Pajama Sam
Known simply as "Sam" to family and friends, Pajama Sam assumes the role of a pint-sized superhero at times when fearlessness and bravery are needed to confront frightening or difficult situations. Sam may only be six years old, but with a little help from his alter ego Pajama Man, he has no difficulty facing his fears, whatever they may be. He's feisty but sweet, resourceful, and imaginative... and he really likes cheese. |
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| Where the adventure begins |
The Customs Trees confiscate Sam's prized possessions! |
Pondering how to enter Darkness's House |
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| Sam must pass through the Doors of Knowledge |
In the mines |
Otto the boat learns a valuable lesson from Sam |
Pajama Sam - Don't Fear the Dark is designated as a Level 3 game: Children stretch their imagination and creativity as they help characters overcome scary situations and difficult challenges.
Game Hints for Pajama Sam - Don't Fear the Dark
Own the game and need some hints? Here are some quick tips to help Sam find his possessions and get into Darkness's House! Remember, there are several game paths in most Humongous adventure games. This is so you can play many times without getting bored. It is important to remember that you will not need all the items in every game path.
Sam needs to find three items before he can transform himself into Pajama Sam: his flashlight, lunchbox, and mask.
Locations for flashlight, lunchbox, and mask Here are all the possible places Sam's stuff could be hidden. For the Flashlight, check the old riverside shack, or the boarded-up mine shaft. The lunchbox may be found under the water in an underground cavern, or sitting next to a wishing well. The mask will either be stuck under a piece of furniture in Darkness' house, or the Carrot Freedom Fighter may be using it to conceal his identity.
Otto Otto won't take you out on the river until he's absolutely sure he can float. Sam can prove that wood floats if he can just find a way to bring Otto that wooden board lying under the bridge.
Doors of Knowledge To get the answer to the "Water Meter" question at the Doors of Knowledge, so out of the treehouse and into the mines. Click to the right and go past the washing machine. The silver box on the wall is the water meter. Click on it to get the reading and go back to the Doors of Knowledge. Answer the water meter question and you've done it!
Row the boat Sam will need the oars if the Lunchbox is by the Wishing Well. Find the Music Room in Darkness' house, and figure out how to climb up to the chandelier. To make Sam swing wide enough to reach the oars you need to use your mouse and click on either side of Sam, further out each time. It's just like pumping a swing with your legs. He'll start swinging wider and wider and eventually will get close enough to reach them. At that point click on the oars and Sam will jump and grab them.
Getting Past the Dancing Furniture If the mask is in Darkness' treehouse, it will be on the floor in the dancing furniture room. (The mask-like object on the lamp is actually a pair of sunglasses, not the mask.) This is one of the most difficult tasks in the game, so we'll help you out a little here. You'll need to go into the kitchen and push the button to send the dumbwaiter down. Then go through the Doors of Knowledge, into the den, and figure out how to open the secret door to get into the lab. Get the chair to sit in front of the shelves, then pick up the blue formula. If the chair breaks, you'll need to fix it with the hammer and nail. Now it's time to use the magic cookbook... which spell could help you enter the Dancing Furniture's room undetected? Once you use the potion you'll need to hurry, because the spell only lasts for a limited time. The dumbwaiter will help you get there fast.
Remember, you can get more gameplay hints by pressing the F1 key while playing the game!
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