The last episode ended with Basket going back down for his stuff, and this one starts the same way, with blazes waiting at the bottom of the stairs. Past that is the biggest room in Death's March so far, and they spend most of the episode working out how to take it apart.
One boot at a time
He doesn't get everything back, but he gets more of it. The first few minutes are inventory: which set of armor is he even wearing, which chestplate goes where. Put your boots on, comes the advice, one boot at a time. The junk goes on the floor rather than in a chest, since they will be running through that room again anyway.
It is, one of them points out, the best start to an episode, just like the end of the last one.
The floor is on fire
The next room shoots back. Arrows come from a trap across the way, and then fire charges, and the floor turns out to be netherrack, so everything catches. They find the redstone behind it and start breaking it up, which leaves a lot of dispensers and a lot of fire charges for whoever wants them. Somebody now has so many fire charges that they plan to make cool stuff with them later.
Then the walls start moving. Silverfish. One of them gets stuck in a bad spot, eating chicken to stay alive and unable to climb out, until the other digs him free. You saved my life, I love you. The verdict afterward is a familiar one: they can handle creepers, skeletons and charged creepers, and then a silverfish they can't kill in one hit nearly does them in.
It's a throne room, man
The next doorway opens on a huge hall with a red carpet running up to a throne, pillars down both sides, fire along the ledges and lava below. It doesn't look like a boss room, but there are mobs everywhere, the kind of crowd that means the room is at max spawns. One guess is that it's going to have a wither.
There's a skeleton spawner at the bottom of the stairs and lava on either side, so the water bucket comes out. Then magma cubes start appearing from inside the pillars.
Inside the pillars
The plan is to dig into the pillars and break whatever is in there. The first one holds a magma cube spawner. One of them climbs inside a pillar and digs straight up to see if there's more, and there is: high enough up, each pillar seems to have a blaze spawner too. So the rule becomes stay low, set off the magma cubes, and leave the blazes alone.
That still leaves endermen, whatever spawners sit in the middle of the floor, and the general crowd. Arrows are running low, and one of them wants to make a bow but has two string and needs three. The armor is wearing down as well, a helmet and boots at half each.
Beating a trap with a trap
The idea for the carpet is to light it with fire charges and burn out the little magma cubes hiding in it. The shot sets something off instead, and the stairs they would have run down blow up. Their own fire charges triggered the trap before they were on it. A viewer in the chat congratulates them for outsmarting the trap with a former trap.
Basket water-buckets down into the hole the gravel left to take a peek. It's lava and then bedrock, nothing hidden. The stairs will have to be rebuilt, and one of them is suddenly out of food and gets told to go back in his old Scoti hole and block it up.
Next time, charge
The spawners in the middle are harder to reach now that there are pits around them, but there's a plan: run down, box in if needed, put torches on everything, and make sure there's a way back up. Next episode they charge in and do all of it. Then an enderman takes an interest, a spider shows up, and that is where they leave it.