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Keep Basket: Team B.S. Server Episode 79

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Episode 79 opens at the keep in Basket Castle after a little work off camera. The second front tower now matches the first, with stairs that cycle around and gaps left where doors might go, keeping in mind the secret tunnel that connects up to some of those spots. On top of one front tower sits the spiral staircase from last time. The tower looks tall next to the gatehouse, but the barracks isn't done and might go higher, so Basket stops raising towers and turns to the rest of the floor. Basket is the only player seen in the game.

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Cranks for the portcullis

The floor above the gate is where the portcullis machinery goes. Basket fills a shulker box, digs some nether brick out of a chest, makes more, and finds a supply of iron bars already on hand.

The first snag is the chain. The gate is an even number of blocks wide, so one chain can't run down the middle. The fix is chains on both sides, and "that might look okay." Iron bars stand in for the chain, fences hold up the sides, slabs go on top, and levers mark the spot where someone would turn the crank. "Why are pulleys not a thing in Minecraft?"

The room is cramped, but it is only for the people who raise and lower the portcullis, "which is technically never gonna go up or down," so it only has to look the part.

Looking down on a nether brick crank with a lever on top and iron bars on both sides, built into the stone brick front of the keep

Built once, built again

The first crank works but looks clunky. Then Basket remembers the original plan: shift the whole thing over one block so it sits right above where it needs to be. It all comes out and goes back in. "That's the downside to coming up with an idea and then not doing it right away." The second time is quicker, "now that we built it once, we can build it easy," and the second crank follows the same idea while leaving a little more room to walk around.

A nether brick crank beam running across a stone brick room, with a column of iron bars wrapped around it like a chain and a beacon beam in the sky behind

The crank room

Torches light the room until something better comes along. Basket tries wood and stone for a stair block and picks stone, since wood looks weirder from below. There probably won't be a door. Small doorways lead off into the towers, and arrow slits go in on both sides, mirrored, with cracked bricks mixed in. The room is four high with a birch ceiling.

Up front there may be a window straight down over the gate, for whoever is outside to "holler up and say like, 'Hey, you know, I'm so-and-so. Let me in.'"

A birch plank ceiling over a stone brick room inside the keep, with a narrow corridor leading off the far side

Stairs that don't line up

A new stairway climbs into this floor, with a small window over it. "We can't really see out the window. It's a very high window." Basket's shulker box plan is struggling too: it is so full that it isn't "working as well as I would have hoped." One room gets double doors rather than an archway, "because it's kind of an ugly room."

The back corner was going to be the royal tower, so a stretch of floor gets walled off as that tower's space, with a stained glass window on the outside wall. Slab stairs head up toward the next level. The floors here are three and a half high and the ones nearby four and a half, so doorways don't always meet. Basket isn't worried: "They'll eventually line up as we go a little higher up."

A secret room

The gaps inside the thick front walls keep growing. One leftover space could be a secret room, "if you're trying to hide people or whatever." A viewer calls it a perfect spot to hide diamonds. Ladders go in to reach spaces inside the walls, and spots for possible secret doors get marked so Basket remembers them. The secret spaces are in two halves for now, and somewhere, maybe the basement, maybe higher, they should join up.

Basket gets turned around more than once. "How do I get up there again? Nope." The last idea is a balcony at the front for talking to people down below, which might connect to the floor above instead. "We'll come back to that." The credits run to the end with no gameplay after them.

Ladders and torches on the stone brick walls of a cramped space inside the keep's walls, with a birch ceiling above