BasketMC

The Witch Moves In: MHC Marry a Witch Episode 5

  • Published on

Day five of the second attempt has a clear order of jobs. "First I need to finish off the floor here, work on the house, and then once it comes to the night I'm going to see if I can get a witch." The house isn't going to be big. Basket is short on wood and has hardly any bone meal, "because we didn't fight too many things."

Watch this episode on YouTube

Floor and saplings

The birch floor goes down over the foundation from last episode. Basket isn't sure of the design yet: "it'd be kind of based on the resources I have." The tree farm gets torches, "just so that it's nice and lit," and more saplings go in.

Birch planks laid as the floor of the witch's house beside the dirt of the cleared rise

The saplings are the problem. A tree comes down and drops almost nothing. "Very stingy. Holy cow." Basket wonders if "there's a reduced chance of dropping saplings in this biome." Then one tree grows, and Basket chops it right away, "cause we're gonna need quite a bit of wood." The redstone door can wait. "We'll focus first on just getting a basic building first."

Milk and sand

Basket heads into the plains with spare buckets. Cows mean milk, and milk means a cure "for when I am encountering a witch." Basket fills a couple of buckets, then digs sand by the water with a shovel. "I don't usually carry a shovel." Twenty blocks should do. It all goes back up the rise to be smelted into glass.

Cows grazing in the tall grass of the plains next to the mushroom biome

Back at camp, Basket sets up an infinite water spring and waits on the trees. "Our forest is slowly increasing."

Walls and windows

With enough wood, the walls go up. The back gets no windows "because it's sort of a hill." The front gets a door and glass on either side, and torches go on the inside walls. Basket wants the house done before a witch is in it, plus "an escape route for when I lead her in here."

Night comes. Basket has milk buckets ready, no bow and "a couple of arrows."

Catching a witch

The first look turns up "a bunch of other stuff, no witches." So Basket runs off and comes back to cycle out the monsters. It works, sort of. "That's a lot of creepers." Creepers, endermen, zombies, skeletons, and then: "oh there's a witch."

The witch follows. "She put on speed," Basket says, sprinting for the house. "This is a lot easier than trying to herd like cows and stuff with wheat." Along the way the witch loses interest, so Basket uses the wait to pile dirt blocks around the door. Then the witch is back on track. Basket gets it inside, closes the door, and pulls out the extra blocks.

The witch standing inside the new oak house between glass windows and two torches at night

"I didn't even get poisoned. Didn't even need all that milk."

Not named yet

There's a witch in the house, and the name tags are still in the inventory. Basket holds off on the anvil. Michael Deering suggested a couple of names, and the naming will happen "at the beginning of the next episode."

The sun comes up over the new house. Basket switches to third person for a last look outside the house, with the witch inside it.

Basket in a diamond chestplate outside the oak house with glass windows and a wooden door at sunrise

Basket is alive, and the witch is caught but not named. The credits roll after that, with no gameplay after them.