Pajama Sam in No Need to Hide When It's Dark Outside

Pajama Sam in No Need to Hide When It's Dark Outside

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Pajama Sam 1: No Need to Hide When It's Dark Outside - Walkthrough (On-Going)
By VolnuttHeroP64
In this Guide, I will walk you through on Pajama Sam 1: No Need to Hide When It's Dark Outside (Windows, iPhone & Wii Versions).
   
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1. Story - Not so Fast, Darkness!


Pajama Sam, frustrated with his fear of the dark, enters the "Land of Darkness" through his closet, hoping to capture the anthropomorphized Darkness (as happens in his Pajama Man comic). However, upon entering, he is seized by a group of trees acting as customs and has his superhero items confiscated.
2. Minigames
TBA
3. Walkthroughs Guide - Target Requirements & Summary
Unlike other HE Titles, Pajama Sam consist of three parts: the tutorial, the actual game, including the side objective, and the credits. The world changes every time a new game is started (even though the main and side objectives stay the same), so it is impossible to explain the complex storyline. The games consist of Pajama Sam finding objects in the world and using them somewhere else. A cut scene is usually played if the right item is used. You may save your progress at any time if you have to stop. For convience, this walkthough will cover the Tutorial, Actual Game & Bonus Objectives.


There are 3 things you need to do in order to Capture Darkness:
1. Obtain the Pajama Sam Gear
2. Recover the Pajama Sam Gear
3. Pick up all the Socks
4. In-Game Locations
There are some In-Game Locations that my catch your fancy.

= Real World
1. Sam's Bedroom

= Land of Darkness
2. Mines
3. Boat Docks
4. Toll Bridge
5. Park
6. Garden and Vegetable Patch
7. Abandoned shack

= Darkness' House
8. Lobby
9. Kitchen
10. Living Room
11. Library
12. Laboratory
13. Music Room
14. Darkness' Bedroom
15. Darkness' Closet
5-1. Sock Locations 1-3
Throughout the game, a running gag is the socks Sam has to collect. These are hidden everywhere around the land of Darkness. In every new game, there are 10 pairs of socks to collect. (There are actually well over 20 locations of each individual sock though, they change on every new game). There are in fact socks in almost every room, although some exceptions are the first area Sam visits outside the closet, some areas of the mines, the rivers, the kitchen & some interior corridors of Darkness' house.

1. A purple sock is located in Sam's bedroom near the rug on the floor.

2. An orange sock is located in the third area Sam visits where the wooden bridge and wooden plank are. It is located to the right of the bridge.

3. A purple sock is located in this same area as the above sock, it is near a bush in the lower right of the screen.

4. In the area with the customs trees, there is a grey sock in the extreme upper left corner.

5. In the area with the customs trees, there is an orange socks in the upper middle, above the female talking nice tree.

6. In the area outside the house where the signpost is, there is a dark blue sock in some leaves near one of the ice topped mountains.

7. A white sock is located near the signpost in some trees near the signpost.

8. At the docks where Otto's starting position is, there is a white sock with blue stripes hanging from the tree in the upper middle-left.

9. Where the tree hollow is, there is a sock in the upper left corner, pink in color.
10. In this same location is a cream sock on the ground above the french fries in the lower right.

11. There is a cream sock on the 'U-turn' path as Sam walks from the hollow to the talking trees. It's on the path floor in the middle. Only viewable without the hollow.

12. In this same location, viewable only without the hollow on his head, is a green colour sock in the upper right hanging from a branch.

13. In the garden with the vegetable patch, where the thorns are on the left is a yellowish dark coloured sock. (above where Sam stands).

14. In the same location, in the extreme bottom right, is a white and green sock.
15. In the same location, in the left of the vines, is a cream coloured sock.
16. Where the well is, there is a sock on the middle left of the well, blue in color.
17. In the area where the toll bridge is, there is a dark blue sock on the lower left.

18. Where the exterior of the shack is along the river, there is a white sock above the hotdog plants above the shack.

19. Inside the cave where the river is with the well in the far background (if the well isn't here, the location in question is the one before the exit of the mine where the water shoots up). There is a sock of dark striped colour in the lower left where the spikes are.

20. In the location where the water shoots up for otto to exit the river cave is a green sock in the lower left.

21. In the same location as above, there is a pink sock just to the left of where the water shoots up.
5-2. Sock Locations 2-3
22. In the same location as above, there is a white/cream sock just below where Sam and Otto wait for the water to shoot up.

23. After the shoot-up where the color pools are, there is a blue greyish colour sock in the upper right corner.

24. Where the view of the mailbox and the basket is going up to Darkness' house, there is a white sock down below where you can see part of the track going to the mines.

25. In Darkness' living room there is a yellow sock near the stereo in the lower left corner.

26. In the music room, there is a white sock sticking out of the organ pipe on the left.

27. Also in the music room is a yellow sock on the back wall at the vines, below the light.

28. In the room with many doors (the one just before the library with the bookshelf, and the one just after the room with the door knob), there is a white and blue sock on the ceiling.

29. In the room with the secret bookshelf (also known as Darkness' den) is a greyish white sock below the green chair.

30. On the secret spiral staircase where the candles are is a yellow sock on the stairwell.

31. In the upper right corner on the bottom of the spiral staircase (exterior of the laboratory and sliding doors to the mine) is a white sock.

32. In Darkness' laboratory, there is a white sock above the dumbwaiter hanging off a rope.

33. At the first 'starting point' of the mine where 'King' is stationary, there is a blue sock below the track in line with the traffic lights (where the wooden frame is holding up the track).

34. A difficult sock to find is a dark red one in the room in the mine with the washing machine, it is located in the lower rightish to the left of the rocks.

35. A white sock on the washing machine in the mine.

36. A complicated one, in the mines behind the wooden board and the pencil puzzle where the flashlight is. Below the platform with the flashlight on near where the track 'stops' at the lava is a brownish sock.

37. In the same room, where Sam stands, the track enters the lava and there is a white sock at the end of this.

38. In the room with the light switch is a white sock on the lower right.

39. In the mine where the water meter is, there is a dark grey sock in the upper left where the track goes.

40. In the same room where the track is on the far right is a white sock.

41. In the room where the sliding doors are (on the mine side of the doors) is a red sock to the top left of the doors.

42. In the room at one of the many mine Junctions (this one being in the upper mines where the big sign and arrows are saying 'gold' is a sock on the right of the lower left mound of rocks.
5-3. Sock Locations 3-3
43. From this room above, go left and where there is a sharp rock face on the left, there is a red sock hung over it.

44. Follow the arrows towards the gold and enter the lower mines (there is only one way in this next room, down the track that isn't broken). In the room after that, King will stop for about two seconds at the top of the large downhill and you can click to go straight on or left. Go left, and you will enter a room where the track simply heads on straight, in a sort of 'box' shaped room. There are two crates on the left, a pink with red spots sock is on the left.

45. You will keep going until you enter a room where you can either go down; or up to one of two small box openings. In this room itself there is an orange sock near the spikes in the bottom left.

46. In #45, go 'up' to the left of one of the box openings, you will almost exit the mine and enter the outside, in the lower middle is a blue sock.

47. At the gold mine mound on the right is a purple sock (above the track).

48. Where King stops at the top of the large downhill section, instead of going left like before, go straight. The next room you can either go straight or right; in this room is a sock in the lower right.

49. In the room where the track does a circle around the room, with the option of going through the circle, there is a dark spotted colour sock in the bottom of the screen.

50. In the room where the nugget arcade machine is, there is a red sock on the left ledge near where the broken track is.

51. In the same room is a sock on the right, just to the right of the RMT sign, is a dark blue sock.

52. In the room where #48 is, head round the circle and the next room will have large pipes on the left, a red sock is located here.
6-1. Walkthroughs Guide - Pajama Man Comic 1
Deep in the bowels of an old power plant, a sinister plot is hatching...

Darkness: Ha ha! At last the time has come to hatch my sinister plot! This lever will activate my BLACKOUT GENERATOR and the whole world will be thrown into eternal night!

Heroic voice: Not so fast, Darkness!

Darkness: Wha-?! PAJAMA MAN!

Pajama Man: That's right, fiend! And I have some gadgets of my own! Take that!

Darkness: AAARGH!! Not the Illuminator Mark 5!!!

Pajama Man: (It takes 20 "D" batteries, you know.) Do you have anything to say before you're sucked into my portable bad guy containment unit?
6-2. Walkthroughs Guide - Sam's Bedroom
The Game starts with Sam putting on his cape, and is ready to be Pajama Sam. But it's not just a cape that makes someone a superhero. He'll need a mask (to hide his secret identity), a flashlight
(the Illuminator Mark 5 Jr. flashlight) and his lunchbox (portable bad guy containment unit).

The Mask can be hanging on the Pole or under the rug to the Left. The Lunchbox can be under the bed or in the trash. And the Flashlight can be found in either the Top or the Bottom Draws.

Once you get those things, you're ready to go into the closet and capture Darkness! Click on the Closet and let's go after Darkness!

Oh, before you do, remember how mom wanted all the socks to be picked up? 20 socks will be randomly scattered throughout the game. One could be on the floor here. Keep an eye out for socks while playing. See Section 5 for more infomation.
6-3. Walkthrough Guides - Land of Darkness Enterance
Once you've entered the Land of Darkness, proceed down the road until get caught by some trees and you'll lose the Mask, Flashlight & Lunchbox then you're left hanging upside down off of a branch. Click on the rope to get free and you'll obtain the rope. Backtrack to the where the Wooden Board is and use the Rope to get the Wooden Board and proceed to the Nexus of the Land of Darkness.
6-4. Walkthrough Guides - Boat Dock
Go Right to reach the Boat Dock, there you'll run into Otto. He has a friend, whose dentist's
brother sank in the water. So You'll have to prove to Otto that wood floats. To do this, use the Wooden Board on the Water. Inspired by this, Otto tries to float & It works! Hop in Otto and go across the river. You can go four ways from here. Heading right will take you to some geysers. Clicking on it will cause the geyser erupts & you'll get some gratuitous educational content.

You can find more infomation about Geysers here:
http://www.youtube.com/watch?v=wE8NDuzt8eg
http://en.wikipedia.org/wiki/Geyser

After that educational content, backtrack and go north and you'll notice a tree branch. You'll need to use it to fool the British trees will block your way.

Past the trees is the well. Look in the garden patch. One of the carrots is wearing your mask. He's the leader of the "Salad Liberation Front", an undercover group that wants vegetables to be the main course. Cauliflower power! The carrot will team up with you, and he promises to give you the mask if you take him to Darkness's kitchen. However, due to the randomness of the game, the carrot might not be wearing your mask. If so, you'll find the mask in Darkness's house.

Now onto the well. Your lunchbox might be next to the well, but if it is, thorny bushes block your way. You'll have to find another way to get to the lunchbox. If your lunchbox isn't there, go to the well, and maybe you'll find a sock there.

Well, that's pretty much all you can do here, backtrack to Otto and go left & You'll find a bridge, but the bridge needs a toll, so you can't go across it. Once you get gold (from the mines), you can go across the bridge, where you can play a minigame called cheese & crackers. Keep going Left until you see a shack and an Oil Can, pick it up and Oil the Door for later.

If there is not a doorknob on the shack, look in the window to see your flashlight. Once you get a doorknob (from inside Darkness's house), come back here and put the doorknob on the door. Then oil the hinges and go inside. Stand on the barrel to get the flashlight. Go down the waterfall past the shack.

You go down the waterfall into caverns below. Your lunchbox might be below the water here. As soon as you get a magnet (in darkness's house), you can get the lunchbox. Go left. Here will be more caverns. If your lunchbox was by the well, there aren't caverns here, but a space leading
to the wishing well. If you try to go there, you'll find the current too strong. Once you have oars (in the music room in darkness's house), use them so you can get past the current and up the well, and then you can get the lunchbox.

Then you can backtrack to the Nexus.

Cheese & Crackers Boards:
Easy Board = 3 In a Row
Medium Board = 4 In a Row
Hard Board = 5 In a Row
6-5. Walkthrough Guides - Gold Mines
Inside the mines is King, the mine cart. He's complaining about how his wheels have rusted. Use the oil can (gotten from the abandoned shed by the river) to get rid of therust. King will thank you by giving you free rides wherever and whenever you want.


=Flashlight Gold Mine Path
Go right, down the mines. You end up near a washing machine. In some games, the road splits off here; one track leads left and the other leads to some heavy boards. If there are boards, you have a lot of work to do, which I'll explain. Use the hammer (from inside the abandoned shack by the river) to peel off the boards. Then go down the track into the now open tunnel.

A wall blocks off the track here. You need Bert the Pencil to get past the wall. To get Bert the Pencil, you need to get some gold (you get this when you go further on into the mines), then use the gold to pay the toll so you can cross the bridge (on the river). Cross the bridge to find Bert
the Pencil and talk to him to get him. Once you have Bert, get back to the wall here. If you didn't notice, it's numbered. Use Bert on the wall, and he has you "connect the dots" (by 1s, 2s, 3s, 4s, 10s, etc.), so click on the numbers in the proper order.

Head into the now open passage. It's dark inside, but I think I saw the flashlight. You end up in a big room where the track makes a "U" shape. Click on the other side of the U, and King will flip you
into the air, and catch you while going to the other side of the U. Click on the switch so you flip it while going to the other side of the U. This turns on the lights in the previous rooms.

Your flashlight is in a room with a winch. Climb up the side of the wall and look at the winch, which is missing a gear. You get the missing gear from Grandfather clock (in Darkness's house, past the doors of knowledge), but make sure you get the right one. When you do, hook up King to the winch, climb the ladder, and turn the winch.

Jump into King and unhook yourself. You go fast enough to jump into the air and land on the track that has your Flashlight on it. Pick up your flashlight and get back to the room in which you had to pry the boards off of the Tunnel.


=Flashlight Boat Dock Path
Start reading here if you skipped a lot because there wasn't a boarded tunnel. Go down the left tunnel to make it to the water meter area. Click on the water meter and remember the number on it (not applicable in some games). If a nail is floating in the lava, use a magnet (gotten in Darkness' house) to pick it up. The nail is used in getting the mask from the dancing furniture in Darkness'
house, if the carrot doesn't have it.

Go left from the water meter area to the one-way door area. You can't go through the door (it's one-way), so just pick up the pickaxe and go left. You make it to the gold room. Go into the gold room and ride around it (pick up any socks along the ride). At some points in the ride, there are multiple paths you can take. Click on a path to take it, or else King will go down the same path he does every time. Experiment with these paths, and soon you'll find the gold.

In the gold part of the gold mine, use the pickaxe (it breaks) to get the gold. You can use the gold to pay the toll so you can cross the bridge by the river. Exit the gold room.

From the gold room, all you have to do is go left once to make it back to the entrance of the mines.

Possible Water Metter Codes (Randomized per Playthrough):
1. 507
2. 844
3. 236
4. 112

Possible Gears (Randomized per Playthrough):
1. Small Cross Bronze
2. Large Cross Silver
3. Medium Cog Silver
4. Large Spike Bronze

NOTE: The Time in the Living Room inside Darkness's House can be Hours/Minutes ahead or behind in Real Life.
6-6. Walkthrough Guides - Darkness's House 1-3
To get inside Darkness's house, you must first jump into the basket (the one labeled "D"). Then throw the three rocks into the other basket. The next time you come by, the rocks will automatically let you enter Darkness's house If you jump into the basket.

Once in Darkness's house, you have two doors you can enter & some stairs.
Go through the left door to enter the kitchen.

In the kitchen, press the button on the wall to send the dumbwaiter down. If you've got the carrot, click on him and then click on the fridge. A big musical number ensues, ending with you getting your mask.

Go through the right door to reach the dancing furniture room. As soon as you enter, the furniture stops dancing. You can read the clock in this room to know what time it is, which you'll have to do if you're doing the whole "boarded mine tunnel" thing (so you can set Grandfather Clock's clock to the right time in order to get a gear).

Your mask might be tapped under the furniture (when they stop dancing). To get the mask, you'll have to sneak in while invisible (visit the scientist's lab, which you find later on in Darkness's house).
6-6. Walkthrough Guides - Darkness's House 2-3
Go up the stairs to reach the doors of knowledge and a stair leading to darkness. Ignore the stairs and click on the doors. The doors are really game show hosts for the game "The Brain Tickler". You're the next contestant, Pajama Sam!

Pajama Sam's interests include skydiving, channeling
ancient spirits, and stamp collecting. Wait, he's making
that up. Sam doesn't collect stamps.

Anyway, Sam has to answer four question correctly to win
"The Brain Tickler" so he can pass through the doors of
knowledge. Here are the questions, sorted by category:

Music:
Q: What instrument do you play by banging on it with a stick?
A: A drum.

Q: Which of these instruments is not a woodwind?
A: Tuba.

Q: In the song "Mary Had a Little Lamb", what color was the lamb?
A: "As white as snow" or "as white as New York snow".

Q: Who wrote Beethoven's "Symphony No. 9"?
A: Ludwig van Beethoven.


Fruits:
Q: What color is an orange?
A: Orange.

Q: Apple pie is made with what fruit?
A: Apples.

Q: What fruit do raisins come from?
A: Grapes.

Q: Which of the following is NOT a melon: watermelon, honeydew melon, cantaloupe, or melancholy?
A: Melancholy.

Q: Is a tomato a fruit?
A: All answers are correct.


Ancient Egypt:
Q: Whose face is depicted on the Sphinx?
A: King Khafre.

Q: What did the Egyptians call their sun god?
A: Ra or Re.

Q: What did the Egyptians use to measure the height of the Nile's flood waters?
A: Calibrated stairs or a nileometer.


Art:
Q: Who painted the Mona Lisa?
A: Leonardo Da Vinci.

Q: How did Michelangelo paint the ceiling of the Sistene Chapel?
A: Very carefully or on his back.

Q: What do most people paint with?
A: Paint brushes.


Cheese:
Q: What is cheese made of?
A: Milk or soybeans.

Q: What kind of cheese has holes in it?
A: Swiss cheese or hors d'ouvres?

Q: What is "Muenster" cheese named after?
A: The place where it is made.

Q: Where does Swiss cheese come from?
A: All answers are correct.


Animals:
Q: What is the fastest animal on land?
A: A cheetah.

Q: What is the largest mammal?
A: A whale.

Q: What is a group of lions called?
A: A pride or anything they want to be called.

Q: What African animal has a very long neck to allow it to
eat the leaves of tall trees?
A: A giraffe.

Q: Which of the following mammals lays eggs?
A: The platypus.

Q: Which make better pets, cats or dogs?
A: All answers are correct.


Anatomy:
Q: The head bone is connected to...?
A: The neck bone.

Q: What does the pancreas do?
A: Secretes digestive fluid.

Q: On what part of the body would you wear a sock?
A: The foot.

Q: What part of the body is used for hearing?
A: The ears.

Q: What is hair on the chin generally called?
A: A beard.

Q: What are the holes in your nose called?
A: Nostrils or piercings.

History:
Q: What were the giant reptiles that ruled the earth long ago called?
A: Dinosaurs.

Q: When was the War of 1812?
A: 1812.

Q: Who was the first president of The United States?
A: George Washington.


Comic Book Heroes:
Q: Who is the strongest comic book hero of them all?
A: All answers, each one being Pajama Man, are correct.


Worms:
Q: How many heads does a worm have?
A: All answers are correct.

Q: Which worm is a favorite food among mammals, birds,
reptiles, and carnivorous invertebrates?
A: The mealworm.

Q: Worms have been...?
A: Used for fishing or sent to outer space.


World Leaders:
Q: What did the young King Francois II say when his advisors asked what to do about poverty in France?
A: All answers are correct.

Rocket Science:
Q: How much fuel is required to boost a space shuttle into orbit?
A: All answers are correct.


Computer Science:
Q: What is the best computer programming language?
A: All answers are correct.


Land of Darkness:
Q: What is the reading on the water meter located in the
mines near Darkness's house?
A: (varies depending on what the water meter says & is randomized in each walkthrough)

Q: What Color are the flowers on the other side of the river?
A: (varies depending on what the color the flowers are & is randomized in each walkthrough)
6-7. Walkthrough Guides - Darkness's House 3-3
Once you win, go through the doors of knowledge. You end up in a very strange hallway. Click the doorknob of room 3G to get it to fall off. You can then use this doorknob to open the abandoned shed by the river, so you can get your flashlight.

Go through the left door (the blue one) to enter the music room. If your lunchbox was by the well, you can find oars in here. Simply jump to the stool, top of the piano and the chandelier, in that order, and click to swing to the oars. You need click an awful lot to keep Sam swinging. That's all to do in the music room, besides listen to the things inside play music.

When in the strange hallway, go right to find more strangeness. You might find grandfather clock here. If you set grandfather clock to the right time (found by looking at the clock in the dancing furniture room), he'll give you a gear, which you can use in the winch in the abandoned mine tunnel.

Also in this part of the strange hallway is a door on the floor. Enter it (gravity does not apply here; you can walk up a wall to exit through the doors of knowledge) to find a book room. Read the book of clues.

The book of clues indicates a color. See the bookcase behind you? Click on all of the books that are that color in the bookcase. This reveals a revolving wall, which might have a magnet behind it (used to get the nail out of the lava in the mines, or used to get the lunchbox out of
the water in the river). To get the magnet, use the dumbwaiter (which you'll find later) to get back to the top floor, then go back to the book room.

Go through the revolving wall, and down the stairs. Go through the left door to reach a scientist's lab, in which there is much to do. It has the dumbwaiter here, which you can use to get the magnet.

Allegedly, you need to click on the red chair until it is in front of the shelves, then pick up the blue potion, when the chair will break, and you'd have to fix with a hammer (from inside the abandoned shack on the riverside) and a nail (from the water meter place in the mines, gotten with a magnet). You can get the blue potion then, which somehow will let you access the workbench.

Normally, you can simply click on the workbench to make some potions. You can make any of the potions inside the book.

If your mask is underneath the dancing furniture, use the invisibility potion to make yourself invisible, then use the dumbwaiter to get to the kitchen, then enter the dancing furniture room, then get the mask. Do this quick, because the potion wears off after a while.

When you're done with the scientist's lab, go back to the stairs. You can press the button by the right door to open it. It's a one-way door that leads you to the mines.

=Library=
Possilbe Books of Clues (Randomized per Playthrough):
"When Seeking Answers, use your head. You must push in only..."
1. Red
2. Blue
3. Yellow
4. Green
7. Walkthroughs Guide - Beating Darkness
Once you have all your stuff, it's time to beat Darkness! Go to the doors of knowledge (AKA Wink and Blink, the game show hosts). Remember the stairs to the left of them? Go up them. You'll reach the Darkness's door. How terrible! He has a Putt-Putt doll! However, once you enter Darkness's Room, there's no turning back until you beat the game & select Restart from the End Credits. So, if you're missing any socks, try to do some backtracking if you can.

Enter the room. Hey, he's locked in the closet! Open the chest on the wall to get the key. Whoops, a bunch of keys fall out! Check the chest again to get the real key & the closet door is unlocked. Simply enter the closet to defeat Darkness and win the game!
8. Key Item Locations
Here's a quick handy guide onto where the Key Items are.

Flashlight:
1. The flashlight will be in a shack, which means you'll have to find a doorknob and oil the door hinges with an oil can.

2. The flashlight is in the mines, for which you'll need a hammer, Bert the Pencil (you need gold to get him and a pickaxe to get gold), and a gear from Grandfather clock.


Lunchbox:
1. The lunchbox will be underwater, for which you'll need a magnet.
2. The lunchbox will be by the well, for which you'll need oars.


Mask:
1.The mask will be on the carrot, which you'll have to take to Darkness' refrigerator.

2. The mask will be under the dancing furniture, so you'll have to sneak in while invisible using the dumbwaiter and invisibility potion (you need a hammer and a nail (you need a magnet to get the nail).
9. Game Items
Your Inventory can be Accessed by moving your cursor to the bottom of the screen.

=Options
Stop Sign: Exit to Windows


= Items
Laundry Basket: Used to keep track of all the Socks you found in the Land of Darkness.
See if you can collect all 20 Socks in 10 pairs.

Bert the Pencil: Used to connect the Dots in the Boarded Mine Tunnel.

Gears: Used to repair the wrinch in the Mines.

Rope: Used to get the Wooden Board.

Wooden Board: Used on the Water near Otto at the Boat Docks.

Hammer: Used to enter the Boarded Up Mine Tunnel & used alongside with the Hammer to fix the Chair in Darkness' Lab & to get the Blue Potion.

Masked Carrot: Used on the fridge to get the Mask in the Kitchen Route.

Oil: Used to Oil the Rust off both King in the Mines and on the hinges at the Boat Shack.

Doorknob: Used to enter the Boat Shack.

Pickaxe: Used to mine the Gold in the Mines. But it breaks after a single use.

Gold Nugget: Used to Cross the Bridge at the Lake.

Magnet: Used to get the Lunchbox in the Underwater Route.

Nail: Used alongside with the Hammer to fix the Chair in Darkness' Lab & to get the Blue Potion.

Oars: Used to get up the Waterfall.

Pajama Sam Mask: One of 3 Key Items used to Capture Darkness.

Signature Edition All-Metal Pajama Man Lunchbox (Portable Bad-Guy Containment Unit): One of 3 Key Items used to Capture Darkness.

Illuminator Mark 5 Jr. Flashlight: It takes 2 D Batteries & Its one of 3 Key Items used to Capture Darkness.
11. HE 1996-2002 Ordering Infomation
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12-1. Secret - Full Windows CD-ROM Install (ScummVM)
Want to play Pajama Sam 1: No Need to Hide When It's Dark Outside without the CD?
Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

Then, follow these steps:
1. Insert your Pajama Sam 1: No Need to Hide When It's Dark Outside CD into your Disc Drive.
2. Click on QUIT at the autorun.
3. Open the CD
4. Create a new Folder on your C Drive and Name it: "HEGames".

5. Create a New Folder in your HEGames Folder & Name it "PSam1"

6. Copy the Pajama Sam 1: No Need to Hide When It's Dark Outside
CD Files to your PSam 1 Folder on your Hard Drive.

7. Run the ScummVM Installer & follow the instructions shown.

8. DON'T Open Pajama Sam 1: No Need to Hide When It's Dark Outside just yet. If you're using a newer computer, you'll need to use the ScummVM Emulator.

9. Open ScummVM
10. Select "ADD GAME"

11. Find the folder where Pajama Sam 1: No Need to Hide When It's Dark Outside is Installed on your Hard Drive, select CHOOSE & then select OK. After that, the game should be added to the ScummVM Library.

12. Highlight Pajama Sam 1: No Need to Hide When It's Dark Outside,
then Double-Click on it to start or select START.

13. Enjoy

NOTE: For the 1996 & 1999 Versions of Pajama Sam, the Installation is done the same way but you'll need to make 2 folders in the Pajama Sam Directory called PSam1 1996 & PSam1 1999. The Steam Digital Download Version uses the 2002 Rerelease Version of the Game.
13-2. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
14. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
15. The Junior Adventure Series


Challenge & Inspire Young Players to think for themselves in creative & flexable ways. Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:

1. Critical-Thinking Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
6 Comments
VolnuttHeroP64  [author] 5 Jul, 2019 @ 7:39am 
@Gideon Stam
I don't really have any fruit to declare before making this walkthrough. But with this guide, Darkness better watch out!
Rebeleon 14 Jun, 2019 @ 4:46am 
MUSTARD CUSTARD AND PRESSURAM
well well well, what have we here? it looks like a flashlight, and a signiture editional metal pajama lunchbox! you used the plannies before youre ripped in the land of darkness?
VolnuttHeroP64  [author] 26 Aug, 2017 @ 10:11am 
@< LFSoniccraft10 >
yw
RetroniGamer 24 Aug, 2017 @ 2:35pm 
thanks for the help getting the flashlight in the mine! :steamhappy:
VolnuttHeroP64  [author] 30 Nov, 2014 @ 11:41am 
thanks.
☪Ahri! ☪ 30 Nov, 2014 @ 11:12am 
Very well written guide :)