Mindseeker

Released by Namco April 18, 1989


Walkthrough by GForce
This file is Copyright Garrett Swiatek

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Introduction
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Mindseeker is a Famicom game released only in Japan in the spring of 1989.
In it, the player trains under Masuaki Kiyota to develop their ESP and psychic
abilities.  Masuaki Kiyota was a famous psychic in the 70's known for bending
metal and for psychic photography.  It seems that part of the marketing ploy
was to promise the development of psychic skills to those who purchased and
played the game.  The game teased and tested the players into believing that
they too could have the powers of Masuaki Kiyota if they fine tuned their ESP
senses with this game.  Interesting enough, this game was released 5 years
after Kiyota admitted that he has cheated and used fraudulent techniques to
perform his feats of mental dexterity.

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Getting Started
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From what I can guess, the player is being trained at an institute at the
beginning of the game.  Under the tutelage of Masuaki Kiyota, the player goes
through a battery of exercises and experiments.  This first half of the game
requires you the player to follow along step by step.

After the completion of the institute portion the player is released into
the city to travel and perform random tasks.  This portion is not as rigid as
the previous part and encounters occur at random.  The goal is to visit
various locations around the city and accumulate PSI points by showcasing
your powers of prediction and telekinesis.

Once you have passed through all 10 PSI levels and have reached the level of
Infinity, you have one final obstacle.  You need to escape the city to your
freedom.  You are challenged with breaking through 3 huge steel barriers with
your mental powers.

Please keep in mind that I am not able to read or understand Japanese so I
will do my best to describe everything in as much detail as possible.  This
is a very strange and extremely random game so I HIGHLY recommend using some
feature to help you save your progress.  There are also some cheat codes at
the end of the FAQ that will help you succeed faster and with less stress.

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Controls
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D-Pad - Move the cursor
A - Make a selection
B - Cancel a selection

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Walkthrough
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---Starting the Game---

Choose to start a new game, choose NO, (bottom choice) and enter your player
name in the top line.  The second choice allows you to go back to the
previous screen.  The third choice lets you choose the message speed.  Make
your selections and press B and now choose CONTINUE.

                          <---------------------->
                          <---In the Institute--->
                          <---------------------->

The opening scene places you in a dormitory with a large monitor and some
furniture.  The right side of the screen has 2 options with a flashing red
menu.  Your options are either FEEL or EXIT.  Choose EXIT now.

Now you are in a room with a large, green, vertical tube with Kiyota.  Let's
call this the 'Testing Room'.  I will refer to it now only as "TR".  The
institute portion of the game only consists of these 2 rooms back and forth
so we'll never get lost.  Kiyota gives you a long speech and then vanishes.
EXIT back to the dorm room and see the TV flashing.  Hit A and the room goes
dark and you wake up later on.  EXIT the dorm and return to the TR.

This time select FEEL and a pointing arrow appears.  Click on the vertical
tube and select the Japanese word that appears.  We are shown a new screen
with a strange shape on the right side and Kiyota explaining something to us.
Next we see a shadow of a sitting man and a red bar increasing and decreasing
inside his body.  Just hit B to pass it and continue.  More explaining from
Kiyota and then a black screen with a white circle.  Hit B again to pass and
continue.  These are the demonstrations and instructions about the future
training tasks that you will have to perform in the institute.  EXIT the TR
and return to the dorm with the flashing TV again.

Choose FEEL, point the arrow at the TV and hit A, choose the 3rd option in the
list of 3 Japanese words on the right.  Cut to a scene of a floating planet
and orbiting moon.  Hit B to pass and continue.  Back in the dorm, you go to
sleep and awake the next day.  EXIT to the TR again.

Listen to Kiyota again, he vanishes, choose FEEL, and select the green tube.
Choose the first Japanese option and we are brought to our first ESP test.  It
is highly recommended that you save often because the next parts are random.

---First ESP Trials---

You can see 5 cards with shapes: triangle, circle, star, square, cross.

White cards float in from above and you need to predict which shape is on the
other side.  You get 20 attempts that are tabulated in the bar on the bottom
of the screen.  If you get it correct, the box turns red.  If you are wrong,
the box turns blue.  The HIT category counts how many you get correct and the
Per calculates the percentage of how many correct guesses you have.  This
first trial is just a test so it doesnt matter how you score.

The next trial can be confusing and pointless at times.  There is a empty
circle and you have to "sense" when to press A.  If you time it correctly, it
counts as a HIT.  If you dont press A at the right time, it counts as a miss.
The frustrating part is that there is no way to ever know when the right time
is, you just have to "sense" it.  There are 40 boxes this time so you have 40
attempts at this trial.  The score doesnt matter just yet so you can just try
and practice here.

The third trial is similar to the second.  There are 5 open squares in the
game and you have to predict which square the red light will appear in.  You
have 20 chances this time but it is totally random again.  Even if you use
save states, the red light will almost never appear in the same box as you
saw in your previous save.  This trial doesnt count as well so just practice
and get used to the types of games you will encounter in the future.

After the final test, you are returned to the TR and Kiyota gives you some
advice.  EXIT the room and return to your dorm.  Hit A, go to sleep, wake up,
and choose FEEL.  Move the arrow cursor to the top of the 3 shelves to the
left of the TV.  Open the top drawer and an object rises out of it.  Choose
FEEL again and move the arrow to a small device on a table top that is
between the 3 drawers and the TV.  Choose the top word and you are taken to
some kind of card machine called "PSYCHO WRITER".  Select one of the 5 slots
and the card will lower itself into the space.  If you are correct you will
leave the game but if you are incorrect you can try again.

Once back in the dorm, choose EXIT and move to the TR to talk to Kiyota.
Then, choose FEEL and the top word choice to begin the real psychic tests now.
You will see the 5 cards with shapes again.  At the very bottom of the screen
you see 1P and 5.  The 5 tells you that you have 5 tries but your score does
not even really matter.  Go through the game 5 times but you dont have to
worry about your score.  Finish the game, speak to Kiyota, and EXIT.  Return
to the dorm to sleep and wake up again.  Select EXIT and go back to the TR.

Do you remember how to enter the green tube?  I'll remind you again but in
the future I'll only ask you to enter the green tube without the extra info.
Choose FEEL, place the arrow on the green tube and hit A, and choose the top
Japanese option.  You will see the second game where you have to "sense" the
right time to press A.  Once again, your score doesnt really count.  This is
just the training mode.  Complete the game 5 times and youre back in the TR
with Kiyota.  Listen to him, EXIT, sleep in the dorm, EXIT the dorm, go to
the TR, and enter the green tube again.

You will recognize the third game again.  You have to predict which blank
square the red light will appear in.  You have 5 times to complete the game
but dont worry too much about the score.   When the game is done, Kiyota
will show you an overall score sheet with red bars.  EXIT the room and sleep
in your dorm.

When you awake choose FEEL and move the arrow to the device
that is slightly above the 3 drawers.  Hit A and pick the top Japanese word.
You will now see a strange machine with 5 tubes going into the ceiling.
You have to move the arrow and choose which tube the pass card will come
from.  You have unlimited guesses if you dont get it right, just keep trying
again.  Once you have the card in your room choose FEEL.  Move the arrow to
the door at the left side of the room and choose the top Japanese word. You
now see it is a secure door and needs the pass card and your psychic power to
escape from.  You have to "sense" the right time to hit A, just like one of
the trials you faced in the green tube.  When you hit A, a red or black dot
appears on the right side of the screen.  You have 10 chances in all but you
need 6 red dots to deactivate the door.  You have unlimited chances at this
game so take your time and dont worry.  The door opens and you see Kiyota
in the TR.  He speaks to you and then you enter the green tube.

This is when the trials finally start to count for something.  You may have
noticed by now the blue bar that divides the action and text portions of the
screen.  At this point in the game, you will now see "000" on the right side
of the bar.  The game will start keeping track of your PSI points to allow
you to level up.  Talk to Kiyota and select the top Japanese option to face
your final trials.  All 3 of the trials are the same as before but now the
game will be keeping score.  You need to finish with a total of 20 points to
pass Kiyota's test and be allowed out of the institute.  The 20 points are
counted from all three games so you have plenty of chances to achieve the 20
point total.  Even if you fail you can play again until you reach 20 points.

Once you get at least 20 points you will speak to Kiyota again.  He will
congratulate you and set you free, so to speak.  EXIT the TR, EXIT the dorm,
and choose the top Japanese word to complete the first section of the game.

                          <---------------------->
                          <---In the Open City--->
                          <---------------------->

Now youre in the open city and things get even more random.  There are only 4
different locations you can travel to.  The top, left corner is the institute.
The top right corner is the park.  The bottom center is the bar and just to
the right of that is the casino.  You can see on the blue bar across the
screen L:01 and PSI:000000.  You travel around the city to perform various
tasks and demonstrations of your psychic abilities.  Each time you are
successful, you gain more PSI points and increase your level.  Here is a
breakdown of each level and the amount of points you need to advance:

Level 1: 000300
Level 2: 000600
Level 3: 001500
Level 4: 003000
Level 5: 006000
Level 6: 010000
Level 7: 016000
Level 8: 030000
Level 9: 045000
Level 10:065000
Level Infinity: ??????

You can move the flashing cursor around the map and select a location in the
city.  The red moving dot indicates your player's location.  However, as you
travel through the city, you will encounter random people on the street and
have the chance to perform a simple psychic task.  All of the encounters and
tasks in each locations are randomized so I will explain each task in a
different category based on the location in the city.  I will no longer guide
you step by step until you reach level infinity.  You can choose where to go
and which tasks you prefer to perform and build up your levels.  This part of
the walkthrough will now describe each of the tasks you will randomly face in
each of the different city locations.  When you arrive at any location, pick
FEEL and move the arrow onto a person or object to begin a psychic task.  A
task can only be done once at a certain location, you then need to move on to
a different place before you return and try again.  If you complete the task
successfully on the first attempt, you are awarded the maximum points.  If
you fail, you can play again but you will win fewer points.  When there are
no more tasks to do at a particular place, choose EXIT to return to the map
and pick a new place to move to.

---City Park---

White Tower - Move the arrow to the top of the white tower.  Predict the
color of the blimp that will come out of the tower.

Telekinesis - An object is resting on a table and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to move the object and
to pass the task.

Lotus Fountain 1- You stand before a fountain and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to activate the water.

Lotus Fountain 2 - The fountain has 5 jets and you have to predict and
choose which jet will shoot water.

Lotus Fountain 3 - The fountain has 5 jets and you have to predict and
choose which jet will NOT shoot water.

Color Cards - A white card is covering a mystery card and 5 colored cards
appear below.  Predict and choose which color card is hidden under the white
card.

Materialize - An open space on a table is shown and you have to use the
"sense" power to know when to hit A.  The hit or miss bar is on the right
side of the window.  If you time it correctly, you get a red circle.  If you
do not time it correctly, you get a black circle.  Above the line of circles
is a number that tells you how many correct red circles you need to make an
object appear.

How Many Balls - You see a covered box and five different groups of balls.
You have to predict and choose how many balls are hidden under the box.

Hidden Object - A white box is covering a hidden object and there are 5
choices below.  The choices are a coin, card, key, lighter, and cigarette.
Predict and choose which one of the objects is hidden under the box.

Flower Bloom - In the bottom right corner of the park is a green garden.  You
will see and closed flower and you have to use the "sense" power to know when
to hit A.  The hit or miss bar is on the right side of the window.  If you
time it correctly, you get a red circle.  If you do not time it correctly,
you get a black circle.  Above the line of circles is a number that tells you
how many correct red circles you need to open the flowers.

---Local Bar---

Spoon Bending - To bend or break a spoon you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to bend the spoon and
to pass the task.

Telekinesis - An object is resting on the bar and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to move the object and
to pass the task.

Fountain - In the back corner of the bar there is a fountain with 5 jets.
Predict and choose which jet will shoot water next.

Color Cards - A white card is covering a mystery card and 5 colored cards
appear below.  Predict and choose which color card is hidden under the white
card.

Color Marble - A white box is covering a hidden marble and 5 colored marbles
appear below.  Predict and choose which color marble is hidden under the white
box.

Hidden Object - A white box is covering a hidden object and there are 5
choices below.  The choices are a coin, card, key, lighter, and cigarette.
Predict and choose which one of the objects is hidden under the box.

Materialize - An open space at the bar is shown and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to make an object appear.

Vanishing - An object on the bar is shown and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to make the object vanish.

Gumball Machine - In the lower, right corner of the room and on the bar is a
gumball machine.  You have 5 colors to choose from and predict the color of the
gumball that will come out of the machine.

---Casino---

(If you dont have enough PSI points to gamble with, you cannot play yet)

Choose FEEL and move the arrow onto the red headed girl.  She will give you
3 games to choose from.

Tortoise and Hare - You wager a portion of your PSI points and assume the
role as the tortoise.  Just like the "sense" game, you have to hit A at the
right time to move the tortoise across the race track and defeat the hare.
If you win, you will be awarded double the amount you wagered.  It is best
to use a turbo controller for this part for a better chance at winning. There
are three different races each more challenging: grass field, ice, and space.

War - This game is played with cards against the computer like the classic
and simple game of war but with some slight changes.  You see cards 1 to 5 of
red diamonds that belong to you and covered cards belonging to the computer.
On the left and right sides are golden, vertical designs with black circles.
Those circles count how many matches you win.  You need to win 3 matches to
win the game and collect the PSI points.  You can choose a card to play
against the computer.  If your card is higher than the computer's card, you
win the match and a point.  If your card is the same as the computer's, the
computer wins the point. The strange part is that a 1 beats a 5 instead
of a 5 beating a 1.  You can only play one of your cards per game so you
need to use some strategy.

Random Controls - Your character is standing in a open area with grey walls
all around her.  The grey walls are marked with a 0 and Roman numerals of
I, II, and III.  You move your character around the room but the controls
are not what you expect.  The direction you push on your controller will not
match the direction your character will move.  All of the directions are
randomized and you may not be able to predict where your character will walk.
The goal is to get your character to make her way to the outer grey wall and
onto a Roman numeral.  If you step onto a zero, you will not win any of the
PSI points.  If you step onto the Roman numeral I, you will win the exact
amount of the PSI points.  If you step onto a Roman numeral II, you will
win double the points.  If you step onto a Roman numeral III, you will win
triple the points.

---Random Encounters---

How Many Balls - You see a covered box and five different groups of balls.
You have to predict and choose how many balls are hidden under the box.

Next Car - You have 5 colors to choose from to predict the color of the next
car that passes by.

Color Cards - A white card is covering a mystery card and 5 colored cards
appear below.  Predict and choose which color card is hidden under the white
card.

Color Marble - A white box is covering a hidden marble and 5 colored marbles
appear below.  Predict and choose which color marble is hidden under the white
box.

Materialize - An open and empty hand appear and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to make an object appear.

Vanishing - An object in a hand bar is shown and you have to use the "sense"
power to know when to hit A.  The hit or miss bar is on the right side of the
window.  If you time it correctly, you get a red circle.  If you do not time
it correctly, you get a black circle.  Above the line of circles is a number
that tells you how many correct red circles you need to make the object
vanish.

Getting Attention - A person stands in front of you but facing away and you
have to use the "sense" power to know when to hit A.  The hit or miss bar is
on the right side of the window.  If you time it correctly, you get a red
circle.  If you do not time it correctly, you get a black circle.  Above the
line of circles is a number that tells you how many correct red circles you
need to get the attention of the person standing before you.

Hidden Object - A white box is covering a hidden object and there are 5
choices below.  The choices are a coin, card, key, lighter, and cigarette.
Predict and choose which one of the objects is hidden under the box.

Glass Doors - You are standing in front of 5 glass doors.  Predict and choose
which door a person will come through next.

                          <---------------------->
                          <---The Final Escape--->
                          <---------------------->

Once you have reached Level Infinity a new location becomes available on the
map.  It is located at the top middle section of the map between the park and
the institute.  When you choose that space to move to, the map shakes and you
are taken face to face with Kiyota for your final task.

There is a huge, steel door in front of you and you need to open is by using
your "sense" power again.  For this door you have 40 chances and need 24
correct red boxes to pass.

Once you pass the first door you are faced with a second door.  It looks the
same and to pass it, you have to do the exact same thing as last time.  You
need 24 out of 40 red boxes to pass this second red door.

Next, you are faced with 5 steel doors side by side and you have to guess
which one is the exit.  If you guess incorrectly you are sent out back to the
game map to start all over again.  If you guess the door correctly you still
have one more round of the "sense" game to get 24 out of 40 red boxes to pass
and finally escape.

When you have beaten this final third door you have escaped at last.  Enjoy
the short ending which is mostly Japanese text on a black screen.
Congratulations on beating a strange and unique game!


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Cheat Codes
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Here are some basic codes to help you beat the difficult "sense" games easily.
The only problem is that you must activate and deactivate the codes while the
"sense" games are being played.  You cannot leave the codes activated or they
will freeze the game.  Its best to begin the "sense" game, activate the code,
win the "sense" game, and deactivate the code.

Telekinesis, Materialization, Vanishing, Spoon Bending, Getting Attention:
0011 0A

Defeat the steel doors during the final escape:
0013 32

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Conclusion
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There you have it.  Congratulations and thanks for reading my third
walkthrough.  If you have any ideas, suggestions, or comments you can email
me at gforce645 (at) hot mail (dot) c-o-m.  This walkthrough is for GameFAQ
specifically to help fulfill the Nintendo Completion Project.  I would like to
thank all the people whose codes, cheats, maps, and walkthroughs I have used
over the years.  I am talking about people like AdamL, Rey, Odino, BSulpher,
ASchultz, DMorgan, Threetimes and all the other regular contributors to the
completion project.  I am trying to beat as many games as there are for NES,
FC, and FDS so thanks for keeping Nintendo alive and going.

Thanks also to GameFAQs.com, ROMHacking.net, and Nico Nico Video

Copyright Garrett Swiatek May 5, 2012