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.
| Opening | First action | Main branches | Endings reached |
|---|---|---|---|
| Opening A | Go out onto the deck at night | Join the patrol → keep / change course | Ending 1 / Ending 2 |
| Opening A | Go out onto the deck at night | Let him go alone → go straight | Ending 3 |
| Opening A | Go out onto the deck at night | Let him go alone → take a detour → decision after learning the truth | Endings 4–7 |
| Opening B | Rest in your room | Stop the stowaway → decisions about the jewels | Endings 8–12 |
| Opening B | Rest in your room | Let the stowaway escape → responses to Noda and Nanjo | Endings 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.
| Ending | Opening | Required decision |
|---|---|---|
| Ending 1 | Deck opening; join the patrol | Keep the current course |
| Ending 2 | Deck opening; join the patrol | Change course |
| Ending 3 | Deck opening; let him go alone | Go straight |
| Ending 4 | Deck opening; let him go alone | After taking a detour and learning the truth, act with Iwa |
| Ending 5 | Deck opening; let him go alone | After the detour, choose caution and deal with Mizuki directly |
| Ending 6 | Deck opening; let him go alone | After the detour, choose caution and help Iwa |
| Ending 7 | Deck opening; let him go alone | After the detour, choose caution and flee the scene |
| Ending 8 | Rest opening; stop the stowaway | Check whether the jewels are genuine, then take them during the sequence in which you are shown them |
| Ending 9 | Rest opening; stop the stowaway | Follow the pendant clue straight ahead and accept the proposal near the end |
| Ending 10 | Rest opening; stop the stowaway | Follow the pendant clue straight ahead and refuse the proposal near the end |
| Ending 11 | Rest opening; stop the stowaway | Follow the pendant clue on the detour, accept the proposal and fight back |
| Ending 12 | Rest opening; stop the stowaway | Follow the pendant clue on the detour and refuse the proposal near the end |
| Ending 13 | Rest opening; let the stowaway escape | Admit the shortage and explain the circumstances honestly to Nanjo |
| Ending 14 | Rest opening; let the stowaway escape | Admit the shortage, evade Nanjo's question and go to help Noda |
| Ending 15 | Rest opening; let the stowaway escape | Admit the shortage, evade Nanjo's question and ask the others to help rescue Noda |
| Ending 16 | Rest opening; let the stowaway escape | Choose 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 route | Ending count | Collection notes |
|---|---|---|
| Hitodama | 5 endings | Branches from Hotaru. Four ordinary endings and a complete ending. |
| Revenge | 2 endings | An ordinary ending and a complete ending. |
| Killer Bee | 6 endings | Five ordinary endings and a complete ending. |
| Jewel Deal | 9 endings | Eight ordinary endings and a complete ending. |
| Gustav | 10 endings | Nine ordinary endings and a complete ending. |
| Treasure Hunt | 8 endings | Seven ordinary endings and a complete ending. |
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.