Shift At Midnight Achievements

Shift At Midnight Achievements Guide and 100% Roadmap

I route all 10 achievements through three Story Mode outcomes, then use clean Hunts for Relentless, Silenced, Freed, Last Performance and weapon cleanup.

Updated:

Shift At Midnight Achievements Guide and 100% Roadmap

Quick Answer

Shift At Midnight has 10 achievements. My safest 100% route uses three Story Mode outcome runs for the three endings while I collect the seven non-ending achievements along the way. I do True Ending first because it has the strictest late-game condition, use a lower-pressure run for risky combat achievements such as Last Performance, and leave Empty Home for final cleanup.

I do not treat the achievement list as ten separate playthroughs.

Most of it fits naturally into Story Mode.

The useful question is:

Which achievements should I force now, and which ones should I wait to collect when the correct encounter appears?

That distinction saves a lot of unnecessary restarts.

All 10 Shift At Midnight Achievements

AchievementRequirementMy planning rule
First BloodKill your first customerUse a confirmed Doppelganger instead of sacrificing a real human
Still BreathingSurvive your first HuntLet this unlock naturally on the first properly prepared Hunt
SilencedKill a Shrieking DollWatch for the doll-like threat and use its confirmed blood weakness
FreedKill a DementedUse its observation mechanic and prepared damage route
RelentlessFinish a Hunt within 30 secondsAttempt only when traps, weapon and firing lane are ready before contact
Last PerformanceKill a MarionetteDeliberately take the Marionette route only when prepared to finish the fight
Locked And LoadedComplete the required Weapons Arsenal purchasesTrack each unique weapon once instead of buying duplicates
True EndingSave both Clyde and the petDo this first because it has the strictest ending requirement
Grave DecisionTrade Clyde for the petUse this run for riskier combat cleanup
Empty HomeKeep Clyde alive but lose the petLeave this as the easiest final outcome cleanup

The three ending achievements have their own decision tree.

I do not repeat that tree here.

This page owns:

achievement planning, combat achievement timing, weapon collection and the 100% route

while the Endings Guide owns the exact final choices and money checks.

My Safest 100% Roadmap

Without relying on an untested save rollback, I plan around three outcome runs.

Run 1: True Ending + Safe Achievements

This is the run I protect the most.

I aim to collect:

  • First Blood
  • Still Breathing
  • Relentless if a clean Hunt appears
  • Silenced if I get a clearly identified Shrieking Doll
  • Freed if the Demented route appears cleanly
  • missing Locked And Loaded purchases
  • True Ending

I do not deliberately create a dangerous Marionette fight late in a strong True Ending run unless I already have the encounter completely prepared.

The strict ending route matters more than forcing one optional combat achievement.

Run 2: Grave Decision + Riskier Combat Cleanup

This is where I prefer to chase:

Last Performance

and any combat achievements I skipped the first time.

I am more willing to risk restarting a Shift because I am no longer combining the run with my strictest ending route.

I also keep buying any missing unique Weapons Arsenal items.

Run 3: Empty Home + Final Cleanup

By the third run, I want the achievement list to be nearly finished.

I use this run for:

  • any missing Entity kill;
  • any missing unique weapon;
  • another Relentless attempt if necessary;
  • the final ending achievement.

I do not intentionally destroy the whole run just to force the ending result.

I still complete Shifts normally.

First Blood: I Wait for a Confirmed Doppelganger

First Blood requires:

Kill your first customer.

I do not use a random human for this achievement.

There is no benefit.

A wrong human kill can cost:

  • the transaction;
  • income;
  • time;
  • late-story financial flexibility.

A confirmed Doppelganger gives me the achievement without deliberately creating that penalty.

So I let First Blood happen during normal customer verification.

If I am not confident the person is fake:

I wait for another customer.

There are plenty of opportunities across three Story Mode runs.

Still Breathing: I Do Not Overcomplicate the First Hunt

Still Breathing requires surviving the first Hunt.

I do not build a special achievement strategy around it.

Before the Hunt I make sure I have:

  • a usable weapon;
  • ammunition;
  • healing;
  • a clear movement route;
  • the active warning handled.

Then I stop doing store work until the danger is over.

The complete shared Hunt and Blood Moon preparation belongs in the Entities Guide.

For Still Breathing, survival is enough.

Speed does not matter yet.

Relentless: Finish a Hunt Within 30 Seconds

Relentless is one of the achievements I deliberately prepare for.

The requirement is:

Finish a Hunt within 30 seconds.

That means the important part happens before the first attacker reaches me.

If I begin looking for traps, ammunition or a firing lane after combat starts, I have already wasted too much of the window.

Shift At Midnight player preparing weapons during a short Hunt countdown
Relentless is a preparation achievement. I want the weapon, trap and firing lane solved before the Hunt becomes active rather than spending the 30-second window organizing equipment.

The Setup I Use

Before the Hunt begins, I want:

  1. one prepared control point;
  2. immediate damage ready;
  3. no boxes or bodies blocking the firing lane;
  4. ammunition already beside me;
  5. healing available without searching the store.

Then I commit to the fight.

I ignore:

  • checkout;
  • restocking;
  • cleaning;
  • dropped loot;
  • optional tasks.

In one successful fast Hunt, the combat itself lasted roughly 18 seconds.

That gives me a useful benchmark.

I do not need a frame-perfect kill.

I need to remove the setup delay.

When I Do Not Attempt Relentless

I wait for another Hunt if:

  • the Music Box is already demanding attention;
  • the Demented has created a separate positioning problem;
  • my equipment is scattered;
  • I have no clean firing lane;
  • I am already one hit from death;
  • the opening route is not prepared.

Trying to force the achievement in a bad Hunt usually costs more time than waiting for a clean one.

Silenced: Kill a Shrieking Doll

Silenced requires:

Kill a Shrieking Doll.

The warning I encountered describes a:

small leaping creature that resembles a children’s doll

and gives one especially useful combat fact:

it is extremely vulnerable to blood.

Shrieking Doll encountered during a Shift At Midnight Entity event
The Shrieking Doll is easy to lose during a chaotic Entity event because the threat stays low and small compared with the main attacker.

I keep this route conservative because I have not verified one universal:

  • spawn Shift;
  • spawn position;
  • exact blood-item sequence;
  • fixed health value.

When I clearly identify the Shrieking Doll, I stop ignoring the small floor-level threat and take the kill opportunity.

I do not confuse it with every Baby Entity that happens to enter during a Blood Moon.

The achievement needs the Shrieking Doll specifically.

Freed: Kill a Demented

Freed requires killing the Demented.

I only keep the short achievement reminder here:

look at it to control its movement → position the damage route → break eye contact so the kill can happen

The important trap placement, invulnerable/frozen state and failed-attempt fixes belong in the Demented Guide.

I do not spend an achievement run shooting repeatedly at a frozen Demented and wondering why the attempt is going nowhere.

Once I see that warning, I switch to the dedicated mechanic.

Last Performance: Kill a Marionette

Last Performance requires:

Kill a Marionette.

The achievement route deliberately conflicts with the safe Music Box route.

Normally I want to resolve the Music Box and prevent the situation from getting worse.

For Last Performance, I intentionally allow the route to reach the Marionette and then kill it.

That is why I do not force this achievement whenever a Music Box appears.

I first ask:

Am I actually equipped to finish the Marionette fight?

If not, I solve the Music Box normally and take the achievement later.

I also do not rely on one fixed Shift number.

I wait for the relevant Music Box encounter instead of assuming the Marionette must appear on one universal night.

The complete trigger, preparation and accelerating movement mechanic belong in the Marionette Guide.

For this page, the achievement rule is simply:

preventing the Marionette does not earn Last Performance; killing the Marionette does.

Locked And Loaded: Weapons Arsenal Checklist

Locked And Loaded is the collection achievement I actively track across runs.

The required unique purchases in my checklist are:

  • □ Brick
  • □ Baseball Bat
  • □ Sledgehammer
  • □ SMG
  • □ Shotgun
  • □ Flamethrower

The Pistol is already available and is not one of the six unique purchases I need to chase through the shop.

I check the computer shop at the beginning of each Shift.

If a missing weapon appears and my immediate survival needs are already covered:

I buy it once.

Then I stop spending money on duplicates just because the same weapon appears again.

My Purchase Priority

I use:

required survival item → missing unique Arsenal weapon → duplicate or convenience purchase

I do not skip:

  • necessary ammunition;
  • healing;
  • a required trap;

just because I am missing one collectible weapon.

A failed Shift costs more than waiting another night for the weapon to appear.

Weapon purchases use the store-shopping economy rather than directly spending the personal balance used in the final pet route.

They still compete with other store supplies, so I never treat them as free.

The Three Ending Achievements

The remaining three achievements are:

  • True Ending
  • Grave Decision
  • Empty Home

I deliberately keep their details short here.

True Ending

This is the strictest outcome.

I do it first while I am still playing the cleanest and most financially disciplined run.

Grave Decision

This is the outcome I pair with riskier achievement cleanup because its route is less dependent on preserving the same final financial condition as True Ending.

Empty Home

I leave this one for the third run.

By then I want the rest of the list finished or nearly finished.

The exact Clyde choice, final surgery check and three outcome conditions belong in the Endings Guide.

Which Achievements I Combine

I do not assign one run to each trophy.

My normal grouping is:

Opening Story Mode

→ First Blood
→ Still Breathing

Any clean normal Hunt

→ Relentless

Correct special Entity appears

→ Silenced
→ Freed

Prepared Marionette opportunity

→ Last Performance

Every shop visit

→ check one missing Locked And Loaded weapon

End of each Story run

→ one of the three ending achievements

This keeps achievement hunting attached to things I am already doing.

I do not abandon a strong Story Mode run just because one optional Entity did not appear at the perfect time.

Co-op Achievement Planning

I am conservative with co-op credit.

I have not confirmed that every connected player always receives:

  • Silenced;
  • Freed;
  • Last Performance;

from one teammate’s kill.

So when one specific player needs an achievement, I let that player take the decisive role whenever possible.

For example:

Silenced

→ let the player who needs it handle the identified Shrieking Doll.

Freed

→ let that player finish the Demented route.

Last Performance

→ let that player lead the Marionette kill.

After the encounter, I check the achievement immediately.

I would rather discover missing credit now than finish the whole campaign and assume everybody received it.

The Achievement Mistakes I Avoid

Killing a random human for First Blood

I wait for a confirmed Doppelganger.

Trying Relentless after the Hunt has already become chaotic

I prepare before contact.

Assuming every small creature is the Shrieking Doll

I wait for a clearly identified doll encounter.

Repeating the full Demented fight from memory

I use the dedicated observation-and-trap route.

Solving the Music Box while expecting Last Performance

The safe Music Box route prevents the Marionette achievement opportunity.

Forcing the Marionette with poor equipment

I wait for a run I am willing to risk.

Buying duplicate weapons

I track the six unique Locked And Loaded purchases.

Protecting a collectible weapon purchase over survival

The achievement can wait for another shop roll; a dead run wastes the whole Shift.

Assuming one ending can be freely rewound into the other two

I plan three outcome runs unless I have personally tested a working save restore.

The 100% route becomes much simpler once I separate:

achievements I can collect naturally

from:

achievements that require me to deliberately create risk.

I take First Blood and Still Breathing when they come.

I prepare Relentless when the Hunt is clean.

I wait for the correct special Entities.

And I save the most dangerous cleanup for the outcome runs where losing one Shift hurts the least.

FAQ

Can I use one save to unlock all three ending achievements? +

I have not verified a reliable backup-and-restore route around the final choice across local saves, Steam Cloud and co-op hosting. I plan for three Story Mode outcome runs unless I have personally tested restoring that exact save.

Do all co-op players automatically receive Entity-kill achievements? +

I have not confirmed shared credit for every combat achievement. When one player specifically needs Silenced, Freed or Last Performance, I let that player handle the decisive kill and verify the unlock afterward.

Keep Reading

More Shift At Midnight Guides

Back to Shift At Midnight →

Guide

How to Kill the Demented and Unlock Freed

The Demented freezes while watched but cannot be damaged. Here is the trap position, look-away timing, and recovery logic that worked for me.

Guide

How I Keep My Pet Alive in Shift At Midnight

I pay each medicine bill, keep personal funds separate from store money, and prepare for the final $250 surgery without sacrificing survival.

Endings

How I Get All 3 Endings in Shift At Midnight

I use the Clyde choice and $250 surgery check to route the True Ending, Grave Decision and Empty Home without wasting another 13-shift run.

Guide

Can You Play Shift At Midnight Solo? My 13-Shift Route

I finished all 13 Story Mode shifts alone. This is how I prioritize customers, drivers, warnings, Hunts, shopping and cleanup when nobody can cover a second job.

Guide

How I Survive Blood Moons and Entity Assaults

I prepare two defensive lanes, keep the rear Shock Trap working, survive the delayed Arsenal opening and clear every remaining creature before returning to work.

Guide

Shift At Midnight Music Box and Marionette Guide

Find and rewind the Music Box before its third completed song, or deliberately release and kill the Marionette for Last Performance.

Entity

How to Kill the Marionette and Get Last Performance

I trigger the Marionette through the failed Music Box event, prepare before it gets loose, and kill it with sustained ranged damage for Last Performance.

Systems

Does Shift At Midnight Save? How Saving Works

I treat completed Shifts as my safe checkpoints, avoid relying on mid-Shift saves, and use restart carefully because it can erase the whole current night.