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Jujutsu School Night Shift Guide: Checkpoint Loop, Grade Stamps & Survival Rules

Learn the Jujutsu School night shift loop — ID checks, CCTV cross-checks, exact-grade stamps, shutter and bell protocols — and the mistakes that damage your shift performance.

On a Jujutsu School night shift, you are the night guard at Jujutsu High's checkpoint, working from a booth that controls the barrier and a shutter door. Every visitor states a claim at your window; you verify their ID against it, cross-check the CCTV cameras when something seems off, then stamp their permit with the stamp matching their exact grade — or reject them and, if the approach itself feels threatening, drop the shutter and stay still until it leaves. Wrong stamps and admitted anomalies are called out as errors, and each mistake visibly escalates a hostile manifestation.

In-game dialogue is quoted from gameplay captures; exact wording may differ slightly from the shipped lines.

How a night shift begins

Every run opens with the same briefing. You are told to inspect visitors and let them through the cursed barrier by checking their IDs and stamping their permit papers, with a warning that curses categorized as Anomalies are trying to get into the school and that "the man known as Suguru Geto may not be who he seems." A posted sign at the checkpoint sums up the job: "Don't let anomalies in" and "Our duty is to protect the school." The briefing sets standing rules that apply to every shift:

Tips

Only approved sorcerers and teachers enter

Check their IDs carefully. A correct first check is confirmed with “Good work. You verified the ID safely.”

Keep the line moving, but do not drop your guard

Strange curses wait outside the gate and mimic sorcerers convincingly — “We don't really know what they are or how they mimic us so well.”

Something feels off? Seal the booth

Do not let them in. Close the shutter door immediately, stay completely still, and wait until you are certain they have left.

Never reject a real student

The briefing warns against mistakenly rejecting an actual student — every single one is needed for a highly classified operation.

The per-visitor processing loop

Each visitor repeats the same four-beat cycle at the booth window:

Roadmap

  1. 1

    Hear the claim

    Anchor the decision to what the visitor states

    • Listen to the self-identification — e.g. “I need my entry pass stamped. I'm a teacher, not a student.”
    • Weigh the details: Panda claims “I'm a panda. I'm a second-year student… Principal Yaga signed off on this.”
  2. 2

    Verify the ID

    Match the ID to the claim

    • Check the ID carefully against what the visitor claims to be.
    • Watch for visible mimic tells — one player rejected a visitor because the head on her ID badge was moving.
  3. 3

    Cross-check the cameras

    Confirm suspicions before deciding

    • When something seems off, pull up the CCTV feed and compare it against the claim before making the call.
  4. 4

    Decide and stamp

    Admit, reject, or seal up

    • Stamp the permit with the stamp matching the visitor's exact grade and admit them, or reject the visitor.
    • If the approach itself feels wrong, close the shutter and stay completely still until the threat has left.

Grade stamps: match the exact grade

Exact-grade stamping is the core scoring rule of the loop. The second-shift briefing makes it explicit: "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." An on-screen hint repeats it — "Use a stamp that corresponds to visitor's grade" — and mismatches are flagged as errors: one capture shows "Wrong grade zero," leaving the player asking what it means.

Exactly when this rule activates appears build-dependent: some captures show grade errors during the opening stretch, while others introduce exact-grade stamping only after night one is cleared. Expect it early either way, and watch what your build demands on the first night. Grade claims to match include Panda's second-year student status. For the special-grade Gojo visit, one player remarks that any stamp might work — treat that as an unconfirmed observation about that visitor, not a rule; the game's own hint only ever instructs matching the grade.

After each entry decision

The game answers each decision with explicit verdict callouts. Captured feedback includes "Correct visitor." for a right admission, "Visitor rejected." for a refusal, and "Anomaly breached." when an anomaly gets inside; wrong stamps draw their own error line instead. Mistakes also escalate the horror — after a run of errors, one player concludes that the more mistakes made, the more of a growing manifestation "comes out." Admitting the wrong figure is costly but has not been shown to be instantly terminal: after one bad admission, a player realizes, "I think I let him in by accident. No, I've actually made a terrible mistake." Correct work is also paid — a notification reads "You receive a 45," and booth money is spent at the PC. The game does not spell out payout rules beyond these notifications.

Mid-shift threats and emergency responses

Shifts are interrupted by scripted threats with prescribed responses. Gojo warns that "those weird curses are getting a little too close to your booth," and he later hands over a bell: "If you spot anything out there that resembles Geto, ring it immediately" — it disrupts the impostor's cursed energy and stuns it long enough to survive. The Geto impostor does intrude ("Pardon the intrusion. There are a few cursed objects here that require my attention."), escalating into a boss-style confrontation. The common failure points and their fixes:

Mistakes to avoid

Problem
Something weird crawls out of the woods toward your booth
Fix
Close the shutter door immediately, stay completely still, and wait until you are certain it has left — Gojo says it is probably leftovers from curses he just exorcised.
Problem
The Geto impostor intrudes on your booth
Fix
Ring the bell immediately; it disrupts the impostor's cursed energy and stuns it long enough to make it out alive.
Problem
An intrusion knocks out the booth's power
Fix
Reset the fuse box — one shift includes this as a task after an intrusion interferes with the booth.
Problem
Talisman stock runs low
Fix
Restock before the next night. Talismans do get applied to visitors, but the game never states when one is actually required — do not treat talisman use as a mandatory step in the loop.

How a shift ends and what carries over

A completed shift is confirmed in the next briefing — "Night one is clear. Students from various sorcerer grades will now be arriving." — and shifts advance numerically ("Oh, shift two."). Between shifts the booth gains a shop: "I have repaired the terminal in your booth and installed a secure router. You can now use the PC to order items for your shift. Spend wisely." Shopping has constraints — items can't be rerolled — and consumables such as talismans need restocking before the next night.

What ends a run outright is left undocumented: playthrough footage shows wrong stamps damaging shift performance, breaches called out as errors, and mistakes escalating a manifestation, but no explicit game-over screen, score threshold, or stated shift count. How many shifts a full run lasts is currently inconsistent across playthroughs — one claims 8, another 12 — so treat the total as build-dependent and check how far your build's shift counter goes. The game is a work in progress in alpha phase, so the shift flow, events, and fail conditions can change between builds; re-read the briefing and test the shop each time a new build lands.