Star Wars Zero Company Endings: One Ending and How It Closes
There are no branching endings. The Infinite Coil, killing Fathom, the epilogue conversation with Bennic and the credits, in order.

Straight answer: the game has one ending, and there are no branching conclusions.
The campaign runs linearly. Choices change the journey — resources, regional influence, relationships — but everyone arrives at the same finish. So you do not need a second playthrough to see a different ending.
How the final stretch closes
The final mission is The Infinite Coil, and it is a point of no return. Once you are in, you cannot go back to The Den for other activities.
- Killing Fathom immediately triggers the ending cutscene. A parasite detaches from her body, curls up and dies, and the Shadow Plague dies with it. There is no second phase, no hidden survival check.
- In that cutscene, freed Clone Troopers and Coil Enforcers walk in with their free will restored, and Hawks offers any of them a place. Runa warns over comms that Imperial ships are dropping out of hyperspace — this is where the story hands off to the Imperial era.
- The last beat is Hawks inviting Bennic to join for good. Bennic pulls the rank plaque off his uniform, drops it, and answers “Lead the way.”
What the epilogue actually asks of you
Control returns to Hawks after the cutscene. The Cycle counter reads EPILOGUE, and the objective panel holds one required task:
- Talk to Bennic to conclude the adventure (required)
- Speak with your other companions (0/5) (optional)
Nothing here is timed and nothing can be failed. The credits only roll once you have walked up to Bennic and finished that conversation, so if you have not seen them yet, that conversation is still pending.
After the credits, the main menu shows a New Campaign Unlocks panel recording what this playthrough unlocked. EA has not detailed each entry’s unlock condition.
So do choices still matter?
They do, just not to the ending count:
- Mission and Operation choices change resources, regional influence and which opportunities appear later. The launch material states this explicitly.
- Bonds change how relationships develop in the story. The official material uses the bond between Trick and Luco as an example of relationships that may affect a character’s fate.
- Regional influence decides which rewards and follow-up content you can reach.
Which means the “should I keep multiple saves before big choices” question is about comparing how the journey plays out, not about unlocking a different ending.
For the enemy organisation the finale belongs to, read the Infinite Coil and the Shadow Plague. To bring a stronger squad to the final fight, read best Operators and the Bond system.
Sources: the closing sequence follows reproducible playthrough footage and descriptions that agree across independent outlets (allthings.how on the ending and epilogue, pixelnitro on the absence of multiple endings, TheGamer’s ending breakdown, and recorded playthrough footage). The claim that choices change the journey comes from the EA launch announcement and the official StarWars.com guide. EA has published no ending count or branch chart.
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