Welcome to our Complete Walkthrough for Demonschool.
Week 8 is packed with relationship-building, side quests, new mechanics, and several tightly timed battles. New research options open up, and the narrative threads of missing shoes, misplaced sandwiches, lazy teachers, and mysterious bells all tie into a string of challenging fights. The week ends by diving deeper into the Abandoned Wing, culminating in cramped, high-pressure battles where positioning and object-pushing matter more than ever. You should aim to max out all relationships with the original trio this week.
Overall, Week 8 is where combat mastery, team bonding, and side-quest cleanup converge—setting the pace for the tougher chapters ahead.
Table of contents
MONDAY- MORNING
You kick off the week with a little tour of town, basically running errands like someone trying to avoid their real responsibilities. Swing by the Town Square first—listen to the Census Taker ramble, drop some bread into the Fountain (because that’s a normal thing to do), skim the Newspaper, then trek over to the Lighthouse to drop a coin into the spooky little shrine that definitely isn’t cursed and speaks once a day.
The Store has refreshed its stock
- Library furniture set – 500 Opals
- Self-Heal technique – 600 Opals
Once you’ve done your chores, drift to the Cemetery, pet the dog (mandatory), and inspect the quest marker to wrap up They’ve Got My Sandwich—which immediately dumps you into a battle.
Side Quest Battle – Summary

Goal: Defeat 14 enemies (mostly Grunts + Undead Dragoons)
Turn Target: 3
Suggested Team: Faye, Namako, Destin, Mercy
This fight looks scary if you’ve never met an undead man in a helmet before, but keeping distance from the Dragoons’ jump range makes it very manageable. Most of the work is crowd control: Namako mass-pulls enemies into setup positions, Faye clears lines aggressively, Destin punches whatever is still breathing, and Mercy can help tag stragglers.
Flow of the fight:
- Turn 1: You open by yanking a Dragoon into Namako’s path, then chain-punch your way through clusters of Grunts.
- Turn 2: Dragoons prep another jump, but you’re safely positioned. Pull enemies back, break their formation, and pick off weakened Dragoons with combo hits.
- Turn 3: New enemies drop in, but you now comfortably hit the target count between Faye and Destin’s specials.
Finish cleanly and you’ll snag 100 Opals. Take whoever you want to level up relationship with to a Karaoke date in the Alley.

If your relationship is at Level 2 and above after the Karaoke stints, go speak to Knute outside the clubhouse to do his character quests. It involves the Van Man and VHS tapes.You can choose to romance Knute or not after retrieving the tape. Do the same for Destin and his quest to find the Snake Man. And with Namako for cooking mini-games.
When you’re done, head to the Clubhouse and chat with Mercy.
MONDAY – EVENING
Once the sun dips, you can squeeze in some homework-adjacent chores.
Take Namako out for another karaoke run to push her to Relationship Level 4, which is the cap. Afterward, pop back to the Hallway kitchen and cook something for Destin.
Head to the Science Lab, talk to the comically lazy teacher, and—of course—get pulled into another fight.

Side Quest Battle – Summary
Goal: Defeat 11 enemies
Turn Target: 3
Exploding enemies roam here, but your team has plenty of knockback options. Using Namako, Destin, Knute nets you the Power of Friendship achievement (Faye optional).

Flow of the fight:
- Turn 1: Faye gets buffed by Knute, darts into the crowd, and carves through the early wave—clean combos, safe spacing.
- Turn 2: As the pack closes in, Namako pulls priority targets, Faye cleans the edges, and Destin shoves dangerous enemies out of detonation range.
- Turn 3: Destin hits like a truck here—combined with Namako’s Special, you clear the remaining Regurgitators and start Sealing.
You’re awarded the Stunner technique afterward.
Back in the Entryway, talk to Namako and—surprise—another fight begins.

Battle – Summary
Goal: Defeat 12 enemies
Turn Target: 3
The map is long and narrow, crawling with Flesh Flayers who love long-distance Tethers. Faye, Namako, Knute, and Destin work smoothly here.
Flow of the fight:
- Turn 1: Faye blasts down the lane deleting Gangsters, Namako advances and drags half the front line behind her like a vacuum cleaner.
- Turn 2: The team gets Tethered from across the map, but Destin punches a path free while Knute repositions buffs.
- Turn 3: A chain of Specials wipes basically everything: Destin frees Namako and Faye, Namako sets up on the sigils, and Faye finishes the remaining Grunts.
When the dust settles, move on to the night segment.
MONDAY – NIGHT
Start by taking Destin to karaoke—because this is apparently a school that runs on music and demon fights.
Next, head to the Town Square and chat with the Bell Ringer. Pick “Ask if she has seen any animals” for an easy +1 Mercy relationship point. She’ll drag you into another fight regardless.
Side Quest Battle – Summary
Goal: Defeat 8 enemies
Turn Target: 3
The only real threat is a unique Jackboot enemy; everything else is standard Possessed Students. Same trusty party (Faye, Namako, Knute, Destin) works great.

Flow of the fight:
- Turn 1: Namako pulls the Jackboot immediately, Destin wipes him in a combo, and everyone fans out to soften the edges.
- Turn 2: With the front wave cleared, Destin and Namako clean up the pulled enemies, and Faye picks off the last Student.
- Turn 3: Three Balloons and a Flesh Flayer appear. You blow up the Balloons using Namako and Destin’s Specials while stunning the Flayer. Clean victory.
You earn the No Knockback technique afterward.
Talk to Namako outside the Clubhouse to finish her last relationship event and unlock Bosom Pals.
Step inside the Clubhouse, interact with the quest-marked table, and—again—another battle starts.
Battle – Summary
Goal: Defeat 18 enemies
Turn Target: 3
A big kill quota, but you’re surrounded by furniture and physics objects perfectly designed to crush demons. Use them.
Flow of the fight:
- Turn 1: Everyone spends the turn shoving objects into enemies like they’re competing in a supernatural version of curling. This alone wipes a massive chunk of the required count.
- Turn 2: With Knute buffing Destin, the team slices up the new arrivals. Namako grabs a combo kill, and Faye plays ping-pong with a Student using two backwards steps.
- Turn 3: More enemies spawn—which is good, because you need the numbers. Clean them up to close the fight at the 3-turn requirement.
TUESDAY – MORNING
Kick off the day by digging through the Town Alley Junk Pile again — this time you’re after some perfectly good, definitely-not-haunted Chairs. Since you’re already in the neighborhood, grab Destin for a quick karaoke date. He’ll love it, and it’s an easy way to max out his Relationship meter without any fuss.
On your way back, swing through the School Hallway and whip up something edible for Knute. It doesn’t really matter what you cook — Knute’s just happy you tried.
Next, make a stop at the Lighthouse Shrine and toss in another coin. Still mysterious, still not talking enough. From there, head to the Town Square, throw some bread in the fountain (don’t ask), and then wander over to the north bench to trigger the wonderfully bizarre “Whose Wife Is This?” side quest.

When the prompt appears, pick “Make Destin go.”
Knute approves — that’s a free +1 relationship point with him.
Wrap up the morning by heading to the Entryway and chatting with Dr. Masterson to push the main story forward.
TUESDAY – EVENING
By the time Tuesday evening rolls around, Knute is basically waiting for you to make his day. Whether you drag him to karaoke or cook something for him, either choice instantly caps his Relationship Level — he’s easy like that. After hanging out, swing by the Clubhouse Exterior and wrap up his final relationship quest. If you still have energy, crack open the Big Plus technique for a quick study session.
Next stop: the Entryway for the second half of Can’t Find My Shoes.
Once you’re inside, the game asks you to pick between two options — but since Namako and Destin are already maxed, you can’t mess this up.
From here, open the Island Map and travel to the Abandoned Wing → Entryway. Examine the big central zone. You’ll be offered three search choices; all are valid since everyone relevant already loves you. Picking options 1 or 2 just drops you straight into a fight.

Battle Summary
18 Enemies in 4 Turns
Small room, big problem. The battlefield is cramped, which means Regurgitators will be poisoning and tethering you if you aren’t careful. You can shove tables at enemies for chip damage. Your best squad continues to be:
Faye + Namako + Knute + Destin

Turn 1
Namako handles the northwest area, Faye soft-steps into position, and they begin their classic pull-and-combo routine. Destin cleans out a Regurgitator, and Knute scoots in to buff him. By the time you hit Action Phase, you should’ve cleared several enemies and set up a domino line for Turn 2.
Turn 2
Namako gets poisoned — not unexpected in this tiny room. Pull a Regurgitator toward her, let Destin knock out stragglers, and reposition Knute and Faye so you’re ready for the final push next turn.
Turn 3
Both Namako and Destin have Specials online. Namako’s Special wipes the Regurgitator cluster, and Faye picks off the remaining Grunts in stylish sidesteps. You’ll hit the required enemy count before Turn 4 triggers.
TUESDAY – NIGHT
Head back into the Abandoned Wing Entryway and poke the big quest marker again. Surprise — another battle.
Battle – Summary
13 Enemies in 3 Turns
You’re forced to bring Mercy this time (story-locked). The last two slots are perfect for Namako and Knute.
Turn 1
Namako lines up a multi-pull. Faye follows with slashes. Mercy stuns and picks off enemies. Knute buffs Faye to keep her momentum high. By the end of the turn, you’ve already cleaned out most of the first wave.
Turn 2
Everyone takes a little chip damage, but the enemies kindly walk into perfect formation. Mercy sweeps a few, Faye slices through a cluster, and you create a clean runway toward the sigil circles.
Turn 3
The demons camping on sigils need to go immediately. Namako and Faye both activate their Specials, and Mercy cleans up the last straggler. Easy seal.
Pocket officially joins Mercy now — giving her stun-based synergy that makes her feel very different from Destin’s knockback style.
WEDNESDAY – MORNING
Time to play tourist.
- Drop a coin in the Town Square Fountain
- Pet the dog (mandatory good-vibes action)
- Visit the Lighthouse Shrine, drop in another coin → unlock the Spirit Buff technique
Head back to the Clubhouse and talk to Mercy to kick off her first relationship quest, which includes a battle.
Mercy Battle #1

14 Enemies in 3 Turns
Mercy must come along; Namako + Knute make a great supporting pair.
Turn 1
Namako sets up pulls, Faye clears exploding enemies, Mercy slices through the east side. Knute buffs from behind.
Turn 2
More enemies warp in. Faye handles cleanup combos while Mercy and Namako lock down the battlefield.
Turn 3
Everyone’s Specials are online except Knute. Use Namako and Faye to wipe the big threats, then let Mercy mop up survivors. End with someone standing on a sigil to finish the seal.
After the fight, head to the Rooftop → southeast bench and find The King of Cats for +1 Mercy relationship point.
Then go to Town Alley, dig through the Junk Pile, and finally take Mercy for karaoke. She should hit Relationship Level 2 now, unlocking her next battle.
Mercy Battle #2

11 Enemies in 3 Turns
You’ve got two key threats in this one: the Balloon and the Undead Dragoon.
Turn 1
Mercy pushes the balloon away, Faye clears Grunts, and Namako pulls the Dragoon into a stun.
Turn 2
Faye juggles multiple enemies and poisons the Dragoon, while Namako pulls in another target. You’re positioning for a final Turn-3 cleanup.
Turn 3
Mercy sweeps the Grunts, Faye uses her Special on the Unfinished Being, Namako seals. Easy.
Return to the Abandoned Wing to talk with Namako for yet another battle.
Battle – Summary

18 Enemies in 3 Turns
A room full of pushable objects. Perfect.
Turn 1
Shove everything — cylinders, TVs, extinguishers — straight into enemies. This turn is less a fight and more a slapstick physics show.
Turn 2
With all objects gone, Faye goes berserk with multi-kills. Her Special wipes the backline, setting Namako up for Turn 3.
Turn 3
Namako pulls multiple Grunts, activates her Special, and wipes enough enemies to seal.
WEDNESDAY – EVENING
Two easy tasks:
- Karaoke with Mercy
- Cook for her
These push her straight to Relationship Level 3 (her max). Head back to the Clubhouse to unlock her final relationship quest.
Mercy Battle #3

11 Enemies in 3 Turns
Lots of tough enemies — Unfinished Beings and an Undead Dragoon. Bring Namako and Knute.
Turn 1
Namako corrals the Dragoon and stuns it. Faye chips down Balloons and Beings. Mercy picks off the weaklings.
Turn 2
Faye activates her Special to erase a Beings cluster. Mercy finishes off students and Grunts, and Knute provides needed healing.
Turn 3
Namako’s Special reaps a huge chunk of the map. Faye combos the Dragoon, and Namako seals.
Study the Unfathomable technique afterwards.
Side Quest – “My Doll Is Possessed”

Talk to the Distraught Child in Town Square. Welcome to another packed fight.
Battle: 20 Enemies in 3 Turns
Tons of weak enemies = perfect for Faye.
Turn 1
Faye plows through the opening line of Grunts, Destin follows up with a pincer combo.
Turn 2
Break Knute’s Tether, clean out the upper cluster, and let Faye’s Special carve through the midlane.
Turn 3
Ignore the big Flesh Flayers — just wipe the nearest Grunts to hit the total. Seal and finish.
You’ll earn a Cursed… item afterwards. Fine, its a doll. And you will get the technique, Dark Buff.
Battle – Summary

13 Enemies to Clear (3-Turn Limit)
This fight drops you into a room full of exploding Possessed Students and a bunch of old TVs just begging to be weaponized. It’s one of those battles where the environment does half the work if you play smart. Your usual squad of Faye, Namako, and Destin can breeze through this as long as you keep track of those volatile students.
Turn Summary
Right from the start, you’re basically using every TV in the room like a bowling ball. Faye, Namako, and Destin line up their first moves by nudging TVs forward to blast through early enemies. Namako immediately jumps into her signature “I’ll just drag everyone with me” routine, yanking a couple of Possessed Students and a Grunt into a pile behind her.
That’s when the room gets busier — more enemies warp in, and Namako eats a hit or two, but nothing she can’t shake off. This mid-fight phase is all about crowd control:
• Faye slides up and wipes out clustered Grunts,
• Namako pulls even more bodies into her orbit, then nukes half the crowd with her Special,
• Destin jogs around finishing whatever’s still standing.
By the time you reach the final turn, Namako is a little bruised but totally fine, and you’re just one enemy away from clearing your quota. It’s cleanup duty from there: Faye pushes forward and knocks out the last Grunt you need, then everyone shifts into position to start the Sealing process. If you want to pad the kill count, you can fire off Faye’s Special or let Destin mop up a few lingering enemies, but it’s optional — your target’s already met.
Victory secured, battlefield clean, TVs thoroughly destroyed. Onward.
WEDNESDAY – NIGHT
Tonight’s pretty low-key. Start by pairing up Destin and Knute for another research session — something like Stunner works great if you haven’t grabbed it yet. Let them tinker with that while you wander deeper into the Abandoned Wing.
When you’re done, stay in the Medical Room and check in with Knute. He’s got something to say, and you’ll want to be there for it.
