Disco Elysium is a massive, story-rich RPG where you play as an amnesiac detective tasked with solving a murder in the city of Revachol. You'll spend your time talking to a wild cast of characters, navigating intricate skill checks that can lead to hilarious or tragic outcomes, and piecing together not only the central mystery but also your own fractured identity. It's a game that rewards deep role-playing and exploring every dialogue option.
This guide will help you master the game's complex systems, from building your detective with specific character builds and understanding the game's political ideologies, to completing side quests and surviving the challenging trials Revachol throws at you. We'll cover essential tips for navigating the world and uncovering the truth behind the murder.
Tips
Master Disco Elysium with essential tips on quick saving, skill checks, using consumables, fast travel, and trophy hunting.
- Quick save frequently as the game can crash randomly, though it does not corrupt saves.
- While the game encourages embracing failure, passing key checks (indicated by "make" in walkthroughs) is make-or-break for content and experience. Quick save before attempting these. Checks where success or failure doesn't matter are indicated by "attempt", and specific checks to fail are also called out.
- Consumables (drugs and alcohol) are used by equipping them in a hand and pressing the corresponding action button (L3 or R3).
- The game operates on a clock, with each day starting at 07:30 and ending at 02:00. Most NPCs become unavailable after 22:00. Time only passes during conversations, with each topic taking roughly 30 seconds. This allows for free exploration without time pressure, but productive use of waking hours is generally advised. Reading books or sitting on a bench are ways to skip time.
- The game can be buggy. If something doesn't appear as expected, try quick saving and loading to resolve the issue.
- Fast travel is available on day 3 once the entire map is open. You must be at one of the three fast travel points (outside Whirling-in-Rags, the Fishermen Shacks, or the church) and have purchased the map. The map is accessed from the quest page and can be buggy; switching to quests and back may fix selection issues.
- Conceptualization is a highly valuable skill. Look for _Il Coppo del'Arte_ callouts to unlock a trophy and the _Actual Art Degree_ thought, which grants XP for Conceptualization passive skill checks. Other useful skills to level to 6 early on include Logic, Drama, Empathy, Authority, Physical Instrument, Hand/Eye Coordination, Interfacing, and Composure, with others raised to 4.
- To have your tie talk to you, start the game with an Inland Empire skill of 4 or higher.
- Pay attention to the walkthrough for upcoming checks and dress appropriately to gain bonuses.
- Some white checks are essential for main quest progression. It is theoretically possible to lock yourself out by maxing out a skill and failing the check. Having a recent save is the easiest way to circumvent this.
- Key essential skill checks include: Authority (17) to get Titus Hardie to talk, Rhetoric (17) to convince Titus he's being played, Logic (19) to present a convincing theory to Titus, and Shivers (21) to find the suspect's location.
- Attempting and failing a check can unlock bonuses that reset the check, allowing another attempt.
- The Platinum trophy requires planning and often involves metagaming. Two playthroughs on Hardcore difficulty are recommended due to mutually exclusive trophies, some of which are determined at the start of the game and require playing to the end.
- Two walkthroughs are provided: a "good" one unlocking trophies like Goodest of the Good Cops and Recruit Detective Kim Kitsuragi, and a "bad" one unlocking trophies like Baddest of the Bad Cops and Massive Torque Dork.
- Massive Torque Dork and Gluten-Free Topping Pie trophies require specific attribute and skill values, along with no better than average INT.
- Other trophies can be unlocked during either playthrough, with guidance provided in the good walkthrough, except for the Truly Rabid "Traditionalist" trophy, which is associated with fascist choices.
- The "Jamais Vu" update added new trophies, all covered in the good walkthrough.
Tips (2)
Discover essential tips for Disco Elysium, including quick saving, managing time, using consumables, fast travel, and mastering crucial skill checks for progression and trophies.
Walkthrough:
- General Tips:
- Quick save frequently due to random crashes. The game does not corrupt saves.
- Embrace failure as part of the experience, but be aware that failing certain checks can lock you out of content. The walkthrough indicates checks to 'make' (pass), 'attempt' (success/failure doesn't matter), and those to fail. Save before 'make' checks.
- Consumables (drugs, alcohol) are used by equipping them in a hand and pressing the corresponding action button (L3/R3).
- The game operates on a clock, starting at 07:30 and ending at 02:00. Most NPCs are unavailable after 22:00. Time advances only during conversations (approx. 30 seconds per topic). You can explore freely without time pressure. Reading books or sitting on a bench can skip time.
- The game can be buggy. If something doesn't appear as expected, try quick saving and loading.
- Fast travel is available on Day 3 after opening the map, allowing travel between Whirling-in-Rags, Fishermen Shacks, and the church. Ensure you have bought the map; if it's buggy, switch to the quest log and back to the map.
- 'Conceptualization' is a key stat. Look for '_Il Coppo del'Arte_' callouts for a trophy and the 'Actual Art Degree' thought, which grants XP for Conceptualization passive checks. Aim for Logic, Drama, Empathy, Authority, Physical Instrument, Hand/Eye Coordination, Interfacing, and Composure at level 6, and others at level 4.
- To have your tie talk, start with Inland Empire at level 4 or higher.
- Dress appropriately for upcoming checks as indicated in the walkthrough.
- Essential Skill Checks:
- Some white checks are clutch for the main quest and can theoretically be failed permanently if you've maxed the skill. Having a recent save is the easiest solution.
- Necessary checks include: Authority (17) to get Titus Hardie to talk, Rhetoric (17) to convince Titus he's being played, Logic (19) to present a convincing theory to Titus, and Shivers (21) to locate the suspect.
- Attempting and failing a check can unlock bonuses, resetting the check and allowing another try.
- Trophies:
- The Platinum trophy requires planning and metagaming. Many trophies involve making deliberately poor dialogue choices.
- Two playthroughs on Hardcore difficulty are recommended due to mutually exclusive trophies, some of which are determined early in the game.
- Two walkthroughs are provided: a
Character Creation
Learn about Disco Elysium character creation, including attributes, skills, archetypes, and the Thought Cabinet. Distribute 12 attribute points or choose an archetype.
Attributes
You have four primary attributes: Intellect (reasoning), Psyche (intuition and emotional intelligence), Physique (strength and physical presence), and Motorics (coordination and agility). Each attribute governs six skills. You start with 12 attribute points, with a maximum of 6 points allowed per attribute. Alternatively, you can select an Archetype to streamline creation.
- Intellect (INT): Governs Logic, Encyclopedia, Rhetoric, Drama, Conceptualization, and Visual Calculus.
- Psyche (PSY): Governs Volition, Inland Empire, Empathy, Authority, Esprit de Corps, and Suggestion.
- Physique (FYS): Governs Endurance, Pain Threshold, Physical Instrument, Electrochemistry, Shivers, and Half Light.
- Motorics (MOT): Governs Hand / Eye Coordination, Perception, Reaction Speed, Savoir Faire, Interfacing, and Composure.
Archetypes
Instead of distributing points, you can choose an Archetype:
- Thinker: 5 INT, 1 PSY, 2 FYS, 4 MOT. Signature Skill: Encyclopedia. This archetype results in low Health and dangerously low Morale.
- Sensitive: 1 INT, 5 PSY, 4 FYS, 2 MOT. Signature Skill: Inland Empire.
- Physical: 1 INT, 2 PSY, 5 FYS, 4 MOT. Signature Skill: Hand / Eye Coordination.
Skills
There are 24 skills in total, six for each attribute. The initial skill value equals the governing attribute's value. Your chosen Signature Skill receives a +1 bonus. When you level up, you can buy additional skill points, up to a maximum equal to the governing attribute's value (the learning cap). This learning cap can be increased by drugs, thoughts, or your Signature Skill choice, which also increases the learning cap for all skills of its governing attribute.
Passive Skill Checks
Most skill checks happen automatically. If your skill level is too low, you won't see the result or will automatically fail.
- Trivial: 0
- Easy: 2
- Medium: 4
- Challenging: 6
- Formidable: 7
- Legendary: 8
- Heroic: 9
- Godly: 10
- Impossible: 12
Active Skill Checks
Active skill checks have a variable success rate. Your skill value is added to any bonuses and a 2d6 roll. If the total equals or exceeds the required value, the check succeeds. A roll of 2 always fails, and a roll of 12 always succeeds.
- White Checks: Become locked on failure. Investing a point in the skill allows retries, and they can sometimes be unlocked by other means.
- Red Checks: One-time only. Failing a red check may have consequences, such as allowing you to invent your own name, which can unlock beneficial thoughts.
Thought Cabinet
The Thought Cabinet allows you to internalize thoughts. While
Character Creation (2)
Learn about attributes, skills, and archetypes for character creation in Disco Elysium. Understand how the Thought Cabinet works.
You start Disco Elysium with 12 attribute points to distribute among four primary attributes: Intellect, Psyche, Physique, and Motorics. Each attribute governs six distinct skills. You can allocate up to a maximum of 6 points to any single attribute during initial creation. Alternatively, you can select an Archetype to streamline the character creation process.
Attributes and Governing Skills:
- Intellect (INT): Governs Logic, Encyclopedia, Rhetoric, Drama, Conceptualization, and Visual Calculus. This attribute represents your reasoning power.
- Psyche (PSY): Governs Volition, Inland Empire, Empathy, Authority, Esprit de Corps, and Suggestion. This attribute represents your intuition and emotional intelligence.
- Physique (FYS): Governs Endurance, Pain Threshold, Physical Instrument, Electrochemistry, Shivers, and Half Light. This attribute represents your strength and physical presence.
- Motorics (MOT): Governs Hand / Eye Coordination, Perception, Reaction Speed, Savoir Faire, Interfacing, and Composure. This attribute represents your coordination and agility.
Archetypes:
Instead of manually assigning attribute points, you can choose one of the following Archetypes:
- Thinker: INT 5, PSY 1, FYS 2, MOT 4. Signature Skill: Encyclopedia. Choosing this archetype results in low Health and dangerously low Morale.
- Sensitive: INT 1, PSY 5, FYS 4, MOT 2. Signature Skill: Inland Empire.
- Physical: INT 1, PSY 2, FYS 5, MOT 4. Signature Skill: Hand / Eye Coordination.
Skill Values:
There are 24 skills in total, with six skills tied to each of the four attributes. The initial value of a skill is determined by its governing attribute. When you create your character, you select a Signature Skill, which receives a +1 bonus to its effective value. As you level up, you can purchase additional skill points. The maximum number of additional points you can invest in a skill is equal to its governing attribute's value. For example, if your Psyche attribute is 3, you can invest a maximum of 3 additional points into the Volition skill. This 'learning cap' can be increased by drugs or certain thoughts. Your chosen Signature Skill not only adds +1 to that skill but also increases the learning cap for all skills governed by its attribute.
Skill Checks:
- Passive Skill Checks: These checks occur behind the scenes. If you lack the required skill level, you may not see the result or will automatically fail. The difficulty levels and their required values are: Trivial (0), Easy (2), Medium (4), Challenging (6), Formidable (7), Legendary (8), Heroic (9), Godly (10), and Impossible (12).
- Active Skill Checks: These checks have a variable success rate. Your skill value is added to any bonuses and then to a 2d6 roll. If the total equals or exceeds the required value, the check succeeds. A roll of 2 is always a failure, and a roll of 12 is always a success.
- White Checks: These checks become locked upon failure. However, you can retry them later by investing a point into the skill being checked or under other circumstances.
- Red Checks: These are one-time checks. Failing a red check means it's permanently failed unless you reload a save. Failing a red check can sometimes lead to beneficial outcomes, such as inventing a name for yourself early on, which can unlock a beneficial Thought Cabinet entry later.
Thought Cabinet:
The Thought Cabinet allows you to internalize thoughts, which typically provide a penalty to one or more skills during a 'research' period. Once a thought is fully internalized, you gain a permanent bonus or malus, and the learning cap for certain skills may increase. You can stop a thought's research at any time to retain its current progress. Initially, you have room for three thoughts. You can unlock additional slots, up to a maximum of 12, by spending skill points. Forgetting a thought to free up a slot also costs 1 skill point and prevents the thought from being relearned.
Example Thought:
- Ace's High: Takes 2 hours and 45 minutes to internalize. Research Bonus: +1 Empathy with Kim. Permanent Effect: +1 Empathy with Kim, +1 Esprit de Corps. Acquisition: Shoot the body down from the tree and high five Kim.
- Ace's Low: Takes 2 hours and 45 minutes to internalize. Research Bonus: +2 Empathy with Kim. Permanent Effect: +2 Empathy with Kim, +1 Esprit de Corps. Acquisition: Shoot the body down from the tree and wait fo
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