Suggested order
Start with the beginner guide. Use the Cores guide before you buy a class. Use the 100 km guide once you can reach Clay. Cards, dungeons, mutations, and chests are references you can open mid-run.
Which Drill to Earth’s Core 🎃👻 guides are published?
Beginner guide: first runs
How a first run works, the PC controls, which class to take, how to keep the drill fueled, and the mistakes that end a Grass or Clay attempt.
How to get Cores
Every listed Core source: in-run chests, boss walls, badges, the lobby gift box, and what those Cores buy in the Academy and chest shop.
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.
Drill upgrade cards
All 21 drill cards, the coin price ladder by rarity, which cards deep-run notes buy first, and the Driller discount.
Dungeons and structures
Where each structure starts, who is inside, and which rooms are worth the detour before the next boss wall.
Enemy mutations
All eight mutations, the layer where each starts, what the hit does, and which corpses are worth burning or selling.
Chests, selling, and relics
Chest tiers, how to spot a Mimic, how selling works, and the relic prices that are actually published.
Infinite Mode, churches, and revives
What changes after 100 km, how churches save gear, and the three ways back up after you die.
How classes and levels work
The five Academy prices, how four level perks unlock, the 2,500 Core passive roll, and the classes that have badges but no published price.
Drill to Earth's Core versus Dig to Earth's CORE!
These are two different Roblox games. Their codes, studios, and objectives do not transfer.
Patch notes that change how you play
Dated changes that move layers, classes, cards, or revives. The developer has not published numbered patch versions.
