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
2. Start and Continue
3. Basic Controls
4. Command Menu
5. Changing States
6. Unique Abilities
7. Movement
8. Converse with "Speak"
9. Battling Foes
10. Helpful Hints
11. Spending Your Gold
12. Medicines
13. Using ESP in Battles
14. Enemies


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.

Choosing the Continue option will display the below screen. If you enter a password, you can continue from where you last left off. To input the password, press the up and down buttons on the directional pad to cycle through the letters, and press right to move on. If you make a mistake, you can press left to go back. Once you've inputted the correct password, press the A button.

Caution
Every passoword (sic)1 ends in the FIN symbol. When entering a password on the Continue screen, make sure it ends in FIN.
Be careful not to mix up O and 0.
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)

Note: The second controller is not used.


4. Commands

If you press A on the field, the above menu will appear.
There are six choices provided.
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

Speak
Speak to whoever is in the direction the player is facing.
If you speak to a shopkeeper, it'll open up a shop dialog which allows you to purchase equipment and/or ID Cards.
When buying new equipment, weapons and armor already equipped by the player will be bought back for half of the purchase price.

ESP
Three types of ESP can be used on the field: BREAK, JUMP, and SHIELD.
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.
Some things will not be carried over in a saved game:
HP, PP, and EXP will be set to the maximum amount for your current level.2
Medicine ingredients and registered Jump destinations will be lost.
Weapons, armor, and items will be saved.
A maximum of 255 Gold and 3 EXP may be deducted.

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.

[Discard]
You can only carry ten items total.
If you have an unwanted item, make a selection and press A to toss it.

[Status]
View the stats of the character at the head of your party. To check your other allies' stats, use Select on the field to change the lead and select Status again.


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


(1)
Displays your ESP levels.

(2)
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.

(3)
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.

If your Jump skill is high enough, you can jump past obstacles up to five tiles wide. (This is called a Short Jump.)
Some tiles will inflict damage as you walk if your Shield skill is too low, so be careful.

Please note that some tiles cannot be passed through no matter how high your ESP skill levels are.


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.
Next, choose what action your ally will take by using the directional pad to move up and down through the list.

ESP…… Battle with your psychic powers
Each skill requires a certain amount of PP to use.
By hitting right on the directional pad, you can increase the amount of PP used to make it stronger, or hit left to decrease it. Press A to confirm your desired amount of strength.

Fight…… Attack barehanded or with a weapon
Use the directional pad up or down to select an enemy, then confirm with A.

Defend
Forgo attacking for one term to protect yourself from attacks. This can be an effective tactic for allies with low HP.

Medicine
You can use medicine, even in the middle of a battle.
Using medicine will bar you from attacking that turn.

Stats
Selecting this will show a window that says "Who?". Use the directional pad to choose which ally whose stats you want to view and confirm with A.
Doing this will not consume an action.

Allies' Hit Points
The number underneath each ally's portrait is their current HP. The displayed number starts from the tens place.
Ex: 29153 would be displayed as 2915


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.★
★ Halved when on the field

Important Medicine Recipes
Hyper Sato + Eku + Ui
Hype Ae + Ui + Yamu
Curat Kie + Yamu + Ae
Radoho Ui + Eku + Ruku
Radcliff Yuka + Eku + Yamu
To obtain recipes for the other medicines, coverse with NPCs or try out different combinations yourself.


13. Using ESP in Battles

Four different types of ESP can be used when battling enemies.

BREAK Type (Psychokinesis)
Usable by Minami.
Psycho Ball Concentrates psychokinetic energy into a sphere to be thrown at the enemy. Single target, damage minimal.
Psycho Hurricane A powered-up version of Psycho Ball. Single target.
Fire Arrow A powered-up version of Psycho Hurricane. Effective against bioorganisms.
Fire Psycho Concentrates psychokinetic energy directly at the enemy to make them combust.
Psycho Shaker Concentrates psychokinetic energy directly at the enemy to vibrate and destroy their cells (or circuits, in the case of robots).
Psycho Final A powered-up version of Psycho Shaker.

JUMP Type (Teleport)
Usable by Shiba.
Teleport Allows one ally to escape. Use when an ally has taken significant damage. If it fails, who knows where you'll end up.
Bad Teleport Teleports enemies away, rather than allies. However, you won't receive EXP or Gold from enemies who've been warped.
Bad Air Teleports away the breathable air around a foe to suffocate them, making them faint or die. Won't work on mechanical enemies.
Bad Heat Teleports away the heat around a foe. Works on both living and mechanical enemies.
New Air Teleports fresh, warm outside air into the room, curing party members who are poisoned, sick, or fainted.
Full Teleport A stronger Teleport that allows the whole party to flee.

SHIELD Type
Shield Applies a barrier to a single ally that protects them from attacks. Only lasts one turn and must be reapplied.
Memento Same effect as Shield, but lasts through the entire battle.
Bad Shield Shields the enemy. It will not be able to attack you, but you can't attack it either.
Cat Shield Same effect as Bad Shield, but enemies can be attacked by allies.
Psycho Shield Applies a mental barrier that prevents opponents from using psychic techniques. Works best if the enemy is a psychic. Lasts the whole battle.
Mirror Shield Enemies' attacks will be bounced back at them, inflicting damage.

TELEPATHY type
Telepathy Searches for a weak point, and if found, enemy health is halved.
Def Mind If successful, you can go back to the beginning of the turn.
Off Mind Increases' allies' fighting spirit, increasing defense and reducing damage from enemies.
Mind Kill Enemy loses will to fight, and its attack power is decreased.
Bad Telepathy Hypnosis technique that makes an enemy believe its on your side. An affected enemy will attack itself or its allies.
Bad Wave A direct attack on an enemies mind. If it succeeds, the enemy will be knocked unconscious or die.


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.