The colt continues on into the next room. Here he notices something on the wall that he couldn't see before because of the zombie zebra.
It seems to be some sort of plaque with a bunch of weird symbols on it. In the lower right corner one of the symbols is missing, but in the spot there is a hole where something can be pushed in.
Below this is a small plinth holding four symbols. Clearly one of these is supposed to go inside the plaque, but which one?
Larimar also notices that the whole floor of this room is covered in small holes. A trap?
Not wanting to deal with this, Larimar tries the door in a vain hope that it'll open without needing to put anything in, but it doesn't budge. He looks at the puzzle again and tries to figure it out. He really doesn't want to try one of them after the other just in case it springs something. He'll need a good reason to pick a certain tile.