squad’s arcs resolve at the Den:

CharacterWhere they end up
BennicAfter a year serving the Empire, he feels remorseful, defects, and permanently joins Zero Company. In the epilogue he removes his Imperial rank plaque and returns to his post at the holotable in civilian clothing.
TrickOrder 66 forced his inhibitor chip to turn him against the crew. With help from Captain Rex, the squad has the chip removed, restoring his free will and returning him to the company.
Tel-ReaThe Tognath Jedi survives the fall of the Republic but remains a target in an Empire hunting Jedi. She stays with the crew and turns her attention to finding other survivors.
HawksCured of the plague and leading the crew, positioned as a merc with a conscience taking jobs against the Empire.
Hawks and Bennic talk at the holotable about the Empire and Bennic joining the crew
Hawks and Bennic discuss the fall of the Republic and his decision to join Zero Company. Image: Electronic Arts / AFGuidesHD

Speaking with Bennic at the holotable is the required action that moves the epilogue into its final scene. Before you do, you can walk the Den and talk to the surviving operators for closure on their stories. Neesh and Runa then bring in a new contract — slipping clients past an Imperial checkpoint in the Chommell sector — and the crew jumps to hyperspace as the credits begin. Zero Company does not disband; it keeps working in a galaxy the Empire now controls.

Note: The exact lineup during the epilogue depends on who you recruited and who survived. Because operators can die permanently, characters lost during the campaign do not appear at the Den, which is the part of the ending that changes most between playthroughs.


One ending, not multiple

The campaign is linear at its core, so there is a single main ending rather than separate good, bad, or secret finales. Your choices shape bonds, rewards, side content, and which operators are still standing, but those paths converge before the conclusion. You cannot spare Fathom, talk her into surrendering, or steer the crew toward a fundamentally different outcome. There is also no post-credits scene and no free-roam after the credits, so a save made before the point of no return is worth keeping if you left anything unfinished.

Finishing the campaign unlocks bonuses for future runs: clone operators available from the start, extra Hawks origin choices at character creation, and cosmetics that carry across playthroughs. There is no traditional New Game Plus that transfers your levels, roster, or gear.

Image credit: Electronic Arts

Where the ending sits in the Star Wars timeline

The story runs from 19 BBY to 18 BBY, meaning it wraps 18 years before the Battle of Yavin in A New Hope. That places its conclusion neatly ahead of several other Star Wars games, which matters because Trilla Suduri, the Second Sister, appears here before her later roles.

Reference pointDistance from the end of Zero Company
A New Hope18 years later
Star Wars Jedi: Fallen Order4 years later
Star Wars Jedi: SurvivorAbout 9 years later
Star Wars OutlawsAbout 21 years later

How the finale sets up a sequel

The ending is built as a launch pad. The crew is back together, Hawks has been established as a leader chasing both profit and principle, and there are four full years of open space before events like Fallen Order need to be accounted for. Bit Reactor has expressed interest in another Star Wars project, and the Coil showed that Zero Company can be pointed at threats sitting under the radar of the bigger factions.

The one wrinkle is permadeath. Because named operators like Trick and Cly can die during a playthrough, a direct continuation would have to either declare that the main cast all survive in canon or introduce a fresh crew while the survivors go their own way. That same problem makes a story expansion awkward, so an infinite mode that lets you keep running missions would be a more natural fit for post-launch content. Either way, the crew ends the game together, taking jobs and looking for their next fight against the Empire.