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FAQ

by retrobloke

Alfred's Adventure 
CGB-BAAP-EUR
Mobius Entertainment

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Released for the Game Boy Color in January 2000.

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FAQ by retrobloke

[email protected]

Copyright T Shew 2009.

Version 1.00 - Posted on GameFaqs 22 February 2009. 

I post and update on GameFaqs. If you are in any doubt, then the latest version
can be found there. I give an indication at the end of the FAQ as to my future
plans regarding updates.

I have also given permission to www.supercheats.com to host my FAQs.

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CONTENTS

01 - INTRODUCTION
02 - STORY
03 - MAIN MENU
04 - CONTROLS
05 - IN GAME DATA
06 - ENEMIES
07 - DANGERS
08 - COLLECTIBLES
09 - BLOCKS and OTHER STUFF
10 - PASSCODES
11 - DIFFERENCES BETWEEN 'ALFRED CHICKEN' and 'ALFRED'S ADVENTURE'.
12 - CREDITS

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01 - INTRODUCTION

Alfred made his first handheld appearance on the original Game Boy in 1993.
That game was simply called 'Alfred Chicken'. A FAQ I wrote for that game has
previously been posted on GameFaqs.

This is obviously the more colourful of the two, but I would suggest playing it
in a good light as it still quite a dark game. Even on my GBA SP, though I
don't have the later model with the backlit screen - it may make a difference.

Like the previous game, it is very challenging in places, but still a classy 
platformer. 

I hope that this FAQ will prove useful to anyone who has the game, but is
missing the manual. This happens to me occassionally when I buy second-hand
games on eBay. There is more info here than can be found in the manual, which
I do have. I couldn't trace the manual online, nor could I see any previous
FAQs the last time I looked.

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02 - STORY

From the instruction booklet:'The dastardly Mekka-Chickens have captured Billy
Egg and his brothers for use in their cloning experiments (oh yeah, they have
Floella too!!)'

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03 - MAIN MENU

Use the D-Pad to highlight and A to select one of the following.

START - Start a new game from Level 1.

OPTIONS - Here you can turn the MUSIC and SOUND EFFECTS on and off (Button A).
You can change the number of RETRIES available to any number up to seven (LEFT
and RIGHT on the D-Pad). Three is the default.

PASSCODE - Enter passcode (see 10 - PASSCODES below) to start at a specific
level in the game.

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04 - CONTROLS

D-PAD: LEFT - Move left. RIGHT - Move right. UP - Go through door. 
DOWN - Peck, divebomb. Use all four directions when Alfred is in water. 

START - Pause game. Press again to return to the game. 

SELECT - View all in game data (see next section.)

BUTTON A - Jump.

BUTTON B - Jump.


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05 - IN GAME DATA

This appears briefly on the right of the screen when points are scored or an
item is collected. The top line gives the POINTS scored. The next line gives
the number of BALLOONS remaining in the level. Then the number of DIAMONDS
found. Finally, the bottom line gives the LIVES remaining - obviously this can
go up as well as down. Only the updated data is revealed. 

Press SELECT to see all data.

If you have only ever seen this game played on an emulator - YouTube has
examples - then this feature can look a bit messy, as it obscures a lot of the
screen. That is not the case when playing the game on the Game Boy Color or
GBA.

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06 - ENEMIES


CLOCKWORK MICE
The Mice do not present much of a threat. You can dive-bomb them. This can be
a bit tricky in confined spaces, but is easy enough with a bit of practice.

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 often best if you do kill them,
especially if you need to get into an area above them - as is usually the
case. And as if that wasn't enough, some stages have jet-propelled snails! 
These snails shoot across the screen when they detect Alfred's presence.

MINO THE WHALE
This enemy can be easily avoided in the underwater areas.

ALICE LADYBIRD
Dive-bombing this enemy will flip her over onto her back. Peck her to make her
spin across the screen. She doesn't appear very often, and isn't much of a 
threat when she does. I keep thinking that she must appear for a reason and 
that I am missing something. 

JACK-IN-A-BOMB
This enemy can be used to your advantage. When Jack is out of his box he shoots
bombs, but when you peck him he retreats into his box. You can then stand on
the lid waiting to be shot into the air the next time he emerges. 

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07 - DANGERS

MINES
Some circle around an axis, and others follow a dotted line around the screen.
You have no choice but to avoid them.

BOMBS
Sometimes they are asleep. You will wake them if you get too close, and then
you will have to get out of the way quickly when they explode. Others are
already awake and drift towards you.

LASERS
Lasers fire down from a point in the ceiling above you. You will need to time
it so you pass under them between the laser blasts.

MORTARS
They shoot up from the ground and fire shrapnel left and right as they explode.
You can shoot them before they explode. You can also shoot them before they
leave the ground.

WATER
There are some underwater areas where Alfred dons a mask and snorkel, where he
appears to be perfectly at home. At all other times it is deadly. You should
only jump into water when it is obvious that it is necessary in order to 
progress. 

SPIKES - To be avoided, obviously. But, they do sometimes conceal hidden
springs.

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08 - COLLECTIBLE ITEMS

WATERING CANS
I read somewhere that if you find every watering can - there is one in every
level - you will be treated to a special FMV ending. I haven't found every one
so I cannot verify this. 

CAN O' WORMS
If you find this object, a worm will circle around Alfred for a limited time
killing all enemies that it touches. It is also worth noting that you can still
be killed during this time if you touch an enemy when the worm is in the wrong
part of its orbit. Quickly turning to face the other way will reposition the
worm to the corresponding position. This item can be useful for passing through
ice blocks quickly. 

EGGCUPS
There is no set number to a level. They are more frequent as the game 
progresses. Each one is worth an extra life.

PRESENT
Collecting a present when they appear within a stage will make Alfred
invincible for a short time. He can even walk on spikes after finding one of
these.

DIAMONDS
Find 100 diamonds across one or more levels to receive an extra life.

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09 - BLOCKS and OTHER STUFF

ICE BLOCKS
You can peck your way through ice blocks, but you can get through them more
quickly by dive-bombing.

BLOCKS and BUTTONS
You cannot reach some areas within a level until you have 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. The blocks show stars, diamonds or crescent moons. 

CONTROL MINE
Control mines are directed by pecking the control blocks. 

CONTROL BLOCKS
These blocks can move the control mine when Alfred pecks them. The arrows
change in a clockwise or anticlockwise direction depending on which way Alfred
is facing.
TIP: Sometimes Alfred may have peck the control block quickly more than once
to get the control mine in the correct position.

GRIM BLOCKER
Grey blocks which can only be destroyed by the control mine.

ON/OFF BLOCKS
These blocks activate or deactivate the mag mines.

MAG MINES
Mag mines are controlled by the on/off blocks. When the block is on
(happy face) the mag mine will be attracted to Alfred. When the block is off
(sad face) it will drop to the ground. Alfred can dive-bomb mag mines which
sends him shooting into the air. By doing this repeatedly Alfred can reach
areas that would normally be beyond his reach. If Alfred touches a mag mine
in any other way he will explode in a puff of feathers. Mag mines are also 
useful for dropping on buttons that are out of reach. 

SPRINGS
These can help Alfred get to otherwise inaccesible areas. Press the A Button as
he lands on them to give him an extra boost. Divebombing springs will also 
shoot Alfred higher.

DOORS
When Alfred goes through a door he will be magically transported to another
area within the level. In some levels he may need to go through the same door
two or three times. 

HIDDEN AREAS
It is sometimes possible to find hidden passageways through bricks, etc.

RADIOS
Peck one of these and the background music changes. The radios appear to have
no effect on the gameplay that I can see.

POP CANS
They float. Useful when the water level is rising.


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10 - PASSCODES

Passcodes are given on the completion of a level.

They are accessed from the Main Menu screen. Use UP and DOWN to select letter
and Button A to confirm. Button B cancels a letter. LEFT and RIGHT can be used
to move to another letter. 

Some passcodes have previously been posted on GameFaqs and elsewhere, but in
playing through the game I discovered that they differ from game to game. I 
believe this happens because the player may not have found the watering can in
all previous levels. In short, there are more passcodes than those posted on 
GameFaqs or elsewhere. I have given a selection of passcodes for each level 
here where known. 

LEVEL 02 - *LKNSL
LEVEL 03 - *LZNTJ / LNWRX  
LEVEL 04 - XMVDJ / XSYTY
LEVEL 05 - MKDYH / MQXKJ
LEVEL 06 - XWGWB / NSJKJ
LEVEL 07 - 
LEVEL 08 - 
LEVEL 09 - SHGQH
LEVEL 10 - MXXTL
LEVEL ?? - FKCKB

*Codes where all previous levels show the watering can as found.

Entering a code will allow you to scroll left using the D-Pad to select an 
earlier level. As you do so you will notice that some levels show the watering
can where it was previously found when the code was given. Others show the 
outline of a watering can where it was not found. 

It should therefore be possible to find perfect passcodes for each level. That
is, where each previous level, to the one being played from a passcode, shows
the watering can. I have added an *asterisk to codes of this type in the above
list. I have yet to find them all. 

The only point, I believe, to finding all of the watering cans is to receive a
special FMV ending. Clearly, the effort you put in will all depend on how 
perfectly you want to complete the game. It is not crucial, and some of them
are clearly very well hidden. The main object should still be finding all of 
the balloons to progress to the next level. 

I thought at first, given the similarity in the level design with 
'Alfred Chicken', that the watering cans would be in the same places as the
earlier game. That was a short-lived theory. It is true of the first two
levels.

If I find anymore I shall add them to the list when I next update this FAQ.

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11 - DIFFERENCES BETWEEN 'ALFRED CHICKEN' (AC) and 'ALFRED'S ADVENTURE' (AA).

If you're interested ...

My first impression of AA was the similarity of the level designs with AC.
There are differences, but the developers have borrowed heavily from the
previous game. 

AC had lots of hidden rooms, doors and springs. AA has a lot less. 

AA differs from the previous outing in that it has a passcode system. 

Mr Pekles does not appear in AA except when depicted in a stained glass 
window. 
 
Pots of jam in AC allow Alfred to shoot enemies. In AA your only option is to
divebomb them.

There is no speed bonus in AA. Therefore, there is no need for telephones and
alarm clocks which knocked 120 seconds off the timer in AC.

Collectible balls, stars, acorns, pots or lightbulbs appeared in every level 
of AC. 100 of any type earned an extra life. This feature has been dropped 
in AA.

In AA you do not have the option to shoot enemies. You must use the divebomb
them every time. 

In AC there were exactly 60 diamonds in each level. All had to be found for an
extra life. There are no exact number in any level of AA. In AA you need to
collect 100 within a level or across two or more levels for an extra life.

The mini-game at the end of each level in AC where you tried to collect all of
the presents for an extra life does not feature in AA.

Anyone familiar with both games will be impressed by the colours in AA, but 
will be disappointed by the small differences in level design. This game is 
really just a more colourful stripped down version of its greyscale 
predecessor. Then again, if you like platformers and you are unfamiliar with
either game then AA is, on balance, the better of the two. 

AC when played on a GBC or GBA is in colour, but the colours aren't as vibrant
as those in AA.

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12 - CREDITS

The instruction booklet which came with the game.

All individuals who have posted passcodes for this game.

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

I intend to update this FAQ should I discover any additional info. It is one 
of the games I am playing at the time of writing.

Feel free to email me at [email protected] should you know something about 
this game that I have missed. I shall, of course, give credit.

This guide is written in British English. Spelling mistakes may not be spelling
mistakes, unless they really are spelling mistakes.

Thank you for reading this FAQ.

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