Few runs make it: 527,160 players held the Reach The Core badge on 5 October 2026, about 3.1% of the 17,066,629 who hold the Welcome badge (527,160 ÷ 17,066,629). This is how to reach the core in drill to earth's core: the 100 km Glowing Core boss wall, layer by layer, with the fuel, healing, classes and upgrades the sources recommend.
How to Reach the Core in Drill to Earth's Core, Layer by Layer
| Layer | Depth | Boss wall HP | What to watch for |
|---|---|---|---|
| Grass Layer | 0 m to 3 km | 100 | The start of every run. |
| Dirt Layer | 3 km to 10 km | 500 | Goblin Brutes join the goblins, and little walls appear between the large ones. |
| Stone Layer | 10 km to 17 km | 1,000 | Enemies start to roll mutations here, and Loot Goblins start stealing items off the drill. |
| Clay Layer | 17 km to 24 km | 2,000 | The first special boss wall: the Void covers it and drains the drill's fuel to zero when you reach it. |
| Fossil Layer | 24 km to 31 km | 4,000 | Spiders join the enemy mix, and the Giant mutation makes enemies bigger, slower and worth more fuel. |
| Crystal Layer | 31 km to 41 km | 10,000 | Fuel Leeches hide in crystal-heavy rock and drain the tank, and Stone enemies only take damage from a pickaxe or explosives. |
| Toxic Layer | 41 km to 51 km | 25,000 | The Void has swallowed this layer's rest stop, but its shop always stocks a Golden Medkit. |
| Frozen Layer | 51 km to 61 km | 50,000 | New in the 3 October Winter update, replacing the Radioactive Layer at the same depth. |
| The Abyss | 61 km to 72 km | 100,000 | Mole Men start to appear, and Electric enemies move faster than anything before them. |
| Void Layer | 72 km to 84 km | 200,000 | Void enemies are tankier and, since 29 August, 25% faster. |
| Glowing Core | 84 km to 100 km | 500,000 | The core itself. |
The Glowing Core's boss wall at 100 km is the end of a normal run, though the layer runs on to 1,000 km in Infinite Mode. Full notes for each layer are on the layers page.
Where Runs End
| Depth badge | Holders | Share of players |
|---|---|---|
| Grass Layer | 11,569,521 | 67.8% |
| Dirt Layer | 6,387,919 | 37.4% |
| Stone Layer | 3,688,316 | 21.6% |
| Clay Layer | 2,423,290 | 14.2% |
| Fossil Layer | 1,982,415 | 11.6% |
| Crystal Layer | 1,630,497 | 9.6% |
| Toxic Layer | 1,348,483 | 7.9% |
| Frozen Layer | 1,209,807 | 7.1% |
| The Abyss | 959,605 | 5.6% |
| The Void | 802,511 | 4.7% |
| Reach The Core | 527,160 | 3.1% |
The biggest drops come early: 45% of Grass Layer badge holders do not hold the Dirt Layer badge, and 42% of Dirt Layer holders stop before the Stone Layer. The losses shrink through the middle layers, then grow again at the end: 34% of Void Layer badge holders do not hold Reach The Core. Each figure is 1 minus the next badge's holders divided by the previous badge's.
Fuel and Healing for the Deep Layers
- Carry three to seven coal into the Clay Layer boss wall: the Void drains the tank to zero when you arrive (Fandom's Layers page).
- In the Crystal Layer the Fuel Leech drains fuel, and from the Stone Layer on the Loot Goblin steals loot off the drill.
- The Toxic Layer's rest stop has been swallowed by the Void, but Fandom says its shop always stocks a Golden Medkit. If you want to sell, Fandom suggests waiting for the next rest stop or picking up coal there.
- Before the wall at 100 km, Fandom suggests one or two Golden Medkits or a Revive Kit. Fandom's Items page values a Revive Kit at 1,250 coins and a Golden Medkit at 1,000.
- Enemies hit harder each layer, and from Stone Layer they can carry mutations; Stone enemies only take damage from a pickaxe or explosives.
The Wolf Bat at 100 km
The Wolf Bat guards the Glowing Core boss wall. Fandom's Layers page says it teleports to one of four spots, charges an energy orb that grows and explodes, then rushes the players; at 0 HP it is only stunned and fully heals within 10 seconds. Its own Fandom page says it leaves when the wall falls, so breaking the wall fast is the way through. Breaking the wall puts a Void Crystal on the drill, and a church is guaranteed right after it.
Classes and Upgrades for a 100 km Run
allthings.how's 100 km guide (7 August) picks four classes: Lucky Looter, Driller, Pirate and Reaper. It picks Lucky Looter for better chest drops and coins, Driller for its 50% discount on Drill Power, Mega Drill and Power Slam, Pirate for gold and Reaper for its soul orbs, and says a party with a mix of roles clears dungeons faster. Sportskeeda's tier list ranks them Lucky Looter A, Driller C, Pirate A and Reaper B; the tier list explains the gap.
For drill upgrades, the same guide puts RPM Overclock, Drill Power and Power Burst first, rates Drill Power II, Health Regen, Team Health and Engine Overdrive as strong, and says to skip Power Drive. It also names Deadly Drill, which a later patch merged into Drill Defense. The upgrades page has what each card does and a cost calculator, and the items page lists heal and fuel values.
In short, how to reach the core in drill to earth's core comes down to three things the sources stress: coal for the Clay Layer boss wall, healing before the 100 km wall, and enough drill damage to break that wall while the Wolf Bat is around.
How to Reach the Core in Drill to Earth's Core FAQ
How far down is the core in Drill to Earth's Core?
100 km (100,000 m). The Glowing Core boss wall there ends a normal run.
How many players reach the core?
527,160 held the Reach The Core badge on 5 October 2026, about 3.1% of Welcome badge holders.
What is the final boss in Drill to Earth's Core?
The Wolf Bat at the 100 km boss wall. Fandom's Layers page says it comes back every 100 km in Infinite Mode; its own page says it appears only once.
What happens after you reach the core?
You get a Void Crystal and a guaranteed church where you can save your gear, or you can keep going in Infinite Mode.