Progression

How to reach 100 km

A layer-by-layer plan to the Glowing Core boss wall: fuel checks, the walls that change the run, the upgrade cards that matter, and how the Wolf Bat behaves.

How to reach 100 km

A layer-by-layer plan to the Glowing Core boss wall: fuel checks, the walls that change the run, the upgrade cards that matter, and how the Wolf Bat behaves.

A normal run ends when the drill breaks the Glowing Core boss wall at 100 km. That wall is listed at 500,000 HP. On a public badge listing read 19 October 2026, Reach The Core had been awarded 561,715 times and Welcome 19,552,810 times, about 2.9% of Welcome holders.

Layer checks

Layer Depth Boss wall Do this before you leave
Grass 0 m to 3 km 100 HP Clear the first dungeon. Sell at the trading post by the wall. Buy Drill Power if it is offered.
Dirt 3 km to 10 km 500 HP Little walls start. A story scene with Crazy Zack and Simon plays at the wall.
Stone 10 km to 17 km 1,000 HP Mutations begin. Loot Goblins steal items off the drill. Keep valuables in the bag.
Clay 17 km to 24 km 2,000 HP The Void wall sets fuel to zero. Carry 3 to 7 coal and refuel immediately.
Fossil 24 km to 31 km 4,000 HP Spiders join. Giant corpses are the efficient fuel if you can kill them.
Crystal 31 km to 41 km 10,000 HP Fuel Leeches drain the tank. Stone enemies ignore guns and melee. Bring a pickaxe or explosives.
Toxic 41 km to 51 km 25,000 HP The rest stop is swallowed. Its shop still stocks a Golden Medkit. Sell at the next intact post if you need coins.
Frozen 51 km to 61 km 50,000 HP Hits slow you. The slow is listed as 25% on one enemies page and 50% on the layers page.
The Abyss 61 km to 72 km 100,000 HP Mole Men arrive. Electric enemies move at 1.5x speed.
Void 72 km to 84 km 200,000 HP Void enemies are tankier and, since 29 August 2026, 25% faster.
Glowing Core 84 km to the 100 km wall 500,000 HP Carry 1 or 2 Golden Medkits or a Revive Kit. Kill priority is the wall, not a permanent Wolf Bat kill.

Little and large walls repeat about every 700 m to 1 km. Structures spawn in the gap. Do not skip them. Dungeons are where scrap and chests come from, and scrap funds the cards.

Cards for the 100 km wall

Boss-wall notes name RPM Overclock, Ultra Drill, and Power Burst as the set that scales: more hits per second, stacking damage while the drill keeps contact, and a 5-second multiplier on that stack. An August 2026 100 km guide puts RPM Overclock, Drill Power, and Power Burst first, rates Health Regen, Team Health, and Engine Overdrive as strong, and says to skip Power Drive. Deadly Drill was later merged into Drill Defense.

If the team is built around one weapon, buy only that weapon's team card: Sharpness for melee, Firepower for guns, or Blast Power for explosives. Extra weapon cards raise the price ladder without helping the wall.

Classes for this goal

The 25 September 2026 letter board and the August 100 km guides do not pick the same classes. The letter board puts Goblin King, Prospector, Samurai, Executioner, and Priest in S, all at 30,000 Cores. The 100 km guides instead name Lucky Looter for chest and ore drops, Driller for wall damage and a 50% discount on Drill Power, Mega Drill, and Power Slam, Pirate for gold bars, and Reaper for Soul Orbs. Driller is C on the letter board and still the class that makes the wall cards cheaper.

A party that mixes loot, wall damage, and sustain clears dungeons faster than four copies of one fighter. For a solo first clear, Lucky Looter or Driller is the practical buy once you leave the free Miner.

The Wolf Bat

The Wolf Bat is listed at 5,000 HP on the 100 km wall. It teleports among four spots, charges an orb, throws it, then rushes players. At 0 HP it is stunned and fully heals within 10 seconds. Finish the wall during that window. One layers note says it returns every 100 km. Its own enemy note says it appears only once. Plan the 100 km wall as if it is there, and do not assume a later wall is empty.

After the wall

Breaking it is the Reach The Core badge. Infinite Mode continues through the rest of the Glowing Core to 1,000 km, then the Heart of the Earth. The Void Crystal tied to the 100 km wall is listed at 5,000 coins. Item and church notes call that drop guaranteed. A later layers edit says 25%. Pick it up if it is there, and do not restart a clear solely because it did not drop.

FAQ

Frequently Asked Questions

What is Drill to Earth's Core?

It is a free Roblox co-op descent by the Game Name. group. A party rides one drill through named layers, fights enemies, loots structures, and spends coins on upgrade cards. A normal run ends at the Glowing Core boss wall at 100 km.

Is Drill to Earth's Core the same game as Dig to Earth's CORE!?

No. Dig to Earth's CORE! is a different Roblox game by Slime Mine Studios. Codes such as UPDATEHYPE, INDIGO, and DIGGEM5000 belong to that game and do not redeem here.

What should a new player buy first?

Miner is described as one of two classes a new player can take for free on the first join. Both Tier 1 classes are listed at 100 Cores if you buy them later. After that, Witch is the highest-ranked 3,000 Core class on the 25 September 2026 board, and Lucky Looter at 10,000 Cores is the usual loot follow-up.

How many players share a server?

A public listing read on 19 October 2026 caps the server at 20 players. Party setup notes say a party holds 1 to 8. Older pages that say 30 players disagree with that listing.