This data pack turns a Minecraft world into a full Goonies adventure. Players follow One-Eyed Willy's treasure map from the Walsh family attic, through the Fratelli's restaurant, into underground tunnels filled with booby traps, past the bone organ puzzle, down the waterslide, and onto the legendary pirate ship — the Inferno.
The data pack handles all game logic: progression tracking, dialogue, puzzle mechanics, combat spawning, custom loot, and advancements (achievements). You just need to build the physical areas in Minecraft and place marker armor stands at key locations.
In Minecraft Java Edition, create a new Superflat world (or any world). Set game mode to Creative so you can build. The data pack will switch players to Adventure mode when the game starts.
Copy the goonies-adventure folder into your world's datapacks folder:
Make sure pack.mcmeta is directly inside the goonies-adventure folder.
Open the world. If already open, run:
You should see the gold "THE GOONIES ADVENTURE" welcome message in chat.
Build each area using the guides below. You can build them in any arrangement, but the suggested layout flows roughly in a line, going deeper underground as you progress.
After building, either edit the coordinates in setup/place_markers.mcfunction to match your build, then run:
Or place markers manually at each location (see individual area guides for the exact tags needed).
The data pack includes loot tables. To fill a chest with custom loot, place a chest and use:
Run the start command to begin the adventure:
To reset and replay: /function goonies:setup/reset
The starting area. A cluttered attic in Mikey's family home where the adventure begins. Players search chests to find One-Eyed Willy's treasure map.
Build tips: Make it feel cramped and full of stuff. Scatter barrels, anvils, armor stands with leather armor, item frames with random items. Place 3-4 chests around the room — only one needs the treasure map (use the goonies:attic_chest loot table). Add a window looking out at the neighborhood.
area_attic at the room's center. Also tag one start_point where players will spawn.
An abandoned Italian restaurant on the coast that serves as the Fratelli family's hideout. Players must sneak through and find the hidden fireplace entrance to the underground tunnels.
Build tips: Build a two-story structure. Ground floor is the restaurant with tables, a kitchen area, and the critical fireplace. Place the fireplace against a wall with a hidden 1x2 opening behind it (covered by a block the data pack removes). Optionally spawn 2-3 vindicators named "Mama Fratelli", "Francis", and "Jake" that patrol the space.
The Fratellis: Place these in the restaurant for combat encounters:
area_restaurant at center, fireplace_entrance right at the fireplace opening.
A network of dark, winding tunnels filled with booby traps. Players must navigate through while collecting three map pieces from treasure chests scattered throughout.
Trap 1 — Arrow Hallway: Line a corridor with dispensers filled with arrows behind stone walls. Connect to tripwire at foot level. When triggered, arrows shoot from both sides.
Trap 2 — Collapsing Floor: Build a section of floor from sand/gravel with torches underneath. Remove one support block via command block to collapse the floor. Place water below so it's survivable.
Trap 3 — Bat Swarm: The data pack handles this automatically. Just place an armor stand tagged bat_trap where you want bats to spawn.
Map Pieces: Place 3 chests throughout the tunnels using the goonies:tunnel_chest loot table. Each contains a "Map Piece" paper item. The data pack tracks when players collect all 3.
scoreboard players add @p map_pieces 1. Place one near each tunnel chest, activated by a tripwire or button near the chest.
area_tunnels at center, bat_trap at bat location, skeleton_ambush at ambush point.
A beautiful underground cavern with an old stone well in the center. Players must toss a gold nugget (doubloon) into the well to open the passage below.
Build tips: Create a roughly circular cavern with a well in the center (3x3 stone brick walls, 1 block deep water inside). The floor below the well should be solid blocks that the data pack will replace with air when the puzzle is solved, opening a drop into the next area. Make it a gentle drop with water at the bottom.
How the puzzle works: When a player throws a gold nugget item into the well (near the well_center armor stand), the data pack detects it, removes the nugget, and opens the floor below the well.
area_well at cavern center, well_center at the exact center of the well.
A chamber containing a massive organ made of bones. Players must play the correct 5-note sequence (indicated by colored wool) to open the passage to the waterslide.
How to build the organ: Create a wall of bone blocks arranged like organ pipes (tall columns of varying heights). In front of the organ, place 5 note blocks on the floor, each with a different colored wool block above it: Red, Blue, Yellow, Green, White (this is the correct order).
Wiring each note: Behind each note block, place a command block activated by a pressure plate or button. Each correct press in sequence should run:
If a player presses the wrong note out of sequence, set their bone_organ score to -1:
The data pack's tick function handles checking the sequence and triggering the wrong-note punishment or the door opening.
area_organ at room center, organ_door at the wall that should open when the puzzle is solved.
A thrilling water-filled tunnel that spirals downward into the deepest cavern. Players ride the current down to the ship cavern below.
Build tips: Create a spiral channel (3 blocks wide) going down. Use water source blocks along the path. Place packed ice under the water in some sections for speed boosts. The slide should end in a large, deep pool of water. At the top, set the player's waterslide_active score to 1 using a command block on a pressure plate:
area_waterslide near the top, slide_bottom at the landing pool.
The crown jewel of the build — a full pirate ship (the Inferno) sitting in a massive underground cavern. Skeleton pirates guard the ship and the Skeleton Key needed to access the treasure room.
Ship build tips: This is the biggest build. Start with the hull shape (pointed bow, flat stern, curved sides). Add a main deck, a captain's cabin at the stern, and a cargo hold below deck. Place 2-3 masts with white wool "sails". Add lots of atmosphere: skulls, cobwebs, scattered gold nuggets in item frames.
The Skeleton Key: Place a chest in the captain's cabin. Inside, put a tripwire hook renamed "Skeleton Key" with gold color:
Combat: The data pack auto-spawns skeleton pirates near the pirate_spawn marker. They wear dyed leather armor and carry swords/bows. Give players weapons from the ship chests to fight back.
Place several chests around the ship using the goonies:ship_chest loot table for pirate treasure.
area_ship at ship center (larger detection radius of 40 blocks), pirate_spawn on the main deck, ship_lights where you want glowstone to appear during the reveal.
The final room — One-Eyed Willy's treasure vault, deep in the belly of the ship. Piles of gold, jewels, and the legendary treasure itself. When players take the treasure, fireworks explode and the adventure is complete!
Build tips: Go over the top! Piles of gold blocks, emerald blocks scattered around, chests everywhere. Place One-Eyed Willy himself as an armor stand skeleton wearing a pirate hat, sitting in a chair at the far end of the room with the treasure chest in front of him.
Fill the main treasure chest using the goonies:treasure_chest loot table. The enchanted golden apple named "One-Eyed Willy's Treasure" is what triggers the victory sequence.
Consider placing a beacon underneath the room for a dramatic beam of light effect.
area_treasure at room center.
Start the adventure:
Place all markers (edit coordinates first!):
Remove all markers (for repositioning):
Reset the adventure (replay):
Reload the data pack:
Fill a chest with custom loot (look at the chest):
Skip to a specific stage (for testing):
Check current stage:
Overall layout: Build the attic and restaurant at surface level. The restaurant fireplace leads to a staircase going underground. From there, each area should be progressively deeper. The ship cavern should be the deepest point (around Y: 10-20).
Connecting areas: Use narrow corridors, staircases, and ladders to connect each area. These transitions make the adventure feel like a continuous journey, not separate rooms.
Atmosphere matters: Use minimal lighting (soul torches, lanterns, glow lichen) to keep things spooky. Add cobwebs, mossy blocks, and dripstone. The data pack adds ambient particles automatically in certain areas.
Bedrock Edition note: This data pack is for Java Edition. For Bedrock, you'd need to convert it to a behavior pack. The commands are similar but the file format and some syntax differs. If the kids play on Bedrock, let me know and I can help convert it!
Multiplayer: The adventure works great for 2-4 players playing together. All progression is tracked per-player, but the physical puzzles and combat work cooperatively.
Difficulty tuning: If combat is too hard for the 9-year-olds, you can give them better gear before starting, or reduce the skeleton pirates. If too easy for the 12-year-old, add more traps and make the tunnels longer.
Built with love by Uncle Andrew
Data Pack for Minecraft Java Edition