The Epilogue is the fourteenth and final chapter of Star Wars Zero Company, and it plays out entirely aboard The Den. Fathom is dead, the Shadow Plague is gone, and instead of a cycle number the screen simply reads EPILOGUE. There are no enemies left to fight — just a base full of survivors and one conversation that rolls the credits.
Quick answer: Walk the base and speak with Trick, Kabb, Cly, and Luco to clear the optional “Speak with your other companions (0/4)” counter, then talk to Bennic at the holotable. That conversation immediately triggers the final cutscene and the credits, so save it for last.
Where the epilogue starts and what it asks for
Control returns to Hawks in the control room right after the final mission, The Infinite Coil. Two objectives sit on screen at once. The required one is “Talk to Bennic to conclude the adventure.” The optional one is the companion counter, which tracks four specific squadmates out of the larger crew standing around the base.
None of these conversations change your rewards, unlock a different ending, or gate an achievement behind a particular reply. They exist to close out character arcs and tell you what each survivor plans to do now that the Coil has collapsed.
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Add to Google Preferences →Bennic ends the campaign, so approach him last
Bennic waits at the holotable, and speaking to him is the only action that actually advances the epilogue. Once that conversation begins, it flows straight into the closing cinematic without giving you a chance to wander back and pick up anyone you skipped. There is no post-game state either — after the credits you cannot return to The Den or the galaxy map in that campaign.

Note: if you want a specific operator present for these final scenes, that decision was made much earlier. Anyone who died during the campaign or was never recruited simply does not appear here, and the only fix is an older save from before the point of no return.
The four companion conversations that count
Four squadmates advance the optional counter. Each gives a short send-off tied to their personal storyline.
| Companion | What the conversation covers |
|---|---|
| Trick | Jokes about life with the crew and mentions playing cards |
| Kabb | Celebrating the win and getting pod race tickets for his family |
| Cly | Avenging Clan Verminoth and her decision to stay with Zero Company |
| Luco | Avenging Rhy and his plan to head back to Umbara |

Rosters vary, so your set may differ. Jae talks about walking away from her old life, and Tel-Rea turns her attention to tracking down surviving Jedi if both are still with you.
The extra crew you can still talk to
Several other characters are interactable without moving the 0/4 counter at all. They are quick, and a couple of them fill in what happened to the plague after Fathom died.
| Crew member | Topic |
|---|---|
| Ender | Thanks Hawks for the rescue from Fathom |
| Clev | A brief check-in about maintenance |
| Disha | Confirms every system is running |
| M-3VO | The eradication of the Shadow Plague |
| Runa | Says a new lead is already prepared |
| Neesh | The mission’s outcome and what comes next |


How the epilogue ends: The Chommel sector job
The final exchange with Bennic covers the dissolution of the Infinite Coil and his own history before joining the crew. Hawks has already offered him a permanent place in the company, and he removes his Imperial rank plaque to accept it.
Neesh and Runa then interrupt with work. A Rodian client needs to be moved past an Imperial checkpoint in the Chommel sector, and Bennic proposes routing around it through an asteroid belt. The crew gathers, the ship jumps to hyperspace, and the credits roll.

You will know it worked when the objective list disappears and the cinematic takes over — there is no confirmation prompt or choice to back out. Zero Company does not disband; the closing scene deliberately leaves the crew taking jobs in a galaxy the Empire now runs.
There is no post-credits scene
Nothing plays after the credits finish. The game drops you back to the main menu and shows the bonuses now available for future campaigns: clone operators recruitable from the start, extra Hawks origins during character creation, and cosmetics unlocked through the Customization Facility carrying over.
That is not a New Game Plus. Levels, gear, credits, and your roster do not transfer, and a fresh campaign starts from the beginning with only those unlocks in hand. Since the epilogue’s cast is the one part of the ending that genuinely differs between playthroughs, keeping operators alive and finishing their personal missions before The Infinite Coil is the only way to make your version of the finale fuller.






