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Fingerprints, Episode 22: The Witness

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Episode 22 of The Witness starts in the town, takes a long walk out to the desert, and spends most of its time on desert panels worked out with the help of the sun's glare. It ends in a dark room under the ruins, with two panels done and more lights to sort out.

Town and greenhouse

Under some wooden planks in the town sits a panel showing a black and white picture. The commentary keeps it in mind, "in case it's important."

Nearby, behind green glass, is a panel with yellow and pink dots. "If it follows the same rules as the other ones I've seen." A line goes in, then clears, and nothing shows whether it worked: "This is one that doesn't give any error messages."

A panel set in a dark wooden frame behind green-tinted glass, with yellow dot clusters along the top row, pink dots lower down, and a white line drawn from the round start at the bottom left in a winding path up to the right edge

Across to the desert

The path runs through autumn woods past a windmill and out onto the sand. A gray panel with blue and yellow shapes gets a few tries ("ooh, negation puzzles") and is left. Down on the beach, a small panel lies broken on the ground. A line goes through it: "we solved it," though the commentary does not "understand its purpose."

Hexagons in the sun

The desert panels are dark red, each with a black hexagon and spokes, and no marks to say where the line goes. A viewer had an idea, and the commentary picks it up: "move so the sun reflects." From the right spot a bright glare shows on the panel, and a line drawn along it lights the cable orange.

A dark red panel on a post in the desert with a black hexagon and spokes on it, and a pale line drawn from the center around part of the hexagon to the top, with sand, rocks and sea behind

"I guess that's probably the solution for all these." It isn't easy. Small orange boxes with sliders turn the panels, "this thing is really, really slow," and, as the commentary notes, "every time you get it wrong you have to go back to the last one."

Three on a tower

Cables lead up a scaffold to three panels on top of a tower. "I guess they're all lit up so I have to do them all." Each one means finding the sun: "Where is the sweet spot?" One by one they take a line, and the last needs its panel rotated "to be facing towards the Sun a little bit."

A dark red hexagon panel high above the desert with a glowing zigzag line drawn across it from a round start at the lower left, and the edge of a second panel beside it with an orange line down its middle

The third solve powers something below. "Oh, I powered this door. We're down here now. Welcome to the basement."

The basement

The room is dim, with red panels standing in patches of light. A small blue screen with a cable "turns on lights," and moving it shifts which panels are lit. A zigzag goes on the first panel ("so that's the exit point, that's the entrance"), then the lights move and a second panel gets one too.

Two red panels in a dim stone room, each with an orange zigzag line drawn on it, and glowing orange cables running from them to a red grid set in the floor

Where it ends

Both panels glow orange, their cables running into a red grid in the floor. The view turns around the room and down at the grid as the commentary says "more lights," and the video cuts to the end card.