~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ######## ## ## ##%%%% ## ##%%%%%% %%%%## Alfred Chicken ##%%%%%% %%%%## ## %%%% %%%%%%## ## %%%%## ## %%%%%% ## ## %%%%%%%%%% ## ## %%%%%%%%%% %%%%## ##%%%% %%%%%%%%%% %%%%%%## ##%%%% %%%%%% %%%%## ##%%%% %%%%## ##%% ## #### #### ############ System: Nintendo Entertainment System Developed by: Mindscape, 1993 FAQ/Walkthrough written by: Christopher Long (Awing Pilot), July 2006. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents 1. Overview. 2. Playing Alfred Chicken! 3. Story, Characters and Items. 4. Walkthrough. 5. Beastiary. 6. Tips and Codes. 7. Copyright and Contact Info. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Overview. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alfred Chicken is one of the most beloved games from my Childhood. It's a fun albeit short platform that mixes an offbeat premise with insane difficulty. Add in great cartoony music that drives you insane and near Super Nintendo quality visuals and you get one of the greatest games you've probably never played. This guide is here for all the fans of this gem and for all the new players who are just now discovering Alfred Chicken. Included is a full walkthrough for all the games stages, a beastiary to help with the dangers of the game and even a useful tips and cheats section. If you couldn't beat this game before I guarantee you will be able to after reading this guide. If not, then you just suck and should give up the controller for the Priesthood or something. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. Playing Alfred Chicken! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gameplay consists of all the standard aspects founding your typical platformer on the NES. You'll jump, glide, dive and fly your way through five total stages of hair raising jumps, extreme dangers and tricky situations. The point of each level is to collect all the balloons and as many of the bonuses as you can for the high score. Collect the set amount of balloons and you're done for that stage! Following each stage is a small flying portion where you either have to control Alfred while he grabs Gifts or fight a flying boss. Controlling Alfred Chicken ~~~~~~~~~~~~~~~~~~~~~~~~~~ Alfred makes being a chicken look fun! He comes equipped with a wide range of moves that will help him on his adventure. Walking - ...duh! Use the D-Pad to control Alfred as he walks around the many stages. Dive-bomb - when falling from any height press down on the D-Pad and Alfred will begin to dive and may even turn into a rocket if enough speed is built up. With the use of springs he can even perform an upwards dive. While diving he can break through Ice\blocks with his beak. Pecking - press down while standing still to make use of Alfred's extraordinarily strong beak. Pecking is also used to release balloons and hit switches. Swimming - not many chickens can swim but Alfred sure can! Use the D-Pad to move Alfred about the water. Floating - like all chickens Alfred can't out and out fly on his one but he can pump his wings to slow him down from falls or make extra long jumps. Pump [A] to float. Shooting - when you receive the Pot of Jam in a stage Alfred gains the ability to shoot a projectile at enemies or at items that he needs. The projectile bounces about the area hitting anything in it's path for set amount of time. Press [B] to fire. Controlling the Mecha-Buster ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks to Mr. Peckles Alfred has use of a spaceship called the Mecha-buster. Flying - use the D-Pad to control the movement of the Mecha-Buster around the area. It moves rather slow so stay ahead of whatever you are trying to avoid or outrun. Firing rockets - press [A] to fire rockets. You can fire up to two rockets at a time. The area must be clear of rockets before you can fire more. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Story, Characters and Items. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~ Story ~~~~~ There isn't much to the story. In fact, the manual gives you little and the game gives you even less. From what can be gathered an evil group of mechanical chickens called the Mecha-Chickens have kidnapped a Chicken named Billy and his egg brothers for use in some experiments. What's worse is that they got Alfred's woman, Floella, too! It's up to Alfred to get the eggs back, save Wild World from the Mecha-Chicken threat and get Floella safe from harm! Helping him along the way is a giant flower named Mr. Peckles who gives Alfred helpful powerups and even use of a spaceship, the Mecha-Buster, for Alfred to battle the Mecha-Chickens with. ........yea, the plot is weak. Well, almost non-existent but hey, this was the NES we're talking about. Even Final Fantasy barely had a pulse in the story department! ~~~~~~~~~~ Characters ~~~~~~~~~~ The game only has four main characters in it's minuscule story. Alfred Chicken - the hero of this adventure. Alfred comes equipped with a set of moves that helps him on his quest including a super strong beck strong enough to break Ice, the ability to swim and he's even an experienced pilot. Floella - She is Alfred Chicken's girlfriend. She was kidnapped by the Mecha- Chickens and so Alfred sets out to rescue her and the rest of the Chickens. Mr. Peckles - a large, talking flower. Locate him in the stages for some help in the form of a Pot of Jam that lets Alfred shoot at enemies. Mecha-Chickens - these are robotic chickens that threaten Wild World, Alfred and his friends. Defeat them to rescue the eggs and beat the game. ~~~~~ Items ~~~~~ Here are all the items found in the game including descriptions of their purpose. Balloons ~~~~~~~~ The balloons are the goal of Alfred Chicken throughout the stages. He must release all the balloons in a stage to finish and move on to the next. Pecking and releasing a balloon also grants Alfred an extra 50 points. In the case of a death you restart at the last balloon you released. Diamonds ~~~~~~~~ There are a set number of Diamonds in each stage. Each one is worth 10 points and collecting them all earns you an extra life at the end of the stage. The stages get increasingly more difficult quite quickly so it's in your best interest to find them all so you have those lives when needed. Baby Chicken ~~~~~~~~~~~~ These are small eggs that are screaming for help. Collect them to release the baby chicken inside for an extra life! Egg ~~~ These are one of the eggs that have been kidnapped by the Mecha-Chickens; defeating one releases an egg. These Eggs are worth 5000 points to Alfred. Phone ~~~~~ Answer the phones by simply walking over them. Each one is worth 1000 points and collecting it usually means a reward. Clock ~~~~~ The clocks take away seconds off your time, up to 120 of them. This makes it easier to get the end of stage bonus in the form of an extra life. Pot of Jam ~~~~~~~~~~ The Pot of Jam is usually hidden away in some part of the stage. Once you grab it Alfred is granted the power to shoot at his enemies. You can shoot one projectile at a time and they can be used to grab far off items like Diamonds. The Pot of Jams effects only last for the reminder of the stage you received it in. Can of Worms ~~~~~~~~~~~~ The Can of Worms is used as a weapon for Alfred. Once it's picked up a Worm appears moving around Alfred; working like a shield it destroys any enemies and certain types of blocks. Enemies that the Worm destroys turn into Stars for an added point value. Balls ~~~~~~ The Balls are worth an extra 10 points. Usually found in hidden\secret areas but can also be seen as a result of destroying enemies with the Can of Worms or Pot of Jam. Stars ~~~~~ The Stars are worth an extra 10 points. Usually found in hidden\secret areas but can also be seen as a result of destroying enemies with the Can of Worms or Pot of Jam. Acorns ~~~~~~~ The Acorns are worth an extra 50 points. Usually found in hidden\secret areas but can also be seen as a result of destroying enemies with the Can of Worms or Pot of Jam. Pots ~~~~ The Pots are worth an extra 50 points. Usually found in hidden\secret areas but can also be seen as a result of destroying enemies with the Can of Worms or Pot of Jam. Musical Notes ~~~~~~~~~~~~~ The Musical Notes are worth an extra 50 points. Usually found in hidden\secret areas but can also be seen as a result of destroying enemies with the Can of Worms or Pot of Jam. Watering Can ~~~~~~~~~~~~ The Watering Can is a hidden item in each stage that appears only after you find another hidden area or other such secrets. Each one is worth 1000 points and collecting it will award you an extra life at the end of the stage. Collecting all four in the game will reward you with an extra, better ending. Purple Gifts ~~~~~~~~~~~~ Grabbing a Purple Gift makes Alfred invincible for around 12 seconds. They are used to get to otherwise inaccessible areas of the stage. Gifts ~~~~~ Found in the bonus areas after each Stage. Each one is worth an extra 50 points and collecting them all will earn Alfred an extra life. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Walkthrough. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section contains precise and detailed instructions to not only beat each stage found in Alfred Chicken but how to collect all the extras including the hidden ending. Whether you need your hand held or just a quick tip, it's all here. Let's get cluckin' ~~~~~~~~~~~~~~~ Stage 1: Cheese ~~~~~~~~~~~~~~~ Balloons: 4 Diamonds to collect: 60 Enemies: Toy Moles, Spikeballs Mm, cheese! From where Alfred starts move to the right and immediately dive- bomb into the toy Mole crawling around the floor. Then collect the four Diamonds around the area before pecking the first balloon to set it free. Proceed to up the spring to the right; collecting three more Diamonds on your way up. Land on the platform to the left and hop up to the top but watch out for a spikeball circling above. Move to the left of this platform and carefully hop down to where a Toy Mole is moving beneath a block and a lone Crystal. Once you've disposed of the Toy Mole and grabbed the Crystal use the block that is there to hop back to the top of the platform where the spikeball is still circling. Watch the movement of this spikeball until you have a clear path to jump up and on top of the block its moving around. From here look the left where a small ledge containing another balloon awaits; it's being guarded by a Toy Mole so time your jump across to avoid landing on it. Dive-bomb the Toy Mole and then peck the second balloon in this stage. Again, watch the movement of the spikeball as you jump back to the block it circles then to the spring to the right. Using the spring jump straight up to collect eleven more Diamonds that are directly above you; first in a line then grouped together. Take not of the two Toy Moles that are patrolling the platform to the left and the small door above them. After you collect the eleven Diamonds time your landing on the platform to either avoid the Toy Moles or add in a Dive-bomb to destroy one or both of them. Either way you do it, just quickly and carefully destroy these Toy Moles then take a momentary breather. Do you see all the empty boxes to the left that have stars in them? We're next going to fill those in so Alfred can continue upwards. Jump to the small platform above and into the door that occupies it. Dive-bomb the Toy Mole that is directly in front of where you appear then continue right, dive-bomb the Toy Mole below and finally peck the Star Switch. This switch made all the empty Star blocks appear so they can be stood on. Wait for the laser to stop shooting in front of you then quickly move to the other side of it, destroy the two Toy Moles on the prowl then collect the six Diamonds here. Finally move all the way back going left to where you appeared after going through the door. Now use the spring that is against the wall to launch yourself up and onto the newly formed Star blocks then jump up to the platform to your right where two more Diamonds await. Watch the moving platform for a second the time a jump to land right on it; if you miss you will fall to the bottom of the area. Just use the spring to the left again to get back up. Once you are on the floating platform wait for it to be at the top of the rail it moves on and then jump to the platform to the right where yet another two Diamonds are floating. Grab them then look to your right. You will notice two more platforms in view but these two aren't moving. The trick here is to jump on the first one, ride it all the way down until you collect the two Diamonds beneath it, jump to the next one, collect those two Diamonds, jump to the next one and finally to the platform to the right. Above Alfred to the right will be another higher ledge with a Toy Mole visible on it. Wait until the Toy Mole is right at the edge then jump up and quickly dive-domb down on top of it to destroy it. Peck the third balloon that is waiting here but don't continue through the door to its side just yet. Instead jump to the moving platform just to the left of the ledge where we killed the Toy Mole. Ride this all the way down until; moving right against the wall the whole time until Alfred drops into a fake portion of the wall. Continue through here to the right and into the door that waits. Answer the ringing phone inside to be given a Pot of Jam for this stage then exit through the door. You will appear back in the previous area, on top of the two Star blocks towards the right. Make your way back across the moving platforms to the right and finally through the door near the last balloon we pecked a moment ago. Now that you have the Pot of Jam the rest of the stage will be a bit easier. After going through that door you appear back out in the main area, near the door we went in earlier. Hop across the two Star blocks to the left then up the Star blocks when you hit the wall. Kill the Toy Mole moving about the platform at the top of your climb by either dive-bomb or shooting it then jump to the fast moving platform above Alfred when it comes back down. Jump to the block the platform circles to collect the Watering Can for this stage then move to the right and onto the large group of springs here. Use these springs to collect the last twenty seven of the Diamonds in this area then finally use the left most spring to leap to the platform above and to the left where the last balloon waits. Dive-bomb on top of the Toy Mole here then peck the balloon to shoot off to the final area. In this quick bonus area you have to collect as many of the gifts as you can while Alfred quickly flies to the top of the area. Each one is worth an extra 50 points. Get them all for an extra life. Once you make it to the top the Flower will total up your scores and bonuses then it's off to Stage Two. ~~~~~~~~~~~~~~~ Stage Two: Baby ~~~~~~~~~~~~~~~ Balloons: 6 Diamonds: 60 Enemies: Snails, Spiky Snails, Bazooka Snails, Toy Moles, Spikeballs. Ooh, toys! No time to play! This stage is a lot more complicated then the last so let's get to it. Grab the lone Crystal to the left then hop back up, dive- bomb to kill the Snail here and collect the other four Diamonds above. Do you see the block to the lower right that says C and the four stars beyond it? Jump down and through the fake wall there to collect the four Stars then jump against the wall to reveal a hidden door; inside which is the Pot of Jam for this stage. Grab it then exit through the door to re-appear back outside so continue on. Watch the movement of the spikeball above and then jump up to the ledge it's rotating around, making sure to get the single Crystal above. Then when the coast is clear make your way up and to the right to stand on the large block against the wall. Another spikeball is moving in a square path above you; stay in the corner until it just passes you then jump up to the toy block it's rotating where two Diamonds are sitting. After grabbing the two Diamonds wait until the spikeball passes you again and jump to the left and up where the first balloon is waiting. Grab the Crystal that is floating just to the left above it then peck the balloon to release it. One down, five to go. Jump on top of the Toy Soldier to the left then down to the door below; taking care to just avoid the two Snails moving underneath the Toy Soldier for now. Head inside the door and you'll appear in another room with a door to your left and a group of twelve Diamonds to your right. Grab them all and stop just short of wear the Bomb is sleeping. Don't jump up there to wear it's at, instead just jump straight up to reveal a hidden spring. Use this to launch Alfred up to the two springs above then, then use these to go to the next springs above and to the left and finally use these two to land on a small block labeled 1 and up to the three doors awaiting. You want to proceed through the door on top of the block labeled C. Inside this small room is a bunch of Stars that can be collected with the help of the springs for a lot of extra points. Grab the Watering Can on top of the Toy Solider before taking the door. Hoping to the left above where you appear is a Can of Worms. Jump up there and grab it then use it to destroy the two Toy Moles to the right; taking care to grab the two Diamonds above where they were. Jump to the platform that is against a block to the right and the worm will destroy said block and the platform will begin to move to the right; just make sure to grab the two Diamonds above the destroyed block. Ride it all the way to the right and up around. Make one complete trip to grab all three Diamonds laying the the way of the track then ride it around to the top once more to carefully land on the egg that is seen crying for help. This will award you with an extra life. Instead of waiting for the platform to move back around just carefully jump above the two sets of spikes to the right then hop right once more to land on top of the Toy Soldier. Jump and dive-bomb the Toy Mole on the B Block to the right, grab the four Diamonds here when the spikeball doesn't threaten you then release the second balloon above. Continue to the right; grab the lone Crystal then quickly dash under the Bomb above to hit the Star Switch and exit through the door to reappear right next to where we released the first balloon. Now that the Star blocks are filled for the moment, continue to the left and up the Star blocks above the Toy Soldier. Take note of the Spiky Snail to the right that is moving beneath two Diamonds. Watch its movements for the best time to attack with the dive-bomb while making sure to collect both Diamonds. Keep moving to the right and jump over some spikes to reach a Star block above where a lone Diamonds is sitting. Grab it the jump to the next Star block to the above left. Jump from here across to the left while grabbing another Crystal. Make a quick hop over the spikes here to land near a door and a Bazooka Snail moving back and forth to the left. Take note of the platforms above being blocked by Star blocks then kill the Bazooka Snail, release the Balloon to the left against the wall then head into the door. Right to the left of where you start is another Star switch. Hit it to deactivate the Star blocks for now then hop into the water to the right, grabbing a Crystal on your way in. It's time to get wet! Maneuver Alfred Down and around the first Spikeball to the right then around the next Spikeball to the left while continuing down. Grab the Crystal at the end of the second Spikeballs track. Head over to the wall towards the right and when the Spikeball below you passes you quickly drop down and out of its way. Swim to the left to grab another Crystal then get against the left wall and when the Spikeball below you passes quickly drop below this one as well. Keep heading down and grab the two Diamonds beneath the Motor Whale on patrol then continue to move down, past another Motor Whale. Once you hit the bottom continue to the right and start on the way up. Maneuver your way through all the Spikeballs while you may your way up; make sure to grab the two Diamonds towards the top before you jump out of the water. After getting out of the water peck and release the fourth balloon then head through the door to re-emerge outside near the Bazooka Snail we killed earlier. Kill the Bazooka Snail again and jump above to the newly freed moving platforms. Ride the first one up enough to jump to where two Diamonds are waiting to the right, grab them then jump to the fast moving platform that is going horizontally above you. Once it's all the way to the right and the path is clear jump to the moving platform above you then to the left blocks. Wait for the next horizontally moving platform to come over you and jump to it, ride it across the spikes to the left all the way to the end, jump up to grab two more Diamonds then quickly jump to the moving platform above. If you fall just repeat the steps. Once you are on the next vertical moving platform ride it as high as possible then jump to the right where a Spiky Snail is guarding four Diamonds; grab them and continue on to the right where the fifth balloon is waiting. Release it then jump to the balls above where you'll notice a single Crystal above you. Jump up and grab it then land on the ball directly to it's left. Hope across while grabbing another Crystal, then kill or avoid the Snail here to grab yet another Crystal behind it. Hope to the next row of balls above, kill the Snails here then hope up to the last row of balls. You will notice a really fast Snail with a Crystal to its left and the last two above it to the right. Avoid it while you grab these last three Diamonds then release the last balloon at the top to be whisked away. Now it's time for a quick boss fight with a Mecha-Chicken. As this portion of the stage starts six Rockets come floating up from the bottom of the screen in a circle forming around Alfred. At the moment the first two pass to your sides begin to move Alfred to the bottom of the screen to avoid the next four and their explosions. That wasn't so bad was it?! Easy champ, that wasn't the boss but rather his exuberant entrance. From the bottom of the screen a green floating ball chicken...thingy will come into view. This is a Mecha-Chicken and don't worry, it's easy to beat. After a quick verbal assault the Mecha-Chicken will begin to move slowly around the screen. It has no offensive properties beyond trying to ram Alfred. Simply shoot the missiles into his head when you have a clear shot. Once his life drops to the last three bars its speed will greatly increase. From this point just drop to the bottom as far as possible then watch its movements. Once the Mecha-Chicken drops down move to the right or left then up and pop a quick missile into head on the way back down. Repeat this to the other side once he comes back down again. Rinse and repeat until the Mecha-Chicken is destroyed. Grab the Chicken Egg that is left behind and then grab as many as the Gifts as possible on the way to the final scores and start of Stage Three. ~~~~~~~~~~~~~~~~~ Stage Three: Wood ~~~~~~~~~~~~~~~~~ Balloons: 6 Diamonds: 60 Enemies: Snails, Spiky Snails, Bazooka Snails, Rockets This is my favorite of the stages in Alfred Chicken. From where you start immediately move to the right then jump up to the screw and release the first balloon in this stage. Then jump to the platform above enter the door here to be moved to a higher spot of the level. Jump to the wooden block to your left then pause for a second. Take notice of the three Blue Skull blocks to your left. Once you touch these they will disappear but just keep that in mind for now. Instead of jumping on these we are going to jump to the spikes below. No, I'm not crazy! The spikes on the ground between the two leftmost Blue Skull blocks are fakes so jump to these now and fall into the fake floor. Follow this path all the way to the right and down then back left until you hit a wall. Jump up and enter this door here to obtain the Pot of Jam for this stage. It's good you get it early; you'll use it a lot in this stage. Exit the door to appear back outside in the fake floor. Now just move to the left to drop out of the fake floor, grabbing six Diamonds on the way down; landing where you started this stage moments ago. Head to the right up and over a few screws to where two Bombs are sleeping. You'll need to jump over them and avoid the resulting explosions to get the spring waiting against the wall. Now, at the top of the area above this spring is some spikes so you'll need to be ready to move to the left and land before you hit them. Jump on the spring, collecting four Diamonds on the way, then land on the spot to the left where the second balloon for this stage is waiting. Back track back down and around to the door that leads to the area above. Enter the door and jump down the small platform just beneath the door. Standing on the edge facing left fire a shot which should bounce on the spikes and then up to grab two more Diamonds. Nice shot. Now let's jump to the second wooden block above the first we used to get to the fake spikes then finally jump up to land on the horizontal screw above. Make your way on top of the Paint Can here and shoot at the Spiky Snail to the left to kill it before hoping down there and moving to stand on the Blue Skull block all the way to the left. This block will disappear causing Alfred to drop through a Diamond to land on top of another large screw and the third balloon in this stage. Release this balloon then stand where it was facing right and fire across the way to get the two Diamonds in that area; bounce your shots accordingly. Alright this part is going to be a tad tricky. Move past the laser on this giant screw to stand on the ledge of the screw. What you need to do is jump to the right to land on the middle Blue Skull block then quickly from this one to the next to the right and finally to the wooden blocks to the right. Then back up to the large paint can above. Whew! Alright, that's half the balloons already. Let's get the other three. Hop to the small screw to the left then up to the right most slanted wooden plank where two Diamonds are waiting. From here maneuver to the right where a Snail is walking up and down another slanted plank with four more Diamonds above him. Shoot the Snail, collect the Diamonds with the help of some shots and then jump back above. Jump to the slanted plank above where a Spiky Snail is making his rounds; kill it then hop up to the next plank above. Kill the Snail to the left and grab the lone Diamond it was guarding; make sure to avoid the Cannon firing from the vertical plank to your right. Jump to the horizontal screw to the left above you; grabbing a Diamond that is just to the right of it's head. Once you are standing on this screw continue to dodge shoots from the Cannon off to the right. Jump to the slanted plank above you to the right then up once more and grab the Diamond here before continuing on to the right. Jump as far to the right as you can and float down, grabbing four Diamonds, to land on some ice. Kill the Snail on the platform above you to the left, grab the Diamond here and then dive-bomb through all the ice until you reach a door at the end. Take this door to enter a new area of this stage...finally! You will appear on top of a small screw on the left wall of a narrow passage; nothing visible but an ominous red sign pointing down. Hmm, guess we're going down but first let's grab the Watering Can. Facing left fire a shot to reveal a hidden spring then jump up to where the Watering Can and a door are; grab the Can. Don't take the door but instead jump and dive-bomb to start busting through more ice. Attempt to grab as many of the Acorns as you can by moving right or left; it's not possible to get them all with one drop but feel free to come back in a circle or even better, work your way back up. Once you hit the bottom of this passage you'll notice the fourth balloon waiting to the left and another door to the right. Release the balloon and enter the door. Kill the two Spiky Snails that are right in front of where you appear, grab the Diamond above them then proceed to the right and over a small set of spikes. Grab another Diamond that is floating just to the right above a ledge with a moving platform visible to the right; you will also notice another Diamond in a cubby hole beneath where you stand but we can't get it yet. Look ahead to the right towards the moving platform. You will notice that in each pit is a Rocket that is just waiting for you to cross its path. Jump above the first one to land between where it was and the next one. Shoot the other two then turn around and fire a shot to grab the Diamond in the cubby hole. Ride the moving platform above you to reach the higher platform to the right where a blue sign pointing right is resting. Grab the Can of Worms that is hopping just right of the sign and then quickly rush to the right over some spikes to where the platform drops down a bit. Kill the Spiky Snail when you can, grab the two Diamonds here then using the Can of Worms and\or pecking break your way through the first sets of Ice that are in your way. Grab the group of five Diamonds that separates the two groups of Ice; make sure to avoid the fire from the Bazooka Snail below. Once you have the Diamonds continue to the right through the second set of Ice then kill the Snail and grab the two Diamonds that are here. Step forward to the end of the screw you are standing on carefully drop down to the platform below. Move left through two Ice with a Diamond in front of it then hit the Diamond Block Switch followed by killing that pesky Bazooka Snail that was bothering us before. Continue on to the left to grab two more Diamonds down here then backtrack to the screw to the right. Make sure you don't accidentally hit the Diamond Block Switch again. Take a small breather, you've earned it. Stand on the edge looking out over the spikes to the right. Use a shot to grab the Diamond that is just off the ledge then jump to the now filled Diamond Block above and grab another Diamond that is floating above. The goal now is to jump to the next set of Diamond Blocks to the right without being killed by the Rockets that come floating from the bottom. Once you've made to this set of Diamond Blocks grab the Diamond here, shoot the final Rocket below and jump across to the right to solid ground. Grab the Diamond here right on the ledge above the Diamond Block then peck the fifth balloon to release it. One more to go! Grab the final Diamond here to the right then first hit the Diamond Switch to the right and then the Star Switch above it. At this point Diamond Blocks should be off and Star Blocks should be on. Good? Ok. Finally, take the door that was near the fifth balloon to appear back out in the first area of this stage. When you appear immediately jump to the screw above you to avoid the fire from the Cannon to the right then to the Star Block and finally into the door above to gain access to the last area of this stage. Here in this area we will find the last balloon to finish this stage so what are you waiting for? From where Alfred starts this area jump up off screen and to the right to walk invisibly into the small room filled with Acorns and a Baby Chicken that is visible. Collect all the loot here then jump back out and the left. Jump down the first level below, kill the two Snails here and grab the Diamond off to the right. Make your way to the left to drop down to the next level below. Keep dropping down levels killing the Snails into the room opens in to visible halves. Head into the left part to collect nine more Diamonds then make your way back up and into the right. Kill one finally Snail, grab the last Diamond for this stage then peck the sixth balloon to be whisked off. Collect as many of the Gifts as you can while floating up before the final scores and the start of the fourth stage. ~~~~~~~~~~~~~~~~ Stage Four: Book ~~~~~~~~~~~~~~~~ Balloons: 8 Diamonds: 60 Enemies: Toy Mole, Spikeballs, Mines. This stage is huge! If you've missed any of the Watering Cans in the previous stages then this will also be the last stages. If not then we have one more to go. Grab the Diamond that is directly in front of you to the right on the book you start this stage on then jump to the vertically moving platform and ride it to the book above where another Diamond is. Kill the Toy Mole here, grab the Diamond and then enter the door. Be amazed! This room actually has a puzzle! That's right somebody put a puzzle in your platformer. Hope up to the green book above, kill the Toy Mole then grab the Diamond here. In this room the point of the puzzle is to use the four directional controls to maneuver the mine into crashing through the ice that guard the Moon Block Switch. The controls are located at the bottom left and right, the middle and the top. Follow these directions and make sure to let the mine STOP moving before moving to the next step. Got it? Good. 1. Peck the top control until it points down. 2. Peck the top control until it points left. 3. Peck the top control until it points up. 4. Peck the bottom left control until it points left. 5. Peck the bottom left control until it points down. 6. Peck the bottom right control until it points right. 7. Peck the bottom right control until it points up. 8. Peck the bottom left control until it points left. 9. Quickly peck the bottom left control until it points up. 10. Peck the bottom right control until it points right. 11. Peck the bottom right control until it points down. 12. Peck the bottom left control until it points right. 13. Peck the bottom left control until it points up. 14. Peck the bottom left control until it points left; this will leave the mine in the back of the small chamber where the Moon Block Switch is left. Hop up to where the Moon Block Switch is now accessibly but make sure to not touch the mine we just moved around. Hit the switch then go back out of this small room and exit out through the door that is now reachable. You can grab the clock to the right before you do but it's really not needed. When you reappear back into the first area of this stage grab the Diamond right above you then jump to the Moon Block to the right. From here wait until the Spikeball that is circling the Moon Block above you is out of the way then quickly jump to it and then to the Moon Block above and to the right. From here glide to the Moon Block to the left; grabbing a Diamond in the process. You will notice a Purple Gift to the left with another lone Diamond above it. This Purple Gift will render Alfred invulnerable for a period of about twelve seconds so act fast. Grab the Diamond and the Purple Gift then quickly jump\dive to the bottom of the level where the spikes are. Move to the left as far as possible and jump up the backsides of two books before Alfred becomes in danger of being killed again. Rest a bit before going on. Rested? Ok, let's continue. Now that you have made it to the back of the books you will notice another Diamond above you. Jump up to grab it...and huh? A hidden door appears! Hop up to the door, grabbing the Diamond in the process, and enter to obtain the Pot of Jam for this stage. When you exit after you will re-appear back on the front side of that book. Fall to the book below and fire a shot to the right until it bounces and grabs that single Diamond on the Moon Block above the spikes to the right. Now make your way back up the Diamond blocks to where we grabbed the Purple Gift only this time hop to the first of the two small red books to your right. Hop up to grab the Diamond above then use the spring here to reach the first of the balloons above. You know what to do with it. Hop up the two Moon Blocks above until you are standing near another spring. Don't make use of this one yet though. Instead, hop to the left to grab the Diamond floating there and glide down into the area to collect three more Diamonds while avoiding the fire from the Cannon. When you make it to the bottom use the clouds being made here to reach the top again where that spring is. Use the spring to bust through the middle column of blocks above then land above. First, move to the right and drop to the spring below to grab the Diamond and use said spring to jump back out. Hop across the hole in the blocks we made a second ago and release the second balloon that is here. Hop off the edge here and float down to grab all six of the Diamonds here before landing on another group of ice. Dive-bomb through these blocks to make it all the way to the door below but beware, there is a Toy Mole down here so be prepared to act quick in the event you didn't land on him. Once the coast is clear enter the door. Rush forward grabbing three more Diamonds then kill the Toy Mole and release the third balloon on the edge overlooking the field of spikes below. Carefully hop to the quick moving platform that is dashing horizontally across the spikes then hop of it when it moves to the far right. Navigating this next area is a bit tough so pay attention and judge your movements carefully. First grab the Diamond that is above you then hop to the right over the small set of Spikes and kill the Toy Mole here. Grab the Diamond before jumping to the small ledge above where another Toy Mole is patrolling. Jump and shoot the Toy Mole before landing. Face left then jump to the first circling platform, ride it around once to collect a Diamond then jump to the ledge above the first one to the right where another Diamond is. Once you've grabbed the Diamond hop to the circling platform to the left and then use a combination of hops and shot to grab the two Diamonds in the vicinity. Afterwards, jump to the next circling platform to the left, fire a shot right when lined up to grab the Diamond off to the left and then hop back to the previous circling platform. At the height of the circle jump off to the right to grab another Diamond and peck the fourth balloon here. Stand on the edge facing left and then jump, letting a shot go off to the left to grab that lone Diamond you see floating beneath those red books. Hop once more to the top most circling platform then hop to the platform above to the left where a Toy Mole is guarding the Moon Block Switch. Peck the switch to turn the Moon Blocks off again and then glide safely all the way back to the bottom of this area. Once that fast moving platform comes from the left above the spikes carefully hop back on it and ride it all the way left then jump straight down the hole here where another platform is moving. There is a Toy Mole at the bottom of this drop so be ready. Once you've made it to the bottom kill any Toy Moles that are in your way on your way to the Directional Controls in the far right of the area. You need to use these to control the Mine below so you can break all the blocks and gain use to the Diamond Block Switch below. Follow the step by step directions that follow; if you mess up you can head into the door here to reset the puzzle. Again, make sure to let the mine finish moving UNLESS otherwise noted. 1. Peck the Controls once to make them point up. 2. Peck the Controls once to make them point left. 3. Quickly peck the control five times, pausing for a split second after the first peck, which will leave them point left. 4. Peck the Controls four times until they are pointing up. 5. Peck the Controls once to make them point left. 6. Peck the Controls once to make them point down. 7. Quickly peck the Controls four times to make them point left. 8. Face to the left and Peck the Controls once to make them point up. 9. Face right once more and Peck the Controls just once to make them point left. This will free the other Mine which will fall straight down and activate the Diamond Block Switch. Now that the Diamond Block Switch is turned on head to the left and exit out the newly reachable door above the Diamond Block. You will reappear where we grabbed the second balloon. Notice that the green platform that is moving very fast off to your left is not...well, moving. When it comes to the bottom of its track hop on it then ride it high enough to where you can jump to where a Toy Mole is guarding the fifth balloon. Kill the Toy Mole, peck the balloon to release it then grab the Diamond that is on the left side of the green book above before heading right and hoping to the right of that book. You'll have to kill a Toy Mole and deal with a few Bombs on the way up. Hop up the two small ledges where the Bombs are sleeping, the first has a Diamond and enter the door at the top. Peck the sixth balloon that you appear in front of then grab the Diamond right behind it. Next, you'll need to hop down to the moving platform and ride it all the way to the left while making sure to not let the Spikeball moving above it to hit you. Once you've made it to the edge above head right, grab a single Diamond then kill the Toy Mole here. Beneath where you are standing you will notice a group of Diamond Blocks above two Diamonds and then to the right, another controllable mine in a room where both a Diamond Block Switch and a Moon Block switch are located. This one is a little different then the others so pay attention after a quick breather. The way this Mine works is that when the Control Blocks are smiling the Mine will attempt to float beneath Alfred and when they aren't smiling the Mine will fall directly beneath it. First use the Mine to make sure both switches are off then head all the way right grabbing two Diamonds. When you see a door don't bother with it but instead head back to the mine. Using the Control Blocks make it so the Diamond Block Switch is OFF and the Moon Block Switch is ON. Grab the two Diamonds that are now accessible to the left and start to bust through the ice to the left until Alfred drops into a fake part of the floor. Move a bit to the right here and you'll drop all the way down through more fake floor and on top of a spring. From here head to the right over a small set of spikes then carefully hop on the three platforms to the right while avoiding the Spikeballs between then. Kill the Toy Mole that is on the first ledge then continue over another set of small spikes, on to one more platform, past another Spikeball and onto another ledge. Enter the door here and grab all the Pots above you by hoping and using shots to reach the far off ones. Then drop below to grab the fourth and final Watering Can. Make use of the moving platforms to reach the door above to the left. Rest a bit, the stage is almost over. Enter through the door to access a new area. When you reappear immediately jump to the platform to the right grabbing two Diamonds on the way. Stand on the Control Block here but don't peck it yet. Instead use it to reach the seventh Balloon above you. Peck the balloon to release it then face left and jump straight up. When you grab the Diamond fire a shot which will streak down and grab the three Diamonds that were in a line to it diagonally. Float back down to the platform in the middle of the spikes; grab the Diamond off the edge to the left then hop back to the Control Block we used to grab the balloon a second ago. You'll need to move quickly here. Peck the Control Block once to start the Mine following you then hop back to the middle platform and onto the moving platform to the left. Face right when you are riding it so you can fire shots off to grab the three Diamonds off the right. At the top of the platforms ride quickly hop onto the Control Blocks to the right and move all the way to the last one and peck it once the Mine catches up with you. This will make it fall and the Star Block Switch will be activated. Then move back to the left, grab those two Diamonds off the left with some shots then glide to the bottom and exit out the door. When you re-appear hop to the Diamond Block above then grab the two Diamonds to the left while you jump to green book. Use the moving platform to grab the last two Diamonds then jump to the two Moon Blocks on the spikes the right. Kill the Toy Mole that's to the right with a shot then hop across to peck and release the eighth balloon! After being whisked away it's time to battle another Mecha-Chicken. First you have to deal with some Rockets that come from the bottom of the screen. There are two groups of three. Just avoid them and their explosions until the Mecha Chicken comes out. This one is just like the other we fought at the end of Stage Two: Baby only now he has a Spikeball floating around him. Defeat him the same way as before: fire a shot into his head then move to the opposite side and repeat. Just make sure to stay away from the Spikeball, meaning a wider radius. After you lower his life meter to three units he will speed up. The battle gets a little trickier now. Again, use the same method as before. Stay to the lower part of the screen and "bounce" up to each side of him firing one shot into his head on the way back down. Only come up when you're clear of the Spikeball and you'll be fine. Alternatively you can just go balls to the wall and attempt to out fly him around the screen. It's up to you. Once this Mecha-Chicken is defeated grab the Egg that is left behind then attempt to grab as many Gifts as possible on the way up. Get the final scores and head off the next and final stage, Sci-Fi. ~~~~~~~~~~~~~~~~~~ Stage Five: Sci-Fi ~~~~~~~~~~~~~~~~~~ Balloons: 4 Diamonds: 60 Enemies: Bazooka Snails, Spiky Snails, Snails, Laser First thing you may notice about this stage is that the enemies seem to move a bit quicker. Kill the three Bazooka Snails in front of where you start but be careful not to fall victim to either their shots or the spikes above. Once they are dead continue to the right and drop down to the level below when the Spikeball is out of the way. Watch out for the Snail at the bottom. Kill it then collect the three Diamonds right where you landed. Hop over a block with some spikes on it, past a laser then drop to the next level below once the Spikeball spinning nearby is out of the path; make sure to grab the Diamond above it. When you land below a Bomb will be there so quickly avoid the ensuing explosion by dashing to the right and onto a green platform. From there jump and dive-bomb to kill the Snail on the upper green block to the right. When the Spikeball is out of the way drop to the block below it and then avoid the Spikeball to drop to the block at the very bottom. Hop to where the Snail is guarding four Diamonds to the right and dive-bomb to kill it. Collect the four Diamonds then quickly and carefully jump from where you are to the block just above to the right where a Spikeball is circling. Avoid the Spikeball as you jump to the next block above to the right while grabbing two more Diamonds; a Snail is patrolling on it. Be prepared to dive-bomb to kill the Snail. Once the block is clear take a moment to look around. Notice the Star Switch off in the distance to the right? Watch the movement of the Spikeball in the middle of the screen and when it's on the left drop to the block below, landing just to the left of some spikes. Hop over them then jump to the next block to the right when the Spikeball is on the bottom. Wait for it to come back up, jump over it and then jump up and to the right where a Bomb is sleeping; ignore the balloon you see for a second. Ride the platform above to where a door is visible. You can't enter the door right not but you can jump to the left and into the small gap that opens up into eighteen Diamonds. After you have them move all the way back down to the block near the bottom where the Spikeball is circling then dash to the right to get to the Star Switch. After pressing the Star Switch wait for the Spikeball to be on the top and then jump to the block and quickly up and to the right where the Bomb was sleeping. Ride the platform above you up to where the first balloon is at and release it then head into the door above you to access a new area when ready. When you appear hop across the gap to the right, avoiding the Rocket coming up, then across two small sets of spikes. The passageway will open a bit where a Spikeball is moving about so just stand in the middle and jump over it when it comes near, making sure not to impale poor Alfred on the spikes above then it's over another set of spikes before you hit an edge with water beyond. Time to get wet again I guess. Dive into the water and grab the two Diamonds that are being circled by a Spikeball. You will notice a Motor Whale guarding the small passageway to the other side. When it's all the way to the right quickly dive down, to the right and back up before it hits you. Hop out of the water here and grab the four Diamonds before getting the Can of Worms hopping to the left on the pipe. Use the Worm to destroy the two Motor Whales guarding the way further right; make sure to grab the sixteen Diamonds that are between the two sets of pipes being guarded by a Spikeball on your way out of the water. Once you are feet wet again continue to the right over one Spikeball, under some spikes and then under another Spikeball. It's tricky but you can do it. Dive back into the water and quickly move straight to the bottom past one Motor Whale then walk along the bottom underneath another one. Beyond that Motor Whale is a Spikeball moving about so wait for it to pass you then start moving right, collecting a Diamond at the start and one at the end. Then swim past a Bomb and get out of the water before it's explosion can kill you. Release the second balloon and relax for a bit. After all that underwater crap you deserve it! After releasing the second balloon, move to the left over two Spikeballs and a Spiky Snail to hit the Star Block Switch which will turn off Star Blocks in the stage for the moment. Continue back to the right and hop over the small gap with the water below, past where some Star Blocks were and over a single slow moving Spikeball to where another Star Block Switch and a smiling Control Block are. Hit the Control Block and count to five then hit it again, leaving the Star Block Switch in the off position. Proceed to the right, jump into the water below while collecting four more Diamonds. Once you are in the water you will have to avoid another Motor Whale while you swim down and to the right then finally up and out of the water to where a door, balloon and a Mine are resting. Luckily, we moved that Mine with the five second wait so peck the third balloon to release it then enter the next area through the door. You will appear in a small room with two doors in front of you and a large machine spitting out Spiky Snails above you. DO NOT enter either of these doors as they send you back to previous parts of the stage. Instead very quickly move to the right and jump up into the room where the machine is at. Avoid or kill the Spiky snails while you make your way to the top of the machine to peck and release the last balloon. You'll be whisked off to do final battle with the last boss. Make an attempt to grab as many of the Musical Notes as possible as the last balloon takes Alfred to the fight. Three sets of rockets will announce the battle with the Super Mecha- Chicken; the first set has three, second has five and the last has three. Avoid them and their explosions and soon enough the Super Mecha-Chicken comes out. After a few snide remarks the battle begins. Defeat the Super Mecha-Chicken much like you did the first. Shoot his head with rockets as he makes slow steady yet jerky movements around the screen. When he stops a small explosion appears on a random part of the screen; these show the next point he will occupy so move quick to get to the spot and get ready to fire. After you take two units of his health he will speed up but not by much. Continue hitting his head until his head shoots off...and the battle is over?! Nope, not yet. Now you have to do battle with his body. The body stays behind to fight you and its tough! Joining the battle is a Spikeball that shoots around the screen. To defeat the body simply shoot it but be warned, when you shoot the body it release fireballs in all four cardinal directions. So avoid the Spikeball while shooting the body and then avoid the resulting fireballs from the body until it's defeated. Collect as many of the Stars as you can as you fall down then sit back and enjoy the ending. If you missed any of the Watering Cans in the first four stages you will be told you need more and you won't see the good ending but if you followed the guide, you'll see the good one. It's not much and it doesn't add to the story at all but hey, it's what we got. WOOT! Congrats on finishing Alfred Chicken! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5. Beastiary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Listed below are all the enemies Alfred will encounter throughout the game. Included is a description, which stages they appear in and the best method to defeat them. Please note that names are my creations based on how they look. Neither the manual or game gives full names for all enemies...... If you happen to know them then email me at LtCmdData@gmail.com; you'll get full credit. Spikeball ~~~~~~~~~ - Points: n/a - Stages: Cheese, Baby, Wood, Book, Sci-Fi Not really an enemy per se but rather more of an obstacle. The spikeball is just that, a ball with spikes. They circle around a set point of the stage at variable speeds and lengths. Caution and carefully movements are the only way to circumvent these. Laser ~~~~~ - Points: n/a - Stages: Cheese, Sci-Fi The Laser is nothing more then a small laser shooter with eyes. It fires a beam every few second so time your movements accordingly. Bomb ~~~~ - Points: n/a - Stages: Baby, Book Sleeping bombs that blow themselves up when awakened. It's best to avoid them so they don't explode but if they do jump and maneuver around the fireballs that it emits. Mines ~~~~~ - Points: n\a - Stages: Book The Mines aren't exactly enemies but rather more of a tool. Since they can kill Alfred they are listed here. You control the Mines with the Control Blocks and they can be used to hit destroy blocks and hit switches. Cannon ~~~~~~ - Points: n/a - Stages: Wood Green cannon that moves vertically; firing bombs at Alfred at random intervals. The Cannons can't be destroyed so just avoid contact with it and the bombs it fires. Rockets ~~~~~~~ - Points: n/a - Stages: Wood These are one eyed rockets that come streaking straight up when Alfred crosses into their path and then explode horizontally at the top of their flight. Destroy them with the help of the Pot of Jam or a shot from the Mecha-Buster if you can otherwise take care to avoid their explosions. Toy Mole ~~~~~~~~ - Points: 50 - Stages: Cheese, Baby These are exactly what the sound like; Toy versions of Moles. They have no form of attack beyond simply moving back and forth across an area. Use the dive-bomb to best defeat the Toy Mole. Snail ~~~~~ - Points: 50 - Stages: Baby, Wood, Book, Sci-Fi Snails come in a small variety. These Snails act just like the Toy Moles do; moving quickly back and forth across an area so be careful. Use the dive-bomb to best defeat the Snail. Spiky Snail ~~~~~~~~~~~ - Points: 50 - Stages: Baby, Wood, Sci-Fi These are like the regular Snails except they have the ability to retreat into their shells and produce large spikes; thus rendering the dive-bomb ineffective. Simply wait for them to re-emerge before attacking them. Bazooka Snail ~~~~~~~~~~~~~ - Points: 50 - Stages: Baby, Wood, Sci-Fi Like the other Snails they move back and forth in a small area but these guys have the ability to shoot fireballs from a Bazooka on their backs. Take care to time the dive-bomb between their shots to destroy it. Motor Whale ~~~~~~~~~~~ - Points: n/a - Stages: Baby These slow moving Whales have no offensive moves besides lumbering back and forth in their area. Since they are so slow it's easy to maneuver around them or if so equipped you can destroy them with the Pot of Jam. Mecha-Chicken ~~~~~~~~~~~~~ - Points: n/a - Stages: Baby, Book The Mecha-Chickens are large green robotic chickens. Their main mode of attack is attempting to ram Alfred. Fire rockets from the Mecha-Buster into their heads to damage them. When a Mecha-Chicken is close to being destroyed it's speed will increase so watch out. The second Mecha-Chicken you fight also comes equipped with a Spikeball that protects it so pay attention. Super Mecha-Chicken ~~~~~~~~~~~~~~~~~~ - Points: n/a - Stages: Sci-Fi This Mecha Chicken is a lot like the regular breed except that it has a second mode to battle with. After the head flies off the body fights back with the ability to fire in the cardinal direction after being hit. Joining it is a fast moving Spikeball that seeks to ram into Alfred. Keep an eye on the Spikeball while you fire at the body then quickly dash away. Keep this dance up and the Super Mecha-Chicken doesn't stand a chance. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Tips and Codes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Found below is a list of great tips that will better aide you if you aren't exactly wanting someone to hold you hand through the whole game. Even if you do they are useful. Also included is a list of Game Genie codes to help you if and when the chicken poop gets to thick. ~~~~ Tips ~~~~ - make every attempt to collect the Watering Cans so you can see the better of the two endings after Stage Five. - always collect all the Diamonds you see. Not only are they extra points but clearing a stage will earn you an extra life from Mr. Peckles. - the Pot of Jam should never be skipped. The added fire power is invaluable, especially in the later stages. - never attempt a jump you aren't sure you can make without knowing what's beneath. - in the bonus sections of the stages if you can manage to collect all the Gifts Mr. Peckles will award you with an extra life. - be careful where you land during a dive-bomb because you are momentarily without control of Alfred and an enemy can walk right into you. - mute the television. The theme will drive you insane. :) Got tips? Send them to LtCmdData@gmail.com and I'll add them in with full credit! ~~~~~~~~~~~ Cheat codes ~~~~~~~~~~~ You're out of luck folks. There are no push-button codes that are known for Alfred Chicken. I have listed Game Genie codes below for any of you looking for them. If by chance you know of any codes or secrets then email me at ltcmddata@gmail.com and I'll add them in with credit. Game Genie Codes ~~~~~~~~~~~~~~~~ AASGITZA - Start with 1 life. PASGITZA - Start with 2 lives. EVKNKAPA - Have an infinite amount of lives AVULEESZ - Have infinite time. NNXYKPZU - Receive 255 points for each Gift collected. GVXYKPZL - Receive 108 points for each Gift collected. PAKLTPTA - Only need 1 diamond for an extra life at the final score. OZXKXZOU+LAXKUZPI - Only 3 balloons are needed to complete the current stage. OZXKXZOU+ZAXKUZPI - Only 2 balloons are needed to complete the current stage. OZXKXZOU+PAXKUZPI - Only 1 balloon is needed to complete the current stage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7. Copyright and Contact Info. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, that's it. Alfred Chicken is one of those games that if you saw it sitting here you'd dismissed due to it's title but if you wasted the time to actually try it fans of difficult old school platformer games would love it. This guide was the result of a love for Alfred Chicken going back to my childhood. I hope you enjoyed both the game and this guide. I'd like to the thank Osrevad for the ASCII egg found at the opening of the guide. Thanks! Check out his large ASCII collection at www.osrevad.com I'd also like to thank www.atarihq.com for their transcript of the official manual. Thanks to Mindscape for making this quirky, extremely hard yet completely fun game. Also, thanks to Drunky for listening to me bitch about this guide for days on end. You're a good friend. See? I didn't write anything bad. :P www.gamegenie.com for the Game Genie codes I used and listed in the guide. Finally, thanks to you for reading this! :D This guide is Copyright 2006 Christopher Long. This guide may be not be reproduced in whole or in part under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Should you have any questions about issues not raised in this FAQ, or should you wish to contact me regarding seeking my permission to place this guide on your site, please e-mail me: AWingPilot@gmail.com Please mention this FAQ in the subject line of your e-mail. If you are seeking my permission to put this on your site, please include the URL of your site in the e-mail. If you don't include the URL, the answer will be no. At present, this guide may only be shown on www.gamefaqs.com If you see this guide on any other site, please notify me through e-mail immediately. I'd love to hear from anyone who found this guide helpful so drop me a line if you feel like it and feel free to point out any errors in the factual information, spelling or grammar. I'd appreciate it. Until next time... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~EOF~