A short one. They start at Intersection 2, head into area number 10, and spend the episode taking apart spawners in a lab built out of green glass. Nobody dies.
A chestplate you can't take off
Basket has been upgrading. The cursed leather tunic from the dispenser trap, the one with Curse of Binding, now has Projectile Protection III added on top of its Mending. The catch hasn't changed: it can't come off until Basket dies. So that's Basket's chestplate now, for better or worse.
Then it's on to the next area. It's called Laminar Labs, and one of them hopes there are puppies inside. Chocolate labs, black labs. The other points out that if there are, they'd have to kill them, which isn't the best.
A shield in the first chest
There's a chest just inside. It doesn't have the book they expected. It has an iron shield that resists knockback, which is a nice start.
Past it the room splits into two sets of steps, with a skeleton spawner on each side. An Enderman wanders around on the other side, and creepers are coming around the corner. One of them notices the whole level is green, which will make the emeralds harder to spot. Then someone finally looks down. There are more levels below, a lot of them.
Spawners worth keeping
Not every spawner gets smashed. The skeleton spawners might be worth keeping for arrows, they figure. A witch spawner might mean healing potions, "not that we need them." Three witches come out in a row, and one of them gets poisoned.
There's also a blaze spawner. "Blaze is, oh god!" One of them takes a spawner out, and the bow work gets close. "Ooh, I almost shot you. That'd be bad." Skeletons sit out on platforms across the gap. Bridging looks like the only way over until some of the spawners turn out to be reachable through glass windows. One of them shows off a little snow fort.
The window was a trick
To get at another witch spawner, one of them breaks the glass. Water pours out. "It's a trick." A spider, more witches and some creepers arrive at the same time, and one of them runs out of arrows. The other hands over 23, half of what they had.
The side rooms have doors, so they close them and take the rooms one at a time. One holds a creeper, which gets walled in with a block. A chest has another record in it. Inventories are full again, so the stone tools go, the beetroot soup gets eaten, and a pile of feathers gets left behind because this level has no gravel for flint. Someone hits the levers in the wall to see what they do. "It's always a good idea." There's a creeper spawner in that room, and then there isn't.
One more chest
One more chest is tucked in the back of a room, near a painting. It sits on chiseled stone, so they check for a trap. There isn't one. "You can tell by the way I did not explode." Inside are XP bottles, a Looting book and an iron pickaxe. They take what matters and leave the rest to come back for, and that's the episode.