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If I update I do so on GameFaqs and request that any other site with permission to use my FAQs keep them up to date. Many thanks. _______________________________________________________________________________ CONTENTS: 01 INTRODUCTION 02 STORY 03 CONTROLS 04 IN GAME DATA 05 THE GOOD GUYS 06 ENEMIES and DANGERS 07 COLLECTIBLE ITEMS 08 OTHER STUFF 09 THE STAGES @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 01 INTRODUCTION Alfred Chicken made his first appearance in 1993 on the Game Boy, NES, Amiga and Amiga CD32 in the UK. Alfred reappeared later in new adventures for the SNES (Super Alfred Chicken - 1994), GBC (Alfred's Adventure - 2000),and PlayStation (Alfred Chicken - 2002) in a revamped style by a different company. This is not the easiest of games as there is no save or password function. Even if this game could be saved it would still be difficult in my opinion. However, it is balanced to some extent by the number of extra lives on offer. The first continue option is in the difficult Stage 4, and there may be others. There are none, I'm sure, in the first three stages. I do not have the instruction booklet for this game, but I have found online versions for 'Alfred Chicken' games on other platforms which give general info on the names of characters, enemies and items, etc. Those games are not the same as this one, but there are many similarities. This is not a walkthrough. You should explore areas, go through doors, collect items, but most of all have fun. I find walkthroughs which give very detailed info unnecessary. It should be apparent for the most part, in a good game, as to what the player needs to do. But there are a lot of secret areas and rooms in this game so Chapter 09 has some additional advice and tips. There is no right or wrong way to move through a stage. AC will have to explore everywhere if he wants to find all the secrets within a stage. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 02 STORY The evil Meka-Chickens have kidnapped Alfred's girlfriend, Floella, and Billy Egg and his brothers. It's up to Alfred to rescue them. What did you expect - Shakespeare? @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 03 CONTROLS A BUTTON - Jump. Hold to jump higher. Press repeatedly to make Alfred descend more slowly. Use to give Alfred an extra boost when using springs. B BUTTON - Fire weapon when available. D-PAD: LEFT - Move Alfred left. RIGHT - Move Alfred right. DOWN - Peck and dive-bomb. UP - Enter doors. The D-PAD is also used to move Alfred in all four directions when swimming, collecting presents at the end of a stage, or when battling the Meka-Chickens. START: Press to pause game, and again to go back to the game. START then SELECT shows a series of blocks, some of which are greyed out. This info is useful in some of the stages. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 04 IN GAME DATA There is a line of data along the bottom of the screen. Reading left to right they are: P0INTS / BALLOONS REMAINING / SECONDS ELAPSED / DIAMONDS REMAINING / LIVES LEFT P0INTS As far as I know, there is no particular reason to collect points. You get points for killing enemies, releasing balloons, getting diamonds and other collectible items. BALLOONS To complete a stage Alfred must locate and release every balloon within it. A balloon is released by pecking at its base. Alfred will rise up with the last one to Mr Pekles' Space Station. Clearly, balloons are the most important collectible item in the stages. It is worth keeping an eye on the number remaining. There may come a time when there a diamonds still to find when AC comes across the last balloon. SECONDS ELAPSED Finish the stage in a fast time and you will be awarded a Speed Bonus in the form of an extra life. Answer a telephone or find a clock to remove 120 seconds from the timer. The timer resets to zero if you find a telephone or clock within 120 seconds of the start of a level. DIAMONDS See 09 Collectible Items. LIVES LEFT / EXTRA LIVES Alfred starts the game with five lives. AC can earn extra lives at the end of a stage by fulfilling certain conditions within it. Collecting 60 diamonds, finding the watering can, and completing the stage quickly, will all get an extra life. It is also possible to add to your tally of extra lives immediately by finding various objects, such as eggcups. In addition, collecting 100 balls, stars or acorns will also get an extra life. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 05 THE GOOD GUYS: ALFRED CHICKEN AC dies very easily so he must avoid contact with all enemies and dangerous objects. He can dive-bomb clockwork mice and snails - or shoot them if he has found Mr P and received the pot of jam. [Really, I'm not making this up.] Sometimes, when AC only just misses an enemy with a dive-bomb, and ends up beak down in the dirt, the enemy may still die if it touches AC immediately. MR PEKLES Mr P helps Alfred at various points in the game. Within a stage he is always located in a hidden room. There AC may receive a pot of jam from Mr P which, incredibly he can use to shoot enemies. The collectibles also start in this room. On the first stage, for example, AC must collect 100 circles for an extra life. On subsequent stages he must collect stars or acorns. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 06 ENEMIES and DANGERS: MEKA-CHICKENS The villians. At the end of some stages the last balloon released will whisk AC into space to do battle with a Meka-Chicken. CLOCKWORK MICE The mice do not present much of a threat. AC can dive-bomb them, or shoot them. BYRON SNAIL As for the mice, so it is for the snails. However, some snails have spikes protruding and cannot be killed at all when the spikes are showing. They can be killed when they revert to the normal type. Other snails have chimneys on their backs which periodically shoot hot coals straight up. Extra care is needed when encountering this type. It is best if AC does kill them, especially if he needs to get into an area above them - as is usually the case when they are in the vicinity. MINO THE WHALE This enemy can be easily avoided - or shot. MINES Some circle around, and others follow a dotted line around the screen. AC has no choice but to avoid them. MAG-MINES Sometimes they are asleep. AC will wake them if he gets too close, and he will then have to get out of the way quickly when they explode. Others are already awake and are magnetically attracted to AC. LASERS Try to get under and past them between the downward blasts. MORTARS They shoot up from the ground and fire shrapnel left and right as they explode. AC can shoot them before they explode. He can also shoot them before they have left the ground. WATER There are some underwater areas where AC dons a mask and snorkel, where he apeears to be perfectly at home. At all other times it is deadly. AC should only jump into water when it is obvious that he is supposed to in order to complete the stage. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 07 COLLECTIBLE ITEMS: WATERING CANS If found AC will be awarde an extra life by Mr P at the end of the stage. Each is worth 1000 pts. Finding the watering cans in the first four levels gives a different ending to the game. BALLS, STARS, ACORNS, POTS and MUSICAL NOTES When AC is given the pot of jam the special collectible theme for the stage is revealed. Collect 100 of these items for an extra life - across more than one level if need be. When AC shoots enemies they leave one of these collectibles behind as they disappear. CAN of WORMS If AC finds this object, a worm will circle him killing all enemies it touches for a limited time. It is also worth noting that AC can still be killed during this time if he touches an enemy when the worm is in the wrong part of its orbit. Quickly turning AC to face the other way will reposition the worm to the corresponding position. EGGCUPS There is no set number to a level. They are more frequent towards the end of the game. Each one equals an extra life. PRESENT Collecting a single present when they appear within a stage will make AC invincible for a short time. AC can even walk on spikes after finding one of these. PRESENTS At the end of a stage AC will shoot up to meet Mr P at the Space Station. On way he can collect presents. Collect them all for an extra life. DIAMONDS There are 60 diamonds to find in each level. For some reason Mr P speaks of 50 diamonds when dishing out extra lives at the end of a stage, but AC won't get an extra life for anything less than 60. Diamonds can also be collected by shooting them. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 08 OTHER STUFF: BLOCKS and BUTTONS Occassionally AC cannot reach an area within a stage until he has found a button to switch a particular set of blocks on or off. The blocks have symbols on them which correspond to the symbols above the buttons. When blocks aren't on they are greyed out. You can view the current status of blocks by pressing START then SELECT. This function is useful where there are blocks with different symbols, or where the buttons are located far from the blocks. CONTROL BLOCKS These blocks can move the Control Mine when AC pecks them. The arrows change in a clockwise or anticlockwise direction depending on which side AC is standing. TIP: Sometimes AC may have peck the Control Block quickly more than once to get the Control Mine in the correct position. ON/OFF BLOCKS These blocks affect certain things in the game. See what happens when AC pecks this type of block. They have either a happy face of a sad face. SPRINGS These can help AC get to otherwise inaccesible areas. Press the A Button as he lands on them to give him an extra boost. Dive-bombing springs will also shoot AC higher. DOORS When AC goes through a door he will be magically transported to another area within the stage. In some stages he may need to go through the same door two or three times. HIDDEN ROOMS These can be located by jumping into walls or dropping through spikes. Obviously, this isn't something AC can normally do. This is where Mr P can usually be found. TELEPHONES and CLOCKS Get these to knock 120 seconds of the timer. RADIOS Peck one of these and the background music changes. They are best left alone as the room may suddenly fill with water killing AC instantly. Some radios appear to have no effect. POP CANS They float. Useful when the water level is rising in certain areas. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 09 THE STAGES: There is no right or wrong way to move through a stage. AC will have to explore everywhere if he wants to find all the secrets within a stage. Niether is it necessary to find every egg or diamond, etc to progress - only the balloons and they are not hidden away in hard to find places. ------------------------------------------------------------------------------- STAGE 1 As is traditional in platformers, and other games, this stage will get you used to the controls and general gameplay. HIDDEN ROOM If AC jumps into the wall to the right of the laser he will find the hidden room and Mr P. WARP ROOM If AC flies up from a spring against a left-hand wall he will reveal a block with a door above it. AC cannot get onto the block immediately to access the door. By going right, and past the descending platforms AC will reach an area with a balloon and a door just beyond. Fire towards the wall from where the balloon was to reveal a block a little way up the wall. When AC jumps up, then left from this block he will disappear from sight. Scroll left as far as possible. Jump up and left. AC will now drop down to the door. TIP: It is not necessarily a good idea to enter the Warp Room, when playing this game for the first time, as you will miss out on the extra lives Mr P will award in the Space Station. But it is a good way to get back to a later level (2,3,4 or 5) given that there is no way to save your progress in this game. ------------------------------------------------------------------------------- STAGE 2 The areas in Stage 2 are mostly made up of children's building blocks. Some have letters on them and some numbers. HIDDEN ROOM There is an A-block below a mine and across from some spikes. Walk through the A-block. Jump to reveal a hidden door. Mr P is waiting inside. WATERING CAN In a very large room there are lots of diamonds. AC must jump up from the small 2-block next to the bomb to reveal a spring. AC should always choose Door C at the top of this room. TIP: Keep coming back here to collect stars, and so extra lives to a max of three. UNDERWATER If AC is entering the water for a second time, and he already has the diamonds, then he can use a shortcut. About three blocks down on the right there is an A-block. It can be used to swim through the wall. ------------------------------------------------------------------------------- STAGE 3 This stage has lots of wooden beams with large wood screws protruding. HIDDEN ROOM There are two wooden blocks near other blocks with a skull motif. AC must land on the spikes above the third plank to the left of the screw. The fourth plank is also safe, but you will have to shift left a bit to drop below the spikes. Anywhere else and it's chicken kebabs all round. AC is now standing below the spikes. He must go right till he drops, then left to the screw. AC can now jump up to the door. WATERING CAN After AC has gone through the iceblocks from the top of the wooden scaffolding he goes through a door to find himself near a downward pointing sign. He should fire a bullet to the right to reveal a spring. The watering can is above him. SECRET CHUTE After AC has rescued the chick in the eggcup, he can decend all the way back down to the radio quickly. If AC stands next to the sign, then jumps up then left he will enter a chute. MEKA-CHICKEN AC can defeat the Meka-Chicken by going to the very top of the screen. By flying left and right and shooting at the head he will deplete the energy meter. ------------------------------------------------------------------------------ STAGE 4 A short stage with a fizzy drink theme. It's short, but difficult. One thing to note here is that you do get a continue option if you wipe out your reserve of extra lives. HIDDEN DOOR and SPRING When AC gets up to the P he must go right, drop down and left to get into the box below the can. Jumping reveals a door. By leaving the box to the right, and dropping on the jagged glass below, AC reveals a hidden spring, which he can use to get above the block supporting the door. ------------------------------------------------------------------------------ STAGE 5 This stage is themed to books. See CONTROL BLOCKS, PRESENT and ON/OFF BLOCKS above. HIDDEN ROOM There is a secret door leading to Mr P in the room where AC starts this stage. It is located to the far left behind the chains. AC will need the present to get there. TIP: AC can ride a cloud of steam upwards in this stage. He will need to do so if all the diamonds are to be collected. EGG CUP and WATERING CAN Below a row of double-thick ice-blocks there is a secret way through the bricks to a spring. To the left AC can reach an eggcup through the bricks. Continuing right from the spring he can eventually reach the watering can. THREE EGGCUPS After diving through the vertical ice-blocks and releasing a balloon AC can jump right to another ledge. There is a hidden passage through the blocks above him. HIDDEN SPRING In a large room with scattered diamonds and a Magna-Mine, there is a hidden spring among the spikes. From the central safe area it occupies the same space as the third and fourth spikes to the left. It is still possible to collect all diamonds in this room without using this spring. ------------------------------------------------------------------------------ There are eleven stages in all. I hope add additinal sections for each over the next two weeks. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ CREDITS: The NES and SNES manuals for different Alfred Chicken games, which I located online. I do not have a copy of the instruction booklet for the original Game Boy version. The author's persistence. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Thank you for reading this FAQ/walkthrough. If you should spot anything I've missed, in the Stages covered so far, then please do email me at [email protected]. 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