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Alchemical Stronghold Part 4: Uncharted Territory 3 Episode 41

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Part 4 starts the way Part 3 did, with a creeper. The counter reads Basket 47, Scoti 38, and it stays there the whole episode, though not for lack of trying. First they sort loot: golden apples, regeneration potions, a pair of Hazard Leggings (Blast Protection III, Fire Protection III) and two Power I bows that get combined into one Power II bow. Antidotes only stack in twos, which nobody fully understands.

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The enchanting table, and the catch

A ladder takes them down to a room that looks "oddly safe." Signs mark an "Unknown Dark Enchanting Artifact" and a power artifact. There's a diamond sword on the wall. At the end of a long hallway lit with redstone lamps sits the enchanting table they've been hunting for.

Of course it's a trap. They talk it through first: maybe a comparator keeps the lamps lit, and taking the table turns them all off. "We're gonna have to Indiana Jones away from it." One breaks it from a distance, the other grabs it, and the TNT goes off, but only at the far end of the hallway. Gravel dropped and set it off. They both came out of it in decent shape, and they agree it was clever: the people who turn and run are the ones who get blown up.

The diamond sword turns out to be a Power I sword that will break after one use. It goes in a chest.

Scoti standing beside an enchanting table at the end of a stone hallway lined with redstone lamps

Gray wool in the fleecy box

The next room is dark and full of creepers, plus "potion guys" and a skeleton somewhere in the back. Once the spawner is dealt with they find a glass box on a red brick floor, a chest sitting on a block in the middle. "Do you think this is the real fleecy box?" It seems awfully easy. It is real. The chest is full of gray wool.

A glass box on a red brick floor with a chest sitting on a stone block and glowstone in the middle

They grab the Bane of Arthropods and the diamond sword, leave a Fortune pick behind (they already have Fortune III), and climb out. There's an anvil up the shaft. The joke of the day: this time they found the wool first, and now they're off to explore the parts where the wool isn't. The wool goes in a chest by a tree instead of coming along. No sense risking it.

A chest full of gray wool, with the Gray Wool tooltip showing

Never drink the energy drink

The plan for the outside is fire resistance splash potions, then an energy drink for a speed boost, then run and torch everything. The energy drink gives speed, then poison, then hunger. "What did I just drink?" They retreat, regroup, and try again with the fire resistance still running.

Blaze spawners sit on top of obsidian structures. One of them goes out to draw fire while the other goes up. "I broke one and then you broke the other." Witches keep coming out of a building that had creepers on its roof, and someone takes out a witch spawner. "We all get a cookie."

Notice from the nether

Somebody has to read the signs out in the courtyard. Story time is announced: "Sit right back and Grandpa Scoti will delight you with tales of adventure." The sign says enough resources have been gathered from the nether, all portals are closed permanently, and a warping zone has been set up to harvest sand for glass. The stone and obsidian blocks around the courtyard are the closed portals.

The reader makes it back through the door on half a heart, and everyone yells to close every door. Below there's what looks like a brewing station with anvils, skeletons and zombies, and a wither skeleton spawner on the far side. They block the other door against the witches and call it there. The counter still says 47 and 38.

A dark cavern courtyard with fences, red brick pillars and a zombie near a wooden structure