Gaming Guide

Star Wars Zero Company Ending Explained (Final Cutscene and Epilogue)

What happens after Fathom dies, how the epilogue works, and the three unlocks that carry into a new campaign.

What happens after Fathom dies, how the epilogue works, and the three unlocks that carry into a new campaign.

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.

The parasite crawls out of Fathom's body and dies on the deck in the final cutscene
The parasite leaves Fathom’s body and dies, ending the Shadow Plague. Image: Bit Reactor

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.

Freed clones and Coil Enforcers gather around Hawks after the psychic link breaks
Freed troopers approach Hawks once Fathom’s control over them breaks. Image: Bit Reactor

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).”

Epilogue objective panel showing the task to talk to Bennic to conclude the adventure
The Epilogue objective tracks the required Bennic conversation and the optional companion talks. Image: Bit Reactor

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.

CompanionWhat the conversation covers
TrickTells a joke about a bug queen and mentions playing cards with Luco.
LucoReflects on avenging Rhy and his plan to eventually return to Umbara.
ClyTalks about avenging Clan Verminoth and deciding to stay with the crew.
JaeDiscusses leaving her Ore-Baroness past behind and wanting a fresh start.
EnderThanks Hawks for freeing him from Fathom’s control.
DesiJokes about T2-Z4 and possible work in the galactic underworld.
M-3VOGives a scientific debrief on the plague’s collapse and lingering infections.
RunaReports on base operations and Bennic’s mood at the holotable.
NeeshJokes about the crew’s future but commits to sticking around.
Tel-ReaTurns to her search for surviving Jedi across the galaxy.
KabbTalks 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.

Hawks speaking with Bennic at the holotable with the Epilogue objective highlighted
Talking to Bennic at the holotable is the only required epilogue step. Image: Bit Reactor

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.

The crew gathered at the holotable planning the Chommell sector checkpoint job
The final holotable briefing sets up a run past an Imperial checkpoint in the Chommell sector. Image: Bit Reactor

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.

UnlockEffect
Clone operatorsCan be recruited from the start of a new campaign.
Hawks originsAdditional Origin options become selectable during character creation.
CosmeticsAnything 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.