Episode 88 has two jobs. The first is a secret door in a bedroom high in the keep at Basket Castle. The second is a fix at the iron golem farm on Iron Island, where one cell does not match the rest. Basket is the only player seen in the game.
A door that lies flat
Basket grabs sticky pistons, repeaters, comparators and redstone blocks from storage and climbs the back stairwell of the keep to the bedroom space near the top. The plan is a hatch in the floor. A door that opens up and down would be easy. This one has to lie flat and fit into one small space, so the trick is a one-tick pulse that makes a sticky piston push a block and leave it behind. The first tries do nothing. "Let's ponder why this isn't working." Basket builds it upright first, where it is simple, then turns the whole thing on its side. "Yes, good. Okay, we built it horizontally."
The switch is a chest
The real one goes into the floor next. It needs to open from two places: from the secret space underneath, and from the bedroom above. The button below ends up on the ceiling of that space, to be covered up later "in a clever way." To make room for the wiring, the bedroom floor gets raised more than planned. A bed four blocks wide goes on top, with dark oak standing in for wool that Basket does not have yet. "So this is, you know, a king-size bed, right?"
For the trigger upstairs, Basket checks whether clicking an observer sets it off. It does not. A trapped chest does, so the chest beside the bed becomes the switch. Open it, the floor slides away, and a ladder leads down. Getting out is clumsy, because the ladders make you hop up on top first. "If you're actually climbing out of a secret door on the floor, you know, you wouldn't be able to do it super gracefully anyway."
Four cells, one crooked
Then it is off to Iron Island. The farm has four cells. Three point north and south, and one points east and west. Basket weighs two fixes: rotate the odd cell, or add glass pillars so the farm looks the same from all four sides. The pillars mean far less rework, so that wins at first. Basket finds lapis and some blue glass in the storage chests, then sand and cobblestone, and sets up furnaces for more glass. Along the way it turns out the base has no ender chest. "Note to self: add an ender chest in each of the four corners."
Then Basket counts across the farm to find the middle. Sixteen. An even number has no center block, so the pillars cannot line up. "Well that complicates the plan." Back to rotating the cell.
Moving the villagers
Inside the odd cell, the villagers and the doors decide where golems spawn, so both have to move. Basket pulls out the doors, lays glass across, and walls off a new room eight blocks long. A tunnel runs nine blocks out and turns left, straight into caves, which means more torches. Water then pushes the villagers down the hallway into their new room, very slowly.
A creeper and a zombie turn up in the caves, both on fire, and Basket spends a while chasing a sound through the dark. "My echo location is not working properly." The villagers are moved by the end. New door spots, lined up with the other cells, and turning the glass up top are left for the next episode. "But that'll be next time." The credits run to the end with no gameplay after them.