Pac-Land/Walkthrough: Difference between revisions

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{{Header Nav|game=Pac-Land}}
{{Header Nav|game=Pac-Land}}


== Break Time ==
[[Image:Pac-Land Break Time.png|thumb|Break Time]]
At the end of the first two rounds of every trip, and at your arrival home, you will have an opportunity to jump in the air just before the game play freezes and your remaining time is applied to your score.  You will earn a bonus if you freeze in mid-air, and your progress through the jump determines that bonus.  If you only just begun to jump, your bonus will be rather small, 10 or 100 points.  If you are at the height of your jump, you might earn 300 or 1000 points.  If you manage to jump so that you freeze only a moment before landing, you can earn a whopping 7650 points.
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== Walkthrough ==
[[Image:Pac-Land Fairy Land.png|thumb|Fairy Land]]
[[Image:Pac-Land Fairy Land.png|thumb|Fairy Land]]
Pac-Land is composed of eight distinct trips.  The first four trips serve as an introduction to the second four trips.  The second four trips repeat in a cycle with a slight increase in difficult (e.g. Trip 9 is the same as a slightly harder Trip 5).  They are denoted by the color that is applied to the boarder on the top and bottom of the screen.  Every trip is composed of four rounds.  The first three rounds have Pac-Man running to the right in order to find the door to the Fairy Land.  Once Pac-Man finds and jumps through the door, the Fairy is returned to her home, and the Fairy Queen grants you a pair of magic flying boots that you can use to hop through the air in order to make it home during the final round of the trip.
Pac-Land is composed of eight distinct trips.  The first four trips serve as an introduction to the second four trips.  The second four trips repeat in a cycle with a slight increase in difficult (e.g. Trip 9 is the same as a slightly harder Trip 5).  They are denoted by the color that is applied to the boarder on the top and bottom of the screen.  Every trip is composed of four rounds.  The first three rounds have Pac-Man running to the right in order to find the door to the Fairy Land.  Once Pac-Man finds and jumps through the door, the Fairy is returned to her home, and the Fairy Queen grants you a pair of magic flying boots that you can use to hop through the air in order to make it home during the final round of the trip.
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=== Trip 1 ===
== Trip 1 ==
[[Image:Pac-Land Trip1.png|right]]
[[Image:Pac-Land Trip1.png|right]]
*'''Round 1: [[#Town|Town]]''': The first stage starts out serenely.  For a while all you must focus on is jumping over the fire hydrants and the occasional ghost-mobile.  Sue is ever present behind you, so don't dawdle.  Remember to jump on top of the hydrants in order to make the cherries appear in the window.  Eventually you will come to a power pellet after a long stretch with no hydrants.  Try to get all five ghosts around you before you eat it, and remember to eat Sue last so you earn a Lucky Pac.  The hydrant immediately following the power pellet can be pushed left for a helmet.  This is probably the easiest helmet to earn in the whole game, so don't pass it up.
*'''Round 1: [[#Town|Town]]''': The first stage starts out serenely.  For a while all you must focus on is jumping over the fire hydrants and the occasional ghost-mobile.  Sue is ever present behind you, so don't dawdle.  Remember to jump on top of the hydrants in order to make the cherries appear in the window.  Eventually you will come to a power pellet after a long stretch with no hydrants.  Try to get all five ghosts around you before you eat it, and remember to eat Sue last so you earn a Lucky Pac.  The hydrant immediately following the power pellet can be pushed left for a helmet.  This is probably the easiest helmet to earn in the whole game, so don't pass it up.
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*'''Round 4: Return Trip''': Return trips always feature a sampling of some of the environments that you encountered on your way to fairy land.  You will start out in a desert environment with increasingly tall cacti to clear.  If you hover around the cactus that is three units high, you may reveal the Special Pac extra life.  If the bottom of the last cactus can not be pushed to the right to reveal balloons, one of the fire hydrants in the city can, but make sure the coast is clear before you try and don't waste too much time looking for it.  If you're still wearing your helmet from round 1, then you have little to fear from the airplanes above.  If not, proceed with caution.
*'''Round 4: Return Trip''': Return trips always feature a sampling of some of the environments that you encountered on your way to fairy land.  You will start out in a desert environment with increasingly tall cacti to clear.  If you hover around the cactus that is three units high, you may reveal the Special Pac extra life.  If the bottom of the last cactus can not be pushed to the right to reveal balloons, one of the fire hydrants in the city can, but make sure the coast is clear before you try and don't waste too much time looking for it.  If you're still wearing your helmet from round 1, then you have little to fear from the airplanes above.  If not, proceed with caution.
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=== Trip 2 ===
== Trip 2 ==
[[Image:Pac-Land Trip2.png|right]]
[[Image:Pac-Land Trip2.png|right]]
*'''Round 5: [[#Town|Town]]''': This town is a little more dangerous than the first one.  The fire hydrants begin shooting water and the ghosts occasionally appear in double decker buses.  You need a running start to clear these buses, but they can also serve as a platform from which you can reach the roof.  A fire hydrant in the middle of town can offer you a helmet if pushed, but Clyde is frequently driving about, making it difficult to push the hydrant all the way in one attempt.
*'''Round 5: [[#Town|Town]]''': This town is a little more dangerous than the first one.  The fire hydrants begin shooting water and the ghosts occasionally appear in double decker buses.  You need a running start to clear these buses, but they can also serve as a platform from which you can reach the roof.  A fire hydrant in the middle of town can offer you a helmet if pushed, but Clyde is frequently driving about, making it difficult to push the hydrant all the way in one attempt.
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*'''Round 8: Return Trip''': Your return trip home will have you largely floating over a pond.  You can collect the strawberries that appear, but make sure the level they occupy is safe from ghost attacks.  Once you clear the pond, you will be running through a forest.  Don't be tempted to jump up in the trees to collect fruit if ghosts are flying by.  One of the stumps can be pushed to reveal balloons, but do not attempt to find this if time is running low.
*'''Round 8: Return Trip''': Your return trip home will have you largely floating over a pond.  You can collect the strawberries that appear, but make sure the level they occupy is safe from ghost attacks.  Once you clear the pond, you will be running through a forest.  Don't be tempted to jump up in the trees to collect fruit if ghosts are flying by.  One of the stumps can be pushed to reveal balloons, but do not attempt to find this if time is running low.
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=== Trip 3 ===
== Trip 3 ==
[[Image:Pac-Land Trip3.png|right]]
[[Image:Pac-Land Trip3.png|right]]
*'''Round 9: [[#Pond|Pond]]''': Jump over the cacti until you reach the pond.  This pond has an island in the middle that you must land on before continuing over the rest of the water.  Land on the island, get a good running start, and take off from the second spring board to clear the pond.  On the other side, you will encounter a cactus with a skull to the right.  That skull indicates the presence of quicksand, so try to get a good running jump off of the top of the cactus to clear the danger.  Just watch out for the ghost on pogo-sticks.  When you reach the power pellet, you can try for a lucky pac by eating one of the ghost bombs instead of a real ghost and eating Sue fifth.  It will still count as long as Sue is worth 3200 points.
*'''Round 9: [[#Pond|Pond]]''': Jump over the cacti until you reach the pond.  This pond has an island in the middle that you must land on before continuing over the rest of the water.  Land on the island, get a good running start, and take off from the second spring board to clear the pond.  On the other side, you will encounter a cactus with a skull to the right.  That skull indicates the presence of quicksand, so try to get a good running jump off of the top of the cactus to clear the danger.  Just watch out for the ghost on pogo-sticks.  When you reach the power pellet, you can try for a lucky pac by eating one of the ghost bombs instead of a real ghost and eating Sue fifth.  It will still count as long as Sue is worth 3200 points.
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*'''Round 12: Return Trip''': The return trip takes you over a pond once more.  Use your judgement when deciding which fruit are safe to go for, and which you should avoid.  Once you clear the pond, you will be passing through town.  Ghosts will fly above you and drive below you, so try to take the safe path down the middle of the screen.  A power pellet shows up at the very end of the stage, so grab it only if you want the extra points.
*'''Round 12: Return Trip''': The return trip takes you over a pond once more.  Use your judgement when deciding which fruit are safe to go for, and which you should avoid.  Once you clear the pond, you will be passing through town.  Ghosts will fly above you and drive below you, so try to take the safe path down the middle of the screen.  A power pellet shows up at the very end of the stage, so grab it only if you want the extra points.
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=== Trip 4 ===
== Trip 4 ==
[[Image:Pac-Land Trip4.png|right]]
[[Image:Pac-Land Trip4.png|right]]
*'''Round 13: [[#Town|Town]]''': The kid gloves are off, and the true nature of the Town will be revealed.  Double fire hydrants, shooting water, double decker buses, and Inky in nearly every window.  If that wasn't enough, much of the fruit in this stage appears on the roof tops.  A quick and easy way to access to roofs is to stand on top of a fire hydrant and wait for a gob of water to fire upwards.  There is a helmet to be found, but it doesn't help you that much for this trip.
*'''Round 13: [[#Town|Town]]''': The kid gloves are off, and the true nature of the Town will be revealed.  Double fire hydrants, shooting water, double decker buses, and Inky in nearly every window.  If that wasn't enough, much of the fruit in this stage appears on the roof tops.  A quick and easy way to access to roofs is to stand on top of a fire hydrant and wait for a gob of water to fire upwards.  There is a helmet to be found, but it doesn't help you that much for this trip.
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*'''Round 16: Return Trip''': You will have to pass back through mountains first.  Hover around the first tall and slender cliff to make the only other Special Pac extra life appear.  It is important to remember to time your passage over the cliff tops carefully so that you don't run into the airplanes that fly through the only available space that you can pass.  Later on in the forest, one of the stumps can be pushed right to reveal balloons.
*'''Round 16: Return Trip''': You will have to pass back through mountains first.  Hover around the first tall and slender cliff to make the only other Special Pac extra life appear.  It is important to remember to time your passage over the cliff tops carefully so that you don't run into the airplanes that fly through the only available space that you can pass.  Later on in the forest, one of the stumps can be pushed right to reveal balloons.
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=== Trip 5 (Purple) ===
== Trip 5 (Purple) ==
[[Image:Pac-Land Trip5.png|right]]
[[Image:Pac-Land Trip5.png|right]]
*'''Round 17: [[#Pond|Pond]]/[[#Forest|Forest]]''': Trip 5 starts out almost immediately with a fairly difficult pond jump.  This is another pond where you must stop on an island in the middle before continuing the rest of the jump.  When you reach the forest, you might think that your troubles are over, but on the contrary, there is one more spring board that you must leap from, and it starts from within the forest.  Once you land, the only issue left is a quicksand trap right at the very end.  A good leap from the cactus ahead will help you reach Break Time safely.
*'''Round 17: [[#Pond|Pond]]/[[#Forest|Forest]]''': Trip 5 starts out almost immediately with a fairly difficult pond jump.  This is another pond where you must stop on an island in the middle before continuing the rest of the jump.  When you reach the forest, you might think that your troubles are over, but on the contrary, there is one more spring board that you must leap from, and it starts from within the forest.  Once you land, the only issue left is a quicksand trap right at the very end.  A good leap from the cactus ahead will help you reach Break Time safely.
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*'''Round 20: Return Trip''': It is nearly impossible to make it all the way past the two ponds and two forests and reach the city before time runs out on this trip.  Fortunately, you only have to worry about Sue charging you when time runs out, and a very rare appearance from Clyde.  When time does run out, jump continuously to keep Sue off your back for as long as possible.  When you reach the city, you must time your jumps with the double fire hydrants and avoid the water gobs at all cost.  The ones moving right will just push you into Sue.
*'''Round 20: Return Trip''': It is nearly impossible to make it all the way past the two ponds and two forests and reach the city before time runs out on this trip.  Fortunately, you only have to worry about Sue charging you when time runs out, and a very rare appearance from Clyde.  When time does run out, jump continuously to keep Sue off your back for as long as possible.  When you reach the city, you must time your jumps with the double fire hydrants and avoid the water gobs at all cost.  The ones moving right will just push you into Sue.
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=== Trip 6 (Blue) ===
== Trip 6 (Blue) ==
[[Image:Pac-Land Trip6.png|right]]
[[Image:Pac-Land Trip6.png|right]]
*'''Round 21: [[#Town|Town]]''': As far as towns go, this one is relatively straightforward.  You will now be greeted exclusively with double decker buses, so make sure that you have the clearance to jump on their roofs, or wait on a fire hydrant until you can leap over them.
*'''Round 21: [[#Town|Town]]''': As far as towns go, this one is relatively straightforward.  You will now be greeted exclusively with double decker buses, so make sure that you have the clearance to jump on their roofs, or wait on a fire hydrant until you can leap over them.
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*'''Round 24: Return Trip''': The Bridge portion of the return trip offers little by way of a threat and should be easy enough to clear if you stick to the top of the screen.  The Town portion on the other hand, can be a lot trickier, especially once the screen becomes congested with ghosts.  The power pellet that you find can help you thin the herd a little bit, but it comes so close to the end, it's almost of no help to you.
*'''Round 24: Return Trip''': The Bridge portion of the return trip offers little by way of a threat and should be easy enough to clear if you stick to the top of the screen.  The Town portion on the other hand, can be a lot trickier, especially once the screen becomes congested with ghosts.  The power pellet that you find can help you thin the herd a little bit, but it comes so close to the end, it's almost of no help to you.
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=== Trip 7 (Green) ===
== Trip 7 (Green) ==
[[Image:Pac-Land Trip7.png|right]]
[[Image:Pac-Land Trip7.png|right]]
*'''Round 25: [[#Forest|Forest]]''': One of the first four stumps contains a helmet power-up, but don't take too long to find it.  You don't have a lot of time to spare, and you lose the helmet if time runs out.  In the middle of the forest is a succession of quicksand traps.  You can use the springboard to help you clear them, but it's really not necessary.  You should have no problem staying out of danger if you run at the cactus at full speed, and jump after you hit them.  Your speed should send you hurdling over the cactus and past the deadly portion of the ground.
*'''Round 25: [[#Forest|Forest]]''': One of the first four stumps contains a helmet power-up, but don't take too long to find it.  You don't have a lot of time to spare, and you lose the helmet if time runs out.  In the middle of the forest is a succession of quicksand traps.  You can use the springboard to help you clear them, but it's really not necessary.  You should have no problem staying out of danger if you run at the cactus at full speed, and jump after you hit them.  Your speed should send you hurdling over the cactus and past the deadly portion of the ground.
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*'''Round 28: Return Trip''': The end of this round poses a little more of a threat to Pac-Man than the beginning does, but overall, it shouldn't give you too much trouble.  You start by passing through the desert/forest area.  Every ghost you encounter will be jumping on pogo-sticks, so flying over all of their heads should be relatively safe.  When you reach the mountain environment, you must proceed a lot more carefully, as the lake beneath you doesn't give you a lot of wiggle room between the water and wherever the ghosts choose to fly.  
*'''Round 28: Return Trip''': The end of this round poses a little more of a threat to Pac-Man than the beginning does, but overall, it shouldn't give you too much trouble.  You start by passing through the desert/forest area.  Every ghost you encounter will be jumping on pogo-sticks, so flying over all of their heads should be relatively safe.  When you reach the mountain environment, you must proceed a lot more carefully, as the lake beneath you doesn't give you a lot of wiggle room between the water and wherever the ghosts choose to fly.  
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=== Trip 8 (Orange) ===
== Trip 8 (Orange) ==
[[Image:Pac-Land Trip8.png|right]]
[[Image:Pac-Land Trip8.png|right]]
*'''Round 29: [[#Pond|Pond]]''': If you've made it this far, you might be an excellent player and this round will be the true test.  The entire round is one long pond with a few islands in the middle.  But there are no spring boards!  So how do you get to the first island, let alone cross the pond?  You'll need to hitch a ride with one of the ghosts performing a fly by in one of their airplanes.  Clyde and Pinky both appear to be likely choices (and you may need to use Sue just to get on top of them), but Pinky is a little safer since he's a tad slower, which gives you a little more reaction time.  The trick to this stage, however, is this: forget the power pellet.  Don't get distracted by power-ups or fruit.  If you really want to clear this round, ''keep riding on the ghosts''!  If you jump off, or get knocked off by an oncoming plane, or even a cloud, it's a long hike to the end, and jumping from cloud to cloud isn't as easy as it seems.  So commit yourself for a round-long flight, and you'll save yourself a lot of trouble.
*'''Round 29: [[#Pond|Pond]]''': If you've made it this far, you might be an excellent player and this round will be the true test.  The entire round is one long pond with a few islands in the middle.  But there are no spring boards!  So how do you get to the first island, let alone cross the pond?  You'll need to hitch a ride with one of the ghosts performing a fly by in one of their airplanes.  Clyde and Pinky both appear to be likely choices (and you may need to use Sue just to get on top of them), but Pinky is a little safer since he's a tad slower, which gives you a little more reaction time.  The trick to this stage, however, is this: forget the power pellet.  Don't get distracted by power-ups or fruit.  If you really want to clear this round, ''keep riding on the ghosts''!  If you jump off, or get knocked off by an oncoming plane, or even a cloud, it's a long hike to the end, and jumping from cloud to cloud isn't as easy as it seems.  So commit yourself for a round-long flight, and you'll save yourself a lot of trouble.
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<big>''At this time, the game continues from Trip 5 again at a higher level of difficulty.''</big>
<big>''At this time, the game continues from Trip 5 again at a higher level of difficulty.''</big>
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