Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ

by retrobloke

    .888.      `888   888 `"                         "888  
    .8"888.      888  o888oo  oooo d8b  .ooooo.   .oooo888  
   .8' `888.     888   888    `888""8P d88' `88b d88' `888  
  .88ooo8888.    888   888     888     888ooo888 888   888  
 .8'     `888.   888   888     888     888    .o 888   888  
o88o     o8888o o888o o888o   d888b    `Y8bod8P' `Y8bod88P" 
                                                            
                                                            
                                                            
  .oooooo.   oooo         o8o            oooo                              
 d8P'  `Y8b  `888         `"'            `888                              
888           888 .oo.   oooo   .ooooo.   888  oooo   .ooooo.  ooo. .oo.   
888           888P"Y88b  `888  d88' `"Y8  888 .8P'   d88' `88b `888P"Y88b  
888           888   888   888  888        888888.    888ooo888  888   888  
`88b    ooo   888   888   888  888   .o8  888 `88b.  888    .o  888   888  
 `Y8bood8P'  o888o o888o o888o `Y8bod8P' o888o o888o `Y8bod8P' o888o o888o 

_______________________________________________________________________________

Alfred Chicken (Original Gameboy Version - 1993)
FAQ by Retrobloke
Version 0.50 
[email protected]

Copyright Terry Shew 2009

-------------------------------------------------------------------------------

This guide was originally posted on GameFaqs. 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]. I shall of course give credit for
any additional info.


............,...........,.,........IN?7ZIOZZZZZ$$ZZZZ$$$$$$$
.......... ......,..................IN?7ZN$$$$$ZZ$$ZZ$$$$$$$
.....................................78IZ8OOOZ$$$$$$ZZZZZ$$$
...........:.............................$8D8OZ$Z$$$$ZZZZ$$$
...........,.............................ON8DZ$Z$$$$$ZZZZ$$$
.........,................................D8DOZZ$$$$$ZZZ$$$$
.......,.................................~N88Z$Z$$$ZZZ$$$$$$
.........,................................OOZZ$Z$$ZZZZ$$$$$$
..........,...............................ZZ$Z$$ZZZZZZ$$$$$$
.................................IZZ$$$O7ZOD$7$Z$$$$ZZZ$$$$$
........... ................. .I'.........I=7O8$Z$ZZ$$$ZZ$$$
.........,..........,...,..,.~7=......,....,..=NOZZ$$$$ZZ$$$
..........,.,..,............ ?I...ZD=...++....,=DZ$$$ZZZZ$$$
............................:7+..=DN?.:?ZM.....~8$$$ZZZZZ$$$
............................~$?..,7=..?MMN....:=ZO$$ZZZZ$$$$
.............................I7~,......:,..,.:~+DZ$ZZZZ$$$$$
........................~$ZZOZZZZ7?+,..,....:+IO8O$ZZZ$$$$$$
......................~IZ$II?????II7=:,...,:??ZDZZ$ZZZ$$$$$$
...............,...=Z$7I??++?????????III7ZODN8ZZZ$$ZZZ$$$$$$
................,I87I??I?=~=+??I??????????I7ZOOZ$$$ZZZ$$$$$$
................?7+7I???+===+????????????I7II7$ZZ$ZZZZ$$$$$$
...............?O?III??II+++?????????????I?IIII$Z$Z$$$$Z$$$$
...........,.:8$IIII?????????????????IIIII77IIII7ZZ$$ZZZZ$$$
............+87I?I??????????????????IIIIIIIIIII?I$Z$$$$$$$$$
..........,$8+IIIIII??????????????IIIIIIIIIIIIIII7ZZ$$$Z$$$$
..........7O+7III??I?IIIIIIII???IIIIIIIIIIIIII7IIIZZ$$$$Z$$$
.........,DIIIIII?IIIIIIIIIIIIIIIII??I?IIIIIII7II7Z$$$$$$$$$
.........7ZI777III?????I7?II?II?III?II??I7IIIIIIIIZZ$$$$$$$$
........,87I??II7DNDOZ$ZZDDZ+IIII?7IIII7II?7$7I?I7ZZ$$ZZZ$$$
.......,:N+I?7DD877777?I$?7$8O7?I?IIIIIII?ZZ7?7IIZO$$$$$Z$$$
........:NOD8NDOZIIII77III?77$8O7??IIII??$Z7III?IOO$$$$$Z$$$
..........,..=NZ$IIIIIIIIIIIIII7$ONNNND8Z77?7IIZOOO$Z$ZZZ$$$
.............,ZD7?7IIIIIIIIII777IIIIIIIIIIII??O8OOO$Z$ZZZ$$$
..............~D8$IIIIIIIIIIIIIIIIIIIIIIII7IODDOZOO$Z$$Z$$$$
...............ONZIIII7I7III7777777IIIII777$DNOOOZZ$Z$$Z$$$$