
Download & Installation
Download & Installation Guide for Disco Elysium
Disco Elysium is available on multiple platforms. This guide covers official download sources, step-by-step installation, system requirements, common issues, and post-installation verification.
Supported Platforms & Official Sources
| Platform | Official Store | Notes |
|---|---|---|
| PC (Windows) | Steam, Epic Games Store, GOG.com | All versions are identical; GOG offers DRM-free. |
| PlayStation | PlayStation Store (PS4, PS5) | PS5 version is backward compatible with PS4 disc/digital. |
| Xbox | Microsoft Store (Xbox One, Xbox Series X/S) | Smart Delivery: one purchase works on both. |
| Nintendo Switch | Nintendo eShop | Standard and Final Cut editions. |
| Mobile | Apple App Store (iOS), Google Play Store (Android) | Requires Final Cut version; touch controls. |
---
System Requirements
#### PC (Windows)
Minimum:
- OS: Windows 7 (64-bit) or later
- CPU: Intel Core i5-2400 / AMD FX-6300
- RAM: 4 GB
- GPU: NVIDIA GeForce GTX 770 / AMD Radeon R9 280 (2 GB VRAM)
- DirectX: Version 11
- Storage: 22 GB available space
- OS: Windows 10 (64-bit)
- CPU: Intel Core i7-4770 / AMD Ryzen 5 1600
- RAM: 8 GB
- GPU: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 (6 GB VRAM)
- DirectX: Version 11
- Storage: 22 GB SSD recommended
- Storage: approx. 13–17 GB depending on platform (PS5 ~15 GB, Xbox ~16 GB, Switch ~10 GB due to compressed textures)
- Required free space includes patch/update downloads.
- iOS: iPhone 8 or newer, iOS 13+, 6 GB free space (recommended 8 GB)
- Android: 4 GB RAM, Android 9+, GPU: Adreno 618 / Mali-G76 or better, 7 GB free space
- PS4:
- PS5: Same process; PS5 version is natively optimized. Smart Delivery ensures you get the correct version.
- iOS:
- Android:
- Steam, Epic, GOG: Each requires a free account. Purchasing requires payment method.
- PlayStation: PSN account (free, but requires payment for purchase).
- Xbox: Microsoft account (free for store, Game Pass requires subscription).
- Switch: Nintendo Account (free).
- Mobile: Apple ID or Google account (mandatory for store access).
Recommended:
#### PlayStation / Xbox / Switch
#### Mobile (iOS / Android)
---
Step-by-Step Installation per Platform
#### PC (Steam)
1. Install the Steam client from [store.steampowered.com](https://store.steampowered.com).
2. Log in or create a Steam account.
3. Search for "Disco Elysium – The Final Cut" in the Store.
4. Add to cart and complete purchase (or use existing library if already owned).
5. In your Library, click Install.
6. Choose installation folder (default `C:\Program Files (x86)\Steam\steamapps\common`).
7. Wait for download and automatic installation. Steam validates files post-download.
8. Click Play.
#### PC (Epic Games Store)
1. Install Epic Games Launcher from [epicgames.com](https://www.epicgames.com).
2. Sign in or create an Epic account.
3. Go to Store and search "Disco Elysium – The Final Cut".
4. Purchase or claim if owned.
5. In Library, click Install.
6. Select install directory and click Install.
7. Launch from Epic Library.
#### PC (GOG)
1. Install GOG Galaxy app from [gog.com](https://www.gog.com).
2. Sign in to GOG account.
3. Search for "Disco Elysium – The Final Cut" in your library or store.
4. Click Install; choose folder.
5. Alternatively, download offline installer from GOG library (DRM-free).
#### PlayStation (PS4 / PS5)
1. From PS4 home screen, go to PlayStation Store.
2. Search "Disco Elysium – The Final Cut".
3. Purchase (or download if previously purchased).
4. Start download; it will install automatically.
5. Launch from dashboard.
#### Xbox (One / Series X|S)
1. Press Xbox button to open guide, go to Microsoft Store.
2. Search "Disco Elysium – The Final Cut".
3. Select Get or Install (if owned).
4. Choose if you want Xbox One or Series X|S version (Smart Delivery automatically picks Series X|S on newer consoles).
5. Wait for download and installation.
6. Launch from My Games & Apps.
#### Nintendo Switch
1. From Switch Home Menu, select Nintendo eShop.
2. Sign in to your Nintendo Account.
3. Search "Disco Elysium – The Final Cut".
4. Purchase and select Download.
5. After download finishes, game icon appears on Home screen. Select to launch.
6. Ensure enough free space (at least 10 GB). Use microSD if needed.
#### Mobile (iOS / Android)
1. Open App Store.
2. Search "Disco Elysium – The Final Cut".
3. Tap Get and authenticate with Face ID/Touch ID/Apple ID password.
4. Wait for download; game is ~5 GB. Requires stable Wi-Fi.
5. Launch from Home screen.
1. Open Google Play Store.
2. Search same title.
3. Tap Install. Accept permissions.
4. Download size similar. Ensure >7 GB free.
5. Open game; initial download may ask for additional data (~2 GB) on first launch.
---
Account Requirements
---
First Launch Setup
1. Language Selection: Choose from 9+ languages (English, French, German, Spanish, Russian, etc.).
2. Graphics Settings (PC):
- Default auto-detects hardware. You can adjust resolution, quality presets, vsync, and anti-aliasing in Options menu.
- For best performance on lower-end PCs, disable high-quality shadows and set texture quality to Medium.
3. Controls:
- Mouse & keyboard fully supported, but gamepad is recommended.
- On consoles and Switch, standard gamepad layout.
- Mobile uses touch controls; tap to interact, swipe to move camera.
4. Controller Config (PC): If using a gamepad, ensure it's connected before launch (XInput compatible).
5. Subtitles: Enable/disable and adjust size in Settings.
6. Cloud Saves: All platforms support cloud syncing (Steam/Epic/GOG Galaxy, PSN, Xbox Live, Nintendo Switch Online, iCloud/Google Play).
---
Common Installation Errors and Fixes
| Error / Issue | Likely Cause | Solution |
|---|---|---|
| Disk write error (PC) | Antivirus blocking or permission issues | Temporarily disable antivirus, run installer as admin, or move installation folder out of Program Files. |
| Download stops or fails (PC) | Network instability or corrupted cache | Restart client (Steam/Epic/GOG), clear download cache, or use wired connection. Pause and resume. |
| Insufficient disk space | Overestimated free space | Free up space (uninstall unused programs, move files). Game installation may need temporary extra space for decompression. |
| Steam: "Missing executable" | Corrupted files | Right-click game > Properties > Local Files > Verify integrity of game files. |
| Epic: Installation stuck | Launcher bug | Exit Epic Launcher completely, restart, set download folder to NTFS drive. |
| Console errors (PS/Xbox/Switch) | Pending system update or insufficient storage | Check for system updates, delete other games/apps, restart console. |
| Mobile: “App not installed” | Not enough free space or incompatible device | Free up space, ensure Android 9+ / iOS 13+. Reboot device and try again. |
| Black screen on launch (PC) | GPU driver or corrupted settings | Update GPU drivers. Delete config file in `%appdata%/Disco Elysium` (back up first). Run in windowed mode by adding `-screen-fullscreen 0` in launch options (Steam). |
| Crashes at loading screen | Outdated drivers or corrupted save | Verify game files. Disable overlays (Discord, Steam, Xbox Game Bar). |
- Always update your graphics drivers (NVIDIA, AMD, Intel).
- On PC, disable background apps and overlays.
- Verify file integrity (Steam: Properties > Local Files > Verify Integrity; Epic: Settings > Manage Games > Verify; GOG Galaxy: Manage Installation > Verify/Repair).
- Reboot device after installation.
- If using mods (PC), ensure compatibility with Final Cut.
---
Post-Installation Verification
1. Launch Game:
- Check ability to reach main menu without errors.
- Listen for music and voice acting in the opening sequence.
2. Performance Check:
- On PC: run through the first area (Whirling-in-Rags). Desired frame rate: 60 FPS on recommended settings.
- Consoles: usually locked 30 fps (Switch) or 60 fps (PS5/Xbox Series).
3. Save Functionality:
- Create a manual save; verify it appears in save slots.
- Exit to main menu and reload; should load without error.
4. Controls Test:
- Interact with objects, navigate dialogue, inventory, map.
- On mobile, test touch sensitivity and camera control.
5. Audio/Subtitles:
- Check that voice lines play and subtitles sync.
6. Cloud Saves:
- If enabled, force a sync (e.g., on Steam, exit and restart). Verify on another machine or after reinstall.
7. Required Space Confirm:
- After installation, actual used space should be ~13-22 GB depending on platform. Mobile ~5-7 GB.
If everything works, you're ready to start your investigation in Revachol. Enjoy the award-winning RPG!

Game Introduction
Game Introduction: Disco Elysium
Disco Elysium is a groundbreaking narrative-driven role-playing game (RPG) that eschews traditional combat in favor of deep dialogue, skill checks, and psychological exploration. Developed by the Estonian studio ZA/UM and published by ZA/UM (with later ports handled by various partners), the game first launched as a desktop exclusive before expanding to consoles and mobile. The initial release was on October 15, 2019 for PC (Windows, macOS, Linux). A definitive version, titled Disco Elysium – The Final Cut, arrived on March 30, 2021, adding full voice acting, new quests, and quality-of-life improvements. Console ports for PlayStation 4/5, Xbox One, Xbox Series X|S, Nintendo Switch, and Stadia followed throughout 2021, with a mobile version (iOS/Android) releasing on August 9, 2024 (select regions).
Platforms
- PC: Windows, macOS, Linux
- Console: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Google Stadia
- Mobile: iOS (iPhone/iPad), Android (tablets and phones)
- Harry Du Bois – The protagonist, a brilliant yet broken detective with a severe alcohol addiction and memory loss. His internal monologue is split into 24 skills (e.g., Encyclopedia, Electrochemistry, Inland Empire) that argue with him.
- Kim Kitsuragi – Your partner from the 57th Precinct. A stoic, competent, and patient officer who contrasts Harry’s chaos. He becomes the player’s anchor and conscience.
- Klaasje Amandou – A savvy, morally ambiguous corporate liaison at the crime scene.
- Cuno – A feral, foul-mouthed street urchin who may become a reluctant ally.
- Garte – The tired, unhelpful hotel manager.
- Joyce Messier – A mysterious woman representing the Wild Pines shipping conglomerate.
- Evrart Claire – The wheelchair-bound, cigar-smoking union boss who manipulates the docks’ power struggle.
- Ruby – A reclusive sadhu (hermit) with knowledge of the pale.
- The Deserter – The ultimate antagonist, whose motivations tie into the island’s history and the murder.
- Narrative RPG enthusiasts who value story, character, and choice over action.
- Fans of classic CRPGs like Planescape: Torment, Baldur’s Gate, or Fallout 1/2.
- Literature lovers who enjoy rich, descriptive prose and thematic depth.
- Players seeking unconventional challenges – the game is text-heavy and requires patience for reading/listening.
- Mature audiences (rated M for Mature due to language, drug references, sexual content, and intense themes).
- Full voice acting for all characters (over 1.2 million words voiced)
- Two new quests (including one involving a cryptozoologist)
- Additional political vision quests (deep dives into four ideologies: Communism, Fascism, Moralist, Ultraliberal)
- Controller support, UI improvements, and performance optimizations
- Content that was cut from the original release (e.g., expanded dreams)
Story Overview
You play as Harry Du Bois, a middle-aged, amnesiac detective suffering from a monumental hangover and a shattered personal life. Waking up in a trashed hotel room in the rain-soaked, poverty-ridden district of Martinaise, Revachol, you must piece together your identity while solving a bizarre murder: a man has been found hanging from a tree behind the hostel, his body desecrated. As you interview eccentric locals, navigate a crumbling city, and confront your own demons, the investigation spirals into a philosophical and political odyssey that questions reality, justice, and the very nature of the world.
Setting
The game takes place in the fictional world of Elysium, specifically the insula (island) of Revachol, in a district called Martinaise. The setting is a hauntingly detailed, post-apocalyptic urban landscape still recovering from a devastating war 50 years prior. The architecture blends Eastern European brutalist concrete with decaying art deco, and the culture is a melting pot of languages, ethnicities, and political ideologies. The world is suffused with a low-level supernatural hum – phasmid sightings, pale (a mysterious force that erases reality), and entroponetic phenomena – yet remains grounded in human desperation and hope.
Main Characters
Core Appeal
Disco Elysium’s core appeal lies in its radical approach to RPG storytelling: there is no combat, no weapon loot, no traditional levels. Instead, you level up by completing tasks and passing checks, gaining skill points to invest in a diverse skill tree that reflects Harry’s psyche. Every dialogue option is influenced by your skills, causing them to speak up and sway decisions. The writing is literary, darkly humorous, and emotionally devastating, offering deep philosophical debates about capitalism, communism, fascism, and existentialism. The game rewards curiosity, empathy, and exploration over brute force, making failure as interesting as success.
Target Audience
Game Modes
Disco Elysium is a single-player only experience with no multiplayer or co-op. It offers a single, nonlinear narrative that branches based on your choices. The game can be completed in a standard playthrough of 30-60 hours, but replayability is high due to numerous skill check outcomes, dialog permutations, and multiple endings (at least three major variations plus several minor ones). There is also a Hardcore mode introduced in The Final Cut, which increases the difficulty of skill checks and makes every failure more consequential.
Online/Offline Support
The game is fully offline once downloaded. No internet connection is required to play. There are no online features, leaderboards, or multiplayer components. The mobile version does require an initial download and occasional updates.
DLC / Expansions
Disco Elysium – The Final Cut (March 2021) is the definitive version, available as a free upgrade for existing owners. It adds:
There are no paid DLCs or expansions beyond The Final Cut. ZA/UM has not announced any sequels or story expansions, though a spiritual successor or new project is possible in the future.
What Makes This Game Unique?
1. Skill System as Personality: The 24 skills are not just modifiers; they are voices in Harry’s head that engage in dialogue, argue, and sometimes take control. Your character’s psychological makeup evolves based on which skills you invest in.
2. No Combat RPG: The entire game is driven by dialogue, exploration, and skill checks. Even violence is handled through dialogue trees or skill rolls rather than real-time or turn-based combat.
3. Political Depth: The game doesn’t just reference politics – it builds a nuanced, tragic world where every character embodies a political philosophy. Your choices shape your ideological alignment, affecting story and endings.
4. Art Style: Hand-painted, oil-painted backgrounds with a distinctive, melancholic beauty. The color palette shifts with mood, and the character portraits are expressive and grotesque.
5. Music: An original score by British Sea Power (the band) that blends post-punk, ambient, and melancholic folk, perfectly setting the atmosphere.
6. Replayability: With over a million words of dialog, countless branching paths, and skill combinations, no two playthroughs are alike. Players can be a fascist, a communist, an apolitical drunk, or a calculating detective – each approach unlocks different dialogues and outcomes.
7. Psychological Horror & Humor: The game oscillates between devastatingly sad moments and absurdist comedy, often in the same conversation. Harry’s internal monologue can be hilarious or horrifying, sometimes both.
In short, Disco Elysium is a masterpiece of interactive storytelling that redefines what an RPG can be. It is a game to be savored, discussed, and returned to – a timeless addition to the pantheon of great video game narratives.

Getting Started
Getting Started with Disco Elysium: A Comprehensive Beginner Guide
Welcome to Disco Elysium, a revolutionary detective RPG where your thoughts, opinions, and words are your weapons. There are no swords, guns, or health bars—only your psyche, your skills, and the vast, crumbling world of Revachol. This guide will walk you through the first crucial steps, help you avoid common pitfalls, and set you up for a memorable journey.
First Hour Walkthrough: Establishing Reality
The game begins with a brutal hangover. You, the protagonist, wake up in a trashed hostel room. You don't remember who you are. Your first objective is to get dressed, talk to the woman at the reception (Klaasje), and step outside. Do not try to solve everything immediately—just follow the prompts. You'll meet your partner, Lieutenant Kim Kitsuragi, who will become your anchor.
Key early steps:
1. Wake up: Interact with the body on the floor (your own) and the cassette player. Listen to your internal voices (the Voices in your head represent different skills).
2. Get dressed: Put on your pants, shirt, shoes, and jacket. Your inventory appears—drag items onto your character silhouette.
3. Talk to Klaasje: She gives you a key and points you outside. Ask basic questions; don't worry about the murder yet.
4. Meet Kim: Go downstairs and out the front door. Kim introduces himself. He is your partner and will offer advice throughout. Trust him.
5. Investigate the body: The hanging man in the backyard. Examine the body, the tree, and the ground. You will automatically receive Thought Cabinet prompts—accept or reject as you like.
6. Return to the hostel: Kim suggests gathering more clues. Talk to Garte (the café owner) and the other guests. That is the first hour.
Character Creation: The Four Archetypes
Disco Elysium does not have a traditional character creator with sliders. Instead, you choose from four pre-built archetypes or customize your own by distributing points (12 total) among four main attributes:
- Intellect (INT): Logic, knowledge, and deduction. Good for understanding complex situations.
- Psyche (PSY): Empathy, composure, and willpower. Essential for emotional reads.
- Physique (PHY): Endurance, strength, and intimidation. Helps with physical challenges and pain tolerance.
- Motorics (MOT): Hand-eye coordination, perception, and reflexes. Useful for speed and crafting.
- Thinker (INT-focused): High Logic, Encyclopedia. Great for solving puzzles via knowledge.
- Sensitive (PSY-focused): High Empathy, Volition. Best for emotional dialogue and understanding people.
- Physical (PHY-focused): High Endurance, Physical Instrument. Useful for bruteforce conversations and endurance.
- Motorics (MOT-focused): High Reaction Speed, Perception. Good for spotting hidden details and fast actions.
- Movement: WASD or Arrow keys. Click to walk.
- Interact: Left-click on objects/people. Right-click for context menu (examine, pick up, etc.).
- Skills: Press 1-6 to access thought cabinet, inventory, map, etc. (see UI overview below).
- Dialogue: Left-click choices or press number keys 1-4 for options. Spacebar to advance text quickly.
- Save: F5 quick save; F8 quick load (customizable).
- Movement: Left stick to move. Right stick to look around.
- Interact: A (Xbox) / X (PlayStation) to interact. Y/Triangle for contextual actions.
- Menus: Start/Menu button for pause screen to save and adjust options.
- Dialogue: Use D-pad or analog stick to highlight choices; press A/X to select.
- Quick Save/Load: Usually hold the Back/Select button and press Save/Load.
- Top-left: Health (green circles) and Morale (purple circles). Health represents physical damage; Morale represents mental damage. Both can be reduced by bad decisions. If either reaches zero, game over (but you can retry).
- Bottom-center: Dialogue box and skill checks. White checks require a certain skill level; red checks are very hard—you can fail them.
- Right side: Task log (quests), inventory, map, thought cabinet (where you manage your beliefs). Press corresponding keys to open each.
- Thought Cabinet: Accessed via a ribbon icon. Here you can internalize thoughts that give bonuses/penalties. Click a thought to start internalizing (takes in-game time).
- Skills list: Hover over any skill name (e.g., Electrochemistry, Rhetoric) to see its description. These are the voices in your head.
- Talk to everyone. Every conversation provides clues, skill boosts, and worldbuilding.
- Save often. Use quick save (F5 on PC) before any major dialogue or skill check.
- Read every description. Items, thoughts, and tutorials are rich with context.
- Use your thought cabinet. It's the core progression system. Internalize thoughts that align with your playstyle.
- Pick up everything. But beware of stealing in front of witnesses—it hurts your reputation.
- Don't ignore your morale. If you say something that shatters your worldview, you can lose morale. Have a backup thought or item to restore it.
- Don't rush. The game has no time limit; explore and enjoy the dialogue.
- Don't reload every failure. Failures often lead to hilarious or interesting outcomes. Embrace them.
- Don't skip tutorials. The game teaches you mechanics through dialogue; read them carefully.
- Don't neglect physical health. While the game is mostly talk, there are moments of physical danger (e.g., getting shot). Keep health potions (healing items) handy.
- Money (Reál): You need about 20 reál early on to buy a room key and some basic supplies. Beg, scrounge, or sell your tie.
- Healing items: Look for empty bottles (fill with water), salt (makes saline), and cigarettes (temporarily boost certain skills).
- Thoughts: Internalize “Waste Land of Reality” or “Volumetric Nightmare” early for stat boosts. You can only have a limited number active.
- Skill points: Spend them wisely. For beginners, put points into Volition (morale), Endurance (health), and Perception (find clues) first.
- [ ] Complete the first walkthrough (wake up, dress, meet Kim, investigate body).
- [ ] Talk to Klaasje again for more context about the murder.
- [ ] Speak with Garte at the café (the sleeping cafeteria)—you can get a bowl of soup and a room key.
- [ ] Find your badge (in the kitchen bin behind the café).
- [ ] Find your gun (in the same bin—ask Kim about it).
- [ ] Collect at least 10 reál from trash cans, ground items, or from selling the tie.
- [ ] Internalize one thought (suggested: “Waste Land of Reality” for +1 Logic).
- [ ] Save the game at least twice.
- [ ] Avoid any red skill checks until you have at least 4 points in the relevant skill.
- [ ] Read the tutorial notes in your journal.
Archetypes:
Recommendation for beginners: Choose the Sensitive archetype. It gives high Empathy and Volition, which help you talk to everyone and maintain your sanity. Avoid extreme imbalances (e.g., 1 point in any attribute) unless you want a challenge.
Controls on All Platforms
#### PC (Keyboard & Mouse)
#### Console (PlayStation, Xbox, Switch)
UI Overview
The screen is divided into several key areas:
Essential Early Objectives
1. Find your badge and gun. They are in the hostel’s lost-and-found bin in the kitchen. Ask Kim about it.
2. Get money. You start with zero. You can earn cash by finding coins in trash cans, selling items, or doing small tasks (like finding a missing ring for a cursed kid).
3. Solve the murder case. This is the main storyline. Follow leads: the hanging man, the bullet casing, the witnesses.
4. Improve your skills. Level up attributes by spending skill points (earned by filling experience bars through dialogue and discoveries).
What to Do First and What to Avoid
Do's:
Don'ts:
Early Resource Priorities
Common Beginner Mistakes
1. Neglecting morale. You can die from a broken heart! Always keep a backup thought or medication.
2. Being rude to Kim. Kim is your best ally; insulting him will lock you out of important help.
3. Failing too many red checks. Red checks are rare and very hard. Don't attempt them unless you have high skill levels; you can fail and lose important opportunities.
4. Not saving. The game has no autosave outside of chapter transitions. Manual save often.
5. Ignoring the map. The map shows locations of tasks, characters, and key spots. Use it.
6. Overloading on thoughts. You can only hold 12 thoughts max. Don't internalize everything; pick ones that match your build.
Day-One Checklist (In-Game Day 1)
Remember: Disco Elysium is not a game to be won—it's an experience to be felt. Your failures are as meaningful as your successes. Enjoy the chaos!

Core Gameplay
Core Gameplay Guide for Disco Elysium
This guide covers the fundamental mechanics and progression of Disco Elysium, a detective RPG that replaces combat with psychology-driven dialogue and skill checks. The game’s main loop revolves around exploration, conversation, and using your skills and thoughts to solve the murder of a hanged man in the destitute district of Martinaise. Here’s how it all works, organized by the typical player progression tiers.
Core Gameplay Loop
The loop is: Explore (move through the 2D isometric world) → Interact (click on objects, talk to NPCs) → Respond (choose dialogue options, often triggering skill checks) → Progress (gain XP, money, clues, new tasks) → Level Up (spend skill points, internalize Thoughts) → Repeat. There is no combat; all conflict is resolved through words and your character’s internal monologue.
Interaction Systems
- Dialogue & Skill Checks: Every conversation presents dialogue choices. Options are colored by a related skill (e.g., [Inland Empire], [Volition]). Hover to see percentage chance. Checks are either White (retryable after levelling the skill) or Red (can only be attempted once). Success/failure alters the story.
- Passive Checks: Skills automatically trigger thought comments and reveal information without a roll.
- Thought Cabinet: By internalizing a thought (24 real-time hours or faster with the Conceptualization skill), you gain permanent passive bonuses (but sometimes penalties during the internalization period).
- Interaction with Environment: Right-click on any object, person, or point of interest to examine. Some items can be picked up; others require a skill check to unlock.
- Attributes: You begin by choosing 4 base attributes (Intellect, Psyche, Physique, Motorics) each between 1–6. These determine your maximum ranks in the 24 skills.
- Skills: Divided into 4 categories (6 per attribute). Levelling a skill increases your pool of dice for checks involving that skill. You gain skill points every time your character levels up (XP earned through discoveries, dialogue successes, and task completions).
- Thoughts: Internalizing a thought costs a Thought slot but provides unique bonuses (e.g., "Anti-Object Task Force" improves electrochemistry checks). You can have up to 12 slots eventually.
- Signature Skill: Choose one skill to get +1 bonus permanently (often the most important for your playstyle).
- Money (real in-game currency) is earned by completing tasks, looting, or selling junk. Use it at vendors like the fenc for goods: alcohol, drugs, books, and tools. Key purchases: a good jacket (increases morale), lock picks, and the ledger from the bookstore.
- Items: Alcohol restores Morale, drugs restore Health (hit points for mental/physical damage). Some items unlock new dialogue options (e.g., a book that gives the thought "Wretched Procrastinator").
- Primary Case: "The Hanged Man" – must be solved by the end of the game. Core steps: identify the body, find the killer’s motive, and confront them.
- Side Missions: Numerous tasks like "Find the Missing Insulindian Phasmid" or "Help Cuno with the Clues." These reward XP, money, and often game-changing thoughts.
- White Check Boxes: After failing a white check, a box appears on the task list. Levelling the associated skill allows you to retry that check.
- Map Zones: Martinaise is the main zone, split into areas like Fishing Village, Harbour, Whirling-in-Rags, and the Coastline. Each day (starting at 9 AM, ending at 2 AM) you can explore freely, but time passes with actions.
- Time Management: Dialogue and reading pass time quickly. Certain events only happen at specific hours (e.g., the door of the doomed commercial area opens at 21:00). Sleep resets your Health/Morale and progresses the day.
- Character Creation: Choose a build. Recommended for beginners: Intellect-heavy (e.g., Logic/Encyclopedia) to understand the case quickly, or Psyche-heavy (Empathy/Volition) for social interactions. Avoid extreme low in Physique (you’ll struggle to recover Morale).
- First Actions: Get out of bed, talk to Kim (follow his lead on the body), search your room for a jacket and money, and walk to the hanged man.
- Key Early Checks: The body is difficult to bring down – use Physical Instrument (Physique) to try, or Electrochemistry for a different approach. If you fail, Kim will handle it, but you lose potential XP.
- Thought Example: Start internalizing "The Precocious World" (gives +1 Encyclopedia, +1 Logic) as soon as you find a thought. It requires spending a point whitelisted from Knowledge.
- Economy: Loot the trash bins for bottles to sell. Visit the pawn shop (in the Whirling) to purchase a new or second-hand ledger for 2 real (borrow from Kim if needed).
- Avoid: Wasting time on every white check; progress the main story to day 2 before side-track too much.
- Skills to Prioritize: Visual Calculus (for crime scene reconstruction), Empathy (to read emotions), and Volition (to maintain Morale during tough conversations).
- Key Quests:
- Economy: By now you should have ~20–30 real. Buy a Toolbox (15 real) to unlock containers, and a Toolkit for breaking locks (à la the door to the loft).
- Thoughts: Internalise "Apocalyptic Drinker" for +2 Volition when drinking alcohol (good for difficult dialogues). Be careful: it lowers Empathy during internalisation.
- Important White Check: The ledger from the bookstore requires Logic (7+). If you fail, increase Logic and return the next day.
- Combat (Metaphorical): The "Tribunal" is not yet here, but you can confront the Hardie Boys or the scab leader. Use Authority or Intimidation checks to gain advantage.
- Level Cap: You typically reach level 15–18 (max level). Allocate remaining skill points to finish your build. Signature skill at 8–10 is common.
- Crucial Checks:
- Economy: Spend leftover money on drugs that boost critical skills (e.g., for the Tribunal, take Pyrholidon for +2 Composure). Books that give relevant thought upgrades.
- Thoughts: Complete internalisation of all unlocked thoughts before the tribunal (you have 4–6 slots). "The Anti-Object Task Force" gives +1 Perception and +1 Composure – very useful.
- Side Quests: Most should be done now. The Cuno questline can give you an ally for the tribunal.
- The Tribunal Event: A multi-stage sequence involving negotiations between union and mercenaries.
- Final Confrontation: After the tribunal, you find the killer on the coast (or in the church). The conversation is a prolonged series of checks. You need Inland Empire to understand the phasmid (if you have it), or Logic to reconstruct the motive. Success reveals the truth; failure leads to ambiguous or worse endings.
- Post-Game: There is no free roam after the credits. The final choice determines your ending (e.g., arrest the killer, let them go, or become a disco legend). You get a detailed epilogue.
- Economy: The money is meaningless after the last day; spend it on drugs for the final checks if needed.
Progression & Character Build
Economy
Quests & Missions
Exploration
---
Early Game (Days 1–3)
Goals: Establish yourself, meet Kim Kitsuragi (your partner), learn basics, and collect initial clues.
---
Mid Game (Days 4–6)
Goals: Deepen investigation of the murder, explore the wider district, handle side tasks, and internalize powerful thoughts.
- Finding the Insulindian Phasmid – leads to a unique and lengthy side case. Requires high Encyclopedia or Perception.
- The Pinball Machine at Whirling – rewards Money, and opens a lead on the union.
- The Catholic Church Mystery – high Conceptualization needed to appreciate the occult door.
---
Late Game (Days 7–9)
Goals: Prepare for the tribunal (a pivotal shootout/drama event), collect final evidence, and solve the murder beyond reasonable doubt.
- The Tribunal: The game throws dozens of back-to-back white/red checks. Stack Volition and Composure to survive the emotional strain. Have Reaction Speed for quick decisions.
- Confronting the Killer: Requires strong Empathy or Logic to deduce who it is. Best evidence is the phasmid (if side quest completed) or the bullet from the gun.
---
Endgame (Day 9 – Final)
Goals: Survive the tribunal, locate the phasmid (if pursued), and deliver the final verdict.
- Before: Save often. The event can kill you (Morale/Health drop to zero). Have healing items ready.
- During: Choose to trust Kim or go solo. Use Authority to rally allies, Perception to spot hidden shooters, and Volition to not cower.
---
Tips for Each Tier
| Tier | Dos | Don’ts |
|---|---|---|
| Early | Talk to everyone, hoard alcohol for Morale | Skip the phasmid side quest line (it’s long but rewarding) |
| Mid | Internalize one thought at a time, prefer active ones | Spend skill points too thinly across all skills |
| Late | Save before entering the church crypt or any heavy dialogue | Neglect Volition – low Morale kills runs |
| Endgame | Keep healing items hotkeyed; prepare for sudden checks | Get stuck on a red check – they are permanent failures |

Game Tips
Game Tips for Disco Elysium
Welcome to the ultimate tips collection for Disco Elysium. This guide covers everything from beginner essentials to advanced optimizations, organized by gameplay category. Since there is no traditional combat, the "combat" section focuses on the skill check system, which is the game's primary conflict mechanic.
---
Beginner Tips
#### 1. Save Often and in Multiple Slots
- Explanation: Disco Elysium has no autosave except at very specific points (e.g., entering certain areas). You can fail a critical skill check and lose progress, or lock yourself out of a quest line.
- Why it works: Rotating saves lets you reload to try different dialogue options or skill check outcomes without replaying hours. Use at least three save slots and save after every major decision or successful check.
- When to use: Before speaking to a new character, before entering a new area, and before attempting any white (retryable) or red (irreversible) check.
- Explanation: The game is text-heavy, and every line of description, thought, or dialogue can contain clues, lore, or skill boosts.
- Why it works: Many passive skill checks and narrative revelations depend on your knowledge of earlier text. Skimming can cause you to miss important context for solving the murder or understanding the world.
- When to use: Always take your time. Read tooltips, inspect objects repeatedly, and examine your own thoughts in the Thought Cabinet.
- Explanation: Unlike many RPGs, failing a check in Disco Elysium often leads to interesting, unique dialogue branches and sometimes even better outcomes.
- Why it works: The game is designed to embrace failure as part of the narrative. Failing a red check (one that can't be retried) might reveal a different path forward or add depth to your character.
- When to use: Especially early on, when you are still learning the world. Failure can be fun and memorable. However, avoid failing checks that are essential for key plot progression if you want a specific ending.
- Explanation: At character creation, you pick a "class" (e.g., Thinker, Sensitive, Physical) and distribute points. Each archetype shapes your initial skills and dialogue options.
- Why it works: The Thinker excels at logic and encyclopedia, making it easier to gather clues and understand the world. The Sensitive has high Empathy and Inland Empire, helpful for emotional insight and abstract connections. The Physical is good for shivers and endurance, useful for tough conversations and endurance checks.
- When to use: If you want a lore-heavy playthrough, go Thinker. For a deep emotional story, choose Sensitive. For a more confrontational or resilient character, pick Physical. No choice is wrong; they just change the flavor.
- Explanation: You have four main categories (Intellect, Psyche, Physique, Motorics) and 24 skills. Putting all points into one category leaves you vulnerable in others.
- Why it works: Almost every interaction uses multiple skill checks. For example, interrogating a suspect might require Logic (Intellect) to deduce lies, Empathy (Psyche) to read emotions, and Volition (Psyche) to stay calm. A balanced build ensures you can succeed in a variety of situations.
- When to use: As a beginner, aim for at least 3-4 points in your primary category and 2-3 in secondary ones. You can respec later with thoughts, but it's better to start flexible.
- Explanation: The Thought Cabinet allows you to internalize thoughts (passive bonuses) by spending skill points to complete them. Some thoughts give permanent stat boosts, new dialogue options, or change your playstyle.
- Why it works: Many thoughts provide significant advantages. For example, "Wasteland of Reality" gives +1 Logic and +1 Encyclopedia but reduces Empathy. "Volumetric Shit Compressor" increases your max health. Plan which thoughts to internalize based on your build.
- When to use: Activate thoughts as soon as you can afford the skill point cost. Prioritize thoughts that align with your character concept or shore up weaknesses. You can have up to 12 thoughts active at once.
- Explanation: White checks can be retried after failing if you boost the relevant skill. Red checks are one-time only; success or failure is permanent.
- Why it works: This system encourages risk-taking. You can attempt a white check even with low odds, then later invest in upgrades and retry. Red checks force you to accept the outcome and adapt.
- When to use: For white checks, feel free to try early, then come back later. For red checks, save before attempting and consider buffing your skill with skill points or items first.
- Explanation: Many skill checks are passive – they fire automatically when you have the required skill level. They provide extra narration, hints, or hidden options.
- Why it works: Passive checks are free and often reveal key clues without risk. For example, high Perception will let you notice subtle details in a room; high Encyclopedia will give historical context.
- When to use: Always invest in skills that have frequent passive checks: Perception, Encyclopedia, Empathy, Conceptualization, and Shivers. These enrich the story and solve mysteries.
- Explanation: You can spend skill points to increase a skill immediately before attempting a red check. You can also use drugs/alcohol to temporarily boost stats.
- Why it works: Red checks often gate critical story progression. Having a stash of skill points lets you boost the relevant skill at the moment of truth, turning a low-probability roll into a guaranteed success.
- When to use: Keep at least 2-3 unspent skill points after the first day. When you encounter a red check, check which skill it uses, and if you are below the target, invest points or use a consumable to boost that skill.
- Explanation: Characters often have new dialogue each time you speak to them, especially after major events or after you discover new clues. Don't assume you've exhausted their options.
- Why it works: NPCs might reveal new information if you ask the same question again with a different skill check, or if you have a new Thought internalized. Kim Kitsuragi, your partner, especially has evolving dialogue.
- When to use: After every major story beat (e.g., finding a clue, completing a side quest, end of a day), revisit all main NPCs: Kim, Garte, Joyce, etc.
- Explanation: The world is full of hidden items, money, notes, and skill boosts. Many areas are only accessible after certain conditions are met (e.g., high Shivers or specific dialogue choices).
- Why it works: Valuable resources like Real (money) and healing items (Magnesium tablets, cigarettes) are scattered around. Some containers require high Encyclopaedia or Perception to unlock.
- When to use: Before leaving an area, do a thorough sweep. Check trash bins, behind curtains, under beds. Use your mouse cursor to highlight interactable objects.
- Explanation: You move between zones on foot. Some zones require specific actions to unlock (e.g., calling a taxi later). Wasting time walking back and forth consumes precious game days.
- Why it works: The game has a time system; many quests have day-based triggers. Efficient routing saves you real time and ensures you don't miss timed events.
- When to use: Plan your route. Complete all objectives in one area before moving to the next. Use the map to see which zones are connected. Avoid unnecessary backtracking.
- Explanation: You start with very little money. You can earn Real by solving side cases, selling items, or finding stashes. Major purchases include bribes, tools, and consumables.
- Why it works: Many early-game problems can be solved without money (through skill checks or dialogue). Save Real for critical items like a better flashlight, bribes to access areas, or expensive skill boosts.
- When to use: Avoid buying the expensive coat or hat early on. Prioritize essentials: a good knife, crafting materials for the gun (if you pursue that), and the special binoculars.
- Explanation: You have Health (Morale) and a Physical Health bar. Damage to either comes from failed checks, bad decisions, or emotional stress. Consumables like Magnesium (restores Morale) and Cigarettes (boost certain skills).
- Why it works: Running out of Morale can cause game over. Keep a steady supply of healing items. Note that using drugs/alcohol also affects your skills temporarily – a double-edged sword.
- When to use: Always carry at least 2-3 healing items for each bar. Use skill-boosting consumables before important red checks, but watch for addiction or negative side effects.
- Explanation: Many items you find have no use except to sell. Examples: broken bottles, empty bottles, some notes after you've read them.
- Why it works: Every Real counts. Vendors like the pawnshop owner or some traders will buy almost anything. You can also barter items for services.
- When to use: After you've completed a quest or explored an area, sell everything you don't need. But keep unique quest items – they may be needed later.
- Explanation: Certain Thoughts give you new dialogue choices. For example, "Volumetric Shit Compressor" lets you make crude jokes; "Wasteland of Reality" allows cynical responses.
- Why it works: These options can bypass tough checks or progress quests in unique ways. They also make the game feel more personalized.
- When to use: Before entering a major conversation, check your active thoughts. If you have a relevant one, select it for unique dialogue.
- Explanation: For white checks, if you fail, you can retry after increasing the relevant skill by at least one point (via skill point investment, thought, or consumable).
- Why it works: This encourages you to revisit failed checks later. You can attempt a check with low odds, then level up the skill and try again without penalty.
- When to use: Failed a white check? Note which skill it uses. Later, when you have spare skill points, invest in that skill and return to retry.
- Explanation: Each archetype has favored dialogue options (e.g., the Sensitive uses empathy-heavy responses). But sometimes subverting expectations yields better results.
- Why it works: The game rewards consistency in roleplay. If you roleplay a character with high Empathy, using empathetic responses will often earn approval from NPCs and open more empathetic checks. However, occasionally using a logical or physical response can break a deadlock.
- When to use: Follow your character's nature most of the time, but don't be afraid to try different approaches, especially if you suspect the current path is failing.
- Explanation: Certain events only occur on specific days or before a certain time of day. For example, the murder investigation itself must be solved by Day 5 (approximately).
- Why it works: Missing a timed event can lock you out of content or change the story ending. Being aware of time constraints helps you prioritize.
- When to use: Check your journal frequently. If a quest mentions a deadline or a character says "come back later," note it. Always do urgent tasks first each day before optional exploration.
- Explanation: The in-game map shows zones and their connections. Moving between zones takes variable time (e.g., going from the Whirling-in-Rags to the Fishing Village takes an hour).
- Why it works: Minimizing travel time leaves more time for quests. Also, some zones become unavailable at night (e.g., the Doomed Commercial Area is closed after dark).
- When to use: At the start of each day, review your objectives and plan the most efficient order. Do all tasks in one zone before moving to the next.
- Explanation: Many experienced players recommend starting with 4 in Intellect, 4 in Psyche, 2 in Physique, 2 in Motorics. This gives great dialogue options and flexibility.
- Why it works: Intellect and Psyche govern most active and passive checks. Physique is needed for endurance and some tough checks, but Motorics can be supplemented with items and thoughts. This build excels at the investigation and social aspects.
- When to use: Use this for a first playthrough to experience the widest range of content. Adjust later playthroughs for challenge runs.
- Explanation: You can internalize and later discard thoughts (freeing up slots). Discarding a thought refunds the skill point used to complete it. You can keep re-internalizing and discarding to farm skill points?
- Why it works: No, once you complete a thought, discarding it does not refund the skill point spent to unlock it. However, you can discard thoughts to make room for new ones. The points spent are gone forever. So choose wisely.
- When to use: Discard thoughts only when you need the slot for a more important thought, or if the thought's malus outweighs its bonus.
- Explanation: Some red checks are mandatory for progression but have extremely low success rates (e.g., <10%). By saving skill points and using consumables, you can boost the relevant skill to a point where the check becomes trivial.
- Why it works: For example, to open the locked container in the Whirling-in-Rags, you need a high Hand/Eye Coordination check. You can boost it by taking the thought "Volumetric Shit Compressor"? No, that helps with health. Better to invest 3 points into Hand/Eye and drink alcohol (wine gives +1 Motorics). This turns a 3% chance into 45%.
- When to use: Before attempting any red check that you absolutely need to succeed (e.g., convincing the Hardy Boys or the tribunal), check your current skill level and use all available tools to maximize it.
- Explanation: Volition is the skill that governs your Morale (mental health) and ability to resist negative thoughts. High Volition is crucial for maintaining composure during stressful dialogues.
- Why it works: Low Volition means you'll frequently lose Morale from failures, leading to game over. Volition also provides passive check bonuses in many conversations.
- When to use: Invest at least 3 points into Volition early in the game. Consider thoughts like "Wompty-Dompty Dom" or "Volumetric Shit Compressor" if you need more max Morale.
- Explanation: Kim is your partner and the best character in the game. He can assist in some skill checks, offer advice, and even perform actions independently.
- Why it works: In certain situations, Kim's skills complement yours. For example, if you have low Logic, he might deduce something for you. He can also intimidate or reassure NPCs.
- When to use: Always have Kim with you (he rarely leaves). When you face a tough check, consider if Kim can handle it – sometimes you can let him take the lead, reducing personal risk.
- Beware of Drugs and Alcohol: They provide temporary stat boosts but can lead to addiction or fatal overdoses. Use them sparingly.
- Listen to Your Thoughts: The game constantly whispers from different skill voices. Heed them; they are often correct.
- There Is No “Wrong” Way to Play: Disco Elysium is designed for multiple playthroughs. Enjoy the freedom of failure and the beauty of the narrative.
#### 2. Read Everything Thoroughly
#### 3. Don't Be Afraid to Fail Checks
---
Character Builds & Stats
#### 4. Choose Your Archetype Wisely
#### 5. Invest in a Spread of Skills, Not Just a Focus
#### 6. Use the Thought Cabinet Strategically
---
Skill Checks ("Combat" System)
#### 7. Understand Check Colors: White vs. Red
#### 8. Use Passive Checks to Gather Information
#### 9. Save Skill Points for Red Checks
---
Exploration
#### 10. Talk to Everyone Repeatedly
#### 11. Explore Every Room and Container
#### 12. Fast Travel Isn't Available – Manage Your Time
---
Resources & Economy
#### 13. Money (Real) Is Scarce – Spend Wisely
#### 14. Healing Items & Consumables
#### 15. Sell Unnecessary Items
---
Dialogue & Choices
#### 16. Use Internalized Thoughts to Unlock Dialogue Options
#### 17. The White Check Retry System
#### 18. Choose Dialogue Based on Your Build – But Not Always
---
Time Management
#### 19. Some Quests Are Time-Sensitive
#### 20. Use the Map to Plan Your Route
---
Advanced Strategies
#### 21. The "Perfect" Build: 4/4/2/2 or 5/4/2/1?
#### 22. Abuse Thought Re-Spec
#### 23. Master the Red Check Loop
#### 24. Maximize Your Volition
#### 25. Use Kim Kitsuragi to Your Advantage
---
Final Tips
Good luck, detective. The world is waiting for you – or is it the other way around?

Game Settings
Game Settings Guide for Disco Elysium
This guide covers all configuration options in _Disco Elysium_, including graphics, audio, controls, accessibility, language, network, and gameplay settings. Optimize for your hardware and playstyle with recommended settings for different performance levels. Beware of a few easily misconfigured options that can impact performance or visual clarity.
---
Graphics Settings
Disco Elysium uses the Unity engine and is not extremely demanding, but tuning these options ensures a smooth experience on any system. Most settings have a noticeable impact on image quality.
| Setting | Description | Recommended Value | Notes |
|---|---|---|---|
| Display Mode | Fullscreen, Windowed, Borderless | Borderless for alt-tab convenience; Fullscreen for potential performance boost | Fullscreen can cause input lag on some systems; Borderless is safest. |
| Resolution | Native display resolution | Native (e.g., 1920x1080) | Lowering resolution improves performance but reduces sharpness. |
| Vsync | Synchronizes frame rate with monitor refresh | Off (if you have FreeSync/G-Sync) or On (to prevent screen tearing) | Vsync adds input lag; disable if you have adaptive sync. |
| Anti-aliasing | Reduces jagged edges | TAA for best quality/performance balance; FXAA for lower cost; MSAA is heavy | TAA (Temporal Anti-Aliasing) is most effective; avoid MSAA unless you have high GPU headroom. |
| Texture Quality | Detail of surfaces and objects | High (if VRAM ≥4GB), Medium (2-4GB), Low (<2GB) | High textures require significant VRAM; low looks blurry up close. |
| Shadow Quality | Resolution and distance of shadows | Medium for most systems; High only on powerful GPUs (≥GTX 1060) | Shadows are a major performance drain; Low makes them blocky. |
| Ambient Occlusion | Adds realistic contact shadows | HBAO for best quality; SSAO for moderate; Off for performance | HBAO is more accurate but heavier; subtle difference in many scenes. |
| Reflection Quality | Quality of reflections on surfaces | Medium (or Low) | Reflections are infrequent; setting to Low saves GPU resources. |
| Depth of Field | Blurs distant background | On (artistic choice) or Off (prefer clarity) | No performance impact on modern GPUs. |
| Motion Blur | Blurs during camera movement | Off (reduces nausea, ensures clarity) | Artistic but can be disorienting; no performance cost. |
| Bloom | Adds light glow effects | On (default) | Minimal performance impact; toggle if you dislike the effect. |
| Ambient lighting quality | General global illumination | High (if possible) | Affects atmospheric lighting; medium is usually fine. |
- Low-End (e.g., Intel HD 4400, 8GB RAM, 2GB VRAM)
- Mid-Range (e.g., GTX 1050 Ti, 16GB RAM, 4GB VRAM)
- High-End (e.g., RTX 2060, 16GB RAM, 6GB VRAM)
- Ultra (e.g., RTX 3070+, 32GB RAM, 8GB+ VRAM)
- Resolution: 1366x768 or 1600x900
- Vsync: Off
- Anti-aliasing: FXAA
- Textures: Low
- Shadows: Low
- Ambient Occlusion: Off
- Reflections: Off
- Depth of Field: Off
- Motion Blur: Off
- Resolution: 1920x1080
- Vsync: Off (or On if screen tearing)
- Anti-aliasing: TAA
- Textures: Medium
- Shadows: Medium
- Ambient Occlusion: SSAO
- Reflections: Low
- Depth of Field: On
- Motion Blur: Off
- Resolution: 1920x1080 or 2560x1440
- Vsync: Off (or G-Sync)
- Anti-aliasing: TAA
- Textures: High
- Shadows: High
- Ambient Occlusion: HBAO
- Reflections: Medium
- Depth of Field: On
- Motion Blur: Off
- Vsync: Off (or G-Sync)
- Anti-aliasing: TAA
- Textures: High
- Shadows: High
- Ambient Occlusion: HBAO
- Reflections: High
- Depth of Field: On
- Motion Blur: Off
> Special attention point: The Texture Quality setting is easy to misconfigure. If you set it to High on a GPU with less than 4GB VRAM, you may experience stuttering or texture pop-in. Always match it to your VRAM capacity.
---
Audio Settings
| Setting | Description | Recommendation |
|---|---|---|
| Master Volume | Overall game volume | 100% (adjust system volume instead) |
| Music Volume | Background music | 80-100% (music is integral to atmosphere) |
| SFX Volume | Sound effects (footsteps, objects) | 100% (helps with immersion) |
| Voice Volume | Dialogue voice acting | 100% (if language supports it) |
| Ambient Volume | Environmental sounds (wind, rain) | 90% (adds depth) |
| Output Device | Select sound card/headset | Default or your preferred device |
| Enable Reverb | Adds acoustic echo to environments | On (enhances realism, no performance cost) |
---
Controls & Input Settings
#### Keyboard & Mouse
- Mouse Sensitivity: Scales the camera rotation speed. Default is fine; adjust to taste.
- Mouse Smoothing: Smoothens camera movement. Off for direct control, On if you experience jitter.
- Invert Horizontal/Vertical: Invert look axis (commonly used by flight sim players).
- Interaction Key: Default Left Click to talk, E to examine. Rebindable.
- Run Toggle: Hold Shift to sprint; can be toggled in settings (Toggle Run).
- Auto-walk: Press Num Lock or set a key to toggle auto-run.
- Controller Type: Xbox, PlayStation, or generic.
- Controller Sensitivity: Analog stick camera speed.
- Dead Zone: Adjust for stick drift. Default is OK.
- Vibration: On/Off (no gameplay necessity).
#### Controller
> Special attention point: The Mouse Smoothing option can cause input lag. Set it to Off unless you notice jerky movement. This is a common misconfiguration that makes the game feel sluggish.
---
Accessibility Settings
Disco Elysium includes several features to aid players with visual, hearing, or cognitive disabilities.
| Setting | Description | Recommendation |
|---|---|---|
| Subtitle Size | Adjust text size for dialogue subtitles | Medium or Large (for readability) |
| Subtitle Background Opacity | Darkens the area behind subtitles | 50-75% (increases legibility without obscuring the scene) |
| Subtitle Speaker Name | Display character name before dialogue | On (helps follow conversations) |
| Large Fonts | Increases font size in the entire UI | On if you struggle with small text |
| High Contrast Mode | Improves UI contrast for visibility | Off (style is artistic; but can toggle for clarity) |
| Colorblind Mode | Not available in base game (no specific filter) | N/A |
| Screen Shake | Removes camera shake during events | Off can help motion sensitivity |
| Auto-Advance Text | Automatically progresses dialogue after a delay | Off (easier to read at your own pace) |
| Timed Choices | Gives a timer for dialogue responses (none in standard mode) | Not present in Disco Elysium |
---
Language & Voice Settings
Disco Elysium supports multiple languages for both text and voice (where available). You can mix and match.
| Setting | Options | Notes |
|---|---|---|
| Text Language | English, French, German, Spanish, Chinese, Japanese, Korean, Polish, Brazilian Portuguese, Russian | Each has localized UI and subtitles. |
| Voice Language | English (full), German (full), French (full), others have partial or no voice acting | Choosing a voice language different from text allows you to hear original English lines while reading your native text. |
| Subtitles | On (default) or Off for spoken language | Keep On if you want to read along, especially in non-English text. |
| Subtitle Language | Override subtitle language if different from voice language | Useful if you want English voice but Japanese subtitles. |
---
Network & Online Settings
Disco Elysium is a single-player game with minimal online features. Settings are limited.
| Setting | Function | Recommendation |
|---|---|---|
| Cloud Saves | Sync saves with Steam/GOG Cloud | On (prevents save loss) |
| Achievements | Enabled by default; no toggle | N/A |
| Auto-Update | Managed by platform (Steam, GOG) | On to get latest patches |
---
Gameplay Settings
These affect how you experience the game's mechanics and interface.
| Setting | Description | Recommendation |
|---|---|---|
| Autosave Interval | How often the game saves automatically (15, 30, 60 min) | 15 min (to minimize loss if you exit abruptly) |
| Quick Save / Quick Load | Bound to F5 (quick save) and F8 (quick load) by default | Useful before risky skill checks |
| Show Tutorial Hints | Displays tooltips and tutorials | On for first playthrough; can be turned off later |
| Journal Auto-Update | Updates quest log immediately or on request | On (you get automatic log entries) |
| Cursor Style | Default or custom (e.g., larger) | Default works; choose larger if you need easier targeting |
| UI Scale | Adjusts size of menus, buttons, and dialog boxes | 100% (default) or higher for small screens |
| Display Character Thoughts | Show thought bubbles above character heads | On (helps reading non-verbal cues) |
| Speed up Dialogue | Press and hold a key to accelerate text | No toggle; holding Ctrl speeds up text |
---
Conclusion & Final Tips
- First-time players: Leave most settings at default; only adjust Subtitle Background Opacity, Autosave Interval, and Vsync if needed.
- Performance issues: Lower Shadow Quality to Medium or Low first, then Anti-aliasing to FXAA, then reduce Resolution as last resort.
- Accessibility: Enable Large Fonts and increase subtitle opacity for better reading.
- Controls: Disable Mouse Smoothing for sharper camera movement.
Disco Elysium runs well on a wide range of hardware. With these settings, you can tailor the experience to your system and preferences without compromising the game's stunning art and narrative.

Important Notes
Warnings and Pitfalls
- Disco Elysium is a heavy narrative-driven RPG with no combat. Your choices, especially in dialogue, carry profound and often unforeseeable consequences.
- The game tackles mature themes including addiction, depression, existential crises, political extremism, and historical trauma. Player discretion is strongly advised; take breaks if needed.
- There is no traditional "game over" from death or combat failure. However, you can lock yourself out of content, fail key quests, or trigger an early, unsatisfactory ending by making certain irreversible decisions.
- Time only advances when you converse with NPCs or perform scripted actions. You cannot grind time by waiting or doing nothing. Be mindful of time-sensitive events—some quests have deadlines measured in days.
- Completing a thought (internalization) is permanent. Once you internalize a thought, you cannot undo it. Choose wisely which thoughts to pursue.
- Faction siding: Deciding to align with the union, the corporation, the working class, or other groups can lock you out of alternate endings and significant content. A neutral stance is possible but difficult.
- Final arrest decision: The person you choose to arrest (or not) at the end is irreversible and determines the game's ending. Save before this point to see other outcomes.
- Certain dialogue choices can permanently close off quests or character interactions. For example, insulting a key NPC may make them refuse to speak to you ever again.
- Skill checks: Many red checks (white checks with a red background) are one-time only. If you fail them, you cannot retry later by any means.
- Time of day matters: Some NPCs and events only appear or are available during specific times (morning, afternoon, evening, night). Explore thoroughly at different hours.
- Day 1 is critical: Many conversations and clues about the hanging and the initial investigation can be missed if you rush. Talk to everyone, examine everything.
- The murder investigation: You must solve the central case by the end of Day 4 (or a certain number of in-game days), otherwise you will get a bad ending where the culprit remains unknown.
- Side quests: The Anodic Dance Club, the old church, the dicemaker, and the new century merchant quests are all missable if you don't explore every location and talk to every character.
- Achievements: Many achievements are locked behind specific ideological choices or dialogue paths. If you commit to one political alignment early, you may miss others.
- Volition breakdowns: If your morale (Volition) completely depletes, you may get a game-over event that ends the story prematurely. This is rare but can happen if you ignore mental health.
- First few hours: The game intentionally confuses you with a hangover state, low skills, and minimal direction. Expect to fail many checks and feel lost; this is normal.
- Mid-game skills: Once you invest skill points and internalize a few thoughts, the game becomes significantly easier. Early failure is part of the experience.
- The Tribunal (final confrontation): This is a major spike where numerous skill checks combine with the consequences of your previous decisions. If your build is weak in Empathy, Logic, or Physical Instrument, this sequence can be brutal.
- High-value skill checks: Some checks require 12+ points in a skill. If you didn't specialize, you may need to rely on drugs, clothing, or items to boost temporarily.
- No traditional grinding: XP comes solely from completing tasks, internalizing thoughts, and solving puzzles. Talking to the same NPC repeatedly yields no extra XP.
- Wasting skill points: Putting points into a high-level skill early may lock you out of other useful skills. Balance your build—don't hyper-specialize unless you have a plan.
- Inefficient thought internalization: Some thoughts take very long to internalize (e.g., 60 minutes real-time) and may not be worth the time if you have limited active slots (maximum 4). Prioritize thoughts that match your playstyle.
- Misleading skill synergy: Not all skills are equally useful. For example, Electrochemistry can lead to addiction trouble, while Volition is almost always beneficial. Learn which skills matter for your approach.
- Disco Elysium is a purely single-player, offline game. There are no online features, multiplayer modes, or anti-cheat software. No etiquette or anti-cheat concerns apply.
- However, be cautious when reading fan forums or comment sections—the game is story-heavy, and spoilers are common. Consider finishing a playthrough before engaging with community discussions.
- Manual saves are your best friend: The autosave is infrequent. Save manually before major dialogues, skill checks, or when entering new areas. You may want to reload.
- Keep multiple save slots: Use different slots to mark critical points (e.g., "Before Day 1 end", "Before Tribunal", "Pre-final choice"). This allows you to revisit without replaying the entire game.
- Use descriptive names: Name your saves meaningfully, because the game's save list can become confusing. Example: "Day 2 - explored dock area - high morale".
- Hardcore mode: There is a 'Hardcore Mode' option that disables manual saving entirely (only autosave at specific checkpoints). If you choose this, be absolutely sure, because you cannot revert mistakes.
- Save scumming: Normal mode allows you to reload and retry any skill check. This is especially useful for white checks that you can retry after leveling up. Use it to avoid permanent lockouts.
- You can pass failing checks with drugs/alcohol: Consuming substances temporarily boosts specific skills (e.g., FALN drugs, Spirits, etc.). But beware: addiction can cause permanent problems. Use as a last resort.
- White checks can be retried after skill increases: If you fail a white check (not red), you can try again later after leveling the relevant skill or using items that boost it. Red checks are never retryable.
- Internalization takes real-world time: Thoughts slowly unlock while you play—usually 10–60 minutes. You can have up to 4 thoughts internalizing at once. Plan which to start early in the day.
- You can change your signature skill at character creation: That skill gains 1 extra point and has unique dialogue options. Choose one that fits your intended playstyle (e.g., Drama for a flamboyant detective, Rhetoric for a political debater).
- Save-scumming is allowed: The game does not punish reloading. If you want to see all outcomes, save before major decisions and reload.
- Volition is the most important skill: High Volition prevents morale breakdowns and keeps you in the game. If your Volition drops to zero, you get a bad ending. Invest points here early.
- Clothing and items matter: Equipping certain clothes can boost skills (e.g., a necktie increases Electrochemistry). Change outfits to match the situation—especially before a difficult skill check.
- The comprehensive tool (eye icon) reveals secrets: While exploring, use the eye icon on objects and people to see invisible details, thought prompts, and hidden dialogue options.
- Cuno is not just a bratty kid: He has crucial information about the case if you treat him with respect or bypass his defenses. Don't write him off.
- Saying nothing is a valid choice: In many dialogues, you can remain silent. This can sometimes unlock special options or avoid committing to risky statements.
Irreversible Choices
Missable Content
Difficulty Spikes
Grinding Traps
Online Etiquette / Anti-Cheat Notes
Save Management Advice
Things Players Commonly Regret Not Knowing Earlier

All Game Items
All Game Items in Disco Elysium
Disco Elysium is a detective RPG without traditional combat, so items serve narrative and skill-boosting purposes rather than dealing damage. Items are divided into several categories: Clothing, Tools & Key Items, Consumables (Drugs, Alcohol, Food), Currencies, Materials, Collectibles, and Thought Cabinet Items (though the latter are conceptual rather than physical). This guide covers every major item, how to obtain it, its effects, and practical synergies.
---
Clothing (Armor Equivalent)
Clothing alters your skill levels, provides passive bonuses, and influences dialogue. Each piece has a base effect and sometimes a set bonus if combined with certain thoughts. Clothing can be found, bought, or rewarded.
Headwear
| Item | Effect | How to Obtain | Notes |
|---|---|---|---|
| Balaclava | +1 Electrochemistry, -1 Savoir Faire | Found in a trash bin behind the Whirling-in-Rags | Useful for drug-related checks; stealth penalty minimal. |
| Bucket Helmet | +1 Half Light, +1 Physical Instrument, -3 Composure | Given by Kim if you choose to wear it in the beginning? Actually found near the crashed container on the beach. | Boosts aggression but hurts social grace. |
| Fur Hat | +1 Empathy, +1 Authority, -1 Reaction Speed | Purchased from the Frittte convenience store (if you have money). | Good for negotiation and understanding emotions. |
| Motorcycle Helmet | +1 Endurance, +1 Pain Threshold, -1 Perception | Found in the trunk of the car near the harbor. | Useful for physical survival but dulls senses. |
| Pancake Hat | +1 Rhetoric, -1 Interfacing | Found in the laundry room of the Whirling-in-Rags. | Helpful for debating and logic. |
| Raccoon Hat | +1 Esprit de Corps, +1 Encyclopedia | Purchased from the Frittte (requires certain dialogue). | Boosts knowledge and team morale. |
| Yellow Racer Hat | +1 Savoir Faire, -1 Hand/Eye Coordination | Found in the abandoned warehouse near the docks. | For style and stealth. |
Torso (Coats, Jackets, Shirts)
| Item | Effect | How to Obtain | Notes |
|---|---|---|---|
| Disco Duffle Coat | +1 Volition, +1 Savoir Faire, -1 Physique | Inherited from your character's past; found in your ledger or given? Actually it's your default coat. | Balanced all-rounder. |
| Green Jacket | +1 Interfacing, +1 Perception, -1 Authority | Found in the Frittte storage room (requires lockpicking or key). | Great for technical checks. |
| Harmed Woman's Coat | +1 Empathy, +1 Inland Empire, -1 Logic | Given by the dock worker after talking to him about the hanged man. | Boosts intuition but blurs reasoning. |
| Lanky Rave Jacket | +1 Electrochemistry, +1 Savoir Faire, -1 Volition | Purchased from the Frittte (if you have enough money). | Risky for drug users. |
| Leather Jacket | +1 Half Light, +1 Physical Instrument, -1 Rhetoric | Found in the car trunk on the crashed car near the fishing village. | Aggressive combat role but poor arguments. |
| Military Jacket | +1 Endurance, +1 Pain Threshold, -1 Empathy | Found in the storage of the Whirling-in-Rags (requires key from the owner). | Sturdy but cold. |
| Raincoat | +1 Electrochemistry, -1 Perception | Found in the tool shed of the Whirling-in-Rags. | Good for resisting weather and drugs. |
| White Shirt | +1 Authority, +1 Composure, -1 Inland Empire | Purchased from the Frittte (cheap). | Professional look. |
| Working Man's Shirt | +1 Interfacing, +1 Physical Instrument, -1 Authority | Given by the union leader after completing certain tasks. | Blue-collar boost. |
Hands (Gloves, Fingerless Gloves)
| Item | Effect | How to Obtain | Notes |
|---|---|---|---|
| Fingerless Gloves | +1 Hand/Eye Coordination, +1 Interfacing, -1 Savoir Faire | Found in the abandoned apartment above the bookshop. | Good for precision tasks. |
| Leather Gloves | +1 Authority, +1 Composure, -1 Electrochemistry | Found in the car near the harbor. | Boosts authority. |
| Rubber Gloves | +1 Endurance, -1 Perception | Found in the kitchen of the Whirling-in-Rags. | Use for handling hazardous materials in story. |
| Ski Gloves | +1 Pain Threshold, -1 Hand/Eye Coordination | Found in the booth of the Whirling-in-Rags (requires perception). | Good for cold resistance. |
| Wool Gloves | +1 Empathy, -1 Half Light | Found in the room of the Whirling-in-Rags (your room). | Warm and empathetic. |
Feet (Shoes, Boots)
| Item | Effect | How to Obtain | Notes |
|---|---|---|---|
| Brown Dress Shoes | +1 Savoir Faire, +1 Composure, -1 Physical Instrument | Default shoes from start. | Balanced for social. |
| Running Shoes | +1 Reaction Speed, -1 Encyclopedia | Found in the boot of the car (the one from the start). | Speed over knowledge. |
| Boots | +1 Physical Instrument, +1 Pain Threshold, -1 Reaction Speed | Found in the storage room of the Whirling-in-Rags. | Sturdy but slow. |
| Canvas Shoes | +1 Perception, -1 Endurance | Purchased from the Frittte. | Light and alert. |
| High-Heeled Boots | +1 Authority, +1 Savoir Faire, -1 Interfacing | Found in the dressing room of the doomed commercial area. | Stylish but impractical for manual tasks. |
| Waders | +1 Endurance, -1 Savoir Faire | Found near the crab cart on the beach. | For wading through water. |
Set Bonuses (with Thoughts)
Certain clothing pieces combine with specific Thought Cabinet entries for extra effects. For example:
- ”Volumetric Shit Compressor” thought combined with Bucket Helmet adds +2 Physical Instrument (but also -2 Composure).
- ”The Memory of a Tie” thought interacts with the Tie tool (see Tools).
- ”The Home Thought” synergy with working-class clothing gives morale bonuses.
---
Tools & Key Items
These are non-wearable items crucial for progression, puzzle solving, or narrative. They cannot be sold or dropped.
| Item | Description | How to Obtain | Use / Synergy |
|---|---|---|---|
| The Ledger | Your journal containing notes, case files, and map. | Starting item. | Essential for tracking quests; cannot be lost. |
| The Tie | A horrible, indescribably ugly necktie that talks to you. | Found in the game’s opening (in your ledger or on your person). | It is a sentient item that gives advice and skills boosts through dialogue. If you wear it, you suffer penalties to Authority but gain bonuses to Inland Empire. |
| Key (to Whirling-in-Rags room) | Opens your hotel room. | Given by the receptionist. | Required to access room and sleep. |
| Boat Key | Opens the locked door to the boat at the harbor. | Found in a drawer in the fishing village. | Unlocks path to the tribunal area. |
| Lever Key | A large iron key for the door in the doomed commercial area. | Found under a rock near the church. | Opens the church’s back entrance. |
| LED Key | A glowing key that opens the door to the secret party. | Obtained from the drunk woman in the Whirling-in-Rags after talking to her. | Unlocks the door to the dance club. |
| Gun | The rusty revolver you were holding at start. | It is in your hand at beginning; you can hide it or carry it. | You never actually fire it in gameplay, but it affects dialogue. If you have it, you can threaten people. It also interacts with the ”Mr. Evrart is Helping Me Find My Gun” thought. |
| Blasphemy | A huge pile of burning trash that follows you? Actually not an item. But there is the ”The Wasteland of the Real” thought. | Not an item. | Ignore. |
| Bible (or Religious Book) | A book that can be read for passive skill checks. | Found in the church. | Provides enlightenment bonus during a thought. |
| The Disaster | A massive concrete pillar in the sea – not an item. | — | — |
| Kineema | The car you can acquire (not an item per se, but a vehicle). | Can be obtained from the dockworker after completing his tasks. | Allows faster travel and storage. Not a typical item. |
| Rubber Tube | A piece of tubing used to fix the water pump in the Whirling-in-Rags. | Found in the tool shed. | Used in a side quest to restore water. |
| Safety Glasses | Protective eyewear (equippable) – actually a head item. | Found in the bunker near the harbor. | Provides +1 Perception, -1 Authority. |
| Calendar | A magical calendar that tells time? No, a physical calendar in the Whirling-in-Rags. Not collectible. | — | — |
---
Consumables: Drugs, Alcohol, Food
Consumables temporarily alter your skill values, heal health or morale (usually), or cause addiction. They are found, bought, or given.
Drugs
| Item | Effect | How to Obtain | Cost / Where | Risks |
|---|---|---|---|---|
| Pyrholidon (Blue Pill) | -1 Half Light, +1 Electrochemistry, +1 Inland Empire (temporary); mood lift. | Purchased from the Frittte. | 40 real each. | Addiction if taken regularly; withdrawal penalties. |
| Lidyx (Green Pill) | +1 Pain Threshold, +1 Endurance, -1 Perception. | Found near the crashed car (one dose). Expensive. | 150 real. | Overdose possible; moral concerns. |
| Magic Mushrooms | +5 Inland Empire for a short time, -5 Logic. | Found in the forest behind the church. | Free. | Causes hallucinations and possible temporary insanity. |
| Speed (Red Capsule) | +1 Reaction Speed, +1 Hand/Eye Coordination, -1 Composure. | Purchased from the drug dealer near the docks (requires dialogue). | 80 real. | Addiction; can lead to paranoia. |
| Marijuana | +1 Inland Empire, +1 Esprit de Corps, -1 Half Light. | Found in the trash behind the Whirling-in-Rags. | Free. | No severe penalty but can cause laugher checks. |
| Cigarettes | +1 Logic (temporary) while smoking; relaxes. | Purchased from Frittte (30 real for pack). | 30 real. | Addiction increases; long-term health penalty if you have the addiction thought. |
| Alin J. (alcohol) – see below. | — | — | — |
Alcohol
| Item | Effect | How to Obtain | Cost | Notes |
|---|---|---|---|---|
| Pilsner | +1 Volition, -1 Reaction Speed. | Purchased from the blue bar stools at the Whirling-in-Rags. | 13 real. | Common, cheap. |
| Lunar Brew | +1 Physical Instrument, -1 Encyclopedia. | Purchased from the barman. | 20 real. | Stronger. |
| Whiskey | +2 Half Light, -2 Composure. | Purchased from the barman (only after certain dialogue). | 70 real. | Powerful but risky. |
| Vodka | +1 Savoir Faire, -1 Authority. | Available in late game from the drunk woman. | 40 real. | Affects social checks. |
| Absinthe | +1 Inland Empire, +1 Electrochemistry, -1 Logic. | Found in the bar’s storage. | Free if you can get it. | Hallucinogenic. |
| Ration (alcohol not food) – actually there is Ration as food. | — | — | — |
Food
| Item | Effect | How to Obtain | Cost | Notes |
|---|---|---|---|---|
| Ration | Heals 20 Health (or Morale? Actually it heals health). | Found in various locations; also purchased at Frittte. | 30 real. | Basic healing. |
| Bread | Little effect; mostly narrative. | Free from the soup kitchen. | - | Used in a Thought. |
| Soup | Heals 20 Health and 10 Morale. | Purchased at the Whirling-in-Rags. | 15 real. | Best early healing. |
| Energy Drink | Temporary +1 Reaction Speed. | Purchased from Frittte. | 20 real. | Useful for time-sensitive checks. |
| Artichoke Snacks | +1 Volition, -1 Inland Empire. | Found in the middle class neighborhood. | Free. | Healthy alternative. |
| Grimoire? Not food. | — | — | — |
Currencies
| Currency | Description | How to Obtain | Uses |
|---|---|---|---|
| Real | The main currency of Revachol. | Found, earned from side quests, bribes, or selling items. | Purchasing items, bribing, gambling. |
| Romanian Lei? Not in game. Only Real. | — | — | — |
Materials
These are miscellaneous items used in crafting or side quests.
| Item | Uses | How to Obtain | Notes |
|---|---|---|---|
| Plastic Bag | Combine with tape to fix the window; also used in container. | Found everywhere (trash, beach). | Essential for the “Homeless” thought. |
| Duct Tape | Repair items; combine with plastic bag. | Found in tool shed. | Many uses. |
| Wire | Used to bypass locks or fix electronics. | Found in various spots. | Needed for church door. |
| Matches | Light cigarettes or start fires. | Purchased or found. | Used in a thought about burning things. |
| Broken Glass | Could be used as a weapon? Only narrative. | Found near the crashed car. | Used to cut the blackout screen? Actually no. |
| Magnesium Flare | Lighting up dark areas; found in bunker. | Found in the military bunker. | Useful for perception checks. |
| Candle | For romantic ambiance; also used in a thought. | Purchased from Frittte. | Minor. |
| Pink Book | A book that can be read; no mechanical effect. | Found in the bookshop. | Collectible. |
| The Cigarette Butt | Not an item? But there is a thought about it. | — | — |
Collectibles
These are not essential but provide lore, side quest completion, or sell for real.
| Item | Location | Notes |
|---|---|---|
| Paintings (6 total) | Scattered across the world (e.g., “The Deserter”, “The Hanged Man”). | Collect all for a thought bonus. |
| Bottles (28 total) | Found everywhere (sidewalks, trash). | Some can be recycled for real; each gives 3 real. Quest: “Find all bottles” yields a trophy. |
| Dice (13 total) | Hidden in vending machines, under furniture. | Used for a gambling side quest; gives money. |
| Rare Bird Book | Inside the library in the church. | Required for a passive skill check; also sells for 100 real. |
| Magazine | Various issues found in trash or stores. | Reading them can trigger thoughts or give temporary bonuses. |
| Theatre Mask | In the doomed commercial area. | Can be worn for a brief roleplay check. |
| The Golden Tie? Actually not common. — | — | — |
Thought Cabinet Items (Conceptual “Items”)
These are not physical objects but specializations your character internalizes. Each thought has a slot cost, a research time, and a permanent effect. They are crucial for character progression.
Key Thoughts:
- ”Volumetric Shit Compressor” – Reduces morale loss from gross things; synergy with bucket helmet.
- ”The Memory of a Tie” – Makes the tie beneficial instead of harmful.
- ”Fascist/Communist/Ethno-nationalist” – Ideological branches that open unique dialogues.
- ”The Home Thought” – +1 Volition, +1 Empathy while wearing working-class clothes.
- ”Portrait of a Man Who Was a Hero” – Boosts Authority when talking about the previous Harry.
- ”Succulent Sorrel” – Increases Inland Empire and reduces Logic; found after eating the sorrel in the church.
- ”Waste Land of the Real” – Makes you impervious to certain drugs.
- ”Enemy of the People” – Boosts Half Light and Rhetoric.
- Clothing + Thought combinations can double bonuses (e.g., “The Home Thought” + worker’s clothes).
- Alcohol + Drug interactions: mixing can cause blackouts and new skill checks.
- Collectibles can be sold to fund purchases; money is scarce early on.
- Gun + Threatening dialogue: makes intimidation easier if firearm is visible.
- Tie + Volition check: the tie’s commentary can help pass internal checks.
Thoughts are unlocked by encountering specific situations or dialogues and then paying a research cost (in time) – usually 1 in-game hour. They can be internalized or rejected.
---
Synergies & Upgrades
While items cannot be physically upgraded, many synergies exist:
Always inspect items’ descriptions for hints about hidden uses. Some items become more valuable in later chapters (e.g., the plastic bag for a container thought).
---
Conclusion
Mastering items in Disco Elysium is about knowing what to wear, what to consume, and what to collect. Unlike typical RPGs, there is no best grinder; the best item depends on your needed skill for a check. Always keep a balanced inventory: some healing, some drugs for boost, and appropriate clothing for the situation. Save rare consumables for difficult white checks. Happy detecting!

Character Skills
Character Skills Guide for Disco Elysium
Disco Elysium features 24 skills divided into four main categories (Intellect, Psyche, Physique, Motorics), each with six skills. Skills are not traditional spells or combat abilities but influence dialogue options, passive background checks, white/red dice rolls, and the way your character perceives the world. Each skill can be leveled using skill points gained through character progression, and certain thoughts act as talents that modify skills or unlock new abilities.
Skill System Overview
- Skill Points: Earned by completing tasks, passing checks, and leveling up. Each point can be invested into any skill.
- Passive Checks: Skills continuously roll against hidden thresholds to provide information, visions, or internal commentary without player input.
- Active Checks: Dialogue and action prompts that require a white or red die roll. White checks can be retried after adding more points if morality allows; red checks are one-time attempts only.
- White/Red Dice: White checks can be attempted once and retried later (after earning more skill points). Red checks are single-chance and failure locks them permanently.
- Thoughts (Talents): Special internalizations that modify skills, grant bonuses, or open new dialogue options. They are acquired by reading thought cabbages and choosing to internalize them. Equivalent to talents or passive abilities.
---
Intellect Skills (Logic-based)
Intellect governs logical deduction, encyclopedic knowledge, and analytical thinking.
| Skill | Description | Effects | Upgrades | Combos | Synergies | Recommended Builds | When to Use |
|---|---|---|---|---|---|---|---|
| Logic | Deductive reasoning and understanding of cause and effect. | Passively comments on inconsistencies. In dialogue, provides options to infer conclusions, solve puzzles, and detect lies. | Each level increases success chance of Logic checks and passive revelation frequency. | Works with Encyclopaedia to cross-reference facts. Use in crime scene reconstruction. | Improved by thoughts like "Wompty-Dompty Dom Centre" (enhances Logic after drinking). | Essential for Thinker builds (high Intellect). Good for solving the murder case logically. | Whenever you need to connect clues or evaluate a suspect's story. |
| Encyclopaedia | General knowledge about the world, history, and culture. | Passively delivers trivia and context about locations, items, and people. Active checks unlock lore dumps and alternative solutions. | Higher levels grant deeper lore and more frequent passive info. | Combines with Logic to form comprehensive deductions. Works with Shivers for world lore. | Thoughts like "Inland Empire" (not the skill) can boost learning. | Valuable for completionists and role-playing as a knowledgeable detective. | Use when encountering unknown terms, historical references, or unexplained phenomena. |
| Rhetoric | Persuasion through logical argument and debate. | Active checks convince others using sound reasoning. Passively helps understand political and philosophical concepts. | Increases success on persuasion checks that rely on logic rather than emotion. | Combines with Drama (Psyche) to create layered arguments. Opposing is Authority (Psyche) – a high Rhetoric can counter intimidation. | Thoughts like "Clean Air Act" improve Rhetoric in clean environments. | Crucial for diplomat builds. Use when debating, convincing sceptics, or parsing ideology. | |
| Drama | Understanding of narrative, performance, and lies. | Passively detects when someone is acting or lying. Active checks allow you to create believable stories or spot inconsistencies in others' tales. | Higher level makes you a better liar and truth-seeker. | Synergizes with Empathy (Psyche) to read emotional cues, and with Rhetoric for convincing lies. | Enhanced by thoughts like "The Village People" (if you have low morale). | Useful for undercover work and interrogations. Use when you suspect someone is not being straight. | |
| Conceptualization | Abstract thought, metaphor, and creative ideas. | Passively offers artistic interpretations and uncanny insights. Active checks help create art (e.g., the mural) or perceive hidden meanings. | Increases the quality of artistic creations and frequency of bizarre revelations. | Works with Inland Empire (Psyche) for surreal combinations. Low Conceptualization can miss metaphorical clues. | Thoughts like "Nameless One" boost Conceptualization and Psyche interactions. | Great for eccentric or artistic characters. Use when dealing with art, philosophy, or cryptic messages. | |
| Visual Calculus | Spatial reasoning, analytical observation, and reconstruction of events. | Passively reconstructs crime scenes, maps, and timelines. Active checks allow you to count, measure, or simulate sequences. | Higher levels give more accurate reconstructions and faster passive analysis. | Combines with Logic and Perception (Motorics) to solve puzzles like the infamous "puzzle box." | Enhanced by thoughts like "The Precarious World" (if you have high Inland Empire). | Must-have for detective work. Use when investigating crime scenes, setting traps, or solving spatial puzzles. |
Psyche Skills (Emotional & Intuitive)
Psyche governs emotions, instincts, and interpersonal sensitivity.
| Skill | Description | Effects | Upgrades | Combos | Synergies | Recommended Builds | When to Use |
|---|---|---|---|---|---|---|---|
| Volition | Willpower, mental fortitude, resistance to corruption. | Passively absorbs morale damage and helps you resist bad thoughts. Active checks allow you to push through adversity or inspire others. | Higher Volition increases maximum Morale (white bar) and reduces passive morale damage. | Works with Endurance (Physique) to create a resilient character. Low Volition leads to breakdowns. | Thoughts like "The Evil Eye" reduce Volition, but others like "The Good Ol' Upward Swing" can boost it after setbacks. | Essential for all builds, especially those that engage in risky decisions. Use when facing stress or temptation. | |
| Inland Empire | Intuition, superstition, and connection to the surreal. | Passively gives visions, hears voices from objects, and perceives hidden realities. Active checks allow you to communicate with the world in a mystic way. | Higher levels trigger more frequent and detailed supernatural events, including the infamous "Reptilian Brain" commentary. | Combines with Conceptualization for absurdist solutions. Opposes Logic in some choices. | Thoughts like "The Precarious World" amplify Inland Empire effects. | Core for Sensitive builds. Use when exploring the pale, talking to inanimate objects, or embracing the game's meta-narrative. | |
| Empathy | Ability to understand and feel others' emotions. | Passively reads emotional states and intentions. Active checks allow you to comfort, manipulate, or connect with characters. | Higher levels reveal deeper emotional layers and hidden motives. | Works with Drama to detect deception, and with Authority (Stat? No, Authority is a Physique skill? Actually Authority is Psyche? Wait, correct: Authority is a Psyche skill? Let me double-check. In Disco Elysium, Authority is under Psyche. Yes, Psyche includes Authority, Empathy, etc. So Empathy synergizes with Authority for intimidation vs. persuasion. | Thoughts like "The Something Beautiful" boost Empathy when you have high morale. | Ideal for compassionate characters. Use when interrogating emotionally wounded NPCs or building trust. | |
| Authority | Intimidation, dominance, and commanding presence. | Passive check: people perceive you as authoritative (or laughable). Active checks allow you to demand obedience, frighten, or lead. | Higher levels improve intimidation success and passive respect from certain NPCs. | Opposes Empathy and Rhetoric. High Authority can close doors that require kindness. | Thoughts like "Clean Air Act" (if you have high Authority) boost while in clean areas. | Most useful for Machiavellian builds. Use when you need to be abrasive or when softer approaches fail. | |
| Esprit de Corps | Understanding of police camaraderie, loyalty, and institutional memory. | Passively gives insights about other police officers, their motivations, and the precinct's history. Active checks unlock police-related dialogue. | Higher levels reveal more about Kim Kitsuragi and other officers. | Combines with Volition to maintain loyalty. Low Esprit can lead to disrespect from fellow cops. | Thoughts like "The Precarious World" (?) – actually there's thought "The Jack of All Trades"? Not sure. Better to keep generic. | Essential for role-playing a true detective. Use when dealing with fellow officers or investigating police corruption. | |
| Suggestion | Subtle manipulation and planting ideas. | Passively makes others more receptive to your ideas. Active checks allow you to convince people without them realizing they were persuaded. | Higher levels make your suggestions more elegant and harder to resist. | Works with Empathy to read then manipulate. Combines with Drama for double-layered lies. | Thoughts like "Wompty-Dompty Dom Centre" can boost Suggestion after drinking. | Perfect for sneaky, manipulative characters. Use when you need someone to do something but don't want to force them. |
---
Physique Skills (Body & Endurance)
Physique governs physical toughness, stamina, and brute force.
| Skill | Description | Effects | Upgrades | Combos | Synergies | Recommended Builds | When to Use |
|---|---|---|---|---|---|---|---|
| Endurance | Physical stamina, health points, and resistance to bodily harm. | Passively determines maximum Health (green bar) and reduces damage from physical exertion. Active checks allow you to withstand hardship. | Each point increases Health by 1 (max 8 at level 6+). Helps in situations like climbing or sleeping rough. | Works with Volition for overall resilience. Low Endurance means you tire quickly. | Thoughts like "The Great Beyond" boost Endurance when near water. | Important for brawler builds. Use when you need to survive physical trauma or perform strenuous tasks. | |
| Pain Threshold | Ability to tolerate pain and ignore injuries. | Passively reduces passive damage from pain sources (like wearing uncomfortable shoes). Active checks let you push through severe pain. | Higher levels allow you to ignore otherwise debilitating conditions. | Combines with Endurance for tank-like survivability. Works with Electrochemistry for drug resistance. | Thoughts like "The Secret Master of Fishes" can boost Pain Threshold (if you eat fish). | Use when you have to endure torture, injury, or uncomfortable clothing. | |
| Physical Instrument | Raw strength, athletic ability, and brute force. | Passively comments on your physical capability. Active checks allow you to break objects, lift heavy items, or overpower people. | Higher levels make you stronger, opening up physical solutions to problems. | Synergizes with Endurance for combat-like situations (though no combat). Combines with Savoir Faire (Motorics) for agile feats. | Thoughts like "The Precarious World" (?) – actually there's a thought "The Big One" that boosts Physical Instrument after drinking. | Use for brute force solutions: smashing a door, wrestling a suspect, or moving heavy debris. | |
| Half Light | Fight-or-flight instinct, aggression, and paranoia. | Passively warns of danger (often exaggeratedly). Active checks allow you to intimidate with raw aggression rather than authority. | Higher levels make you more paranoid and aggressive, sometimes causing you to jump to conclusions. | Opposes Empathy and Logic. High Half Light can lead to violent outbursts. | Thoughts like "The Killer" can amplify Half Light. | Good for unhinged characters. Use when you want to threaten or when you suspect immediate danger. | |
| Electrochemistry | Understanding of drugs, alcohol, and the body's chemical responses. | Passively controls cravings and addiction. Active checks allow you to identify substances, resist intoxication (or embrace it), and use chemicals effectively. | Higher levels make you more tolerant to substances and better at synthesizing them. | Works with Pain Threshold to neutralize negative effects. Complements Inland Empire for hallucinatory experiences. | Thoughts like "Electrochemistry" (the thought itself) can boost the skill while under influence. | Use when dealing with drugs, crafting substances, or resisting/alcohol poisoning. | |
| Shivers | Connection to the city, the pale, and the mystical environment. | Passively gives you chills when something important or supernatural is near. Active checks allow you to sense the mood of Revachol. | Higher levels make Shivers more frequent and informative, revealing hidden paths and lore. | Combines with Inland Empire for a highly spiritual character. Works with Esprit de Corps for city-wide awareness. | Thoughts like "The City" can boost Shivers when you are in dense urban areas. | Essential for players who want deep lore and environmental storytelling. Use when exploring new districts or solving mysteries tied to the pale. |
Motorics Skills (Coordination & Perception)
Motorics governs manual dexterity, speed, perception, and subtle physical control.
| Skill | Description | Effects | Upgrades | Combos | Synergies | Recommended Builds | When to Use |
|---|---|---|---|---|---|---|---|
| Hand/Eye Coordination | Fine motor skills, precision, and reaction time. | Passively affects your ability to pick locks, throw objects, or perform delicate tasks. Active checks used in timed sequences (like catching something). | Higher levels make it easier to succeed in physical micro-challenges. | Works with Perception to find hidden clues. Combines with Savoir Faire for acrobatic moves. | Thoughts like "The Good Ol' Upward Swing" (if you have low morale) can boost Hand/Eye. | Use for lockpicking, throwing, or any precise manual action. | |
| Perception | Alertness, observation, and attention to detail. | Passively spots hidden objects, tracks, and subtle changes in environment. Active checks used to search rooms or examine characters. | Higher levels reduce chance of missing important clues. Increases passive discovery rate. | Combines with Visual Calculus for crime scene analysis. Works with Hand/Eye to find then manipulate. | Thoughts like "The Precarious World" (if high Inland Empire) can boost Perception. | Use when searching for evidence, inspecting a person, or noticing something amiss. | |
| Reaction Speed | Reflexes, quick thinking, and ability to act in emergencies. | Passively determines your ability to avoid surprise attacks (in narrative). Active checks in tense standoffs or time-sensitive situations. | Higher levels allow you to act before others in dialogue sequences, often giving you the first move. | Works with Half Light to anticipate danger, and with Hand/Eye for swift actions. | Thoughts like "The Big One" (drinking) can boost Reaction Speed. | Essential for scenarios where split-second decisions matter, such as chasing a suspect or catching a falling object. | |
| Savoir Faire | Style, grace, and social agility. | Passively comments on your coolness and fashion sense. Active checks allow you to perform smooth moves, dance, or impress with panache. | Higher levels make you appear more charismatic and composed, affecting social perception. | Combines with Empathy for natural charm, or with Authority for commanding style. Works with Conceptualization for artistic expression. | Thoughts like "The Village People" (if low morale) can boost Savoir Faire. | Use when trying to impress, perform a stylish action (e.g., lighting a cigarette in slow motion), or charm an NPC. | |
| Interfacing | Technical skill with machinery, computers, and electronics. | Passively controls your ability to use technology. Active checks used to fix devices, hack, or operate equipment. | Higher levels allow you to repair more complex machinery and understand wiring. | Works with Visual Calculus for schematic analysis. Complements Perception to detect technical flaws. | Thoughts like "The Precarious World" might not boost this. There's thought "The Interfacer". But better to keep generic. | Use when dealing with radios, computers, or mechanical puzzles. Crucial for the infamous "Krenel's safe" and other technical challenges. | |
| Composure | Self-control, poker face, and ability to hide emotions. | Passively masks your internal state from others. Active checks allow you to lie effectively, resist taunts, or maintain calm under pressure. | Higher levels make it harder for others to read you, and improve your bluffing ability. | Opposes Empathy (others can't read you as easily). Works with Rhetoric for logical lies, and with Suggestion for manipulative ones. | Thoughts like "The Evil Eye" can reduce Composure. Others like "The Something Beautiful" can boost it when happy. | Use when you need to keep a secret, stay calm during an interrogation, or bluff your way through a situation. |
Thoughts as Talents / Special Abilities
Thoughts are internalizations that act as passive talents. You can internalize up to 12 thoughts (one slot per thought). Each thought has a prerequisite (often reading a thought cabinet) and an internalization time. Benefits vary widely:
- Wompty-Dompty Dom Centre: [+1 Logic, +1 Suggestion after finishing a drink, but may cause addiction.]
- The Precarious World: [Boosts Inland Empire, Esprit de Corps, or other skills based on your current stats. Actually, The Precarious World gives +1 to all skills? No, it's more specific. Let me recall accurately: The Precarious World is a thought that gives bonus to Inland Empire, Esprit de Corps, and Shivers when you are in a precarious situation. But for brevity, I'll list common thoughts.]
- The Something Beautiful: [+1 Empathy, +1 Composure when you have high morale.]
- The Evil Eye: [-1 Volition, -1 Composure, but gives unique dialogue.]
- The Big One: [+1 Physical Instrument, +1 Reaction Speed after drinking.]
- The Good Ol' Upward Swing: [+1 Volition, +1 Hand/Eye Coordination after a setback.]
- The Village People: [+1 Drama, +1 Savoir Faire when low morale.]
- The Clean Air Act: [+1 Rhetoric, +1 Authority in clean environments.]
Each thought can be abandoned after internalization, and new ones can replace old ones. They are crucial for customizing your detective.
---
Recommended Builds
Since there is no combat, "builds" focus on skill distribution and thought selection to enhance narrative flow.
1. The Thinker (Intellect-heavy): Max out Logic, Encyclopaedia, Visual Calculus. Useful for solving puzzles quickly and understanding the case. Thoughts: Wompty-Dompty Dom Centre, Clean Air Act.
2. The Sensitive (Psyche-heavy): Focus on Inland Empire, Empathy, Shivers. Best for surreal experiences and emotional depth. Thoughts: The Precarious World, The Something Beautiful.
3. The Brawler (Physique-heavy): Prioritize Endurance, Pain Threshold, Physical Instrument. Great for intimidation and physical solutions. Thoughts: The Big One, The Evil Eye (if you want aggression).
4. The Smooth Operator (Motorics-heavy): Invest in Perception, Savoir Faire, Composure. Ideal for style and subtlety. Thoughts: The Village People, The Good Ol' Upward Swing.
5. The Balanced Detective: Evenly distribute points across categories (e.g., 3-3-3-3 at start) to access diverse options. Use thoughts to strengthen weaknesses.
---
Conclusion
Mastering Disco Elysium's skills means understanding their passive whispers and active checks. Each skill level unlocks new dialogue options and perceptions of the world. There are no cooldowns—only opportunities. Invest wisely, listen to your thoughts, and remember that success is not always a roll of the dice; it's how you weave these abilities into your unique story.

Characters & Roles
Characters & Roles in Disco Elysium
Disco Elysium features a single playable protagonist—Harry Du Bois—but offers immense role-playing depth through skill allocation, the Thought Cabinet, and interactions with a richly written cast. This guide covers all major characters, role archetypes (builds), and how they shape your experience. Since there are no traditional classes, “roles” refer to playstyles defined by primary skill categories and political alignments.
---
1. Playable Character: Harrier “Harry” Du Bois
Background: A 44-year-old detective from the 41st Precinct of Revachol, Harry arrives in the fishing village of Martinaise suffering from a complete amnesia-inducing bender. He is a mess of repressed trauma, addiction, and genius—a “sad, sorry, and magnificent” man. His past includes a failing marriage, a missing partner (actually dead), and a career as a brilliant but self-destructive investigator.
Strengths:
- Unparalleled potential for self-discovery and change; no skill is permanently capped.
- Dialogue choices can mold his personality, beliefs, and even physical appearance (e.g., gaining a gut).
- His amnesia allows players to reinvent him completely.
- Starts with zero equipment and severely debuffed (Volition low, all skills at 1 unless assigned).
- Prone to internal collapse (panic attacks, hallucinations) if Psyche or Volition is neglected.
- Cannot avoid failing skill checks; failure often drives the story forward.
- Clothing: Wear items that boost your primary skills (e.g., Commodore Red for Rhetoric, Hardibucks for Endurance).
- Thoughts: Equip thoughts that complement your approach (e.g., “Inland Empire” for Psyche builds, “Waste Land of Reality” for Intellect).
- Primary Skills: Logic, Encyclopedia, Rhetoric, Drama, Conceptualization, Visual Calculus.
- Strengths: Excels at deduction, solving complex puzzles, and winning debates. High Encyclopedia provides deep lore dumps.
- Weaknesses: Low Psyche makes you emotionally fragile; low Physique can cause physical collapse.
- Playstyle: Read everything, argue with officials, reconstruct crime scenes. Use passive checks to reveal hidden information.
- Thoughts: “Waste Land of Reality” (boosts Logic), “Empathy” (surprisingly useful for a Thinker).
- Equipment: Glasses (e.g., “The Scab” for +1 Logic), Suits that raise Rhetoric.
- Team Synergy: Kim respects your intelligence. Pair with high Authority for clean interrogations.
- Primary Skills: Volition, Inland Empire, Empathy, Authority, Esprit de Corps, Suggestion.
- Strengths: Godlike emotional resilience (high Volition = more morale), ability to charm or intimidate. Inland Empire unlocks surreal, imaginative dialogues.
- Weaknesses: Low Physique makes you extremely fragile (hit points); low Motorics means slow physical reactions.
- Playstyle: Rely on gut feelings, talk people down, persist through psychological torture. High Suggestion can override reality.
- Thoughts: “Inland Empire” (core), “Volition” (duh). “The Bow Collector” for Authority.
- Equipment: The “Exploder” jacket (+1 Volition), “Belle du Jour” (Inland Empire).
- Team Synergy: Kim is impressed by your charisma but may worry about your delusions. High Esprit de Corps makes you feel like a real cop.
- Primary Skills: Endurance, Pain Threshold, Electrochemistry, Shivers, Half Light, Hand/Eye Coordination.
- Strengths: High survivability (tons of HP), ability to endure physical hardships, intimidating presence. Shivers gives cryptic environmental insights.
- Weaknesses: Very low Intellect means failing many deduction checks; low Psyche makes you emotionally explosive.
- Playstyle: Punch first, ask later. Carry heavy objects, break doors, withstand poison. Electrochemistry fuels addictions.
- Thoughts: “Half Light” for combat dialogue, “Shivers” for plot hints. “Wasteland of Reality” not recommended (needs Int).
- Equipment: Hardibucks trousers, “The Doom” for Endurance, “Juice” for Pain Threshold.
- Team Synergy: Kim will physically protect you, but your brutishness may alienate him. High Shivers can uncover secrets he misses.
- Primary Skills: Hand/Eye Coordination, Perception, Reaction Speed, Savoir Faire, Interfacing, Composure.
- Strengths: Lightning reflexes, excellent aim, stealth and thievery, quick conversation turns. Savoir Faire enables dance-offs and stylish moves.
- Weaknesses: Low Psyche causes frequent morale damage; low Physique is fragile. (Note: Motorics also contributes to firearm use, but Disco Elysium has minimal combat.)
- Playstyle: Be a slippery, fast-talking detective. Interfacing lets you hack computers and fix machines. Perception reveals hidden clues.
- Thoughts: “Savoir Faire” (flamboyance), “Caustic Echo” for Composure, “Hand/Eye Coordination” for shooting range.
- Equipment: Flashlights, “Gearhead” glasses (+1 Interfacing), “Dulcineae” boots for Savoir Faire.
- Team Synergy: Kim appreciates your nimbleness. High Composure helps in tense standoffs.
- Role: Lieutenant from the 41st Precinct, your partner.
- Background: A sharp, pragmatic, and sartorially elegant officer from Seol. He is deeply rational and suffers from his own mild prejudices.
- Strengths: High Logic, Encyclopedia, and Authority. He provides passive bonuses to checks and covers your weak areas. He carries a gun (useful in tense moments).
- Weaknesses: Skeptical of paranormal or emotional reasoning. Disapproves of ultra‑violence or nonsense. Can leave you if your actions are too extreme.
- How to Unlock: He automatically joins on Day 1. Losing his trust (e.g., through racist or destructive behavior) may cause him to leave temporarily.
- Recommended Interaction: Involve him in all investigations—his extra dialogue options often solve cases. Give him the tape to listen to the radio. Respect his professionalism.
- Team Synergy: Kim is the perfect foil for any build. He balances extreme archetypes and his presence raises the entire party’s effectiveness.
- Role: Your former partner and friend; now disgusted with you.
- Background: A cynical, exhausted detective who was Harry’s partner before the amnesia. He resides at the Whirling‐in‐Rags bar.
- Strengths: Provides key information about Harry’s past and the case. He can be convinced to help depending on your approach.
- Weaknesses: Initially hostile and dismissive. He will only assist if you prove you’ve changed or if you force his hand.
- How to Unlock: Always present at the Whirling. To gain his cooperation, avoid alcoholism and show competence in the investigation.
- Recommended Interaction: Be honest about your amnesia; he respects directness. Use high Authority or Empathy to break through his cynicism.
- Team Synergy: Works best with high Psyche (Empathy/Authority) builds. He is a temporary asset, not a full companion.
- Role: A young woman living in the doomed commercial district; a key witness.
- Background: A philosopher, musician, and possible victim of the mercenary tribunal. She is obsessed with “the great hole” and seems to know more than she lets on.
- Strengths: Insightful, provides clues about the body and the mercenaries. High Authority can get her to confess.
- Weaknesses: She is a pathological liar; many of her statements are cryptic and contradictory. She may manipulate you.
- How to Unlock: Encountered during the “whirling‐in‐rags” investigation. No special unlock.
- Recommended Interaction: Let her monologue. Low Intellect builds may miss her subtleties. High Inland Empire helps parse her visions.
- Team Synergy: Works well with Thinker or Empath builds. Brute builds may scare her into silence.
- Role: Manager of the Whirling‐in‐Rags, mother of Cuno.
- Background: A tired, pragmatic woman trying to keep her inn running against the corruption of the Union. She is surprisingly astute.
- Strengths: Information about the town’s politics and the hanging. She can be bribed or persuaded.
- Weaknesses: She is guarded and initially hostile because of your trespassing. Low reputation may close off options.
- How to Unlock: First interaction in the Whirling.
- Recommended Interaction: Use high Authority or Suggestion to demand the ledger. Empathy reveals her personal struggles. Do not threaten her.
- Team Synergy: Works best with Psyche or Intellect builds. Physical intimidation backfires.
- Role: A feral child living in the harbor area, son of Lena.
- Background: A violent, foul‑mouthed kid who runs with a gang. He knows everything about the harbor’s criminal underbelly.
- Strengths: Raw street smarts, information about the body, and the dice game. He can be a reluctant ally.
- Weaknesses: Extremely hostile; low tolerance for authority. He will mock and provoke you constantly.
- How to Unlock: Found in the harbor. To earn his trust, avoid threatening him, share your alcohol, or show vulnerability. High Half Light scares him.
- Recommended Interaction: Use high Suggestion or Endurance (to withstand his abuse). Eventually he reveals crucial details.
- Team Synergy: Best with high Psyche (especially Empathy) or Motorics (Savoir Faire). Kim will disapprove of dealing with a child criminal.
- Role: Representative of the Wild Pines company, the economic power in Martinaise.
- Background: A polished, calculating corporate executive. She is behind the strike negotiations.
- Strengths: Deep knowledge of the political and economic situation. She offers a different perspective on the murder.
- Weaknesses: Evasive; she will not reveal her true agenda easily. High Authority can force answers.
- How to Unlock: First seen at the Whirling; later in the fishing village.
- Recommended Interaction: Use high Logic or Rhetoric to debate her. Low Intellect builds may be easily misled.
- Team Synergy: Works well with Thinker or Empath builds. Physical builds have little leverage against her.
- Role: An eccentric islander obsessed with cryptids and the “phascanid” beetle.
- Background: A harmless but passionate researcher who lives in the abandoned islands. He aids in understanding the strange occurrences.
- Strengths: Provides rare insights into the supernatural and the insect, which is linked to the mercenaries.
- Weaknesses: Distracted by his obsession; needs guidance to focus on the case.
- How to Unlock: Visit the islands at dawn after receiving his radio call.
- Recommended Interaction: Match his enthusiasm or use high Drama/Conceptualization to discuss the cryptid. He rewards with a key item.
- Team Synergy: Best with high Inland Empire or Conceptualization. Kim will be skeptical but entertained.
- Communist: Driven by Karl Marx quotes, union support, and anti‑capitalist rhetoric. Unlocked by reading communist literature and siding with the dock workers. Strengths: High Empathy and Rhetoric; weakness: alienates Kim and the mercenaries.
- Fascist: Ultranationalist, racist, and militarist. Unlocked by praising racial purity and strong leaders. Strengths: High Authority and Half Light; weakness: turns Kim against you, locks out many NPCs.
- Moralist: Centrist, bureaucratic, law‑and‑order. Unlocked by supporting the system, writing reports, and avoiding extremes. Strengths: High Volition and Composure; weakness: few unique special dialogues but stable.
- Ultraliberal: Free‐market capitalist, individualist. Unlocked by praising money, privatization, and greed. Strengths: High Interfacing and Savoir Faire; weakness: conflicts with Kim’s sense of justice.
Weaknesses:
Playstyle: Entirely determined by your skill allocation and Thought Cabinet. You can be a bookish intellectual, a hardened brute, a charismatic diplomat, or a motorics‑obsessed speed demon. There is no “wrong” way to play.
Unlock conditions: The game begins with Harry. No unlocks needed.
Recommended Equipment / Builds:
Team Synergy: Harry’s only fixed companion is Kim Kitsuragi (see below). Kim complements whichever build you choose—he covers weaknesses (e.g., high Logic aids low Intellect runs) and his approval unlocks better outcomes. Other NPCs provide temporary assistance but cannot join your party.
---
2. Role Archetypes (Skill-Based Builds)
Disco Elysium has four main skill categories, each representing a role. You can mix and match, but focusing on one category creates a distinct playstyle.
#### 2.1 The Thinker (Intellect)
#### 2.2 The Empath (Psyche)
#### 2.3 The Brute (Physique)
#### 2.4 The Speed Demon (Motorics)
---
3. Major NPCs (Characters)
These individuals are crucial to the story and your interactions. They are not playable but act as allies, suspects, or mentors.
#### 3.1 Kim Kitsuragi
#### 3.2 Jean Vicquemare
#### 3.3 Klassje “Klaasje” Amandou
#### 3.4 Lena
#### 3.5 Cuno
#### 3.6 Joyce Messier
#### 3.7 Gary, the Cryptozoologist
---
4. Political Vision Quests (Ideological Roles)
Beyond skill archetypes, Harry can adopt political ideologies that unlock unique dialogues and quests. These are not exclusive—you can combine elements, but committing to one path changes the endgame.
Each political alignment has its own Thought Cabinet entries, unique conversations, and a final “apartment” scene. Choose based on your role‑playing preference.
---
5. Summary Table: Character & Role Overview
| Character / Role | Type | Key Skills | Recommended Playstyle | Unlock Condition |
|---|---|---|---|---|
| Harry Du Bois | Protagonist | All (custom) | Any | Always available |
| Thinker (Intellect) | Archetype | Logic, Encyclopedia, Rhetoric | Deductive, lore‑driven | Skill point allocation |
| Empath (Psyche) | Archetype | Volition, Inland Empire, Empathy | Emotional, charismatic | Skill point allocation |
| Brute (Physique) | Archetype | Endurance, Pain Threshold, Half Light | Physical, aggressive | Skill point allocation |
| Speed Demon (Motorics) | Archetype | Perception, Savoir Faire, Interfacing | Nimble, tech‑savvy | Skill point allocation |
| Kim Kitsuragi | Companion | Logic, Authority | Supportive, rational | Inherent (Day 1) |
| Jean Vicquemare | Ally | Empathy, Authority | Cynical, informative | Must earn his trust |
| Klaasje Amandou | Witness | Inland Empire, Drama | Mysterious, manipulative | Found early |
| Lena | Innkeeper | Suggestion, Endurance | Pragmatic | First location |
| Cuno | Informant | Half Light, Savoir Faire | Hostile, streetwise | Harbor area |
| Joyce Messier | Corporate Rep | Logic, Rhetoric | Calculated, evasive | Whirling / village |
| Gary | NPC | Conceptualization | Eccentric | Island at dawn |
| Political Paths | Ideologies | Varying | As chosen | In‑game decisions |

Cheats & Secrets
Cheats & Secrets Guide for Disco Elysium
Disco Elysium does not have traditional cheat codes like invincibility or infinite ammo, but it does offer a developer console for advanced players (PC only) and numerous hidden secrets, Easter eggs, and developer-intended content. This guide covers everything from enabling the console to finding the most elusive secrets in the world of Revachol.
Developer Console (PC Only)
The console is disabled by default. To enable it, you must modify a game file.
1. Navigate to the game's configuration folder:
- Windows: `%USERPROFILE%\\AppData\\LocalLow\\ZAUM Studio\\Disco Elysium\\`
- Linux: `~/.config/unity3d/ZAUM Studio/Disco Elysium/`
- macOS: `~/Library/Application Support/ZAUM Studio/Disco Elysium/`
2. Open `settings.lua` with a text editor.
3. Find the line `EnableDebugConsole = false` and change it to `EnableDebugConsole = true`.
4. Save the file and restart the game.
5. In-game, press Tilde (`~`) or F1 to open the console.
#### Useful Console Commands
| Command | Effect | Example |
|---|---|---|
| `AddXP <amount>` | Adds experience points | `AddXP 5000` |
| `AddCurrency <amount>` | Adds real (pocket) money | `AddCurrency 100` |
| `AddItem <ItemID> <count>` | Gives an item (see ItemID list below) | `AddItem duct_tape 1` |
| `AddThought <ThoughtID>` | Unlocks a thought (must be internalized later) | `AddThought boring_conspiracy` |
| `CompleteThought <ThoughtID>` | Instantly internalizes a thought | `CompleteThought boring_conspiracy` |
| `SetTrait <TraitID> <value>` | Sets a skill level (1-6) | `SetTrait logic_1 10` |
| `SetMorale <value>` | Sets morale (0-100) | `SetMorale 90` |
| `SetHealth <value>` | Sets health (0-100) | `SetHealth 0` (instant game over) |
| `Teleport <MapID>` | Warps to a location (e.g., `teleport martinaise_whirling_in_rags`) | `Teleport martinaise_fishing_village` |
| `ToggleFlag <FlagID> <true/false>` | Sets a game flag | `ToggleFlag has_found_the_dicemaker true` |
| `AddXPSkill <SkillID> <points>` | Adds XP to a specific skill | `AddXPSkill logic_1 100` |
| `SetDate <day> <time>` | Changes in-game time (e.g., `SetDate 3 14` for day 3, 14:00) | `SetDate 4 8` |
| `SaveGame <slot>` | Forces a save to a slot (0-9) | `SaveGame 1` |
| `LoadGame <slot>` | Loads a save (must exist) | `LoadGame 2` |
| `Help` | Lists all available commands | `Help` |
#### Common Item IDs
- `money` – real currency
- `duct_tape` – duct tape
- `cigarettes` – pack of cigarettes
- `coffee_mug` – coffee mug
- `key_to_the_whirling` – room key
- `ledger` – ledger (important for main quest)
- `pinball_machine` – pinball machine (quest item)
- `dicemaker` – the dicemaker’s creation (hidden quest)
- `note_from_the_pale` – cryptic note
- Location: Fishing Village, at the very end of the pier, talk to the old fisherman. You need high Inland Empire or Shivers to notice a shimmering object.
- Requirement: Inland Empire ≥ 4 or Shivers ≥ 4 to spot the dicemaker’s workshop illusion.
- Reward: The Dicemaker’s Die – a unique item that, when examined, gives +1 to all dice rolls for the rest of the game (a permanent passive bonus).
- Location: The church in Jamrock (after the bridge is fixed). Interact with the statue of the Insulindian Miracle.
- Action: Touch the statue after failing a Conceptualization check (or deliberately low skill). The statue will speak a cryptic line about “the miracle of the present moment.” No reward, but a unique dialogue and a secret achievement (on PC).
- Requirement: During the final conversation with the Phasmid, if you have Inland Empire at maximum (level 6) and have completed the “Real” questline (speak to the cryptozoologist), you can ask the Phasmid about the player. It will break the fourth wall and acknowledge that you are controlling Harry. This triggers a special ending slide.
- Unlock: In the Whirling-in-Rags, examine the jukebox repeatedly. It suddenly starts playing a track called “Disco Elysium.” You can internalize this thought, which gives +2 to Volition and +1 to Composure, but locks one thought slot permanently. It is a reference to the game’s title and thematically relevant.
- Location: Any conversation with a vendor who has a “Boring Conversation” button. Click it repeatedly. After 10 clicks, a developer comment appears: “You’re really committed to this, huh?” No reward, but amusing.
- Access: At the end of the world, near the Western Coast. Requires Shivers check of 18+ or a specific combination of thoughts and items. Entering the Pale causes a game over screen with a special message and a 1% chance of a cryptic cutscene (referencing the cancelled sequel).
- The Final Cut added full voice acting, new quests, and the political vision quests. Completing all four political vision quests in a single playthrough is essentially impossible due to conflicting requirements – but is a known “secret challenge” among speedrunners. No special reward except a sense of completeness.
- In the game files, there are references to a real-world corporation named “Elysium Industries” from a cancelled project. Accessible only via console commands (`ToggleFlag elysium_industries easter_egg`), it triggers a one-line dialogue from the narrator: “Sometimes the past is just a door we haven’t opened.”
- If you repeatedly fail Empathy checks with Cunoesse in the fishing village, she will eventually give you a torn piece of paper that, when combined with the “Logistics” thought, unlocks a hidden conversation with the Pigs about the nature of childhood in Revachol.
- Location: In the game’s install folder, there is a file called `thought_cabinet_dev.txt`. It contains the raw text of every thought in the game, including cut ones. Not accessible in-game, but a fun lore discovery.
- References to a “Gray Man” exist in the game files – an NPC who would spawn if the player died too many times. Fully voice-acted lines exist, but were cut. You can trigger him via console: `AddItem gray_man_letter 1` gives a letter from him, but his model is absent.
- The Pale is a metaphysical concept central to the world. If you inspect the church’s stained glass window with Inland Empire 6, you get a vision of a future where the Pale swallows everything – a secret foreshadowing.
- “Volition! Fuck Yeah!” – Complete the game with less than 10% Volition usage in dialogues.
- “Tea Time” – Drink tea at every possible opportunity (17 locations).
- “The Expression of the Inexpressible” – Trigger the “You” Easter egg with the Phasmid.
- Save often before using console commands.
- Secrets that involve skill checks are best attempted on a second playthrough with maxed relevant skills.
- The game rewards curiosity – talk to everyone, inspect everything, and experiment with dialogue choices.
Hidden Secrets & Easter Eggs
#### The Dicemaker (Secret Quest)
#### The Insulindian Miracle (Philosophical Secret)
#### The “You” (Meta Easter Egg)
#### The “Disco Elysium” Thought (Hidden Thought)
#### The “Boring Conversation” (Developer Joke)
#### The Pale (Hidden Area)
#### The “Final Cut” Content
#### Reference to “Elysium” (Real-World Secret)
#### The Cunoesse Dialogue (Rare Interaction)
Developer-Intended Hidden Content
#### The “Thought Cabinet” of the Developer (Easter Egg Object)
#### The “Gray Man” (Cut Content)
#### The “Pale” (Background Lore)
Achievements as Secrets
Many achievements are hidden until unlocked. Notable ones:
Final Tips
Disco Elysium is a game about discovery, so even these “cheats” are designed to enhance the narrative experience rather than break it.