
Dishonored — Achievement Walkthrough
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Equip the Heart and it pulses and whispers as you near a bone charm or rune — sweep each mission with it out. Ten come quickly across the early missions; Blink to reach the ones tucked on rooftops, in locked side rooms, and over water. Explore fully before completing a mission, since you can't return.
Rewire a Wall of Light to harm the City Watch (find the rewire tool or hack the pylon), then lure or Windblast a guard through it — it disintegrates them. Alternatively, possess a guard and walk him into an un-rewired wall.
Comes naturally on any stealth mission. Pick an easier one (the first Overseer mission works well), stay on rooftops with Dark Vision up, and take out or avoid guards without anyone entering a search state. If you're going for Shadow anyway, this unlocks along the way.
A softer version of Faceless — no alerts, and up to four kills allowed. Any clean stealth mission gets it. Sleep darts and chokes keep the body count at zero; just don't get spotted.
Perch above a patrol and press attack while falling to spike a lethal drop kill. Five total, not in one go — grab a couple per mission from rooftops and light fixtures. High-chaos friendly.
Blink covers big distance instantly. Find a long straight rooftop or corridor, sprint to build momentum, then Blink at max range (Blink II reaches further) — the teleport plus your run speed clears 30m inside the window. Bend Time can help you set up the run uninterrupted.
Turn enemies on each other. The easiest tool is Possession — take over one guard and walk him into a group so they open fire, or use Bend Time and reposition so a guard's shot lands on his mate. Windblasting one enemy into another's line of fire, or letting a possessed target die to friendly gunfire, also counts. It accumulates across the game.
No bolts, no bullets, no powers-as-weapon — sword only. The clean way is a Drop Assassination: Blink to a rooftop above a patrolling Tallboy and drop-attack straight onto it for an instant sword kill. If you must fight one on the ground, whale-oil tank shots don't count, so bait its stomp, dash behind, and hack the legs between attacks — but the drop kill is far more reliable.
A low-chaos progress marker through the first half. Favor non-lethal takedowns and avoidance; even on a semi-lethal run, keeping total kills under 10 across the opening missions is easy if you stealth the crowded areas. Track your count via the end-of-mission stats.
Kill freely and keep chaos high (lots of bodies, alarms, mayhem). If you're doing a low-chaos ghost run for the other achievements, do a separate quick lethal run for this — it's fast when you're not being careful.
Keep the body count and alarms down through the campaign to end in low chaos. Non-lethal takedowns and avoidance do it; pairs with the no-kill/no-alert DLC achievements.
Finish Brigmore Witches with low chaos — minimal kills, minimal alerts. Do it on the same careful run as Cleanest Hands / Silence is Golden.
The signature Dishonored challenge. Zero kills, and that includes the assassination targets, who all have a non-lethal option: Campbell (brand him with the Heretic's Brand), the Pendletons (hand them to Slackjaw for the mines), Lady Boyle (give her to her obsessed admirer), and Lord Regent (broadcast his audiograph confession). Kill nothing — no rats, no weepers, no hounds. Bodies you knock out must not drown, burn, or get eaten by rats, or they count as kills, so drop unconscious enemies somewhere safe and dry. Use sleep darts, drop-chokes, and Blink to slip past. Pair this with Shadow on the same run to get low-chaos and both achievements at once.
Favors are bought with coin between missions. Loot thoroughly — search safes, bodies, and hidden caches (Void Gaze helps) — to afford every Favor by the end. Prioritize exploration over speed.
No one may ever enter an alerted/searching state — a single 'Hey!' voids the mission. Stay off the ground: Blink rooftop to rooftop, use Dark Vision to track cones of sight and patrol routes, and never linger in the open. Sleep-dart or choke isolated guards only when you're certain no one else can see the takedown or find the body. Save constantly and reload the instant anyone reacts. It stacks cleanly with Clean Hands for a full ghost run.
The opposite of Changed Ways — go loud and lethal. Quick on a dedicated aggressive run.
Same as Well Connected but for Brigmore — grab at least eight favors. Collect all the coin and valuables each mission so you can afford them.
Freeze a tight group with Bend Time (Time Stop, level II), then hit them all at once — a grenade or a sticky/arc explosive dropped in the middle, or a spring-razor, detonates the instant time resumes, scoring all six in one frame. Gather the crowd first (an alarm or a rewired pull-station bunches guards up), stop time, plant the explosive on the densest cluster, and unfreeze.
Paintings are one-per-relevant-mission and missable once you move on. Use the Heart's hints and check studies, offices, and safe-room walls. Notable ones sit in the Golden Cat, the Boyle mansion, and Dunwall Tower. Grab each before leaving its mission — there's no going back.
Like Shadow, but you're allowed to kill the actual mission targets. In practice, run it exactly like a Shadow/Clean-Hands attempt — total stealth — and simply take the kills on your marks if you want lethal eliminations. No alerts allowed at any point after the intro. Dark Vision, rooftop Blinking, and patient patrol-watching are the whole game.
Bend Time II (full stop) is the trick: freeze time, line up four bunched enemies, fire a bolt into each, then release — all four register simultaneously. Explosive bolts help since splash can catch multiple. Set it up where guards naturally group, like a checkpoint.
Daud's no-kill run. Same discipline as Clean Hands: non-lethal takedowns only, safe body placement, and non-lethal options on the DLC's targets. Daud's powers differ (Summon Assassin, Pull, Arc Mines) but the ghosting principles are identical — Blink, Dark Vision, patience.
No alerts across the whole Knife of Dunwall campaign. Run it as a pure stealth/ghost attempt and it stacks with Cleaner Hands. Void Gaze (Daud's Dark Vision) and rooftop Blinking are your tools.
The second Daud chapter, no kills. Note the witches and their summons can be avoided or knocked out; keep bodies away from water and river krusts. Combine with Silence is Golden for a full ghost.
Spend runes on Blink (and Blink II if you like) and nothing else — no other active powers, no passive enhancements, no health/mana upgrades. Bone charms are fine to equip, but don't buy the rune-cost enhancements. Blink alone is plenty for stealth: chain short teleports up walls and across gaps. You can even do it with zero powers, but Blink makes the stealth routes far easier. Plan a low-chaos stealth run so you're not forced into fights you can't power your way out of.
Score at least one kill with every offensive tool: sword, crossbow (regular, incendiary, sleep-dart-as-lure doesn't count — use lethal bolts), pistol, grenades, spring razors, and each offensive power. Keep a checklist; a high-chaos run naturally exposes you to all of them. Do this on a separate save from your Clean Hands run.
When a guard throws a grenade at you, grab it mid-air (the prompt appears) and hurl it back before it blows to kill the thrower or a nearby enemy. Bend Time makes the catch trivial — freeze time as the grenade nears, grab, aim, release.
Zero alerts through Brigmore Witches. Watch for witches who teleport and scan — Void Gaze to track them, and time your movement to their patterns. Stacks with Cleanest Hands.
In the Knife of Dunwall, Blink to the top of the large Empress statue, wait for a target to walk beneath, and perform a Drop Assassination straight down onto them.
Get enemies to kill themselves. Lure guards off high ledges, wind-blast them into their own Walls of Light, drop them into pits or water with Blink baiting, or reflect their grenades. Bend Time plus a well-placed shove is the reliable method. Counts cumulatively.
A speed challenge — race across the rooftops using Blink and Agility, chaining teleports without stopping, to reach the end before the train arrives. Learn the fastest Blink path, skip unnecessary kills, and keep momentum. Expect several attempts to shave the route.
Hoard money. Loot everything and buy sparingly so you cross the finish line with 10,000+ coins in hand, while also keeping chaos low. Plan your Favor purchases so you don't overspend before the final mission.
Kill Cascade drops you down a tall vertical shaft with targets on the way. Chain drop-assassinations downward; for the achievement, string the falls so a single drop covers 150m of descent onto a target. Aim for the lowest reachable enemy from the highest point.
Mystery Foe is a deduction challenge — identify and eliminate your mark. Complete it without triggering any active supernatural power (passive charms are fine). Rely on observation and your blade/crossbow.
Every one of the ten Trials hides a small doll. Sweep each map before finishing — check corners, ledges, and out-of-the-way nooks. A challenge counts once you've spotted its doll, so you can grab it then restart if needed.
Back Alley Brawl is a survival arena. Reach wave 13 with every kill dealt by you — no environmental or trap kills that don't count as yours. Manage crowds with chokepoints, use Bend Time to reset when overwhelmed, and prioritize the most dangerous enemies each wave.
Burglar tasks you with grabbing loot on a timer; on Expert, also collect every hidden figurine. Learn the route first on a lower setting, note figurine spots, then run Expert grabbing them all before time expires.
Assassin's Run is a rail-style shooting gallery. Every shot must be a headshot and you can't miss. Use Bend Time to slow the targets, aim carefully, and pace your shots. One miss or body shot restarts the goal.
These timed combat challenges give you a window to kill sets of enemies. Complete every wave (and its bonus objectives) without failing one. Plan your Bend Time usage, pre-position for each wave, and keep your combo/timer alive. Bend Time Massacre is usually the friendlier of the two to perfect.
The Trials completionist award — top rating on all ten challenges at both difficulties. Master each challenge's optimal route and scoring, then push for the 3-Star threshold everywhere. This is the last and hardest Trials achievement; the individual challenge achievements fall out along the way.
Bonfires is a parkour/timing challenge. In a single round, execute every special combination jump the challenge tracks — learn the sequence, keep momentum with Agility and well-timed Blinks, and don't fall. Practice the individual jumps before chaining them in one run.











