Day four of Mission Impossible, Michael Deering's January 2014 challenge, is moving day. The chat shows Steel_Douglas, Max_Writer and lostinthefort joining the game, so the whole team is on, and they have enough giant mushrooms to leave the cave for good. Someone on voice sums it up: "We need to move."
Packing up
The cave gets emptied fast. "You can leave the half slabs, I don't think they're that important." Someone has five gunpowder "in case we want to make a TNT thing." Someone is lagging almost at once: "Somebody guard me for a second." Then the team heads out onto the snow.
Across the ice spikes
Basket follows Max_Writer through a field of tall ice spikes and then across open snow and spruce trees. Hunger is the talk of the walk. "Hunger still not down." "Maybe we should stop for a picnic." Someone asks if it's noon yet, and the answer is "Yeah, I'd say it's noon." They pass a cave or two and keep going until a tree on the horizon marks the spot.
Digging down by the ravine
The stronghold is underground, next to a ravine. Basket digs down through the snow into a cave, with lostinthefort right there in the green shirt. Netherrack goes up to block the openings, and torches go down the tunnel. "Ooh, I hit coal right away." There's iron too. Somebody starts a snowball fight, which gets a "Why are you being a waster?" in reply. Then the digging goes deeper, past more iron, toward a big open space below.
Breaking in
The tunnel comes out on mossy stone brick stairs. "Oh my goodness. Enderman down here, guys." Skeletons fire from the dark, a zombie shows up, and ladders go in "so that at least we can't get jumped from below." Basket gets a furnace going and eats a bowl of mushroom stew. The endermen mostly ignore everyone. "Why doesn't this enderman care?" The creepers don't. "Guys, you blew up my steps again." Someone warns that a silverfish is loose, and the team picks up a bow.
A fixer-upper
Inside, the team regroups in a torch-lit room. Food gets handed around, coal gets shared, and someone takes in the view: "This is a lovely place to call our home." The answer comes right back: "It's a fixer-upper, man." An enderman that does get angry is taken down. "Get him, get him, get him. Nice, well done." The advice for the rest of the stay is simple: "Don't break any blocks that are like the stone bricks."
Creepers at the door
Basket explores on through stone brick halls, wooden doors and a room of iron bars. Someone finds a chest and counts out loud: "One, two, three diamonds and an iron helmet." Then creepers come down the corridor by an iron door. "After these two creepers." Basket fights at the door, and the call comes: "They're all dead." Basket ends day four alive inside the stronghold, and no death shows on screen. The end card follows, with nothing after it.