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Demonschool Complete Walkthrough – Week 9

Welcome to our Complete Walkthrough for Demonschool.

Week 9 kicks off with one of those deceptively busy Mondays where the game pretends you have free time… and then the week hands you 40 errands, three battles per day, and a small fishing career. Let’s go through it step-by-step so you don’t miss a single achievement or scene.


Table of contents


When you load in, resist the urge to sprint into the day. First, you’ll notice Namako and Knute hanging around outside the Clubroom. This is your cue: save your game before touching anything, because both of them trigger event-heavy hangs.

Hang Out with Namako — Karaoke Chaos

Namako drags you into a karaoke session. Easy, cozy, slightly embarrassing content.

Hang Out with Knute — Van Man Lore

Knute’s stop isn’t a playable event, just a dialogue sequence. No rewards here except character flavor.

Now that the morning’s warm-ups are done, the game basically sets you loose in town with a mini scavenger hunt.

Optional To-Dos Around Town

  • Pet the cemetery dog.
  • Drop coins at:
    • The Lighthouse Shrine
    • The Town Square Fountain
  • Talk to the Census-Taker in Town Square to update your mysterious life paperwork.
  • Grab the Newspaper from the blue box near the east entrance.

Harbor Event → Knute’s Sidequest Pt. 2

Head to the Harbor and talk to the fisherman.

Knute: “Knute Found Something Weird – Part 2”
…which immediately escalates into a battle.


BATTLE — Knute’s Sidequest (20 Enemies, 3-Turn Target)

This fight is basically a puzzle disguised as a fish story. Follow the pathways as close as you can to make this smooth.

Turn 1 Summary

You’re setting up a domino effect:

  • Faye and Destin dive forward clearing groups of Grunts.
  • Namako lines up pulls.
  • Faye continues sweeping the flank.
  • Knute gets into buffing position.

After the full movement chain everything positioned for next turn’s poison setup.

Turn 2 Summary

A Balloon pops some Grunts, and poison neatly hits Faye, Destin, and Knute—this is intentional.

You clear out both Regurgitators and push forward aggressively with Faye’s Special while positioning Namako and Knute for the final turn.

Turn 3 Summary

Balloons explode where you want them, new enemies appear, and now it’s all cleanup:

  • Namako pulls the next wave into attack range.
  • Faye wipes groups.
  • Destin seals a circle while swatting stragglers.

Finish the quota → battle done.


Post-Battle Rewards

  • Forcefield technique
  • The Harbor now unlocks Fishing, which you’ll use this evening
  • If you’ve been following sidequests consistently, you should also receive Sidequester

Once you’re done wandering, return to the Classroom.
Prof. Vincent gives you the Curse Buff technique and 6 Class Credits, plus your next lead: finding a haunted paintbrush.

Morning complete.


If you wrapped Knute’s part earlier, swing back to the Harbor. Talk to the fishermen again to begin:

Demon Fishing

This system opens up fully now.

Strongly recommended:
Fish until you get an Empty Bottle, which unlocks Trashcans for your Clubhouse.

You can continue fishing at the Lighthouse as well for Demon Fishing Pt. 2.

When you’re done casting lines, head to the Entryway and talk to Namako to move the story on.

Meet the New Crew

You’re introduced to a whole set of colorful weirdos:
Kestrel, Ocean, Primrose, and Steve.

Now then, you fight a group of demons that crashed the meetup.


BATTLE — 12 Enemies, 3-Turn Target

A straightforward combat puzzle.

Turn 1–3 Summary

  • Knute sets up buffs in his usual zig-zag.
  • Faye sweeps down the right, then leaps across the field cleaning up large clusters.
  • Destin pushes into the center, bouncing Balloons and finishing reinforcements.
  • Namako positions for drags.

By Turn 3, you only need one more takedown before the fight ends.

This one’s simple compared to the morning battle.


You’re dropped into the Town Alley—go straight to the karaoke spot tucked between two store signs.
Bring Destin with you for a +1 relationship point.

Afterward, return to the Clubhouse Exterior and talk to Destin.
He starts his first relationship quest, which (of course) becomes another battle.


DESTIN’S RELATIONSHIP BATTLE — 11 Enemies, 3-Turn Target

Same crew as usual.

Turn 1 Summary

  • Namako tackles the Undead Dragoon by interrupting it with a pull.
  • Faye shoves a Balloon out of the way.
  • Knute converts a TV into a projectile to finish an enemy.
  • Cleanup continues with tight combos.

Turn 2 Summary

  • Balloon clears some enemies automatically.
  • Namako sets up a big pull on the Unfinished Being.
  • Destin hits the fire extinguisher to clear more.
  • Knute heals and removes poison.
  • Namako drags a Possessed Student in.

Turn 3 Summary

  • Namako fires off her Special and destroys half the battlefield.
  • Destin cleans up the Flesh Flayer with a Special.
  • Faye moves into sealing position.

Battle over, character growth achieved.


Alley → Final Night Combat

Head back to the Alley. Cross to the opposite side of the shop to trigger one more battle.


BATTLE — 16 Enemies, 3-Turn Target

Another big wave-fight, but enemies are weak.

Turn 1 Summary

Destin and Faye chew through the front line while Knute reinforces buffs.

Turn 2 Summary

More combos: Faye clears a Gangster, Destin pushes deeper into the mob, Knute boosts Faye again.

Turn 3 Summary

  • Faye’s Special nukes a whole group.
  • Destin seals while knocking out stragglers.
  • Everyone else can reposition as optional moves.

That’s the final combat of the night.


TUESDAY (Morning)

Wander into the Entryway, where you’ll meet someone absolutely committed to fashion and absolutely convinced you have opinions. This begins the Fashion Icon sidequest. When the conversation veers toward Destin’s involvement, pick the line:
“Of course he didn’t.”
That nets you +1 Destin affection.

Once that’s sorted, head into the Town Alley. Behind the shop, buried under a suspiciously symmetrical pile of trash, you’ll find a Junk Heap that coughs up an old Microwave. Congratulations: your clubhouse now has a microwave.

Your second stop is the Town Square Fountain. Take a moment to admire your shimmering reflection like a JRPG protagonist contemplating destiny. After that, swing by the Lighthouse Shrine and drop in a coin — today the spirits hand you 10 Opals for your generosity.

Finally, make your way to the Computer Lab to find Namako — and a new face, Aina. The scene wraps the moment you meet her, and the day shifts forward.


TUESDAY (Evening)

Destin and Knute are free to get back to research. Pick whichever of the two spells you didn’t assign yesterday — Curse Buff — and let them study while you run errands.

Night classes (or whatever passes for them on this island) kick off with more studying. Have Faye and Namako research whichever technique you didn’t finish earlier.

Return to the Entryway, where Namako is waiting. Something’s clearly off, and before long you’re thrown into tonight’s first fight.


BATTLE — 8 Enemies (3-Turn Target)

This one is a warm-up: a cluster of Possessed Students who pose no meaningful threat but insist on rushing you anyway.

Turn 1

  • Knute shuffles one tile west to supercharge Faye.
  • Faye proceeds to carve a straight line through the first two enemies.
  • She sidesteps, moves again, cuts down another, sidesteps back, takes one more step, downs another — a whole dance routine with knives.
  • After the chain, she swings north-west for one more takedown.

By the time the Action Phase resolves, half the map is already clear.

Turn 2

Faye eats a hit (barely a scratch), and the horde crowds in.

Then:

  • Faye steps east and cleaves three more at once.
  • Her Special activates → she lunges east and deletes two more bodies.
  • Knute scoots right and angles southeast to toss a buff toward Destin.
  • Destin charges straight ahead, snapping one student, then pivots west to finish the last.
  • Faye walks into the sealing circle because someone has to start closing the portal.

Battle done in two turns.


TUESDAY (Night)

SIDEQUEST: BELL RINGER — PART 2 (20 Enemies, 4-Turn Target)

Head to the Town Square, chat with the Bell Ringer, and another fight breaks loose.

Set up with Namako, Destin, and Knute.

Turn 1

  • Namako sidesteps left, then moves two forward to pull a Regurgitator.
  • Knute moves northwest to buff Destin.
  • Destin goes west and instantly obliterates a Student, Regurgitator, and Grunt in one combo.
  • Sidestep → stride forward → crush another Grunt.
  • Sidestep → inch forward → shove an Unfinished Being out of position.

Turn 2

Destin gets poisoned — that’s normal.

Then:

  • Destin steps forward, knocking out a Grunt and bumping two enemies back.
  • His Special sends both the Unfinished Being and its Student friend to the afterlife.
  • Faye sidesteps, moves ahead, and slices two Grunts.
  • Namako sidesteps left, moves three tiles, and abducts another Student.
  • Faye wanders northeast to finish a Grunt.
  • Knute walks forward to set up healing.

Turn 3

Fresh threats warp in while Namako is poisoned (also normal).

  • Destin shifts west and wipes a Grunt + Regurgitator pair.
  • Namako leaps forward and yoinks a Flesh Flayer.
  • Faye steps southeast to end a Grunt, then activates her Special, flying northwest to take out a Grunt + Student combo.
  • One more northeast move → another Student down.
  • Namako sidesteps → activates Special → sweeps east to vaporize three Grunts.
  • Knute heals Destin.

Turn 4

Almost nothing meaningful is left.

  • Namako pulls the last lingering Student.
  • She walks straight onto the sigil circles and starts sealing.
  • Faye, Knute, and Destin can pick off leftover stragglers if you want, but it’s optional.

Once the ritual resolves, the fight ends.


Before calling it a night, head to the Computer Lab. Check one of the terminals to push the clock into Wednesday and conclude the day.

If your sidequest count is high enough, you’ll also lock in the Sidequester achievement here (or now, if it didn’t trigger earlier).



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