YAKOUCHUU / SUPER FAMICOM
Choices and branching flags
Yakouchuu (Super Famicom): Choices and branching flags. From the two opening routes to the decisions near the end.
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 |
Suggested collection order
- For the deck opening, save both the accompanied and solo branches separately.
- Collect endings 1–2 on the accompanied branch and ending 3 by going straight on the solo branch.
- On the solo detour branch, vary the three decisions after learning the truth to collect endings 4–7.
- Return to the rest opening and collect endings 8–12 on the branch where you stop the stowaway.
- On the branch where you let the stowaway escape, vary your explanation to Nanjo and your response to Noda to collect endings 13–16.