This Star Wars Zero Company Chapter 3 walkthrough covers In Debt to the Hutts, the story section after Business as Usual. The chapter asks you to complete Pick Your Poison, then commit to either the Kaller mission Stolen Goods or the Dantooine mission Buyer Beware. That decision changes the gear category and Credits earned from the battle, but both routes return to the same main storyline.
Chapter 3 Overview: How It Starts
Unlock condition
To learn how to start Chapter 3 in Zero Company, first finish Not Your Turf, the last main-story step in Business as Usual. Back at The Den, follow the chapter goals through the Personnel Facility and Armory, then use the Holotable. Starting Pick Your Poison costs 50 Intel and the opportunity remains available for one turn, so make the branch decision before advancing the Cycle.
Story background
In In Debt to the Hutts, Gorga presents Zero Company with two contracts. On Kaller, the squad raids a Separatist outpost operated by droids to recover equipment Gorga says was taken from him. On Dantooine, the squad retrieves speculative technology that Gorga had returned for a refund before deciding he wanted it back without a new payment.
Branch structure
Choose Kaller to add Stolen Goods, or choose Dantooine to add Buyer Beware. The selected contract becomes this chapter's Critical Tactical Mission; the other is not played immediately afterward. Once the chosen mission is complete, the campaign moves into the Republic Intelligence investigation of the Infinite Coil.
Mission count and estimated length
The verified chapter objectives require the Critical Tactical Mission selected through Pick Your Poison, rather than presenting both branches as consecutive battles. There is no reliable public figure for either mission's duration or for the chapter as a whole. Difficulty, movement choices, retries, and player pace make recorded run times too inconsistent to publish as an estimate.
Stolen Goods or Buyer Beware: Which Should You Choose?
Recommendation: choose Kaller when deciding Stolen Goods or Buyer Beware in Zero Company, unless your current squad needs a Utility Item more than a Weapon Mod. That recommendation is based on immediate resources: Stolen Goods pays 200 more Credits, while neither route has a verified major long-term advantage.
- Difficulty: both verified deployment samples showed Dangerous. Available evidence does not prove that one branch is consistently harder.
- Time: no dependable completion-time range has been established for either route.
- Reward value: Kaller gives 1,200 Credits and a random Basic-quality Weapon Mod; Dantooine gives 1,000 Credits and a random Basic-quality Utility Item. Each mission also has a base payout of 100 Intel.
- Later-story impact: both paths rejoin the Republic Intelligence storyline, with no verified loss of a key squadmate, main mission, or major feature. The campaign records the choice, so small state-dependent dialogue or Operation differences remain possible.
| Stolen Goods | Buyer Beware |
|---|---|
| Rewards: 1,200 Credits, one random Basic-quality Weapon Mod, and 100 base Intel Enemy strength: Dangerous in the verified deployment sample; Separatist opposition Recommended for: squads seeking an early weapon upgrade and the larger Credits payout | Rewards: 1,000 Credits, one random Basic-quality Utility Item, and 100 base Intel Enemy strength: Dangerous in the verified deployment sample; Outlaw opposition Recommended for: squads whose immediate gap is a Utility Item rather than a Weapon Mod |
Jump to your mission: Stolen Goods walkthrough · Buyer Beware walkthrough
Stolen Goods Walkthrough
This Star Wars Zero Company Stolen Goods walkthrough follows the verified Kaller route from the Holotable to extraction. Your squad enters a Separatist facility, reaches the marked security container, protects a safecracker, and then withdraws instead of clearing every remaining enemy.
Step 1 — Accept the mission. Finish the chapter's facility objectives and spend 50 Intel to start Pick Your Poison at the Holotable, then choose Kaller. This adds Stolen Goods to the Kaller mission entry for deployment. The precise button labels and platform-specific controls have not been verified, so follow the visible Kaller branch rather than an assumed input sequence.
Step 2 — Prepare the squad. You may deploy up to three Operators. Hawks, Kabb, and Trick completed the mission in several recorded runs, but those examples do not establish a best team and Kabb is not required to operate the safecracker. Overwatch and an elevated firing position can help during the defense; one difficult run also used an Impact Grenade against clustered droids, but no item has been verified as mandatory.
Step 3 — Follow the mission objectives. Move toward the objective marker at the Security Chest and send any Operator next to it to fit the safecracker. Protect the device while its two-stage HUD counter advances. When the container opens, turn the whole squad toward the extraction zone; the mission finishes when every deployed Operator arrives, even if enemies remain on the map.
Step 4 — Handle combat and hazards. Verified footage shows Separatist B1 and B2 battle droids at the Kaller outpost, with reinforcements entering from more than one direction during the defense and retreat. A B2 was observed preparing an area rocket attack that Daze could interrupt, so watch queued actions before ending a turn. Exact enemy totals, wave compositions, spawn tiles, and trap locations are not supported by the verified material.
Step 5 — Check optional finds. — No reliable source confirms a fixed collectible, hidden container, or secret route on this map. The Security Chest belongs to the required objective and should not be presented as bonus loot.
Step 6 — Complete the mission. Start shifting toward the exit before the safecracker finishes, because delaying for a full clear invites more reinforcements. Once every deployed Operator reaches the extraction area, the battle ends. Completion awards 1,200 Credits, a randomly rolled Weapon Mod at Basic quality, and 100 base Intel; the +3 Zone Jenth Influence belongs to the earlier Pick Your Poison choice and is not part of this mission's payout.
Buyer Beware Walkthrough
This Star Wars Zero Company Buyer Beware walkthrough covers the Dantooine alternative. The squad enters Outlaw territory to take back speculative technology, holds the objective while a safecracker works, and leaves once the entire team reaches the marked extraction area.
Step 1 — Unlock the alternate branch. At the Holotable, spend 50 Intel to resolve Pick Your Poison in favor of Dantooine. The selection stays available for one turn, grants +3 Zone Jenth Influence at that story node, and places Buyer Beware on Dantooine as the next Critical Mission. Its verified deployment screen shows a Dangerous rating and a three-Operator limit; no platform-specific confirmation buttons have been reliably recorded.
Step 2 — Set the deployment roster. Kabb, Trick, and Hawks form one squad that completed a recorded run, not a proven optimal lineup. Any Operator can handle the safecracker, so do not reserve that job for a particular character. A practical formation is to advance one unit toward the objective while the other two prepare defensive positions, but no universal best equipment or skill setup has been established.
Step 3 — Advance through the objectives. Follow the mission marker to the Security Chest containing the technology and place one squad member beside it. Install the safecracker, then hold the area until the on-screen defense counter is complete. After the container opens, move every deployed Operator into the extraction zone to end the mission; the available evidence does not support a single tile-by-tile route.
Step 4 — Respond to each encounter. The opposition on Dantooine is the Outlaw faction, and a sniper-class Outlaw appears in verified footage. Hostile pressure continues after the safecracker is installed and into the withdrawal, so prioritize the objective once extraction opens. There is no dependable record of fixed wave counts, complete enemy compositions, spawn points, or traps.
Step 5 — Search before the finish. — Available mission footage and data do not confirm any fixed collectible, concealed cache, or hidden path. The objective container is part of the required mission sequence, not verified optional loot.
Step 6 — Resolve the operation. Withdraw the entire deployed squad after the defense counter completes; the battle concludes when everyone reaches the evacuation area. The verified reward set is 1,000 Credits, one randomly selected Utility Item of Basic quality, and 100 base Intel. A Bacta Stim appeared in one recorded result, but that random outcome is not a guaranteed item, and the earlier +3 Influence is not a second mission-completion reward.
Chapter 3 Optional Operations
No Optional Operation has been verified as a fixed Chapter 3 assignment. Pick Your Poison is the chapter's Story Operation, and its selected Tactical Mission serves as the Critical branch for that campaign route. Other Operations can appear or expire as the Cycle and campaign state change, so this guide does not attach an unsupported static list to the chapter.
Chapter 3 Rewards & Differences
The confirmed Zero Company Chapter 3 rewards favor different equipment needs. Both Tactical Missions grant 100 base Intel, while Stolen Goods offers the higher Credits amount and a weapon-focused random item. Buyer Beware trades 200 Credits for a utility-focused random item.
| Branch | Rewards | Difficulty | Duration |
|---|---|---|---|
| Stolen Goods | 1,200 Credits; one random Basic-quality Weapon Mod; 100 base Intel | Dangerous in the verified deployment sample | — No reliable standard time |
| Buyer Beware | 1,000 Credits; one random Basic-quality Utility Item; 100 base Intel | Dangerous in the verified deployment sample | — No reliable standard time |
Either choice grants +3 Zone Jenth Influence at the preceding Pick Your Poison node; that value is separate from the Tactical Mission rewards shown above. Both branches return to the same main storyline, and no major permanent consequence has been verified. Because the campaign records the selected branch, minor dialogue or state checks may still differ, while specific Bond changes remain unconfirmed.
Chapter 3 FAQs
Can you do both Stolen Goods and Buyer Beware in Star Wars Zero Company?
Not at the Pick Your Poison decision: it adds only the mission tied to the selected planet. The game supports restarting the current mission and does not offer New Game+, but neither feature proves there is a Chapter Select or a same-save method for completing the unchosen branch later. Later playthroughs are supported, although the available evidence does not directly demonstrate the alternate-branch process.
What happens if you choose Stolen Goods in Zero Company?
Choosing Kaller grants +3 Zone Jenth Influence during Pick Your Poison and makes Stolen Goods the Critical Mission for this route. Finishing the battle awards 1,200 Credits, a random Weapon Mod of Basic quality, and 100 base Intel. The story then returns to the Republic Intelligence thread shared by the Dantooine choice.
Which Chapter 3 mission is easier in Zero Company?
Neither mission has a verified difficulty advantage. The reviewed deployment screens marked both as Dangerous, and the only direct written comparison also found no meaningful gap, but that comparison has not been independently replicated. Select by reward type and enemy faction rather than expecting an easier route.
Does your Chapter 3 choice matter later in Zero Company?
The choice changes the immediate Critical Mission and its reward package, but both branches merge back into the same main campaign. No verified evidence shows a permanent lock on an important crew member, story mission, or core feature. The selected route is stored in campaign state, so minor dialogue or later Operation checks may reflect it; exact Bond effects have not been confirmed.
How long is Chapter 3 in Zero Company?
No reliable standard completion time is available for Chapter 3. Published recordings vary too much with difficulty, retries, editing, squad setup, and player pace to support a fixed number of minutes or hours. Use your in-game progress rather than a video runtime as the benchmark.