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Home Base: Ragecraft 3 Episode 3

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Basket and Scoti pick up where they left off, heading for the building they spotted at the end of the last episode. It turns into their base, and from there they cross a bridge into a town full of corrupted townsmen. The death counter stays at zero for both of them, though not by much.

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A sign that says "base"

The start is a scramble: a creeper, the sound of silverfish, skeletons with bows. Inside the house, a sign reads, "This house looks like a good place to set up a base before heading towards the town." One of them calls it a trap. Upstairs they smash a spawner, and later torch a spider spawner too.

A dark town of stone and timber houses across a deep ravine, seen from a wooden balcony

The chests are generous. There's a Hunter's Bow with Power I, a stone pickaxe, cooked fish, and a sword called Pest Control with Bane of Arthropods III. They move the loot downstairs, throw everything into one chest, and one of them sets their spawn there. They talk over what to do with their single iron ingot and whether to save the stone pickaxe for iron.

Basket's cool gold sword is nearly broken. "Gold swords don't last very long." It gets a short goodbye song: "We only had you for an episode."

A chest tooltip for Pest Control, a Bane of Arthropods III sword with +4 attack damage

Over the bridge

Next is the bridge, and one of them still thinks it's a bad idea. "I feel like this is a 'watch Scoti get shot off of here' kind of moment." There's water below if anyone falls, and a lit platform down there that might hold an emerald or two. They make a note to check it later.

On the other side, the town has corrupted townsmen. The first house has more antidote, which makes them wonder why they keep finding so much of it. It also has a Sacred Knife that sets mobs on fire, a chestplate, magic boots, quartz, a jukebox, books and beds to carry back to base. Beds don't stack, so taking all of them just fills an inventory.

A red-skinned mob named Corrupted Townsman walking through the town

An emerald

In the next building, a block of wool makes one of them think trap. It isn't. "The emerald! Oh, nice." Back at base they put it away with the extra beds and the redstone, set down a furnace and cook the pork chops.

Basket runs into another building alone, takes arrows and has to retreat. "Oh, he went in there, you silly Basket." Scoti lays out the plan: run in, check things out, run back, heal up. Another house gives a second Pest Control, and one of them now has an Efficiency II pickaxe. One of them says they're loving the map so far, maybe because they're on Normal.

One heart

Mobs pour down a staircase, and some walk straight through a frost trap. Then the trap goes missing again. The item says infinite uses, but they think it breaks when it hits a mob.

Scoti_Garbidis fighting a burning corrupted townsman on the grass

The last fight goes badly. Silverfish, fire, a creeper, a hole. One of them breaks a block to make the other a way out of the hole, and someone ends up running on one heart. Both get away. They split some arrows, agree they're doing well, and call it there with the counter still at 0 and 0.