Dragon Ball Z: Assault Of The Saiya-Jins
General FAQ/Walkthrough
Written By: Vegita, Guardian Of Destiny
[email protected]
Version 3.14159
Sections:
I - Introduction
II - Game Story
III - Basics
A - The Cards
1 - Moving About The Game
2 - Training
a - General Training Stations
b - Kai-oh Sama's Planetoid
B - Fighting!
C - The Level System
IV - The Walkthrough
A - Welcome
B - Everyone Must Train
C - The Contender for God...
D - The Real Battle is Yet to Come!
V - Other Important Points
A - The Good Guys
B - The Bad Guys
C - The Items
VI - Various
A - Revision History
B - Thanks
-------------------------Assault of the Saiya-Jins-------------------------
-------------------------I: Introduction------------------------
-------------------------Assault of the Saiya-Jins-------------------------
"Welcome! I am Vegita, Guardian Of Destiny, and I see you want help for the
Famicom game "Assault of the Saiya-Jins". Well, you've come to the right place,
because this game was the first Famicom Dragon Ball game I ever owned, beat,
and wrote a FAQ for. I have owned it for 5 years now, and I feel that I am
quite proficient at it.
"First off, let's get one thing straight: Even though I am Vegita, I will try
to write from an un-biased point of view (although I still think I'm the best
at everything). Second of all, if I catch anyone copying all or part of this
FAQ, ANY part of this FAQ (not counting little sentences like "First off, let's
get one thing straight), I will destroy you. I will rip you limb from limb like
the excessively weak individual you are, and then I will sue you for copyright
infringment. Third of all, I do not own the rights to this game, the names of
the characters in this game or FAQ, or have any
ownership whatsoever of this game (except for the cartridge sitting in my room,
that is). Those are the property of their respective owners."
-------------------------Assault of the Saiya-Jins-------------------------
-------------------------II: Game Story-------------------------
-------------------------Assault of the Saiya-Jins-------------------------
"Dragon Ball was a Manga (Japanese cartoon or comic) created by Akira Toriyama,
an artist in Japan, in 1982. The manga, which dealt with an absurdly strong
little boy named Gokuu (based off of the Chinese folk tales), became wildly
successful, and a cartoon version was put on the air in 1984. It ran all
through the course of the show until the main character, Gokuu, finally grew to
adulthood. This signified the end of Dragon Ball, but promised that something
new would return next
week in it's place. This new show: Dragon Ball Z.
"Dragon Ball Z picked up right where Dragon Ball left off, with Gokuu as an
adult. He has a kid now, and his arch-nemesis, Piccolo, was as bad and mean as
ever. This series introduced an entirely new set of characters, mostly from
outer space, and revealed Gokuu's origins (he's from another planet too).
"Dragon Ball was such a large success, before and during it's "Z" stage, that
it was obvious enough that there would be video games made about it. There are
RPGs, Fighting games, Strategy games, and even a few arcade games.
"Assault of the Saiya-Jins was the first Dragon Ball Z RPG for the Famicom. It
featured the Saiya-Jin Storyline from Dragon Ball Z, plus this game added in
the battle with Garlic Jr. and his minions. This game, unlike the previous
Dragon Ball RPGs, had more than just Gokuu to fight with. You can also use
Piccolo, Gohan, and the rest of the Z fighters in your quest to save the
world."
-------------------------Assault of the Saiya-Jins-------------------------
-------------------------III: Basics----------------------------
-------------------------Assault of the Saiya-Jins-------------------------
Here's the basics for the game! You can't play through the game unless you
know the basics, now CAN you?
##########III-A: The Cards##########
Throughout the game, you are given a set of 5 cards, which are shown at the
bottom of the screen. These cards are used for 3 things: moving, training, and
fighting. The cards have special numbers and symbols on them, which determine
different things for different situations (moving, training, fighting). The
general layout of the cards are:
________________
| ___ | <-- In the top-left corner is a Dragon Ball (rather
crudely drawn, too), which will have a
| / # \ | number of Dragon Balls, 1 - 7, in it. In
the bottom-right corner is another Dragon
| \1-7/ | Ball, which has a number 1-7 in it as
well. Hope you studied for THAT one, though...
| --- |
| |
| ________ |
| | | |
| | Card | | <-- In the middle, there is a symbol. This symbol
is either the name or someone ("Kame" for
| |Symbol| | Kamesennin, "Piccolo" for Piccolo, "Alien"
for Aliens, "Kaioh" for Kai-oh Sama, etc).
| | | |
| -------- |
| |
| ___ |
| / # \|
| *\1-7/| <-- *Note: the bottom-right Dragon Ball has the
numbers 1-7, but they're written in Japanese.
| --- | 1-3 are easy to figure out (1-3 horizontal
lines), but the rest I suggest you just
---------------- try to memorize on your own. I'm having
no luck making Ascii Kanji...
----------III-A.1: Moving----------
The movement system is quite odd. The landscape is portioned off into squares
(it's a giant grid, really), with each square representing a block of land
(mountain, plain, water, desert, tree, house, etc). Your movement is
determined by which card from the bottom of the screen you pick, and the number
in the upper-left Dragon Ball. Therefore, if the card you pick has a "2" in
the upper-left Dragon Ball, then your character can only move 2 spaces. It's
like a board game. Remember, though, that when you're picking your movement
card, that these cards are used for different things, especially if you want to
go:
----------III-A.2: Training----------
There are 3 different Training Stations, not counting Gokuu's Training on
Kai-oh Sama's Planet. So to save time, I'll split it into "General Training
Stations" and "Kai-oh Sama's Planetoid".
=====III-A.2_a: General Training Stations=====
Ok, there are 3 different training stations. They are:
~The "Continuous Training" Station. This is my personal favorite, since it can
reap the largest benefits. The way this works is, you are given a set of 5
cards ABOVE the set of 5 cards you normally have (for moving and fighting).
You are to pick one of these 5 cards, and it flips over, showing you it's stats
(upper-left/lower-right Dragon Ball ratings, Card Symbol). You then have to
match one of that card's stats with one of the cards you have at the bottom.
By this, I mean you have to match either it's upper-left Dragon Ball Rating
with one of your cards' ratings, OR the lower-right Dragon Ball Rating with one
of your cards' ratings, OR the card symbol with one of your cards' symbols.
You don't have to get all 3, or even 2. Just 1 will work. You keep doing this
until you miss a card, or until you press the B button to exit the training and
receive an amount of BP equal to the number of matches you were able to make
(or greater, depending on your level). If you lose, then you not only lose ALL
the matches you made, but you lose your turn as well, AND you lose 10 Ki
Points. Geez, that's harsh!
~The "Rock-Carrying" Station. The way this one works is rather simple - using
the 5 cards you are designated, you have to beat a series of cards presented to
you. Before the actual game begins, you get to pick whether you want to go off
of your offensive or defensive ratings. Once you've decided, a card will come
up. The trick here is, you have to meet or beat the rating given (either
offensive or defensive, whichever you picked) with one of your own cards. If
you manage to beat all 5, you are rewarded with BP. If you screw up any, you
lose your turn and 10 Ki Points (and you're crushed by the giant rock you're
carrying). Ouch! Now, there is one thing that will often throw many people
off, and that's the occasional Z card that you have to beat. Contrary to
popular belief, you do NOT need to have another Z card to pass it - if you have
a card with 1 Star in it, you can use it to be the Z! A 1 can only be used to
beat another 1 or a Z, so it IS useful after all!
~The "Split-Form Training" Station. This game is rather strange, but it is
based on skill rather than pure luck (unlke the other two Training Games).
Your character is split into two equal halves (your Hit Points and BP are
evenly split), and then the two halves fight. If you win, you get the largest
percentage of your power rating added, but you get only half your HP back. If
you lose you only regain half of your HP, you lose 10 Ki points, and you don't
get the experience for it. Frankly, I don't understand why...after all, it's
still half of you winning, right?
=====III-A.2_b: Kai-oh Sama's Planetoid=====
When Gokuu arrives at Kai-oh Samas's planetoid, he has to deal with 3 different
training exercises: Catching Bubbles the Monkey, Hitting Gregory the Cricket
with a Mallet, and Beating Kai-oh Sama himself. Whenever it's time for Gokuu
to train (whichever one of the stages he's at), he has to travel around Kai-oh
Sama's Planetoid on a small movement track. In order for him to access the
training, he has to land on a Training Square. Once he does, he's taken to the
training sections. Let's talk about each.
~Catching Bubbles. This exercise, surprisingly enough, is a lot like the "Rock
Carrying" training session. Every time you land on the Training Station, Gokuu
will begin running after Bubbles. Bubbles will have 5 cards, one of which
shown. You have to beat his Offense Rating to catch up to him. If you beat
his card, Gokuu will gain on Bubbles a little; if you don't, though, then Gokuu
will stop and take a breather while Bubbles jumps up and down. After 5 cards,
the session ends, and Gokuu will be taken back to the Track around the
Planetoid. Continue on to the next track to go after Bubbles again (don't
worry, all the distance you made each time is carried over to the next time).
Once you catch Bubbles, you get a massive Level Up (and I mean MASSIVE), and
the action is taken back to the rest of the Z Fighters.
~Whacking Gregory. This exercise is EXACTLY like the "Catching Bubbles"
session. Gokuu chases after Gregory. When he beats Gregory's card, he gains
on him. Continue around until you catch up to Gregory and thwack him good!
~Fighting Kai-oh Sama. This is just like your standard fight, except for the
fact that you are CLEARLY outmatched by your opponent. To be perfectly honest,
you will lose several times to him - this is ok, because after each loss you're
taken back to the movement track. Head on over to the next Training Square,
where you will continue fighting with him. Your life will be replenished
(yay!), and Kai-oh Sama's life will remain what it was when you were defeated
last time.
##########III-B: Fighting!##########
Ah, the most important part of the game - the actual fighting. First off, I
should quickly cover the character participation regarding a fight. In order
to have more than one person in a fight, they have to be 1-space away from each
other (boardering each other), or else it will only be the person whom was
attacked in the fight. If Gokuu and Piccolo are either on the same space,
right next to each other, or diagonally adjacent to one another, then they will
be in the same fight. However, if there is any space between the two then it
will only be the person being attacked.
Now, for the fighting itself! Your character is required to pick a card and an
enemy they wish to use that card on. Simple enough, right? Let's discuss how
the cards are read in a battle. As shown above (in the "Movement" section),
each card has 3 points of reference - the Top Dragon Ball, the Bottom Dragon
Ball, and the Symbol at the center of the card. During battle, each one of
these are used to determine damage dealt, damage taken, and any special
properties of the attack. Let's dissect the cards to find out how.
Top Dragon Ball - As stipulated above, the Top Dragon Ball has numbers 1
through 7 in it, as well as a Z. This Dragon Ball covers how strong the attack
of the user is going to be, 1 being the weakest. The Z rating is the Strongest
possible, so if you have one of these you're guaranteed a strong attack for
that character!
Bottom Dragon Ball - As covered previously, the Bottom Dragon Ball has the
Japanese symbols for 1 through 7 in it, as well as a Z. This Dragon Ball
covers how strong the defense of the user is going to be, 1 being the weakest.
The Z rating is the best defense possible, so use it when you're low on life or
facing a particularly powerful enemy!
The Center Symbol - There are a few different symbols used in this game, each
one representing a particular fighting style. It's best if you memorize these
for future reference, as they ARE important at certain points. The fact of the
matter, though, is that for the most part these symbols bear no meaning to your
attack. The only times the Symbol does anything is when it is either a Ki card
(and X with 3 dots), or when it matches your character's favored fighting
style. When someone uses a card with the same Symbol as their favored fighting
style, their attack Damage will be doubled. For instance - A Piccolo-Style
Symbol will do nothing for most people, but if Gohan or Piccolo use it they
will have a boost in strength!
Finally, as I just mentioned sometimes the Symbol will be a Ki Card. When one
of these arises, whoever uses the card os given a list of their own personal Ki
attacks. They then have to pick a Ki attack to use, which are usually more
powerful than regular attacks.
Fighting a battle isn't just heads-on brawling, though - you can also use items
in a fight to heal (or attack, as is the case with Yajirobee items)., or simply
run away if you need to.
One Final Note - everyone that is in a fight must fight, as long as there are
enough cards. If you have 2 people in a fight, they MUST fight each round. If
you have 5 people, they ALL must fight. If you have more than 5, though, only
5 people will be able to attack, as there are only 5 cards for use at a time.
Choose wisely, my son.
##########III-C: The Level System##########
Coming Soon!
-------------------------Assault of the Saiya-Jins-------------------------
-----------------------IV: Game Walkthrough---------------------
-------------------------Assault of the Saiya-Jins-------------------------
Here's the walkthrough!
##########IV-A: Welcome##########
Ok, so this game isn't that hard to figure out, but I'll walk you through it
anyways. You start out at the Kame house, in control of Gokuu. The movement in
this game is quite different from the way you moved in Legend Of The Super
Saiya-Jin. In LOTSS-J, you just either walked or flew. In this, you can only
fly, and you use attack cards to move, one space per attack point. So you can
only move up to 8 per round, and then it switches to the next player (If there
is one). In this case, it would be Piccolo. The first think you should do is
head south, keeping Piccolo and Gokuu in close proximity (so if you get into a
fight, you will have both characters to fight with instead of just one). Fight
around Princess Snake's house of healing (Unlike in LOTSS-J, these buildings
will be used VERY frequently) to increase your Power Rating. Whenever you
successfully win a fight, you get a certain amount of points added to your
Power Rating. After gaining a certain amount, you can get a level up, netting
you more life and Ki.
After Gokuu and Piccolo have about Power Ratings of 500 each, it's time for
them to part ways and start the really fun work. Gokuu needs to get the Dragon
Ball radar from Bulma (who won't give it to Piccolo, since he IS the Devil)
while Piccolo needs to go train in order to get strong enough to fire off his
Mankaksopoppo. That'll take a few levels, and fighting enemies can get really
boring after a while, so it's best if you try your hand at a side game, which
makes boosting your power rating extremely easy (see Section III-A.2).
After Gokuu and Piccolo have gained a few levels and gotten a power rating over
1000 each, then you will be able to get even more points in the third bonus
game than before. Piccolo will be able to use his Mankaksopoppo, but you still
aren't at Raditz's level yet. So stop worrying about Gokuu and send Piccolo off
to train by himself again. Meanwhile, make sure that Gokuu drops by the
Turtle's house, and then head north to the Saiya-Jin space pods. You will
encounter the enemies from the Pendulum room of Kami's Lookout, who just aren't
that strong fighting. Gokuu can easily drop both, while Piccolo attempts to
get above 1500. Once Piccolo hits about 1700, he's ready to rumble.
Gokuu should go back and heal, since he might have taken a few lumps in those
skirmishes. Send him back to the healing house. Piccolo should join him.
Now, before you take Raditz on, what are you missing? You're strong enough,
but how are you going to heal? That's right, go play a different set of side
games to get items! They aren't that hard, you can either try a matching game
with 8 cards, or you can try to match up the same card in three different
spots. Either way, try to get a few healing cards, a a couple of Yajirobee's.
Yajirobee is rather effective in this game, because he always goes before
someone attacking, and his attack strength matches that of the person
attacking.
Ok, so it's time to take on Raditz. How are you going to beat him? Simple!
If you have a Grandpa Gohan card, then use it so he can't move, and blast him
to death with Kamehame-Ha's and Mankaksopoppo's. Then have Gokuu use high
defense cards, because Raditz will go after him, while Piccolo uses power
attack cards. He has 300 HP, though, so he won't go down easily!
##########IV-B: Everyone Must Train##########
After Raditz dies, Gokuu (It doesn't matter if he dies or not in the battle,
despite the series) will be taken to Snake Road with Kami. You have to use
cards to move along it, occasionally coming across a training spot or temple
containing a HELL demon (They give you items, you don't have to race or
wrestle). Eventually, you make it to Kai-oh Sama's planet. From there, it
switches to Kami's lookout, where Piccolo, Gohan, Kuririn, Yamcha, TenShinHan,
and Chao-Zu are there. Kami sends you off to retrieve the Dragon Balls that
have been taken by Garlic Junior and his henchmen. You split into 3 groups of
two, and head off to find the henchmen, then team back up to take on Garlic Jr.
Sansho, the first henchman, is rather easy, so you should send a relatively
weak pairing in to fight him. I preferred TenShinHan and Chao-Zu. The first
thing you should do is hang out around Princess Snake's, fighting in pairs, so
no one dies. You will be fighting new, harder enemies now, so be careful when
you fight. Eventually, you will want to head east, where you will find a few
training buildings. Build both of them up to about 1500 and head north to
another healing
building. Then head east again to a temple, the south along a little path
through the mountains. Eventually, you will find Sansho, along with Ginger and
Nicky lookalikes. Fight them to get the first Dragon Ball.
After defeating him, Gokuu will train against Bubbles. You have to move around
the planetoid until you land on a training point, where you will run after
Bubbles. He has a group of five cards which you have to try to beat (Remember
the boulder game?) in order to catch up with him and grab him. Once you catch
him, you will head off to the second team.
This team fights in a warmer, more mountainous landscape. I took Kuririn and
Yamcha here. As with the last group, all you really have to do is build their
power ratings up to about 1500 each (I build Kuririn up to about 2000 because
he's so darn cool!), then go fight the henchman, this time Nicky. As with the
last boss, he also has Ginger and Sansho lookalikes with him. Defeat him, and
grab the Dragon Ball. Then we're back to Gokuu, this time catching Gregory
underneath a mallet (see above). Succeed and it's back to the remaining LIVING
Z Team.
Now for the last henchman (Yup, you guessed it: Ginger). I took Piccolo and
Gohan. Since Piccolo should already be super strong, you only have to work
with Gohan, which is still quite a bit of work. But you don't have much to
worry about here, because you probably also have a moon item card, and don't
know what to do with it (or you accidentally used it in a battle, and are
kicking yourself for doing so). Well, once Gohan is at or above 1500, head for
the center of the map. Ginger is stronger than the other two, but Piccolo can
easily drop his minions. As for Gohan, use a moon card at the start of the
round to create one heck of a fighter! His power rating jumps 10000 points,
and he's huge! Snag yourself another Dragon Ball and go back to Kai-oh Sama's
for the last part of the training.
Gokuu now has to fight Kai-oh Sama. Beat him and you'll have completed your
training!
##########IV-C: The Contender for God...##########
Now that you have almost all the Dragon Balls, you have to stop the menace to
the Earth: Garlic Junior! You are also now the combined forces of all three
teams, which is quite a strong grouping. Of course, the enemies come in
stronger groups as well, so heal them as soon as you can (You might be weak
from the boss battles). Now, go to the training spot of your choice and raise
Piccolo's level to about 4000. Then work up someone else, I don't care who.
You want to have two exceptionally strong characters for the upcoming battles.
After you have your two super fighters, head east to the corridor. You will
find all three Henchmen ready to do battle, so go to it! The idea here is to
have your super fighters take one each, while everyone else attacks the third.
Of course, you could have Piccolo just drop one of the fighters, while everyone
else tries to kill off another one, but that's just no fun! After defeating
this massive team, you should go back and heal. Then build up the others in
your group to at least
2500. Garlic Jr. is sitting on his throne (no pun intended), awaiting you to
attack him. He starts out at about 2500, and, after being defeated once, grows
to 3500 with even more life! Good luck.
##########IV-D: The Real Battle is Yet to Come!##########
Now that you have the Dragon Balls, you wish back Gokuu. But it'll be a while
before he gets there, and the Saiya-Jins have already landed. So it's time for
you to max your characters. Of course, they're probably in need of healing, so
do so, then head to the Northwest region of the map, where you will find some
Green Sfuru-Jins. In a group of 6. Ready to kill. You.
After wiping them off the face of the planet, you should heal (See? I told you
those houses would be helpful!), and then continue along the path. You will
come across Nappa, the Saiya-Jin General of Doom! Luckily, Gokuu will show up
at this time, just to make things easier. But Nappa's 4000 Power Rating isn't
making things easier...
After destroying a fellow Saiya-Jin, you can either build levels for everyone,
or just head over to where Vegita is. He's got a Power Rating of 18,000, and
he's not pleasant. But remember to use your Genki Tama, have Gohan turn into
an Ooarzu (Use a moon card), and try to have Chao-Zu freeze him before someone
does a large attack (Masen-Ko, Mankaksopoppo, Genki Tama, etc). And don't
forget about Yajirobee! If you manage to defeat him, you will get a final
password for each of
your characters for the Tenkai-Ichi Budokai.
The End...
-------------------------Assault of the Saiya-Jins-------------------------
-------------------IV: Other Important Points-------------------
-------------------------Assault of the Saiya-Jins-------------------------
Coming Soon!
-------------------------Assault of the Saiya-Jins-------------------------
-------------------------V: Various-----------------------------
-------------------------Assault of the Saiya-Jins-------------------------
##########V-A: Revision History##########
09-28-99: FAQ Made.
03-23-00: FAQ re-submitted to GameFAQs.com. General spelling errors fixed.
05-05-00: FAQ FINALLY updated, and submitted to GameFAQs.com. Complete
overhaul begun, but long from finished.
05-16-01: Ok, it's been over a year, so I think I should update it. What do
you think?
##########V-B: Thanks##########
Wow, there's a LOT of people here to thank, eh?
~Akira Toriyama, for creating Dragon Ball.
~The programmers, for making this game.
~That guy off of eBay who sold me this game (sorry, I don't remember your
name!).
~CJayC (
[email protected], www.gamefaqs.com) for putting this FAQ up.
~Al Amaloo (www.gamewinners.com) for being such a cool guy, and having a great
site.
[email protected] for giving me a heart attack with your childish "I
stole your FAQ and sold it with my name on it" antics. Because of that, I now
do dozens of things to make sure people don't steal my work. If they do, I
know exactly what to look for to see if they took MY work or not.
~Uh...I can't exactly thank God for the role he's taken in my life, because
that would seem like I'm trying to force my religious opinions on someone else
(which I'm not). Therefore, I'd like to thank "Murray" for the role he's taken
in my life (Murray, you know who you are).
##########V-C: NO THANKS##########
If you write me asking for help with the game, I'll send you a link to my FAQ.
If you ask for specific help, I'll try to aid you. However, if you ask me
about something that is already covered in the FAQ, I will simply refer you to
the FAQ again. I wrote the FAQ so that your questions would be answered here,
not so I could repeat that FAQ bit by bit through e-mail for the next few
years. If you need clarification about something in the FAQ, ask about it -
but don't ask me to repeat anything.
And if you happen upon this FAQ at sites other than these:
www.GameFAQ s.com
www.Gamewinner s.com
http://come.to/VegitaBOD
Then please tell me ASAP!
Finally, if you are so bored you want to see a pathetically weak Dragon
Ball-related site, go here:
http://come.to/VegitaBOD
or
http://VegitaBOD.tripod.com/Homepage.html
This FAQ Copyright Vegita, Guardian Of Destiny, May 2001