The sign on the wall reads "THE OUTPOST (path to I2) [3 Emeralds]," and the death counter opens at Scoti 35, Basket 31. One of them already regrets leaving the backup sword at base. The other hands one over. "My regular sword wasn't even magical." So: three emeralds in this area, and a path to the second intersection somewhere past them.
Don't blow up the rail
The Outpost is a jungle camp full of minecart track, and the first rule is "We don't want to blow up the rail." The creepers don't agree. "Oh no, it's gonna blow up some of the track. I'm sorry." When it settles down, some of the track is gone and there's redstone everywhere. Somebody remembers the book mentioning redstone, maybe something about trading it to a guy, but nobody remembers what it said.
One house has a whole redstone contraption inside and a Splash Potion of Purification. A dispenser in there should have hit someone in the face. "You should have got lava blasted." A chest holds a Mining Uniform cap: Protection III, 5% slower, more knockback resistance.
Archers on spiders
The worst of the locals are archers in blue armor riding spiders. "Those guys have some kind of knockback on their swords or their bows or whatever." Later it's simpler: "The knockback on those bows are really bad."
In another building someone finds a pickaxe and calls it: "I got a fortune pick." There's a spawner nearby for a mob carrying a pickaxe, and they leave it alone in case those mobs drop fortune picks too. So far they haven't. Later on they find three of those spawners together and note the spot for later.
An emerald over a blaze pit
"I have an emerald, by the way." That's one. The next one is harder. A hole drops down along the rails, and "there's an emerald down there." Poison spiders are in it, and underneath the chest there are blazes. On Basket's screen everything is fire, the hearts are poisoned green, and it's down to half a heart. A healing potion buys some time, the spawner under the chest gets broken with a pickaxe, and the emerald comes out. "You can have it."
Counting gets fuzzy after that. "That's seven." "So it's eight." Either way, they agree there's one more in this area.
Intersection 2
Past a camp with more archers, powered rails lead up and away. One stop, which one of them calls an "advanced mobile combat support station," gives Regeneration, Resistance and Fire Resistance. The idea is to move it forward as they work through the next areas, as long as no creeper blows up next to it.
The plan was to grab the checkpoint and go back for the last emerald. Someone spots it, then doesn't. "Oh wait, no, that's lime green for the intersection."
Inside Intersection 2, three signs hang overhead. LITTLE MINES has the Lime Crystal, THE LAST SORCERER has the Pink Crystal, and MOUNT CINIS has the Gray Crystal, six emeralds each. The recommended order is Little Mines first, then The Last Sorcerer, then Mount Cinis. They head for Little Mines.
Nobody died this time. The counter closes at Scoti 35, Basket 31, with the monument at 5 of 16 crystals and 2 of 12 emerald blocks.