Basket opens a village door, finds a dark room with a speaker and a wave-shaped panel, solves a lake panel by its treetops, and gets stuck on a green graph.
Basket clears two negation panels, sets off a cloud of green sparkles the commentary calls fairy dust, fires a laser, and opens a door under a windmill.
Basket meets a new three-pointed symbol on the panels, works out that it cancels one thing that is wrong, and uses it on a long row of colored-sun puzzles.
Basket follows tree shadows on white panels, mixes two rules to light a panel in the orange woods and fire a laser, then spends ten minutes fitting shapes into one green grid.
Basket spends the episode on panels with tree shadows across them, through bars, vines, metal sheets and fallen signs, and solves a stubborn last one at the very end.
Basket hunts for the angle that shows the answer to a panel hanging over the water in the dark hall, solves it and the panel its cable leads to, and reaches a sunlit one.
Basket lights up a grid in the basement floor, finds the answers to a room of hexagon panels in the water below them, then heads down into a dark hall of blue panels.
Basket crosses into the desert, works out hexagon panels with the help of the sun's glare, powers three panels on a tower, and goes down into a dark room of red panels.
Basket goes back to old panels that give no error marks, then clears walk-on floor puzzles in the sandstone ruins for what the commentary calls extra credit.
Basket finishes a row of subtracting-shape panels, steps out onto the red side of the marsh, fires a light beam toward the mountain, then takes a long boat tour of the island.
Basket spends most of the episode on one panel with a two-by-two negation shape, cracks it, solves a checkerboard panel, and follows a line into a red room.
Basket finishes the marsh block-shape panels, meets a new symbol that subtracts shapes, turns a bridge with a square panel, and solves two more of the new panels underwater.
Basket boats to a new shore, meets panels that never show an error, opens a red-doored building, and stalls at a trellis panel that resets on every miss.