Nobody dies in this one. The death counter reads Basket 31, Scoti 20 from start to finish. The episode is really two halves: a tour of what got built off camera in Desolate Blast Foundry, then a first walk into the Tower of Light.
The base, and a cloud
Nobody is sure what episode number this is. "Who cares?" The base has grown, with more chests, and the armor is spread all over the place. Then a strange render glitch shows up, which turns out to be a cloud. They keep it in rather than recut.
The continuity chest holds a pile of Azarian Trading Gems. In the coal room with the one spawner, there turned out to be two spawners, and the skeletons from them drop gems now and then, so those got farmed. There's armor to swap too: chain leggings, a gold chestplate in good shape, bows, and stone swords for anyone who'd rather not waste the magic ones.
Golden pickaxes are the other big haul. They wear out fast, but they break things fast, which makes them good for taking out a spawner on the run. There are so many at the other base that spares can go over the ledge.
Camp Amlup's Revenge
The foundry camp needs a name. "Camp Explody Bed" comes up first, then "Camp Amlup's Revenge," and that one sticks. The stairs down have been built up too. "This is OSHA approved."
Behind a button, the first skeleton spawner they found now feeds a little grinder. The skeletons land in one spot and drop golden pickaxes, gems, golden helmets, and sometimes chain pants, usually almost broken. The helmets come out enchanted; one in the stockpile reads Miner's Cap, Protection II, Respiration I. Lava keeps the leftovers from lagging the game, since there's no redstone yet for an on/off switch. There's also a whole chest of gunpowder, so the creeper spawners can go.
The last platform
Orange wool came last episode, but there's an anvil on a platform they haven't done. One of them wants to snipe from above while the other runs in "like a boss" with torches. A creeper spawner gets broken with a golden pickaxe, and it goes easier than expected. On the climb up, one of them drops to a single heart.
The anvil chest opens on a count of three: a Hazard Helm, books, and a slime ball. In a furnace next to it are five bottles o' enchanting.
The "cave of badness" across the way, full of creepers, turns out to be a dead end with coal in it. Good to mine later. There's also a rail, with redstone torches nearby to power it.
Into the Tower of Light
After a cut, the next part starts with "this is gonna be a long episode." They head into the next level, the magenta one. A sign warns that things will be bright. It's a cave of glowstone, and there's an Enderman. "Don't look at him."
One thing they're short on is string. If they find a spider spawner, the plan is to keep it, so they can make bows instead of farming skeletons. Any spawner with a "magical" mob inside might be worth keeping too. "They aren't iron blocks. I'm talking to you, YouTube commenters."
A chest under a sign has combat gear and sand, which means glass. They carry it higher up for a base camp. There's quartz too, and one of them wants redstone badly. "Ooh, comparators."
Glowstone vein number one
A skeleton gets shot, and so does a teammate. "No, that was my bow. I shot you." The bow is a Power III Flame bow, too good to lose. Mobs keep spawning even though everything is lit, and they wonder about a spawner with a bigger range.
A sign reads "Glowstone vein number one depleted." Maybe they dug too deep. Then something with a glowstone head shows up, mostly invisible. "Bad news coming up behind us." They head back up to a chest, and that's where it ends.