Shift At Midnight Achievements Guide and 100% Roadmap
Use a low-risk 100% roadmap for all 10 achievements, including Relentless, Freed, Locked And Loaded, three endings, and two unresolved Entity routes.
Updated:
Quick Answer
Shift At Midnight has 10 achievements. I plan for three ending routes: True Ending, Grave Decision, and Empty Home. During those runs, I complete First Blood, both Hunt achievements, Freed, and Weapons Arsenal progress. Silenced still needs a clean Shrieking Doll confirmation, while Last Performance remains an active Marionette investigation.
This is not just a list of achievement descriptions.
The goal is to complete as many requirements as possible during the same Story Mode routes without damaging income, entering a Hunt unprepared, or choosing the wrong ending branch.
All 10 Achievements at a Glance
| Achievement | Requirement | Route status | Best planning rule |
|---|---|---|---|
| First Blood | Kill your first customer | Verified | Wait for a confirmed Doppelganger |
| Still Breathing | Survive your first Hunt | Verified | Prepare before the Hunt and stay alive until it ends |
| Silenced | Kill a Shrieking Doll | Partial | Watch for a clearly identified encounter during every route |
| Freed | Kill a Demented | Verified | Freeze it with sight and guide it through a trap |
| Relentless | Finish a Hunt within 30 seconds | Verified | Pre-place equipment and end the opening fight immediately |
| Last Performance | Kill a Marionette | Investigation | Do not confuse it with the Music Box or Demented |
| Grave Decision | Let Clyde die for the pet | Verified | Call Clyde |
| Locked And Loaded | Purchase all melee weapons and fill the Weapons Arsenal | Verified completion | Track unique melee purchases across shifts |
| True Ending | Keep the pet and Clyde alive | Verified | Don’t Call Clyde and finish with at least $250 |
| Empty Home | Let the pet die while Clyde survives | Verified | Don’t Call Clyde and finish below $250 |
Eight achievements have confirmed routes in the completed runs.
The remaining evidence gaps are limited to identifying and reproducing the Shrieking Doll and Marionette encounters cleanly.
My 100% Achievement Roadmap
Without a verified save rollback, I plan for three outcome runs.
The other achievements are folded into those routes rather than treated as seven additional playthroughs.
Run 1: True Ending Route
This is the most demanding run because it requires the full $250 personal funds target.
My goals are:
- unlock First Blood with a confirmed Doppelganger;
- survive the first Hunt;
- attempt Relentless on a clean, prepared Hunt;
- kill the Demented for Freed;
- buy every new melee weapon I can safely afford;
- fill the Weapons Arsenal over time;
- watch for the Shrieking Doll and Marionette;
- choose Don’t Call Clyde;
- finish with at least $250.
I complete this route first because careless human kills and weak income can remove the True Ending opportunity.
Run 2: Grave Decision
I use this route to clean up any missed combat or Arsenal progress.
At the late-story choice, I select:
Call Clyde
That produces Grave Decision without requiring me to destroy the store economy or deliberately finish below $250.
Run 3: Empty Home
I again pursue any remaining Entity or Arsenal achievements.
At the final branch, I:
- choose Don’t Call Clyde;
- finish with less than $250;
- complete the final veterinarian sequence.
I do not intentionally kill random humans just to reduce money. It is safer to plan the route around a naturally insufficient personal balance.
First Blood
The requirement is:
Kill your first customer.
In one route, an accidental real-human kill unlocked First Blood.
That confirms that the target does not need to be a Doppelganger, but it is still the wrong strategy.
A human kill can remove:
- the current transaction;
- end-of-shift personal earnings;
- money needed for medicine and surgery.
My safer route is:
- search the exact customer name;
- check Alive or Dead status;
- compare date of birth and occupation;
- identify a strong contradiction;
- use the Anomaly Lens when necessary;
- kill only after confirming a Doppelganger.
First Blood is easy to obtain during the three planned runs, so I do not force it at the expense of the economy.
Still Breathing and Relentless
Still Breathing requires surviving the first Hunt.
Relentless requires completing a Hunt within 30 seconds.
In my successful fast-Hunt route, the encounter ended in roughly 18 seconds.
The useful result is the combat window, not the original recording timestamps. The achievement came from preparation before the attack began.
My Relentless Setup
- Place the entrance trap before the Hunt.
- Clear the main firing lane.
- Keep the weapon and ammunition within reach.
- Keep healing close but outside the trigger path.
- Let the opening trap activate.
- Concentrate damage on the attacker immediately.
- Ignore customers, cleanup, and dropped items until the Hunt ends.
I attempt Relentless only when the opening is stable.
I do not force the achievement when:
- the Demented is active without a prepared trap;
- the Music Box is already playing;
- both entrance routes are uncontrolled;
- I lack ammunition or a usable starting weapon.
The complete Blood Moon and entrance setup is in the Entities Guide.
Silenced
The requirement is:
Kill a Shrieking Doll.
The achievement condition is confirmed, but the current material does not support a fully isolated, repeatable route.
A candidate doll-like encounter was observed, but I have not cleanly confirmed:
- the exact visual identity;
- a dedicated warning;
- its spawn condition;
- whether a particular weapon is required;
- whether the achievement registered from that exact kill.
I therefore treat Silenced as an encounter objective during all three ending runs rather than telling players to kill every small or loud Entity.
Freed
The requirement is:
Kill a Demented.
The short achievement route is:
- place a damage trap before the encounter;
- look directly at the Demented to freeze it;
- move so the trap sits between the Demented and me;
- break eye contact;
- let it cross the trigger;
- confirm the kill.
The Demented becomes invulnerable while watched. The frozen state is for positioning, not damage.
The full positioning and failed-trigger fixes are in the Demented Guide.
Locked And Loaded
The requirement is:
Purchase all Melee Weapons & Fill Weapons Arsenal.
The achievement registered after the final missing melee weapon was purchased and the Weapons Arsenal had been filled.
I treat it as a long-term collection objective.
Weapons Arsenal Checklist
- □ Check the shop at the start of every shift.
- □ Buy each new melee weapon once.
- □ Place purchased melee weapons into the Arsenal.
- □ Check the display for empty melee slots.
- □ Avoid spending money on duplicates unless an empty slot still needs one.
- □ Recheck the Arsenal after every new purchase.
- □ Confirm the achievement after the final missing weapon and slot are complete.
I do not publish a named weapon list until every item name and slot has been verified cleanly.
The display itself is currently the safest checklist. If a visible melee slot is still empty, I do not assume the collection is complete.
I also prioritize survival equipment before an optional Arsenal purchase. A new melee weapon can wait for another shift; a missing Demented trap or empty gun can force a restart immediately.
Last Performance — Current Investigation
The requirement is:
Kill a Marionette.
A normal Story Mode completion did not guarantee a Marionette encounter in the tested route.
Confirmed
- The Marionette is tied to Last Performance.
- It is not the Demented.
- It is not the Jack-in-the-Box Music Box.
- Rewinding the Music Box does not satisfy this achievement.
Still Being Investigated
- its warning or spawn trigger;
- whether it appears in Story Mode, post-story, or both;
- its visual and sound identifiers;
- whether ordinary weapons work;
- whether it has a special mechanic;
- how co-op kill credit is assigned.
I keep the achievement visible in the roadmap, but I do not invent a fixed night, spawn location, or weapon requirement.
Three Ending Achievements
| Achievement | Clyde choice | Final personal funds | Pet outcome | Clyde outcome |
|---|---|---|---|---|
| True Ending | Don’t Call Clyde | At least $250 | Survives surgery | Survives |
| Grave Decision | Call Clyde | Personal $250 not required | Survives | Dies |
| Empty Home | Don’t Call Clyde | Below $250 | Dies | Survives |
The important hidden rule is:
Don’t Call Clyde does not automatically produce the True Ending.
The final personal balance still decides whether the pet can receive surgery.
True Ending
In the successful route, the final payout raised personal funds to $257.
After the $250 surgery payment, $7 remained.
Grave Decision
Choose Call Clyde.
The pet survives because the surgery is paid, but Clyde dies.
Empty Home
Choose Don’t Call Clyde and finish below $250.
Clyde survives, but the pet cannot receive surgery.
The detailed Shift 13 payout and Clyde decision logic is in the Endings Guide.
What Requires a Separate Run?
| Requirement | My planning rule |
|---|---|
| Three ending achievements | Plan separate outcome routes unless a working save backup is verified |
| First Blood | Complete naturally during any Story Mode route |
| Still Breathing and Relentless | Attempt during prepared Hunts across the three routes |
| Freed | Prepare whenever the Demented warning appears |
| Silenced and Last Performance | Watch for clean encounters during every route |
| Locked And Loaded | Progress the Arsenal across every shift and route |
I do not rely on post-story cleanup for an achievement unless that availability has been verified.
The safest approach is to pursue all non-ending achievements throughout the three planned Story Mode routes.
Co-op Achievement Notes
I do not assume every co-op achievement automatically unlocks for the entire group.
After an achievement condition, each player should check their own platform achievement list.
The current runs do not isolate:
- whether Entity kills are shared;
- whether only the final-hit player receives the unlock;
- whether Arsenal progress belongs to the host;
- whether ending achievements follow the host’s save;
- whether clients receive delayed notifications.
This matters most for Silenced, Freed, Last Performance, Locked And Loaded, and the three ending achievements.
Common Achievement Mistakes
| Mistake | Better route |
|---|---|
| Killing a human to force First Blood | Wait for a confirmed Doppelganger |
| Starting Relentless unprepared | Place the trap, weapon, and ammo before the Hunt |
| Shooting the frozen Demented | Use observation to align the trap lane |
| Treating the Music Box as the Marionette | Keep the two Entity mechanics separate |
| Buying duplicate weapons blindly | Check unique purchases and empty Arsenal slots |
| Calling Clyde after securing $250 | Refuse the offer for True Ending |
| Refusing Clyde while far below $250 | Expect Empty Home unless the final gap is realistic |
| Naming an uncertain enemy as the Shrieking Doll | Wait for a clean identification and unlock confirmation |
What to Read Next
- Read the Demented Guide for the full Freed trap route.
- Read the Entities Guide for Hunt preparation and Relentless setup.
- Read the Endings Guide for all Clyde, surgery, and final-funds conditions.
- Read the Solo Guide for combining achievement progress with all 13 shifts.
FAQ
How many achievements are in Shift At Midnight? +
There are 10 achievements. Eight have confirmed unlock routes in completed runs. Silenced still needs a clean isolated Shrieking Doll confirmation, while Last Performance still lacks a repeatable Marionette encounter.
How many runs do I need for 100% completion? +
I plan for three outcome runs because True Ending, Grave Decision, and Empty Home require different final branches. A verified save-backup method could reduce the number, but I do not rely on one.
Can First Blood unlock from killing a real human? +
Yes. First Blood unlocked from an accidental real-human kill in one route. I still wait for a confirmed Doppelganger because a human kill loses income and can damage the $250 surgery route.
How do I get Relentless? +
Prepare the entrance trap, weapon, ammunition, and firing lane before the Hunt begins. My successful route ended the Hunt in roughly 18 seconds, comfortably inside the 30-second requirement.
Is the Jack-in-the-Box Music Box the Marionette? +
No. The Music Box is a floor-level object that must be rewound. The Marionette is a separate Entity tied to Last Performance, while the Demented is tied to Freed.