Pajama Sam's ultimate goal in No Need to Hide When It's Dark Outside is to find
Darkness and capture him in Sam's Portable Bad-Guy Containment Unit. Along the
way, he'll have to outsmart talking trees, travel through twisty caverns, and
eventually reclaim his stolen superhero items. And, since the Land of Darkness
changes every time you play, it should be a long time before you see the same
Flashlight: Check either the old riverside shack or in the boarded-up mine
You'll need Bert the Pencil and a gear from the grandfather clock prior to
getting the flashlight back though.
Lunchbox: May be found under the water (you'll need the magnet) in an
cavern or sitting next to the wishing well (get the oars down off the wall in
music room first).
Mask: It will either be stuck under a piece of dancing furniture in Darkness'
house (you'll need to be invisible to fool the furniture) or the Carrot Freedom
Fighter may be using it to conceal his own identity but he'll tell you what it
takes for him to give it back to you.
Bert the Pencil: Sam may need Bert to help him finish what someone else started
in the mine. Someone mistook Bert for a scoring pencil and left him in the park
on the other side of the toll bridge. He'll be laying right on the table in the
park if he's needed.
Board: Sam will need a board to prove to Otto that wood really does float! The
board can be found floating in the water next to the first bridge he sees upon
entering the Land of Darkness (use the rope to get it and remember that the
applies to the piece of wood).
Carrot Freedom Fighter:: The leader of the "Salad Liberation Front" is on a
mission to bring carrots to "main dish" status, but his fellow liberation
fighters are trapped in Darkness' refrigerator. The Carrot may be using Sam's
mask to protect his identity, but he'll give it back if Sam will help him to
release the other freedom fighters by offering himself as a ransom. You can find
the Carrot in the garden, prior to the wishing well.
Doorknob: If the doorknob to the old riverside shack happens to be missing, a
loose one is hanging around in the first corridor of doors, just inside of the
Doors of Knowledge.
Gears: The winch in the old boarded-up tunnel may be missing a gear, and Sam
have to find a replacement before he can use the winch in rescuing his
flashlight. The old Grandfather Clock will give Sam a gear if he coordinates the
time on the grandfather clock with the time on another clock like the one in the
room with the dancing furniture. If one gear doesn't fit, try trading it with
Grandfather Clock for another. The Grandfather Clock stands in the second
corridor of doors inside the Doors of Knowledge.
Gold Nugget: The gold is located inside the mines, down the shaft labeled
Once past this sign Sam and King will briefly come to rest high above a chasm
where the tracks "Y". Take the left tunnel (the default direction is the right
Hammer: The hammer is great for a lot of things - especially fixing broken
furniture (with the help of a nail), or prying boards off of an old mine shaft.
The hammer is located inside the old riverside shack.
Magnet: The lunchbox, lying beneath the surface of the underground river, or the
nail sitting in the middle of a pool of hot lava are a couple of good prospects
for using the magnet. It's located on the backside of the revolving wall inside
Nail: If Sam happens to break any furniture inside Darkness' house, he'll need a
hammer and nail to fix it. You'll find the nail sitting in the middle of a pool
of lava, next to the water meter.
Oars: Sam may need some oars to help Otto get up the rapids under the wishing
well. He'll find them hanging in the music room, behind the Doors of Knowledge.
If you're having trouble getting the oars, persist. When enough momentum is
up, Sam will jump automatically and pull down the oars.
Oil Can: Oil counteracts the effects of rust on King, the mine cart, and the old
rusty door hinges on the riverside shack. The oil can is sitting next to the
Pickax: Inside one of the earlier tunnels is the pickax for mining the gold
Rope: With this, Sam will be able to get the board out of the water. This is the
same rope that initially snares Sam, compliments of the Customs Trees. When
the rope, remember that the rope applies to the wood.
Although Pajama Sam will have to solve a lot of puzzles in the Land of Darkness
before completing the game, here are solutions to some of the really tricky ones
which he might face.
Retrieving Sam's Mask from the Dancing Furniture
Finding Sam's Flashlight in the Mines
Finding the Magnet
Pajama Sam contains two mini-games that will provide hours of entertainment,
by themselves. While playing the mini-games isn't necessary in order to win
Pajama Sam, they are a lot of fun, so give 'em a try.
Nuggets puts you in control of a mine cart whose job is to travel through 110
caverns, picking up all of the treasures that are scattered about. As you work
your way through the mines, you'll have to avoid lava, chasms, and your ever-
growing tail of mine carts. To play Nuggets, just find the remote mining
inside the mine.
Steer the cart with the arrow-keys or numeric keypad arrows (make sure the num-
lock is off if you choose to use the numeric keypad). You may also control the
cart with the mouse by clicking on the arrows surrounding the joystick at the
bottom of the screen. The cart will travel at three different speeds, depending
on the amount of time the arrow keys (or mouse button, if you are using the
mouse) are held down -- the longer you hold a key, the faster the cart will
Nuggets, when picked up individually, are worth 10 points. You can earn big
points, though, by running over more Nuggets while your trailing carts are still
picking up their loads. For each consecutive Nugget picked up, you will earn the
following amount of points:
1st Nugget 10 points
2nd Nugget 20 points
3rd Nugget 40 points
4th Nugget 80 points
5th Nugget 100 points
6th Nugget and Up 200 points each
You'll hear a cash register sound (cha-ching!) to let you know that bonus points
are being added to your score.
Some nuggets may be encased in rock, and you'll need to find TNT to blast them
free. Just find an explosive which corresponds to the color of the Nugget you
trying to pick up, and the rocks will explode.
Sometimes Tunnels are the only way to access a blocked-off area of the map.
one end of the tunnel, and your cart will emerge from the other end, somewhere
else on the level.
These items will appear for a limited time, and although they don't add to the
length of your mine cart, they will add 100 points to your score if you are able
to pick them up.
Clusters of Crystals
Ending the Game
If you crash too many times, the game will end, and you'll be asked whether you
would like to Restart, Continue playing, or Quit. When you do decide to stop
playing, Nuggets will remember the last level you completed, so you'll always be
able continue the game from the point at which you left.
Cheese and Crackers
Cheese and Crackers puts a whole new spin on the game of Tic-Tac-Toe with three
different game boards.
You and your opponent take turns placing cheese and crackers down on a grid (Sam
will always play cheese). The goal of the game is to outsmart your opponent and
place three, four, or five pieces in a row, depending on the size of the game
board which you have choosen.
The first game board consists of a 3x3 grid of squares, and the object is to
place 3 pieces in a row. Board two increases the size of the playing field to
5x5, and you'll have to place 4 pieces in a row. With the third game board,
you'll be playing on a 7x7 grid, and will have to place 5 pieces in a row!
If you want to exit Cheese and Crackers without finishing a game, just click on
Retrieving Sam's Mask from the Dancing Furniture
In some games, Sam's mask may turn up in a living room full of dancing
When Sam enters the room and reaches for his mask, however, the pieces of
furniture jump back to their places, trapping Sam's mask under the couch (they
are inanimate objects, after all).
To get his mask back, Sam is going to have to sneak into the living room without
letting the furniture see him. First, go into Darkness' kitchen and push the
button to send the dumbwaiter down. Now you'll have to get into Darkness' secret
laboratory. The way to do this is through the secret door in Darkness' den
(you'll find the den through the Doors of Knowledge). Once in the secret
laboratory, click on the chair until it sits in front of the shelves, then pick
up the blue formula. In the process, the chair may break, so you'll have to use
the hammer and nail to fix him before actually picking up the blue liquid. Now,
click on Darkness' workbench and use his magic cookbook to make an invisibility
potion for Sam. Once Sam is invisible, you can ride the dumbwaiter back up to
kitchen, walk around the corner to the living room, and retrieve Sam's mask.
Note: You'll need to hurry once the invisibility potion has taken effect, since
it only lasts for a limited time.
Finding Sam's Flashlight in the Mines
In some games, Sam's Mark V Jr. Flashlight may end up in a boarded-up old mine
shaft. Sam's got a lot of work to do before he'll be able to reach the
flashlight, so pay close attention.
First, you're going to need to visit the old riverside shack. Outside you should
be able to see an oil can. Pick it up, oil the door hinges, and go inside. Pick
up the hammer that you see there. Now, catch a ride from Otto and get back to
Once inside the mines, you'll need to oil King the Mine Cart's wheels to get him
up and running. Follow the passage around to the left and continue until you see
a pickax sitting by the side of the tracks. Pick up the pickax and backtrack to
the tunnel that's marked "Gold". Enter the tunnel, and search around until you
find a big gold vein. Use the pickax to mine the gold, then exit the mines.
Catch a ride on Otto again, and head left to the toll bridge. Use the gold you
mined to pay the bridge, and cross over into the park. Pick up Bert the Pencil
and head back to the mines.
Take the right fork in the mines, and head toward the boarded-up shaft. Use the
hammer to pry off the boards, and go through the opening. Now, use Bert the
pencil on the blocked passage (the one with the dot-to-dot numbers). You'll need
to connect the dots in order to open the passage. Head down the dark passage
until you come to a room which contains a large switch. To flip the switch (and
turn on the lights in the passage) you'll need to click the side of the dip
opposite the one which you and King are sitting on, then quickly click the
while Sam is in mid-air. Pajama Sam will jump out and flip the switch while King
crosses. Now go to the left. You should end up in the room where you solved the
dot-to-dot door puzzle. Head down the dark passage again, which should now be
up. Once you've reached the room where your flashlight is sitting, climb the
ladder which leads toward the top of the rope. You should be able to see the
winch from here. Take a good look at the gears on the winch, then come back down
and exit the mine.
Enter Darkness' house, climb the stairs, and go through the Doors of Knowledge.
Set the Grandfather Clock's time, and he'll let you borrow a gear. Make sure you
take the one which matches the gear you saw in the mine earlier, or you'll have
to come back and trade it for the correct one.
Finally, head back to the mines, in the room where you first saw the flashlight.
Click on the hook, then click on King to hook him up to the winch. Now, climb
rock ladder and replace the missing gear with the one that you got from the
Grandfather Clock. Turn the crank to haul King up the track, then release the
hook once you're safely inside of King. You'll be able to pick up enough speed
jump the track and grab your flashlight.
Finding the Magnet
The magnet hangs on a secret door in Darkness' den. Before you'll be able to get
to the magnet, though, you're going to have to get on the side of the door
opposite the one which usually faces you. (Not as easy as it sounds!)
First, you'll have to get into the den, through the Doors of Knowledge. Once
inside the den, you're going to have to find a way through the secret door.
(Check the book for clues.) Now, there are two ways to reach the side of the
which holds the magnet. Going through the door again won't help you -- you'll
still be on the same side as the bookcase. You can either:
Make sure that you have already sent the dumbwaiter down from the kitchen in
Darkness' house, then follow the stairs down from the secret door to Darkness'
laboratory. Once here, use the dumbwaiter to ride back up through the kitchen.
Now climb up the stairs, through the Doors of Knowledge, and back into the den,
where the magnet should now be facing you.
Or, you can follow the stairs from the secret door all the way down to the door
which opens into the mines. Ride King the Mine Cart back to the entrance of the
mines, then circle around and enter Darkness' house through the front. Now,
the stairs and enter the den -- voila!