BtB 2006 - Level 22 - Teahouse

Level by MichaelP (Michael Prager)

Authorized walkthrough by Sutekh

CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab
Enemies - Pick-ups - Secrets - Traps - Timed-Sequences

-- General Notes --

* Items in Bold are necessary to complete the level or get the secrets, either by using them, picking them up or both.
* You'll find a summary and a Spoilers Section at the end of this walkthrough.

Story

Lara was dropped by a plane near this mystic artefact, but she knew it would not be easy to get her hands on it. The prophecy said she had to go visit the Teahouse and bring its four gems along before the magical door would open and reveal the treasure. So off she goes and dives into her next adventure.

== Welcome to the Teahouse ==

Level Objective: Put your hands on the Mystic Artefact.

-- Getting In

Objective: find a way to enter the building

Where's my Parachute?

What a landing! Maybe you should consider filing a complaint against the flight company that brought you here and dropped you right in the middle of the danger zone. Not much time to think of it, though, as you're greeted on arrival by 3 electrical wraiths with no visible pool of water nearby.

Don't panic, salvation is near. As soon as you touch the ground, turn L (W) and rush in a straight line: you'll soon fall in a water hole. Wait for the wraiths to conveniently follow you there and extinguish but don't hang around too long: as you probably already noticed, the place is inhabited by a snake. So surface, pull out of the water from the R (N) ledge, turn around and draw your pistols. With enough patience, you'll be able to safely shoot it from dry land.

Once it's dead, jump back through the water hole and swim L (E) to the opposite wall to pick up a small medipack hidden in the algae. Swim L (N) again to the wall and pick up some flares hidden as well. Return to the water hole, surface and pull up.

And... immediately start to move while drawing your pistols: 2 Chinese thugs have come to check what all this noise was about and they're not happy to see you. Quickly take them down - but be cautious not to fall in the nearby pit while moving. Once you're done, take advantage of this brief moment of peace to take a look around.

Rushing In

The place you're currently in will be called "the Landing Area" for future reference. The most noticeable thing around is that closed cage with that shiny little gem inside: opening it is your ultimate goal in this level. There's a building to the E - which you need to enter now - and two closed doors: the leftmost white one beyond the pit is in fact an exit, so ignore it for now. The rightmost metallic one is your way in. You just need to open it.

Look at the southern side of the area. On your R (SW) is a little mound with a couple of baboons frolicking around. The "key" to the metallic door is beyond it in the far R corner (SW). You can also see some decorated red and grey slopes against the S wall. Make sure you don't walk on them: they're fire-trapped.

To reach the SW corner, first run a bit along the "alley" separating the baboons mound from the lower leftmost one, stopping after the first set of slopes and turn R (W) toward the mound. There's a lower, triangular and flatter slope ahead. Position Lara one step away from it and facing the lowest tip of the triangle and do a SJ on it while keeping Forward pressed to land a bit farther (see screenshot). Use the very same method to reach the top of the next slope.

[Note: considering what follows, and although it might sound a bit harsh, you may consider killing the baboons at this point so they're not in the way for your upcoming task]

Looking diagonally L, you should now see some flares and a switch in the corner. Run to the flares to pick them up (mind the trapped slopes), go to the switch and save: you're now in for your first timed-run.

There's no real special trick to this one: simply be as fast as you can by sprinting and jumping, while minding the nearby trapped slopes. Flip the switch, roll to turn around and start running with a hard L curve then R to face the door while avoiding the trapped slopes. Start sprinting then slide down the slope and jump a moment before you reach the bottom. Continue jumping/sprinting toward the door with a very last jump through it, taking off far enough not to be stopped by the raised doorway.

Congrats! You've made it into the building. You're done with the hors-d'oeuvre, now time for the main course.

-- Falling Balls and Puzzling Things

Objective: Collect the first Teahouse Gem

Grab for your Life

You're now in a purple passage, with a (very slippery) downward ramp ahead. Run a bit further and watch the short fly-by with attention: it shows you a ladder hanging midway above the ramp and, above all, that the bottom of it is grabbable as well (in short: it's a MS). You can also see a low white block just after the ladder (currently spikes-trapped) and another raised one a  bit further beyond an opening. Last but not least, another opening is on the L side, in front of the ladder. Be warned that would you miss said MS, you'd end up fried on the very trapped bottom of the ramp, the side red and grey slopes being trapped as well.

Now that you've got a good idea of the situation, start sliding down the ramp and pay attention to the dragons on the floor. To grab the MS you must jump just before you reach the next to last one (there's a rather narrow "window" here - see screenshot).

As you grab the MS, the white block in front of you rises. Let go, slide a little bit if needed and SJ on it. The spikes will be deactivated just before you land.

Since the other white block is still very much raised, ignore it for now and turn 135° L to face the opening on the side wall, standing on the R corner of the block. Hop back and do a RJ into the opening. Run along the purple corridor and watch the fly-by once you've reached the end.

Introducing the Boulders Room

This impressive room is called "The Boulders Room", and will be sort of the center of your future operations.

Run off into it and go L (W) to take a good look at the "pinball-like" wall there. All those boulders you can see hanging above the slopes will have to be set in motion in due time and fall in holes in the floor, with various consequences. If you take a look around, you can also see platforms, jump-switches, switches (which are currently inaccessible) and high ledges - among other things.

Run to the far L corner (SW), stopping at the hole, then turn R (N) and look down into the second hole: there's a small medipack in there so go pick it up. Leave the hole, run ahead a bit past the switch and turn L into the alcove. There's a ladder to your L: climb it to the top, pull up and slide to land on the raised platform. Go ahead and slide a bit then do a SJ to the jump-switch ahead, opening the trapdoor as you flip it.

Return to the ladder and the top of the pillar. Pull up, slide while holding Action (don't jump) and grab the second jump-switch. The first boulder falls, but the trapdoor above you is raised again, preventing it to reach it's destination (which isn't that bad a thing, considering you're right below it). Look at the closest switch: The white block before it is now high and you can access it. Do so and flip it, reopening the trapdoor and releasing the boulder.

Look R (N): a block has risen under the high ledge against the wall. Climb the closest set of white steps until you reach the last and highest one and do a RJ to the raised block. Walk to the edge, jump up, grab and pull up on the ledge.

First go pick up the flares to your L then pass the red-lit opening on the opposite end of the ledge.

The First Gem Puzzle

You're now standing at the top of a series of converging slopes, giving onto a passage below. To get past the slopes, first do a SJ holding Action to the second one in front of you then bounce from slope to slope while holding the Right key until you eventually land in the red corridor (if you ever find yourself stuck between two slopes, simply jump holding the Right key).

Run along the corridor: you'll soon reach the first of a series of small rooms with switches, raising blocks and movable Red Dragon Dice. As it is indeed a puzzle, you'll find the solution thereof in the Spoilers Section at the end of this walkthrough. Once you've solved it you'll have collected the 1st Teahouse Gem, will have killed 2 Chinese thugs, picked up a small medipack and will be back at the entrance of the Puzzle Room.

-- Bouncing and Swimming (not necessarily in that order)

Objective: Collect the second Teahouse Gem

Dangerous Waters

To make your way back to the Boulders Room, first SJ on the slope in front of the opening then bounce from slope to slope while holding the Right key. When you land on the last R one (against the wall) slide a bit before jumping while holding Right and land into the opening.

Get back on the ledge and pull up on the block that was raised when you placed the last Dragon Dice where it belonged. Look up: there's a MS above you so turn around, jump up, grab and swing to the very end.

Let go to land on a slope below and immediately jump to the next one. Continue jumping (without sliding or hitting Action) until you eventually land on a higher ledge just above the MS (see screenshot - If you find yourself back-flipping instead of jumping forward don't try to roll: keep Jump pressed).

Ignore the platform behind you (S) for now and run into the corridor ahead (N). You'll soon find a water hole. Jump in.

In front of you is a stargate. To pass those when underwater, position Lara horizontally so she faces the exact center of the iris, approach it as close as you can and swim through as soon as the blades close for the second time. You should do it without a single scratch.

Proceed likewise with the second stargate, and be quick: there's a snake around and you don't want to deal with both at the same time. Swim R after the stargate then down into an UW tunnel. The snake won't follow you there. Surface at the air hole.

Exit the water, draw your weapons and start moving (and shooting): this time, it's a Chinese thug that's waiting for you in this dark little room. Once he's dead, light a flare and pick up the revolver ammo he dropped then go stand in the opening to the W.

A Sloping Exercise

You're now in for one helluva bouncing party. First things first, don't try to jump on the pillar supporting that teasing revolver: it's for now as fire-trapped as can be. Walk to the edge of the platform you're on, hop back and do a RJ+G to the edge of the first slope. Shimmy R as far as you can, the party begins.

Pull up, slide a bit and jump to the next slope. Slide again then jump with a R mid-air curve to land on the next one. Slide and jump to the long slope with a slight R mid-air curve (or you won't be able to grab the edge if you're too close to the corner). Slide and grab the edge (see screenshot).

Shimmy R until you're roughly in the middle of the last part of the slope. Pull up, back flip to land on the one behind you, slide and jump, holding Action to grab the edge of the upper long slope (see screenshot). Now shimmy L to the end of the long slope and pull up, finding yourself on a flatter triangular part on which you can stand.

You can if you want try a RJ+G to the slope directly ahead, but the triangular shape of the platform will make things a bit tough (to say the least). An easier way to proceed is to turn slightly L toward the closest slope while standing on the edge and do a SJ to it. Jump with a R mid-air curve to the second one then again but with a L mid-air one to the third (see screenshot). Jump to the slope ahead, again to the last one and finally jump to the ladder and grab it (see screenshot). Pull up and slide: you've made it.

Now you have the possibility to do a short backtracking and get Secret#1. You’ll also be able to get it a bit later, in a slightly easier and faster way. Would you choose the latter simply skip the following green paragraphs.

Turn around and do a SJ over the slope. Sounds suicidal, but the room being now mercifully filled with fresh water, you won’t have any problem. Swim diagonally L to the center and pick up Secret #1: the revolver, on the pillar. Turn around and swim ahead to the pillar which top is just under the surface and pull up on it. Turn 45° L to face the ladder and do a SJ+G to it. Climb up, pull up and slide to be back in the corridor.

Run along the corridor and stop after the corner. You should see a closed door ahead and to your R (NE). Turn around and look up: there's a shatterable ball hanging from the ceiling. This said, you haven't got any revolver let alone a laser-sight. No problem here. Go stand on the highest part of the floor just below the ball (far R corner) and turn to face it, draw your pistols and shoot while jumping up: you'll soon hit the ball, opening the nearby door.

Go through it and pick up the 2nd Teahouse Gem on a pedestal then go flip the switch ahead to open a trapdoor in a room somewhere else. Leave the room, turn R (N) and jump into the water at the end of the corridor.

Back into the Water

Swim along the tunnel, dealing with a stargate on your way. A bit further, a block will lower as you approach and you'll see the very same hole in the ceiling that gave you access to the dark little room. Surface for air and look R toward the Slopes Room: it's now filled with fresh water. Time for Secret #1.

Pull out of the water then run to the now flooded Slopes Room. Dive and swim diagonally R (NW) to the central pillar. Pick up Secret #1: the revolver then turn around and swim back to the entrance. Pull up on the platform and jump back into the UW tunnel.

Swim S to the end then up and L. Again, be quick to deal with the stargate since the snake is still around (it's a very patient snake). Don't go to the second stargate though. Once you've passed the first, swim diagonally R (SE) and up to surface in a hole that was previously shut by the trapdoor you opened near the 2nd Gem.

Exit the water by the E edge, run ahead then turn R (S) into the little passage that leads you back to the Boulders Room.

-- Ropes and Roofs

Objective: Open a way to the Teahouse Core Room

Low and High

You now standing on a high ledge running along the N wall. Look R (W): there's a jump-switch on the wall in the corner, in front a the slopping top of a pillar: your next task is to flip it.

Turn R (W) and go to the end of the ledge, stopping one step away from the wall. Once there, turn 135° R so the slope is just behind you and back-flip. Jump while holding Action to grab the jump-switch and flip it.

Once you've landed - losing a bit of health - don't waste any time: there's a boulder rolling at you. Resist the urge to side-jump, as you'll fall right in one of the holes in the floor and probably kill yourself or at least lose a huge amount of health. As soon as you hit the platform, turn 45° R and run with a L curve to reach the nearby ledge just in time for the boulder to harmlessly brush against you.

Look down into the room: the block under the closest switch is now raised, making it accessible. Make your way down there by dropping from the ledge on the raised block below, then from it into the room and go flip the switch, opening the trapdoor below the boulder and releasing it.

A rope is now hanging from the ceiling near the high stepped platform in the E side of the room. To get there, get back up on the ledge whence you just came then use the MS and the slopes like you did a while ago to reach the higher one near the entrance of the UW room (see "Dangerous Waters", 2nd and 3rd §). Once there, turn around and do a RJ to the platform.

Run ahead (S) to the highest step, turn R (W) to face the rope and walk to the edge. Hop back and do a RJ+G to the rope.

Your goal is the climbable surface on the side of the high slopes ahead. It's quite far, so make sure Lara's at the highest point of the swinging arc before hitting Jump and Action to grab. Once you've done so, climb up then L then up again. You should see an opening to your L in the corner but don't go there yet. You're now going for not one but two Secrets.

While on the L side of the climbable surface, continue up to the very top then go L again and around the corner. Climb up and pull up at the top into a short greenery-covered passage ended by a hole. Run to said hole then off to slide on a long slope. When reaching the end of the slope, don’t do anything: you’ll go over the gap and land on the top of a high pillar where Secret #2: a large medipack is waiting for you. As you pick it up, a door opens in the SE corner of the room on floor level. This will be a handy shortcut to get faster to some of your upcoming tasks.

Now pull up on the lowered platform ahead, from the middle of the edge, and roll to turn around. Step forward once then back-flip on the slope behind you holding Action to grab a jump-switch which happens to be Secret #3. You'll get a camera shot of a block lowering in a hole somewhere by a swinging chain: that's where the matching goodies will be found. Run off from the platform to the medipack pillar.

Now you have to make your way back to the rope and the climbable surface, and there is two ways to do that. The quick way requires dealing with the UW stargate again (but it’s indeed quicker). The safe way means going down into the Boulders Room then make your way back up to the rope.

* Quick way:
Turn around, position Lara on the far R corner, turn 45° R (NE) and do a SJ to the high platform below. Enter the opening at the end then go L and run into the water. Swim down, turn around then swim up and through the
stargate ahead (E). Swim diagonally R (SE), exit the water through the hole and run ahead then around the corner to be back on the ledge facing the high stepped platform. Go use the rope and swing to grab the climbable surface.

* Safe way:
Still on the medipack pillar, step back to the edge. From there run off to the slope below. Slide without jumping to the second one (you'll go over the gap) then slide again, but this time jump before reaching the end to the third. Slide and eventually land harmlessly on floor level. Now make your way back to the rope and the climbable surface like you did a moment ago.

Climb up and L until you're on the same height than the L opening (roughly) then shimmy around the corner and back-flip to the ledge before the opening.

On the Teahouse Roofs

Turn around and run ahead (S) while drawing your weapons (the revolver would be a good idea here, if you've found it) as 3 Chinese thugs are now running at you. Try killing them without going on the roof beyond the opening: you'll find other problems to deal with there and one thing at a time is a good policy.

Once they're dead, jump to the roof over the little hole and start running to the other end. Don't stop, as a set of boulders will roll to crush you one at a time. If you keep simply running to the other end, they shouldn't do you any harm. When they've all rolled down into the Landing Area below, return to the start of the roof: there's a switch there to the L of the entrance. Go to it and save: timed-sequence ahead (and not an easy one, mind you).

Flip the switch (a camera shows you a door opening on the roof that's on the opposite side of the area). Immediately back-flip with a mid-air roll then start sprinting to the other end of the roof. Release sprint when you're close to the branches on your R and run with a R curve to jump and grab the edge of said branches and pull up (see screenshot).

Quickly turn L and run with a R curve to jump on the next branch (see screenshot - don't hit Action to try and grab the edge, you won't and will end down on the burning slopes below). Keep running ahead then turn R.

Obviously you're not done yet. There's a set of crushing walls served with burning campfires waiting for you on the last straight line to the timed door. Run to them then start sprinting a moment before reaching them: you should make it safely to and through the door. Don't stop yet: there's a secret ahead (and it's as timed as the door).

Keep running ahead then turn L: there's an opening hidden by foliage in the wall. Go through it and pull up on a currently (and for a brief moment) lowered block to enter a small room. You can now take a deep breath: timed-sequence's over. Pick up Secret #4: the Grenade Launcher on the pedestal then activate the lever to your L twice to lower the block and open a way back out. Leave the room to be back on the roof.

There's a switch to your R (S). Go flip it to release one more boulder in the Boulders Room: a second rope drops from the ceiling therein. Time to get back.

This time, you have all the time you want to deal with the crushing walls, so proceed at your leisure (while minding the campfires). Go back on the branch to the L and walk to the edge but don't try to jump to the next one near the opposite roof: it's inaccessible from here.

Instead, turn L (N) to face the Landing Area below, hop back and run off to go over the trapped slopes and safely land on the rocky mound.

A Little Feeling of Déjà-Vu

Well, you do know the way, don't you? Go to the timed-switch in the corner, save and rush to the metallic door. Once you've passed it, slide down the ramp but this time no need to grab the bottom of the ladder: jump before you reach the bottom of the ramp to land on the raised white block. And since there's no reason to have done all this for nothing: it's now time for the last secret of the level.

Look through the foliage-covered opening ahead: the block there is now low and the room beyond is accessible. Turn around (W) and drop down from the block, grabbing the edge. This side is climbable so climb down as far as you can and back-flip into the opening behind. Turn around, enter the room and pick up Secret #5: revolver ammo. Return to the entrance, do a SJ+G to the side of the white block, climb if needed and pull up.

From the white block, return to the Boulders Room like you did the first time.

-- Of Traps and Foes

Objective: Enter the Teahouse Core Room and collect the third Teahouse Gem.

Let's Swing!

Once there, turn R (E) at the entrance to go through a newly opened door. Go up the ramp beyond to the very top and pass a door opening as you approach to eventually find yourself near the high stepped platform.

Note: this door will be opened only if you have found Secret #2 (the large medipack on the high pillar). If not, you'll have to reach the high stepped platform the "hard way", i.e.: using the MS in the N side of the room and bouncing on slopes. This said, nothing prevents you once there to go pick up the flares mentioned below. They will be in the far L corner of the platform. The access point to the slope will be the lowest step directly on your L upon landing on the platform.

First, turn L (S) and do a RJ to the small platform in the corner to pick up the flares there then turn R (W) and SJ to the stepped platform. Go R (N) and run until you reach the edge, with a raised white platform on your R. Look down: you can spot a Teahouse Gem locked in cage on floor level, and, of immediate interest, a slope below which is your next destination. You have to slide backward on it so turn around then slightly L and hop back, slide and grab the edge.

Shimmy R until you're in the middle of the very last part of the slope, pull up, back-flip, roll in mid-air and hit Action to grab the rope ahead. Turn 90° L to face a high platform giving onto a corridor, swing and jump there.

The Sharp, the Blunt and the Spiky

Run a bit into the corridor until two blades activate as you approach. To deal with the first one, stop ½ tile from the blade, turn L (E) and hop back so Lara's back is against the wall. Wait for the blade to be fully extended then side-jump R as it returns to the opposite wall. Repeat with the second one.

Jump in the water hole at the end of the passage but try not to swim too far as a swinging chain is there doing what it does best (i.e. swinging). By the way, if you've found and flipped the secret jump-switch (Secret #3 in this walkthrough), you should recognize the place and, above all, see an open hole beyond the chain to the L. Time to harvest what's there for you.

Swim L (E) then R (S), staying as close to the L wall as possible to avoid the chain. Go down in the hole and pick up the revolver ammo there. Leave the hole and go R (W).

There's an opening in the opposite wall so swim there while cautiously dealing with the chain (try swimming as close to the ceiling as possible and enter the opening diagonally instead of following a right angle). Swim up and exit the water.

That sweet noise you're hearing now comes from nearby spikes you'll soon have to deal with. Go R (N) then R again (E) and stop after the corner and before the spikes (obviously). From the room above, you can hear the impatient pacing of Chinese thugs, waiting to finish you off just in case the spikes wouldn't do their job. But you're not gonna be stopped by petty obstacles, will you? One problem at a time: let's negotiate the spikes first.

Position Lara so she's on the L side, with the wall against her shoulder and one step away from the spikes. Wait for them to be fully extended, hit Forward to run once then immediately side-jump R to land in the room above. You've made it to the Teahouse Core Room.

Fighting the Material and the Not So Material

Once there, back-flip, draw your weapons and start shooting: there are no less than 4 Chinese thugs waiting for you up there and they're really eager to avenge the death of their fallen comrades. Jump and move around to avoid being hit but by all means avoid going to the opposite side of the room: there's a quite nasty surprise there and you don't want to deal with it while fighting.

Once they're all dead, pause for a while to take a look around. You're now on the southern side of a rectangular room and you can see four Gems Receptacles, two on each side (N and S). There are two wooden catwalks above, a closed white door near the NW corner and a high jump-switch on the N wall.

Staying close to the S wall, run to the corner opposite the hole (W) then turn around and look up: there's a ladder on the eastern side of the catwalk, just after the first wood post. Go face it, standing against the fence, jump up, grab it, climb and pull up.

Look diagonally L (NE): the 3rd Teahouse Gem is waiting for you in the far R corner, in all its bluish glory. SJ to the opposite catwalk and go get your prize. Now turn toward the N wall, side-step L to the edge, turn slightly L to face the jump-switch and SJ to it with a R mid-air curve, hitting Action at the last moment to grab and flip it. A very last boulder falls in the Boulders Room, opening the cage therein and unlocking the 4th Gem.

Turn around (S) and save. Considering what follows, you will need luck and if it doesn't show up, you might have to reload.

Run L (W) to the wall then R (S) to the spiked hole, staying behind the fence. As you jump over the plant, 4 electrical wraiths fly at you from the Gem Receptacles and the only way to get rid of them is to find water... which is located beyond the spikes. Keep running, but with a R curve so you fall through the hole facing its R side as much as possible (see screenshot). That's when you'll know whether you're lucky or not. If not, reload and try a different timing, knowing the wraiths appear only when you cross the middle of the room. Otherwise, keep running past the spikes and rush for the water hole whence you first enter this room, then patiently wait for the wraiths to commit suicide.

-- One More Time but Without the Fighting, Please.

Objectives: Collect the fourth Teahouse Gem then put all four gems where they belong.

To the Fourth Gem...

Now that you feel a little safer, swim down the hole then L of the swinging chain and eventually exit the water through the hole. You're back in the blades corridor.

Said blades have stopped, and what you'll do now very much depends on their current position. If you're lucky, they've retracted against the R wall and all you'll have to do is run ahead while staying close to the L one. But that is indeed a remote possibility and they're more likely quite extended, blocking the way. Look up: there's a MS above to save the day. So jump up, grab and swing to the end past the blades.

Let go and go to the edge of the platform you're on. Turn around, drop and grab then shimmy R as far as you can: the floor below the rightmost corner is higher and you won't take damage upon landing.

Turn L (E) and run past the open metallic door into the pink-lit passage then up the ramp, past the white door then SJ to reach the high stepped platform and turn R (N). Remember the white trapdoor over there? It's now lowered so run straight ahead to the end of the platform, turn L (W) once there, hop back and grab the edge, hanging above the long slope.

[If the metallic door is closed, refer to the note under "Let's Swing" above]

Its straight side is covered by a ladder so release Action and immediately hit it again to grab the edge of the top of the slope. Climb down to the floor. [It is possible that you'll be stuck at the top, not being able to move in any direction - except pulling up which wouldn't be a good idea. In that case, simply release Action then hit it again to grab the ladder a bit lower. You shouldn't be stuck anymore.]

Run R (N) and go get the 4th Teahouse Gem. You earned it.

... And Back.

Now you have to make your way back to the Teahouse Core Room.

First go climb the ladder to the top (but don't pull up) then shimmy L until you reach the middle of the last part. Do not let go to fall on the low wall there, it's spikes-trapped. Pull up, slide down the slope, jump and hit Action to grab the rope.

Turn L then swing to the platform and the blades corridor. The blades won't reactivate, but the MS is too high here to be of use so again it depends of their current position. Use the side-jump method (see "The Sharp, the Blunt and the Spiky", 1st §), possibly taking off as far away as possible from the blades tip.

Dive through the water hole (the swinging chain is still there swinging) then swim R into the opening and up to exit the water. Deal with the spikes like you did the first time (see "The Sharp, the Blunt and the Spiky", last §). You're now back in the Core Room.

Time to use 'em Gems. Go place them in each Teahouse Gem Receptacle. No nasty surprise this time: the nearby white door opens.

-- The Mystic Artefact

Objective: Pick up the Mystic Artefact.

Pass the door. You're indeed back in the Landing Area, only this time standing on the other side of the pit on top of a short downward stairway.

First, push the lever on your L to raise a platform at the end of the stairway then go on said platform and do a long RJ+G to the opposite edge of the pit. Shimmy R so you can pull up on a flatter part of the edge.

The door closing the cage is now open and you're about to collect your hard-earned prize. Pass said door and pick up the Mystic Artefact, de facto leaving the Teahouse and ending the level.

==== In this level, you should have found...
Enemies: Electrical Wraiths, Snakes, Chinese Thugs, Baboons (won't attack)
Items of note: 1st Teahouse Gem, 2nd Teahouse Gem, 3rd Teahouse Gem, 4th Teahouse Gem, Mystic Artefact
5 Secrets
some Traps - 2 timed-sequences

== Spoilers Section ==

Solution to the Switches/Blocks/Movable Dice Puzzle

Quick Solution:

Switches and Tiles act on one or several blocks or doors, which grants you access to other switches or to the dice and their final location. Proceeding step by step, find the correct sequence (some switches may have to be flipped several times in turn) and make sure all dice are placed where they belong. Your goal is to access the 1st Teahouse Gem and to place a dice on a Red Dragon Tile located beyond.

(resume walkthrough)

Detailed Solution:

Map of the rooms and initial positions

What acts on what:

- Moving a dice on Tile A raises block 10
- Switch B -> blocks 11 & 12 and doors 14 & 15
- Moving a dice on Tile C raises block 9
- Switch D -> block 8 and door 15
- Switch E -> blocks 1 to 7
- Switch F -> blocks 7 & 13
- Moving a dice on Tile G does something in the Boulders Room

(resume walkthrough)

Even More Detailed Solution:

* Accessing Switch B:
- Go to Red Dragon Dice a and move it to Red Dragon Tile A, which raises block 10.
Map of current positions

* Accessing Dice b:
- Now that switch B is accessible go to it and flip it down, which lowers block 11, raises block 12 and closes doors 14 & 15.
Map of current positions

* Accessing Switch D:
- Go to Red Dragon Dice b and move it past block 11.
Map of current positions
- Return to switch B and flip it up, which raises block 11, lowers block 12 and opens doors 14 & 15.
Map of current positions
- Move Red Dragon Dice b past block 12 on Red Dragon Tile C which raises block 9.
Map of current positions
- Return to switch B and flip it down, which lowers block 11, raises block 12 and closes doors 14 & 15.
Map of current positions

* Accessing Switch F:
- Go to switch D and flip it down, which lowers block 8 and opens door 15.
Map of current positions
- Go to switch E and flip it down, which lowers blocks 2 & 5 and raises blocks 1, 3, 4, 6 & 7.
Map of current positions

* Moving Dice c on lower level:
- Go to switch F and flip it down, which lowers block 7 and raises block 13 (it is possible at this point that a Chinese thug has passed the nearby door and is lurking around)
- Go to Red Dragon Dice c and move it on block 13.
Map of current positions
- Return to switch F and flip it up, which raises block 7 and lowers block 13.
- Move Dice c aside on lower level
Map of current positions

* Opening the way to the Gem and Red Dragon Tile G:
- Return to switch F and flip it down, which lowers block 7 and raises block 13
Map of current positions
- Go to switch D and flip it up, which raises block 8 and closes door 15.
Map of current positions
- Go to switch B and flip it up, which raises block 11, lowers block 12 and opens doors 14 & 15.
Map of current positions

* Getting the Gem and moving Dice c on Tile G:
- Go pick the 1st Teahouse Gem and shoot down the 2 Chinese thugs running around there while you're at it. One of them will leave a small medipack behind him.
- Move Dice c all the way on Tile G and watch the camera showing what happens in the Boulders Room.

Return to the entrance of the rooms. Puzzle solved.
Map of final positions

(resume walkthrough)