Alfred's Adventure CGB-BAAP-EUR Mobius Entertainment ------------------------------------------------------------------------------- .d8b. db d88888b d8888b. d88888b d8888b. 8 .d8888. d8' `8b 88 88' 88 `8D 88' 88 `8D Y 88' YP 88ooo88 88 88ooo 88oobY' 88ooooo 88 88 `8bo. 88~~~88 88 88~~~ 88`8b 88~~~~~ 88 88 `Y8b. 88 88 88booo. 88 88 `88. 88. 88 .8D db 8D YP YP Y88888P YP 88 YD Y88888P Y8888D' `8888Y' .d8b. d8888b. db db d88888b d8b db d888888b db db d8888b. d88888b d8' `8b 88 `8D 88 88 88' 888o 88 `~~88~~' 88 88 88 `8D 88' 88ooo88 88 88 Y8 8P 88ooooo 88V8o 88 88 88 88 88oobY' 88ooooo 88~~~88 88 88 `8b d8' 88~~~~~ 88 V8o88 88 88 88 88`8b 88~~~~~ 88 88 88 .8D `8bd8' 88. 88 V888 88 88b d88 88 `88. 88. YP YP Y8888D' YP Y88888P VP V8P YP ~Y8888P' 88 YD Y88888P Released for the Game Boy Color in January 2000. ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 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 @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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!!)' @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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. 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