Dig & Clean

Rarest Items in Dig & Clean: Trophy List & How to Hunt Them

Last updated: 2026-08-10 · Play on Roblox ↗

The Nuke is the rarest unpolished trophy in this recording: 1 in 12,575,971, worth 4.1M. After polishing to Mint, its displayed odds jump to 1 in 119,471,721 and its value to 20.2M.

This page is the hunt board: what the biggest finds are, how they announce themselves and which luck sources to stack. For the derivation and economy behind the numbers, use the separate item-values guide.

Trophy list: every 1-in-100,000+ item

These are all high-rarity item cards shown in the Bax footage. Timestamps point to the card in that recording; repeated item types are separate rolls.

ItemConditionRarityValueTimestamp
Angel DuckOK1 in 165,000201.8K16:51
Gold StatuePerfect1 in 170,768206.7K10:39
PianoGood1 in 188,500221.5K11:58
Dino SkullOK1 in 466,062417.4K13:44
Dino SkullOK1 in 658,221531.6K16:22
Gold BarsOK1 in 792,084605.1K17:05
Gold BarsGreat1 in 1,144,000782.7K13:59
Old TankGood1 in 2,441,4961.3M16:07
EmeraldGood1 in 2,794,2351.4M16:45
Frozen MammothGood1 in 8,645,0003.2M16:17
NukeOK1 in 12,575,9714.1M16:33

Independent check of the value formula

The item-values page fitted this rule from another creator's recording:

value ≈ 45 × (rarity odds)0.7

The Bax recording gives us a real out-of-sample test: 22 different item cards from an independent video, spanning rarity odds from 6 to more than 12.5 million — over six orders of magnitude. We recalculated every prediction directly from the displayed 1 in N number.

Error below means (prediction − displayed value) / displayed value. Values shown as K or M inherit the video's rounding, so those errors have less precision than the small-value rows.

ItemRarityActualPredictedError
Rusty Can1 in 28463464+0.15%
Duck1 in 22391392+0.17%
Newspaper Hat1 in 42615616+0.14%
Bear1 in 34530531+0.22%
Glass Bottle1 in 6157158+0.47%
Beach Ball1 in 5073.5K3,521+0.61%
Vase1 in 1,2506.6K6,623+0.35%
Sword1 in 4,84017K17,085+0.50%
Guitar1 in 10,00028.3K28,393+0.33%
Anchor1 in 4,00414.9K14,961+0.41%
Gold Statue1 in 170,768206.7K206,965+0.13%
Piano1 in 188,500221.5K221,784+0.13%
Dino Skull1 in 466,062417.4K417,949+0.13%
Crab1 in 6,08820K20,061+0.30%
Gold Bars (Great)1 in 1,144,000782.7K783,629+0.12%
Old Tank1 in 2,441,4961.3M1,332,207+2.48%
Frozen Mammoth1 in 8,645,0003.2M3,228,108+0.88%
Dino Skull (second find)1 in 658,221531.6K532,197+0.11%
Nuke (OK)1 in 12,575,9714.1M4,196,542+2.35%
Emerald1 in 2,794,2351.4M1,464,187+4.58%
Angel Duck1 in 165,000201.8K202,046+0.12%
Gold Bars (OK)1 in 792,084605.1K605,832+0.12%

Treating the displayed, rounded values as exact, all 22 nominal errors land within ±5%. Emerald is the widest nominal miss at +4.58%; no displayed row fails the threshold. Because values such as 1.3M and 1.4M are already rounded in the UI, their unseen full-precision errors could differ. Even with that limit, this is unusually strong out-of-sample evidence for a rule fitted from a different creator's footage, not a datamined constant.

Polishing is a rarity lever

Polishing did more than change the condition label in the two before-and-after examples. It multiplied the displayed effective rarity, and the same value formula still held after the change.

ItemBeforeAfter polishingRarity multiplierMint value vs formula
Gold BarsGreat · 1 in 1,144,000 · 782.7K (13:59)Mint · 1 in 4,940,000 · 2.1M (14:41)4.32×2.1M actual · 2.18M predicted (+3.90%)
NukeOK · 1 in 12,575,971 · 4.1M (16:33)Mint · 1 in 119,471,721 · 20.2M (17:40)9.50×20.2M actual · 20.29M predicted (+0.45%)

This does not prove one fixed condition multiplier: the two jumps are different. It does show that condition can act as a rarity lever. Once the polished 1 in N number is used, 45 × N^0.7 still predicts the value within 5%.

For a trophy hunter, that changes the question from “did I find the rare item?” to “how far can this item's condition push its effective rarity?”

Light-beam colors

The Bax recording showed the following visual tiers. This is a single-source visual read; the source notes did not preserve timestamps for these beam shots.

Beam colorTier shown
White / light yellowCommon
Cyan / blueRare
Pink / magentaEpic
Bright gold / yellowLegendary
Multicolor / rainbowSecret / Mythic

Use the beam as a triage signal: keep moving for common colors, but prioritize a gold or rainbow column. We have not independently confirmed the color labels in a second recording, so treat the table as a field cue rather than a complete official legend.

Stack luck before you hunt

The recording shows three luck layers:

  • Shipwreck Cove's passive 2× Luck at 12:37. Unlocking the island costs $1.1M.
  • A 2× Luck gamepass active in the UI at 06:31.
  • Double Server Luck purchased in the shop at 06:49.

Those are the available sources to combine for a trophy session. The footage does not reveal the exact final stacking formula, so we do not turn them into an unsupported total multiplier. The permanent strategic step is Shipwreck Cove; the islands guide explains when its $1.1M unlock beats another tool purchase.

Then optimize attempts, not just jackpot size: use the strongest shovel needed to avoid failed digs, clean every promising find and polish the trophies whose condition can still improve.

Related

  • Item values — formula derivation and sell versus museum economics
  • Islands — Shipwreck Cove's cost and multipliers
  • Gear upgrades — remove shovel and cleaning bottlenecks

Sources

  • Gameplay footage: 'This Game is NOT About Cleaning' (18 min) by Bax — 22 item cards, polishing results, beam colors and luck footage, retrieved 2026-08-10, read via Gemini video analysis
  • Gameplay footage: '10 PRO TIPS That Will Make You RICH in Dig & Clean' by SpaceQT — source footage behind the independently fitted value formula, retrieved 2026-08-10, read via Gemini video analysis