Tutorial:Advancement guide/Adventure tab
This is the fourth part of the tutorial on all Minecraft advancements (main page of this tutorial can be found here). It describes 45 advancements found in the Adventure tab.
Advancements in this section have the common theme of adventuring: exploration, combat, trading, archaeology and treasure hunting.

Adventure[edit | edit source]
Adventure, exploration, and combat
Requirements: Kill a mob, or get killed by a mob or player.
You can find animals to kill (e.g. cows), or wait until nighttime or enter a cave to kill a hostile mob (e.g. zombie). The other, less wanted alternative is to die from a hostile mob at nighttime or in caves. Overall, no special attention is needed to get this advancement.
Parent of: Voluntary Exile | Is It a Bird? | Monster Hunter | The Power of Books | What a Deal! | Crafting a New Look | Sticky Situation | Ol' Betsy | Surge Protector | Caves & Cliffs | Respecting the Remnants | Sneak 100 | Sweet Dreams | Isn't It Scute? | Minecraft: Trial(s) Edition | Crafters Crafting Crafters | Country Lode, Take Me Home
Voluntary Exile[edit | edit source]
Kill a raid captain. Maybe consider staying away from villages for the time being...
Requirements: Kill a pillager, vindicator or an evoker wearing an ominous banner.
There are three ways of getting this advancement. You can wait for an illager patrol to spawn and find the raid captain: it is a pillager with an ominous banner on its head. Killing it grants the advancement. Note that illager patrols are somewhat uncommon, and they can get really rare if you play on a large multiplayer server.
Alternatively, find a pillager outpost and wait for a raid captain to spawn in. Once you kill it, you will get the same result. This method is more reliable on larger servers.
Finally, if you play on multiplayer and you join a raid that someone else started, you can get this advancement by killing either a pillager, evoker or vindicator in one of the waves that is wearing the ominous banner.
This is a hidden advancement, meaning that it can only be viewed when the player has completed it.
Parent of: Hero of the Village
Is It a Bird?[edit | edit source]
Look at a parrot through a spyglass
Requirements: Use a spyglass while aiming at a parrot.
First, craft a spyglass:
Ingredients | [hide]Crafting recipe |
---|---|
Amethyst Shard + Copper Ingot |
Then, locate a parrot, which are only found in jungle and bamboo jungle biomes. Use the spyglass and look through it at the parrot. Once you do that, you will be granted the advancement.
Parent of: Is It a Balloon?
Monster Hunter[edit | edit source]
Kill any hostile monster
Requirements: Kill a hostile mob.
There are 37 mobs that count, here is a complete list:
Blaze
Bogged
Breeze
Cave Spider
Creaking (by destroying its creaking heart)
Creeper
Drowned
Elder Guardian
Ender Dragon
Enderman
Endermite
Evoker
Ghast
Guardian
Hoglin
Husk
Magma Cube
Phantom
Piglin
Piglin Brute
Pillager
Ravager
Shulker
Silverfish
Skeleton
Slime
Spider
Stray
Vex
Vindicator
Witch
Wither
Wither Skeleton
Zoglin
Zombie
Zombie Villager
Zombified Piglin
Note that killing wardens, despite them being hostile monsters, can't trigger this advancement.
You can use any type of item or your bare hands to kill the monster, but it is recommended to have a weapon (like a bow, sword or axe) to decrease your chances of being killed yourself. It is also recommended to earn this advancement on a common, easy-to-kill monster, like a zombie or spider.
Parent of: A Throwaway Joke | It Spreads | Take Aim | Monsters Hunted | Postmortal
The Power of Books[edit | edit source]
Read the powered signal of a Chiseled Bookshelf using a Comparator
Requirements: Place a chiseled bookshelf and a redstone comparator next to it.
You need a chiseled bookshelf and a redstone comparator:
Name | Ingredients | [hide]Crafting recipe |
---|---|---|
Chiseled Bookshelf | Any Planks + Any Wooden Slab |
|
Redstone Comparator | Redstone Torch + Nether Quartz + Stone |
Place the bookshelf down, and a comparator on any side of it. Placing comparator first and bookshelf second works as well. Note that comparator must be pointing away from the bookshelf (that is, the white triangle on top of it should be pointing away) as this enables the comparator to read a signal from the bookshelf. Once you placed the second block, you will get the advancement.
What a Deal![edit | edit source]
Successfully trade with a Villager
Requirements: Trade with a villager or a wandering trader.
First, find a villager or a wandering trader. Villagers naturally spawn in villages (except abandoned villages), and one villager spawns in each igloo basement. If you can't find any village or if you are in a world where villages don't generate, alternatively you can cure a zombie villager (see the advancement Zombie Doctor in Minecraft tab, or paragraph about curing). Wandering traders spawn randomly near the player, once in every few days.
Use the villager or wandering trader to see their trades. Depending on villager's profession, their GUI looks slightly different.

Wandering trader's GUI always looks similar, but trades may be different.

Next, gather the item that villager/trader wants in a sufficient amount. Item wanted is shown on the left side of the trade, and item given is shown on the right. If they want emeralds and you don't have any yet, you should probably switch to a different villager; you can also loot chests in the village if you find any, these have a chance to generate emeralds.
When you gathered items for the trade, put them in the villager's/trader's trading slot. Then, pick up the item they give in return. This will grant you the advancement.
Parent of: Hired Help | Star Trader
Crafting a New Look[edit | edit source]
Craft a trimmed armor at a Smithing Table
Requirements: Trim a piece of armor at a smithing table using an armor trim smithing template.
First, you need a smithing template. It can only be found in rare generated structures, and a complete list can be found here; any armor trim template works for this advancement, but the netherite upgrade does not. Probably the easiest smithing template to get is coast armor trim, found relatively often in shipwrecks.
If you have only one trim of a rare type, it is recommended to duplicate the template using seven diamonds and a corresponding material before trimming the armor, so you can apply this template to other armor pieces later, as the template is consumed each time you trim an armor piece using it.
Next, you need a smithing table:
Ingredients | [hide]Crafting recipe |
---|---|
Iron Ingot + Any Planks |
Smithing tables can also naturally generate in villages and trail ruins.
Put your template, a piece of armor and a trimming material in proper slots.
Ingredients | [hide]Smithing recipe |
---|---|
Any Armor Trim + Any Armor Piece + Any trim material |
Pulling the trimmed piece out of the smithing table will grant you the advancement.
Parent of: Smithing with Style
Sticky Situation[edit | edit source]
Jump against a Honey Block to slow down your fall
Requirements: Jump into the side of a honey block so that it slows you down as you fall.
Craft a honey block from four honey bottles to (more info on how get those under Bee Our Guest advancement in Husbandry tab).
Ingredients | [hide]Crafting recipe |
---|---|
Honey Bottle |
You need the honey block to "slow down your fall". Touching any side of the block while falling slows you down, but the game tracks this in a slightly unpredictable way, so multiple attempts may be required. A recommended way of obtaining this advancement is like so: place the honey block one block above the ground, all spaces around it should be empty. Stand right next to the honey block, so that your hitbox collides with it, and jump. Try a couple of times if this didn't trigger the advancement, you should eventually get it.
Ol' Betsy[edit | edit source]
Shoot a crossbow
Requirements: Load (fire up) a crossbow, then shoot with it.
Crossbows can be obtained in a few ways. You can craft a crossbow like so:
Ingredients | [hide]Crafting recipe |
---|---|
Stick + Iron Ingot + String + Tripwire Hook |
Crossbows can also drop from pillagers and piglins, be bought from fletcher villagers, and found in chests in bastions, trial chambers, and pillager outposts.
Besides the crossbow, you need at least one arrow in your inventory. Select the crossbow and hold use to load it. Release and press use again to fire it, and you will get this advancement. You don't need to hit anything with the shot arrow.
Parent of: Two Birds, One Arrow | Who's the Pillager Now? | Arbalistic
Surge Protector[edit | edit source]
Protect a villager from an undesired shock without starting a fire
Requirements: Be within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30×30×30 volume centered on the lightning strike.
First, find a villager (see What a Deal! above or "villager" page for more info). You should also get a lightning rod, which is crafted like so:
Ingredients | [hide]Crafting recipe |
---|---|
Copper Ingot |
A trident enchanted with Channeling is not necessary, but helpful (see A Throwaway Joke below for more info).
In the setup, distance is crucial: the lightning rod needs to be far enough from the villager to not convert it into a witch, and close enough so that this advancement is triggered. The player also needs to be close to the lightning rod. To make the lightning not set any blocks on fire, the best option is to build a small pillar out of non-flammable blocks at least 4 blocks high, and put the lightning rod on top of it. Make sure the lightning rod has access to the sky. A simple setup can look like this: rod on top of a 4-high pillar, 6 empty spaces between the trapped villager and the pillar.

When this is done, you have to wait for a thunderstorm. They are quite a rare event and can last for a very brief amount of time. When the thunderstorm starts, any lightning that would strike in the area protected by the lightning rod (a sphere of 128 blocks) diverts into the rod instead. However, it is not certain that during a thunderstorm there will be such a lightning. If you want to guarantee getting this advancement on your first thunderstorm, prepare a trident with Channeling, and throw it at the rod as soon as a storm starts.
Once the lightning strikes the lightning rod, all players within a 30 block radius of the rod are granted the advancement.
This is one of only two advancements in the game that requires a thunderstorm: for the other one, see Very Very Frightening below.
Caves & Cliffs[edit | edit source]
Free fall from the top of the world (build limit) to the bottom of the world and survive
Requirements: Fall from at least Y=319 to at most Y=-59 with a vertical distance of greater than 379 blocks and survive.
There are a couple of methods to do this. The usual way, accessible even in early game, involves creating a tall pillar all the way to the build limit, and a shaft straight down to the bedrock layer right next to it.
Step 1: Shaft
Prepare a water bucket, 6 stacks of scaffolding (if you don't have easy access to bamboo, you can use 6 stacks of any other block), 1 trapdoor and a good pickaxe.
Go to the bottom of the Overworld. The highest layer with bedrock generates at Y=-60; you need to find a block of bedrock at least 2 layers deeper, at Y=-62, that can be accessed from above. Place a water bucket on top of that bedrock, so you can survive your jump. Write down X and Z coordinates of this block (use the debug screen to see those). If you are in a cold biome, you should place a light source next to the water, so it doesn't turn into ice.
Next, go to the surface on the corresponding coordinates, and dig 1×2 shaft all the way down to that block of bedrock: one column is for the jump, and the other is for going back up. If you find lava on the way down, it might be a good idea to choose a different spot for this advancement.
A very unlikely but possible scenario includes encountering an amethyst geode in your shaft. Remember that budding amethyst blocks grow amethyst clusters on their side, potentially blocking the drop, so make sure that no budding amethyst is present in the shaft.
Step 2: Pillar
Create a pillar of scaffolding in the second column. You can simply place the first scaffolding and keep clicking (use) on the side, until you see a message "Height limit for building is 319". This means that pillar has reached build limit.

You can then walk inside of the scaffolding and hold jump to go all the way to build limit. Scaffolding is the best block for such a pillar, but you could also use ladders or just simply pillar up with normal blocks. Next, on top of your pillar, remove one scaffolding block and place four solid blocks and a trapdoor like so:

Trapdoor should be directly above the target water source block at the bottom. Make sure it is at correct coordinates, as you will most likely die from falling if you miss the jump!
Step 3: The jump
Stand on top of the trapdoor and use it: you will start falling. Don't move! It takes about 8 seconds to reach bedrock from build limit. If you did everything correctly, you will hit the water placed in step 1 and get the advancement. You can then use your scaffolding pillar to get back out.
Alternative method
You can use a less time consuming method if you have access to endgame items: elytra and totems of undying. Starting from any point on the surface, simply dig a shaft to bedrock: this can be even the highest layer of bedrock at Y=-60. Equip a totem in your off-hand. Next, point straight up (very important: you must point exactly 90 degrees upward!). To verify you are pointing exactly up, see your coordinates—this is the last value in the row starting with "facing" in the debug screen. Enter flying mode with your elytra and, using fireworks, fly out of the shaft. Do not move your mouse! When you pass height 320, stop using fireworks. You will slow down and eventually fall back into the shaft. Again, it is very important that you don't move at all during the flight and fall. If you do everything correctly, you will hit bedrock at the bottom few seconds later, using up your totem and granting the advancement.
End method
Another method is going to the End with an elytra. Fly to Y=320 over the void and stop flying midair. Then, fall into the void until you get the advancement. Once you receive the advancement, fly out of the void to avoid taking too much void damage. Entering the void should be done at a shallow angle, so you don't fall too deep. Eating a golden apple or even an enchanted golden apple might help in surviving the void damage.
Respecting the Remnants[edit | edit source]
Brush a Suspicious block to obtain a Pottery Sherd
Requirements: Brush suspicious sand or suspicious gravel and obtain a pottery sherd.
First, craft a brush:
Ingredients | [hide]Crafting recipe |
---|---|
Feather + Copper Ingot + Stick |
Next, find any structure that has naturally-generated suspicious sand or suspicious gravel in it: these include ocean ruins, trail ruins, desert temples and desert wells. Use a brush on a suspicious block and hold the use button until an item pops out. Repeat until one of these blocks drops a pottery sherd.
Despite being relatively simple to achieve, actual requirement for this advancement is rather complicated. You need to meet two criteria, in any order: 1) have a sherd in your inventory, and 2) start brushing a suspicious block that has its LootTable
property set to one of the naturally-generating values (desert_pyramid, desert_well, trail_ruins_rare, trail_ruins_common, ocean_ruin_warm, ocean_ruin_cold).
This means that you can't get the advancement from a block that was already touched by another player, even if it still has a sherd inside. It also means that you can get it from a block that doesn't have a sherd, if you were given the sherd by another player, or from a decorated pot in trial chambers.
As soon as both criteria are met, you will get the advancement.
Sneak 100[edit | edit source]
Sneak near a Sculk Sensor or Warden to prevent it from detecting you
Requirements: Sneak within 8 blocks from a sculk sensor, or 16 blocks from a warden.
It is recommended to do this with a sculk sensor rather than a warden. Sculk sensors, along with other sculk-related blocks, can be found in deep dark biomes, which generate deep underground. Simply sneak while being near one: this grants you the advancement and prevents the sensor from detecting you.
Be warned that deep dark is a very dangerous and scary place! If you want to know more about it, go to the "deep dark" page.
Sweet Dreams[edit | edit source]
Sleep in a bed to change your respawn point
Requirements: Sleep in a bed.
Only perform this while in the Overworld. If you try to sleep in the Nether or the End, the bed explodes!
First, get a bed. It can be crafted like so:
Ingredients | [hide]Crafting recipe |
---|---|
Matching Wool + Any Planks |
You can also find beds in villages, igloos, and trial chambers, or buy them from shepherd villagers.
Place the bed down and sleep in it by using it. 4 criteria must be met to do that:
- there are no monsters near the bed;
- bed is not obstructed, meaning that two spaces above it are empty;
- you are within 2 blocks of the bed;
- it is either night or a thunderstorm.
Sleeping in a bed will grant you the advancement and reset your spawn point, so that when you die, you respawn next to your bed.
Parent of: Adventuring Time | Sound of Music | Light as a Rabbit
Hero of the Village[edit | edit source]
Successfully defend a village from a raid
Requirements: Kill at least one raid mob during a raid. It must then end in a victory.
First, get an ominous bottle. These drop from raid captains (killing them awards the Voluntary Exile advancement) and sometimes from vaults in trial chambers. Then, go to a village: it can be either a naturally generated village, or a structure that you made yourself. Even a single villager with either a claimed bed, a job site block, or a bell counts. You must be within a 3x3 chunk area centered on such villager.
Once you entered the village, drink the ominous battle: you get a Bad Omen effect, which instantly transforms into Raid Omen, lasting 30 seconds. Once these pass, a bossbar labeled "Raid" appears and effect disappears, indicating that a raid has started. There are different amounts of waves of the raid based on the difficulty and the level of Bad Omen from the ominous bottle:
- Bad Omen I results in 3 waves on Easy, 5 on Normal, and 7 on Hard.
- Bad Omen II-V results in 4 waves on Easy, 6 on Normal, and 8 on Hard.
Equipment of the raiders also gets better with each level of the Bad Omen (they are more likely to spawn with enchanted weapons).
Mobs that spawn during the raid are: pillagers, vindicators, and ravagers, which spawn on all difficulties; evokers, vexes, and witches, which only spawn on Normal and Hard difficulties. Ridden ravagers spawn with pillagers on Normal and with pillagers, vindicators and evokers on Hard. Illusioners are unused.
Once you have completed the raid (every raider is dead and you directly killed at least one of them), you will get the "Hero of the Village" advancement. You will also get the status effect of the same name, Hero of the Village.
Completing this advancement will reward the player 100 experience.
This is a hidden advancement, meaning that it can only be viewed when the player has completed it.
Is It a Balloon?[edit | edit source]
Look at a ghast through a spyglass
Requirements: Use a spyglass while aiming at a ghast.
The second of spyglass advancements (for the first one, see Is It a Bird?) requires you to look through it at a ghast. This should be easy, as ghasts are common in the Nether and hard to miss because of their size.
Ingredients | [hide]Crafting recipe |
---|---|
Amethyst Shard + Copper Ingot |
Once you zoom in on the ghast, you will be granted the advancement.
Parent of: Is it a Plane?
A Throwaway Joke[edit | edit source]
Throw a trident at something. Note: Throwing away your only weapon is not a good idea.
Requirements: Throw a trident at any mob.
First, you need a trident. They can drop from drowned or be found in trial chambers.
Drowned can be found around ocean ruins or underwater in light level 0 in rivers, aquifers in the dripstone caves and all ocean biomes. 6.25% of drowned (on average 1 out of 16) spawn with a trident, and there is a 8.5% chance for the drowned to drop its trident, if it was killed by a player. This chance can be increased with Looting, up to 11.5% with level III. A shield can be helpful fighting drowned underwater, as their tridents deal massive damage.
Alternatively, non-ominous vaults in trial chambers have a 2.2% chance of ejecting a trident as a reward. Some chests can also generate tridents with the same probability.
Once you have obtained the trident, you then have to throw it at any mob (a melee attack with the trident doesn't work). Hold use for about 2 seconds and release it, aiming at your target mob. Once the thrown trident has hit a mob, you will be rewarded the advancement.
Note that the trident's durability is reduced by 1 in the process. Repairing the trident with Mending before you throw it is not required, but recommended, as tridents are very hard to get and relatively easy to break.
Parent of: Very Very Frightening
It Spreads[edit | edit source]
Kill a mob near a Sculk Catalyst
Requirements: Kill a mob that drops experience within 8 blocks of a sculk catalyst.
First, you need a sculk catalyst. These spawn in deep dark biome, just like sculk sensors (see Sneak 100). However, no mobs (except for wardens) can spawn in this biome; some mobs spawned in nearby biomes may wander to the catalyst, but that creates a risk of attracting a warden. You can bring a bucket of fish to the catalyst and kill the fish; it should count. Alternatively you can pick up the catalyst and bring it somewhere else. To do that, you need to mine the catalyst with any tool that has Silk Touch enchantment.
Then, get out of deep dark and place the catalyst on the surface. You need to kill any mob that drops experience (except the ender dragon) within 8 blocks of the catalyst: it might be a hostile monster like zombie, or a passive mob like sheep. Mobs that don't drop experience include baby animals, allays, iron golems, snow golems, villagers, wandering traders, and bats.
Once the mob dies, you will be granted the advancement, and some sculk will appear near the catalyst, replacing blocks in the ground.
Take Aim[edit | edit source]
Shoot something with an arrow
Requirements: Hit any mob with a shot arrow.
Get a bow or a crossbow and at least one arrow. You can either craft them, or get a bow and arrows by killing skeletons, or get the crossbow from killing pillagers or piglins.
Name | Ingredients | [hide]Crafting recipe |
---|---|---|
Bow | Stick + String |
|
Crossbow | Stick + Iron Ingot + String + Tripwire Hook |
|
Arrow | Flint + Stick + Feather |
Once you have those, shoot any mob to get the advancement: use the bow to charge it, aim at a mob, and release it. With the crossbow, hold use to load it, then release and press use again to fire it. One arrow is consumed in the process, unless you have Infinity on your bow.
Once the arrow hits a mob, you will get the advancement.
Parent of: Sniper Duel | Bullseye
Monsters Hunted[edit | edit source]
Kill one of every hostile monster
Requirements: Kill every hostile mob at least once.
Kill every type of hostile mob at least once. Killing a type of hostile mob in your current world is saved in the progress bar of this advancement. The 37 mobs you need to kill include:
Blaze
Bogged
Breeze
Cave Spider
Creaking (by destroying its creaking heart)
Creeper
Drowned
Elder Guardian
Ender Dragon
Enderman
Endermite
Evoker
Ghast
Guardian
Hoglin
Husk
Magma Cube
Phantom
Piglin
Piglin Brute
Pillager
Ravager
Shulker
Silverfish
Skeleton
Slime
Spider
Stray
Vex
Vindicator
Witch
Wither
Wither Skeleton
Zoglin
Zombie
Zombie Villager
Zombified Piglin
The hardest mobs to kill for this challenge advancement are the bosses: ender dragon and wither. For tutorials on how to deal with them, see Tutorials/Defeating the ender dragon and Tutorials/Defeating the wither. Note that killing a warden is not required.
Other harder mobs include: elder guardians (found in ocean monuments), ravagers (spawn only during raids), evokers and vindicators (spawn only in woodland mansions and during raids), piglin brutes (found in bastions), zoglins (you need to get a hoglin into the Overworld, this is made even harder by their fear of nether portals) and creakings (spawn only in pale gardens). All of these are somewhat rare and can deal lots of damage, so prepare before fighting them. More info about each of those is on their own pages, and also on the Tutorials/Combat page.
The player can track their progress by going to the "Mobs" section in their statistics. All mobs that were killed by the player (or have killed the player) at least once are shown on the page.
Completing this advancement will reward the player 100 experience.
Postmortal[edit | edit source]
Use a Totem of Undying to cheat death
Requirements: Take fatal damage while holding a totem of undying.
You need a totem of undying. These drop from evokers, which spawn only in woodland mansions or during a raid. Then, if you take fatal damage while holding the totem of undying in either hand (switch between hands by pressing F, better for dual wielding), you will not actually die; instead, you will use up your totem. Your health will regenerate (from Absorption and you gaining 1HP) and you will get the advancement. Any source of damage counts except for void damage, because totems can't save you from dying in the void.
Hired Help[edit | edit source]
Summon an Iron Golem to help defend a village
Requirements: Use 4 blocks of iron and 1 carved pumpkin to spawn an iron golem.
Summon an iron golem; summoning it in a village is not necessary. Gather 36 iron ingots and a carved pumpkin. Use the ingots to make 4 iron blocks, and place them in a "T" shape on the ground. Place the carved pumpkin on top of the top middle block. Blocks above and below the "arms" must be air.
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This should spawn an iron golem, granting you the advancement. Iron golems kill any nearby monsters except for creepers. Iron golems are considered neutral mobs when naturally generated (meaning they attack you if provoked), but if a player summoned the iron golem, they are passive toward the player.
Star Trader[edit | edit source]
Trade with a Villager at the build height limit
Requirements: Stand on at least Y=319 and trade with a villager or wandering trader.
The usual way of completing this advancement requires the player to transport a villager to the build limit of 319, and then trade with it. The villager can be transported upward in a variety of ways. One of them is to use a vertical flying machine, with the benefit that a tower doesn't need to be constructed. The specific method is described in this video.
First, trap the villager in a boat. Dig a hole next to it, 5 blocks deep, 4 blocks long and 3 wide. Inside of that space, build a flying machine according to the screenshot: you need 2 sticky pistons, 2 observers, 2 slime blocks and 1 torch. Make sure that observers and sticky pistons are pointing in correct directions.

Once the flying machine is finished, you need a water bucket, some blocks to make a platform up in the sky, and also something to trade with the villager (any trade works). If it's unemployed, a job site block is also needed: stonecutter or cartography table are recommended as they are easy to get and guarantee buying emeralds on the lowest level. In that case, you obviously also need some emeralds.
Then get into the boat, move it on top of the machine and pour water next to it—below the level that the boat is on. This both serves as a landing pad and flushes the torch, activating your machine. Once the flying machine is activated, it flies upward, carrying you and the villager with it. It takes about 2 minutes to fly from sea level to build limit. Once the machine reaches the build limit, it automatically stops. Now, you have to be very careful: exit the boat and perform the trade. Once that's done, you will get the advancement.
To get down safely, you can either activate the flying machine to make it go downward (place a block next to the top observer), or simply disassemble the flying machine, and fall down into the water you placed below.
Lead method
Alternatively, you can place a villager in a boat and attach a lead to the boat, and then tower up to Y=320. Once you're at the height limit, jump so that the villager is swung high enough for you to interact and trade with it. This can be done even without a tower, if you are skilled enough to fly upward with an elytra without breaking the lead.
Smithing with Style[edit | edit source]
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder
Requirements: Apply all smithing templates listed above at least once.
As with the parent advancement, you need a smithing table. Next, you have to find eight specific armor trim smithing templates. Six of them can be obtained from chests in various structures, one comes from killing elder guardians, and one can be brushed from suspicious gravel.
Smithing template | Obtained from | Chance |
---|---|---|
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End city chest | 6.7% |
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Bastion remnant chest | 8.3% |
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Nether fortress chest | 6.7% |
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Ancient city chest | 5% |
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Ancient city chest | 1.2% |
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Woodland mansion generic chest | 50% |
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Killing an elder guardian | 20% |
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Brushing suspicious gravel in trail ruins | 8.3% |
The hardest of these to obtain is the silence armor trim, and you will likely need to explore multiple ancient cities before you find one. Check out this article on how to safely explore an ancient city.
It is recommended to duplicate each of these before applying them on armor, as that uses up the template.
When you have all eight trims, apply one of each type to an armor piece in your smithing table. When the 8th one is applied, you will get the advancement.
Completing this advancement will reward the player 150 experience.
Two Birds, One Arrow[edit | edit source]
Kill two Phantoms with a piercing arrow
Requirements: Shoot a crossbow with the enchantment Piercing at two phantoms with one arrow.
You need to kill two phantoms with one crossbow shot. To achieve that, the crossbow must be enchanted with any level of Piercing.
Phantoms spawn after three in-game days wherein the player does not sleep (unless the game rule doInsomnia
is set to false
). They have 20HP health, and thus cannot be killed with just one crossbow shot: it deals 7 × 10HP of damage at minimum, 9HP at average, and 11HP at maximum, therefore requiring at least two shots. You can try damaging phantoms first with a melee weapon or arrow shots, but it's very hard to keep track of which phantom was damaged, if a whole group is swooping at you. It's also very hard to line them up for one shot. To make this easier, use × 5.5boats.
Step 1: Setup
Using this method requires a crossbow with at least Piercing III. Also, don't wear any armor with Thorns during the task.
Place two boats on top of 2-block high pillars, close to each other, preferably in a flat, open biome rich with animals, like plains. Lure animals into the boats and place them inside as passengers, one in each boat. Kill any other nearby animals, so that nothing else enters these boats. Stay in the area and wait for the night.

Step 2: Phantoms
At night, if you haven't slept for three days, phantoms spawn and swoop down at you. Stand near the boats, until a phantom gets stuck in each one as its second passenger. Kill any other phantoms that spawned. Now, press F3+B to see hitboxes of mobs: you can easily control how much health each phantom has by hitting its hitbox.

Hit each phantom with a stone axe twice, without criticals or Strength effect (make sure to not hit the boat's hitbox, as it breaks the boat and lets phantom free!). This reduces their health from 20HP to 2 × 10HP. Now kill the animal in front seat of each boat. After that, you can see that the phantom's hitbox is entirely within boat's hitbox, thus being nearly impossible to hit; this is why you needed front-seat passengers.
Step 3: The shot
Place an additional block next to two pillars for you to stand on (here it is represented by a cobblestone block):

Stand on that block and sneak. You are now lined up perfectly for the shot. Load up your crossbow (don't do that pointing at a boat, as you will enter it...), aim at the phantom and shoot. Arrow will pierce through both phantoms and both boats, killing all 4 entities and granting you the advancement.
Completing this advancement will reward the player 65 experience.
Who's the Pillager Now?[edit | edit source]
Give a Pillager a taste of their own medicine
Requirements: Kill a pillager using a crossbow.
Use a crossbow to kill a pillager. This can be any crossbow, either crafted, dropped by mobs, bought or found in chests (see Ol'Betsy).
After you have obtained a crossbow, find a pillager (usually found frequently near pillager outposts and in patrols), and kill it using your crossbow. You need at least 3 arrows to do this. Alternatively, attack the pillager with melee attacks until it is on low health, and finish it off with a crossbow shot. You will then be awarded the advancement.
Arbalistic[edit | edit source]
Kill five unique mobs with one crossbow shot
Requirements: Use a crossbow enchanted with Piercing IV to kill any 5 different mobs in one shot.
Kill five different mobs (for the purpose of this advancement, armor stand counts as a mob!) in one shot with a crossbow enchanted with Piercing IV, which allows arrows to hit five entities. Recommended mobs for this method are: pig, sheep, cow, villager and an armor stand. All of these have relatively large hitboxes, meaning they are hard to miss (unlike chickens or rabbits), but they still fit in a 1×1 area (unlike horses or donkeys).
First, prepare a crossbow with Piercing IV (lower level doesn't work!) and an extended splash potion of Poison. Then look for a village in a plains biome: all needed mobs should be in proximity. Trap the villager first, as it is the hardest to move around. Any method works, as long as the villager ends in an 1×1 area, where it can't escape from. Drop the armor stand into the same spot, and lure a cow, a sheep (both are attracted to wheat) and a pig (attracted to carrots, potatoes or beetroots) from nearby plains. You can also use leads to make this easier.

Now, build a 4-high pillar next to the hole. Sneak and lean from its edge. Then, throw the potion of Poison at the mobs. This reduces their health down to 1HP, but doesn't kill, which allows you to finish them off with the crossbow shot. You may want to bring a milk bucket, just in case you poison yourself.
After Poison wears off, load up your crossbow and shoot straight down at the mobs. If you did everything correctly, all five mobs will be killed with this shot, and you will get the advancement.
This is a hidden advancement, meaning that it can only be viewed when the player has completed it.
Completing this advancement will reward the player 85 experience.
Careful restoration[edit | edit source]
Make a Decorated Pot out of 4 Pottery Sherds
Requirements: Craft a decorated pot using 4 pottery sherds.
Craft a decorated pot using only pottery sherds: no bricks are allowed in this recipe. You can use any 4 pottery sherds, different or the same.
Sherds have a chance to be brushed from any naturally-generated suspicious sand or suspicious gravel, which are found in desert temples, desert wells, ocean ruins and trail ruins. The best places to look for sherds are probably desert temples, as they have 6-8 blocks of suspicious sand and, on average, 50% of them contain sherds. Alternatively, some decorated pots in trial chambers include a pottery sherd, which can be broken with a tool to retrieve the sherd.
Once you pull a decorated pot out of the crafting table, you will be rewarded the advancement.
Adventuring Time[edit | edit source]
Discover every biome
Requirements: Visit all biomes in the Overworld.
This is achieved by setting foot in all 54 standard biomes in the Overworld (the Nether and the End are excluded). The biomes you need to visit are:
Badlands
Bamboo Jungle
Beach
Birch Forest
Cherry Grove
Cold Ocean
Dark Forest
Deep Cold Ocean
Deep Dark
Deep Frozen Ocean
Deep Lukewarm Ocean
Deep Ocean
Desert
Dripstone Caves
Eroded Badlands
Flower Forest
Forest
Frozen Ocean
Frozen Peaks
Frozen River
Grove
Ice Spikes
Jagged Peaks
Jungle
Lukewarm Ocean
Lush Caves
Mangrove Swamp
Meadow
Mushroom Fields
Ocean
Old Growth Birch Forest
Old Growth Pine Taiga
Old Growth Spruce Taiga
Pale Garden
Plains
River
Savanna
Savanna Plateau
Snowy Beach
Snowy Plains
Snowy Slopes
Snowy Taiga
Sparse Jungle
Stony Peaks
Stony Shore
Sunflower Plains
Swamp
Taiga
Warm Ocean
Windswept Forest
Windswept Gravelly Hills
Windswept Hills
Windswept Savanna
Wooded Badlands
Once you have been in every biome, you will be rewarded the advancement.
The player can check their progress by going to the Adventure tab and hover their cursor over the advancement. A progress bar shows how many of the 53 biomes they have visited. However, it does not show which of the biomes have been visited. You can create a notepad document and tick off biomes as you visit them, however there is a better method.
For a singleplayer world, a reliable way to check for which biomes have been visited is to read the .JSON file that stores the advancements. It involves the following steps:
- Go to the .minecraft folder >> saves >> (name of the world) >> advancements.
- Open the only available .JSON file in the folder with a text editor (e.g. Notepad).
- Find the entry that says
minecraft:adventure/adventuring_time
. - See which biomes are listed under the entry.
The file keeps a record of which biomes the player has visited, as well as the exact time that the player visited them for the first time. By reading this file, the player can learn of which biomes they need to visit in order to complete this advancement.
For a multiplayer server, you can't directly check the corresponding server's file, but you can use a client-side mod called AdvancementInfo, that lets you check which biomes you visited. It can be downloaded from this page(1.16.2-1.20.4) or this page (1.21+).
To locate biomes you need to visit, you can either search the world seed in an online seed finder (such as Chunkbase or Amidst), or use the /locatebiome
command if cheats are enabled.
Completing this advancement will reward the player 500 experience.
Sound of Music[edit | edit source]
Make the Meadows come alive with the sound of music from a Jukebox
Requirements: Play a music disc in a jukebox located in a meadow biome.
First, craft a jukebox:
Ingredients | [hide]Crafting recipe |
---|---|
Any Planks + Diamond |
Then, obtain any music disc. There are nineteen different discs. Twelve of them are dropped by creepers when killed by a skeleton or a stray, other seven can be found only as loot in certain generated structures:
- "Pigstep" can be found in bastion chests,
- "otherside" generates in chests in dungeons, strongholds and ancient cities,
- "5" can be crafted from disc fragments, found in chests in ancient cities,
- "Relic" can be brushed from suspicious gravel in trail ruins,
- "Precipice" can be ejected by vaults found in trial chambers,
- "Creator" can be ejected by ominous vaults found in trial chambers,
- "Creator (Music Box)" can be found in decorated pots in trial chambers.
After you get a music disc, find a meadow biome. Place your jukebox in the meadow and play your music disc in it by using the disc on the jukebox. You will then get the advancement.
Light as a Rabbit[edit | edit source]
Walk on Powder Snow...without sinking in it
Requirement: Walk on powder snow using leather boots
You need a pair of leather boots:
Ingredients | [hide]Crafting recipe |
---|---|
Leather |
Leather boots also rarely drop from zombies, husks, strays or skeletons that are wearing them. They can be obtained from trading with villagers, fishing or by finding them in village or shipwreck chests.
Next, get or find powder snow. It spawns naturally in groves and snowy slopes on the sides of mountains. It can be distinguished from regular snow blocks by its texture; also, snow layers don't accumulate on top of powder snow, which helps to differentiate between snow variants. Powder snow also generates in some rooms in trial chambers.
You can also obtain powder snow by placing a cauldron in a snowy biome. Make sure it has exposure to the sky, and then wait for it to snow, as it fills with powder snow during snowy weather. Note, however, that the cauldron can take a really long time to fill up. Once the cauldron is full, you can use a bucket to remove the powder snow from the cauldron and place it elsewhere.
Ingredients | [hide]Crafting recipe |
---|---|
Iron Ingot |
Once you have found or placed the powder snow, equip your leather boots and stand on top of it. You will not sink into the powder snow, and you will get the advancement.
Is It a Plane?[edit | edit source]
Look at the Ender Dragon through a spyglass
Requirements: Zoom in on the ender dragon while holding a spyglass.
The third of spyglass advancements (see Is It a Bird? and Is It a Balloon?) requires you to look through it at the ender dragon. This can be either the original dragon or a respawned one. Other advancements related to the dragon, defeating and respawning it are explained in this part of advancement tutorial.
Ingredients | [hide]Crafting recipe |
---|---|
Amethyst Shard + Copper Ingot |
Once you zoom in on the dragon, you will be granted the advancement.
Very Very Frightening[edit | edit source]
Strike a Villager with lightning
Requirements: Hit a villager with lightning created by a trident with the Channeling enchantment.
First, you need a trident enchanted with Channeling. For more information on how to get the trident, see A Throwaway Joke. Next, find a villager and trap it. The villager can't have any blocks above its head, or, in other words, it must have a direct sky access. Also, the villager can't touch water, otherwise lightning will not strike it.
Now you need to wait for a thunderstorm. Note that they are quite a rare event and can last for a very brief amount of time. When the thunder starts, throw your trident at the villager: a lightning will strike it and you will get the advancement.
This is one of only two advancements in the game that requires a thunderstorm: for the other one, see Surge Protector above.
Sniper Duel[edit | edit source]
Kill a Skeleton from at least 50 meters away
Requirements: Be at least 50 blocks away from a skeleton and kill it with a projectile.
Kill a skeleton with a projectile that is shot from at least 50 blocks away horizontally. The best way to do this is to first trap a skeleton in a smallest possible area using fences, so that you don't have to deal with a moving target. Also, make sure that it is nighttime, so that the skeleton doesn't burn. Alternatively, if the skeleton has a helmet on or a block above its head, it also doesn't burn in the daylight; however, its helmet will eventually break from the daylight. To ensure that the skeleton doesn't despawn, put a name tag on it, or trap it in a boat or a minecart.
Then back away at least 50 blocks from the skeleton, horizontally—you can use the debug screen to see your coordinates in the world. From that point shoot at about a 45 degree angle toward the skeleton. You can also reduce your FOV to aim better. It may take many tries to shoot correctly. You will get the advancement once the skeleton is killed by the projectile.
To weaken the skeleton and kill it in one hit with your projectile, you can hit it with another weapon for a certain number of times. You will get the advancement as long as when the skeleton is killed and it was hit by your arrow at last. If you have an iron sword, diamond sword, netherite sword, or any type of axe (except netherite), you can hit the skeleton twice with that weapon before shooting the skeleton with a fully charged arrow in one hit. If you have a wooden, stone, or gold sword, hit the skeleton three times with that weapon before shooting the skeleton. A bow enchanted with Power IV or V can kill a full health skeleton in one hit.
Although arrows are the easiest to get, any projectile can be used for this advancement: for example, tridents work as well, and it is a bit easier to aim with them.
Completing this advancement will reward the player 50 experience.
Bullseye[edit | edit source]
Hit the bullseye of a Target block from at least 30 meters away
Requirements: Be at least 30 meters away from a target block, when it gets hit in the exact center with a projectile shot by you
First, get a target. It can be crafted like so:
Ingredients | [hide]Crafting recipe |
---|---|
Redstone Dust + Hay Bale |
Targets can also naturally generate in ancient cities.
Place the target down. Now, get a bow or a crossbow and some arrows. For an "intended" method of completing the advancement, you need to shoot on the exact bullseye (center) of the target from at least 30 blocks away horizontally. Changing the FOV value to 30 may be useful here, as well as using the debug screen to see your coordinates.
Because of how inaccurate the bow is (crossbow is slightly more accurate), this method can take a really long time. An easier way to complete the advancement is to place a trapdoor on top of the target block and build a 5-block high stairs above it. Measure 35 meters from the target and mark it with a block like cobblestone. Then, climb up the stairs and shoot few arrows directly down, to the middle of the trapdoor; from such short distance you will have a much better accuracy.

Now you have to be quick, as these arrows disappear 60 seconds after being shot. Go back to the spot marked with cobblestone and shoot the target. You just have to hit it, it does not need to be a precise shot. This triggers a redstone signal, which opens the trapdoor, and all arrows you shot earlier fall directly on the bullseye, granting you the advancement.
Completing this advancement will reward the player 50 experience.
Isn't It Scute?[edit | edit source]
Get Armadillo Scutes from an Armadillo using a Brush
Requirements: Use a brush on an armadillo.
Get a brush. You can craft it like so:
Ingredients | [hide]Crafting recipe |
---|---|
Feather + Copper Ingot + Stick |
Then, find an armadillo. They spawn naturally in savannas, badlands and variants of those biomes. When you find the mob, simply use the brush on it: this will grant you the advancement. As a result of brushing, one armadillo scute drops, and brush durability decreases by 16, unless you enchanted it with Unbreaking.
Minecraft: Trial(s) Edition[edit | edit source]
Step foot in a Trial Chamber
Requirements: Enter trial chambers.
The easiest way to find the trial chambers is to use a trial explorer map, bought from cartographer villagers at journeyman level, although this map is not a guaranteed trade. If you leveled up a cartographer to journeyman level and it doesn't sell the trial explorer map, you have to try again with a different villager. Trial explorer maps usually lead to the nearest trial chambers.
An alternative way to find trial chambers is to use the pie chart in Java Edition, enter the section "tick" >> "level" >> "BlockEntities", and look for trial spawners and vaults. This however requires a bit of practice.
The structure is relatively common, and it generates underground, often entirely within the deepslate layer below Y=0. As soon as you enter bounding box of the structure, you will be granted the advancement.
Parent of: Lighten Up | Who Needs Rockets? | Under Lock and Key | Blowback | Over-Overkill
Crafters Crafting Crafters[edit | edit source]
Be near a Crafter when it crafts a Crafter
Requirements: Craft a crafter using a crafter.
Craft and place down a crafter. Then, place the materials to craft a crafter into the crafter (using the below recipe). The simplest way to make the crafter to craft the new crafter is to simply place a button on its side and press it, which should grant you the advancement.
Ingredients | [hide]Crafting recipe |
---|---|
Iron Ingot + Crafting Table + Redstone Dust + Dropper |
Country Lode, Take Me Home[edit | edit source]
Use a compass on a Lodestone
Requirements: Use a compass on a lodestone.
First, get a lodestone. You can either craft it or find it. To craft the lodestone, use the following recipe:
Ingredients | [hide]Crafting recipe |
---|---|
Chiseled Stone Bricks + Iron Ingot |
Alternatively, you can find the lodestone. It has a 66.7% chance of generating in a ruined portal chest. One lodestone always generates in a chest in the upper part of a "bridge" type bastion remnant.
Once you have your lodestone, you need to get a compass. It can be crafted like so:
Ingredients | [hide]Crafting recipe |
---|---|
Iron Ingot + Redstone Dust |
Compasses can also generate in chests in ancient cities, shipwrecks, strongholds and villages (cartographer's chest), as well as barrels in trial chambers. It can also be bought from librarian villagers.
Place the lodestone down and use it with the compass. The advancement is rewarded to you as soon as you do that, and the compass now points to the lodestone.
Lighten Up[edit | edit source]
Scrape a Copper Bulb with an Axe to make it brighter
Requirements: Use any type of axe on a lit copper bulb, that is at least partially oxidized
You can either find the copper bulb in trial chambers, or craft it yourself:
Ingredients | [hide]Crafting recipe |
---|---|
Matching Unwaxed Block of Copper or Matching Waxed Block of Copper + Blaze Rod + Redstone Dust |
Bulb can be either waxed or unwaxed, but it must be at least partially oxidized (exposed, weathered, or oxidized). It must also be in the lit state: if you craft the bulb and place it down, you also need to power it with a redstone signal. Then, simply use any type of axe on the bulb. Even if it just scraps the wax and doesn't actually change the light level, advancement will be granted as well.
If you are holding a shield in your off-hand, you will enable the shield instead of scraping the copper bulb. To scrape it, you need to sneak, and then use your axe on the copper bulb.
Who Needs Rockets?[edit | edit source]
Use a Wind Charge to launch yourself upwards 8 blocks
Requirements: Using the wind charge, throw yourself upwards through 8 blocks and higher in height.
To launch yourself with a wind charge, point straight down and use the wind charge on the block you're standing on. You will be launched upward. With no extra movement, distance you travel up is around 6 blocks - this is not enough to get the advancement. To gain more height, you have to jump at the same time as using the wind charge: timing the jump correctly lets you move even 12 blocks upward.
Under Lock and Key[edit | edit source]
Requirements: Use a trial key to unlock a vault.
Trial keys can be rarely found in entrance chests and corridor pots in trial chambers, but the easiest way to get them is to defeat a trial spawner. These spawn few waves of mobs when they see a player. Type of a mob is indicated by the blocks surrounding a spawner (for example, cobwebs indicate spiders or cave spiders).
When all mobs spawned by the trial spawner are killed, it has a 50% chance to eject a trial key as a reward. Once you get the key, use it on any vault. Note that trial keys open only normal vaults, not ominous ones.
Parent of: Revaulting
Revaulting[edit | edit source]
Use an Ominous Trial Key on an Ominous Vault
Requirements: Use an ominous trial key to unlock an ominous vault.
Ominous trial keys are significantly harder to get than normal trial keys. They can be obtained exclusively by defeating an ominous trial spawner. A normal trial spawner becomes ominous when it sees a player with either Bad Omen or Trial Omen effects (Bad Omen transforms into Trial Omen when a spawner becomes ominous). Previous state of the trial spawner is irrelevant: it can be on cooldown, inert, or in the middle of spawning mobs, and it becomes ominous regardless.
Mobs spawned by ominous trial spawners are either stronger or more numerous than mobs spawned by normal spawners. Ominous trial spawners also spawn fire charges, splash and lingering potions, and tipped arrows, which make the fight a lot more chaotic than the fight with a normal spawner. These additional projectiles can hurt the player, but also hurt the mobs; and they can buff or debuff players and mobs.
When all mobs spawned by an ominous trial spawner are killed, it has a 30% chance to eject an ominous trial key as a reward. Once you get the key, use it on any ominous vault. Note that ominous trial keys open only ominous vaults, not the normal ones.
Blowback[edit | edit source]
Kill a Breeze with a deflected Breeze-shot Wind Charge
Requirements: Deflect a breeze's wind charge and kill a breeze.
This is similar to the Return to Sender advancement, but the mob you are trying to kill is smaller, more agile, and has more health. As wind charges do very little damage (1HP on Easy and Normal, 1.5HP on Hard), and breezes have 30 × 0.75HP points of health, trying to kill a breeze using just deflected wind charges is a very difficult task. × 15
Instead, you can damage the breeze with a sword/axe first: keep track of how much damage your weapon deals and how much health the breeze has left, so you don't accidentally kill it. Alternatively, you can use a splash potion of Poison (which can be found in the dispensers in trial chambers) to bring the breeze to half a heart. It's easiest to do this with a single breeze, once all other trial spawners in a room have been cleared.
Once the breeze is no longer taking damage from Poison effect, it is at half a heart. At this point try to hit any shot wind charges back at the breeze, spamming left-click when you see it. This may take multiple tries, but eventually one of the charges should hit the breeze, killing it and granting the advancement.
Completing this advancement rewards the player 50 experience.
Over-Overkill[edit | edit source]
Deal 50 hearts of damage in a single hit using the Mace
Requirements: While having a mace in main hand, deal 100HP damage to an entity. × 50
This advancement can be performed on any mob - even those that don't have 100 health overall. To deal 100 damage, you have to fall a minimum distance of:
Level of Density | Distance (in blocks) |
---|---|
None | 47 |
I | 32 |
II | 24 |
III | 19 |
IV | 16 |
V | 14 |
It's the best to use a large and passive mob (a player-built iron golem is a perfect candidate), preferably in a fenced area, which makes it easy to hit and doesn't risk retaliation if you miss or don't kill the mob in one hit. Iron golem has exactly 100 health, so if it dies in one hit, you will certainly get the advancement.
To further reduce the risk of dying while performing this advancement, boots enchanted with Feather Falling might help.
Completing this advancement rewards the player 50 experience.