It is 2026, and I still can't say no to a ninja who turns herself into a barrel with a wagging tail. Sayu's Hangout Event has been around for a few years now, but every time a new Traveler asks me for tips, I realise this sleepy little Mujina still puzzles a lot of people. So here I am, a seasoned adventurer, ready to guide you through all six endings – with a healthy dose of napping and a pinch of sarcasm.
Before anything else, let's address the leafy elephant in the room. How do you even start? You need two Story Keys, those precious things you get from Daily Commissions. Once you have them, open your Quest menu, navigate to the Hangout Events tab, spend the keys, and then head to Inazuma City. You'll spot Sayu almost immediately. Well, you'll spot a suspicious barrel with an adorable tail sticking out at the bottom of some stairs. Do I find it? Absolutely. Does she think it's a foolproof disguise? Bless her heart. She hasn't changed one bit since 2021.

Once you coax her out of hiding (please don't poke the barrel), you'll meet Kano Nana, her handler. This is where the branching begins. The first major choice will set you on one of two main paths: either you promise to continue investigating her “situation,” or you accept Nana’s help. From there, smaller choices determine which of the six endings you unlock. Let's break them down, because I still remember the pain of missing the Do Not Disturb ending and having to replay the whole thing twice.
The “Good Kid” Route – Little Sayu's Troubles
Tell Kano Nana: “I'll continue investigating.”
Then choose: “Save it for the Yashiro Commission.”
This ending is short, sweet, and slightly boring – much like Sayu's actual work ethic. You basically convince her to let the grown-ups handle things. She's relieved, you collect your reward, and everyone moves on. But honestly, where's the fun in that? At least you get a neat little scene with the Yashiro Commission.

The “Consequences” Route – The Price of Lies
Tell Kano Nana: “I'll continue investigating.”
Then choose: “Tell us the truth, no more lies.”
Now we're talking. This path forces Sayu to confront her habit of fibbing, and guess what? It leads to a fight. A few Nobushi and a Kairagi show up to ruin your lecture. You'll have to beat some sense into them – literally. This ending is great if you enjoy watching Sayu squirm before having to smack some samurai.
The “Professional Slacker” Route – Do Not Disturb
Tell Kano Nana: “Thank you, that would certainly help.”
Then: “Growing taller is what you really care about, isn't it?”
Then: “It's not the amount of sleep; it's the quality.”
Ah, my personal favourite. Here you become Sayu's accomplice in the art of strategic napping. You'll help her slack off around the Grand Narukami Shrine, dodge slimes, and sneak past shrine maidens. It's surprisingly thrilling. I still remember the first time I played this route – I actually held my breath during the sneaking part. Do not laugh. You'll do it too.

The “Balanced Diet” Route – Everything in Moderation
First steps same as above.
Then: “Sleep alone isn't enough to make you grow taller.”
Then: “Do you wish to continue?”
At this point you decide that simply sleeping won't make Sayu taller – she needs proper food. So off you go to talk about nutrition. It's cute, it's wholesome, and it involves absolutely no combat. You'll chat with some locals, learn about healthy eating, and witness Sayu being surprisingly cooperative. Who knew the little ninja actually listens when you mention height?

The “Gourmet Disaster” Route – The Cost of Overindulgence
Same path as above, but then: “Eating like this will have a negative effect.”
Here you warn Sayu against gluttony, and of course she doesn't listen. Cue a hilariously overstuffed ninja on a battlefield. You get to fight as Sayu herself in some light combat, which is both weirdly fun and a little sad – she's swinging that claymore while still digesting. It's a good reminder that even in Teyvat, food comas can sneak up on you.
The “Workaholic” Route – Work, Work, Work
Tell Kano Nana: “Thank you, that would certainly help.”
Then: “You shouldn't neglect your work.”
For those who believe in discipline. You basically drag Sayu through an obstacle course and a fight while lecturing her about duty. It's not exactly joyful, but you do get to test her skills in a more serious setting. By the end, she's exhausted and you're probably feeling a tiny bit guilty – or maybe you're just proud of your stern parenting.

Now, here's my honest question to you: why is it that every time I help Sayu, I end up wanting a nap myself? Maybe it's her contagious laziness, or maybe it's the fact that this event never stops being charming. Even in 2026, when we have dozens of characters and much flashier quests, this little tale of a sleep-deprived ninja holds up.
If you haven't collected all six endings yet, do yourself a favour and go replay it. And remember: the green checkmarks in the dialogue menu are your friends. They'll tell you which choices you've already made, sparing you from having to memorise every branch like some kind of hangout scientist.
Just one more tip: after you finish each ending, close the conversation and restart from a checkpoint if you want to explore another branch quickly. It'll save you a lot of running around Inazuma City. Now if you'll excuse me, I need to go lie down. All this talk about Sayu's naps has me feeling drowsy.