Jujutsu School Full Walkthrough: First Shift to Geto Boss and Ending
Jujutsu School walkthrough from the tutorial ID check through shift-two grade stamps, the PC shop unlock, Gojo's bell handoff, and the Geto final boss to the documented ending — plus the anomaly checks and fail states that can block progress.
Quick answer
The documented route runs from a tutorial night shift at the barrier booth through grade-stamp shifts, a mid-run PC shop unlock, Gojo's bell handoff, and the Geto mimic boss fight to an ending screen. The total shift count is currently version-dependent — full-game playthroughs are titled SHIFT 1-8 in some versions and Shift 1 TO 12 in others, and the game is self-described alpha — so follow the phase order below and confirm the shift labels in your own build.
- Core loop: inspect visitors at the booth, check their IDs, stamp their permit papers, and never let anomalies through the cursed barrier.
- First actions: pass the opening ID check safely — the game confirms with "Good work. You verified the ID safely." — then stamp the first teacher's entry pass.
- Route order: tutorial ID check → shift-two grade stamps → PC shop and Gojo's booth visits → bell handoff → Geto boss → ending.
First Shift: Tutorial Route
Roadmap
- 1
Opening briefing
Learn the barrier rules before anyone approaches.
- Check IDs carefully — normally only approved sorcerers and teachers are allowed inside
- 2
First ID verification
Complete the opening check cleanly.
- Verify the ID safely; success is confirmed with "Good work. You verified the ID safely."
- 3
Anomaly protocol
Reject anything that feels off without rejecting real students — the briefing warns not to mistakenly reject an actual student, since every single one is needed for a highly classified operation.
- Close the shutter door immediately when something feels off
- Stay completely still and wait until you are certain the visitor has left
- 4
Teacher entry pass
Process the first real visitor of the night.
- Stamp the entry pass — he identifies himself as a teacher, not a student, and is in a bad mood from dealing with Gojo
- Keep the line moving
Shift Two: The Grade-Stamp Phase
The first major transition arrives with an in-run marker — "Oh, shift two." — and a new briefing: "Night one is clear. Students from various sorcerer grades will now be arriving. You must apply the corresponding stamp for their exact grade. This optimizes the barrier to handle their cursed energy capacity. Using the wrong stamp will ruin both their performance and your shift performance."
The grade rules observed in completed runs:
- Special grades are exempt from exact matching. The game prompts "Use any stamp for special grade?" — for Gojo, any stamp works.
- Regular students must still be matched exactly, including verified special cases: Panda introduces himself as a second-year student with Principal Yaga's sign-off, and the exact-match rule still applies to him.
Mid-Run Unlocks: The PC Shop and Gojo's Visits
Tips
Gojo's first check-in
Right after the student arrivals begin, Gojo returns from a quick walk, notes the curses are acting extra weird, and leaves to dig into the weird curse reports.
Booth PC and shop
Mid-run, the terminal in your booth is repaired and a secure router installed, unlocking the PC so you can order items for your shift — the briefing adds: spend wisely.
How the shop behaves
Orders cost money and run on a timer (one run reacts to a 250 figure), items can't be rerolled, and processed visitors pay out — a 45 payout appears in play. The talisman you buy is applied to visitors during their checks.
Gojo's second visit
He returns for a stamped entry, warns that the weird curses are getting too close to your booth, and leaves a standing rule: if anything weird crawls out of the woods, shut the door immediately — probably leftovers from the ones he just exorcised.
Checkpoint Decisions That Can Block Progress
Mistakes to avoid
- Problem
- You can't tell whether a visitor is an anomaly
- Fix
- Check the CCTV feed, watch the ID badge — one run caught a badge photo whose head was moving — and reject bodies behaving impossibly, like levitating in the air or lying on the ceiling.
- Problem
- You stamp the wrong grade
- Fix
- The booth UI flags it as "Wrong grade zero" and reminds you to use a stamp that corresponds to the visitor's grade — exact for everyone except special grades.
- Problem
- Mistakes start piling up
- Fix
- Errors escalate visibly instead of ending the run instantly — the more mistakes made, the more of "whatever the hell that is" comes out. Clean up your checks before it gets worse.
- Problem
- You let an anomaly in by accident
- Fix
- A misadmission is recoverable awareness, not instant death — one run realized the mistake mid-shift and kept playing. Tighten your inspections for the remaining visitors.
- Problem
- A mid-shift environment event appears
- Fix
- Reset the fuse box when the action prompt shows up.
Late Shift: Gojo's Bell Handoff
After Gojo's second stamped visit and the woods phase, he hands over the mechanic that ends the route. He reports that the cursed energy around the school feels like pure hatred creeping up in the dark, that his Six Eyes sensed Geto's cursed energy out there "but my soul knows otherwise," and gives you the bell: "If you spot anything out there that resembles Geto, ring it immediately." With the bell in hand, you can disrupt the entity's cursed energy and stun it long enough to survive. A condensed on-screen rule states the same trigger: "If a person resembling Suguru Geto approaches, ring this bell immediately." Keep it ready through the remaining visitors — it is the stun tool for the encounter that ends the route.
Geto Intrusion and Final Boss Fight
The finale triggers when the Geto mimic reaches the booth: "Pardon the intrusion. There are a few cursed objects here that require my attention." It acknowledges your bell — amused that a mere bell won't be enough to save you — and powers up, claiming its rage exceeds even that of infinity.
Fight-level observations from completed runs:
- Stay near the door in case you need to get out.
- Ring the bell repeatedly to disrupt and stun; the fight continues through stuns, and the boss complains that you keep ringing it.
- The boss regains his shield mid-fight.
- Stun behavior changes in later stages — stuns stop working the way they did before.
- A lightning phase ("Lightning then thunder") and an explicit "Round two" occur before the fight ends.
None of the completed runs rely on an attack-order script — door proximity plus repeated bell rings is the common thread from the first stage to the last.
Ending and What Follows
Defeating the Geto anomaly is the documented end of the route: the boss evaporates and the run reaches an ending screen. One playthrough flags the label "True ending?" and passes on hunting the others, so multiple endings appear to exist — but the defeat-Geto route is the only one covered here, and no true-ending conditions should be assumed from it. After the ending, play continues into a post-ending overtime segment ("Oh, overtime. So, this is after again."), which isn't documented beyond the fact that it exists.
Because the game is self-described alpha and full-game runs currently disagree on the total shift count (1-8 versus 1-12), recheck the shift order, objectives, and boss transitions in the live game after every update before relying on any fixed number from this route.