Who Am I? Remake


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Rating: 4.2/5 (93 votes)
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JessHooray! Japanese escape game designer Robamimi has made the excellent decision to remake one of its early, nice-but-flawed games into a much higher quality piece of work. Even if you've played the original, Who Am I? Remake has been given a thorough enough makeover to justify another look.

Remake Who Am IThough the original Who Am I? was good-looking and contained some clever puzzles, it suffered from a lack of polish and occasionally crossed over into illogical territory. Robamimi has ameliorated these problems by reformulating (and, in numerous cases, entirely changing) the game's puzzles, cleaning up the interface and adding a save feature as well as a twinkly soundtrack. While all of the game's puzzles are well-designed, I found one in particular to be quite sly; if at some point during the game you feel as if you cannot proceed without knowledge of another language, take a step back and reconsider the information. By thinking "out of the box," as it were, you might find your answer. Oh, also, if at any point the game's super-sweet soundtrack becomes irritating, you can turn it off by clicking the square button above the inventory.

While Remake: Who Am I? still doesn't quite approach the brilliance of the very best escape games, it's nonetheless smart and skillfully executed, an enormous step up from its antecedent. If you're a fan of the genre, you'll surely be grateful for Robamimi's overachieving ways. Enjoy!

Play Who Am I? Remake

Walkthrough Guide


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Who Am I? Remake Walkthrough

Don't forget to choose English before you start (unless you can read Japanese)!

  • Turn left and click to the left of the plant base to look behind it. Take the screwdriver from the marionette and take note of the number on the wall, 26. Back out.

  • Turn right twice until you see an air vent at the base of the wall. Click on the vent for a closer look. Use the screwdriver to open the vent and take the "magic rain". Note the number on the wall, 13. Back out.

  • Turn left and click on the top of the umbrella to get closer. Use the "magic rain" on the umbrella. The symbols you see are clock hands corresponding to four different times: 3 o'clock, 1 o'clock, 10 o'clock, and 9 o'clock. Back out.

  • Turn right three times until you see a dresser with a clock on it. Note the number 45 on the wall. Click on the dresser to get closer. Click on the combination lock on the top drawer and enter the code based on the umbrella times: 3 - 1 - 1 - 0 - 9. Back up and open the drawer. Take the pliers and the clue card. Close the drawer.

  • Use the pliers on the wire covering the bottom drawer. The wire will go into your inventory. Open the bottom drawer and take the remote. Back out.

  • Now click on the picture on the wall for a closer look. You will notice that it is an overhead shot of the room. Look closely and you will realize that the areas that have numbers form a triangle with 45 at the top, 13 on the lower left, and 26 on the lower right. Pull up the remote. You need to push the buttons in the order they appear as numbers in the room. The combination is: lower left, lower right, lower left, top, top, lower right. The picture will now raise up to reveal a small alcove.

  • Click on the alcove for a close up. Take the crowbar and the second clue card. Note the capitalized letters in the grid: D, K, W, E. Back out.

  • Turn right. Use the crowbar on the recessed square in the carpet. Click on the lid to turn it over and remove the black bar (magnet). Now click on the exposed recess. Each button needs to be pushed until it shows a picture that corresponds to the capital letters behind the painting. Upper left - diamond, upper right - knife, lower left - worm, lower right - eye. Click enter then take the matches and the third clue card.

  • Turn right. Click on the small grey box for a closer look, then click on the bottom of the box. Use the pliers to pull out the little handle in the middle. There should now be a diagram hanging down that shows Chinese characters with numbers. Each number corresponds to the number of "closed" spaces in the character. Now look at the matchbook. Count the number of "closed" spaces in each character to get the code. Put the matches back in your inventory and enter the code 5 - 2 - 2 - 0 in the box. This will open up a new alcove.

  • Click on the alcove and then click on the cylinder on the left of the machine. Notice the key. Pull up your piece of wire and use the pliers to bend it. Now use the wire to remove the key from the cylinder. Back out.

  • Click on the alcove again and this time click on the picture on the far right. This is a diagram of how to assemble the machine. Back out.

  • Turn right twice and you are back at the table with the umbrella marionette. Use the key to unlock the drawer. Take the candle and hint card number four. Back out.

  • Turn left twice and you are back at the machine alcove. Click to get closer. Assemble the machine. The magnet goes in the little gray holder to the left, the candle goes on the little black spike next to it. Light the candle. The glass door will now open.

  • Click on the bars to get closer, then turn right. Look down and you will find your fifth and last clue card. Look back up. Read the clue cards to determine who you are, type the answer in the white area, and click enter.

  • You are a shadow!

  • Sweet Freedom!

  • Just for fun: if you go back and look behind the plant again after you've taken the screwdriver, the little warrior marionette has now "assumed the position" up against the planter. Where are the marionette police?

33 Comments

Who Am I? Remake Walkthrough

Don't forget to choose English before you start (unless you can read Japanese)!

  • Turn left and click to the left of the plant base to look behind it. Take the screwdriver from the marionette and take note of the number on the wall, 26. Back out.

  • Turn right twice until you see an air vent at the base of the wall. Click on the vent for a closer look. Use the screwdriver to open the vent and take the "magic rain". Note the number on the wall, 13. Back out.

  • Turn left and click on the top of the umbrella to get closer. Use the "magic rain" on the umbrella. The symbols you see are clock hands corresponding to four different times: 3 o'clock, 1 o'clock, 10 o'clock, and 9 o'clock. Back out.

  • Turn right three times until you see a dresser with a clock on it. Note the number 45 on the wall. Click on the dresser to get closer. Click on the combination lock on the top drawer and enter the code based on the umbrella times: 3 - 1 - 1 - 0 - 9. Back up and open the drawer. Take the pliers and the clue card. Close the drawer.

  • Use the pliers on the wire covering the bottom drawer. The wire will go into your inventory. Open the bottom drawer and take the remote. Back out.

  • Now click on the picture on the wall for a closer look. You will notice that it is an overhead shot of the room. Look closely and you will realize that the areas that have numbers form a triangle with 45 at the top, 13 on the lower left, and 26 on the lower right. Pull up the remote. You need to push the buttons in the order they appear as numbers in the room. The combination is: lower left, lower right, lower left, top, top, lower right. The picture will now raise up to reveal a small alcove.

  • Click on the alcove for a close up. Take the crowbar and the second clue card. Note the capitalized letters in the grid: D, K, W, E. Back out.

  • Turn right. Use the crowbar on the recessed square in the carpet. Click on the lid to turn it over and remove the black bar (magnet). Now click on the exposed recess. Each button needs to be pushed until it shows a picture that corresponds to the capital letters behind the painting. Upper left - diamond, upper right - knife, lower left - worm, lower right - eye. Click enter then take the matches and the third clue card.

  • Turn right. Click on the small grey box for a closer look, then click on the bottom of the box. Use the pliers to pull out the little handle in the middle. There should now be a diagram hanging down that shows Chinese characters with numbers. Each number corresponds to the number of "closed" spaces in the character. Now look at the matchbook. Count the number of "closed" spaces in each character to get the code. Put the matches back in your inventory and enter the code 5 - 2 - 2 - 0 in the box. This will open up a new alcove.

  • Click on the alcove and then click on the cylinder on the left of the machine. Notice the key. Pull up your piece of wire and use the pliers to bend it. Now use the wire to remove the key from the cylinder. Back out.

  • Click on the alcove again and this time click on the picture on the far right. This is a diagram of how to assemble the machine. Back out.

  • Turn right twice and you are back at the table with the umbrella marionette. Use the key to unlock the drawer. Take the candle and hint card number four. Back out.

  • Turn left twice and you are back at the machine alcove. Click to get closer. Assemble the machine. The magnet goes in the little gray holder to the left, the candle goes on the little black spike next to it. Light the candle. The glass door will now open.

  • Click on the bars to get closer, then turn right. Look down and you will find your fifth and last clue card. Look back up. Read the clue cards to determine who you are, type the answer in the white area, and click enter.

  • You are a shadow!

  • Sweet Freedom!

  • Just for fun: if you go back and look behind the plant again after you've taken the screwdriver, the little warrior marionette has now "assumed the position" up against the planter. Where are the marionette police?

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The_Corruptor Author Profile Page June 18, 2009 3:28 PM

Note: you can change the language in the menu screen. For people like me who don't notice that, it gets very hard to solve that last puzzle!

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Even after looking at the spoiler for how to use the remote, I still don't understand how you got that combination.

Care to further explain?

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fuzzboxer: the numbers...

are the code. Press the buttons in order they appear 1-6. Make sense?

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Fuzzboxer

the 3 buttons correspond to the positions of the numbers in the room, push counting upwards.

I Think we are talking alternate ending here too...

I found the screwdriver behind the door where the last hint card was and it seems that the candle can still be highlighed, the clock is still unused and there seems to ba a slot underneath the coloured blocks which does nothing

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Enjoyed it! If it wasn't for the

grey box with the 4 numbers

I would have gotten it w/o the walkthru. I don't think I ever would have come up with that solution.

-Joe

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Anonymous June 18, 2009 5:14 PM

There's a step missing. Where is the magnet?

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Thank you, Shazbot! Makes sense now that you say that.

I understand how to enter the code, I just couldn't get the logic behind it.

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JIGuest -

The magnet:

Is on the underside of the brown square that you pried out of the floor. Click on the square to turn it over and you will find the magnet.

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I agree, there has to be another secret ending.

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Rats. I needed the walkthrough for two things:

The remote and matchbook codes

I should've known the first, but I never would've figured out the second. Well, I guess you can't do EVERY escape game on your own.

Fun, nonetheless. Thanks to JIG for featuring it and grinnyp for the help.

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Papachabre Author Profile Page June 18, 2009 10:06 PM

Excellent game! I like the riddle ending - that's a nice touch.

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Ah, I remember playing the original version, where the hints were less translated, and I still couldn't figure out the character number trick. (both times, I thought it related to something else, like how they differed in both appearances) I couldn't find the fifth hint, but I didn't really need it.

I'd like to write hints for this, but I'd rather read the point of view of Sonic Lover's attempt...

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The gray box with the four-digit code had me confused for quite some time.

Mainly because the characters that appear when you pull down the panel from the box read (roughly): "As clear as black and white." I was looking for a hint in the meaning of the characters, and it never occurred to me to count the "closed spaces." Needless to say, it wasn't as clear as black and white to me. :)

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Anonymous June 19, 2009 2:31 AM

actually, Ian

the clock was used. The clock is placed there so if you look at the lines on the lamp, you will understand that they are telling time and you must match them with the clock.

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Much easier than the original, but still a lot of fun. I love how everything made sense this time around, hah.

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I really liked this! It was perfect for my ability level, I got it all only using in-game hints twice... and I found them not to be spoily at all.

Especially matchbox puzzle! Very cool. It reminded me of

the "Four is Cosmic" trick: you explain to somebody that four is cosmic, because all numbers relate back to four. Any number you give you can somehow relate back to four. For instance, thirty-six is 9, nine is 4, and four is cosmic. Or, fourteen is 8, eight is 5, five is 4, and four is cosmic. The secret to both puzzles relies on realizing

that there is a method for associating each symbol with a number. Once you know that each of the gray box symbols corresponds to its number for a reason, it's not hard to figure out what that reason is.

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BlackWolfe Coyoten Author Profile Page June 20, 2009 4:10 PM

Okay, not bad, but

the clock was a lousy hint. I spent a good few minutes running around looking for hands to stick on the darn thing before checking the walkthrough.

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This is the first game that I haven't been able to start. The loading is stuck at 72% and it won't do anything. Any suggestion on what to do to start it.

[Edit: Try emptying your browser cache and then reload the game page. -Jay]

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guest#987534 June 21, 2009 4:05 PM

did anyone else.....

look behind the glass door and see a broken screw driver? the one that the marionette is holding at the end?

...is this part of a secret ending?

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I'm a little skeptically on what that is, let me know what to and thanks.

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Anonymous June 22, 2009 3:34 AM

Did anybody ever use the backside of the remote control for anything?

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trishaleigh08 Author Profile Page June 22, 2009 5:11 PM

Another possible answer to riddle:

Thunder. Every clue fits but it doesn't work in the game. I was so sure that was the answer to the riddle too... I kept typing it with different capitalization. haha

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I thought I was getting through with deleting my browser but it still gets stuck, now at 66% any other options :{

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Finally I was able to get the game to work, but on the last part where into: What or how are you to enter, I'm really stumped!

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Dee -

When you get the glass door open and move into that little corridor, you need to turn right. There is a gray box with a button labeled "enter". Click on the white area with your cursor and type in the answer to the riddle, then press the enter button.

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Am I stupid or what I don't want to give the riddle away but it's right in front of me!!!
Thanks

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I liked this, it was pretty easy, even though I did use the walktrough (but that's because I'm lazy:P). The answer was bit obvious though, I guessed it from the second hint:D

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florence Author Profile Page July 9, 2009 6:17 AM

i liked this game too ^^

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Victor w July 28, 2009 11:00 PM

The only thing I didn't like about this was the thing I hate about almost every room escape game: item hunting. That is the main difference I see between point and click adventure games, where you use elements on the screen with other on-screen elements, no inventory required. I don't even mind if the items are there, but obvious. I just don't need the trouble of hunting around every object and up and down the room.

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The song is so freaking cute, I had to find it. I saw the address of the orriginal tunes in the "credits" and visted. Though the site is in Japanese, I used Goodle Translate on the page and found you can download it for free, along with many other songs. They do a bunch of music box songs. It's called "TAOYAKANI" if you want to find it :)

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I'm a little late, but a couple of comments.

JIGuest, the backside of the

remote is a clue to use the picture to decipher the numbers.

Also,

the marionette behind the planter is playing "hide and seek" with the screwdriver you took. The one that is "hiding" behind the door at the end. :)

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Dingding321 Author Profile Page June 3, 2014 10:32 AM

I spent the longest time trying variations of the solution like "Shadow" and "I am a shadow" before I saw the comment about capitalization and thunder, which made me realize I shouldn't have used a capital letter to start, apparently. Other than that, good game, except I found it easier to solve the riddle than escape ^^

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