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Emerald Armor: Untold Stories 3 Episode 16

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The emeralds within reach are all collected and the wool is still out there somewhere, so the plan this time is to go back and finish a wing they started and never cleared. It pays off with the best armor of the run so far.

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Four ways out

There is nothing left to collect nearby, which leaves a choice at the hub: head for the wool, or finish the half-explored path first. There are four paths out of the room. They pick the unfinished one.

A witch eats most of the arrows on the way. Whoever is shooting only had twelve to start with.

An old mine tunnel with rails, cobwebs and lapis ore in the walls

Spawners, webs and a missing shield

One of them remembers this stretch, roughly. Once they get past a certain wall a pack of spawners starts up, so the instruction is to move quick-ish and not give them time. The corridor is old mine track choked with cobwebs, and torches go down on every spawner they find.

The cave spiders hit hard but do not poison anyone, which they put down to the difficulty setting. Somewhere in the scramble a shield goes missing. The owner works it out mid-fight: why didn't I block with my shield? Oh, I know why.

A cave spider and a skeleton attacking in a webbed mine tunnel

The Grand Treasure Chest

The wing ends in a dead end, and the dead end has a chest in it. Inside: emerald leggings and an emerald chestplate, Unbreaking X and Blast Protection III, with a note that the full set grants Resistance I. Unbreaking ten, as one of them puts it, means really hard to break.

There is a short round of after-you over who should wear it, settled by the observation that green is somebody's color anyway.

The Grand Treasure Chest showing an Emerald Chestplate with Unbreaking X and Blast Protection III

Gold is not iron

The next branch is a dead end too, and this is where they learn the map's trade only runs one way. Iron gets you gold. Gold does not get you iron. Four pieces of gold, gone, to find that out.

They have not hit a trap in a while, so one of them declares they are due. Is that how that works? Apparently. What they get instead is a creeper chain reaction that clears some webs and drops TNT, and a steady rate of broken weapons. An axe goes first. Then swords, one after another.

A zombie with a minecart

The strangest find of the episode: a zombie pushing a minecart with a chest in it. It turns out to be a heck of a chest, full of goodies, and the two of them swap chestplates around while they sort the haul.

The wing keeps looping back on itself, which one of them admits is clever map design while being blown up by it. The far end is more webs and skeletons from two or three spawners, and a creeper that takes out every torch they had placed.

Scoti fighting in a cobweb-filled mine tunnel lit by torches

Marking the way back

One more spider spawner turns up on the left, missed by one of them, which earns a suggestion to get the new glasses checked. A sign nearby reads Shortcut. They decide to dig down, burning through gold pickaxes that do not last, and ring the two-by-two hole with torches so they can find it again next time.

That is where it stops.