.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
[email protected]

Copyright Terry Shew 2009

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

This guide was originally posted on GameFaqs. When 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.

Version 0.50 - Posted on GameFaqs 09 Feb 2009.
Version 0.75 - Posted on GameFaqs 12 Feb 2009. Added more stages. Rewrite.
              Some corrections.
Version 1.00 - Posted on GameFaqs 16 Feb 2009. Completed info on all stages.
              Minor rewrite and clarifications of earlier material.
_______________________________________________________________________________

CONTENTS:

01 - INTRODUCTION
02 - STORY
03 - CONTROLS
04 - IN GAME DATA
05 - THE GOOD GUYS
06 - ENEMIES and DANGERS
07 - COLLECTIBLE ITEMS
08 - OTHER ITEMS
09 - THE STAGES
10 - CREDITS

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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.
There is also a secret Warp Room in Stage 1 which provides a handy short cut
to Stages 2, 3, 4 and 5. There is also a continue option where you receive
another five lives. I'm not sure if that is true of the easier early 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. In a good game it should be apparent, for the most part, 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. You will have
to explore everywhere if you want to find all the secret areas.

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02 STORY

The evil Meka Chickens have kidnapped Alfred's girlfriend, Floella, along with
Billy Egg and his brothers. It's up to Alfred to rescue them.

What did you expect - Shakespeare?

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03 CONTROLS

A BUTTON - Jump. Hold to jump higher. Press and hold to descend more slowly.
Give Alfred an extra boost when using Springs.

B BUTTON - Fire weapon when available.

D-PAD: LEFT - Move left. RIGHT - Move right. DOWN - Peck and divebomb.
UP - Enter doors. The D-PAD is also used to move 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 stages.


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04 IN GAME DATA

There is a line of data along the bottom of the screen. Reading left to right:
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, collecting diamonds and other
items.

BALLOONS
To complete a stage you 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 are diamonds still to find when
you come 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 beginning of a stage.

DIAMONDS
See 07 Collectible Items.

LIVES LEFT / EXTRA LIVES
You start the game with five lives. You 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, etc will also get an extra life.

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05 THE GOOD GUYS:

ALFRED CHICKEN
Alfred dies very easily so he must avoid contact with all enemies and dangerous
objects. He can divebomb 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 Alfred only just misses an enemy with a divebomb, and ends up
beak down in the dirt, an enemy will still die if it touches him immediately.

MR PEKLES
Mr P helps out at various points in the game. Within a stage he is always
located in a hidden room. There you will receive the pot of jam from Mr P,
which you can use to shoot enemies. The collectibles also start in this room.
On the first stage, for example, you must collect 100 Balls for an extra life.
On subsequent stages you must collect stars or acorns, etc. There may not be
100 of a particular type within a single stage, but the collectible theme will
repeat in a later stage where you can add to your tally.

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06 ENEMIES and DANGERS:

MEKA CHICKENS
The villians. At the end of some stages the last balloon released will whisk
Alfred into space to do battle with a Meka Chicken. You should always aim for
the head - their only weak spot. When defeated the Meka Chicken will release
an egg worth 5000 pts - Billy or one of his brothers, presumably.

CLOCKWORK MICE
The Mice do not present much of a threat. You 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 often best if you do kill them,
especially if you need to get into an area above them - as is usually the case
when they are around. 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 - or shot - in the underwater sections.

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 to go forward in
the game.

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 shoot 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 COLLECTIBLE ITEMS:

WATERING CANS
If found you will be awarded an extra life by Mr P at the end of the stage.
Each is worth 1000 pts. Finding all watering cans in the first four levels
gives a different ending to the game.

BALLS, STARS, ACORNS, POTS, LIGHT BULBS, and MUSICAL NOTES
When Alfred 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 you shoot enemies they leave one of these
collectibles behind as they vaporise.

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. If you already have the pot of jam then my advice would be
to use it instead when threatened.

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 single 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.

PRESENTS
At the end of a stage you will shoot up to meet Mr P at the Space Station. On
the way you 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 you won't
get an extra life for anything less than 60. Diamonds can also be collected by
firing bullets at them.

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08 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 stage 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. 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. 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 side
Alfred is standing.
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.

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 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 Alfred can normally do. This is where Mr P can
often be found. Hidden rooms are also revealed by jumping into, or shooting,
invisible blocks supporting doors.

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 Alfred instantly. Some radios
appear to have no effect.

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

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09 THE STAGES:

There is no right or wrong way to move through a stage. You'll have to explore
everywhere if you want to find all the secrets within a stage. Neither 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. The theme is clockwork mice and
cheese.

MR PEKLES
If you jump into the wall to the right of the laser you will find a hidden
room and Mr P.

WARP ROOM
If you soar up from a spring against a left-hand wall you will reveal a block
with a door above it. You cannot get onto the block immediately to access the
door. By going right, and past the descending platforms you will reach an area
with a balloon and a door just beyond. Fire towards the wall from the balloon
to reveal a block a little way up the wall. Jump up, then left from the block
and Alfred will disappear from sight. Scroll left as far as possible. Jump up
and left again. You 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.

MR PEKLES
There is an A-block below a circling mine and across from some spikes. Jump
across the gap. 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. Jump up from the small
2-block next to the bomb to reveal a spring. 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 SHORTCUT
If entering the water for a second time, when you already have the diamonds,
you can use a shortcut. About three blocks down on the right there is an
A-block. Swim through it to the other side.

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

STAGE 3
This stage has lots of wooden beams with large wood screws protruding.

MR PEKLES
When you see two wooden blocks and others with a skull motif drop down to
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. You are now standing
below the spikes. Go right till you drop, then left to the screw. Jump up to
the door.

WATERING CAN
Go through the iceblocks from the top of the wooden scaffolding and through
the door. Near the downward pointing sign fire a bullet to the right to
reveal a spring. The watering can is above you.

SECRET CHUTE
After getting the eggcup stand next to the sign. Jump up and left to enter a
chute.

MEKA-CHICKEN
You can defeat the Meka Chicken by going to the very top of the screen. By
flying left and right and shooting at the head you will eventually win.

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

STAGE 4
A short stage with a fizzy drink theme. Short, but difficult.

HIDDEN DOOR and SPRING
Get up to the pop can and go right. Drop down and left to get into
the box below the can. Jump to reveal a door. There isn't enough room to get
past the block to access the door. Leave the box to the right, and drop to the
jagged glass below to reveal a hidden spring. It's awkward, but you can now
use the spring to get to the door.

BALLOONS
Do not be too hasty to release all of the balloons. There are goodies to be
had below the ice-blocks.

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

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 you start this stage.
It is located to the far left behind the chains. You will need the present to
get there via the spikes.

TIP: You can ride a cloud of steam upwards in this stage. You 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 you can reach an Eggcup through the bricks.
Continuing right from the spring you can eventually reach the watering can.

THREE EGGCUPS
After diving through the vertical ice-blocks and releasing a balloon you can
jump right to another ledge. There is a hidden passage through the blocks
above.

HIDDEN SPRING
In a large room with scattered diamonds and a mag-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.

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

STAGE 6
The theme reverts to that of the first level. Cheese and mice are back on the
menu.

See JACK-IN-A-BOMB and MAG MINES above.

MR PEKLES
As you start this level you will see two diamonds to your right. Jump through
them to a hidden spring against the wall. Jump to reveal a door. There is
another spring immediately to the left of the first. Use it to access the door.
Mr P awaits.

ON/OFF BLOCK and MAG MINE
When you get to the very tall narrow room with a balloon, on/off block and
mag mine, release the balloon and peck the on/off block. When you have
manouevered the mag mine so that it threatens Alfred dive-bomb it repeatedly
until you reach the top of the room. If you're quick you can also collect an
eggcup just before you reach the top.

EGGCUP IN SMALL ROOM
After you meet the first jack-in-a-bomb you will drop to a small room to
collect an eggcup. Shoot to reveal another door to the upper left. Exit.

CONTROL MINE
When you come to the room with the control blocks, manouervre the control mine
to take out the two columns of grim blockers to the right where the dotted
lines are to reveal two eggcups. Then take out the column above the button to
release a mine which will turn the moon blocks off. Finally, take out the
column above the door to reveal the watering can.

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

STAGE 7
Fizzy drinks again as per Stage 4.

MR PEKLES
After you go through the first door in this stage you will see a balloon and
a chimney-snail. Go right and drop towards the jagged glass and go left
into the container beneath where you released the balloon. Jump to reveal a
door. You have found Mr P.

WATERING CAN
There is a bomb in a block of ragged ice. Enter the ice to the right, wake
the bomb and exit left. Go back in from the right and jump to reveal a door.
Enter. Use the mag mine by divebombing to go left over two tall obstructions
to get three eggcups and the watering can.

MEKA CHICKEN
Now you will have to face another Meka Chicken before meeting Mr P in the
Space Station. This time you will have to contend with a mine as well, But the
technique to win through is the same. Just stay at the top of the screen,
moving back and forth, firing at the Meka Chicken's head.

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

STAGE 8
Children's building blocks again.

See ALICE LADYBIRD above. She makes an appearance, but serves no useful
purpose. Not even as an obstacle.

MR PEKLES
In the room where you start go left. Get balloon and go up to a lateral
platform. Jump up at B-block to reveal door. Enter.

EGGCUP
In the room with the descending ceiling move right grabbing as many stars as
you can. Peck/shoot the on/off block to make the ceiling go up again. When you
reach the door don't go through it. Instead, jump up to the A-blocks and walk
through to another area. Keep moving quickly right. Collect eggcup. Hit
button. Enter door.

ANOTHER EGGCUP
Immediately you leave the room with the descending ceiling take the platform
left across some spikes. Get through the gap between the clocks. Drop to a
second set of spikes and walk across the hidden springs. Jump up to collect
another eggcup. If that proves too difficult try going left a little higher
up the screen across the tops of the clocks and dropping back down if necessary
when you can go no further.

STARS and WATERING CAN
At the top right of the clock-room there is a door. Once inside get the two
clocks, then go through door number 1. Then door number 2. Then door
number 3. You descend through a field of stars. At the bottom dive-bomb the
2-block to reveal a spring. Use this to get back up to collect any stars you
missed on the way down. There is another hidden spring near the top of the
room which you can reveal by shooting. The watering can is by the exit at
the bottom of this room.

CONTROL MINE
The door to the top left of the clock room leads to a small room with grim
blockers above. Use the control mine to create gaps which you can use to get
up to the door at the top right. Obviously, you don't want to get rid of
all the grim blockers, as you will have nothing to jump onto to access the
door.

PRESENT
Immediately after leaving the room with the grim blockers you will see a
present above you and to the left. Grab it to make Alfred invincible for a
short time. Go right. Drop to collect a diamond. There is a hidden spring to
protect you from the spikes. Peck the ice block to set the platform moving,
but don't ride it. Instead make your own way across spikes and other obstacles
until you reach a baby's bottle lying on its side. Wait there for the platform
you just released.

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

STAGE 9
Large wooden beams and screws as per Stage 3.

MR PEKLES
In the area where you ascend through the wooden beams you will spot two
diamonds with two spikes beneath them. Drop through the spikes. Go left a bit
and jump to reveal door. Enter. Collect pot of jam from Mr P. Exit. Go to
right and reveal spring to go back up through the same spikes you just dropped
through.

EGGCUPS
In the area with the paint pots keep going right to balloon. Shift left and
between plank and screw through spikes to collect eggcup. Going left from here
will get another if you go through the spikey tunnels to a door with half-moon
blocks. Enter and find hidden spring to get up to eggcup.

WATERING CAN
After getting the second eggcup go back to spring and exit through the door
to the top right sitting on top of the screw. You will enter another identical
room. Use the spring to get to where the eggcup was in the previous room and
go left. Drop down and right to get into the square area made of wooden beams.
Reveal door to upper right by shooting. Enter. Collect watering can.

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

STAGE 10
Books again as per Stage 5.

EGGCUP and WATERING CAN
In the room with the descending ceiling jump up and left into a secret passage
through the bricks. Go right on the moving platform. Drop to hidden springs
above the spikes and keep going right past the jack-in-a-bomb. Exit. Collect
eggcup. Shift left and jump to reveal door. Exit. Collect watering can.

TWO EGGCUPS
After releasing the balloon in the room with the descending ceiling exit
through door and use steam cloud to go up. On the ledge to the right and above
the television, which you should peck on, there is a snail. Jump to reveal
block with button. Hit button, then use blah-blahs from the television to go
up. Exit through the door at the top and collect eggcup. Exit.

You will need to access this room again with the star blocks turned off to
ascend even higher for another eggcup. There is a hidden spring below this
second eggcup which should help to get the balloon in this area. Exit.

MR PEKLES
On exiting the room with the eggcups, use the blocks to go up. There is a
hidden spring against the right-hand wall. Use it to reveal door above. Enter.
Collect pot of jam.

HIDDEN SPRING
On exiting Mr P's room go up left. There is yet another hidden spring which
will get you to the moving platform.

UNDERWATER
To the left of the underwater section there is another eggcup. The exit is to
the top right of this room.

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

STAGE 11
Has a theme all of its own. A water pumping station, I think. There are no
secret rooms or hidden springs etc that I am aware of. A short stage leading
to the final confrontation with a Meka-Chicken.

ONE UP SNAIL
Just before you get to the final balloon there are a bunch of snails. Keep
dive-bombing them until they give up extra lives.

MEKA-CHICKEN
The Meka-Chicken isn't so easy to defeat this time. It will throw off question
marks which explode. (How do they come up with this stuff?) When its energy
meter is depleted it will change into a four-way fire-spitting ball. A mine
will also appear at this time to make your job more difficult. When you have
depleted its energy meter a second time you have won.

You descend through a vast field of stars to collect an egg cup and meet Mr P.
He reunites Alfred with Floella.

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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 this
original Game Boy version, but I don't suppose it would have made much
difference if I had.

The author's persistence.

GameFaqs

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........,..........,...,..,.~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$$$$

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Please feel free to email me at [email protected] should you spot any secret
areas in this game that I may have missed.