Rescue Mission: Shipwrecked

Rescue Mission: Shipwrecked is a parkour puzzle game where you search for trapped villagers and free them. After completing the game for the first time, you can unlock a speedrun mode.

Rescue Mission: Shipwrecked is a parkour puzzle game where you search for trapped villagers and free them. After completing the game for the first time, you can unlock a speedrun mode.

Golden Path#

  • Interact with Villagers to save them. Each villager will deliver a line of dialogue and disappear.
  • You do not need to save all Villagers in a section to proceed.
  • The sea foam path is linear, leaving little chance to get lost early on.

Introduction#

Objective: Rescue at least one Villager and return to Willy to proceed to the next section.

  • After spawning in, you have the option to enable or disable the Display Stats.
  • Complete a simple jump to approach Billy. Interact with Willy to begin the game.
  • Willy will walk to their next location, their challenge: "Save Willemina!"

Raft 1#

  • Willemina (/tp 1365 93 465):
    • Open the door to the right of Willy. Find Willemina inside.
  • Follow Willy to their next location. Willy indicates there's a raft on top of a tree.
  • Brenton (/tp 1337 90 413):
    • Jump on the tree ahead of Willy. Parkour up the palm trees to the raft. Brenton is inside the lower floor of the raft.
    • Brenton asks you to find Brooke.
  • Brooke (/tp 1340 99 423):
    • Climb up to the top of the raft, and jump to the nearest palm tree to find Brooke.
  • Follow Willy to their next location.

Raft 2#

  • Aryll (/tp 1327 69 355):
    • From Willy's location, head to the blue raft on the left.
    • Aryll is standing on top floor of the raft.
  • Daphnes (/tp 1317 67 350):
    • Daphnes is standing on the edge of the raft, on the far side.

Raft 3#

  • Makar (/tp 1374 66 362):
    • From Willy's location, head to the blue raft on the right.
    • Enter the interior of the raft from the entrance on the far side to find Makar.
  • Medlii (/tp 1377 64 343):
    • Take the staircase to the top of the raft.
    • Parkour across the "slide" to save Medlii
  • Return to Willy to continue.

Raft 4#

  • Willy challenges you to parkour across the Sea Foam blocks to the next location.
  • Return to Willy when prompted, he will challenge you to rescue everyone from their shipwrecks.
  • Return to the Sea Foam blocks and jump to the very last one to open the next section.
  • Abe (/tp 1392 63 305):
    • Parkour across the floating raft and remaining wreckage. Abe is straight ahead.
  • Baito (/tp 1400 67 305):
    • Locate and climb the ladder on the far side of the nearest raft to find Baito standing on the second floor.
  • Dampa (/tp 1418 63 304):
    • Look over the ledge towards the open ocean to locate Dampa standing on some wreckage.

Raft 5#

  • From the fourth raft, continue ahead on the Sea Foam blocks to the fifth raft, on the left.
  • Gillian (/tp 1352 63 309):
    • Standing just outside the fifth raft, on the Sea Foam blocks.
  • Kamo (/tp 1352 71 320):
    • Climb the ladder behind Gillian to locate Kamo atop the raft.
  • Anton (/tp 1352 63 330):
    • Drop down to the lowest floor of the raft and head to the back to find Anton standing next to the railing.

Yellow Speedboat#

  • Continue along the Sea Foam and stand on the last block to raise a raft. Cross to the next section.
  • Kogoli (/tp 1288 63 281):
    • When approaching this raft, locate a sea foam cave entrance to the left. Parkour through the cave to find Kogoli hiding around a corner.
  • Linda (/tp 1271 72 279):
    • Climb to the raft atop the sea foam to find Linda standing at the far edge.
  • Kane (/tp 1279 63 278):
    • Drop off the edge of the boat onto the sea foam below to find Kane standing at the edge of the water, under Linda.

Red Speedboat#

  • Do not step on the Terracotta blocks, or the Kraken will yeet you upwards and you will fall to your death.
  • Garrickson (/tp 1290 71 250):
    • Parkour up the barrels to reach Garrickson.
  • Carlov (/tp 1259 66 253):
    • Board the raft and open two Birch Trap Doors to find Carlov in the boat.
  • David Jr. (/tp 1259 69 253):
    • Move towards the raft suspended on the sea foam. David Jr. is standing on the far side.

Cargo Ship#

  • There are two sections of this raft. Approach the first half; the one closest to you.
  • Locate the Cargo Ship to the right of the Red Speedboat. Approach the edge of the sea foam and wait for a way forward to rise from the sea.
  • Jan (/tp 1289 69 215):
    • Board the boat from the far side and climb up along the deck to find Jan standing by the mast.
    • Jan hints that you could kill the Kraken if you could find some ammo.
  • Jin (/tp 1285 59 206) and the Bow:
    • Locate a ladder at the raised end of the raft.
    • Parkour through the lower deck, over the Red Concrete.
    • Open the chest to find a Power V bow. Take it.
  • Ivan (/tp 1300 81 201):
    • Return to the top deck and parkour across the mast to find Ivan.
  • Jun (/tp 1290 68 168):
    • Approach the second half of the ship, on the right. Locate a Birch Door and enter the interior to find Jun at the helm.
  • Roberto (/tp 1293 64 162):
    • From Jun, turn left and walk down two sets of stairs.
    • Parkour upwards through the wrecked lower deck of the ship to find Roberto hiding on the right.

Kraken#

  • Olivio (/tp 1347 63 208):
    • Circle close around the Kraken to find Olivio.
    • Olivio will hint that you need to shoot the Kraken's weak spots.
  • Hollo (/tp 1335 72 208):
    • Turn right from Olivio and climb the Kraken's face to find Hollo.
  • Locate ammunition to continue saving Villagers on the Kraken.
  • Continue past Olivio's location to the ship in that direction. A Villager is standing on the deck.
  • Elma (/tp 1358 73 237):
    • Continue counter-clockwise from Hollo's position. Elma is standing on a tentacle. Parkour your way up.
  • Aldo (/tp 1341 72 234):
    • Parkour up the next tentacle to save Aldo.
  • Rown (/tp 1317 79 236):
    • Follow the Quartz Half Slabs up the tentacle to save Rown.

Slamming Cruise Ship#

  • Moe (/tp 1376 66 230):
    • Moe is standing at the edge of the deck as you approach the ship.
    • Moe hints that there is ammunition under deck.
  • Sam (/tp 1405 63 229):
    • Go down the stairs past Moe, to the underbelly of the ship.
    • Punch the crate straight ahead, veering slightly to the left, to create a path to Sam.
    • Sam asks you to find Missy and get some ammunition. Maybe you can shoot the Arrows to hurt the Kraken?
  • Missy (/tp 1376 62 232) and the Arrows of Harming:
    • Return to the bottom of the stairs.
    • Turn left and parkour over the crates to find Missy.
    • Take the Arrows of Harming from the chest in the room.
  • Mila (/tp 1396 68 230):
    • Return to the top deck and go to the helm of the ship to find Mila.
  • Sturgeon (/tp 1389 73 230):
    • Between Sturgeon and Mila is a ladder to the top of the ship. Climb it to find Sturgeon standing under the mast.

Slammed Cruise Ship#

  • Seth (/tp 1413 69 248):
    • Continue past Sturgeon and turn right
    • Jump down across the gap and keep holding forward to catch the ledge.
    • Walk forwards to find Seth.
  • Ruby (/tp 1413 66 214):
    • Turn 180 from Seth's location and parkour across the gap to find Ruby.
  • Kev (/tp 1415 63 225):
    • Go down the stairs behind Ruby to the lowest floor of the ship.
    • Follow the Stone Bricks path to find Kev standing in the corner behind some Iron Bars.
  • Xanda (/tp 1415 70 207):
    • Walk past Ruby and around the corner to the back of the boat.
    • Climb up the stairs to find Xanda.
    • Xanda hints that you'll need to find another way to get to the top of the boat to save the captain.
  • Captain Kim (/tp 1413 81 214):
    • Walk through the cabins to the edge of this piece of the ship. Parkour across the gap.
    • Walk up the staircases and parkour back to get on top of the ship to find Kim.

Big Boy Cruise Ship#

  • Can only continue if the Kraken is defeated.
  • When facing the Kraken's face, turn right and locate the tentacle surrounded by sea foam.
  • Michael (/tp 1356 65 149):
    • Parkour across the sea foam and cross the tentacle to find Michael.
    • Michael indicates there are 9 more people on this ship.
  • Sophie (/tp 1365 74 170):
    • Turn right and parkour up the mast to find Sophie.
  • Brandon (/tp 1364 63 180):
    • Brandon is standing next to the mast, near a Dolphin.
    • Interact with the Dolphin to be transported to underneath the ship.
  • Daniel (/tp 1364 58 159):
    • Parkour across the crates to save Daniel. Take care to punch blocking crates to create a new path.
  • Kyle (/tp 1366 53 159):
    • Return to the Dolphin and interact with it to be taken to the next location.
    • Parkour across the crates and carefully punch the stacked crates to create a path to Kyle.
  • Don (/tp 1372 48 169):
    • Return to the Dolphin and interact with it to be taken to the next location.
    • Take the right path, and parkour across the blocks to the middle.
    • Continue to the far side of the room and parkour across the remaining Hoppers.
    • Hop down to the middle path and take the first door on the left.
    • Parkour through the room to the gap, then cross the hallway. Follow the Note Blocks.
    • Return to the surface following the same path backwards.
  • Ian (/tp 1363 65 114):
    • Approach the next part of the wreckage, towards the whirlpool.
    • Veer right, and look for a Birch Door on the right-side of the ship.
    • Ian is standing inside this level, near the helm.
  • Huber (/tp 1365 56 138):
    • From Ian's location, turn around and walk down the stairs.
    • Punch the crates into the water to create a path downwards.
    • Return to the stairs.
  • Ben (/tp 1368 52 129):
    • Continue following the next stairs downwards.
    • Use a mix of pushing and punching crates to create a path to traverse down the water.
    • Ben is to the left, in a bathroom.
    • Return to the surface.
  • Bradley (/tp 1363 74 81):
    • Bradley is standing on the tip of the boat, overlooking the whirlpool.

Whirlpool#

This section has a lot of Villagers. This guide will order the Villagers by vertical height, from the top to the center of the whirlpool. There will be no clear pathing instructions for this section of the guide, as most of it is open and clear.

For the purposes of this section, the front of the whirlpool is the side you approach it, and the back is the far side of the whirlpool.

  • Kreeb (/tp 1319 64 133):
    • Standing closest to the top, on Orange Terracotta tentacles.
  • Lenzo (/tp 1286 56 100):
    • Standing to the left side of the whirlpool, on Cyan Terracotta.
  • Manny (/tp 1346 50 111):
    • Standing on the right side of the whirlpool, near the Cruise Ship, on Lime Terracotta.
  • Obli (/tp 1303 46 70):
    • Standing on the tip of the sinking ship. Hints that someone is hiding in the storage containers.
  • Orca (/tp 1345 39 59):
    • Standing on sea foam, behind the sinking ship.
  • Joel (/tp 1317 37 60):
    • Hiding inside the Orange Terracotta shipping container on the ship.
  • Zunari (/tp 1326 43 58):
    • Inside the ship, near the back on the middle deck. Use the Lever to open the Iron Door to find them.
  • Rose (/tp 1323 34 59):
    • Inside the ship, near the back and bottom of the ship. Use the Lever to open the Iron Door to find them.
  • Komali (/tp 1292 42 71):
    • At Rose's location, take the ladder downwards.
    • Navigate through the bottom of the ship by flipping up the Trap Doors. Look for the parts without water.
  • Hoskit (/tp 1325 18 81):
    • Standing in the very middle of the whirlpool.
    • Interact with the nearby dolphin to return to the top of the whirlpool.

Finale#

  • From the top of the whirlpool, parkour back through the level to the island.
  • Approach Willy to see the credits play.
  • You've unlocked a timer speedrun mode. You can reset the map to see a new lever appear on the Redstone Lamp at the introduction.

Data#

  • Behavior packs: 1
  • Resource packs: 1
  • JSON files reviewed: 53
  • Type IDs: 12
  • Recipes listed: 0
  • Construct flow notes: 22
  • Custom sounds: 5
  • Custom mobs: 1
  • Inventory candidates (manual classification): 12

Type IDs and Real Names#

This table merges identifiers from behavior and resource packs and resolves readable names from language files when available.

Type IDReal NameKindIn BehaviorIn ResourceName SourceSources
jig:chunk_loaderChunk Loaderentityyesnofallback:derived_from_idbehavior_packs/wil_BP/entities/chunk_loader.json
jig:wil_crateA Crateentityyesyeslang:item.spawn_egg.entity.jig:wil_crate.namebehavior_packs/wil_BP/entities/wil_crate.json, resource_packs/wil_RP/entity/wil_crate.json
jig:wil_detectoraWil Detectoraentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_detectora.json, resource_packs/wil_RP/entity/wil_detectora.json
jig:wil_detectorbThe Krakenentityyesyeslang:wil_kraken.namebehavior_packs/wil_BP/entities/wil_detectorb.json, resource_packs/wil_RP/entity/wil_detectorb.json
jig:wil_dolphinA Dolphinentityyesyeslang:item.spawn_egg.entity.jig:wil_dolphin.namebehavior_packs/wil_BP/entities/wil_dolphin.json, resource_packs/wil_RP/entity/wil_dolphin.json
jig:wil_dolphin_aWil Dolphin Aentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_dolphin_a.json, resource_packs/wil_RP/entity/wil_dolphin_a.json
jig:wil_dolphin_bWil Dolphin Bentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_dolphin_b.json, resource_packs/wil_RP/entity/wil_dolphin_b.json
jig:wil_dolphin_cWil Dolphin Centityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_dolphin_c.json, resource_packs/wil_RP/entity/wil_dolphin_c.json
jig:wil_dolphin_dWil Dolphin Dentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_dolphin_d.json, resource_packs/wil_RP/entity/wil_dolphin_d.json
jig:wil_dolphin_eWil Dolphin Eentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_dolphin_e.json, resource_packs/wil_RP/entity/wil_dolphin_e.json
jig:wil_particlegenWil Particlegenentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_particlegen.json, resource_packs/wil_RP/entity/wil_particlegen.json
jig:wil_targetWil Targetentityyesyesfallback:derived_from_idbehavior_packs/wil_BP/entities/wil_target.json, resource_packs/wil_RP/entity/wil_target.json

Inferred Construct Flows#

These are inferred from behavior entity interactions and event/component-group transitions.

Entity IDTriggerInteraction TextEventAdd GroupsRemove GroupsSource
jig:wil_crateeventjig:killitjig:diebehavior_packs/wil_BP/entities/wil_crate.json
jig:wil_detectoraeventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_detectora.json
jig:wil_detectorbeventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_detectorb.json
jig:wil_dolphineventjig:dolph_ajig:dolph_ajig:interact_abehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:dolph_bjig:dolph_bjig:interact_bbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:dolph_cjig:dolph_cjig:interact_cbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:dolph_djig:dolph_djig:interact_dbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:dolph_ejig:dolph_ejig:interact_ebehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:killitjig:diebehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:npcreset_ajig:interact_ajig:dolph_abehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:npcreset_bjig:interact_bjig:dolph_bbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:npcreset_cjig:interact_cjig:dolph_cbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:npcreset_djig:interact_djig:dolph_dbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventjig:npcreset_ejig:interact_ejig:dolph_ebehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphineventminecraft:entity_spawnedjig:interactbehavior_packs/wil_BP/entities/wil_dolphin.json
jig:wil_dolphin_aeventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_dolphin_a.json
jig:wil_dolphin_beventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_dolphin_b.json
jig:wil_dolphin_ceventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_dolphin_c.json
jig:wil_dolphin_deventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_dolphin_d.json
jig:wil_dolphin_eeventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_dolphin_e.json
jig:wil_particlegeneventjig:dodespawnjig:despawnbehavior_packs/wil_BP/entities/wil_particlegen.json
jig:wil_targeteventjig:killitjig:diebehavior_packs/wil_BP/entities/wil_target.json

Custom Inventory Items#

Entity IDReal NameSpawnableSummonableSources
jig:chunk_loaderChunk Loaderyesyesbehavior_packs/wil_BP/entities/chunk_loader.json
jig:wil_crateA Cratenoyesbehavior_packs/wil_BP/entities/wil_crate.json, resource_packs/wil_RP/entity/wil_crate.json
jig:wil_detectoraWil Detectoranoyesbehavior_packs/wil_BP/entities/wil_detectora.json, resource_packs/wil_RP/entity/wil_detectora.json
jig:wil_detectorbThe Krakennoyesbehavior_packs/wil_BP/entities/wil_detectorb.json, resource_packs/wil_RP/entity/wil_detectorb.json
jig:wil_dolphinA Dolphinyesyesbehavior_packs/wil_BP/entities/wil_dolphin.json, resource_packs/wil_RP/entity/wil_dolphin.json
jig:wil_dolphin_aWil Dolphin Anoyesbehavior_packs/wil_BP/entities/wil_dolphin_a.json, resource_packs/wil_RP/entity/wil_dolphin_a.json
jig:wil_dolphin_bWil Dolphin Bnoyesbehavior_packs/wil_BP/entities/wil_dolphin_b.json, resource_packs/wil_RP/entity/wil_dolphin_b.json
jig:wil_dolphin_cWil Dolphin Cnoyesbehavior_packs/wil_BP/entities/wil_dolphin_c.json, resource_packs/wil_RP/entity/wil_dolphin_c.json
jig:wil_dolphin_dWil Dolphin Dnoyesbehavior_packs/wil_BP/entities/wil_dolphin_d.json, resource_packs/wil_RP/entity/wil_dolphin_d.json
jig:wil_dolphin_eWil Dolphin Enoyesbehavior_packs/wil_BP/entities/wil_dolphin_e.json, resource_packs/wil_RP/entity/wil_dolphin_e.json
jig:wil_particlegenWil Particlegennoyesbehavior_packs/wil_BP/entities/wil_particlegen.json, resource_packs/wil_RP/entity/wil_particlegen.json
jig:wil_targetWil Targetnoyesbehavior_packs/wil_BP/entities/wil_target.json, resource_packs/wil_RP/entity/wil_target.json

Custom Sounds#

Sound IDCategorySound FilesSource
jig.didonguisounds/jig/didongresource_packs/wil_RP/sounds/sound_definitions.json
jig.dodinguisounds/jig/dodingresource_packs/wil_RP/sounds/sound_definitions.json
jig.dojiguisounds/jig/dojigresource_packs/wil_RP/sounds/sound_definitions.json
jig.hittingsoundneutralsounds/jig/mcgamewood, sounds/jig/mcgamestoneresource_packs/wil_RP/sounds/sound_definitions.json
jig.shopkeepneutralsounds/jig/shopkeep1, sounds/jig/shopkeep2, sounds/jig/shopkeep3resource_packs/wil_RP/sounds/sound_definitions.json

Custom Mobs#

Entities with AI behavior, navigation, NPC, or interact components.

Entity IDReal NameSpawnableSummonableType FamiliesSources
jig:wil_dolphinA Dolphinyesyeswildolphinbehavior_packs/wil_BP/entities/wil_dolphin.json, resource_packs/wil_RP/entity/wil_dolphin.json