Meridian 157: Chapter 1Meridian 157: Chapter 1

Year:  2020

Genre:  Adventure

Links:  Steam, Adventure Gamers

Meridian 157: Chapter 1 is the first game in a series of point-and-click puzzle adventures starring forensic meteorologist Dr David Zander. It follows after the freeware episode, Meridian 157: Prologue. In this game, you find yourself trapped inside a facility on a remote island, and must explore your surroundings to uncover more of the mystery. The series continues with Meridian 157: Chapter 2.

Access Tunnels

Try to flip the lever, but the elevator won't work. Open the hatch in the elevator ceiling and climb up. Climb up to the door above. Pick up the small coin from the ledge here. Examine the small access panel and use the coin to remove both screws. Open the panel to find a sliding puzzle - you just need to slide in the 4 large rods from the sides to turn the lights from red to green. Continue into the walkway ahead, where a steam vent blocks access to the left. Open the door at the end of the hall and go through.

You will find a crossroads here with signs to several new areas. Start by heading to the right, then enter the room on the right.

Control Room

Look towards the notice board and take the brush from just beneath it. Back out of this room for now.

Access Tunnels

Return to the crossroads and go left this time. Look to the right and pick up some red pliers. Look at the large box here and use your brush to clean it - this will reveal an image with 3 dials on it. Back out, then continue along the tunnel. Pick up a yellow extension cable from the crate on the right here. and head back to the control room.

Control Room

Look at the large filing cabinet, and adjust the 3 dials to match the image on the crate you just saw: left, right, down-right. Inside the drawer, grab the tweezers, then look at the 3 documents in the yellow folder. In particular, note the pale symbols in the background of the documents.

Go to the desk and open the left drawer, then examine the small device inside. You need to drag the brackets to link the pairs of symbols from the documents:

Take the rather old looking key. Leave this room again.

Access Tunnels

Go all the way back to where there is an active steam vent. Use your key on the blue cabinet on the left wall here. Open the cabinet and take the knife. Look at the long crate on the floor here. Remove the nails with your pliers, then open the box and take out the light bulb. Go forward to the crossroads and head left. Go forward towards a locked blue door. Look in the cage on the right, and use your tweezers to pick up a drawstring. Make your way back to the control room.

Control Room

Approach the notice board, then look at the window to the left. Attach the drawstring to the blinds, then pull the drawstring and turn the rod on the left. Note the drawing on the blinds. While you are in the room, look at the painting on the opposite wall. Use your knife on the painting to reveal another drawing. Back out of the room again.

Access Tunnels

Go left from the control room, and towards the machine room door. Examine the lamp to the right and insert your light bulb to reveal the final drawing of this type. Go back to the blue cabinet you recently unlocked and examine the mechanism inside. Based on the 3 drawings you just found, press these buttons:

  • Inner Circle: Left and right
  • Middle Circle: Top-left and top-right
  • Outer Circle: Top, left and right

With the steam disabled, you can enter the side room here and pick up some books. Go back to the control room.

Control Room

Look at the bookshelves on the right and insert your new books here. Go and examine the list of items on the notice board, then come back to the books and order them based on this list:

  • Lighthouse: Volume 25
  • Water: Volume 42
  • Fire: Volume 16
  • Boat: Volume 03
  • Film: Volume 59

Notice the black numbers on these books. Examine the locked green cabinet to the right and use the keypad. Note that the cursor for each digit of the combination will be either black or white; the combination is made up of the volume numbers of the 5 books, using either the black or white number depending upon the cursor (24609). Pick up the residence key from inside. Leave here once more.

Access Tunnels

Go back out to the crossroads and head left. Go to the locked blue door at the end and use your new key on it, then head through.

Residence Area

The door to the right leads to a flooded area, so continue straight ahead. Go forward into the main lobby and take the red wooden cube from the shelving. Open the trash can to see a recipe for DIY fuel. Back out and go over to the TV. Open the cabinet beneath and take out the darts. Go over towards the bar and look at the whiteboard that shows the scores of a darts competition. Continue through to the kitchen and take the cooking pot from the right. Search the shelves on the right to find a blue wooden cylinder. Back out to the start of this hallway, and go right into the game room.

Pick up the pool triangle from the floor. Read the notice on the wall about how to set up for a game of pool (in particular note the numbers of the balls). Now examine the wooden cabinet on the wall. Put the darts on this cabinet, then you need to rearrange the darts according to the scores you saw earlier:

SN
AL
SW
TH
TO

Take the small key and note the numbers around the colored dart board. Make your way to the kitchen again and use the small key on the padlocked fridge. Open the fridge and examine the eggs, taking the white cue ball. Go back to the game room and examine the pool table. Place the cue ball and pool triangle on the table. Once the compartment in the side of the table opens, take out the hex key.

Return to the main lobby and examine the TV again. Look at the TV controls and use the hex key to remove the panel, then take the fuse. Go back along the hall and take the left stairs down towards the basement. Notice the locked door here, then continue down some more stairs. Examine the panel on the left wall - the goal here is to turn all the lights on. You can do this by pressing the buttons around the edge:

1
2
3
4
10
5
9
8
7
6

Take the mallet. Go back upstairs and head to the bar. Look at the glass cabinets and break one with the mallet, then take out the pool balls. Return to the game room and put the pool balls inside the triangle, then arrange them according to the pool instructions on the wall:

10
2
3
7
8
4
9
5
6
1

Head back down to the basement and look at the locked door. You need to press the buttons based on the layout of the balls on the pool table, where the color of the ball matches the color of the colored dart board:

You will find yourself in a storage room. Look in the left shelves and take the fertilizer, then look at the far bench and take the wrench. Examine the white board on the right to see a sequence puzzle. Back out, then continue down the stairs to the right. Advance to the pump control panel on the wall. Open the fuse panel and insert your fuse. Plug your extension cable into the socket, then pull the large lever down - it doesn't work yet. Grab the green wooden triangle from on top of the pump control panel.

Go all the way back upstairs to the main lobby. Look at the sofa on the left and move the cushion to find a wooden box. Insert the 3 colored wooden blocks you have found, and you will see a series of 3 dominoes. Enter the kitchen and look at the cupboards next to the fridge. Set the dominoes here to match those you just saw:

6
2
3
4
5
3

Take the cane sugar. Go back to the first room where you entered the residence area. Examine the vent on the left. Use your wrench to remove the vent cover, then take the fan blades and the timing belt. Go through the right door and fill your pot with water. Go to the main lobby and examine the front of the bar to see a grid of squares. You need to work out the next pattern in the sequence from the basement - the pictures in the right column are the sum of those in the left and middle columns. Enter this pattern at the bar:

Take the bottle of hard liquor. Now enter the kitchen. Put the pot of water on the stove. Add the cane sugar, hard liquor and fertilizer. Wait until it boils, then take the pot of DIY fuel. Head down to the basement and pour the fuel into the orange generator. Use the timing belt on the pump to the left. Now flip the large lever on the pump control panel. Go back to where you entered the residence area and head through the right door. Since the area is no longer flooded, you can continue ahead.

Living Quarters

Enter the first bedroom on the left. Approach the desk and take the metal broom. Search the top drawer to find a flashlight. Read the journal on the desk. Leave this room and ignore the second bedroom, then continue around to the right. Try to open the bathroom door, but it is jammed shut. Use the metal broom on the door to force it open. Search the toilet stalls to find a plunger. Examine the sinks on the left and use the plunger to empty the one on the right. Notice the writing in them (A:529, B:810). Also notice the 3 red squares on the left side of the mirror, which line up with the squares on the inside of the toilet stall doors - take note of how they line up on each door.

Leave the bathroom and enter the second bedroom. Look at the locked case on the table and open it using the information from the toilet stall doors:

Examine the torn sheet of music inside. While you are here, notice the equation on the board on the right wall. Back out of here and return to the residence area.

Residence Area

Go to the main lobby and examine the blue case on the table to the right. Unlock the two locks here with the information from the bathroom (left code A:529, right code B:810). Take out the large magnet. Head back to the living quarters.

Living Quarters

Enter the bathroom again. Look in the shower stall on the right, and look down through the floor grate. Use your magnet to retrieve a metal handle. Go back to the residence area.

Residence Area

Enter the basement and go through the opened door here. Approach the far bench and use the metal handle on the vice so you can take the hacksaw. Once again head to the living quarters.

Living Quarters

Enter the first bedroom and examine the bunk beds. Use the hacksaw to remove the ladder, then pick it up. Go to the bathroom and use the ladder in the shower stall. Climb up and open the ceiling vent, then use your flashlight on it.

Ventilation

Go forward through the stopped fan and take the right path, then push open the vent and enter the room. Pick up the red battery on the bench to the left. Look at the broken door on the floor and take the keycard. Back out and turn around. Pick up the crowbar from the yellow crate, then climb back into the vents. Your flashlight will run out of power - open it and take out the battery, then put it your new one. Go through the ventilation ducts to the right and into a new room.

Power Room

Go through the door on the right to be just outside the power room entrance. Examine the blue panel on the wall, and force it open with your crowbar. Take 4 colored wires from inside. Head back inside and go forward twice. Try the large lever on the left, but it won't work yet. Examine the panel on the right, which has five symbols that match the torn sheet of music you saw. Arrange the panel so the positions of the sliders match the relative positions of the notes with the same symbols:

When correct, the light at the top of the machine will turn green. Note the small blue safe here, which is closed. Back out, then look at the large console area to the far left. Look at each of the windows to see the paths of the colored wires. Remembering the equation you saw in the bedroom earlier, you need to copy the layout of the 4 wires in the appropriate windows (red A, blue B, yellow C, green D). Go to window E and insert your wires, then adjust their left and right attachments as follows:

Go back to the large lever and turn it on. Return to the small blue safe in the corner and take the wire cutters. Go back into the vents.

Ventilation

Turn left at fan fan and enter the room ahead. Go over to the small green panel and use your wire cutters to cut the wire to its left. Go back into the vents and turn left, going through the stationary fan to return to the previous area. Continue all the way back to the control room.

Control Room

Use the computer to unlock the safe, and make note of the JPG picture of the planets. Back out and look at the small safe on the right wall. Take the floppy disk from inside. Go back to the computer and put the floppy disk into the disk drive. Use the drive to decrypt the mail folder. Now you need to solve a series of logic puzzles:

  • Level 1: Up 3 times, right 4 times
  • Level 2: Down twice, left twice, up twice, right, up
  • Level 3: Left, up twice, right, up, right, up, left
  • Level 4: Down, left, down, right, down, right, up, right 3 times, down, right, up, left, down, right twice
  • Level 5: Up, left 3 times, up, left twice, down twice, left, down

Now read the emails to see the updated machine room password. Leave the room.

Access Tunnels

Head to the locked blue door in the distance. Examine the keypad to the right. Insert your keycard, then enter the code 51413 (from the emails) and press the right arrow button. Head through the door.

Machine Room

Examine the silver locker. The lock mechanism matches the picture of the planets on the computer. Starting from the top (smallest) planet and working your way clockwise, move them to these rings:

  • Smallest Planet: Third ring from center
  • Second Planet: Closest ring to center
  • Third Planet: Second ring from center
  • Fourth Planet: Fourth ring from center
  • Largest Planet: Furthest ring from center

Take out the spigot. Head up the stairs and use the spigot on the large barrel. Move the barrel, open the gate and go through. There are 8 levers here and you must use trial and error to work out the correct order to flip them so they all stay down:

5
2
3
4
7
8
1
6

Go all the way back to the elevator at the start of the game and flip the lever to get the elevator moving again. Leave the elevator once the doors open.

Lower Lobby

Note the missing fan on the right here. Move the cardboard boxes on the floor so you can pick up a small metal knob. Enter the room on the left and look at the small drawer - attach the metal knob and open the drawer, taking the screwdriver, then examining the small sliding puzzle. Move the pieces around so you can see small symbols in each corner. Leave this room and back out to examine the missing fan notice. Use the screwdriver to remove the cover, then pull out the left side and insert the fan blades. Pick up the punctured paper that falls down to the floor.

Go forward and enter the side room again. Examine the map on the desk and place your punctured paper on top of it. Slide it around until the following words can be seen:

  1. Sky
  2. Space
  3. Sea
  4. Mount

Look at the photograph on the desk and note the relative heights of these 4 objects in the picture. Leave this room again and head towards the red valves in the far corner. Look at the panel on the wall and press the corner buttons based on the small sliding puzzle from the side room:

Turn the central dial, then take the pipe wrench. Attach this where there is a missing red valve on the pipes to the left. Now adjust the valves and pipe wrench to set the fluid levels to match the order from the side room:

Go through the large metal door that is now open.

Train Station

The train door is jammed, so head through the doorway on the left into a short corridor. Continue ahead to the furnace room. Go down the stairs here and take the remote control, noticing the note about channel 8392. Come back to the corridor and look at the door on the right to see a rotating lock mechanism. You just need to make sure that a circle from each ring lines up with each light around the edge.

Inside the train room, look at the TV screens and set the channels to 8, 3, 9 and 2 from left to right. Back out and watch the order that the TV screens flicker off. Back out of here and return to the previous area.

Lower Lobby

Enter the room on the left and examine the door to the right. If the 4 buttons are numbered 1-4 from left to right, press them in the following ordered, based on the flickering TV screens: 343231. You will now enter a small storeroom. Grab the key and jack from the right. Notice the poker poster on the wall here, and in particular the 3 cards. Back out and go to the train station once more.

Train Station

Enter the train room and examine the clock on the left wall. Set the hands on the clock based on the poker poster:

  • Hour Hand (Spade): 10
  • Minute Hand (Club): 3
  • Second Hand (Diamond): 7

Take the large gear that is revealed. Go out to the train and use the jack on the door, then go inside. Grab the fire extinguisher from the right. Look at the firebox on the left, and take the spade. Leave the train and head to the furnace room. Open the doors on the furnace, use the fire extinguisher on the coals, then use the spade to get the coals. Now return to the train again. Put the coals in the firebox on the left. Approach the front of the train and insert the large gear on the left. Now put the key in the ignition and use the lever just to the left.