Pajama Sam: No Need To Hide When It's Dark Outside
FAQ/Walkthrough (Macintosh/Windows)
Version 1.00 - Last Updated: 3/25/05
Written by Mike Pellegrino (Elemental Knight)
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Table of Contents
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1. Introduction
2. Story
3. Characters
4. The Basics
5. Walkthrough
5.0: Sam's Room
5.1: The Land of Darkness
5.2: The Flashlight
5.2.1: The Boathouse Light
5.2.2: Shining in the Mines
5.3: The Lunchbox
5.3.1: Underwater in the Subterranean Cave
5.3.2: Lunch at the Wishing Well
5.4: The Mask
5.4.1: Carrot X Fights for Rights
5.4.2: Dance, Furniture, Dance!
5.5: Darkness Revealed!
6. Doors of Knowledge Questions
7. Mini-Games
8. Sock Locations
9. Credits
10. Version History
11. Legal Information
12. Contact Information
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1. Introduction
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Pajama Sam is one of the most popular of young children's gaming figures, and
he has been an icon in my family for several years now. Sam has always held a
soft spot in my heart, and I'm happy that my first FAQ will be written for a
game that has brought so many happy characters, fun stories, enchanting worlds,
and random quirks into the lives of many children. I hope you enjoy it and
find it helpful!
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2. Story
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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 world will be
thrown into eternal night!"
Mysterious Hero: "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 V!"
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?"
Darkness: "I--"
Just then, Pajama Sam's dramatic comic reading is interrupted by his mother,
who once again wants him to pick up his socks. But before he knows it, Sam
finds himself in the Land of Darkness, a world he stumbles into via his closet
that is controlled by the scary Darkness himself. What kinds of adventures
will Sam find in this new and unique world?
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3. Characters
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Pajama Sam: Donning his Pajama Man mask and bright red cape and wielding his
signature Pajama Man lunchbox and flashlight, Pajama Sam is ready to take
on any adventure. He exudes enthusiasm and creativity while overcoming his
fears throughout the game. Sam is not afraid to make new friends and
explore new realms, and his cheery demeanor while adventuring rubs off on
all those he meets.
Sam's Mom: Though she only makes a brief appearance at the beginning of the
game, Sam's Mom provides Sam with the start of his adventure by asking for
him to clean up his socks and by turning off the light at night time. His
quest includes a search for all those socks in the Land of Darkness. Who
knew how far those socks could travel?
Pajama Man: Sam's hero never fails to disappoint. With his mask, flashlight,
and lunchbox, Sam tries hard to emulate the just and dignified nature of
Pajama Man.
Darkness: Pajama Man's rival and the leader of the dark world that Pajama Sam
stumbles into. Sam knows very little about Darkness besides what he has
read in his comics. Is this "real" Darkness just like the one in the
comics?
Customs Trees: These ornery border guards are just doing their jobs, but they
make Pajama Sam's mission much more difficult by confiscating his
possessions and hiding them across the Land of Darkness.
The Benevolent Tree: Sitting across from the Customs Trees, this kind tree
lets Sam borrow the rope, and she gives him some comforting words about his
quest.
Otto: This nervous, wooden boat, with Sam's help, is able to overcome his fear
of sinking in the water and quickly becomes one of Sam's good friends.
Helping Sam get across the large lake, Otto transforms from a sulky and sad
dock decoration to an excited and funny vessel. Otto is one of my favorite
characters ever, and his voice is awesome.
King: His name isn't really Mud; King is just down in the dumps that he cannot
move freely anymore due to his rusty wheels. After Sam's help, King
becomes an energetic and helpful friend, especially when it comes to
navigating the tricky mines. King is wise, but he still is very active and
very excitable.
Carrot X: Freedom fighter and leader of the Salad Liberation Front, Carrot X is
not afraid to challenge the status quo. He wears Pajama Sam's mask to
protect his own identity, but he agrees to return it if Sam can help free
his carrot friends. Carrot X is my favorite character in this game, and he
apparently was popular enough to be a prominent character in several of the
Pajama Sam sequels.
Wink and Blink: These charismatic game show hosts guard the Doors of Knowledge
(or perhaps they ARE the Doors of Knowledge). They only allow the Grand
Champion of their show, The Brain Tickler, to pass through. While they
have a good camera image, they frequently bicker off the air.
The Toaster: This talented Tic-Tac-Toe titan gives Sam some stiff competition
in the game of Cheese and Crackers. He sits in the park across the stone
bridge awaiting new challengers.
Bert the Pencil: This construction pencil was mistaken for a scoring pencil for
Cheese and Crackers and was taken across the Land of Darkness. With Sam's
help, Bert will be able to be reunited with his construction buddies (but
not first without giving Sam some needed assistance).
Grandfather Clock: This clock sits within the Doors of Knowledge ready to chat
with Sam about life and time. He also is kind enough to lend Sam a gear if
Sam can set the correct time for him.
The Aloof Trees: These trees stand guard across the river only allowing their
own "tree-kind" to pass them. Their accents and their tone seem pretty
arrogant, but do not let that deter you. Getting past them can be very
important.
The Kitchen Tools: Everything in Darkness's kitchen has a musical flair. Each
kitchen object will sing about its daily job. Sam can't help but dance
along when he is in their presence.
The Laboratory Chair: This energetic and helpful chair sometimes recites random
lines that sound like they're out of the game Clue. Other times, she helps
you get that pesky potion from the bookshelf. Though she can be a little
fragile, she always has a bright demeanor.
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4. The Basics
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What's a hero to do? Armed with his flashlight, lunchbox, and mask, Pajama Sam
sets out to capture Darkness. But soon his gadgets are taken, and it's up to
you to find them.
One of the most important things to note is that your path through the game is
RANDOMLY CHOSEN each time you begin a new game. Specifically, there are two
locations where the flashlight could be, two locations for the lunchbox, and
two locations for the mask. Not only are they in different places, but the
quests are very different depending on which location you were randomly
assigned. Some quests take you to areas that are unreachable otherwise. Also
note that the quests have no definite order in which they need to be
accomplished (you can get the flashlight, lunchbox, and mask in any order you
desire). The walkthrough in this guide will be divided up into sections based
on each of these quests (one section will detail how to get the flashlight in
one location, another will show how to get the flashlight when it's in the
other location, et cetera).
It is not difficult to figure out which quests you were randomly assigned, and
this list gives the locations of the items, the name of the section in this
guide's walkthrough, as well as ways you can quickly determine which quests you
have:
Flashlight
----------
5.2.1: The Boathouse Light - The flashlight is located in the small little
house on the river with a crescent shape on the door (you need to
ride Otto the boat to get there). Peer into the side window to see
if it is in there.
5.2.2: Shining in the Mines - Ride King down the right path from the mine
entrance. You'll arrive in the room with a washing machine and
dryer. If you have this quest in your game, there will be a boarded
up path to the right. The flashlight lies deep within that path.
This area will not be available if you have the other quest (there
will just be a rock wall where the boarded up opening would be).
Lunchbox
--------
5.3.1: Underwater in the Subterranean Cave - Riding Otto the boat from the
dock, travel on the left path past the little house and down the
waterfall. The lunchbox lies at the bottom of the lake.
5.3.2: Lunch at the Wishing Well - With Otto, head straight across the lake.
Get the hollow log stuck on Sam's head and run down the path past the
aloof trees. The lunchbox will be sitting next to the well (though
you can't reach it directly).
Mask
----
5.4.1: Carrot X Fights for Rights - Head straight across the lake with Otto and
pass the aloof trees by walking with the hollow log on your head. In
the field on the other side is a carrot wearing Sam's mask.
5.4.2: Dance, Furniture, Dance! - From the area that can lead to the mine, boat
dock, or Darkness's house, follow the path to Darkness's house.
Climb in the lift and then click on the nearby rocks. Throw them
into the basket one by one to get inside. Walk into the second door
from the left, and the mask will be sitting on the floor under the
leg of the dancing couch.
Sam needs to solve a whole bunch of puzzles to get back his prized possessions,
and the main tool he has to help him is his inventory (move your mouse to the
bottom of the screen to access it). Whenever Sam obtains a new object, it
appears in his inventory. Keep a close eye out for objects that you think you
can pick up. Also, be thinking about what items you have in your inventory and
whether they would be helpful in the location you are in. Clicking on an
object in your inventory picks it up (although objects like the mask,
flashlight, and lunchbox cannot be picked up), and you then are able to click
it on other objects on the screen to use them together (if possible).
Some controls are helpful to remember. Press the space bar at any time to
pause the game (this works even during plot scenes/movies). Another helpful
thing to know is that if you want to completely bypass a plot scene or movie,
simply press the "escape" (esc) key. You'll regain control of Sam at the point
immediately following the scene. If you'd like to skip one line instead of the
entire scene, press "." (period). Press the "S" key to save your game, and
press "L" to load a game.
But most importantly, be sure to have fun. Explore as much as you can. Click
EVERYWHERE. There are so many little, funny quirks and easter eggs sprinkled
throughout the game. Other Humongous Entertainment characters like to make
guest appearances too. There are enough little secrets to keep a child (and
older :P) interested for ages.
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5. Walkthrough
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5.0: Sam's Room
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With the lights off, Sam finds himself afraid of the surrounding darkness. But
that does not last for long! Thinking about what his hero Pajama Man would do,
Sam leaps out of bed determined to capture Darkness in his Signature Edition
All-Metal Pajama Man Lunchbox. But first, he needs to find his mask,
flashlight, and lunchbox. There are two different locations for each object,
listed below:
Flashlight
----------
1. Check the top drawer of his bedside dresser.
2. Look in the bottom drawer of the dresser.
Lunchbox
--------
1. Look under Sam's bed. Click right behind where he is standing.
2. Click on the garbage can. It's on the left side of the screen on the
floor.
Mask
----
1. Check behind the scarf hanging from the pole on the left side. It's right
above the garbage can.
2. Look under the rug. Click on the very left edge of the rug.
Also, keep an eye out for those pesky socks. Frequently, one likes to hang out
on the left side of Sam's room toward the front of the screen. Watch out for
them as the game goes on; they like to hide in tricky places.
With all of Sam's hero gear in hand, click on his closet doors, and the
adventure really begins . . .
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5.1: The Land of Darkness
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Peering into the closet, Pajama Sam searches for Darkness. Suddenly, the door
shuts, and Sam falls headlong into a strange, different world (and lands,
strangely, on a giant baseball mitt). Once you're in control of Sam, head
right. You'll arrive at a small bridge over a river. See that wooden board in
the water? Remember it; you'll need to come back and get it later. Continue
up to the next area.
Sam cannot help stepping in the rope trap, and his possessions are quickly
confiscated by some of the strangest customs workers ever. These trees mean
business, taking Pajama Sam's mask, lunchbox, and flashlight and scattering
them across the Land of Darkness. After their speech, click on the rope and
Sam will free himself, and the kind tree across the way will let you keep the
rope and offer some comforting words.
Now that you have the rope, go back to the left to the wooden bridge and
river. Get the rope from your inventory and click on the piece of wood
floating in the river, and Sam will fish it out for you. He'll lose the rope,
but that's okay. The kind tree does not mind. Head back past the Customs
Trees into a new area.
This new screen gives Sam a good look at the tall and scary house of
Darkness. Sam will need to go there eventually, but first head right to the
boat dock. Here, a wooden boat looks sadly at the pool of water in front of
him. Talk to him. Otto seems nice enough :) But try to click on the lake
behind him and his darkest fear is revealed: Otto is afraid of sinking in the
water. How could a boat be afraid of water? It's Sam's job to help him out:
take the wooden board from your inventory and toss it into the small pool of
water in front of Otto. The wood will float, much to the shock of Otto, and he
soon will gain the courage to overcome his fear and float in the water. He's a
natural at zooming around in the water!
Hop inside of Otto and sail out into the river. Take the path in the top-left
corner of the screen, and you'll see a large, stone bridge with hands. Sail
under this bridge toward the small house in the distance. To the left of this
house will be an oil can sitting on top of a stump. Grab the oil can, then
sail back the way you came to the dock. Head left and follow the signs to the
mines (the mines are located to the left of Darkness's house). Inside the
mines King the mine cart is immobile; his wheels have become rusty and are
stuck to the track. Take the oil can out of your inventory and click it on top
of King's wheels. This will disintegrate the rust, and King will be free to
transport you all throughout the mines!
Now that you have helped King, the different quests for the lunchbox, mask, and
flashlight diverge. Check out section 4 (called 4. The Basics) to determine
which quests you have in your game and which sections you should jump to in the
walkthrough to find these objects.
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5.2: The Flashlight
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5.2.1: The Boathouse Light
--------------------------
In this quest the flashlight is located in the small house on the river (you
can peek in the side window to see it in there). Unfortunately, the door does
not have any sort of handle; there does not appear to be a clear way to get
in. Ride Otto back to the boat dock, then walk left to the forked path that
overlooks Darkness's house. Head up to the bottom of the house. Click on the
lift, and Sam will hop inside. There is still the problem of getting the lift
to be raised. Click on the small rocks left of the lift. The smallest rock
will jump into Sam's hands. Now toss this rock into the basket to the right of
the lift. The lift will move, but it will not be enough to get it into Dark's
house. Click on another rock and toss it into the basket. It too will leap
in, and the third rock will follow suit automatically. Sam will quickly be
propelled into Dark's house.
Climb the stairs to the right to get to the Doors of Knowledge. Consult
section 6 (6. Doors of Knowledge Questions) if you're having trouble getting
through the doors. Walk through these doors. You'll now be in a very strange
room with doors all over the place. See the gold-colored doorknob on the right
(it's on the door labeled 3G). Click on it, and Sam will place it into his
inventory.
With the doorknob in hand, travel back through Darkness's house to the docks.
Jump in Otto and ride down the river to the small house. Take the doorknob
from your inventory and click it on the door. It will fit perfectly. One last
thing remains: use the oil can on those rusty hinges, and they will open
freely again. Click on the door and hop up onto the barrel (grab the hammer
first off of the barrel if it is there), and the flashlight will be yours!
Congrats! One key item found!
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5.2.2: Shining in the Mines
---------------------------
This is one of the more difficult quests, and it requires many steps to
complete it. First, ride in Otto to the small house on the left river path.
The door will have a doorknob on it. Use the oil can to oil up the hinges,
then walk inside and pick up the hammer that sits on the barrel. Sail back the
way you came to the docks. Walk left two screens and enter the mines.
With King's help, head right to the washing machine room. There will be a
boarded-up path to the right. Grab the hammer from your inventory and use it
on the boards. Sam will tear out the boards, and this path will now be open to
you. Don't head down there quite yet. Instead, take the uppermost path in the
washing machine room and continue left past the water meter until you arrive at
the large, decorated, double doors. Take the pickax on the lower-left part of
the screen and continue to the left.
Time to go gold mining! Click on the path under the large "GOLD!" sign. King
will motor through the first room, then stop at the top of a large drop. Take
the path that curves left and let King do the rest of the work. Don't click
anywhere else (except, perhaps, on a passing sock) and you'll end up at the
giant slab of gold. Use the pickax on the gold. Sam will pry off a small
piece of gold for himself (and he's kind enough to give one to King). The
pickax does break, but that's okay. Sam won't need it any more.
That piece of gold will be extremely useful. Lead Sam out of the mines back
down to the boat dock. Sail with Otto one screen down the left river path.
It's time to cross that large, stone bridge. Take the piece of gold and click
it on the face or hands of the bridge. He'll finally let you through to a
nice, calm area filled with games!
If you'd like, click on the toaster or on the boards in the background to play
a riveting game of Cheese and Crackers. This is not necessary for the game,
though. When you're done, click on the pencil sitting next to the toaster.
Bert the Pencil used to with a construction crew, and he asks for Sam's help to
be reunited with his co-workers. Where is the most likely place to find a
construction crew? Why, the mines, of course! Travel across the Land of
Darkness back into the mines. Ride King down the path on the right to the
washing machine room. Continue to the right down the area formerly blocked by
boards. In here Bert is able to offer his services: take him from the
inventory and use him on the wall with numbered circles on it. It is then your
job to connect the dots according to the instructions Bert gives you. These
change each time, but they usually involve counting by twos or tens or some
other set value.
Once you have done it correctly, Bert's construction buddies will come and
blast open a hole in the wall. Go through this new passageway. It's pitch
black in here! King will whiz through a bunch of darkened areas, including one
that has Sam's flashlight! Fortunately, the area that has any light at all
(where King ends up) has the light switch (that giant circuit breaker in the
top-middle). To throw the switch click on the other side of the U-shaped track
to get King moving. Then very quickly click on the switch and Sam will leap
up, throw the switch, and land back in King. The lights will now be on! Exit
this area and loop back through the newly lit up path.
Sam can see the flashlight, but he can't get it just yet. Climb the wall on
the right side of the screen. Take a close look at the gear closest to Sam's
head. This crank is broken, and Sam needs to find a matching gear to get this
to work. This gear, unfortunately, is very far away: through the Doors of
Knowledge in Darkness's house (check out section 6. Doors of Knowledge
Questions for advice on how to get through them). Head through the Doors of
Knowledge, then walk to the right one screen.
In this new room sits a wise Grandfather Clock. Click on the gears in his
stomach area, and the clock will offer to lend you one if you can set the
correct time for him. To find the correct time, exit the Doors of Knowledge,
walk down the stairs, and head into the room with dancing furniture. Disrupt
their dance by walking into the room. Sitting on the table will be a clock.
It's not enough just to look see it. You actually have to CLICK on the clock
for Sam to realize what the correct time is. Then go back to Grandfather
Clock, click on him, and set the correct time. Thankful, he will allow you to
select a gear. Pick the one that looks most like the gear on the crank.
With this gear in hand, go back into the mines back to the crank. Use this
gear from your inventory on the crank. If it is the correct one, Sam will spin
the crank, and it will work perfectly. If not, look again at the gear and
trade your old gear to the Grandfather Clock for the correct gear. Before
winding up the rope, though, make sure to attach the hook at the end of the
rope to King. Then climb back up and wind up the crank. King will be raised
up right next to Sam. Have Sam hop into King, click on the hook to dislodge
it, and away you go! Sam grabs the flashlight as King leaps over the large
gap! FINALLY! The flashlight is yours!
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5.3: The Lunchbox
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5.3.1: Underwater in the Subterranean Cave
------------------------------------------
In this quest, Sam needs to recover his lunchbox from the waters of the cave at
the bottom of the waterfall. First, head to the bottom of Darkness's house.
Climb into the lift, then click on the small rocks next to it. The tiniest
rock will jump into Sam's hands. Toss this rock into the basket, then do the
same with the next rock. The third will jump by himself. This sends Sam
straight into Dark's house. Climb the stairs to the right to reach the Doors
of Knowledge. Check out section 6 (6. Doors of Knowledge Questions) if you
need help solving Wink and Blink's puzzles. When you can, enter the doors.
Head to the right, and then click on the book in the ground on the right to get
to a small library. There is a colored book in the foreground. Pay attention
to its color. Now look at the bookcase behind it. To activate a secret
passage, you need to push in only the books that are the same color as the book
in the foreground. When you do, the door will rotate, and you'll see a magnet
hanging on the other side. This magnet is extremely important. Travel through
this passage, then down the stairway. Now click on the button to the left of
the orange door. Enter the passage, and voila! You're back in the mines!
Ride in King back to the mine entrance. Go back inside Darkness's house
through the lift, then walk through the Doors of Knowledge. Go back to the
small library, and the magnet will be hanging right there for you to pick up!
Grab it.
Travel to the docks. Jump into Otto and sail with him down the river and the
waterfall into the underground cave. With the magnet, Sam finally has a way to
retrieve his lunchbox. Grab the magnet out of your inventory and click it on
the lunchbox. Sam will be able to grab it right out of the water (while Otto
tells a story about how he had a friend who says magnets do not attract metal
XD ). Nice job! The lunchbox is yours!
--------------------------------
5.3.2: Lunch at the Wishing Well
--------------------------------
The lunchbox sits next to the Wishing Well on the other side of the river.
Fortunately, it isn't very difficult to obtain. Head to the bottom of
Darkness's house. Jump in the lift, grab the nearby rocks, and toss them into
the basket to raise the lift. Once inside, ascend the right-hand staircase and
enter the Doors of Knowledge (look at section 6. Doors of Knowledge Questions
for advice on doing so). There will now be a blue door on the left side of
this room. Go in there.
The inhabitants of this room are very musically inclined. See those oars in
the back of the room hanging from a banner? You'll need those. Jump on top of
the piano bench, then jump again onto the top of the piano (right near its
eyes). From here leap to the chandelier. Sam will then be able to use the
chandelier to swing to the oars. To get him to swing, click repeatedly on the
oars. Eventually, after a lot of clicking, Sam will leap to the oars, pry them
off the wall, and they will be yours.
Now that you have the oars, travel back to the boat docks. Jump into Otto and
ride him down the left river path all the way down the waterfall. Now,
navigate one screen left. You will see a bucket scooping up water in the
background. Lead Otto towards that bucket. There will be a fast current
preventing Otto from reaching the bucket . . . but that is what the oars are
for! Take them from your inventory and click them on Otto. When Sam tries to
row up the current, he will succeed, hop on the bucket, and be carried up to
the Wishing Well. The lunchbox sits right here. Grab it, and you're done!
Another superhero item has been found!
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5.4: The Mask
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---------------------------------
5.4.1: Carrot X Fights for Rights
---------------------------------
This quest is probably the easiest of all possible quests. Jump into Otto and
sail straight across the river. Right to the left of Sam sits a hollow log.
Click on it, and Sam will investigate, getting his head stuck inside! This
proves to be most beneficial. Run up the path at the top of the screen, then
stumble to the right. Sam will end up on a screen with three, snooty-looking
trees. These trees will not allow anyone to pass . . . but they will make an
exception for other trees. Luckily, they mistake Sam for a tree, which allows
him to continue up the path.
In the little garden to Sam's right, his mask hangs on a carrot. Click on the
carrot for a surprise! This is no ordinary carrot; it's Carrot X, leader of
the Salad Liberation Front! He agrees to give you your mask back if you help
him liberate his friends in Darkness's kitchen. Give him a hand. He'll jump
into your inventory, ready for action. Head back to the bottom of Darkness's
house and jump in the lift. Toss the adjacent rocks into the basket to raise
the lift. The door furthest to the left is the kitchen. Enter, and feel free
to partake in the musical mayhem if you'd like :) When you're ready, take
Carrot X and click him on the refrigerator. Sam and Carrot X will trick the
refrigerator into releasing all his buddies, and Sam will be given his mask
back. Congratulations! The mask is no longer a problem.
-------------------------------
5.4.2: Dance, Furniture, Dance!
-------------------------------
Another of the most difficult quests, obtaining the mask here requires
patience, but it is completely worth it. Ride Otto down the left river path to
the small house. Make sure the hinges are oiled up, then enter the house and
grab the hammer that sits on a barrel (if you have not already). With hammer
in hand, go back to the docks, then continue on to the bottom of Darkness's
house. Hop in the lift and throw the nearby rocks into the basket on the other
side of the lift. Sam will be propelled into Dark's house. First, enter the
kitchen (it's the door furthest to the left). Click the button to the right of
the dumbwaiter (the brown, elevator-looking thing on the left) to send it into
the basement. This will be important later. Now, exit and check out the
second door on the left. Inside, a whole collection of furniture dance around
. . . until you enter the room. They then go completely stationary and silent
with no explanation why they stopped. Nothing you do will get them to talk,
and, unfortunately for Sam, the couch rests right on his mask.
Exit the room and head up the stairs to the right. Go through the Doors of
Knowledge (look at section 6. Doors of Knowledge Questions if you have
trouble). Once you've passed them, go to the right, and then down through the
book/door. You'll find yourself in a tiny library. Look at the book in the
foreground (it is the Book of Clues). Pay attention to its color. Now look at
the bookcase in back. You need to push in only the books that are the same
color as the Book of Clues. When you do, the bookcase will flip around, and
you'll see a magnet. You will need to get that magnet, but you cannot do that
right away. Pass through the bookcase and go down the stairs. There will be
two doors. Enter the door on the left, and Sam will find himself in a strange
laboratory.
In order to get the mask away from the furniture, Sam is going to have to mix
potions in here to turn invisible. Unfortunately, the blue potion, which is
necessary for invisibility, rests on the top of the bookshelf to the right.
Click on the chair in the room repeatedly until it scurries under the
bookshelf. Once it is in position, click on the potion. Sam will try to climb
up, but the chair will break. Sam needs to fix the chair in order to obtain
the potion. Leave the lab, and press the button next to the door on the right
to open a passageway to the mines.
Ride King through the mines back to the mine entrance, then go back into
Darkness's house via the front lift. Pass through the Doors of Knowledge and
head back into the library. The magnet will hang on the wall for you to
grab. Get it, pass through the secret wall, and go down the stairs. Again,
pass through the door on the right into the mines. Use King to travel one
screen right, and you'll see a nail on the ground on the left side of the
screen. Click the magnet from your inventory on the nail to pick it up. Go
back one screen left and through the passageway into the laboratory. Use the
nail on the broken chair, and it will be completely fixed (this only works if
you have the nail AND the hammer in your inventory). Click on the potion. Sam
will return it to the table with the other colored potions.
Flip through the recipe book until you see the recipe for Invisibility. Mix
together purple, green, and blue potions (in that order) to turn invisible.
From this point on, you cannot do anything but what follows, or you will lose
your invisibility. If you lose your invisibility for whatever reason, return
to the lab and mix the potions again. Now, click on the dumbwaiter. Sam will
jump inside. Then, press the button right next to it. Sam will end up in the
kitchen. Exit the kitchen and go into the furniture room. Click on the mask,
and at long, LONG last, it's yours! Good work! This is a tough quest to
complete!
-------------------------------------------------------------------------------
5.5: Darkness Revealed!
-------------------------------------------------------------------------------
With all of Sam's superhero gear safely in his inventory, it's finally time to
bravely enter Darkness's room and confront him once and for all! In the room
with the Doors of Knowledge, climb up the spiral stairs to the left. Click
again on Darkness's door. Sam will put on his mask and grab his flashlight and
lunchbox, ready for action! Dark's room looks a lot like Sam's (though without
as much decoration). Sam suspects that Darkness is hiding in the closet, but
the closet is locked.
Click on the cupboard on the right. A whole slew of keys will tumble from
it. Don't bother with the large pile of keys; click on the cupboard again to
find the correct key hanging from a hook. Use this key in the lock, and Sam
will finally have his showdown with Darkness!
It turns out that Darkness isn't quite the bad guy that Sam thought he was. In
fact, he likes to play games! Sam and Darkness play Cheese and Crackers
together (the ending changes slightly depending on whether you played Cheese
and Crackers before). Sam wins the game, defeating Darkness once and for
all! Having finally conquered his fear, Sam returns to his room, turns the
light off, and goes to sleep. Congratulations, you've won the game!
===============================================================================
6. Doors of Knowledge Questions
===============================================================================
The Doors of Knowledge sit right up the stairs in Darkness's house, but
enthusiastic hosts Wink and Blink will not let Sam through without playing
their little game show (The Brain Tickler!) first. The categories and
questions change each time you play (though there always is a "Land of
Darkness" category). If you get a question wrong, don't despair. Wink and
Blink will give you a new question from that category to answer (some
questions, in fact, do not even have a wrong answer). This section lists
alphabetically all of the possible categories, questions, and correct answers.
Anatomy
-------
Q: The head bone is connected to the...?
A: Neck bone
Q: One 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 the hair on the chin commonly called?
A: A beard
Q: What does the pancreas do?
A: Secretes digestive fluid
Q: What are the holes in your nose called?
A: Any answer is correct.
Ancient Egypt
-------------
Q: What significant contribution did the Egyptians make to communication?
A: Paper
Q: Whose face is depicted on the Sphynx?
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: A Nilometer OR Calibrated Stairs
Q: Why were the great pyramids of Egypt built?
A: Any answer is 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: Any answer is correct EXCEPT A Committee.
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: Any answer is correct.
Art
---
Q: Who painted the Mona Lisa?
A: Leonardo DaVinci
Q: How did Michelangelo paint the ceiling of the Sistine Chapel?
A: Any answer is correct EXCEPT He didn't.
Q: What do most people paint with?
A: Paint Brushes
Q: In 1990, Vincent Van Gogh's 'Portrait of Dr. Gachet' sold for how much
money?
A: Any answer is correct EXCEPT An Arm A Leg and An Ear.
Cheese
------
Q: What is cheese made out 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: Any answer is correct.
Comic Book Heroes
-----------------
Q: Who is the strongest comic book superhero of all?
A: Since every answer is Pajama Man, every answer is correct :)
Computer Science
----------------
Q: What is the best computer programming language?
A: Any answer is correct.
Cooking
-------
Q: What is the name for a cooking device which uses microwaves to heat food?
A: A microwave oven
Q: What color is chocolate?
A: Brown OR White
Q: Cooking something by turning the oven on full blast is called what?
A: Broiling
Q: What is a unit of lettuce called?
A: Any answer is correct.
Cosmology
---------
Q: How is a star formed?
A: Any answer is correct.
Entomology
----------
Q: How many legs does a centipede have?
A: Any answer is correct.
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: a watermelon, honeydew melon,
cantaloupe, or melancholy?
A: Melancholy
Q: Is a tomato a fruit?
A: Any answer is correct.
Geography
---------
Q: In which ocean are the islands of Hawaii located?
A: The Pacific Ocean
Q: An area where there is very little water is called what?
A: A desert OR The Sahara
Q: On what continent would you find the south pole?
A: Antarctica
Q: Where is the Eiffel Tower?
A: Any answer is correct.
History
-------
Q: What were the giant lizards which 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
Q: What is the greatest achievement in human history?
A: Any answer is correct.
Land of Darkness
----------------
Q: What is the reading on the water meter located in the mines near Darkness'
house?
A: This question does not have an easy answer. Sam must have inspected the
water meter before he can answer this question. To get to the water meter,
hop into King the mine cart and follow the path to the right. Go up around
the washing machine and Sam will stop in an area with strange metal things
behind him. The rectangular, metal box is the water meter. Click on it to
check out its number, then head back to the Doors of Knowledge to answer
this question.
Q: What color are the flowers in the garden on the other side of the river?
A: This question also does not have a set answer. You must actually cross the
river using Otto, put the hollow log on your head and run up several screens
past the aloof trees to the garden. The flowers grow on the brambles behind
the carrot patch. Make note of their color, then return to the Doors of
Knowledge and answer the question.
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: Who wrote Beethoven's 'Symphony No. 9'?
A: Ludwig van Beethoven
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
Plants
------
Q: What does the word 'dandelion' mean?
A: Lion's Tooth
Q: This plan has a soft, white, fluffy substance used in making fabrics.
A: Cotton Plant
Q: Which of these things do plants NOT need to grow?
A: Ice Cream OR Dirt
Q: What is hay?
A: Any answer is correct EXCEPT An exclamation of surprise.
Rocket Science
--------------
Q: How much solid fuel is needed to boost a space shuttle into orbit?
A: Any answer is correct.
World Leaders
-------------
Q: What did the young King Francois II say when his advisors asked what to do
about poverty in France?
A: Any answer is correct.
Worms
-----
Q: Which worm is a favorite food among mammals, birds reptiles, and carnivorous
vertebrates?
A: The Gummi Worm OR The Mealworm
Q: How many heads does a worm have?
A: Worms don't have heads OR What do I care?
Q: What's so great about Earthworms?
A: Any answer is correct EXCEPT They are wonderful performance artists.
Q: Worms have been...
A: Any answer is correct EXCEPT Emulate pickles.
===============================================================================
7. Mini-Games
===============================================================================
-------------------
Cheese and Crackers
-------------------
Giving a gold piece to the guardian of the stone bridge lets you pass to a park
where a toaster waits to play all comers in a hearty game of Cheese and
Crackers. Cheese and Crackers is just like Tic-Tac-Toe, except there are three
different game boards you can choose to play on: a 3x3 square board, a 5x5
board, and a 7x7 board. Clicking on the toaster starts a standard game on the
3x3 board. It is randomly decided who goes first in each game. Sam always
plays as the cheese (he loves cheese SOOOO much).
-------
Nuggets
-------
A Remote Mining Terminal sits deep in the mines, ready to let Sam play the game
Nuggets. This is more of an arcade-type game, earning points for each thing
you collect. Use the arrow keys to navigate around the level. The controls
are sometimes unreceptive, so be careful. You can also click on the joystick
in the center to move around, but this is much more difficult than using the
arrow keys. Holding down the arrow keys allows King to move faster. Press
escape at any time to quit the mini-game.
After a certain amount of time, bonus objects will appear at random in the
level. You do not need to collect them to advance to the next level, but they
are worth 100 points each (these objects include treasure chests, flashing
crystals, birds, 3 smaller flashing crystals, etc.). Collect all crystals to
complete the level. You obtain one extra life for every level you beat or for
every 10,000 points you earn. Crashing into various objects, including the
walls, stone slabs, lava, or the mine carts that trail King, will cause King to
lose a life. If you lose all your lives, you have the option to continue from
the same level. Keep in mind that if you do so, your points are reset to
zero. More points are earned by collecting crystals one after another. Each
crystal is worth much more when you do so (the first crystal is worth 10
points, the second is 20, up until a maximum of 200 points per crystal).
Level 13 introduces lava into the game, level 14 features slabs of rock, and
level 19 has giant cracks in the ground. Avoid these at all costs.
Teleportation tunnels first appear in level 20, and they become a staple of the
game thereafter. Level 23 has TNT plungers of different colors. They'll blow
up all the small stones that surround crystals that are the same color as the
plunger. You can freely roll over the plungers.
I'm unsure whether there is an end to the game. Given that there are three
place values for the number of levels, I'm not about to find out :)
--------------
The Laboratory
--------------
The secret laboratory is deep in Darkness's house. You need to pass through
the Doors of Knowledge and the secret passageway in the library to get here.
Various potions sit on the table in the lab ready to be mixed. The nearby
recipe book prescribes different special combinations that Sam can make (he
must use the correct colors in the order listed in the book). Keep in mind,
the only one that actually can be useful in the game is the invisibility
potion, and in that case you need to first grab the blue potion from the shelf
(check out section 5.4.2: Dance, Furniture, Dance! for info on obtaining the
blue potion if it's not there already). Any other combination of potions
besides those in the recipe book cause Sam to get black soot all over
himself. Here is a list of the different combinations you can make:
Weather Control: Yellow, green, and red
Disguise: Purple, red, and green
Voice of Power: Yellow, green, and purple
Marshmallows: Purple, red, and yellow
Invisibility: Purple, green, and blue
Mouse call: Purple, red, and orange
Superbrain: Orange, green, and yellow
Fire Ball: Purple, orange, and green
Music: Orange, red, and yellow
Fish From The Air: Orange, green, and red
Hair Growth: Purple, orange, and brown
Ultra-Hearing: Brown, yellow, and red
Wisdom: Purple, green, and brown
Anti-Gravity: Orange, green, and brown
Fame: Purple, yellow, and brown
Wealth: Brown, green, and red
-------------------------
The Candles' Conversation
-------------------------
This isn't really a mini-game, it's more of an easter egg that I think is
pretty cool. Through the Doors of Knowledge and the secret passage in the
library, these candles hang from the wall in the stairway. Click on them in
all sorts of different orders to get a large variety of conversations, some of
which are pretty funny.
===============================================================================
8. Sock Locations
===============================================================================
Cleaning up all of socks that Sam's mom wanted is a more difficult task then it
appears at first. There are 20 socks in total to be found. Socks are hiding
in some tough places, and they are not even always the same from game to
game. There are around 25 possible pairs of socks that the game can randomly
choose. I have not been able to find them all (I think I'm missing three: one
brown sock and another pair of some kind), but all possible locations I've
discovered are listed below. If you find additional socks not on this list,
please e-mail me, and I will add them to the guide.
Purple socks with rings around the toes and heel:
1. Look in Sam's room at the very beginning of the game (before entering the
Land of Darkness). It appears in the front-left area of the screen.
2. Once you have the flashlight, mask, and lunchbox, go to Darkness's room.
This sock is in a similar location to its partner: the front-left area of
the screen.
Solid orange socks:
1. In the area near the beginning of the Land of Darkness containing a river
and a wooden bridge, look in the grassy area on the right side next to
the river. A sock is hiding in the brush.
2. Travel with King to the area with the large "GOLD!" sign. Head that way
until King reaches a large drop and follow the track straight. Look to
the cliff to the bottom-right to find this sock.
White socks with two blue stripes around the ankles:
1. At the boat dock (where you meet Otto), look at the tree branch above the
dock. The sock should be hanging from this branch.
2. Head through the Doors of Knowledge (consult section 6 if you need help)
and then go right to the next area. Click on the book to the right.
You'll arrive in a small library. Note the color of the book in the
foreground (it's the Book of Clues). Now look at the bookcase to the
right. You need to push in only the books that are the same color as the
Book of Clues. When you do so, you'll be able to use the bookcase as a
secret passage. Head down the stairs and go into the door with the
beaker logo above it. You'll be in the laboratory. Look in the top
-right part of the screen. This sock will be hanging from ropes up
there.
Purple socks with a lighter purple ring around the heel:
1. Go to the area that can lead to the mine, boat dock, or Darkness's house.
In the tree in the top left corner of the screen hides the purple sock.
It blends in well, so look carefully.
2. Another tough one to spot. When riding Otto, go to the area with the
large, stone bridge with hands. The sock is hiding in the lower-left
corner of the screen among the purple objects.
3. Right when you get into the Land of Darkness, check out the area with the
wooden bridge and river. In the plant in the bottom-right corner of the
screen hangs this sock from a branch.
4. Find your way through the mines to the giant hunk of gold (where you can
use the pickax to grab a piece of gold). The sock hangs on a stalagmite
to the right of Sam and King.
Solid blue socks:
1. In the entrance to the mines (where King hangs out), look in the bottom-
right area of the screen. The sock is near the bottom of the woodwork.
2. Go to the dock and hop on Otto, then go one screen to the right. The
sock is on the cliff on the right side of the screen, directly above the
jar filled with red lava/paint below it.
3. Hop in King and ride to the right. Go up around the area with the
washing machine to arrive at the screen with the water meter. Look on top
of the pipe on the left side of the screen to find this sock.
4. Ride King to the area that features a "GOLD!" sign. Go into that area
and ride until you overlook a large fall in the track. Follow the
straight path, then in the new area you arrive in, click on the path that
branches right. On the next screen, quickly click on the path that leads
up. You'll be on a screen that holds the Remote Mining Terminal. On the
left side of the screen beneath the mine track, the blue sock sits on a
small, sunken cliff.
Solid green socks with a small crease near the toes:
1. Ride the waterfall (using Otto) down to the subterranean cave. In the
room with the geyser, look to the lower-left portion of the screen. The
sock should be stuck on top of a stalagmite.
2. From the dock, ride Otto straight across the lake and go up one screen.
You'll arrive in an area where the path hooks around a large tree in the
center. Look in the top-right corner of the screen to find the sock
hanging from a tree branch (make sure the hollow log is NOT on your head
when you attempt to do this).
Gray socks with red stripes around the ankle and toes:
1. In the screen where the Customs Trees and kind tree grow, look in the
top-left corner of the screen. This white sock sticks out against its
green background.
2. Ride Otto to the screen with the small house (where the flashlight often
appears). The sock is right above the rightmost corner of the roof of
the house. It's in the bushes behind it.
Brown socks with red and orange lines criss-crossing on them:
1. Ride the waterfall to the bottom into the subterranean cave. Continue
one screen to the left. On a stalagmite to the bottom-left sits the
sock.
2. Ride King into the mines and head through the entrance with the large
"GOLD!" sign above it. When Sam overlooks the big drop, go straight. On
this next screen, don't do anything to head through the door on the left.
Follow the path and you'll arrive at a curved bit of track (there's a
broken link of track in the foreground. The sock sits at the bottom of
the screen. It hangs off the edge of the cliff.
Whitish-orange socks with several lines around the ankle:
1. By the carrot patch (across the lake and past the aloof trees) sits this
sock. Look in the brambles on the left side of the screen.
2. Use Otto to ride straight across the lake. Do not put on the hollow log,
but walk to the next screen with the large tree in the center. The sock
sits at the base of the tree.
Blue-gray socks with three vertical lines stretching down from the ankle:
1. Right outside the door to Darkness's room is a vine growing at the bottom
of the screen. This sock sits right on top of that vine.
2. Head through the Doors of Knowledge (consult section 6 if you can't get
through) and go right to the next area. Click on the book (it's really a
door) on the far right part of this screen. You'll arrive in a small
library. Under the chair (left of Sam's right foot) hides this tricky
little sock.
White socks with 2 blue rings around the ankles and blue near the toes:
1. Go to the base of Darkness's house (near the lift and the mailbox). Look
toward the bottom of the house in the bottom-right corner of the screen.
This sock sits to the right of the mine cart track down there.
2. Walk through the Doors of Knowledge (consult section 6 for hints as to
how to get through them), and travel to the right to the next screen.
The sock sits on a door handle on the top-right area of the screen.
Orange socks with red lines on the ankle and red rings on the heel and toes:
1. In the room with the dancing furniture, look at the bottom-left corner of
the screen. The sock sits on top of the green branch.
2. Ride King to the screen with the "GOLD!" sign, and enter that area. When
Sam overlooks the large drop, click on the path that curves to the left.
After rolling through the short tunnel, you'll drop onto a track that
allows you to go left or right. The sock is on a stalagmite on the
bottom-left corner of the screen.
Blue socks with red dots all over them:
1. Ride King to the area where the "GOLD!" sign hangs overhead. Enter, and
ride through the next screen. Sam will now overlook a huge fall. Here,
click on the path that leads left. You'll ride through a short tunnel
and arrive at a screen where you can go left or right. Go left. You'll
find yourself outside Darkness's house on a long stretch of looping
track. The sock lies at the bottom-center portion of the screen beneath
the track.
2. This sock sits to the left of the wishing well. If the path to the well
is blocked, then you'll need to do everything in section 5.3.2 to find
this sock. Otherwise, you should be able to walk right up to the well
and grab this sock.
White socks with red, purple, and blue stripes around the ankle:
1. On the screen with paths to the mine, Darkness's house, and the boat
dock, look at the tree branch on the far right part of the screen. It's
directly to the right of the sign that says "Dark's House".
2. Ride King from the mine entrance to the path to the right. You'll find
this sock sitting right on top of the washing machine.
Solid white-orange socks with small crease near the toes:
1. Ride Otto down the waterfall into the subterranean cave. Follow left
into the geyser room. The sock sits on the right side of the screen.
2. Use Otto to cross straight over the lake. You'll arrive at the area with
the hollow log. The sock is lying on the right side of the screen under
some tall grass (it's right above the french fries).
Solid red socks with small crease near the toes:
1. Hop into King and ride on the path to the right. Head up around the
washing machine and left past the water meter. You'll now be at the
screen that has the decorated double doors. This sock sits at the top-
left/center part of the screen hanging from a withered pipe.
2. From the mine entrance, follow along the uppermost path. This sock sits
on the edge of a cliff on the bottom-left area of the screen.
3. Head into the mine and travel to the area with the large "GOLD!" sign
above. This sock sits in the bottom-center region of the screen hanging
from the woodwork. It's tough to see if you're not looking for it.
4. Another sock that is extremely difficult to spot. Let King carry you to
the right until you reach the screen with the washing machine. This sock
is on the right side of the screen directly to the left of the gray
pipes. It blends in well with the ground, so look carefully.
5. Ride through the mines to the large "GOLD!" sign. Go in there and head
to the part where King overlooks a giant drop. Head straight, then in
the new area, go right. You'll now have a choice of going up or down.
Choose down. Let King navigate around the curve, then you'll be in an
area with a curvy ascent of track. The sock hangs from a pipe on the
left side of the screen. You can't miss it.
6. Once again, get to the area of the mines with the "GOLD!" sign. Enter
and head to the large drop and forked path. Follow straight, and then at
this new screen, immediately go right. Now go up, and you'll find
yourself at the Remote Mining Terminal. This sock hangs off the cliff on
the bottom-right part of the screen.
Yellow socks with lines near the ankle, a ring around the heel, and a crease
near the toes:
1. Go through the Doors of Knowledge (check section 6 for advice) and follow
to the right. Go through the book/door, and you'll arrive in the
library. Check the color of the book in the foreground and push in only
the books in the bookcase that are the same color as the foreground
book. Go through this newly revealed passage. This sock will be lying
on the third step from the top.
2. Travel into the Doors of Knowledge (look at section 6) and head through
the blue door on the left. In the very back section of the room (right
above Sam's head), this sock rests on the large, green vine that grows
through the room.
Orange socks with dark red dots all over them:
1. Visit the kind tree who sits directly across from the Customs trees.
This sock sits in her branches at the top of the screen.
2. Ride on King into the mines until you reach the "GOLD!" sign area. Enter
there and ride until you reach the large fall. Choose the path on the
left. The sock sits on a box in the bottom-left part of the screen. You
have to act quickly, and King moves through this screen very fast.
Solid brown socks with small crease near the toes:
1. Cross the river directly with Otto and run past the aloof trees with the
hollow log on your head. This sock sits on the brambles on the left-hand
side.
Gray sock with two green stripes around the ankle and green near the toes:
1. Head into the Doors of Knowledge (section 6 is helpful) and then right to
the next area. Go through the book on the right, and you'll land in a
library. Push in all the books on the bookshelf that are the same color
as the book in the foreground. Head through his secret passage and down
the stairs. In this room with doors to the lab and the mines hides this
sock in the top-right corner of the screen.
2. Get the pickax from the mine and use it to grab a piece of gold. Use
this to pay the stone bridge with large hands that hangs over the river.
Go across the bridge and talk to the pencil. Now head back to the mines
and head right repeatedly until you reach the wall with numbered dots on
it. Use the pencil to connect the dots, and the area will be blasted
open for you. Sam will whiz through a darkened area. When he finally
finds himself in the light again, the sock will be hanging from the
woodwork on the bottom-right corner of the screen.
Solid, light purple socks:
1. While on Otto, head down the left path on the river down the waterfall to
the underground cave. Follow left until you reach the geyser room. This
sock rests on a rock just to the left of the geyser on a rock.
2. Head straight across the river with Otto to arrive at the area with the
hollow log. The sock hangs from a tree branch in the top-left part of
the area.
===============================================================================
9. Credits
===============================================================================
I'd really like to thank all those people who have either encouraged me in my
FAQ writing or given me assistance in one way or another. These people may not
even remember helping me, but each of them has made a difference over time:
Meowthnum1, AstroBlue, Dallas, the Super Mario RPG board, and the folks at TSL.
Finally, my first FAQ is under my belt!
Thanks to my family for their help in finding socks.
Special thanks to CJayC for all the work he does to maintain GameFAQs and for
hosting this FAQ.
===============================================================================
10. Version History
===============================================================================
Version 1.00 | March 25, 2005
This FAQ was finished and submitted for the first time.
===============================================================================
11. Legal Information
===============================================================================
This FAQ was written exclusively by Mike Pellegrino (Elemental Knight). The
copyright and all other intellectual property rights to this FAQ belong to Mike
Pellegrino (Elemental Knight). This FAQ may not be altered, reformatted,
paraphrased, or duplicated without my expressed, written consent. It is also
forbidden for this FAQ to be used in a manner profitable to anyone except the
author. It may be used for personal or private use only. This FAQ may ONLY be
posted on GameFAQs (www.gamefaqs.com). Any violation of copyright laws in
relation to this guide will be pursued and prosecuted to the fullest extent of
the law.
Pajama Sam and all related characters are trademarks/copyrights of Humongous
Entertainment.
===============================================================================
12. Contact Information
===============================================================================
If you have any questions that are not answered in the guide (please be sure to
look through first. It's helpful to use your browser's or text editor's Find
function) or have any suggestions, corrections, or comments for me, feel free
to e-mail me at:
genoblast [at] gmail [dot] com
Please make sure that the subject line in your e-mail is descriptive.
Also, check out my GameFAQs contributor recognition page for more things
written by me:
http://www.gamefaqs.com/features/recognition/5830.html
Thanks for reading!
_______________________________________________________________________________
Copyright © 2005 Mike Pellegrino (Elemental Knight)