
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
Pick Corvo at the start, take the Outsider mark, and play the whole campaign non-lethal and unseen. Knock people out instead of killing them and carry every body somewhere dry, enclosed and free of rats and bloodflies, because an unconscious enemy who drowns, burns or gets eaten still counts as your kill. Quicksave before and after every takedown and read the mission summary screen rather than assuming.
- ✓▢Clean Hands — Complete the game without killing anyone
- ✓▢Shadow — Finish the game without being spotted
- ✓▢In Good Conscience — Complete the game in low chaos
- ✓▢The Royal Protector — Finish the game with Corvo Attano
- ✓▢Ghostly — Finish an entire mission without being spotted
- ✓▢Alternative Approach — Finish an entire mission with no casualties
- ✓▢Rogue — Eliminate 20 unaware enemies
- ✓▢Acrobat — Eliminate 10 enemies with Drop Assassination
Ghostly and Alternative Approach are the single-mission versions of Shadow and Clean Hands, so they nest - both unlock on the first mission of this run and need no separate attempt. Rogue and Acrobat also fill up here, because the non-lethal choke and the non-lethal drop takedown both count. CONFLICT: this run cannot also earn Empire in Chaos or The Empress, which is what forces a second playthrough.
Do this on whichever full playthrough you do first, because the paintings all have to be found in one playthrough and every one of these is locked away the moment its mission ends. Clear each level completely before you advance: sweep the Heart across every civilian you see on arrival, read everything new on the Dreadful Wale each time you dock, and check the end-of-mission summary for the painting count.
- ✓▢Art Collector — Acquire all collectible paintings
- ✓▢Souvenirs — Collect all the decorative objects for the Dreadful Wale
- ✓▢Well Funded — Find 60% of available loot
- ✓▢Heart Whispers — Using the Heart, listen to the secrets of 40 different people
- ✓▢Royal Spymaster — Peruse all journals and audiographs by Meagan Foster and Anton Sokolov aboard the Dreadful Wale
- ✓▢Counter-serum — Chat with Dr. Hypatia aboard the Dreadful Wale
- ✓▢Songs of Serkonos — Find 3 musical duos across Karnaca, and listen to their songs
All seven are mission-scoped and unrecoverable once you leave, which is why they belong on the run you are already playing slowly and quietly. Royal Spymaster and Counter-serum specifically need you to walk the whole ship every time you return, not once at the end.
Second playthrough: pick Emily, take powers, kill freely and let yourself be seen. This is where every kill-based achievement goes, because none of them can share a run with Clean Hands. Save before each meeting with Paolo, and before the Dust District decision.
- ✓▢Empire in Chaos — Complete the game in high chaos
- ✓▢The Empress — Finish the game with Emily Kaldwin
- ✓▢The Lovers — Link 2 characters with Domino just before one kills the other
- ✓▢Fatal Redirect — Kill an enemy with their own bullet
- ✓▢Heartbeat Reaper — Eliminate 6 enemies in less than 1.5 seconds
- ✓▢Place of Three Deaths — Kill Paolo three times
- ✓▢Sliding Marksman — Score a headshot while sliding
- ✓▢Clockwork Collector — Obtain numbered plates for 3 Clockwork Soldiers
- ✓▢Circle of Life — Cast Possession once, chaining between human, hound, rat, fish, and bloodfly
CONFLICT: Empire in Chaos is directly exclusive with In Good Conscience, and The Empress with The Royal Protector. The Lovers needs Domino, so run it on whichever character has that power in their set. Clockwork Collector is loud by nature and would wreck a Shadow run, so it lives here too.
The two faction achievements are the two halves of the same decision. Park a manual save immediately before you commit, play out one branch to the achievement, then reload that save and take the other.
- ✓▢Faithful to the Abbey — Side with the Overseers in the Dust District
- ✓▢Howlers ’til the End — Side with the Howlers in the Dust District
- ✓▢Morbid Theft — Steal a corpse for Mindy Blanchard
CONFLICT: the two faction achievements are mutually exclusive within a playthrough, but the manual save means they do not cost you a third run. Morbid Theft comes from Mindy Blanchard, who sits on the Howlers side, so take that branch first.
Refuse the Outsider mark at the start. No Blink, no Far Reach, no Dark Vision for the entire campaign, which closes most of the vertical routes the levels are built around.
- ✓▢Flesh and Steel — Complete the game without supernatural powers
Structurally this stacks with Clean Hands, Shadow and In Good Conscience, and veterans do fold all four into one run. It is listed separately because a powerless no-kill ghost run is by a distance the hardest thing in the game, and most players are better served doing the quiet run with powers first and the powerless run second.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
An unaware enemy is one that has not spotted you and is not searching — a sleeping guard, someone reading a notice board, a patrol you have come up behind. Both the lethal takedown and the non-lethal choke count, so this ticks along on a full ghost run just as happily as on a bloody one. Drop assassinations from a ledge count too, which means it stacks with Acrobat. Approach from behind while crouched, wait for the prompt, and do not rush a takedown while a second guard has line of sight, because a shout mid-animation puts everyone nearby into the searching state and those kills stop counting as unaware.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
Mindy Blanchard is a Howlers contact, and this is her side request: bring her a body. Talk to her when she offers it, then find the corpse she wants, pick it up and carry it back to her. Carrying a body slows you down and makes you very visible, so plan a route with as few patrols on it as possible, and drop the corpse behind cover if you need to fight or hide. Because it involves the Howlers, be aware of how it sits alongside the Dust District choice — see Howlers til the End and Faithful to the Abbey.
Hypatia only becomes available to talk to on the ship at a specific point after her own mission resolves, and the conversation is easy to sail past because nothing prompts you to go looking for her. Whenever you return to the Dreadful Wale, do a full circuit of the interior and speak to everyone aboard rather than heading straight for the next mission. Doing that as a habit also picks up Royal Spymaster and keeps the Souvenirs collection on track.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This is the single-mission version of Clean Hands, so it is the ideal thing to practise on before you commit to a full no-kill run. Every target has a non-lethal resolution, and unconscious bodies still count as casualties if they drown, burn, fall from a height, or get eaten, so stash anyone you knock out somewhere dry, dark and away from bloodflies and rats. Sleep darts and chokes are your whole toolkit. If you are already planning a Clean Hands run this unlocks on the first mission of it, so do not spend a separate playthrough on it.
Each black market is locked behind a back room, and the intended solution is to find the shop key or the way in rather than buy your way through the front. Look for a rear entrance, a vent, a window, or the combination written down somewhere nearby — the shops are designed with a route in for a player who reads the environment. Do it before you spend money in that shop, since robbing it takes the stock. This is not story-critical, so it is easy to walk past an entire game without doing it.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
This one is hidden on Steam, so its description is not published. In Dishonored 2 the hidden entries are the campaign-progress unlocks that fire as you finish missions, so it should come to you on the main path without any detour. We have not verified the exact trigger, so if you want the specifics before you play, check a community guide rather than trusting a guess.
There is a printer who runs the Dunwall Courier and he can die if you leave the situation he is in alone. Deal with whoever is threatening him — non-lethally, if you are protecting a Clean Hands run — and do it before you move on, because once the area is behind you the outcome is locked. Explore the district around the printing operation carefully rather than beelining the mission objective; this is one of the side stories the game does not signpost.
Nobody may enter an alerted or searching state for the entire mission — not a full alarm, just the moment a guard says something and starts looking. Knocking someone out before they react is fine; being noticed and then breaking line of sight is not. Play it from above, use whatever vision power you have to read patrol cones, and quicksave constantly so a single reaction costs you seconds instead of the mission. As with Alternative Approach, this falls out of the first mission of a full Shadow run, so bundle them.
The other half of the character choice, and exclusive with The Royal Protector for a given playthrough. Emily has her own toolkit including Domino, which The Lovers requires, so if you are going to do one high-chaos powered run it makes sense to make it hers. As with Corvo, the decision is made at the start and cannot be changed.
There is a basement you cannot reach because it is under water, and a Rune sitting in it. Find the pump or valve controlling the water level and use it rather than trying to swim the Rune out. As with all the Rune side-puzzles the mechanism is in the same building, usually a floor up or behind a door you have to get through first. Worth doing on any run — Runes are the currency for the power upgrades that Circle of Life and Heartbeat Reaper depend on.
Chaos rises with bodies and with being seen, so low chaos is the natural companion to a stealth run rather than a separate discipline. Knock people out instead of killing them, hide the bodies, and avoid open alarms. It is directly exclusive with Empire in Chaos, so budget one quiet run and one loud one. If you are doing Clean Hands, Shadow and Flesh and Steel, this comes free with them.
Get above an enemy — a ledge, a beam, a balcony, or just a rooftop you reached with Blink or Far Reach — and use the takedown prompt on the way down. Both the lethal and the non-lethal version count, so a no-kill run can still farm this freely. Karnaca is built in vertical layers with walkways over most streets, so the easiest habit is simply to stop travelling at ground level: pick a patrol, get on the roof above their route, and wait for them to walk under you. These also count as unaware eliminations, so Rogue fills up at the same time.
The Grand Guard stage an execution by pushing a civilian into a Wall of Light, and you have a window to stop it before it happens. You can go loud on the guards, or you can cut the power to the wall so the push does nothing — the second is the option that keeps a no-kill, low-chaos run intact. The scene resolves on its own timer, so the moment you hear it starting, move; if the civilian dies the achievement is gone for that playthrough.
Clockwork Soldiers carry a numbered plate, and you need three of them. Taking the plate means disabling the machine first, which is the hard part — they are durable, they react to sound, and they are usually stationed where a fight is expensive. Approaching from behind and dealing with them while they are inactive is far cheaper than a straight confrontation. Machines are not people, so destroying them does not spoil Clean Hands, but the noise absolutely can spoil Shadow, so treat it as a loud-run objective or do it on a dedicated pass.
The Dust District puts two factions in front of you and asks you to pick. Siding with the Overseers is one of the two mutually exclusive outcomes, so this cannot share a playthrough with Howlers til the End — you need one run of each, or one run and a save reloaded from just before the choice. If you are efficient, park a manual save right at the decision point and take both branches from it.
The easiest achievement in the game to get by accident and the hardest to combine with anything else. Kill freely, get spotted, leave bodies where they fall. It is exclusive with In Good Conscience, so this is the run to bundle every kill-based achievement into — Place of Three Deaths, Fatal Redirect, The Lovers and Heartbeat Reaper all belong here rather than on your quiet playthrough.
You choose your character once at the start and you are locked to them for that playthrough, so this and The Empress cannot share a run. Corvo brings the Dishonored 1 power set, which makes him the more comfortable choice for the ghost-run achievements if you have played the first game. Plan your runs so the character split lines up with the chaos split rather than costing you extra playthroughs.
Paolo does not stay dead, and the achievement wants three separate kills — which means you have to encounter him three times and finish him each time rather than resolving him once and moving on. Do not take the non-lethal option on him if you are going for this, and obviously do not attempt it on a Clean Hands run. Save before each meeting; if you knock him out or he escapes, that opportunity is spent.
Three pairs of street musicians are scattered around Karnaca, and you have to actually stand and listen to each performance rather than walk past it. They are environmental set dressing, so no objective marker will point you at them — follow music when you hear it, and check plazas, market streets and courtyards. Each is tied to the district it plays in, so once you leave a mission for good that duo is out of reach on that playthrough.
The wording is the whole puzzle: eliminate Jindosh without him ever becoming aware of you. That means no alarm, no dialogue where he reacts to your presence, no confrontation — you reach him and resolve him while he still thinks he is alone. His workshop is defended and noisy, so this is a patience achievement: disable what alerts him, come in by a route he is not watching, and quicksave in layers so one mistake does not cost the whole approach. Both the lethal and the non-lethal resolution can satisfy an unaware takedown, so this does not have to break a no-kill run — verify with a save before you commit if Clean Hands matters to you.
A quiet, entirely optional moment: find the gazebo associated with Jessamine and perform the tribute there. Nothing in the objectives points at it, so you have to go looking during the section it sits in. Once that part of the game is behind you it cannot be revisited, which is what makes it easy to lose.
The other half of the Dust District decision, and directly exclusive with Faithful to the Abbey. Keep a manual save immediately before you commit so you can play out one branch, get the achievement, then reload and take the other. Mindy Blanchard sits on this side of the fence, which makes it the natural run to pair with Morbid Theft.
The Jindosh Lock is a logic puzzle, and the game hides a written solution elsewhere in the level for players who would rather not do it. This achievement is specifically for cracking it without finding that solution — so do not go looking for the note, and do not pick up the paper if you stumble on it. The puzzle is randomised per playthrough, so a solution from a video will not match your lock anyway. Read the clues, build a grid on paper, and work it out; it is genuinely solvable by elimination.
Domino links targets so that what happens to one happens to all of them. The achievement wants the link made and then one of the linked pair to be the cause of the other death — so you set the link up first and then engineer the kill between them, rather than killing one yourself and letting the chain do the rest. You need two enemies close enough to link and a way to turn one on the other. It is a kill either way, so keep it off a Clean Hands run.
Bonecharm crafting is a skill you have to unlock before you can do it at all, and it costs Runes, so this is a commitment made early rather than late. Once you have it, you break down found charms into traits and forge new ones — ten crafted charms total, not ten found. Pick up every charm you can (the Heart points you at them) so you never run short of material, and craft in batches whenever you are back somewhere safe.
A concealed route behind or through a balcony that the level does not advertise. Environmental storytelling is the clue: look for a balcony with something wrong about it — boarded over, half collapsed, reachable only from an odd angle — and get onto it rather than past it. If you are systematically climbing everything in a district you will find it; if you take the objective route you will not.
Sixty percent is generous but it does mean looting properly rather than opportunistically. Search every desk, safe, corpse and side room, and make a point of the optional buildings the mission never sends you into. Safes matter most — their combinations are written down somewhere in the same level, so read every note. Loot totals persist across the run, so if you are also chasing Art Collector you are covering most of the same ground anyway.
Aim the Heart at a person and it tells you something about them. It has to be forty different people, so make a habit of sweeping the Heart across every civilian and guard in a district the moment you arrive, before anyone is knocked out or leaves. Crowded public areas early in a mission are worth far more than a corridor of guards. Doing this also flags nearby Runes and Bonecharms, so it pays for itself.
The description sets three conditions at once: you take the key from under the table, the guards in the room are still conscious, and they are unalerted. So knocking the room out first does not count, and neither does grabbing it after a scuffle. You need to get under or behind the table while they are sitting there and take it without entering anyone view cone. Approach low, use the furniture as cover, and quicksave in the doorway — this is a retry-until-clean achievement rather than a difficult one.
Nobody dies, including every target — each has a non-lethal resolution, and taking it is the only way through. The traps are indirect: an unconscious body that drowns, burns, falls, or is eaten by rats or bloodflies still counts as your kill, so every person you knock out has to be carried somewhere dry, enclosed and empty. Clockwork Soldiers and other machines are not people and can be destroyed freely. Quicksave before and after every takedown, and check your kill count on the mission summary screen rather than assuming. Run it together with Shadow, In Good Conscience and Flesh and Steel to fold four whole-game achievements into one playthrough.
Galvani appears in more than one place across the game, and the achievement asks you to steal from him on separate occasions rather than clean him out once. Loot his belongings the first time you have access, and then remember to do it again when he next turns up. Because it depends on hitting each opportunity as it comes, missing the first one costs you the achievement for that playthrough.
Not a single enemy may ever notice you — the moment someone reacts and starts searching, that mission is void. This is stricter than it sounds because it includes moments where a guard sees you for an instant and then loses you. Stay above the street, read patrol cones with a vision power before you move, and treat every quicksave as a checkpoint you are happy to lose ten seconds to. Takedowns are fine as long as the target never registered you and nobody else saw it happen. It combines cleanly with Clean Hands and low chaos on the same run.
This is a burst, not a spree, so the whole thing has to be one prepared moment rather than good aim. Find a spot where six enemies are bunched — a patrol formation, a guard post, a room you have herded people into — and set up something that resolves all of them at once rather than trying to swing six times. Powers and gear that hit a group, or that let you act while everything else is stopped, are what make the timer possible; a straight fight will not get there. Save immediately before the attempt, because you will want to retry the same setup several times to get the grouping right.
You need a shot in flight and a way to send it back. Let a firearm-carrying guard take aim at you from a clear line, then use the ability that catches or reverses incoming fire so the round finishes its journey in the shooter. Do it in a spot with a single gunman and no cover between you, so the bullet has nothing to hit on the way back. This is obviously a kill, so do not attempt it on a run you want Clean Hands from.
The Sisters leave voices to be heard rather than a thing to be picked up — you have to be in the right place and let the audio play out. Explore the Oracular Order spaces thoroughly instead of moving through them, and stop when you hear speech start rather than walking out of range. Treat it like the audiograph collections: the trigger is completion of the listening, not arrival.
Two conditions: the drop starts from Addermire highest point, and it ends in a takedown on someone below. So the setup is the work — get to the roof, find an enemy standing somewhere you can actually land on from that height, and line the fall up. You will almost certainly need a power to survive or steer the descent. Both the lethal and non-lethal drop takedown count, so a no-kill run can still take it; save on the roof so a missed landing costs you one attempt rather than the climb.
Sprint, slide, and fire mid-slide for the headshot — the shot has to land while you are still moving, not after the slide ends. The trick is to line the target up before you commit, because you cannot really steer during the slide. Pick a corridor or a stretch of street with a stationary guard at the far end, start your sprint already pointed at their head, and squeeze the trigger the moment the slide begins. A crossbow bolt counts as well as a pistol round, so you can do it on a stealth loadout. A sleep dart is not lethal, so if you are on a no-kill run use the non-lethal bolt and check whether it registers before you spend a lethal one.
Refuse the Outsider mark at the start and play the whole game with no powers at all — no Blink, no Far Reach, no Dark Vision. That changes the game rather than just making it harder: routes that assume vertical movement are closed, so you navigate on foot and with what the environment gives you, and you have no way to see through walls. Take it slowly, use the Heart and your ears for information, and lean on gear. It stacks with Clean Hands, Shadow and In Good Conscience, but understand that a powerless ghost run is the hardest thing in the game — many players do the powerless run and the low-chaos ghost run separately.
Paintings are spread across every mission and several sit in optional buildings, locked rooms or safes, so this only works if you sweep each level completely before you finish it. Once a mission is over its paintings are gone for that playthrough, which makes this the single most-missed collectible in the game. Keep a checklist per mission and do not advance until the count for that level is full.
The Dreadful Wale accumulates journals and audiographs between missions, and both characters keep adding to theirs as the story moves. That means one sweep at the end is not enough — you have to check their quarters every single time you return to the ship, because entries appear and are then superseded. Build the habit early: dock, walk the whole interior, read everything new, then leave. It pairs naturally with Counter-serum and Souvenirs.
Each mission hides a decorative object that you can carry back and place on the ship. They are optional set dressing rather than quest items, so nothing marks them and nothing stops you leaving a level without one. Search the same places you would for paintings and loot, and check the ship after each mission to see whether the display has grown. A missed souvenir cannot be recovered once its mission ends.
The description is precise: a single cast of Possession that chains between a human, a hound, a rat, a fish, and a bloodfly. Upgrading Possession so it can chain from one body straight into another is the prerequisite, and so is finding one place where all five are within reach of each other before the duration runs out. Water is the awkward one, since fish need somewhere to swim, so scout for a flooded area that also has rats, bloodfly nests and patrolling guards nearby. Save before you start the chain — if the timer lapses one link short you have to set the whole thing up again.











