Part 3 picks up in the middle of the temple, with a quick argument about which side the shortcut ladder was on. It was straight down. The party this time, going by the nameplates, is Basket, WonderSim, johnfal_92 and dash10138. The job is still nine Tlaxan totems, and two were touched last time.
A button you can shoot
First they mop up one small area they skipped, which has a chest in it and a bow guy in the corner. Then comes a room someone calls "particularly evil," with creepers coming out of the ceiling and two spawners on the far side. The totem button here is a wooden one, so it can be hit with an arrow, the same as in the orange wool dungeon. Chat reads "Totem 6 has been activated." One player admits they did that by accident the day before, firing a volley at a mob and hitting the button instead.
The warning after that is the usual one for this dungeon: watch the ceilings. A silverfish room comes next, then a tripwire string just past a torch. "Don't go past the torch." Someone breaks the string.
The room with no door
The lava room is next, and the plan is to go in hard and fast. It goes better than expected. The mobs die quickly, a spawner in the back goes down, and someone calls it "the easy part" as long as you watch the bow guys. The button is through a wall on the far side. Blazes are spawning right there.
It turns out the room has no real entrance. You're supposed to pillar up to it while mobs drop on your head, which is why attacking through the wall works. Somebody gets knocked into the lava and comes out poisoned. Chat reads "Totem 4 has been activated," and the group splits up to bridge out and take the last spawners. One ladder runs straight down into lava. "That's pretty cruel."
There are chests up in the rafters, in an attic of sorts, but inventories are full and most of it would be junk. They skip it. The count gets fuzzy here too: "four totems total now," then "five, yeah I think so."
Shoot the baby, again
Down the spiral staircase is the sewer area, and it is full of baby zombies again. Above them are lots of spawners. Chat reads "Totem 5 has been activated." There's a trap here they remember as one of the really tough spots, but the dispensers are empty. "They did nerf this area." A witch catches all of them. "You've all been witched." Someone runs low and drinks a potion. Another trap clicks underfoot, and it's empty too.
Number seven
The last stretch has a double creeper spawner up high, a chest in the water and a lingering potion cloud hanging in the hallway by the next button. The player who pressed the last couple lets someone else have it. Chat reads "Totem 7 has been activated."
"That was number seven." The episode ends there, with more of the temple still ahead. "So we still have more stuff."