FAQ by The_Stormrider

Version: 0.2 | Updated: 04/10/05 | Printable Version

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-o- CONTENTS -o-

~1~ Introduction
    - 1.1  Game Description
    - 1.2  Pros
    - 1.3  Cons
    - 1.4  Walkthrough Language
    - 1.5  Controls
~2~ Items
    - 2.1  Basic Items
    - 2.2  Story Items
~3~ Team Upgrades
    - 3.1  Ki Upgrades
    - 3.2  Melee Attacks
    - 3.3  Combo Attacks
~4~ Basic Enemies
    - 4.1  Saibamen
    - 4.2  Henchmen
    - 4.3  Yardrat
    - 4.4  Prototype Androids
    - 4.5  Cell Juniors
~5~ Bosses
    - 5.1  Radditz
    - 5.2  Nappa
    - 5.3  Vegeta
    - 5.4  Recoome
    - 5.5  Burter and Jeice
    - 5.6  Captain Ginyu
    - 5.7  Ginyu as Goku
    - 5.8  Freiza 1st Form
    - 5.9  Freiza 2nd Form
    - 5.10 Freiza True Form
    - 5.11 Soba
    - 5.12 Android 17
    - 5.13 Android 17 & 18
    - 5.14 Android 19
    - 5.15 Android 18
    - 5.16 Android 17
    - 5.17 Imperfect Cell
    - 5.18 Perfect Cell (Vegeta)
    - 5.19 Perfect Cell (Gohan)
~6~ Unlockables
    - 6.1 Pendulum Room
    - 6.2 Character List
~7~ Version History
~8~ Credits
~9~ Legal Disclaimer



1.1 Game Descritption 

- Dragonball Z sagas is the first action-adventure DBZ game released on a non
handheld system in the USA. If you haven't yet played it, think of it as the
Guantlet Legends of DBZ minus the constant annoyance of food and a more complex
battle system.

1.2 Pros

- Fully interactive environments. Enemies can be hurled into/through buildings,
mountains, large boulders, or anything else on the horizon. Anything touchable
is destroyable, for the most part.

- Co-op mode. The fact that you can go through the campaign playing side by
side really saves the game's replay value. For the most part it makes sense
as far as who you have to use in the main mode. For a boss fight that must
be one on one, they actually came up with an interesting way to handle it.
The first example of this comes against the first, and only, battle with
Vegeta. There is a timer in the top-right corner of the screen. One player
controls the character while the timer runs out. There is a series of beeps
and then the timer changes color and restarts as control then passes to the
other player. It requires both people to pay close attention to combos,
positioning, the health of both you and the enemy, ki levels, and builds
the teamwork needed for later, and harder levels.

- Pendelum Room. I'll cover this in more detail later, but basically this is
based on the room at Kami's lookout during the Saiyan Saga where Yamcha, Tien,
Chaozu, and Krillin go back in time to battle a pair of Saiyans. The characters
you unlock for completing the game can now be used in all story mode levels.

1.3 Cons

- Game Length. This game covers the span from the Arrival of Radditz to the
final battle against Cell. However, a lot of time spans between the levels
that really could have used fights. For example, during the Namek Saga, you are
told to hold off Freiza until Piccolo arrives. When you do so, nothing happens.
You move straight to the final battle between SS Goku and Freiza. You don't get
to fight as Piccolo after all the work waiting on him to show up. Kind of a let
down. Needless to say the game could have been much, much longer.

- Cameras. You have absolutely no control over the camera angle, sorry chap.
This is the one major problem I have with the game. Full 3-D environment and
they don't give you camera control. *sigh* Oh well.

1.4 Walkthrough Language

- For the sake of time there will be simple abbreviations used for a lot of the
combos, and button use. Since I don't feel like typing the words.

"P" - Punch, Square
"K" - Kick, Triangle
"F" - Fly, X
"O"- Ki blast, Circle

1.5 Controls

- These are the basic default controls for the PS2 version of Sagas.

Square   - Punch
Triangle - Kick
Circle   - Ki blast, hold to perform Special, press during combo to break.
X        - Jump. Press mid-jump to Fly, Flying stop if hit into the air.
L1       - Lock onto target
L2       - Display Items picked up. Capsules, Story Items etc.
R1       - Block
R1+X     - Charge Ki
R2       - Teleport (Unlockable)
R3       - Toggle Map/Radar
R1+R3    - Hide Map/Radar
Start    - Pause


-o- ITEMS -o-

- Instead of a full on walkthrough of where all of the items are I will simply
tell you this. Leave no stone, car, or house un-blownthecrapup. All of the
items that are not in plain sight are hidden under one of those three things.
Maybe if I get enough time away from school I'll put together a kind of
walkthrough that tells you where the items are, but Atari didn't hide them
with hopes that you wouldn't find them.

2.1 Basic Items

- Red Capsules. Red Capsules are health capsules that serve two functions. If
you, or your partner, are in need of health it will restore some of your health
and for every 10 Red Capsules you collect your maximum health bar will increase
in size.

- Yellow Capsules. Yellow Capsules work the same way as Red Capsules except
they affect Ki instead of health.

- Z-Coins. Z-Coins are the currency of Sagas. After collecting them you may use
them at the Upgrade stations in just about every non-boss level to purchase
upgrades for the characters.

- Senzu Beans. Senzu Beans are extra lives. Like Mega Man Heads, if you have
these in your inventory, should your character bite the big one, you will be
revived with all of your health and Ki restored.

2.2 Story Items

Story Items are not useful in any way, shape, or form except to advance to a
new area of a level, or to beat a level. You cannot use them in any other way.

- Dragonballs
- Time Machine Parts



3.1 Ki Upgrades

- Special Move. This is the first upgrade you will purchase, as it is required
to get past the giant boulders directly in front of the first upgrade station.
That and it is the single most useful upgrade in the game.

 Z-Coin Cost: 4
 Requirement: None
 Combination: Press and hold O

- Quick Recovery. Allows you to perform an air recovery why knockedback. Useful
for stopping an uppercut combo and performing one of your own and to avoid
rapid ki fire after a knockback. However it leaves you open for a second while
you are recovering.

 Z-Coin Cost: 6
 Requirement: None
 Combination: X during knockback

- Teleport. Allows you to teleport behind the enemy you are targeting. VERY
VERY useful upgrade. Once mastered it makes you almost unbeatable.

 Z-Coin Cost: 10
 Requirement: None
 Combination: L1+R2

- Flight Speed. Doubles your flight speed. Nice for outrunning tracking blasts
and when exploring.

 Z-Coin Cost: 3
 Requirement: None

- Turbo Ki Charge. Ki charge rate goes up by about 25%. Obviously very nice.

 Z-Coin Cost: 8
 Requirement: None
 Combination: R1+X

- Ki Sense. Allows you to see enemies on the Dragon Radar. Not a very big help.

 Z-Coin Cost: 5
 Requirement: None

- Lucky. Allows you to see items on the Dragon Radar. Not a very big help until
you get to the point where you want to get all of the items in each stage.

 Z-Coin Cost: 4
 Requirement: None

3.2 Melee Attacks

- Uppercut. Uppercut that can either set up an unblockable ki shot or a combo.

 Z-Coin Cost: 6
 Requirement: None
 Combination: R1+P

- Roundhouse. Roundhouse kick that hits everyone around you.

 Z-Coin Cost: 6
 Requirement: None
 Combination: R1+K

- Smash. Starts a 2 hit combo after a successful uppercut.

 Z-Coin Cost: 8
 Requirement: Uppercut
 Combination: R1+Press and hold P

- Unblockable Finishers. Makes the end of any combo unblockable.

 Z-Coin Cost: 8
 Requirement: None
 Combination: Press O instead of last button of any combo but Sakuryu-Dageki.

- Combo Breaker. Allows you to break a combo if timed correctly. I know what
you're thinking. C-C-C-C-COMBO BREAKER!!! Yes, it is just as useful in this
game as in that classic.

 Z-Coin Cost: 6
 Requirement: None
 Combination: Press O at the same time as the attack.

- Throw. Um... throws the bad guy.

 Z-Coin Cost: 6
 Requirement: None
 Combination: R1+O

3.3 Combos

- Chikara-Dageki. 6 hit combo.

 Z-Coin Cost: 5
 Requirement: None
 Combination: PPKKKK or KKPPPP

- Chudan-Dageki. 7 hit combo.

 Z-Coin Cost: 6
 Requirement: Chikara-Dageki
 Combination: KKPPKKK or PPKKPPP

- Chikara-Kobushi. 8 hit combo.

 Z-Coin Cost: 7
 Requirement: Chudan-Dageki
 Combination: PPPPKKKK or KKKKPPPP

- Tatsumaki. 9 hit combo.

 Z-Coin Cost: 8
 Requirement: Chikara-Kobushi

- Kiai-Dageki. 10 hit combo.

 Z-Coin Cost: 9
 Requirement: Tatsumaki

- Sokuryu-Dageki. 23 hit combo that does insane damage.

 Z-Coin Cost: 10
 Requirement: Kiai-Dageki
 Combination: PPP hold K or KKK hold P



- Enemies usually show up in groups of three or four. The most I've seen is
five. And the next group of enemies will not spawn until all of the ones from
the first group have been destroyed. The maps are pretty self explainatory if
only for the fact that you can't deviate from the set paths. I'd say enemies
appear just about every 20-30 yards or so, and you'll be able to tell because
the music changes and the screen will bounce a little bit.

4.1 Saibamen

- Yellow Saibamen. These guys are really the cannon fodder of the game. They're
especially weak, and are more annoyances than anything else. Most characters
can kill them with a single punch. The only thing to worry about is that if
you fail to knock them down when they die they will chase you down and blow
themselves up. Just outrun the little bugger and move on.

- Green Saibamen. Green Saibamen are only dangerous in groups of 3 or more.
They can shoot acid out of their heads and that hurts. They can also latch on
to you and self-destruct, which hurts a lot.

- Red Saibamen. The most annoying baddies ever. Mostly placed in areas that you
can't reach, all they do is blast acid at you from farther away than you can
target them. This in itself is not too bad, but they always back up a group of
Green Saibamen and screw up your timing.

- Purple Saibamen. These guys aren't nearly the terror they're made out to be.
They can sprout more Saibamen, but once you kill the Purple one, all of it's
children die.

- Mega-Saibamen. I'm not sure what the real name for these guys are, but when I
played through and saw them for the first time, Mega-Saibamen was the first
thing that came to mind. They have some strong attacks, but like most large
enemies they're very slow and once you take their tanked HP down, they're easy.
Make sure to stay away from their shockwave when they punch the ground. You
don't want any part of that. Ouch!

4.2 Henchmen

- Normal Henchmen. Like the Green Saibamen, these guys are only dangerous in

- Red Henchmen. Red Henchmen are the same as Purple Saibamen, kill him and the
whole group goes away.

- Green Henchmen. I've only actually seen one of these guys, but he had a lot
of HP and his attacks hurt, so take him out quick.

4.3 Yardrat

- Yardrat Sharkish Alien Thingys. Not sure what the heck these guys are. In the
show he doesn't fight anyone or anything on Yardrat, so I made up another name.
If you have a better one, email it to stormrider@idontreallycare.com. These
things won't attack you if you're not close to them, and actually will "swim"
away from you. But if you do manage to be attacked by one just kill it, they're

4.4 Prototype Androids

- Small Androids. These small guys are the basic baddies. They're extremely
weak and they don't take much to destroy. The only thing is when they're in big
groups. Just like all of the other standard goons.

- Large Androids. These guys are tanks. Not only do their blasts hurt, but they
can take lots of punishment. Plus, they can spawn a bunch of little kamakazi
droids that chase you and explode when you touch them.

4.5 Cell Juniors

- Cell Juniors. Small, fast, strong, and there are 6 of them. You have one HUGE
advantage that I have seen. They can't fly. So get yourself airborn and SPAM KI


-o- BOSSES -o-

- Here's the thing with bosses. They all have the same setup as a PC (Playable
Character). This means that for the most part the only skills they get are
skills that you yourself can have. Then the boss also gets unique abilities,
c'mon, they are bosses after all. So I'm making a really easy way of finding
boss info. Their basic abilities are listed as the Upgrades that apply to them.
Then I will explain patterns and their special abilities in futher detail after
I deal with the basics. Mostly to avoid lengthy repitition.

5.1 Radditz                  Power Level: 1,200

- Chikara-Dageki (Punch Only)
- Uppercut
- Smash
- Special Attack
- Teleport

Details: Radditz isn't very hard to defeat. He has a very distinct pattern as
         well as easily countered moves. Anyone who's planning on spamming Ki
         should put their controller down and stop playing, it won't work. He
         is quite a bit faster than you. Keep in mind that Goku has a Power
         Level of about 420, so he's about 3 times as strong as you are.

         Here's the real deal. He's going to try and combo you right off the
         bat, so you might as well start blocking. After the last punch he's
         wide open for a combo of your own. You've only got the basic 5 hit
         combos, but that'll do. Then once there's some distance between you
         he likes to be clever and try a Teleport/Uppercut/Smash combo. So just
         hold block until he misses, then he'll be floating in the air unable
         to guard. So lock on and blast him with the Kamehameha. After he's
         down to his last string of health he'll do nothing but run away until
         you get close enough for him to try and hit you while you're moving.
         That's pretty much it. He's actually really easy.

5.2 Nappa                    Power Level: 4,000

- Chikara-Dageki
- Uppercut
- Roundhouse
- Special Attack
- Teleport

Details: This is very important. If you do not have teleport this fight is
         going to really really blow. Nappa has two unique abilities that are
         bound to annoy you and probably kill you once. The first of which is 
         the fact that he will plant 3 Saibamen to fight you. The other is his
         attack that usually follows that, is an electro beam that shocks you
         and freezes you in place.

         The strategy for this is to attack while he's charging his energy
         basts. He charges for a really long time, and that's almost the only
         window of opportunity you're gonna get. When he plants the Saibamen
         blast him, he won't be able to block. The the green guys get a Masenko
         and the yellow ones get a punch or kick combo. Rinse and repeat until
         Nappa is dead.

5.3 Vegeta                   Power Level: 18,000

- Chikara-Dageki
- Chudan-Dageki
- Uppercut
- Roundhouse
- Slam
- Special Attack
- Teleport

Details: Vegeta is a bigger pain if you don't have teleport than Nappa. You
         start off on the other end of the screen from him, and he spams his
         Galick Gun like he doesn't know any other moves. Even though he does.
         Vegeta likes his energy. So if you have teleport wait till he's going
         to charge it up, then teleport behind him and combo him. If you stay
         right next to him the whole time he will teleport as well and combo
         you. So you're going to have to use your own judgement on when to go
         in and when to stay back. If you have teleport you know that if you're
         too far away you won't teleport behind him, just closer to him. So eye
         the distance and remember it, because the easiest way out of this
         fight is to back up, teleport, combo, repeat. If you no have teleport,
         then you'll just have to do a lot of side-stepping and guarding.

5.4 Recoome                  Power Level: 40,000

- Tatsumaki
- Roundhouse
- Uppercut
- Special Attack
- Teleport

Details: Recoome is actually quite a bit easier than Vegeta. I put teleport on
         his list of skills because I am assuming he can do it, I've never seen
         him do it, he never lasts long XD. He has his Eraser Gun that is just
         a mouth beam. But his real strength is his rapid fire. You get hit
         with one and you get hit with all of them, and they hurt. He also has
         a varient of the Mega-Saibaman shockwave and it hurts even more.

         Here's the quick and easy way. Block until he's done firing his Ki. He
         gets tired and has to catch his breath. Then lay into him for some
         major damage. Teleport combos make this match over before it starts.

5.5 Burter and Jeice         Power Level: 95,000 (combined)

 BURTER  PL: 50,000          JEICE  PL: 45,000

- Tatsumaki                 - Chudan-Dageki
- Uppercut                  - Special Attack
- Roundhouse                - Tackle
- Special Attack            - Teleport
- Teleport
- Tackle

Details: The game says their combined power level is 95k, but in reality it's
         no where close to that. When they suspect Goku has a power level of
         60k Jeice acts like that is enormous. So in reality they're not as bad
         as the game tells you. They are really annoying because although you
         technically only fight one at a time, if you are besting the on in the
         fight, the one outside will attack you a lot. Even if you're not, he
         will still attack, just not as much. One thing that you don't want to
         have hit you is their Purple Spiral Flash Attack... yeah I know, the
         name is really stupid, but that's what it's called, I didn't make that
         up. Anyway, as dumb as the name is the power it packs is undeniable.
         So get away from it, the range it has is very small.

         Ok, don't attack the guy on the outside of the circle, he can't be
         touched so you might as well leave him alone. The only way to beat
         both of these guys is to just combo and counter this whole fight.
         Jeice is the easiest because he loves to use his tackle, and when he
         does he telegraphs it and makes it easy to avoid. After you beat
         Burter, Jeice will run away to find Captain Ginyu which is your next

5.6 Captain Ginyu            Power Level: 120,000

- Roundhouse
- Uppercut
- Throw
- Smash
- Special Attack

Details: Captain Ginyu is the single easiest fight in the entire game. He goes
         underground and tries to uppercut combo you until the end of time. He
         does have other moves, and he will use his Special Attack once in a
         while. But for the most part he sticks to the underground attack.

         Like I said, he spends almost the entire fight underground. So you do
         have one distinct adventage. FLIGHT! Stay in the air and when he comes
         up to uppercut you, he'll miss, and when he does just pummel him with
         Kamehamehas. Fight over.

5.7 Ginyu as Goku            Power Level: 23,000

- Chikara-Dageki
- Uppercut
- Special Attack
- Teleport
- Quick Recovery

Details: Ginyu isn't strong enough in Goku's body to dent Gohan's boxer shorts.
         He's going to spam Kamehameha like it's his job, then try to string
         Chikara-Dageki's if you manage to keep dodging his Ki blasts.

         Once again Jeice is there, but he can't be touched. Fortunately he is
         not going to attack nearly as often. Once or twice at the most. And
         once again you can't touch him, he'll just teleport if you try. This
         will be super easy. Just block his physical attacks, uppercut him, and
         while he's in the air blast him with a quick Masenko. Even his he uses
         his quick recovery, he's still open and can't block it. All that you
         need to do is block and counter.

5.8 Freiza 1st Form          Power Level: 530,000

- Tatsumaki
- Roundhouse
- Uppercut
- Unblockable Finisher
- Smash
- Special Attack
- Teleport

Details: Okay, You cannot win this fight, I'm going to tell you right off. The
         real deal is that Freiza has a true power level of over 12 million. No
         one really has a shot at beating him until Piccolo shows up. And even
         that doesn't last long. This form has a small version of his Death
         Ball, and it's fast and it tracks your movements, so don't bother
         trying to outrun it.

         Since there's no real way to win, just guard his death balls, teleport
         combo, and try not to die.

5.9 Freiza 2nd Form          Power Level: 1,030,000

- Tatsumaki
- Roundhouse
- Uppercut
- Unblockable Finisher
- Smash
- Special Attack
- Tackle
- Teleport

Details: Ok, they don't tell you what the power levels really are for these two
         forms, but I know them because I'm a dork and watch the show too much.
         Aight, so this form is bigger, faster, and stronger. His Death Ball is
         just like him, bigger, faster, and stronger. He is almost twice as
         strong as Vegeta right now, so don't bother trying to wail on him.

         Fight more cautious than before, but don't just run or he'll drill you
         with the Death Balls that you cannot outrun. Bide your time and wait
         for Piccolo to show up and save the day, so to speak.

5.10 Freiza True Form        Power Level: 12,000,000

- Tatsumaki
- Roundhouse
- Uppercut
- Unblockable Finisher
- Special Attack
- Teleport

Details: This is actually not a very easy fight if you are unable to defeat him
         before you revert back to normal. The gauge drains quickly and it
         replenishes very slowly. 

         While a Super Saiyan just teleport/uppercut/Kamehameha. If you end up
         reverting back to normal just use your longest and most powerful 
         combos to try and replenish the gauge.

5.11 Soba                    Power Level: 14,000,000

- Tatsumaki
- Uppercut
- Smash
- Special Attack
- Teleport

Details: This fight isn't terribly difficult. He has the ability to teleport
         many times in a small time period, then combo you afterwards. He can
         also summon up two to three little sharkish monster things that will
         kind of swim around and attack you if you get too close, but they will
         leave you alone if you don't get too close.

         Teleport conter his Ki blasts and try to knock him into the nearby
         mountains, they add a considerable ammount of to the end of a combo.
         You can always uppercut/Kamehameha him to death, he's not terribly
         smart. Since he's not supposed to exist, maybe they made the fight
         easy on purpose. The Super Saiyan Gauge increases faster now, and he
         has less health than Freiza.

5.12 Android 17              Power Level: ??,???,???

- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Teleport

Details: He has a couple of weird moves. One of them works the same way as the
         Purple Spiral Flash from the fight with Burter and Jeice. It's easy to
         spot because he flies into the air and there's red and yellow glowing
         all around him. Also, he can make the ground under you explode, and
         that really really hurts, so don't get hit with it. He also has a real
         fast Special Attack, his Power Blitz is pretty much undodgeable, and
         unless you have your guard up already, you won't get it up in time.

         All this being said he does has a weakness, he's not very strong when
         you use physical attacks. In fact, the long combos do much more damage
         than your Special does. Just make sure to avoid his heavy attacks and
         drill him with long combos when you can and the fight will be easy.

5.13 Androids 17 & 18        Power Level: ??,???,???

- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Teleport

Details: This is exactly the same as before, except you have to do it twice.

         Avoid the heavy hitters, combo when you can, and don't lose patience,
         it's gonna be a long fight.

5.14 Android 19              Power Level: ??,???,???

- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Teleport

Details: This is pretty ridiculous. Android 19 has absolutely no chance to win.
         I actually had to stand still to find out if he even HAD attacks, and
         guess what... HE DOES! Not that you'll actually see them, but he has
         Eye Lasers, a blue wave thing that tracks your movements, and another
         eye blast that's much bigger. However, he does absolutely no damage
         when it hits you, he's basically a punching bag.

         Just kill him, do it fast so Goku doesn't take too much punishment
         from Dr. Gero, unfortunately he's just like Jeice in the fact that
         you can't hit him. So beat Android 19 in the whole 5 seconds it will
         take, and move on to the next part of the level.

5.15 Android 18              Power Level: ??,???,???

- Chudan-Dageki
- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Teleport

Details: This is really silly to type in again, but she doesn't get any new
         abilities or anything else. She's slightly more powerful, a lot faster
         and is much more resistent to physical damage than before.

         Teleport, attack, unless you're a Super Saiyan you're not gonna do
         much in the way of damage, so you need to get the job done quickly.

5.16 Android 17              Power Level: ??,???,???

- Chudan-Dageki
- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Quick Recovery
- Throw
- Teleport

Details: Android 17 is very defensive in this battle. He likes to fight from a
         distance. Then he can use his rapid fire attacks the whole time.

         The best way to get through this is to stick to you like glue, go
         Super Namek when you can, and keep the pressure on him so that you
         can keep him from using his ranged attacks.

5.17 Imperfect Cell          Power Level: ???,???,???

- Chudan-Dageki
- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Quick Recovery
- Throw
- Teleport

Details: Imperfect Cell is a very easy battle, especially as a Super Saiyan. He
         gets the same moves as Android 17, but like Android 19, he won't get
         the chance to use many of them.

         He takes uber damage from your physical attacks. So pummel him until
         he runs away. Then do it again.

5.18 Perfect Cell (Vegeta)   Power Level: ???,???,???

- Chudan-Dageki
- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Quick Recovery
- Throw
- Teleport

Details: This fight is exactly like the Imperfect Cell fights except he has a
         much higher defense against your attacks.

         Here's the deal, teleport/uppercut/ki. That's about all I can say. He
         doesn't attack much, but he defends just about every frontal assault.
         So just beat him and call it a level.

5.19 Perfect Cell (Gohan)    Power Level: ???,???,???

- Chudan-Dageki
- Tatsumaki
- Sokuryu-Dageki
- Special Attack
- Uppercut
- Smash
- Roundhouse
- Quick Recovery
- Throw
- Teleport

Details: This is by far the hardest fight in the entire game. You CANNOT, I
         repeat, CANNOT damage him until you reach Super Saiyan 2. He will use
         Quick Recovery every time you knock him back. He will rush you after
         that, and he is ungodly fast. 

         The only hope is timing your teleports and using your longest combos. 
         After you reach Super Saiyan 2 you will be unstoppable. Your attacks 
         will destroy him very quickly and he won't last terribly long unless 
         you somehow manage to screw up royally. That's it, that's the end of
         the game, hope you enjoyed it.



6.1 Pendulum Room

- The Pendulum Room is where you can play through the entire game using all of
the original characters, as well as the unlockable characters.

6.2 Character List

-o- Goku -o-
- Goku: The Arraival
- Goku: Saiyans Duel
- Goku: Ascended
- Goku: RIT Armor
- Goku: Cell Games

-o- Vegeta -o-
- Vegeta: Saiyan Elite
- Vegeta: RIT Armor
- Vegeta: RIT Armor Variant

-o- Gohan -o-
- Kid Gohan
- Kid Gohan: RIT Armor
- Teen Gohan: RIT Variant
- Teen Gohan: Namekian Uniform
- Teen Gohan: Cell Games
- Adult Gohan
- Adult Gohan: One Arm

-o- Piccolo -o-
- Piccolo
- Piccolo: With Cape

-o- Trunks -o-
- Trunks: No Jacket
- Trunks: Dark Jacket
- Trunks: Light Jacket
- Trunks: RIT Armor
- Trunks: RIT Armor Variant
- Teen Trunks

-o- Broly -o-
- Broly

-o- Bardock -o-
- Bardock

-o- Krillin -o-
- Krillin

-o- Yamcha -o-
- Yamcha

-o- Tien -o-
- Tien



7.0 Version History

- Version 0.1 3/27/05
 - Sections 1 through 9 completed. 

- Version 0.2 3/28/05
 - Game Description, Items section, and Basic Enemies sections lengthened.


-o- CREDITS -o-

8.0 Credits

- FAQ created by The Stormrider
- Text Art created at http://www.network-science.de/ascii



9.0 Legal Disclaimer

- GameFAQs is the only place permitted to host and/or display this FAQ.
- Anyone my use any information from this FAQ as they wish, however if using it
in creating a new FAQ I simply ask for mention in the credits.
- Dragonball Z was created by Akira Toriyama
- Dragonball Z is copywrited by Atari, Avalanche, and FUNimation respectively