LARA’S ADVENTURE REMAKE
Level created by: Eelkemama
Walkthrough written by: Nina Croft (original version) and revised by Phil Lambeth as necessary to document changes that appear in the remake. Such changes or additions are noted in italics where feasible. Where there are substantial changes in gameplay, however, those portions of the walkthrough have been completely rewritten.
Level One: WAY TO THE HIDDEN PLACE
Secrets: 2 Secret Plates
Important items: two Coins, one Old Key
You begin the first level in the big pool inside a cave. After the flyby, swim forward towards the closed gate, then into the UW passage to the right. Pick up an LM from the bottom and follow the tunnel to the end. There is a small triangular opening to the left. Swim into it and find an UW lever near the end of the tunnel. It opens that gate you saw in the big pool. Before you return there, swim up through the tunnel directly above the small triangular opening, go out of the water and retrieve another LM and the first SECRET PLATE. Finally, return to the first pool and swim through the open gate which is now to your right.
Follow the twisted UW tunnel (being mindful of the spear traps along the way) to an opening where you can surface and climb up out of the water. In the small courtyard, hop onto the short hill in NW corner, shoot a bat, pull up into the covered N opening, pick up the flares and use the button there to lower a block near the closed S gate. Now you can pull the pillar standing to the right of the gate onto the tile where the raising block was. This will open the gate leading to the next cave.
From the entrance run jump diagonally to the right to land on the flat area near the pool. You cannot swim across the pool to the other side as the sides of the pool are too steep for Lara to climb out. Therefore approach the bushes in the NW corner of the cave and jump W into the hole across the steep rocks, where you’ll find the second SECRET PLATE. Now jump into the water and locate an UW lever hidden behind plants in the S wall. Pull it to raise a block in the pool. Swim to that block, climb up onto it and run jump to land on the other side of the pool.
In the foliage, take a look at the bushes in the NW corner. There is an alcove behind the bushes. Inside, you’ll find the first COIN. Once you retrieve it, shoot the pig’s head to the right of the ornate S door to open it. Enter the passage.
When you approach the wooden bridge on the left, it will fall apart. Drop or climb the ladder down into the pit. The flare bug kicks in briefly here. Wait for the flame blower in the N wall to subside, then run to it and activate the reach-in switch to cause one pillar on one ledge to explode. Climb the SW ladder back up to the ledge, jump N onto the nearest pillar and from there NW to the far ledge, near a closed door with two receptacles. You have one coin for this door, but you need to find the second as well.
Go to the right and enter another cave with a burning well :) In the SW corner there is a passage hidden behind a bush that’s guarded by a native. Inside you’ll find Revolver Bullets and a JS that opens the gate nearby. Use it, return to the cave with the flame and go through the E gate. Pick up an LM from the entrance.
Wade through the shallow pool, go left and find a lever behind a pillar NE. This will lower the trapdoor in the pool. Swim through and follow the UW tunnel to an opening in the far right corner on the ceiling where you can climb out. Jump up left onto the N ledge and pick up the OLD KEY among the foliage. Slide down, go through the E opening, shoot a couple of bats and in the next room pick up an SM and use the Old Key in the keyhole to the left of the entrance. This will lower the block nearby, where you’ll find the second COIN. Return through the UW passage and back through the room with the flaming well to that door with the two receptacles.
Use the two coins to open the door. Go through and enter the next level.
Level Two: THE HIDDEN PLACE
Secrets: 6 Secret Plates
Important items: two Golden Plugs, two Masks, four Scarabs, one Old Key, one Coin, one Golden Key, one Hamburger, one Cogwheel, Revolver with Laser Sight, Ruby Cube, Crowbar, Torch
Follow the passage past a spear trap to a door that opens automatically. Pick up Revolver Bullets and slide to a big open area. There are several possible routes here, and this walkthrough describes only one of those. The goal here is to collect four beetles, two masks and a cog (along with other keys and items), and you can do it in any way you want.
As soon as you slide down to the ground, enter the passage to the left, camouflaged by some bushes. There is an open trapdoor at the end, so drop through and slide down into an underground passage. Follow the passage and notice a closed gate a bit higher on Lara’s right. Enter a bit broader passage after picking up a LM and push/pull the pushblock in the near left corner to stand below the high opening in the SE corner. Climb up and enter a kind of a maze. You will see a closed door on Lara’s right. To the right of this door (when facing it) there is a short passage leading to the first lever. Use it and you’ll get the camera of the door. The second lever is located in the NW corner of the room with the closed door. There is a JS around the corner at the end of the corridor, so use it to finally open the door. Behind it you will find the GOLDEN PLUG. You’ll hear that gate opening that you went past earlier, so return there and go through, climb the ladder and emerge back in the big open area. You’re met by a native, so kill him quickly before he can push you back into the ladder shaft.
Follow the left-hand wall and notice two receptacles near a big gate as well as a keyhole to the right. Further on, in NW corner, there are two receptacles for golden plugs, so remember this place and keep searching for the second plug. Climb on the rocks with two pillars near the cage with two wolves and push away the W pillar to find the CROWBAR hidden beneath. You can jump into the cage from here if you wish, exit to awaken the wolves and shoot them. Otherwise, drop to the ground and find the opening in the middle of the N wall (near a big rock). Enter the passage behind.
At the pit with a deadly burning floor, take a running jump and curve left to land in the opening. Follow to a room with a pedestal holding the LASER SIGHT. The nearby raised tile is spear trapped, so step on it and get off quickly to trigger and disable the spears. Then you can safely pick up the REVOLVER. Return outside.
In the NE corner of the big open area there is a passage leading to a room with two closed trapdoors. Climb onto the nearest corner of the central rock formation (this tile is marked) to open one trapdoor in the middle of the S side of the central rock formation. Find it and drop through. Find a pushable pillar in the NE corner and pull it away from the corner. Beneath it you will find the RUBY CUBE you can use in the receptacle on the E wall to open the other trapdoor. Use the crowbar to take the first SCARAB from the W wall and climb up through the trapdoor you just opened. Return outside.
Keep following the outer wall and notice a shield hanging high behind the pillar near the SE corner (not the obvious one, but the one nearby in an alcove next to the mounted skeleton). You will need to use Revolver with Laser Sight and shoot this shield in order to open the door nearby. But first you can find the second GOLDEN PLUG in the grass near the SE corner (stand facing the closed door in the E wall, with the gated enclosure to your right near the receptacle for the coin).
Shoot the shield behind the pillar to open the door and go through. As soon as you enter the room with the pool, watch the flyby and then dive into the water. On the N side of the pool, tucked within an alcove, you’ll find the first SECRET PLATE. Return to the entrance and climb onto the block there. Now you need to jump around the room in order to get that scarab you saw in the flyby.
From the lowest box run jump diagonally to the left to land on the ledge behind the pillar. You’ll notice a block rising near the entrance. Run jump to the next ledge, go around the corner and take the second SCARAB using your crowbar. Notice a closed gate high above in the NW corner. There is a JS on the pillar opposite the scarab, so turn around and use it to open that gate (which is timed). Take your Revolver and quickly aim and shoot the shield behind the door before the door closes. This will lower the block on the central supporting pillar. Run jump to land on it and from there run jump SE to land inside the entrance. Return outside.
Go to the NW corner, use the two Golden Plugs to open the gate to the left and enter the room with a pit. Safety drop into the pit, note the closed door in the N passage and the nearby keyhole, and climb the SW ladder. Push the button at the top to be transported to a room with deadly water and spear traps. After the flyby time a standing jump NW to the nearest spear tile. When you land, immediately run jump NW to the safe tile on the left. The spears on two nearby tiles are activated when you land. From the middle of the safe tile, stand jump to the spear tile and run jump to the safe tile with the SWITCH NOTE, which provides a warning concerning the tasks immediately ahead: “Right begin! 2 – 1 – 3. Then try all the other combinations!”
Time two standing jumps E to the safe tile in the NE corner. Pull down the wall switch, which transports you to a hallway facing three large pushbuttons. There’s a closed gate to your right separating you from the button you pushed earlier, and behind you is a passage with a series of five closed gates. To your left is a waiting area with a number of empty chairs and an adjacent hallway with six passages, each of which is presently blocked by a closed gate.
Heeding the admonition in the Switch Note, face the large buttons and push the middle one, the left one, and the right one, in that order. After this, you can open the remaining five gates in any order you wish.
MIDDLE – LEFT – RIGHT combination opens the second gate from the right. As you run down the passage the gate closes behind you. Enter this room and see that Lara’s attention is drawn to what appears to be a double cheeseburger on the pedestal to her right. A text message on your screen indicates it may turn out to be important. When you pick it up, it turns out to be a mere HAMBURGER. From the edge of the pit, run jump to land on the slanted pillar to the left. Bounce off and land on the second pillar. While jumping off this pillar, make a roll in mid-air and land on the third pillar facing downhill. Bounce off and steer Lara to the left in mid-air to make her land on the fourth slope facing uphill. Grab the edge and shimmy to the right around three corners and all the way to the flat ledge where you can climb up. Drop in the pit on the other side and find the second SECRET PLATE in the NW alcove. Climb up the ladder in the NE corner to reach the lever that opens one of those five gates in the passage opposite the buttons. Run jump SE onto the flat ledge, drop into the first pit, climb up the ladder beneath the entrance and return to the room with three buttons (this gate, as well as the others, will re-open as you approach it).
MIDDLE – RIGHT – LEFT combination opens the gate on the far right. Follow the short passage there to a lever that opens another gate back near the buttons. Return to the three buttons.
LEFT – RIGHT – MIDDLE combination opens the third gate from the right, and the lever there opens one of those five gates back near the buttons.
RIGHT – LEFT – MIDDLE combination opens the third gate from the left. Enter the passage with a pit at the far end, shoot the shield on the other side of the pit with your Revolver and Laser Sight to raise the block in the pit. Climb down the ladder into the pit and use the raised block to climb up the other side. Throw the hard-to-see lever here to open another gate back near the buttons and return there once again.
RIGHT – MIDDLE – LEFT combination opens the far gate on the left. Enter and watch the flyby accompanied by a bit of overdramatic music. The ladder texture on the floor indicates a slidewalk. Step on it, slide down the left side and simply side flip to the left just before the flames to land directly in front of the switch. Use it to open the last gate back near the buttons. Use the passage to your left to return there.
Before proceeding, return to the far passage on the left. Follow the new route to the area with the wall switch. The flames are now out, so step onto the slidewalk and allow it to carry you to the far end. Follow the outer passage through a foliage curtain and look for the third SECRET PLATE on the floor. Continue along the passage, up some block steps, and drop down into the waiting area.
There’s still one gate to open, but first enter the now-clear passage opposite the row of buttons and use your crowbar to pry the third SCARAB from the wall. Stand in the middle of the next-to-last tile and pick up the nearly invisible OLD KEY. Return to the row of buttons and use the sixth and final combination:
LEFT – MIDDLE – RIGHT combination opens the second gate from the left. As you go down the passage, a block lowers upon your approach, revealing an extension of the passage with a gated fence separating you from a skeleton. I never found a way to get to him and kill him. When you take the Revolver Bullets from the pedestal at the end of the passage, you’re transported back to the waiting area.
Go into the hallway between the buttons and the six gates and shoot the flaming woodpile from this side (facing S). A cut scene reveals a JS that has magically appeared to the right of the passage where you got the third scarab and the Old Key. Go there and activate it to open the exit gate to your left. Climb down into the pit and face that ivy-covered E wall. Crouch down and enter a well-disguised crawl space. In the passage beyond, pick up the fourth SECRET PLATE. Exit the crawl space, go N and unlock the door in the passage there with the Old Key.
Inside you’ll find one button in the left corner which raises one block back in the pit. At the end of the passage you will find an SM lying in the corner near the candles. In the passage to the right there is a well concealed pushblock you need to pull back towards the candles. In the passage behind the block you will find the Revolver Bullets and a lever. Use it to lower a block you saw back near the entrance. Return there, enter and use the second button to raise another block back in the pit. Using these two blocks in the pit you can return outside from the pit.
Once back outside, go diagonally to the right and around the pillar near the wolf cage. Find a button hidden behind some ivy on the E face to raise a block next to the pillar. Climb onto the pillar and shoot the vase there to find the COIN hidden inside. Go to the NE corner of the courtyard on the other side of the wolf cage and use the Coin in the receptacle to open the gate to the right. Inside the enclosure you will find a lever that opens a gate elsewhere.
Now return to the NW corner and enter the passage in the N wall to the right of the two plug receptacles. The gate ahead will open automatically. Jump into the pool below and use the UW lever in the S wall to lift a platform over the pool. Find the opening at the floor in the E wall, swim up the shaft and pull out. Go to the gate to your left that will open automatically. Hop down to the ledge and ignore for the moment the opening to your left (which leads back outside). Jump to the raised platform and NE from there to the opening in the fence. Go up the stairs, into the next room and through the gate you opened earlier. Follow the winding passage to the pedestal where you will find the GOLDEN KEY and an LM along the way. On your way back look up just around the first corner and locate a high CS. Inside you will find a MASK on the E wall. Return outside via the S passage and go back to the wolf cage. Near the SW corner of the cage, use the Golden Key in the keyhole you saw when you first entered this area.
Enter and pick up the second MASK from the pedestal. Climb up onto the pillar in the far right corner (up arrow and action keys only) and obtain the fourth SCARAB. Before leaving, pull the block out of the SW corner and move it next to the NE pillar. Use it to climb to the top of the pillar and pick up the fifth SECRET PLATE. Get down, return outside and turn left. Enter the ramped opening to the left of the entrance (when facing it). Go down and ignore for now the cage with four frozen natives. Go right around the pillars and use the JS on the back of the middle pillar to lower a block at the end of the passage. Go to the gate separating you from the natives. Stand against the left side and that section will open, awakening one native. Kill him and run S to the end of the passage, passing a closed gate to your left.
Turn left at the end and go down the steps past the lowered block (the one next to it rises when you pass it) into a small room. In the middle (green-lit) W alcove you will find a COGWHEEL. Behind the statue to the right of the green-lit alcove there is a JS. Use it to lower the block in the NE corner. Enter a corridor, go left and all the way around (passing some pedestals) to the other side. You’ll see an entrance and a burning torch on the wall to the left of the entrance. Kill the wolf and use the ivy to the right of the entrance to climb and back flip into an alcove where you’ll find the sixth SECRET PLATE.
Drop to the ground, go toward the burning torch and around the corner. On one pedestal (of three) you will find a TORCH. Ignite it on the burning torch, enter the passage there, go around the pillar and ignite the wall torch there to open the door in the SW corner of the square corridor. Throw the torch in the shallow pool to avoid possible torch bugs and go through the door you’ve just opened. Use the ladder in the W alcove to climb past the opened gate, turn right to return to the cage with the frozen natives and go outside.
Use the two masks in the receptacles on either side of the W double gates to open them. Inside, find receptacles for three scarabs on the wooden pillars and place them. The receptacle for the fourth scarab is too high, so push the wooden box at the bottom of the NW pillar N so that you can climb on it and place the fourth and final scarab. The door in the SW corner will open. Go through and place the Cogwheel on the mechanism in the W wall. Go through the open doorway to your left, follow the passage, gulp down the Hamburger along the way with an unladylike belch (I have no idea what might have happened here had you not picked it up earlier), and continue along the passage to finish the level.
Level Three: GET THE HELICOPTER
Secrets: one Secret Plate
Important items: three Ruby Cubes, Candle
As you begin the level, the SHOTGUN is added to your inventory. The door ahead opens automatically. Enter a room with three receptacles to your right. So, our goal here is to find three ruby cubes to place in these receptacles.
First climb into the high opening on the left just inside the entrance. Follow the passage to a gate, killing a native along the way, and open it with the lever. Save your game, as the screen text warns you to do. Enter the mirror room. A gate near the mirror will open, revealing the first gem inside. If you make a wrong step here, you’ll fry. Looking at the mirror tells you to step only on the plain gray tiles seen in the reflection. Here is the route: From the entrance, walk one tile forward (S), hop to the adjacent tile diagonally to the right (SW), jump W over a deadly tile to a safe one, hop to the adjacent tile diagonally to the right (SW), then walk S over two safe tiles (look in the mirror here and see a red object behind you in the far corner) and jump SE into the alcove with the first RUBY CUBE. Return to the main hall, retracing your steps as set forth above, but first go to the NW corner next to the stone serpent and pick up the CANDLE.
Use the JS to the left of the three receptacles to lift the gate to your right and enter the passage behind it. The block will close the entrance behind Lara. Hop into the alcove up to your left to activate some flame blowers. Jump up to grab the ceiling and monkeyswing your way along the indicated path, timing the flames as necessary, until you’ve passed all four flame blowers and can drop down onto a ledge. Hop down into the next room, jump over the hole and find the second RUBY CUBE on the pedestal to your right. As you cannot return the way you came, you have to climb into the opening in the SW corner of this room. However, this opening is too high. Therefore, use one red pushable block at the base of the pillar and push it into the pit in the floor. Push/pull the second red block across the first and against the wall. Use it to hop into the S opening, follow the passage past two sections of hanging foliage and pull up into an upper passage. Run forward and pick up the SECRET PLATE. Get back down, follow the lower passage to the end, drop down and return to the main hall (the door opens for you).
Enter the passage in the SW corner and activate a sliding pillar. Time a run past it, pause for the SM and reach a small room with a spear trap and a ladder in the N wall. Climb the ladder, pick up the LM and take the SM from one pedestal. Place the Candle on the other pedestal to lower the spears below. Note the raised block. Push the button in the W wall to lower a rope. Hop back once from the edge, take a stand jump to the rope, swing forward and release to grab the JS. The raised block you saw has lowered, so climb back up the ladder and find the third RUBY CUBE.
Return to the main hall past the sliding pillar and place the three Ruby Cubes into their receptacles to lower a block behind you. Press the button there to launch a battering ram across the room (neat touch), which breaks a panel in the W wall. Jump into this newly made opening and follow the passage to a door that opens for you, picking up flares along the way.
In the next room Lara looks at her counterpart on the other side of the fence, who appears to have a shotgun sticking out of her belly. Sure enough, if you stand on the SW brown tile facing the same direction she is, and then draw your shotgun (which you’ll find in the NE corner), blocks will rise in front of you. Use them to access the high ledge in the W wall, pull down the lever here to open the door behind you, turn around and run jump with Action to grab the edge and pull up into the passage. Follow to the open area, watch the helicopter landing during the flyby, run toward it and be transported home.
Level Four: BACK HOME
Important items: Small Waterskin, Cave Key, Cable, Gift, Snowball, Torch, Glasses, Carrot, Carrotnose, Load, 2 Balls
You’ve been left in a icy depression amidst falling snow. Shoot the dead tree S and hop over the edge of the depression. You’ll fall a long distance through a shaft into a pool of water. Pull out W, go around to the left and find the SMALL WATERSKIN hidden in the weeds. Fill it at the N end of the pool and go toward the fire you see ahead. Kill a couple of blue imps and empty the waterskin on the flames to extinguish them (don’t stand too close).
Walk forward into the alcove and pull down the switch to lower spikes blocking the passage to your left. Go there and crawl into the passage. Find the sword-carrying skeleton and stand by its skull facing E to pick up the CAVE KEY from its other hand. Follow the passage past a fenced enclosure and awaken a wolf next to a spike pit. Shoot the jug on the ledge above the wolf to open a door in the pool you just left.
Find the key receptacle in the central pillar and insert the Cave Key to raise a tall grated block on the other side of the central pillar. It’s presently inaccessible, so return to the pool and locate the open doorway at the end of the E passage. Pull the UW lever at the end and backtrack through the cave passage to find that the spikes you saw in the pit have disappeared. Hop into the hole and pick up the CABLE.
Pull out of the hole and locate the nearby pushblock in the E wall. Pull it back once and hop behind it to place the Cable to open the gate in the fenced enclosure you saw earlier. Go there and pull the skeleton away from the weeds. Hop forward and pick up the GIFT. A block has risen next to the central pillar outside, so use it to get up on the tall grated block you raised earlier. Now you can reach the raised platform on the central pillar. Pull up onto it and then pull up S into an outdoor fenced enclosure.
Shoot the larger box near the E wall and pick up the SNOWBALL. Use it in the NW receptacle to open the gate to your right. Enter the courtyard, notice a button to the left (you cannot use it as yet) and go to the right. Near the right-hand wall you will find the CARROTNOSE (NE corner in the green weeds). Shoot the blue contraption blocking the E opening and kill a wolf while you’ve got your guns out. Run forward over the frozen pond and find the GLASSES in the weeds near the E wall. Return to the main courtyard, find a CARROT NW in the grass and approach the snowman near the W wall. Place the Carrotnose on it. Then approach the middle snowman (partially surrounded by benches). Combine the Carrot and Glasses in your inventory and use them on the middle snowman. A block beneath the button in the W wall will rise. Push it and get a camera view of the grass to your right. There you will find the TORCH (where the Carrot was).
Ignite the torch using the flames NE near the big door. Ignite two burners nearby to open the manor door. I then went to the other courtyard and threw the torch on the frozen pond, but nothing happened. Save your game, enter the manor with lighted torch in hand and it promptly vanishes. Strange, to say the least. Reload, leave your torch outside just in case you might need it later (you don’t, as it turns out), and enter the manor.
There is a closed door at either end of the hallway. The NW barrier can be shot. Do so and enter the alcove. Active the high JS in the E wall to open the door at the W end of the hallway. Enter another outdoor courtyard with a central enclosure containing an item you undoubtedly need. Pick up the nearby 2 x Revolver Bullets and go W through a waiting room with benches into an indoor pool area. The door closes rudely behind you.
The pool is frozen, which is rather unusual for an indoor pool. Locate the JS on the NE pillar and activate to release a blonde beauty who apparently is to serve as your guide (so don’t try to shoot her). She lights a torch to replace the one you left outside. Follow her to the S wall, where she lights a sconce to melt the water in the pool (for later). Your guide will just stand there unless you do something, so go into the SE passage and she’ll give chase, passing you to light the wall torch that opens the door ahead. She will then run forward to light another wall torch that opens a gate. She will enter the SE gateway, go to the far end, turn facing you and abruptly disappear into thin air.
There’s a SW room with a closed door, so go where the guide went (SE) and find a button to push. A door opens in the pool room, so return there and vault up NE. Follow until you trigger a flyby over the nearby lava trench. The ice-like barrier is actually a mirror, revealing a crack in the S wall that you can use to shimmy across to the other side. Once across, follow the passage past an opening where you can see a receptacle. At the end of the passage, where there’s a fenced enclosure to your left, you can see a crack in the wall which is actually a reach-in switch. Use it to get a three-pronged artifact that shows up in your inventory as LOAD. Return to the receptacle you saw earlier and insert the artifact to open the gate behind you. Enter the passage and take a running jump over the first flame pit. At the second one, turn around and hang drop from a corner. You see a button in the wall, but if you side step toward it you’ll catch fire. Pull back out, jump over the flame pit, continue around the corner and come to Rolling Ball Hall.
There are three facing side passages, each one guarded by two rolling balls. It’s fairly easy to make your way past them. In the room beyond there’s a SE alcove. When you enter, the door at the end opens, providing a short cut to a previously explored area. So climb on the nearby block with the flower pot and jump to the top of the higher W pillars. This acts as a trigger that dumps the rolling balls into a lower room. Now you can jump to the ramps along which the balls previously rolled. At the end of the middle W is a button. When you push it the block in the pool is lowered, revealing another button.
Use the ramps to get across to the N side of the room. Exit and find that the flames in the button pit have gone out. Hop down, push the button, pull out, jump over the second pit and shimmy past the lava trench once again (or go back and use the short cut described earlier). Return to the pool to find that it has been drained. Drop down into the empty pool and push the revealed button in the S wall. A door opens in the manor. Climb out E, using the ladder, and run forward to the outdoor courtyard where the door opened. The doorway (to your left) is guarded by a Sentry Gun, however, so make sure you’re at full health before proceeding.
There’s nothing you can do but dash madly into the room, taking fire from the Sentry Gun as you loop around to the left and take temporary refuge in the SW alcove. Hop into the W passage and follow it around to the end, shooting a couple of blue imps along the way. One of them will drop BALL 2. Hop down at the end and target and take out the Sentry Gun from here by shooting its red canister with your combined Revolver and Laser Sight.
Explore this room and find two facing holes, one against the W wall and the other against the E wall. You’ll need to fill them by raising two blocks so you can push the buttons you can see on the adjacent pillars. You’ll find two moveable crates and two ornate tiles nearby against the N wall. Move the crates onto these tiles (actually, you need to move only one of them), and...nothing apparently happens. Go to the raised spot in the floor where the Sentry Gun was stationed, face N and jump up to grab the ceiling (you couldn’t have done this before moving the crate). Monkeyswing all the way to the N wall as indicated by the arrows on the ceiling tiles, turn left and continue. The block rises to fill the hole against the W wall. Turn around and monkeyswing E until the other block rises.
Now you can push the two buttons you saw earlier. Doing so opens the gate to the central enclosure outside. Go there and vault up or hop inside to claim BALL 1. Place the two balls on the snouts of what appear to be fox ice carvings flanking the E doorway. The door opens, bringing Lara to a cozy den. Shoot to break the vase with the flowers in the NE corner. This will open the door back near the entrance. Exit this room, loop around left and enter the room at the E end of the hallway. You’ll trigger a flyby that allows you to meet some nice people waiting for Lara (one of whom, I suspect, is the intended recipient of the Gift she’s still carrying) and to finish the level. The Christmas party can finally start!