
Now that the power is turned on, it is finally possible to enter some of the buildings. Closeby the entrance to the generator room is a metal gate. Walk towards the gate, press the button next to the gate to open it and walk to the buildings. None of the buildings seem to have a door that can be opened. Behind the buildings is a walkway to the left, leading to a feeding machine like the ones in Teledahn. Although you can use the feeding machine, it does not seem to attract any fish or anything else. Turn around and walk back to the docks. Walk past the three buildings that you cannot enter, go through the gate and you're back at the dock with the waterwheel.
When facing the entrance of the generator room, turn right and walk back over the broken walkway to the second building (the tavern). Push the button to the right of the door and enter the tavern. Although there's not much to do here, feel free to look around a bit. You can turn on the jukebox and see how it actually picks up a record and places it on the turntable.
Exit the tavern and turn left. Walk over the bridge and walk to the door of the first building. Again, push the button to the right of the door and enter the building. This room has two tables, a bookcase and a few paintings on the wall. On each side of the grandfather's clock is a journal, a short one on the left and a longer one on the right. The one on the right tells the story of a group of D'ni survivors, right after the fall of D'ni.
Other than kicking around the dice with D'ni numbers, there's nothing else to do in this room . Walk into the next room. There is a table at the end of this room and two doors. Walk through the first door on your right. This room has a desk with a rotating piece of decoration on it. Close to it lies a picture on the desk. It looks like a clue, but it's not clear yet what for.
Exit the room and turn right. Open the door and enter the next room. This looks like a bedroom. To the right of the bed is a cabinet with four drawers. You can open the two topmost drawers. Open the second drawer and you will see two drawings of an aircraft. Remember the clue from the previous room? It looks like you're going to fly an aircraft at some point.
There's nothing else to do in the bedroom, so exit the room and leave the building. Go through the outer door and turn left. Let's look at the pedestal with the note once more. As expected, the pedestal now indicates that the power is on.
From behind the pedestal you should be able to see the lighthouse. It's in the distance behind the first building. Walk over the dock along the right side of the first building. At the end of the building, walk down the stairs and follow the walkway. Walk up the stairs to reach the door of the lighthouse.
It is not nessesary to turn on the light of the lighthouse. You can skip it and go straight for the ride of this Age. However, according to the journal in the first building, a linking book should be somewhere in the lighthouse in one of the upper rooms. (The journal did not mention in which building, but it is in the lighthouse, actually.)
Pull the lever next to the door. The door opens and you can step inside. You enter a round room with a large stone pillar on both sides of the room. Behind each pillar is a button on the wall, but they do nothing. In the middle is a metal box attached to the wall. Open it and pull the switch. Turn right and look at the button on the wall. The button is lit up now and it has a D'ni letter on it. The letter itself is not important, it might as well have been a square or triangle. Push the button and the pillar behind you lowers, revealing a ladder.
Climb the ladder to reach the next floor. Straight ahead is another ladder leading to a lever. Climb the ladder and pull the lever to turn on the light of the lighthouse. Turn around and climb down the ladder. On the other side of the room is a large box with a lightblue button on it. Press the button. Another dark round button is revealed inside the box. Press the dark button and the device next to it is lowered. Go stand where the device used to be. A ladder is being lowered and part of the ring-shaped railing is retracted. Step inside the ring and climb the ladder.
The ladder goes up quite a while. When you have reached the next floor, look around. You'll see another ladder going even further up and a pedestal with a linking book. The ladder leads to a room directly underneath the spotlight. From here, you can access the balcony to look out over the entire area. Needless to say, it's a good place to enjoy the view.
From the balcony, step back inside and climb down the ladder. Walk towards the pedestal. Click on the book to zoom in. It's a linking book to Argosy. The Argosy Age contains a number of clues needed for the Giloto Age as mentioned in the journal in the first building. If you link to Argosy now, you would have no need to come back here except for the ride of this Age. If you don't care about the ride, you can skip it and continue reading from the next part of this guide.
Climb down the ladders and leave the lighthouse. Turn right and walk to the entrance of the next building. Push the button next to the door and enter the building. It's actually a hangar with the airplane you saw earlier on the pictures in the drawer in the first building. Walk onto the airplane and go stand behind the controls. To operate the controls, you may want to switch to first person view (F1) if you have not done so already. The picture you found on the desk of the first building will show you what to do; turn on both fuel pumps, then use the stick. The roof of the hangar is retracted and the airplane takes off.
The airplane will circle around the settlement first and then head to one of the islands in the distance. It will land on an island with a pedestal and a linking book to Giloto. However, without the clues from Argosy you wouldn't be able to do much in Giloto just now. Instead, stay on the airplane and wait for it to take off again. It will take you back to the hangar in the settlement. When the plane has landed, do not walk off the airplane as you will fall through the ramp and the floor and panic-link back to Relto. Instead, jump off the plane, taking care not to step on the ramp. Leave the hangar and return to the lighthouse.
* End of Part 2 * Next: Laki'anay - Part 3: Argosy