Stargazers (Hoshi wo Miru Hito)

Thank you for your purchase of Stargazers.
Please keep this manual in a safe place and read it carefully before playing to familiarize yourself with the precautions for use.
Table of Contents
1. The World of Stargazers
In a far-off land in the distant future, there was a boy named Minami.
The boy had no recognition of his surroundings, nor any memory of who he was, but he found himself a target of many foes who sought to harm him: mechanized killing machines, the armed and dangerous Guard Force, mutated bioorganisms with an instinctual drive to kill, and the Death Psychics that relentlessly hunt their own kind.
Why was Minami a target? Simple: He was a Psychic.
He found himself in a metropolis called Ark City, which was overseen by a computer known as Croux III.
In service of its directive to maintain a perfect utopia, it worked tirelessly to identify undesirables and correct their deviant views with its Mind Control system.
Its brainwashing techniques are powerful enough to strip away ones' entire self. However, a small subset of the population was immune to this.
Croux III gave them the label of "Psychics" and ordered their arrest, marking the start of the Psychic Hunts.
Every last psychic was captured and dragged off to Ark City, never to be seen again. All but four brave children, who happen to be this story's heroes...
2. Start and Continue
Insert the cartridge into the Famicom and turn on the power. The title screen should appear along with the opening theme song.
Select START to begin a game, or CONTINUE to continue a previous one. Use the directional pad to make a selection and confirm with A.
![]() |
![]() |
![]() | ![]() |
| Number "0" | Alphabet "O" |
1TN: パスエワード
3. Basic Controls
| ★ | Select Button Changes the active player character. |
| ★ | Start Pauses the game. |
| ★ | Directional Pad Used for movement. Up: Moves player up. Down: Moves player down. Left: Moves player left. Right: Moves player right. Also used to move between options in menus. |
| ★ | A Button Used to confirm selections. |
| ★ | B Button Backs out of menus. (Cancel) |
4. Commands
![]() |
| 1) Speak | Talk to NPCs |
| 2) ESP | Use psychic powers Save the game |
| 3) Medicine | View possessed medicines |
| 4) Discard | Throw away unneeded items |
| 5) Strength | Check the active player character's status |
| 6) Items | View current items and medicine ingredients |
![]() |
![]() |
![]() |
|
BREAK Here, the player cannot move up. You can demolish obstructions with Break to make them passable. You must be facing the tiles you wish to destroy.
| ||||||||||
|
JUMP You can use Jump to instantly travel to different locations.
| ||||||||||
|
TELEPATHY You can use telepathy to read people's minds.
| ||||||||||
|
SAVE Select Save to generate a password. Write it down, and next time you play, your current progress will be preserved.
|
2TN: This is a mistake. EXP will not be maxed out upon reloading.
Medicine
View your current inventory of medicines. To use medicine, make a selection and press A. If you're just checking, use B to back out of the menu.
![]() |
![]() |
![]() |
5. Changing States
Re: Leveling Up:
Your allies will level up as experience accumulates.
However, you can only gain one level at a time, even if you defeat a particularly strong enemy. Therefore, in some cases, level ups may be deferred to the end of the next battle even when you've gained enough EXP to advance.
Sadly, good health is not a permanent state of being.
There are three different status conditions that can effect your party.
| NORMAL | Character is healthy. |
| ILLNESS | Cannot attack when in battle. Additionally, the character will lose 10 hit points per each step taken on the field. |
| FAINTED | Cannot attack when in battle. |
| DEAD | Dead, temporarily. Dead characters can be revived, but if all players die, it's Game Over. |
6. Unique Abilities
![]() |
| Weapon | Currently equipped weapon. It will automatically be used as long as it's in your possession. |
| Protection | Currently equipped weapon. It will take effect as long as it's in your possession. |
| Gold | This world's currency. Try to avoid reckless spending. |
| Body | Whether or not the character is healthy. |
| Level | The level of the players' abilities. |
| Hit Points | Character will die when this reaches 0. |
| Max HP | The maximum HP for your current level. |
| Psychic Points | Your current psychic power. |
| Max PP | The maximum PP for your current level. |
| Defense | Affects how much damage you take from enemy attacks. |
| Speed | Gives the player priority during battle. |
| Proficiency | The higher it is, the more effective weapons will be. |
| Experience | Goes up as you defeat enemies. |
| NEXT | Experience needed to reach the next level. |
7. Movement
Stargazers has both passable and impassable tiles.
Some tiles can be broken and walked through as long as your Break skill is high enough.
Select Break in the ESP menu to pass.
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
8. Converse with "Speak"
When facing an NPC you want to have a conversation with, use the Speak command. You should also use Speak when you want to buy items from shopkeepers.
Read Minds with "Telepathy"
One of your allies, Aine, has a skill called Telepathy. You can use it to gain information that NPCs won't say out loud. Face the person whose mind you want to read, switch to Aine with Select, press A, then select Telepathy from the ESP submenu.
9. Battling Foes
As you walk, you may encounter foes who seek to impede your progress. They must be defeated in order to move on.
At the start of a battle, if you have two or more allies, you must first select the order in which they'll act.
The "Order?" menu will appear four times. Decide the order by using the directional pad to select which ally you would like to go first, then press A.
Some skills are most effective when used at the end of a turn.
![]() |
![]() |
![]() |
![]() |
10. Helpful Hints
| ★ | If an ally dies, you can raise them by bringing a revival potion to a certain NPC. There's another NPC nearby that will restore your allies' HP and PP to full. |
| ★ | The Long Jump skill can be used to register a destination which can be instantly warped to using the Jump command. The amount of places you can register at once will rise with Shiba's level, to a maximum of 3. |
| ★ | You can carry up to four of each kind of nut that can be used to make medicines with. Take them to the pharmacist and pay 15 Gold to concoct a potion. You'll need three different kinds of nuts to make one bottle of medicine. |
| ★ | You can carry a maximum of ten items. |
| ★ | Getting into a battle on the field will cause walls destroyed using Break to reappear. When that happens, just Break them again. |
| ★ | One ID Card will be consumed for each time you step on a tile that requires it to pass, with the exception of the Gold ID, which will remain in your inventory. The Counterfeit ID can open any door, but has a low success rate, so take caution. |
| ★ | Exiting towns and dungeons will not always take you to the place you entered from. |
11. Spending Your Gold
Gold is the name of the currency used in this world.
The main things you can purchase with Gold are:
| ★ | Weapons How to Use In battle, an automatic increase to damage dealt will as long as a weapon is possessed by the attacking character. | ||||||||||||
| ★ | Protective Gear Damage taken will automatically be reduced as long as protective gear is possessed by the defending character. |
| Note: | When you buy new equipment, the shopkeeper will buy back the one you're already wearing/wielding for half of the purchase price. |
| ★ | ID Card Many buildings cannot be entered without an ID Card. |
| ★ | Bomb When Break is used on the field, a Bomb will augment its effect. Some walls can't be destroyed without one. |
| ★ | Info You'll get different information depending on the amount you pay. |
12. Medicine
There are ten types of medicines.
| Hyper | Recovers HP. |
| Fret | Melts down metal. |
| Trello | Sleeping drug. |
| Curat | Antidote |
| Revial | Revival medicine |
| Aimu | Vaccine |
| Radcliff | Restores PP |
| Kariu | Poison |
| Hype | Restores 200 HP. ★ |
| Radoho | Restores 100 PP.★ |
| Hyper | Sato + Eku + Ui |
| Hype | Ae + Ui + Yamu |
| Curat | Kie + Yamu + Ae |
| Radoho | Ui + Eku + Ruku |
| Radcliff | Yuka + Eku + Yamu |
13. Using ESP in Battles
Four different types of ESP can be used when battling enemies.
| ★ | BREAK Type (Psychokinesis) Usable by Minami.
|
| ★ | JUMP Type (Teleport) Usable by Shiba.
|
| ★ | SHIELD Type
|
| ★ | TELEPATHY type
|
14. Enemies
You'll face four types of foes over the course of your adventure.
| 1. | Guard Force Militarized police that not only hunt down psychics, but surveil civilians and neutralize dissenters. They have no psychic abilities, but are heavily armed. |
| 2. | Robots Automatons whose lack of a consciousness makes them an ideal counter to attacks that target the psyche. They are also resistant to physical damage. Of course, attacks that teleport oxygen away won't work either, since they don't have lungs. |
| 3. | Genetically-modified bioorganisms Artificial life created by genetic engineering, some of which came out defective. |
| 4. | Death Psychics Artificially created psychics, or turncoats who have defected to the establishment. Their psychic abilities make them effective at hunting their own kind. These are some of the most difficult enemies you'll encounter. |