The emerald they hunted for so long turns up, and it was in a spot they walked past a hundred times. Then they go into the Deep Dark Dungeon after Emerald 6. They come out with a new sword, an ogre's club and the purple wool, but no emerald.
The dark spot
It's raining when they start, and there's thunder. They follow the edges of the area to a patch of vines with a creeper hole, and that's the place. One of them found the missing emerald here off camera. "We probably walked by this thing a hundred times."
It was the only dark spot in the whole area, but in daytime not a single zombie was coming out of it. "renderXR, your zombie spawners are broken. Fix your game." Then torches went in.
They take the emerald back to the monument. One of them claims the glass. They already have a purple window, so the old one gets broken and this one goes in. "There shall be only one." There are ladders by the waterfall now, so they can skip the water.
Emerald 6, and a creeper
While editing, one of them worked out where Emerald 6 should be: inside the last level, not off the main intersection. That's the Deep Dark Dungeon, so that's where they go. They watch for string on the ground, because a tripwire would mean a trap. One of them has no blocks and not much good armor.
It goes wrong fast. A creeper gets Scoti, and the blame lands on a wooden wall that wasn't finished. "If it'd been closed, I wouldn't have died." The other says there were plenty of holes in it anyway.
Tune of Affray
A treasure chest holds another music disc sword, Tune of Affray: Sharpness V, Knockback I, Fire Aspect I. That starts an argument about the older swords, which one had knockback and which had sharpness, and who has which. One may be in a chest somewhere. Or it's lost. "You can have that, man. I always die."
Spawners in the walls
One room has creeper spawners and a chest in the middle that might be trapped. Creepers keep appearing from inside the walls. In the last room there were spawners hidden in the pillars, so they cut a tunnel through the wall instead of walking in. "Spawner down."
The chest wasn't trapped. It has armor, including a blast protection helmet, which comes out sounding like "here's a boss" until the one handing it over promises to enunciate.
The ogre
Past the far bars is a decked-out mob that turns out to be an ogre with knockback resistance. It drops an Ogre Club: Sharpness II, Knockback II, Looting I and Unbreaking V, but only four attack damage and an attack speed of one, so it's super slow.
The box in the middle of the room isn't the emerald either. It's the purple wool. "I'm so confused."
Tricky to find
So the emerald is still in here somewhere. They check the ceilings and the walls, look for green glass behind the vines and for light coming from anywhere. One of them insists they don't need advice on finding emeralds. Word from chat is that this one is a little tricky to find.
The one who found the last emerald spent about two hours on it the day before, building tall towers to look around. They decide to end the episode and keep searching off camera.