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How To Beat The Final Bosses In Star Wars Zero Company

How To Beat The Final Bosses In Star Wars Zero Company

Major story spoilers for Star Wars Zero Company ahead.So, you've survived Order 66 and the Coil, and now, all that's left to do is take the fight to Fathom. One more mission, and Star Wars Zero Company will be over.

Star Wars Zero Company will warn you that you're entering the point of no return, and that is no lie. Once you start this mission, it's all over. It's a long one, with multiple back-to-back fights and no opportunity to swap out your party. Here's everything you need to know about taking on the final mission in Star Wars Zero Company.

The holotable in Star Wars Zero Company, showing the player about to launch a mission called The Infinite Coil
The holotable in Star Wars Zero Company, showing the player about to launch a mission called The Infinite Coil

After progressing through the story enough, you will unlock the operation The Infinite Coil as part of the Fathom's Grand Design arc.

Once you have access to The Infinite Coil, you have three cycles to complete it - meaning you have a short window to complete side missions before the game forces you to do the final mission.

Spend your remaining time wisely. I highly recommend building up operator bonds so everyone is going into the mission with as many upgrades as possible.

First things first, you've got to decide who you're bringing with you. Hawks is mandatory and must survive the mission, leaving you with three free slots. Don't make my mistake of padding it out with main characters, hoping for additional content; there is none, outside of some one-liners between fights, and their usual reactions to completing a task or killing an enemy.

During most of The Infinite Coil, you're going to value operators who can deal area-of-effect damage. You can do this with Cly's unique abilities, making her a strong contender. But another way to make sure you're not getting swarmed is to be able to take down units in a single turn. For that reason, I recommend taking Jae, because her Final Shot ability can pick off anyone who's on low health, meaning you don't have to waste a turn making sure they're dead.

The final slot really depends on your Hawks. If they don't have any healing capabilities, bring a medic - one who can instantly revive someone to full health. Otherwise, consider a soldier like Trick, who can deal massive amounts of damage.

The player standing near a datapad that they can click to read in Star Wars Zero Company
The player standing near a datapad that they can click to read in Star Wars Zero Company
A combat screen in Star Wars Zero Company, showing the characters on a space station, while the player selects an ability
A combat screen in Star Wars Zero Company, showing the characters on a space station, while the player selects an ability
The player character, Hawks, running down a space station hallway in Star Wars Zero Company. A large window shows a giant space ship outside
The player character, Hawks, running down a space station hallway in Star Wars Zero Company. A large window shows a giant space ship outside
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