The TZP-Inhalant costs 120 credits. The store lists what it does: you move faster, you use less stamina, and your voice goes squeaky.
That is a real effect and a real price, and the gap between them is why crews argue about this item.
What it actually solves
Two of the three listed effects point at the same problem: distance.
Facilities are large, the walk back is longer than the walk in, and the scrap that pays a quota is rarely near the entrance. Moving faster and spending less stamina makes that round trip cheaper in time.
That is genuinely useful when the limiting factor on your run is how many trips you can make — not whether you survive them.
What it does not solve
It does not kill anything. It does not light anything. It does not tell you where the exit is.
For 120 credits you could buy four Shovels, or eight Flashlights, or a Radar Booster and a Boombox with change left. None of those make you faster, but all of them solve problems that end runs outright.
Most failed runs do not fail because the crew was too slow. They fail because the crew met something it could not handle, or could not find its way back. Speed answers neither.
The squeaky voice is part of the trade
The store lists the voice change alongside the benefits, which means it is part of what you are buying.
Treat it as a cost rather than a joke. An effect you cannot switch off, applied to the one thing your crew relies on — your voice on the radio — is worth weighing before you spend 120 credits on it.
When it earns its price
- The quota is already handled. Money spent here is not money taken from survival.
- The crew runs long routes. On big facilities, saved time on the walk back turns into an extra trip.
- Somebody is hauling heavy loads. Weight slows you down, and this is the item that answers that specifically.
- The moon is relatively safe. On a moon where threats are manageable, time becomes the real cost, and time is what this buys.
When to skip it
Skip it while the crew is still dying. Skip it on the first day of a cycle. Skip it if the group cannot yet reliably find its way back to the ship, because the fastest way to be late is to run confidently in the wrong direction.
And skip it if the crew cannot agree on who uses it. An item that helps one player move faster does nothing for the three walking behind them.
Where it sits in the buying order
The TZP-Inhalant is one of the last things to buy, just below the Zap Gun and far below the Jetpack.
Buy in this order: Shovel, lights, Walkie-Talkies, Radar Booster, then either a Stun Grenade or a second Shovel. Everything after that is a comfort purchase for crews whose problem is no longer survival.
The three expensive items, compared
| Item | Price | What it solves |
|---|---|---|
| Jetpack | 700 | Height and terrain, at the cost of falling |
| Zap Gun | 400 | Control over one entity at a time |
| TZP-Inhalant | 120 | Speed and stamina on the walk |
All three are late purchases, and they are not competing for the same job. The Jetpack changes where you can go, the Zap Gun changes what you can walk past, and the TZP changes how long the trip takes.
If a crew is going to buy one of them, the TZP is the cheapest way to find out whether comfort purchases are worth anything to you. If the run does not feel different, you have learned that for 120 credits instead of 700.
Related guides
- Best equipment tier list — the full buying order.
- Best value scrap early — what to spend early credits on instead.
- How to carry heavy scrap — the problem this item is meant to answer.