Drill to Earth's Core Crazy Zack, scrap, and the furnace
Wrench, Chair, scanners, turrets, Autopilot, Drill Boosts, gold bars, and Church storage.
Scrap is the third currency people forget. Cores buy classes in the lobby. Coins buy drill ranks during a run. Scrap buys the gadgets that keep a 30-player chassis alive: light, chairs, scanners, turrets, and the Drill Boost that can skip a 500,000 HP wall. Crazy Zack is the shop. The furnace sits nearby and smelts ore into bars. This page is the buy order, the skip tools, and the Church rule that decides whether your turret exists after a crash.
You collect scrap in dungeons and structures, from chests, and from trash piles along the shaft. Lucky Looter helps chest volume; Miner helps the ore that becomes bars. Neither class replaces walking into the 3 km dungeon and actually looting it.
Early crafts: Wrench, Chair, Scanner
Wrench costs 10 scrap. It is the first craft because drills break, upgrades stall, and someone has to tap the chassis instead of waiting for a Mechanic who might not be in the lobby. Chair costs 20 scrap. Sit on the drill. A Chair makes that possible without the slapstick of sliding off the vehicle every time a wall shakes. If you only craft two things in the first hour, craft these two.
Resource Scanner costs 40 scrap. Camouflaged ore freezes when you look at it; the scanner tells you where to look. Coal for fuel, gold for bars, and the nodes that fund Common upgrades are easier when the lobby is not wandering Dirt in the dark. The miner hat light still matters. Scanner plus light is how you stop guessing.
Sentry Turret costs about 350 scrap. Place it facing a cave flank or a dungeon door, not facing the bit. Advanced Turret is the upgrade when scrap is real. Autopilot holds a heading when the driver is down. Slow Field is a panic button for mobs that reached the chassis. None of these replace a gunner on the truck, but they are why a 12-player lobby can still hold a boss wall. Turret and gun notes also live on the weapons ranking.
Drill Boosts and the 100 km skip
Basic Drill Boost costs 300 scrap and launches the vehicle 10,000 m. That launch can skip the Glowing Core wall if you fire it at the right depth, which is the entire backup plan on how to beat the core boss. Craft it before 90 km. Do not craft it at 99 km while demon blasts are already landing. Void Drill Boost costs 1,000 scrap and launches 50,000 m. Save that for later expeditions or for a lobby that wants to skip a whole toxic stretch, not for a first 100 KM learning run.
Bombo, from Crystal onward, explodes and disables crafted items for one minute. If you drop a boost, a turret, or a scanner at Bombo’s feet, you have paid scrap to watch a cooldown. Pull gadgets off the ground, kill Bombo at range, then replace turrets. Fuel Leeches do not disable crafts; they drain the tank, which is a Fuel Storage problem, not a Zack problem.
The furnace turns ore into bars. A gold bar sells near 500 coins at the Trading Post, which is five Common upgrade ticks before rarity inflation. Pirate’s gold-bar kit and sell bonus make this loop louder; the Pirate page is the class write-up. Even without Pirate, smelt instead of selling raw when the Post is busy and the furnace is free. Coins from bars buy Drill Power, which is still the free-to-play rule on the upgrade list.
Churches, persistence, and scrap priority
There is no persistent save if the server closes. In-run coins and unsaved hotbar crafts vanish. Churches spawn about every 300 km and store gear. That is the only stash you should trust. A first 100 KM attempt will not see a Church unless the lobby is already deep into a multi-hour session past Glowing Core. Play like every turret is rental equipment. After a crash, you rebuy Wrench and Chair first, then Scanner, then turrets, then boosts.
Scrap priority for a public 100 KM lobby:
- Wrench (10) and Chair (20) so the vehicle is usable.
- Resource Scanner (40) so fuel and gold actually get mined.
- Sentry Turret (~350) before Crystal if the lobby lacks guns.
- Basic Drill Boost (300) before 90 km as a skip or panic launch.
- Autopilot and Slow Field when scrap is leftover, not instead of the boost.
- Void Drill Boost (1,000) and Advanced Turret only after the first core wall is a solved problem.
Do not spend 1,000 scrap on a Void Boost while the drill still has no Chair and the tank is empty. Do not ignore Trading Posts because you are “saving scrap.” Scrap and coins are different wallets. Zack does not sell Drill Power. The Post does not sell a 10,000 m launch.
If the lobby is pushing for a fight instead of a skip, still craft the Basic Boost and sit on it. The 100 KM route is full of Clay wipes that a launch cannot fix, but a 10 km jump can rescue a bit that is one wall away from a Void Crystal. Call the plan before someone spends the scrap on a second Slow Field.
Frequently Asked Questions
Quick answers for Cores, classes, and the 100 KM wall.
Where do I spend scrap?
At Crazy Zack's crafting shop during a run. Cores still buy classes in the lobby. Coins still buy drill upgrades on the vehicle.
Should I craft Chair or Wrench first?
Wrench at 10 scrap, then Chair at 20. Both beat turrets on a new drill. Scanner at 40 is the third craft so coal and gold stop being a guessing game.
What does Basic Drill Boost do?
It costs 300 scrap and launches the drill 10,000 m, which can skip the 100 km core wall. Void Drill Boost costs 1,000 scrap and launches 50,000 m.
Do crafted items persist after a run?
Not if the server closes. Only Churches, about every 300 km, store tools. Treat Wrench, Chair, turrets, and boosts as run equipment unless you banked them.