The four kill achievements
Four of the ten achievements are variations on “kill one of these”, and they are nothing alike in practice: one you will get by accident, one is a few shots, one cannot be shot at all, and one is a race against a music box.
Last verified 11 September 2026 · game version: 29 July 2026 patch
| First Blood | Kill your first customer — 96.7% (13 August reading: 96.9%) |
|---|---|
| Silenced | Kill a Shrieking Doll — 89.6% (89.8%) |
| Freed | Kill a Demented — 79.8% |
| Last Performance | Kill a Marionette — 43.4% (41.6%) |
Global unlock rates move as more people buy the game, and this wiki now holds two readings taken a month apart. Where they differ, both are given — the 7 September 2026 figure first, the 13 August 2026 figure in brackets. Neither is wrong; a percentage of a growing player base is a moving number, and nothing on this page depends on which of the two you use.
One of those pairs moved the other way between readings: the Marionette kill sits higher in the September snapshot than in the August one, while First Blood and Silenced both drifted down and Freed held exactly steady. We have not established why, and we are not going to guess — both figures are printed above so you can see the discrepancy rather than inherit a tidied version of it.
First Blood — the one you do not aim for
Killing a customer unlocks it, and at 96.7% it is the most widely held achievement in the game. That number is worth reading as a difficulty statement about the job rather than a milestone: nearly everyone who plays kills a real person, because the whole loop is a judgement call made under uncertainty at a counter.
It is also the cheaper of the two errors available to you. Shooting a genuine customer costs you a sale; waving a doppelganger through costs you the night, because it comes back that same shift as an Entity to hunt you. If you are going to be wrong, the game charges far less for this direction of wrong. The identification guide covers the checks that keep you from being wrong in either.
Silenced — easy kill, expensive timing
The Shrieking Doll is the most fragile threat in the game and goes down in a few shots, which is why 89.6% of players already have this. The part worth planning is not the kill, it is when you take it.
The doll typically arrives during a Hunt, alongside the Entities, so by the time one is in front of you something considerably worse is already in the building. Firing is noise, and the Entity that came with it navigates by sound. A doll killed at the wrong moment is a flare fired at the thing hunting you. If you need this achievement, take the shot when the Entity is not close, then move — the shot described where you were standing, not where you are now.
Freed — the one that cannot be shot
The Demented freezes for exactly as long as you look straight at it, and while you are looking you cannot damage it either. The confirmed removal method is not a weapon at all: break your gaze deliberately, with a trap positioned between you and it, and let the trap do the work.
That makes this a preparation achievement dressed up as a combat one. The resource that decides it is knowing where your traps already are, which is a decision made earlier in the shift — see traps, barricades and hiding. At 79.8% it is still the fourth most widely held achievement in the game, so whatever you have read about the Demented being rare, it is not.
Last Performance — a clock, not a fight
The Marionette arrives from Shift 9 onward, flagged in advance by an N.E.T. email, and announced live by a music box starting somewhere in the store. The counter-play is to reach the box and hold E to rewind it before the melody finishes three times — which prevents the Marionette from arriving at all.
For this achievement you want the opposite. Letting the clock run is how you get something to kill, and the fight is an ammunition problem: it is tougher than a standard entity, though the 23 July 2026 patch cut its health, so advice written before that date describes a harder fight than the one you will have. A second player helps more here than anywhere else on this list.
The bestiary is larger than this list. There is no kill achievement for the Entity, for the Jack-in-the-Box, for Norbert or for the Post-Story Rake, and the Dentist has no achievement of his own and cannot be killed at all. The comparison page sorts every threat by what actually works against it.
A sensible order
- First Blood will happen on its own. Do not spend a run on it.
- Silenced next, since dolls turn up inside ordinary Hunts and the kill is cheap.
- Freed once you are laying traps before you need them rather than during a chase.
- Last Performance last, on a Shift 9 or later night where the email gave you warning and you went in stocked.
Every one of these is tickable in the completion tracker, alongside the endings and the story milestones.
Sources on this site
- All 10 achievements — the full list, the curve, and an August rate reading (dated 12 August on that page, 13 August on the monster pages that repeat the same numbers).
- Shrieking Doll, Demented and Marionette — the mechanics each kill depends on.
- The Entity and the survival guide — what else is in the room while you are collecting these.
- Identifying doppelgangers — the counter work that decides how often you are in a Hunt at all.