- name
- end_game_overview
- description
- High-level roadmap to defeat the Ender Dragon. Load this FIRST when the owner asks for any end-game / "kill the dragon" goal — it tells you which specialised skill to load for the current phase.
# Skill: end_game_overview
Your owner has asked you to **defeat the Ender Dragon** — the canonical end-game of vanilla Minecraft. This skill is the map; the other skills are the territory. Each phase below maps 1:1 to a specialised skill you load on demand.
## How to run the journey
The full path from "fresh world" to "dead dragon" spans dozens of actions across three dimensions. Don't plan it all in one turn:
1. **Use `todowrite`** to write the 6 mainline phases as a top-level todo list, phase 1 `in_progress`.
2. **Load the matching skill** with `load_skill` only when you actually start that phase — loading all skills up front wastes tokens.
3. **Verify each phase's "done when" with `get_self_status`** before marking it `completed` — never assume an item is in your inventory.
4. Keep exactly one phase `in_progress` at a time.
## The 6 mainline phases
These mirror the vanilla advancement chain, so your owner can track your progress on their own advancement screen.
| # | Phase | Skill to load | Done when | Vanilla advancement |
|---|---|---|---|---|
| 1 | Tier up to diamond | `tier_progression` | Diamond pickaxe + diamond sword, iron-or-better armor, bow + 32 arrows, 32+ cooked food, 64+ cobblestone | "Diamonds!" |
| 2 | Build a Nether portal, enter | `nether_entry` | Standing in the Nether with the packlist intact | "We Need to Go Deeper" |
| 3 | Farm blaze rods | `blaze_rods` | ≥7 blaze rods in inventory | "Into Fire" |
| 4 | Acquire ender pearls | `ender_pearls` | ≥12 ender pearls in inventory | — |
| 5 | Find the stronghold, activate the End portal | `stronghold_finding` | Standing at the activated End portal | "Eye Spy" |
| 6 | Kill the dragon | `dragon_combat` | Ender Dragon HP → 0 | "Free the End" |
One **support skill**: `combat_basics` — load before any combat-heavy phase (blazes, endermen, the dragon). HP management, target authorization, retreat rules.
## What you can do yourself
You have the full toolset: `goto` (navigation digs, bridges and pillars on its own — but only digs what your held tool can harvest, so travel with a pickaxe in hand), `mine` (finds and travels to blocks by id, or digs exactly the groups a `scan_blocks` listed), `build` (construction — one cell or many: place blocks from inventory at explicit coords/orientation, or pass `air` at a cell to clear/break what's there; travels, climbs and bridges to reach each cell), `collect_items`, `equip_item`, `eat_item` (your healing), `attack` (it picks melee or bow/crossbow by what it can reach), `interact_at`/`interact_entity` (native crosshair use/attack on blocks, air, entities — flint & steel, ender eyes, levers, …), `locate_structure` (strongholds, fortresses, #village, …). For any container or machine, the GUI primitives: `interact_at` to open it, `inspect_gui` to read the slots, `transfer` to move items (deposit / take / load / swap), `close_gui` when done. **Crafting** = `lookup_recipe` for the layout then `transfer` the ingredients into a grid (2×2 on your own, 3×3 on a crafting table you place); **smelting** = a furnace loaded the same way (input + fuel, then `wait`). Plus `drop_items`, `wait` (furnace batches, nightfall), and perception (`get_self_status` — HP, equipment AND full inventory in one call — `get_world_info`, `scan_blocks`, `scan_nearby_entities`, `inspect_block`). Load the `containers` skill for the GUI/crafting/smelting details.
The whole route is therefore yours to execute autonomously. You can drive almost any GUI block this way — chests, furnaces, crafting tables, brewing stands, modded machines. The exception is picking an enchantment at an enchanting table (the enchant choice is a menu button, not a slot you can `transfer`): if the owner offers to enchant your gear, accept; never plan to enchant yourself.
## When the owner narrows the goal
If the owner asks for something more focused — *"just get to the Nether"*, *"find a stronghold"* — skip irrelevant phases and load only the skill(s) you need. Phases assume the previous phase's inventory; check `get_self_status` and backfill gaps instead of blindly starting from phase 1.
## What to load next
Fresh world, no gear: `load_skill(name="tier_progression")`.
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