Yakouchuu

YAKOUCHUU / SUPER FAMICOM

General guide

Yakouchuu (Super Famicom): General guide. Branches, all 16 endings in the Super Famicom edition, and differences from the Game Boy edition.

Starting the walkthrough

Your first action splits the story into two main routes. Later decisions also directly determine endings, so keep saves immediately before the opening choice and before the final stretch.

OpeningFirst actionMain branchesEndings reached
Opening AGo out onto the deck at nightJoin the patrol → keep / change courseEnding 1 / Ending 2
Opening AGo out onto the deck at nightLet him go alone → go straightEnding 3
Opening AGo out onto the deck at nightLet him go alone → take a detour → decision after learning the truthEndings 4–7
Opening BRest in your roomStop the stowaway → decisions about the jewelsEndings 8–12
Opening BRest in your roomLet the stowaway escape → responses to Noda and NanjoEndings 13–16

Key points for the Super Famicom edition

Save before a choice

Major branches include the two opening choices, going straight or taking a detour, the point after the truth is revealed, and accepting or refusing near the end. Save these in separate slots to collect endings without rereading from the beginning.

Track results by number

The Super Famicom edition has 16 endings. Record the number reached and the preceding route, then change only the uncollected decisions within the same opening route to fill the list efficiently.

Treat the Game Boy edition separately

Yakouchuu GB is a port with additional episodes and system changes. Reusing the Super Famicom chart of 16 endings will lead to different routes, so check your platform first.

Conditions for all 16 Super Famicom endings

Only the decisions needed to reproduce the branches are listed; ending contents are not described. The route column indicates what to change when targeting that ending number.

EndingOpeningRequired decision
Ending 1Deck opening; join the patrolKeep the current course
Ending 2Deck opening; join the patrolChange course
Ending 3Deck opening; let him go aloneGo straight
Ending 4Deck opening; let him go aloneAfter taking a detour and learning the truth, act with Iwa
Ending 5Deck opening; let him go aloneAfter the detour, choose caution and deal with Mizuki directly
Ending 6Deck opening; let him go aloneAfter the detour, choose caution and help Iwa
Ending 7Deck opening; let him go aloneAfter the detour, choose caution and flee the scene
Ending 8Rest opening; stop the stowawayCheck whether the jewels are genuine, then take them during the sequence in which you are shown them
Ending 9Rest opening; stop the stowawayFollow the pendant clue straight ahead and accept the proposal near the end
Ending 10Rest opening; stop the stowawayFollow the pendant clue straight ahead and refuse the proposal near the end
Ending 11Rest opening; stop the stowawayFollow the pendant clue on the detour, accept the proposal and fight back
Ending 12Rest opening; stop the stowawayFollow the pendant clue on the detour and refuse the proposal near the end
Ending 13Rest opening; let the stowaway escapeAdmit the shortage and explain the circumstances honestly to Nanjo
Ending 14Rest opening; let the stowaway escapeAdmit the shortage, evade Nanjo's question and go to help Noda
Ending 15Rest opening; let the stowaway escapeAdmit the shortage, evade Nanjo's question and ask the others to help rescue Noda
Ending 16Rest opening; let the stowaway escapeChoose the joking response about the meal

Yakouchuu GB completion and additional routes

In the Game Boy edition, completion percentage appears after seeing a complete ending with credits, and rises for each new ending. There are 59 endings in total, with substantially more branches than the Super Famicom edition.

Example routeEnding countCollection notes
Hitodama5 endingsBranches from Hotaru. Four ordinary endings and a complete ending.
Revenge2 endingsAn ordinary ending and a complete ending.
Killer Bee6 endingsFive ordinary endings and a complete ending.
Jewel Deal9 endingsEight ordinary endings and a complete ending.
Gustav10 endingsNine ordinary endings and a complete ending.
Treasure Hunt8 endingsSeven ordinary endings and a complete ending.
Game Boy unlock conditions

At approximately 66% completion, after collecting endings other than those on the opening, Gustav and Treasure Hunt routes, you can read the book before writing the diary. Reading that opening route's three endings unlocks the Gustav and Treasure Hunt routes.

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