Final story state
Zero Company Point of No Return — What to Do Before the Final Mission
The Infinite Coil is the last record in the Main Story order. Deploying for it commits the campaign to its ending sequence, and the campaign content you have not finished does not come back around. This page is the review you run before that deployment.
Point of no return
The Infinite Coil
- Starting the final mission commits the campaign to its ending sequence.
- Finish anything you still care about before deploying.
- It waits on Knock Knock.
Commitment
Where Is the Point of No Return?
The page separates the moment the final mission appears from the moment you launch it, because only one of those is a commitment.
The practical commitment point is deploying for The Infinite Coil
The page says practical on purpose. The campaign data records the order and the requirement; it does not expose a single internal flag that announces "you cannot go back". The commitment is described the way a player meets it — the last Mission in the order, and the launch that starts the ending sequence.
- Everything on the Holotable is still available until that launch.
- The launch is a single decision, so the review below is worth doing before it rather than during it.
- Nothing in this page changes what the campaign does. It changes what you know when the launch happens.
Stage 1
The final mission is available
It appears in the Main Story order behind its prerequisite. Nothing has been lost yet, and every other decision on the board is still open.
Stage 2
You can still review current content
The board, the Den, the companion chains and the Operations stay reachable while the final mission is on it. This is the window the checklist below is for.
Stage 3
You deploy for The Infinite Coil
Deploying launches the last Main Story Mission. This is the practical point of no return: the campaign is committed to its ending sequence from here.
Point of no return
Stage 4
The campaign closes out
The last Main Story record resolves and the campaign run is over. Nothing in the shipped order comes after it.
Preparation window
There is no fixed preparation window to promise
The shipped package does not record a preparation countdown for the final mission, and released write-ups do not agree on one either — some describe a short window and others a different number of turns. A page that printed one number would be wrong for most campaigns, so this one does not print any.
Use the timer shown in your current campaign. If the Holotable or the mission card is giving you a countdown, that number is the one that applies to your run.
Timing evidence
The final mission carries no deadline of its own
No expiration fact and no completion countdown are recorded for it, so nothing on the Holotable forces you into it. That is exactly why the activities that do carry a deadline are the ones to clear first — they are the ones that disappear.
- Expiration fact recorded
- No
- Completion countdown recorded
- No
The run-in to the ending
- StillwatchMain Story 9
- Strike ActionMain Story 10
- Deep CoverMain Story 11
- Unfinished BusinessMain Story 12
- The Infinite Coil — finalMain Story 13
13 Main Story Missions are recorded in order. The final one is chained to nothing, which is what makes deploying for it the commitment.
Final mission
The Infinite Coil
Main Story
Difficulty
Hard
The rating the mission record carries.
Survival objective
Hawks and Bennic Must Survive
The one requirement that changes how you build the squad.
Achievement
An End of the Infinite
Resolves with the ending sequence.
20 objectives sit on the mission record. They belong to the walkthrough, not to this page. The final mission page is the only page that describes the fight. This page stops at the requirements, because a checklist that turns into a walkthrough stops being a checklist.
Before you commit
Before You Start the Final Mission
This list is generated from the campaign state below and from the tracker you already filled in elsewhere on the site. It reports what it cannot see rather than assuming it.
Checklist progress
0 / 12 reviewed
6 items still marked for review.
Each row is generated from the current state and reports its own evidence. A row reads “not applicable” when the state you entered has nothing for it to check — a page that shows every player a wall of warnings teaches players to ignore warnings.
Your finale state
My Campaign Before the Final Mission
Nothing here reads a save. Progress on Missions and achievements comes from the tracker you filled in elsewhere; everything else is what you type. The page opens on a worked example so the sections below are checkable before you replace it.
Final squad
Coverage is read from the capability schema the Squad Builder already uses, so this page and the builder never disagree. The schema looks at weapons and abilities; it does not price your build, and it does not know the final encounter.
Injuries in the final squad
[object Object],[object Object],[object Object],[object Object] A treatment that costs you the last Cycle is a real trade-off, not a mistake: the page reports the trade and does not tell you to clear every Injury before deploying.
Operations still running
Only Operations you have already started belong here. They resolve inside the Cycle you are in, so the question is whether resolution still lands before the campaign does.
What matters most before the finale?
Unfinished Operator chains move to the top of the review, because a Hero Mission that closes cannot be replaced by another Mission. Current goal: Companion stories. A goal reorders the review; it never overrides a Forced campaign fact or an Injury threshold.
Numbers you are working with
The remaining window and the construction time are both yours. The shipped package records no build duration for Den upgrades and no fixed preparation countdown for the finale, so the page only does arithmetic on what you enter.
Companion stories
Finish the Companion Stories You Care About
Not every chain, and not every run. The campaign puts more timed activity on the board than one run can hold, so this section reads the chains you are tracking and states what each one still needs.
| Operator | State | Progress | Detail |
|---|---|---|---|
| Kabb UppercutMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
| TrickMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
| Jae MordantMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
| Cly KullervoMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
| Luco BroncMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
| Tel-ReaMust do before finale | No verified remaining step | 0 / 2 | 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Next step |
“Must do before the finale” is only printed when a step carries its own expiration fact or its relationship to the ending is recorded. Every other open step is described as open, because the page does not know whether your run intends to finish it. You are not meant to finish every Companion Mission in one campaign.
Achievements
What Is Still Reachable Before the Finale
A count of remaining achievements answers none of the questions that matter here. Each row below says what the achievement needs and whether that is still possible.
Full Roster
Check in gameRequires — Recruited 20 Operators in a single campaign
Action — Check the tracker for the condition the game states.
Hired Gun
Check in gameRequires — Beat the game on Story or higher
Action — Check the tracker for the condition the game states.
Veteran
Check in gameRequires — Beat the game on Normal or higher
Action — Check the tracker for the condition the game states.
Operator
Check in gameRequires — Beat the game on Hard or higher
Action — Check the tracker for the condition the game states.
Captain
Check in gameRequires — Beat the game on Expert
Action — Check the tracker for the condition the game states.
Legend
Check in gameRequires — Beat the game on Expert and Beskar Mode
Action — Check the tracker for the condition the game states.
1 of the 53 records are campaign-scoped, which is why they are the ones this page reads. The tracker marks what you have completed; it never decides that something is impossible.
Bonds
Check the Bonds Inside Your Final Squad
A Bond unlock is a last-chance item in the sense that the campaign is. This section reads only the pairs inside the four you selected — the rest is a general question for the Bonds explorer.
A Bond unlock is a last-chance item only in the sense that the campaign is. If a pair unlock matters to the four you are fielding, this is the practical window. Nothing here argues for maxing every Bond, and the page does not attach a score to a pair.
Injuries
Do Not Ignore Injuries Before the Finale
Injuries decide what you can field. What this section will not do is tell you to clear every one of them — treatment costs Cycles, and the last Cycle is the most expensive one you have.
Cly Kullervo
Critical2 Injuries · in the final squad
With Permadeath enabled, another Injury kills the Operator permanently.
Critical roster warning — another Injury can be fatal
[object Object],[object Object],[object Object],[object Object] A treatment that costs you the last Cycle is a real trade-off, not a mistake: the page reports the trade and does not tell you to clear every Injury before deploying.
Across the roster you have entered, 1 operator is carrying two or more Injuries. With permadeath on, one more Injury to those operators can end them.
Final squad
Prepare Your Final Squad
Not a build guide — a coverage check. It uses the same capability schema the Squad Builder uses, so the two pages never disagree about what a squad covers.
From Hawks, Cly Kullervo, Trick.
From Hawks, Cly Kullervo, Tel-Rea.
From Hawks, Cly Kullervo, Tel-Rea.
From Hawks, Cly Kullervo, Tel-Rea.
From Hawks.
No selected Operator has a resolved record for this.
From Hawks, Cly Kullervo, Trick.
No selected Operator has a resolved record for this.
From Hawks, Trick.
Gaps
- Sustain — No selected operator has a resolved healing or recovery ability record. Schema basis: abilities (healing / recovery).
- Anti-Droid — No selected operator has a resolved record for anti-droid. Schema basis: abilities.
- Long-range weapon profile — No selected operator is equipped with a Longarm category weapon.
Range coverage
- Close: Cly Kullervo, Tel-Rea
- Mid: Hawks, Trick
- Long: none
Bonds in this squad
3 of 6 pairs verified
0 Cross Training links sit on those pairs.
Coverage is read from the capability schema the Squad Builder already uses, so this page and the builder never disagree. The schema looks at weapons and abilities; it does not price your build, and it does not know the final encounter.
Gear and Credits
Spend for the Final Squad, Not for a Future You May Never Use
The last shopping trip of a campaign has a different objective from the first one: equipment the four you are fielding will actually carry into the ending.
Credits entered
2,400
Your number, not a data value.
Worth buying now
- A Weapon Mod the final squad will field.
- A Utility that closes a coverage gap listed above.
- Recovery or healing if an Injury is a real risk.
Worth questioning
- Anything that only pays out over future Missions.
- A slot upgrade nothing in your inventory can fill.
- Spending the balance just because the campaign is ending.
This is a recommendation about the moment, not a spending rule. The page cannot see your inventory, so it describes the categories that hold their value in the last Cycle rather than naming purchases.
Den construction
Will This Upgrade Finish Before the Finale?
Near the end, the Den question stops being which upgrade is strongest and becomes whether construction lands in time to be used. The best-upgrades guide answers the first question; this answers the second.
LIKELY USABLE BEFORE THE FINALE
- Medical Bed IV — 2 Cycles to finish, 2 Cycles entered as remaining. It lands with room to be used.
- What it does — The Medbay gains a 4th Bed allowing you to remove Injuries from up to 4 Operators at the same time.
LIKELY USABLE is arithmetic on your two numbers, not a promise about the campaign. If either number is wrong, this reading is wrong with it.
Long-term campaign value and remaining-window value are different questions. A Den upgrade that never finishes still ranks well on the best-upgrades page, and still does nothing for the ending you are about to start.
Regional rewards
Which Regional Rewards Can Still Matter?
Early-campaign value and endgame value are not the same thing. A payout that repeats every Mission has very few Missions left to repeat across; a permanent unlock does not care.
| Reward | Kind | Near the finale | Detail |
|---|---|---|---|
| Improved Black MarketZone Jenth | permanent | Immediate relevance | +1 Item at the Black Market |
| Hutt Roulette PrizeZone Jenth | permanent | Immediate relevance | Unknown Exotic item. |
| Jogan Fruit PieZone Herf | permanent | Immediate relevance | + Bond XP for everyone! |
| +25 Intel CapZone Cresh | permanent | Immediate relevance | Increases Maximum Intel |
| Extra PaddingZone Aurek · Zone Esk | permanent | Immediate relevance | +4 Health for all Operators |
| Crew QuartersZone Aurek · Zone Krill | permanent | Immediate relevance | + Roster Capacity |
| +1 Weapon Mod SlotZone Forn | permanent | Immediate relevance | All Operators gain +1 Weapon Mod Slot |
| Upgrade ComponentsZone Dorn | permanent | Immediate relevance | +1 Upgrade Facility Slot |
| Smuggling RoutesZone Leth | permanent | Immediate relevance | Higher Quality Black Market items |
| Blue Milk PancakesZone Leth | permanent | Immediate relevance | + Bond XP for everyone! |
| Intel GatheringZone Cresh | recurring | Low remaining utility | 5 Intel each Mission. 2 Missions entered as remaining, so the remaining payout is about 10. |
| Scavenging TechniquesZone Leth | recurring | Low remaining utility | 250 Credits each Mission. 2 Missions entered as remaining, so the remaining payout is about 500. |
High relevance is a reading of the situation, not a rating: a permanent unlock can affect the final squad, a per-Mission payout has very few Missions left to collect on. Neither column is an endgame tier list, because the two columns are not the same kind of value.
Operations
Will This Operation Resolve in Time?
An Operation resolves inside the Cycle it runs in. Starting one and benefiting from one are two different events, and the gap between them is what this section measures.
Opportunity Knocking
Carries an expiration fact — the campaign can remove it.Payout — 1,000 Credits · 3 Influence · Bond progress
Expires this Cycle if the campaign advances past it, and it can gate later content.
Open the choiceKinro Decryption
Carries an expiration fact — the campaign can remove it.Payout — 500 Credits · 25 Intel · Bond progress
Expires this Cycle if the campaign advances past it, and it can gate later content.
Open the choiceBack Channels
Completes: Scouting Storm Basin: 1 Cycle remaining to completePayout — 1 Capacitors · 2 Contacts
Already running. Review it so you know what lands when the Cycle advances.
Open the choiceA completion countdown is a shipped string. An expiration fact is a shipped tag with no number attached, so the page cannot say how many Cycles it has left — only that the campaign can remove it.
Locked out
What Gets Locked Out When You Commit?
A data fact and a player report are kept apart on purpose. Both are useful; only one of them can be stated plainly.
Confirmed unavailable after the commitment
- Optional Missions and Operations you have not launchedThe campaign run ends at the final Main Story record. An unlaunched activity on the board is not carried past it.
- An uncompleted step in a Hero Mission chainA chain step is a Mission like any other. When the run ends, the step is left where it is.
- Anything the campaign had already flagged as expiringThe expiration facts in the package remove activity from the board. The ending removes the board itself.
Current-release reports
- Den management during the ending sequenceReleased walkthroughs describe the ending sequence as a locked chain with no return to the Den mid-sequence. Listed as a report rather than a data fact.
Not confirmed either way
- What a later campaign inheritsCarryover is unresolved in the production data. Nothing on this page depends on that answer.
- Whether any content stays open after the creditsReports point one way; the package does not say. The safe reading is the one the checklist takes: do not plan on coming back.
The three groups are separated so a data fact and a player report cannot be mistaken for each other. The middle group is still useful — it is just attributed.
After the credits
Is There a Postgame?
This is the section where a guide is most tempted to be certain. The answer here is attributed where it is a report, and refused where the package has no record.
Do not plan on cleaning this run up after the credits
Can I keep playing after the credits?
Current-release observationPlayer reports of the released game describe the campaign closing out rather than reopening as an open Mission board, so unfinished content in this run is generally treated as finished with it.
Can I finish side missions after the ending?
Current-release observationPlan as if you cannot. If the released build does leave something open, you have lost nothing by clearing what mattered first; if it does not, you have avoided the only irreversible mistake on this page.
Is there New Game Plus, and what carries over?
Not production-verifiedCarryover is unresolved in the production data, and the released accounts disagree with each other, so this page does not describe it. Treat a new campaign as a new campaign until you can see otherwise in game.
Can I return to a save before the final mission?
Not production-verifiedThat depends on the save rules of your campaign and on the settings it was started under. Confirm them before you commit rather than after.
The released game and the production package are not the same source. Where players report what happens after the credits, this page says so; where the package has no record, this page says that instead of filling the gap. New Game Plus and carryover are the clearest case: they are not recoverable from the selected assets, so nothing here is built on top of them.
| Layer | What it covers | Rows |
|---|---|---|
| Confirmed by the shipped data | These rows come from the campaign order and the mission records themselves. | Which Mission is last · Campaign order · Requirements · Achievement relation · Deadline |
| Current-release observation | What players of the released build report, kept separate from the data because this package cannot confirm it. | After the last battle · Den access during the final sequence |
| Not production-verified | Fields the selected assets do not answer. Nothing on this page is built on these rows. | New Game Plus carryover · Exact new-campaign inheritance · Account-wide unlocks |
The three layers are not a ranking of trust in players. They are a record of what this page is allowed to state plainly, what it can only attribute, and what it cannot answer at all.
Epilogue
Is There Anything After the Final Battle?
This section answers whether there is anything after the final battle and what to check before you close the run out. It does not narrate the ending.
- The shipped order ends at the final Main Story record: it is chained to nothing, so no further Mission is recorded after it.
- Reports from the released build describe a closing sequence after the last battle rather than an immediate cut to nothing, which is why a run has a step at the end that is not a fight.
- Nothing beyond that is described here. The page does not narrate the ending, the fates involved or the final choice.
Epilogue check
Before you close the run out, read the Den conversations you still want to see. A conversation step is part of a companion chain even though it is not a Mission, and it happens at the Den rather than on the Holotable.
16 Den conversation steps are recorded across the companion chains.
This section is spoiler-light by default. The detailed ending material stays behind the spoiler control rather than in the page copy.
Save and Beskar
Save Considerations Before You Commit
The decision exists whether or not it is written down. This section says which decision it is and refuses the part that is not this site's business.
Standard campaign
Save flexibility follows whatever your campaign was started with. Check the rules in game rather than assuming a reload will undo a deployment.
Beskar
Rollback options are restricted under Beskar. If the run matters to you, know which setting you are on before the launch, not after.
What this page is not
This page does not explain how to work around a save rule, and it does not read a save. It tells you the decision exists.
A saved game is a decision you make once. The checklist on this page exists so the decision is an informed one rather than a hopeful one.
Finale readiness checker
What to Review Before Deploying
This reads the state you entered above and groups what it knows. It does not score your run, and it cannot see game state you have not entered.
22 known items to review
Ordered for the companion stories goal. A critical roster fact is never reordered by a goal; the rest is.
Critical
Never reordered by a goal- Cly Kullervo — 2 InjuriesPermadeath is on in this state. Another Down ends the Operator for the rest of the run.Open
Unfinished unique content
7 items- Kabb Uppercut — No verified remaining stepNext step: Buy Cheap, Never Sleep. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Trick — No verified remaining stepNext step: No Clone Left Behind. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Jae Mordant — No verified remaining stepNext step: Distress Call. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Cly Kullervo — No verified remaining stepNext step: Best Served Cold. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Luco Bronc — No verified remaining stepNext step: Lord of Betrayal. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Tel-Rea — No verified remaining stepNext step: Origin of Infection. 0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.Open
- Main Story position12 Main Story Missions are untracked before the final one. The order is what gates the ending, so check that you are actually standing where you think you are.Open
Final squad
3 items- No coverage: SustainNo selected operator has a resolved healing or recovery ability record. Schema basis: abilities (healing / recovery).Open
- No coverage: Anti-DroidNo selected operator has a resolved record for anti-droid. Schema basis: abilities.Open
- No coverage: Long-range weapon profileNo selected operator is equipped with a Longarm category weapon.Open
Achievements
6 items- Full RosterRecruited 20 Operators in a single campaign. Check the tracker for the condition the game states.Open
- Hired GunBeat the game on Story or higher. Check the tracker for the condition the game states.Open
- VeteranBeat the game on Normal or higher. Check the tracker for the condition the game states.Open
- OperatorBeat the game on Hard or higher. Check the tracker for the condition the game states.Open
- CaptainBeat the game on Expert. Check the tracker for the condition the game states.Open
- LegendBeat the game on Expert and Beskar Mode. Check the tracker for the condition the game states.Open
Lower priority
5 items- Intel Gathering5 Intel each Mission. 2 Missions entered as remaining, so the remaining payout is about 10.Open
- Scavenging Techniques250 Credits each Mission. 2 Missions entered as remaining, so the remaining payout is about 500.Open
- Opportunity KnockingExpires this Cycle if the campaign advances past it, and it can gate later content.Open
- Kinro DecryptionExpires this Cycle if the campaign advances past it, and it can gate later content.Open
- 3 Bond pairs not reviewedA Bond unlock that matters to this squad is at its last practical point.Open
There is no ready-or-not-ready verdict here on purpose. The page reports the known items against the goal you picked. A clean list means nothing known is outstanding, which is a smaller claim than being ready.
What can I still finish
What Can I Still Finish?
Everything the page knows about, filtered by kind. Reachability only claims what the recorded timing supports.
0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
Open0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
Open0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
Open0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
Open0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
Open0 of 2 complete. Nothing is tracked yet, so this page cannot say what is available.
OpenReachability is a statement about the timing that is actually recorded. Where a countdown exists the row uses it; where it does not, the row says unlikely rather than inventing a deadline.
Spoilers
Spoiler Controls
This page works in the same room as the ending, so it is careful about what it says out loud. The default state is spoiler-light.
Shown by default
- The Infinite Coil is the final Main Story Mission.
- The difficulty rating and the requirement it waits behind.
- The survival objective, because it changes how you build the squad.
- Which systems keep working and which are reported to close.
Hidden by default
- Encounter structure
- Ending and character fates
- Epilogue content
The switch sits in the epilogue section, where the hidden material would otherwise appear. Nothing in the page copy prints an ending beat without it.
FAQ
Point of No Return Questions
Where is the point of no return in Zero Company?
The practical point is deploying for The Infinite Coil. It is the last record in the Main Story order and nothing is chained after it, so the launch is what commits the campaign to its ending sequence.
Is The Infinite Coil the final mission?
Yes. It is the last Main Story Mission in the shipped campaign order, and no Mission follows it.
When should I start the final mission?
When everything you still care about is either finished or deliberately set aside. There is no correct Cycle number. Use the timer shown in your current campaign. If the Holotable or the mission card is giving you a countdown, that number is the one that applies to your run.
What should I do before the final mission?
Review the companion chains you want to see, the achievements that are still reachable, the Injuries in the squad you are fielding, the Bond pairs inside that squad, and anything running at the Den or in an Operation. The checklist above generates exactly that list from your own state.
Can I finish companion missions after the final mission?
Plan as if you cannot. A chain step is a Mission like any other, and the run ends at the final record. If a character story matters to you, it is a before-the-finale item.
Can I finish side missions after the ending?
Player reports of the released build describe the campaign closing out rather than reopening, so this page does not treat after-the-credits cleanup as available. That is a report, not a data fact — but it is the assumption the checklist is built on.
Should I max Bonds before the final mission?
No, and this page will not tell you to. Look at the four you are fielding: if a pair unlock inside that squad matters to how the squad fights, this is the last practical window for it.
Should I heal all Injuries before the final mission?
Not necessarily. Treatment costs Cycles as well as Credentials, and a treatment that eats your last Cycle is a real trade-off. What is not a trade-off is a second Injury on a Permadeath run — that is a permanent loss waiting to happen.
Can I go back to the Den during the final mission?
Not confirmed. Released walkthroughs describe the ending sequence as a locked chain with no return to the Den, and the production package does not record a rule either way, so this page lists it as a report rather than a fact. Deploy with the loadout you want to finish with.
Should I spend my Credits before the ending?
Spend for the final squad rather than for a campaign that is about to end. That means equipment the four you are fielding will actually use, and treatment if an Injury is a real risk. It does not mean emptying the balance.
Should I finish Den upgrades before the finale?
Only if they finish in time to be used. The best-upgrades page ranks long-term value; this page asks the different question of whether construction lands before the campaign does, and it is arithmetic on the two numbers you enter.
Are regional rewards still worth getting?
It depends on the reward type. A permanent unlock can affect the final squad immediately. A payout that repeats every Mission has very few Missions left to repeat across, so its remaining value is small.
Can Operations still resolve before the final mission?
Starting one is not the same as benefiting from it. An Operation that resolves inside the window you have left is worth launching; one that resolves after the ending is not.
Does the final mission end the campaign?
It ends the Main Story. It is the last record in the order, and the run closes out after it rather than continuing through a Mission board.
Is there a postgame?
Reports from the released build point to a campaign that closes out rather than opening a post-ending Mission loop. This page therefore treats unfinished content as finishable before the finale only.
Can I keep playing after the credits?
Do not plan on it. If the released build turns out to leave content open, clearing what mattered first has cost you nothing.
Is there New Game Plus?
Carryover is unresolved in the production data and the released accounts do not agree with each other, so this page does not describe a New Game Plus system.
What carries into a new campaign?
Not confirmed. Nothing on this page is built on carryover, and no checklist row assumes it.
Can I return to a save before the final mission?
That depends on the save rules your campaign was started with, and Beskar restricts them. Confirm which setting you are on before the launch rather than after it.
What should I do in the epilogue?
Read the Den conversations you still want to see. Conversation steps belong to companion chains and happen at the Den, so they are the last thing worth checking before the run closes.
Can I do everything before the final mission?
No, and the campaign is not built for it. It deliberately puts more activity on the board than one run can hold, so the goal of this page is finishing what matters to your run rather than everything.
Does this page tell me how to beat the final mission?
No. The fight itself belongs to the mission page. This page stops at the requirement, the survival objective and the achievement relation, because those are the parts that change a decision.
Two things this page is not: it is not the final-mission walkthrough, and it does not describe New Game Plus. The first belongs to the mission page; the second is not recoverable from the data this site publishes.
Keep planning
Where to Go Next
Find the point of no return in STAR WARS Zero Company and check companion missions, achievements, injuries, Bonds, Den upgrades, equipment and other unfinished content before committing to the final mission.