Disco Elysium

Disco Elysium

668 ratings
A Drunken Detective's Handbook [Gameplay & Achievements Guide]
By xyrilyn
A comprehensive gameplay and achievements guide for Disco Elysium: The Final Cut
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Introduction
Want to be the best detective that has ever arrived on the scene? Do you also want to get all the achievements this game has to offer? Or maybe you're stuck on a task and you're not sure how to proceed? If you fall into any of these groups, then this is the guide for you.

TL;DR: Do you have a summarised version of this guide? What should a new player read?

If you can only spend three minutes reading this, I recommend reading the section: Gameplay Tips




Important Notes:
  • Any spoilers in the gameplay section will be tagged using spoiler tags.
    Spoilers in the Achievement or Thought Cabinet sections will not be tagged.
  • Most of this guide was written before the Hardcore Mode update (late January 2020 update). It has since been partially re-written and updated to reflect the content updates in The Final Cut (March 30th 2021 update).
    I may have missed some things. Let me know in the comments! Have questions? Leave them in the comments as well. Have lots of questions? Drop me a friend request and we can talk via DMs instead.




What will this guide include?

This guide covers:
  1. gameplay basics, mechanics and tips,
  2. achievements,
  3. some tips for tasks and side-tasks,
  4. and some difficult Thought Cabinet unlocks

This guide will not cover:
  1. the plot of the game, (you should play the game and experience it yourself!)
  2. the lore of the game,
  3. and various statistics of items, Thoughts, etc (check other guides or the game's wiki instead)




Translations / Adaptations

Variants of this guide are currently available in: Chinese and Russian. Check them out below!

https://steamcommunity.com/sharedfiles/filedetails/?id=2035721966

https://steamcommunity.com/sharedfiles/filedetails/?id=2032447223

https://steamcommunity.com/sharedfiles/filedetails/?id=2049300599
--------------- Gameplay ---------------
Game Modes
There are currently two game modes available: Normal and Hardcore.

In Hardcore Mode, the game is harder. As the developers put it:
"The city at the end of the world just got more existential."

Hardcore Mode features the following:
  1. All skill checks have increased difficulty levels.
  2. All money found in containers are reduced.
  3. Consumables cost more to purchase.
  4. Health and morale consumables heal less health / morale.
  5. Completing tasks rewards more XP than in Normal mode.
  6. Positive and negative modifiers from the Thought Cabinet are more significant.

What mode should I play?

Normal Mode is for newcomers to the tabletop-like dice roll mechanic, and players who want to experience the game as intended by the developers / writers.

Hardcore Mode is for players who are already familiar with the game, achievement-collectors, and players who don't mind min-maxing skill levels.
Controls
This is a point-and-click narrative-focused role-playing game. Key controls are your mouse, 'tab' key, spacebar, and 0-9 keys on your keyboard.

  • Clicking moves your character around and allows you to interact with stuff.

  • As of the 2nd July 2020 patch, you can use 'WASD' to move around.

  • Double clicking moves you around even faster.

  • Double click and hold to continue running.

  • The 'tab' key highlights interactables (things you can click on: NPCs, orbs, containers, etc), making them easier to see on-screen.

  • The spacebar stops all movement when you are walking / running.

  • The spacebar also 'continues' conversations. (Instead of clicking the 'continue' button, you can simply hit spacebar.)

  • The numerical keys are shortcuts to selecting dialogue options.

  • 'F1' for more help and shortcuts. 'J' for your Journal. 'I' for your Items. 'ESC' for the main menu.

  • As of the 2nd July 2020 patch, you can also access the 'F1' help screen and the main menu by clicking on the respective buttons at the top left corner of your screen.

That's it. Now on to the good stuff.
Attributes, Skills & Skill Checks
Attributes & Skills

The attribute points you assign at the very start of the game when creating your character are permanent for the entirety of your game.

The four attributes are: Intellect, Psyche, Physique and Motorics. Each attribute has six unique skills.

Points you put into an attribute determine a few things:

1. the starting skill levels (base skill levels) of relevant skills under that attribute, and
2. the starting skill caps (base skill caps) of relevant skills under that attribute

What are skill caps?
Skill caps represent the number of times you can further level up that skill using skill points. When you level up a skill, a cap for that skill is filled (i.e. used up).

Skill points allow you to level up your skills. Every 100 XP gains you one skill point. XP is earned by playing the game and completing tasks.

Let's wrap up this section with an example:

If you selected 5 Intellect during character creation, each skill in Intellect will start with a total skill level of 5, and 5 skill caps. This means that you are further able to level up every skill in Intellect by another 5 more times, for a total of 10.

A note about Hardcore Mode:
With the introduction of Hardcore Mode, checks can now become harder. Unless otherwise mentioned, the difficulty of checks in this guide are those found in the normal game mode.

For details on all skills in the game:
Skills - Disco Elysium Wiki[discoelysium.gamepedia.com]

Skill Checks

What are skill checks?
Skill checks test the player's current skill levels by comparing it to some kind of threshold. This is usually done in order to overcome some kind of challenge in-game.

There are two kinds of skill checks: Active and Passive.

Active checks are those you trigger yourself by selecting it as a dialogue option. The probability of success is shown to you when you hover over the dialogue option. This probability is based on the difficulty of the check compared to your level for that skill, plus modifiers.

What are modifiers?
Modifiers are positive bonuses or negative penalties to the roll of an active check. Modifiers can come from various places: completed tasks or actions, knowledge of events, possession of item(s), passage of time, etc. Modifiers make some active checks easier (or harder) to succeed.

Some active checks can be re-attempted. Some cannot.

Red checks cannot be re-attempted. White checks can be re-attempted when you level up the relevant skill by at least one point. Some white checks can also be re-attempted when you gain modifiers for them.

Passive checks are hidden checks that come up automatically as successful when you meet the skill levels for them. Passive checks come up all the time as you talk to people, click on orbs, etc, and are always associated with a skill.

Passive checks are how your skills "talk" to you, generally speaking. The game does not tell you when you fail any passive check. There are two flavours of passive checks: passive and anti-passive. Passives and anti-passives will be explained in the next section: Skill Check Mechanic.

There are far too many passive checks in the game to list them all here, and attempting to do so would defeat the purpose of playing the game. Fun fact: there are more than 9,000 passive checks in the game!
Skill Check Mechanic
This section will cover how the skill checks actually work and how the numbers are calculated. Feel free to skip this part.

Passive Checks

Formula = 6 + skill level (including bonuses and penalties)

6 is the base value you always have. The threshold value for passive checks range from 6 (default success) to 20. To trigger a passive check, your total value has to be equal to or greater than the threshold.

Example:
Assume an Encyclopedia passive check has a threshold of 10. 10 - 6 = 4.

Therefore, the skill level you must have to trigger the passive check is at least 4.

Anti-Passive Checks

Formula = 6 + skill level (including bonuses and penalties)

6 is the base value you always have. The threshold value for anti-passive checks range from 6 (default success) to 20. To trigger an anti-passive check, your total value has to be less than the threshold.

Example:
Assume an Encyclopedia anti-passive check has a threshold of 8. 8 - 6 = 2.

Therefore, the skill level you must have to trigger the passive check is at most 1.

Active Checks

Formula = 2D6 + skill level (including bonuses and penalties) + modifiers (permanent bonuses and penalties gained from events)

2D6 stands for two six-sided dice roll. The threshold value for active checks range from 6 to 20:

  • Trivial : 6-7
  • Easy : 8-9
  • Medium : 10-11
  • Challenging : 12
  • Formidable : 13
  • Legendary : 14
  • Heroic : 15
  • Godly : 16
  • Impossible : 18-20

Example:
Assume an Encyclopedia active check has a threshold of 12 and that your Encyclopedia skill level is 5.

12 - 5 = 7. Therefore, the 2D6 needs an outcome of at least 7 for you to pass the check.

This translates to a probability of: 58.3%

Reference: 2D6 Probability Table

2D6 Value
Combinations
Probability of Exact 2D6 Value
Probability of: (see right)
2D6 Value (N or Higher)
2D6 (N or Lower)
2
1
2.8%
100%
2+
12-
3
2
5.6%
97.2%
3+
11-
4
3
8.3%
91.7%
4+
10-
5
4
11.1%
83.3%
5+
9-
6
5
13.9%
72.2%
6+
8-
7
6
16.7%
58.3%
7+
7-
8
5
13.9%
41.7%
8+
6-
9
4
11.1%
27.8%
9+
5-
10
3
8.3%
16.7%
10+
4-
11
2
5.6%
8.3%
11+
3-
12
1
2.8%
2.8%
12
2
An Analysis of All Passive Checks
Welcome to my essay on passive checks in Disco Elysium. Feel free to skip this part. [work in progress]

Data Sources + Extended Discussion:
[Reddit] Total number of Passive checks in the game
[Reddit] Rarest things / lines / scenes / interactions in the game? (Spoilers obviously)

Skill
Count
Empathy
805
Logic
701
Rhetoric
701
Inland Empire
584
Perception
479
Half Light
438
Conceptualization
430
Volition
412
Esprit de Corps
401
Electro-Chemistry
378
Encyclopedia
377
Suggestion
372
Reaction Speed
372
Authority
371
Drama
357
Composure
311
Shivers
278
Physical Instrument
252
Interfacing
243
Endurance
194
Pain Threshold
190
Visual Calculus
179
Savoir Faire
143
Hand-Eye Coordination
99

From the table above, we can see that the top skills are:
  1. Empathy (PSY)
  2. Logic (INT)
  3. Rhetoric (INT)
  4. Inland Empire (PSY)
  5. Perception (MOT)

We can also see that the worst skills are:
  1. Hand-Eye Coordination (MOT)
  2. Savoir Faire (MOT)
  3. Visual Calculus (INT)
  4. Pain Threshold (PHY)
  5. Endurance (PHY)

The best skill for each attribute are:
  1. INT: Logic and Rhetoric (701)
  2. PSY: Empathy (805)
  3. PHY: Half Light (438)
  4. MOT: Reaction Speed (372)

What does this mean? Well, this means that you get more content out of the game from having the top five skills at high levels. Passive checks usually lead to more dialogue lines and conversation branches.

What it does not mean: you are better able to "win" the game by having the top five skills at high levels. The above table only includes passives (not actives). Triggering all the passive checks for just the top skills are not enough to complete the game.

One notable skill is Conceptualization, at 430 passive checks. What this means for min-maxers is that the "Actual Art Degree" thought can potentially give you up to 43 additional skill points since each Conceptualization passive grants you +10 XP and 100 XP = 1 skill point. This thought can be easily attained on the morning of Day 1. (Refer to the section: Day 1 Actual Art Degree) This also makes the "Actual Art Degree" thought very valuable for Hardcore Mode, as the additional skill points will be helpful when dealing with the harder checks.

While there are 9,067 passive checks, there are only 121 anti-passive checks. Most players would miss the majority of these as the upper limit for most of the anti-passives is level 3.
Thought Cabinet
The Thought Cabinet is a unique mechanic found in Disco Elysium where your character gains access to additional bonuses and/or penalties through elements called "thoughts".

Some common terms that will be frequently used in this section:
  1. Opt-In: Adds the thought to the list of available thoughts.
  2. Opt-Out: Reject the thought. The thought will be locked out permanently for the rest of the game.
  3. Internalize: "Research" the thought to gain additional bonuses and/or penalties.

When you Opt-in for a thought, you are not Internalizing it by default. You can still choose to ignore it, or Internalize it at a later time.

To start internalizing a thought, you need to have an empty Thought Cabinet slot to start Internalizing. In the Thought Cabinet menu:
  1. Click an empty slot in the Thought Cabinet (it's the tree-like structure in the middle of your screen)
  2. Click a thought from the list on the right of the Thought Cabinet.
  3. Click the "Internalize" button.

If there are no empty slots, you can unlock a slot for 1 Skill Point each.

In the beginning, many thoughts are not available for Internalization. (You can view their names in the list, but you can't click on them.) As you progress through the game, you will pick up more thoughts.

Once you start Internalizing a thought, you need to pass a certain amount of time in-game for it to complete.

During Internalization, you may have side-effects added to your overall stats (can be positive, negative or both) called the "Temporary Research Bonus". After Internalization, the side-effects will change to something else (again, can be positive, negative or both) called "Bonuses After Research".

Pausing Internalization

During Internalization, you can un-equip the Thought to pause Internalization. To un-equip:
  1. Click on the thought being internalized
  2. Click the "Stop" button

When you Stop an Internalization, the thought goes back into the list of thoughts. Once back on the list, it shows you the Internalization progress as a percentage. The Thought Cabinet slot also becomes available again.

To re-equip, simply select the thought from the list again and click "Internalize".

Discarding Thoughts

Once Internalization hits 100%, the thought becomes locked in. Removing it will 1) cost 1 Skill Point and 2) permanently remove it from the list

Min-Maxing By Pausing Internalization

You can exploit the pausing of Internalization to min-max your character's stats.

You can start Internalizing a thought to take advantage of its Temporary Research Bonus, do whatever you need to do, and then take it off so that you don't progress much on the Internalization. For example, the "Lonesome Long Way Home" thought gives +1 Encyclopedia during Internalization.
XP and Skill Points
Tips on Earning XP

  • You earn varying amounts of XP from speaking with NPCs in the game and completing tasks. If you play the game normally (and follow the tips on skill point allocation), you will not run into problems.

  • There are four Thoughts in the game that allow you to gain more XP:
  • Thought #1: Jamais Vu (Derealization): +1 XP per orb clicked
    To Acquire: Speak to Lena in Whirling-in-Rags about understanding your reality. Then speak to Joyce (Rich Lady), at the boat, north-west from Whirling-in-Rags.

  • Thought #2: Actual Art Degree: Passive Conceptualization checks give +10 XP
    To Acquire: Talk about art with the people in Revachol. Once enough art-related dialogue options have been selected, the Thought will become available - which you should then opt-in and internalize.

  • Thought #3: Wompty-Dompty Dom Center: Passive Encyclopedia checks give +10 XP and +2 Real
    To Acquire: Gain access to the coast on Day 3 by closing the gates near the waterway. Speak to the man and his son by the Feld Mural. The Mural is near the Boardwalk, west from the Fishing Village.

  • Thought #4: Mazovian Socio-Economics: Communist dialogue options give +4 XP.
    To Acquire: Select communist dialogue options at least four times.

Tips on Skill Point Allocation

  • You don't have to spend your skill points immediately. It is better to save them for when you need to re-attempt white checks.

  • You don't need any Thoughts to complete the game, but Thoughts do add flavour to your gameplay and narrative experience.

Min-Maxing Skill Levels Using the Thought Cabinet

Thoughts can be equipped and unequipped (as long as they have not been completely internalized) to gain temporary bonuses to Skill Levels and White checks. For example: Lonesome Long Way Home gives +1 Encyclopedia

This is especially useful because the Thought Cabinet is accessible during conversations, so all you need is a free Thought slot and the Thought opt-ed in (not internalized). When you need the bonus, simply equip the selected Thought, attempt the active check, and then unequip the Thought to prevent it from being fully internalized.

Thought Cabinet - Disco Elysium Wiki[discoelysium.gamepedia.com]
Gameplay Tips
General Tips:

  • Time progresses only when you select dialogue options. Each new (i.e. not previously selected) line of dialogue advances time by 23 seconds.

  • There is no timeline of events that you must adhere to. Take the time to explore the game and enjoy it fully. There's no need to rush. The characters in-game may urge you to hurry up, but you don't actually have to.

  • Martinaise, Revachol works on a schedule. At 9 PM (21:00), you can end the day by going to bed. Most NPCs are gone (i.e. not at their usual locations) by 10 PM (22:00). The clock stops at 2 AM (02:00).

  • If you need to pass time quickly, there are a number of ways to do so:
  • #1: Read your case files: Requires your ledger. In it there are case files you can read and re-read to pass time.
  • #2: Read a book: You can buy one from the Bookstore. Re-reading a book passes time, too.
  • #3: Play a board game: You can buy one from the Bookstore. Bonus: You also get to see fun and interesting interactions.
  • #4: Rest at any bench: You can pass time at any bench if Kim is not with you.

Tips on Avoiding Soft-Locks:

  • Most active checks have modifiers that are gained by performing certain actions, saying certain lines of dialogue, and/or knowing certain facts.
    If an active check has low probability of success, you should consider doing / saying / investigating other things first. (Especially if that active check seems to be related to the main story.)

  • Maximize your skill levels using Clothing and Tools (where needed) before performing active checks.

  • Have a pool of skill points saved up for re-attempting white checks. (The above tips apply first.)

  • Save often. This is a game after all. You have no limits on the number of save files you can have (none that I know of so far).
    This is not a tip telling you to repeatedly reload saves (i.e. save-scum) to pass active checks. Save-scumming cheats you out of interesting outcomes. In Disco Elysium, not all failed checks lead to negative outcomes, and not all successful checks lead to positive outcomes.

  • If you have exhausted all means of passing checks, or are stuck, or RNGesus decides to fail your 97% roll when you're at max level cap or have no more skill points, then reload one of your saves. It's better than restarting from scratch... Sometimes, RNGesus just works that way.
Money-Related Tips
  • You can find the Plastic Bag near the stairs, southwest from the Bookstore.. When equipped, bottles on the ground and certain containers become interactable, allowing you to pick them up. You can sell the bottles for 0.10 Real each at Fritte (east from Whirling-In-Rags.)

  • Accommodation for Day 1: To pay off Garte's debt, you need a substantial amount of money. You have two options: Joyce or Kim. Speaking to Joyce gives you the option to ask her for money. Insist on it and she will give you the requested amount. If you do not have enough money by the end of the day (even at 02:00 AM!), Kim will help you. Starting from 22:00 PM, Kim will attempt to speak to you (a speech bubble will appear over his portrait). This will lead to you speaking with Garte, and finally, Kim offering to sell his hubcaps at the Pawnshop to pay for your room.

  • Accommodation for Day 2: Collecting money (and bottles) should get you at least 20 Real. If you complete Evrart's task (unlock the door to the weasel's house), he will offer you a 25 Real check, which you can cash in at Fritte if you choose to take it.

  • Accommodation for Day 3+: The waterway has been cleared and you can now close the flood gates. Across the waterway is the Fishing Village. Talk to the Washerwoman about finding a place to stay.


  • There are other ways to earn money before Day 3:

  • #1: On Day 1, have Interfacing of 4+ and attempt to steal the ID from the Sleeping Dockworker in Whirling-In-Rags. Here, you have the option of stealing 5 Real from him.

  • #2: Accept the task to investigate the drug-smuggling activities from Joyce as negotiation for not having your badge. After pressing Siileng about his activities, you can demand a bribe from him of 10 Real. (Note: Kim will be angry if he sees you do this.)

  • #3: Talk to Plaisance at the Bookstore and convince her to let you investigate the curse. This gives you access to the Doomed Commercial Area. There are many containers to loot. Notable items of worth include: Production Schedule, Shotput Ball. Both are side-task-related items, so you should avoid selling them if possible.

  • #4: There is a certain container in the Harbour that you can interact with. I wonder what is inside? Lower the container using the crane controls in the Harbour. After that, the container doors become interactable. Note: The active checks for this are very, very hard.


  • There are more ways to earn money on Day 3+:

  • #1: Speak to Andre (part of the Ravers in the tent by the Church). He will tell you about spooky things going on in the Church and will ask you to investigate. When you ask for the keys to the Church from Noid, Noid will throw the keys to you. If you fail the Hand/Eye Coordination check, you can demand compensation for the 'damages' caused. This gets you 25 Real.

  • #2: Figure out what the Ravers are hiding and demand a bribe for lying to you. This gets you 21 Real.
Health & Morale Mechanic
Your current playthrough ends when either your Health or Morale drops to zero. Depending on how you lost all your Health / Morale, you will get a different 'newspaper ending'.

Your max Health is determined by your Endurance skill level, while your max Morale is determined by your Volition skill level. (Note that this goes both ways; your current Health / Morale also affects Endurance / Morale skill checks.)

List of Health / Morale Consumables
[G] = Green Interactable
[Y] = Yellow Interactable (often followed by the level of Perception required)
[B] = Blue Interactable (requires a tool be equipped; starts off with a grey border)

Nosaphed
Nosaphed gives you 1 charge for recovering Health.

Known spawn locations:
  • Whirling-In-Rags, 1st Floor: in a wire mesh container on a small table beside the bar [G]
  • Outside Pawnshop: in a red container on a metal barrel [G]
  • Outside Basement Apartment: in a box on the ground [G]
  • Dilapidated Building (reachable from the Shack behind Whirling-In-Rags): in a box up the broken roof [G]
  • Capeside Apartments, 1st Floor: in a broken refrigerator at the left end of the corridor [G]
  • Doomed Commercial Area, Basement: in a shelf near the Ice Cream Maker [G]
  • Feld Building: in a metal ventilation shaft along the boardwalk, west of the ladder [B - Prybar]

Drouamine
Drouamine gives you 3 charges for recovering Health.

Known spawn locations:
  • Island, Sniper's Nest: in the wall cabinet [G]

Magnesium
Magnesium gives you 1 charge for recovering Morale.

Known spawn locations:
  • Whirling-In-Rags, 1st Floor: take the pills from the Sleeping Dockworker [G]
  • Yard behind Whirling-In-Rags: in a green box near the greenhouse [G]
  • Outside Frittte: in a grey garbage bin just beside the entrance to Frittte [G]
  • Docks near Joyce's Yacht: in a stack of wrapped-up cargo boxes at the foot of the stairs leading to Joyce's yacht [G]
  • Beside the Backyard Wall: in a wooden pallet leaning against the wall [Y - Perception 2]
  • Secretary's Office: in some boxes in the bathroom [G]
  • Doomed Commercial Area, Basement: in a drawer of a table north of the Ice Bear Fridge [G]
  • Basement Apartment: in a stack of books in the bedroom [Y - Perception 2]
  • South of the Water Lock: in a stack of bricks [Y - Perception 2]
  • Fishing Village, House Without Roof: in a box along the left wall
  • West of Feld Building: in a broken shack [G]
  • Island, Tower: in the right metal cupboard near the west bunker door [G]
  • Island, Tower: in the left metal cupboard near the west bunker door [Y - Perception 4?]
  • Island, Tower: in the broken stairs near the east bunker door [Y - Perception 4?]

Hypnogamma
Hypnogamma gives you 3 charges for recovering Morale.

Known spawn locations:
  • Capeside Apartments, 1st Floor, Room #10: in a cardboard box behind the Real Estate Agent [Y - Perception 2]
----------- Tasks & Side-Tasks -----------
Main Tasks - Part 1 [Spoilers]
The Body in the Tree:

  • Opening the trash container: There are two ways to unlock it: use a prybar, or get the key from Garte. Using the prybar requires passing an active Physical Instrument (Legendary 14) check.

  • Inspecting the body: You must pass an active Endurance (Legendary 14) check. You are expected to fail this, and the game gives you multiple modifiers to help subsequent attempts:
    +1 Has ammonia. (Speak to the Gardener about ammonia. One time use.)
    +6 S**t compressed. (Internalise the 'Volumetric S**t Compressor' thought.)


  • Getting into the Harbour: There are two ways into the Harbour: jumping off the roof of the office building (accessible from Cuno's shack) towards the police officer cloak, or getting past Measurehead. Jumping from the roof towards the Harbour requires passing a Savoir Faire [White Check]. Getting past Measurehead (to unlock the door to the Harbour) requires 1) a Physical Instrument check, or 2) a Conceptualization check and internalising a thought.

  • Getting the body down: You are given two options: shoot the belt, or get help from Evrart Claire. If you decide to get help, you must now find a way into the Harbour.

  • The autopsy: There is one active check related to the autopsy of the hanged man. There is a Physical Instrument check when attempting to cut off the belt around the man's neck.
    Physical Instrument - Medium 11 [Red Check]
    Modifiers: +3 Interfacing gave instructions. (Look for a spot to cut first.)


  • Freeze the body - Part 1: During the autopsy, you may have noticed dialogue options hinting that there is something more to the body. The initial Perception check is very hard to get, but worry not you do get another chance. If you fail that Perception check, you get a prompt to refrigerate the body. Finishing the conversation gives you a new task: "Fridge victim's body". This will also start the sub-task: "Ask around about fridge".

  • Freeze the body - Part 2: You can speak to some people about a fridge, including: Goracy (Whirling-In-Rags' chef), and Plaisance's daughter, Annette. There is one such fridge in the Doomed Commercial Area, accessible from the back of the Bookstore. To gain access you must either break down the Warded Door (Pain Threshold check), or convince Plaisance through a Drama check to let you investigate the curse. After you gain access to the Doomed Commercial Area, move the body to the fridge you find downstairs. You can then attempt the Perception check again, which leads to an Interfacing check if successful.
    Drama - Medium 10 [White Check]
    Modifiers: +1 On a quest to freeze the body. (Attempt to open the curtains once, then talk to Plaisance about the curse. Tell her that you need to get to the fridge in the cellar.)

    Pain Threshold - Challenging 12 [White Check]
    ( no known modifiers )

    Perception - Legendary 14 [White Check]
    Modifiers:
    +1 Look in the mouth! (Look into the man's mouth during the autopsy.)
    +2 Refrigerated the body. (Move the body into the fridge.)
    +1 Felt a little bump on the head. (Stroke the hanged man's head during the autopsy more than once.)
    -1 Established probable cause. (Investigate more about the man to maybe remove this. Come back much later in the game.)

    Interfacing - Easy 9 [Red Check]
    Modifiers: +1 Precise spot of exit wound. (Inspect the skull first.)

Titus and the Hardie Boys:

  • The Jam Mystery: You gain this task from Joyce, who asks you to investigate the smuggling of raw ingredients for the manufacturing of drugs into Revachol. (You must not have your badge for this to work. This task is you negotiating for information because you are missing your badge to prove your authority.) There are three lorry drivers at the intersection: Racist Lorry Driver, Tommy and Siileng. Talk to them.

  • Establish your authority: Authority - Challenging 12 [White Check]. This task has some modifiers you can gain:
    +1 Confronted about drug trade. (Speak to Joyce about the drug-smuggling.)
    +1 Strange reaction to bullet. (Find a bullet in the dead man. See tips on 'Freeze the body - Part 2' above.)
    +2 Evrart asked to cooperate. (Speak to Evrart and ask him to get Titus to cooperate.)
    +1 Discussed eighth Hardie. (Speak to Titus about the eighth Hardie Boy.)
    +2 Warned about the tribunal. (Speak to Joyce and find out more about the lynching.)
    +1 Found a witness. (Speak to the Smoker on the balcony and meet the Sunday Friend.)
    -1 Weak when you first met.


  • Convince Titus he is being manipulated: Rhetoric - Heroic 15 [White Check]. This task has many modifiers you can gain:
    +1 Mentioned surreal play. (Find the Smoker at the apartments. Meet the Sunday Friend and interview him.)
    +1 Strange reaction to bullet. (Find a bullet in the dead man. See the tips on 'Freeze the body - Part 2' above.)
    +1 Evrart asked to cooperate. (Speak to Evrart and ask him to get Titus to cooperate.)
    +1 Compromised skillset known.
    +1 Understood why Titus is upset. (Show empathy through your dialogue selection.)
    +1 Angus can't take pressure.
    +1 Warned about the tribunal. (Speak to Joyce and find out more about the lynching.)
    +1 Discussed eighth Hardie. (Speak to Titus about the eighth Hardie Boy.)
    +1 Confronted about drug trade. (Speak to Joyce about the drug-smuggling.)
    -1 Pushed Titus on the tape.


  • Titus Logic check: Logic - Impossible 18 [White Check]. This task has many modifiers you can gain:
    +1 Found key in Union box.
    +1 Saw the winch outside.
    +1 Staged like a play.
    +1 Reconstructed murder scene.
    +1 Found antique rifle.
    +3 Secret route found.
    +1 Ruby is a drug trader established.
Main Tasks - Part 2 [Spoilers]
Ruby
  • Looking for Ruby in the Fishing Village: Speak with the Washerwoman about Ruby. You should gain a task to investigate the shack. Enter the shack and find a bullet hidden beneath the floorboards. Return to the Washerwoman and she will tell you that Ruby is hiding somewhere further up the coast.

  • Feld Mural: Shivers - Impossible 20 [White Check]. There are many, many modifiers you can gain:
    +3 Found the empty trap. (Help Morell with checking the four traps.)
    +3 Heard Lena's true story. (Speak with Lena and hear everything about her story.)
    +3 Went on a date. (Go on a date with Lilienne from the Fishing Village.)
    +1 Reconstructed execution. (Reconstruct execution at the wall of the building south of the Feld Building.)
    +2 Made that awful call. (Dial numbers at the Payphone near the Boardwalk.)
    +1 Confronted the Pigs. (Get signatures for Evrart and mail the envelope. Tell Evrart to set up a meeting with the woman who has your gun.)
    +2 Established the night club. (Help the Ravers establish a night club at the Church.)
    +2 Discovered the anomaly. (Help Soona discover the 2mm Hole in the World.)
    +3 Death notification. (Find the dead body on the Boardwalk. Accept the case and deliver the death notification.)
    +1 Found the jacket.


  • Feld Ladder: Savoir Faire - Challenging 12 [White Check]. Some modifiers you can gain:
    +2 Saw Tiago climbing. (Tiago is the Crab Man in the Church. You must spot him climbing.)


  • Drainage Pipe: Physical Instrument - Heroic 15 [White Check]. Some modifiers you can gain:
    +1 Broke into Cuno's apt. (Accept the task to steal speed for Cuno and break into his apartment with chaincutters.)
    +1 Broke into communist apt. (Break into the room using chaincutters in the apartment complex.)
    +1 Broke bookstore door. (Break down the Warded Door at the back of the Bookstore.)
    +1 Cursed Iilmaraan die. (Order the cursed Iilmaraan die from the Dicemaker.)
Side-Tasks [Spoilers]
Measurehead
  • There are two ways to deal with Measurehead: 1) Internalise the Advanced Race Theory thought or 2) Knocking him out. Then there's also the third option: you skip him entirely.

  • Advanced Race Theory:
    1. After initial introductions, you are shown two white checks. Select "Subscribe to his advanced race theory" and pass the Conceptualizaion (Medium 10) check.
    2. Choose to continue to learn about the theory. Selecting opt-out at this point will lock you out of this route permanently.
    3. Go through every dialogue option to learn this theory. Opt-in to gain the thought and the task: "What is the Race Enigma?"
    4. Internalise the Advanced Race Theory thought. Return to Measurehead and say: "I think I know what the Race Enigma is."
    5. There are multiple routes you can take. They broadly fall into two categories:
    6. Route 1: Say you will stop drinking alcohol (at first). You must not have the Débardeurs' Union Card in your inventory. Later, demand that he open the doors for you.
      [C1358D754] You: "I don't know about the rest, but it's clear I should stop drinking the ancient Iilmaraan mind poison Al Gul."

      →→→ Select any option

      [C1358D768] Measurehead: "SO IT WOULD SEEM, THRALL OF GUL -- I FIND MYSELF AT A CROSSROADS. ON ONE HAND, THIS PATHETIC SELF-THERAPY HAS LITTLE TO DO WITH THE GREAT MYSTERY OF LIVING ORGANISMS, THE RACE ENIGMA..."

      [C1358D763] You: "Now open the doors, I need to talk to your boss."


    7. Route 2: Select any of the five following options:
      [C1358D675] You: "It's whatever you want it to be. It's a free association language exercise: degenerate, race hero..."
      [C1358D669] You: "Paradoxically, you plan to supersede the Occidenals with their own race theory."
      [C1358D668] You: "This *racecraft* is what rich people want us to do while they get all the money."
      [C1358D680] You: "It's about you being conflicted about your *kojka* girlfriend, isn't it?"
      [C1358D670] You: "It's just something you shock people with. Liberal and progressives people."

      Measurehead will say a number of things. Proceed and end the conversation with:

      You: "That's all I wanted."

  • Knock Him Out:
    1. After initial introductions, you are shown two white checks. Select "Knock him out" and pass the Physical Instrument (Formidable 13) check.
    2. Mid-fight, a 360° flying spin-kick wins you the fight.
      [C1358D121] You: (Back up and perform a 360° flying spin-kick.)

Egg Head Puzzle
  • Hint 1: Talk to him more and try multiple dialogue branches.
  • Hint 2: But what is the question?
  • Full Solution: You must ask him about the question. Follow each step below in sequence.
    1. Say nothing five times [Option 1]
    2. "No, but seriously... I'm a little worried it isn't."
    3. "That would have been good, if I had asked you a question. But I didn't. Now it's just idiotic." [Option 2]
    4. Interact with him again. Say nothing five times.
    5. "SO HARD CORE!" → "IT IS!" → "THE QUESTION IS, WHAT IS THE QUESTION?!"

Make van Eyck's Jam Harder Core
  • Hint: It's in a tree somewhere.
  • Full Solution: Interact with the Hawthorn Tree south-east of the Pawnshop / Siileng and pass the Interfacing check.
    Interfacing - Challenging 12 [White Check]
    Modifiers:
    +1 The multitool is truly multi. (Wield the Kvalsund KR+2 Multi-Tool.)
List of All Task Modifiers
A list of all modifiers for all red and white checks in the game can be found in this spreadsheet:

https://docs.google.com/spreadsheets/d/1V7XIjhQNWsdE5tNfUhm7vbWEwuInuL0V4870FpHiLt8/preview

Originally compiled by u/MentalPrinciple0 and posted in r/DiscoElysium
------------- Achievements -------------
Search Engine + Text Visualization Tool
Disco Elysium has many branching conversations. Getting all the achievements requires searching for specific dialogue lines in the game. It's often very difficult to pinpoint a starting reference point for any given conversation because of the many different ways a conversation can go.

To address this problem, I built Disco Reader - an unofficial search engine and text visualization tool for the game.

You can access the tool at this link: https://disco-reader.gitlab.io/disco-reader

Basically, it allows you to search for any dialogue / conversation in the game and then visualize that conversation as an interactive graph.

For further details on this project: [Reddit] Disco Reader - An unofficial search engine and text visualization tool for Disco Elysium

Notes

In subsequent sections, you may also encounter weird labels in brackets that look like this:

[C001D002]

This is a marker indicating the relevant Conversation ID and Dialogue ID for the given dialogue. The above marker reads as Conversation ID 001 with Dialogue ID 002.

This is useful in case you want to browse the full conversation using the tool I mentioned above. This is purely for future reference.

Final Reminder: Spoilers are not tagged from this point onwards!
Dialogue-Related Achievements
Dialogue-related achievements will not be covered in this current version of the guide except for: Massive Torque Dork, Il Coppo Del'Arte!, The Lawbringer and Expert Advanced Remote Viewer.

The other eight dialogue-related achievements (listed below) are relatively easy to obtain as all you need to do is talk more. Simply revisit past dialogue options and say them all. These achievements are also recorded in your ledger.

A list of dialogue instances (with some punctuation removed) for every achievement will be listed below:

Note: These dialogues and their IDs are accurate up to the version stated on the respective gist.

You can use Disco Reader[disco-reader.gitlab.io] to search for dialogue / conversations.

100% Achievements Route
This is an example of a 100% achievements route. There are other possible ways to get all achievements of course, but this one tries to minimise the number of times you have to replay the entire game.




Enable Hardcore Mode before starting a new playthrough and do not turn Hardcore Mode off for at least one of the runs below (Venture into the HARDCORE / True Detective)

Run #1: With Inspecting The Body

  1. Inspect the body
  2. Declare your intention to gather all the armor pieces to Manana (Fairweather t-500 Vitreous Enamel)
  3. Get +10 or more Good Cop/Bad Cop points (Goodest Of The Good Cops)
  4. Ensure that you get the best Tribunal outcome (Hardie's Heroes / Recruit Detective Kim Kitsuragi)

Run #2: Without Inspecting The Body

  1. Do not inspect the body at all (What Body?)
  2. Get exactly -5 Good Cop/Bad Cop points (Baddest Of The Bad Cops)
  3. Ensure that you get the worst Tribunal outcome (Recruit Detective Kuuno de Ruyter)

For either runs:

  1. Get medal from Rene by Day 4 (Medal Dispenser)
  2. Make a save before Night 3 then complete each political vision quest (Avowed Inframaterialist / The Icebreaker / Networthy Individual / Committee of la Responsabilité)
  3. Get the pie from Gary (Gluten-Free Topping Pie)
  4. Get teleported out of bounds (Palerunner)
  5. Make a save then sleep in the garbage bin (Real Musor)
  6. Buy the figurines from the pawnshop before going to the Island (The Figurines Won't Win Her Back)
  7. Get at least 9 honour before the Tribunal and 10 honour before the Island. Ideally, we want 11 honour points before the Tribunal (The Most Honourable Cop in The Land)

The above route gets you 18 of 32 achievements. The remaining 14 achievements can be squeezed into your runs however you see fit.
Massive Torque Dork
You need to talk about machine-related things at least four times. Relevant skills are Encyclopedia and Interfacing. There are exactly eight dialogue lines that allow you to get this achievement, and two of them are mutually exclusive.

If you are looking for the Torque Dork thought (not achievement), see the section on "Difficult Thought Cabinet Unlocks".

  • Kim's Kineema - Clutch: Passive Interfacing - Medium [Requires Interfacing 4+]:

    Interact with the Kineema and touch the steering levers.

    [C460D36] You: Run your fingers over one of the steering levers.

    [C460D28] Coupris Kineema: The white suede feels luxurious under the touch and the metal clutch handle so very familiar in your palm...

    [C460D15] Interfacing: Your fingers waste no time closing around the handle. Clutch disengaged. Release the handle -- clutch drops -- right foot yearns for the familiar touch of the accelerator pedal. You have synced with the machines mechanical circulation.(+1 Torque Dork Counter)


  • TipTop Tournée: Passive Interfacing - Medium [Requires Interfacing 4+]:

    Interact with the Kineema when Kim is with you. The outcome of the passive Encyclopedia check does not matter.

    [C460D231] You: "Kim, what are we looking at? What is this machine?"

    [C460D236] Kim Kitsuragi: "Yes, it's my patrol vehicle. You can use the toolbox and the radio if you'd like." He nods at the cabin.

    OR

    [C460D232] Kim Kitsuragi: "This is the Coupris Kineema, my motor carriage. You can use the toolbox and the radio if you'd like." He nods at the cabin.

    [C460D270] Inland Empire: Motor carriage, motor carriage... Something bad with a motor carriage.... A dark lump rises in your throat. (Requires Inland Empire 4+)

    [C460D237] You: "Do all policemen in the RCM have such *cool* motor carriages?"

    [C460D241] Kim Kitsuragi: "The Coupris Motorcorps does provide most of our patrol vehicles, yes."

    [C460D234] Interfacing: But this is different -- this is a sports model. (Requires Interfacing 4+)

    [C460D242] You: "I might be wrong, but this one is a *sports model*, right?"

    [C460D243] Kim Kitsuragi: "You're right." A vainglorious smile spreads over his face as he pats his machine. "I didn't take you for a motorcar enthusiast. Do you also like TipTop, detective?"

    [C460D248] Encyclopedia: The TipTop Tournée is an interisolary racing series, mostly known for its high speeds, ludicrous sponsorship deals, and high death toll. In Revachol it's held quadrennially on the prestigious Zéro Carrousel racing circuit. (Requires Encyclopedia 4+)

    If you passed the passive Encyclopedia check:
    [C460D255] You: "TipTop? Adore it!" (+1 Torque Dork Counter)

    OR

    If you failed the passive Encyclopedia check:
    [C460D253] You: "What's TipTop?" (+1 Torque Dork Counter)


  • Kim's Kineema - Ignition Key: Passive Interfacing - Easy [Requires Interfacing 2+]:

    Interact with the Kineema when Kim is not with you and tap on the fuel pre-heater gauge.

    [C460D343 / C460D34] You: Tap on the fuel pre-heater gauge.

    If it is Day 1 or in the morning or in the afternoon:
    [C460D297] Coupris Kineema: As you tap on the gauge, the indicator pin jerks as if startled. It's in the large orange sector, indicating the engine is warm. Next to the gauge is a red switch labelled HEAT.

    OR

    If it is not Day 1 and not in the morning and not in the afternoon:
    [C460D298] Coupris Kineema: As you tap on the gauge, the indicator pin jerks as if startled. It's in the small blue sector, indicating the engine is cold. Next to the gauge is a red switch labelled HEAT.

    [C460D322] You: Press HEAT.

    [C460D316] Coupris Kineema: The button stays in the dash for a few seconds, then jumps out and... nothing happens.

    [C460D321] Interfacing: The Coupris Kineema cannot be started without an ignition key. (+1 Torque Dork Counter)


  • Abandoned Lorry: Passive Interfacing - Easy [Requires Interfacing 2+]:

    You must have internalized Torque Dork Thought. Interact with the Abandoned Lorry with Kim beside you and check the pedals. Passive Logic check is optional.

    [C790D35] You: Check the pedals.

    [C790D60] Abandoned Lorry: You wedge yourself under the steering-wheel to get a better look. Seems like the few tools lying around here -- a hammer, a pair of pliers, a rusty wrench -- have been casually thrown there by the disorganized driver.

    [C790D184] Abandoned Lorry: But one odd detail does catch your eye: A piece of sandpaper has been glued to the throttle.

    [C790D64] Interfacing: This particular lorry is a FALN A-Z 'Tempo', a model infamous for its irritating design mistake: the slippery-smooth throttles. (Requires Torque Dork Thought and Interfacing 2+)

    [C790D165] Logic: Sandpaper adds extra grip. (Requires Logic 2+)

    [C790D188] You: "Looks like the driver has glued a piece of sandpaper to fix the slippery throttle of their FALN A-Z 'Tempo'." (+1 Torque Dork Counter)


  • Kvalsund Crane: Passive Interfacing - Medium [Requires Interfacing 4+]:

    You must have internalized the Torque Dork Thought OR having passed a passive Interfacing check where you recognise the machine as a Kvalsund in [C1041D210]. Passive Empathy check is optional.

    You do not need to enter the Harbour. Kim must be with you. Enter Cuno's shack from the yard behind Whirling-In-Rags. Climb up the shack and the buildings to see the RCM cloak stuck on the railing. Interact with the cloak. This brings up some dialogue options.

    [C1056D46] You: Look around.

    [C1056D133] Kim Kitsuragi: The wind is aggressive up here. The lieutenant looks at the enormous crane towering in the distance, over the container yard.

    [C1056D134] Empathy: The look in his eyes is a mix of the engineer-like interest and the wonder of a six year-old seeing a horse for the first time. (Requires Empathy 4+)

    [C1056D210] Interfacing: That machine is a Kvalsund 10-20 HK. (Requires Interfacing 4+)

    [C1056D140] You: "Kvalsund 10-20 HK..." (Point at the crane.)


  • Tommy's Lorry - Lorries Are Pretty Neat: No requirements.
    [C1278D3] You: "That's your machine behind you?"

    [C1278D4] Tommy Le Homme: "This rockin' beauty?" He points at the lorry with his thumb. "Sure is, like a rash you can't get rid of. You interested in heavy duty cargo machinery?"

    [C1278D164] You: "Yeah, these lorries are pretty neat." (+1 Torque Dork Counter)


  • Tommy's Lorry - FALN A-6 Trivia: Passive Encyclopedia - Medium [Requires Encyclopedia 4+]

    Speak with Tommy about his lorry and pass the passive Encyclopedia check.

    [C1278D3] You: "That's your machine behind you?"

    [C1278D4] Tommy Le Homme: "This rockin' beauty?" He points at the lorry with his thumb. "Sure is, like a rash you can't get rid of. You interested in heavy duty cargo machinery?"

    [C1278D17] Encyclopedia: A motor lorry, also called a *camion* on Caillou and neighbouring islands. This one looks roughed up enough to be some sort of a FALN rust-bucket, maybe the A-6?" (Requires Encyclopedia 4+)

    [C1278D354] You: "That a FALN A-6 you got there?" (+1 Torque Dork Counter)
Il Coppo Del'Arte! (Part 1)
To get this achievement, you need to say five "art cop" dialogue lines. Relevant skills are Conceptualization and Drama. These "art cop" lines are also necessary to get the Actual Art Degree thought. (See the section: "Day 1 Actual Art Degree" for a more detailed walkthrough.)

If your total Morale is less than 2: You should pick up the pills from the Sleeping Dockworker to heal the 1 Morale Damage from speaking with Joyce.

  • Prerequisite: Speak to Joyce and ask about the lynching to complete the "Interview the Wild Pines rep" task. Attempt the Suggestion (Medium 11) check, and then accept "The Jam Mystery" task. This lets you speak to the three lorry drivers about the drug-smuggling.
    "What can you tell me about this lynching?" → "Remember when my partner told you I'd recently suffered from an *unusual* medical episode? My lost badge is related to it." → Any Option → Attempt the Suggestion check (outcome does not matter) → Speak to Kim → Speak to Joyce again → "Okay. Tell me about this alleged drug trafficking." → Proceed with the conversation and accept the task.


  • Cindy: Speak to Cindy about what she's doing to the wall. Say you love public art. If you have high enough Perception, you can also ask her about the heavy fuel oil.
    "What are you doing to the wall?" → "I have an opinion on this -- wanna hear it?" (Proceed.) → "I love public art! Don't mind us, keep doing what you're doing." (+1 Art Cop Line)

    "Is that heavy fuel oil?" → continue the conversation → "That's some clever cultural commentary." (+1 Art Cop Line)


  • Backyard Wall: Inspect the empty backyard wall north from the Bookstore. Attempt the Conceptualization (Impossible 18) check. The outcome of the check does not matter. (+1 Art Cop Line)


  • Annette and Crime Fiction: Ask Annette about crime fiction and what cops look like.
    "What is this crime business?" → "Why would anyone want to *read* about crime?" → "I'm a policeman myself, by the way." [*The Law*, as I said.] → "Huh, well what does a cop look like then?" → "You know, nobody actually looks like the guy in the picture. That's just a stupid fantasy of a man." → "He isn't even drawn right. This is not how human shoulders work, the perspective is all wrong." (+1 Art Cop Line) → "That's just no way to *cop*. I can do it way better than D**k Mullen."


  • Complement or Criticize Tommy about his style: Passive Drama - Medium [Requires Drama 5+]
    "What's going on here?" → "*Limbo*, huh? So that's where I am." → "So how long have you been here?"

    [C1278D37] Tommy: "Feels like forever, like I was born on this here roundabout and this was all I ever knew. Just me and the metal and the tyres, the oil and the fumes of mazut..."
    [C1278D75] Drama: Mazut is an antiquated term for heavy fuel oils -- this man has a barely suppressed performative streak. Or he just likes unusual words. Or both! (Requires Drama 5+)

    After D75, say:

    [C1278D101] "I dig your style, man."(+1 Art Cop Line)
    OR
    [C1278D100] "Could you say it again, only a little less plodding?" (+1 Art Cop Line)


  • Ask Tommy About the Drug-Smuggling: Keep speaking to him about the drug trade until the white Conceptualization (Formidable 13) check appears. Pass this check and hit him with some poetry. Say that the words are yours.
    "You seem like a man who knows about *drugs*." → Proceed with the conversation → Pass the Conceptualization check

    Conceptualization - Formidable 13 [White Check]
    Skill Level 7: 83% High, Modifiers: +1 Understood his theatrics

    "A mirror's temperature is always zero. It is ice in the veins. Its camera is an x-ray." (+1 Art Cop Line) → "It is a chalice held out to you in silent communion." → "Where gaspingly you partake of a shifting identity never your own." → "I think the words are mine, yes." (+1 Art Cop Line) → "It makes it all easier to bare. If the words are "pretty"."
Il Coppo Del'Arte! (Part 2)
  • René's Photograph: Kim must be with you. In the Nightwatchman's Booth, take the photograph. Kim will comment about it. Say that you are making a photo collage. (+1 Art Cop Line)


  • Frequency Fireplace: Interact with the Frequency Fireplace (near the radio computer, beside the staircase). Think about Kedran mosaic tiles and say that it is an elaborate piece of art. [Requires Conceptualization 4+]
    Hold on, how do I know what Kedran mosaic tiles are supposed to look like? → What am I looking at? → Radio frequencies for what? → This must be an elaborate piece of art. (+1 Art Cop Line)


  • Ice Bear Fridge: Interact with the Ice Bear Fridge. After moving the body into the fridge, you sense that Kim isn't exactly too happy about this. Declare your vision as an artist to him. [May require Authority 4+ (unconfirmed)]
    [C1143D55] The Hanged Man: The body is heavier than you expected -- and stinkier. It takes half an hour to get it down to the basement, then ten more minutes to stuff it into the fridge. The lieutenant takes a step back to admire your handiwork.

    Say whatever you want. Kim will insist that knowledge of this event never leaves the room.

    [C1143D166] Authority: He means it. He doesn't want to be the Ice Bear Cop. (May require Authority 4+)

    After D166, say [C1143D157] "This isn't police work, Kim. It's *art*. We're *artists* and this was our vision." (+1 Art Cop Line)


  • Kim's Fashion: Speak with Kim and ask him about his clothing. [Requires Internalizing Aces High or Aces Low]
    [C995D670] You: "Kim, you're wearing a revolutionary air brigade jacket, aren't you?"
    [C995D674] You: "You see, Kim. I have this place in my head." (Point to your head.) "Where I develop new ideas an connections."
    [C995D697] You: "No, normal people don't have this. It's like a mind laboratory. A spiritual R&D division. No, a pallet! No, better yet -- a painter's atelier of concepts!"
    [C995D704] Kim Kitsuragi: "Okay, Art Cop." (+1 Art Cop Line)


  • Leo and the Red Containers: Speak with Leo about the colour of the containers. Pass the Anti-Passive Logic check. Do not figure out why the colour red is important. [Requires at most 1 or 2 Logic]
    [C1031D4] You: "What are you doing with the containers?"
    [C1031D18] Easy Leo: "Oh I'm just making some covers for them containers here, yes I am, yes I am... So it's easier for the crane operators to spot them." He waves at the containers towering behind him.
    [C1031D119] You: "What's going on here?" (Look at the mountains of container rising behind him.)
    [C1031D124] You: Everything is so pretty and red -- you and Leo look like brothers as you glance around with similar childlike wonder.
    [C1031D126] You: "Wow, red is so much prettier than drab old green." (+1 Art Cop Line)


  • Dream Sequence: During one of the later dream sequences, you can call yourself an artist.
    [C1202D43] Limbic System: "Here we are again, my broken bird. The waves are coming... carrying you away... but you can't go. No -- you have to stay. Always half-aware of yourself."

    Continue the dream sequence until you reach a branch with seven different responses.

    [C1202D8] You: "I'm an artist and liver damage is my art." (+1 Art Cop Line)

Additional Notes:

Every bullet point in the above list has a corresponding conversation ID and dialogue ID in brackets. For example: [C001D002] reads as Conversation ID 001 and Dialogue ID 002. This is useful in case you want to browse the full conversation using alternative tools or data sources.

A list of all dialogue options in the game that give Art Cop points can be found in this link:

https://gist.github.com/xyrilyn/0226f2c0ab805737deaa2305915df90e

You can use Disco Reader[disco-reader.gitlab.io] to search for the dialogue / conversation and visualize it as a graph.
The Lawbringer
For this achievement, you need declare that you are the law, seven times.

You know you are on the right track when Kim reminds you over and over again to stop. :D

  • Tommy: When speaking to him for the first time, say "I am the law."


  • Annette: When speaking to her for the first time, say "I am the law."


  • Cindy: When speaking to her for the first time, say "Don't use that tone with me. I am the law."


  • Scab Leader: When speaking to him for the first time, say "I am the law."


  • Working Class Woman: When speaking to her, say "I'm a policeman."


  • Sleeping Dockworker: You can shout, "I am the Law" to wake him up.
    [C608D6] You: Wake him up.

    [C621D8] Sleeping Dockworker: Variable["whirling.sleeper_yell_him_out_of_sleep"]

    [C621D107] Physical Instrument: There is only one way to awake this bone idle from his slumber. Roar like a hurricane, rip the buildings from the Earth!

    [C621D117] You: "WAKE UP! THIS IS AN ORDER, I AM THE LAW."


  • Idiot Doom Spiral: After initial introductions, when discussing "reality", you get an option to say "I am the law."
    [C417D134] You: "I have re-entered reality to conquer it. To bend it to my will. I am the law."


  • Plaisance: Do not unlock / smash the backdoor in the bookstore. Don't talk about the curtains with Plaisance when interacting with them for the first time. Open the curtains right away. Then, when chatting with Plaisance you can declare that you are the law.
    [C516D81] Plaisance: "I wasn't kidding when I said we're para-psychologically done! You clearly don't care about the consequences. What gives you the right?"

    [C516D111] You: "I am the law."


  • Egghead: Discuss the music with Egghead after passing Noid's Conceptualization check about their protorave aesthetic.
    [C574D45] You: "You said you were worried. What do you think is wrong with the music?"

    [C574D41] Egg Head: "There's nothing wrong with it. I'm still in love with the hard core." He turns pensive all of a sudden.

    [C574D170] Egg Head: "Sometimes I just feel like anodic music is in its infancy, you know? For example, take this Arno van Eyck jam I've been pumping for the last month... and will continue pumping for the rest of '51..."

    [C574D43] Egg Head: "Isn't something holding it back? From being hyper?" He thinks for a moment, then his expression clears...

    [C574D101] Egg Head: "It's like it's only *ultra*."

    [C574D102] Andre: "I think it's super hard core, but you're right, it's not *hyper* hard core."

    At this point, the game checks for Variable["ice.noid_protorave_aesthetic_conceptualization_done"]. You must have succeeded at Noid's Conceptualization check before reaching this point.

    [C574D103] You: "I am The Law and an expert in these matters. Let me be the judge of what it is: hyper, super, or ultra hard core."


  • Acele: When discussing the hat, there is a Lawbringer option that will come up.
    [C595D603] Acele: "Is this about the hat again?" She looks up at you, distracted. "I don't see you wearing a hat..."

    [C595D14] You: "*I* don't have to do anything, I'm a police officer. *You*, however, have to do what I say."


  • Soona, the Programmer: You can try to force her to leave the Church.
    [C182D650] You: "What if I'd just force you to leave? I'm a police officer. You have to do what I say."


  • Lilienne, the Net Picker: You will have multiple chances to declare yourself as the law when speaking with her.


  • Sunday Friend: When Kim is not with you, accuse him of murder.
    [C873D287] You: "Is it because you did it, Mr. Villedrouin?"

    [C873D290] Sunday Friend: "Because I *did it*?" the man scoffs.

    [C873D291] Composure: He's clearly not a man accustomed to being spoken to in that manner, let alone to being accused of *murder*. [Requires Composure 4+]

    [C873D294] You: "Don't jerk my chain, paper-jockey. You did it, didn't you?"

    [C873D303] Sunday Friend: "What's the meaning of this?"

    [C873D804] Logic: Back off -- *now*! This man has diplomatic immunity. It serves no good to accuse him of a crime he didn't commit. [Requires Logic 4+]

    [C873D307] You: "It means the jig's up, creep. I am the law!"


  • Titus Hardie: Fail the Authority check once to reach the following dialogue branch:
    [C1021D27] You: "First you tell me someone's been *raped*, and then you don't say *who*. That's ♥♥♥♥♥♥♥♥!" (Stomp your feet.)

    [C1021D39] Titus Hardie: "Stop ♥♥♥♥♥♥♥♥ your pants. You don't *need* to know, alright? We took care of it."

    [C1021D446] Titus Hardie: He repeats: "The *law* handled it, alright?"

    [C1021D38] Eugene: "Yeah, aren't you listening? It's done. Finito!"

    [C1021D40] You: "You're not the law. I am the law!"


  • Klaasje (Miss Oranje Disco Dancer): You must have previously told the Hardie Boys that you are the Law to reach this dialogue. Demand why she wasted your time.
    [C1264D42] Klaasje (Miss Oranje Disco Dancer): "Because of the Hardies -- I couldn't just dispense with them, they were only trying to help me." She looks at her feet. "Out of the ♥♥♥♥ I'd gotten into."

    [C1264D49] Authority: Is she implying the Hardie boys are THE LAW?! [Requires Authority 5+]

    [C1264D5] You: "Hold on there. The Hardie boys are *not* the law -- I am."


  • Pissf****t and F*** the World: Ask them about the murder and you will get an option to say "I am the Law."
    [C1136D64] You: "Do you know anything about the murder that took place here?" (Point to the yard.)

    [C1136D168] F*** the World: "Murder?"

    [C1136D169] You: "A man was hanged in the backyard of the Whirling-in-Rags."

    [C1136D65] F*** the World: "Yeah, sure, we'll gladly tell you everything we know about it." He clears his throat. "It was a man."

    [C1136D81] Pissf****t: "Also, he was hanged."

    [C1136D83] You: "Don't ♥♥♥♥ around. I'm am the law."


  • Payphone: Repeatedly call numbers until you reach Dora.
    [C1199D510] You: "I am the law. I'm a detective. I'm doing a case. There's a hanged man."
Expert Advanced Remote Viewer
For this achievement, you need to "see beyond the veil" six times. In other words, you need to say para-natural stuff six times. Note: This list is non-exhaustive.

  • Prerequisite: Speak to Annette and learn about the curse of the Bookstore.
    Go through initial introductions → Ask about school → "How's the business going?" → "Cursed? In what way?" → Any Option → "This sounds rather serious. I should probably... look into this." (Narrow your eyes and look through the creaking boards on the window.) → "How does this curse... manifest itself?" → "But Kim... the plasmic manifestations..."


  • Plaisance - Part 1: Speak to Plaisance about the curse. [Requires Perception 2+ and Drama 5+]
    "So, are you the owner of this store?" → "The girl outside mentioned that this place is cursed."

    End the conversation. Interact with the Closed Curtains. Examine the strange cage-like trinket. Attempt to pull open the curtains once and you will trigger a passive Perception check.

    (triggered passive Perception check) → "But I sense this place calling for me. I must investigate *beyond* the threshold!" → Exhaust the other options but do not continue → "Alright, I'll think about it for a while..." (Continue.) → Ignore the curtains for now. [Leave.]

    Speak to Plaisance again and exhaust all dialogue options about the curse.

    "Why are you so uptight about those curtains? I just want to know what's on the other side." → (triggered passive Drama check) → "Why are you still talking about books? Are you trying to put a spell on me?" or "If it's just a storage room then why does it have a Semenese ward protecting it?" → "How does this curse manifest itself?" → "Wait, that's it? I was hoping for something more... *paranatural*." → "Why didn't you just tell me right away it's the curse?" → "Have you sought help from anyone?" → "Is your pendant part of the wards as well?" (Point at her necklace.) → "Would you like me to take the case? I could investigate, see if the curse is real." (Conclude.)


  • Plaisance - Part 2: Convince Plaisance to let you investigate the Doomed Commercial Area. Pass the Drama check.
    Drama - Medium 10 [White Check]
    Skill Level 5: 83% High

    "Ma'am, I came here to help. I've handled *paranatural* situations before." → "I sensed the psychic emanations from afar. The Sleeper Beyond calls out." → "You see, it's necessary to drink the *spirits* in order to contact the *void*." → "I am the Void-Revenant. I have the powers to de-bad all the bad energies." → "No problem whatsoever, your family is safe, the phantoms are no match for me." → (A hand on your heart.) "On my honour." → "Of course, the Entity..." (Close your eyes.) "For I have sensed its presence." → "Chimney... the passage between heaven and hell, of course..."


  • Doomed Commercial Area and Kim: Speak to Kim when you enter this area for the first time.
    Kim wants to speak with you → "It's the netherworld. Beyond the veil." → "What if there's a *reason* why no one's been here for ages..."


  • Central Furnace: Interact with the Central Furnance in the Doomed Commercial Area. Pass the Physical Instrument check.
    Look inside the furnace. → "I'm hallucinating. Or maybe it's the Entity..." → "Those voices I heard... Maybe it's the malignant Entity? Plaisance said it lives in a chimney."

    Physical Instrument - Medium 10 [White Check]
    Skill Level 2: 58% Even, Modifiers: +1 Kicked the furnace.

    "I summon the ghost of this Doomed Commercial Area. Answer me, spirit!"


  • Dicemaker: Interact with the Dicemaker.
    "Why are you asking me about *dice*?" (Move on.) → "No, I was looking for something else..." (Squint your eyes mysteriously.) "*Answers*."

    "Hey, where are we anyway? What is this place?" (Look around in the room.) → "I've heard this place is cursed. Did you know that people call it the Doomed Commercial Area?" → "Plaisance is the one who sent me. She's convinced that the place is swarming with malicious energies." → "The curse is just biding its time before it strikes again. Sooner or later everyone will fail -- even her." → "Yes, but it's still a separate building. The malicious energies can't reach there." → "Plaisance thinks it's because you're the *source* of it. A malignant entity." → "I think it still might be *you* that's causing this. (Narrow your eyes -- very mysteriously.)" → "There is something ghostly about you, *ethereal* even..." (Squint your eyes suspiciously.) → "No, I mean it -- your energetic vibrations are off. I sense tragedies in your past, darling."


  • Garte: Speak to Garte for the first time with Kim. Introduce yourself as the "harbinger of ruin". (This probably counts towards the Apocalypse Cop, but one of the options imply 'seeing across', so just to be safe...)
    "The harbinger of ruin." → "The gloaming. I *am* it." → "I have been to the precipice. I have seen the end."

  • Klassje: Speak to Klassje when 1) it's daytime and 2) after you've introduced yourself to her. When she mentions a cleaning lady, go along with it for a chance to talk about "vortices of dark energy".
    [C1239D6] Klaasje (Miss Oranje Disco Dancer): "Welcome to the roof." The young woman has a cigarette in one hand and a cup of coffee in the other.

    [C1239D7] Klaasje (Miss Oranje Disco Dancer): "I'm sorry for the mess down there. The cleaning lady hasn't come by in *days*. I'm beginning to wonder if she ever will..."

    [C1239D25] You: "Is there a cleaning lady? I think I *need* one." (Proceed politely.)

    [C1239D2] Klaasje (Miss Oranje Disco Dancer): "Oh yes! Legends of Room #1 have made their way around the building. They say a portal to Hell has opened in there."

    [C1239D36] You: "There are vortices of dark energy present, but not to Hell -- to another place. A *third* place, much different from our world." (+1 Remote Viewer)

  • Soona: When speaking to Soona about the anomaly / hole in the world, you can ask if it's related to ghosts.
    [C182D477] You: "Does it have anything to do with *ghosts*?"

    [C182D479] Soona, the Programmer: "*Ghosts?*" she repeats. "No, I don't think so, I don't believe in ghosts."

    [C182D480] You: "What about other supra-natural entities?" (+1 Remote Viewer)
Goodest Of The Good Cops / Baddest Of the Bad Cops
In your ledger, this achievement is recorded in the "Good Cop / Bad Cop" statistic.

For both achievements, you need to have the ledger unlocked before you hit the amount of points needed.

For "Goodest Of The Good Cops", you need exactly +10. For "Baddest Of the Bad Cops", you need exactly -5. You can get both within a single game run. (Personally, I've hit +30, with a few minuses, in a single run.)

Fastest Method for "Baddest Of the Bad Cops":
  1. Prerequisite: Find the Damaged Ledger from the Dumpster behind Whirling-In-Rags and unlock the ability to see your statistics. (You can do so by interacting with the clip and examining the markings under the Kineema's headlights.)

  2. Avoid being a good cop or just being overall nice to Kim.

  3. Interact with the Damaged Ledger: Attempt to name the case. Say you don't have a name in mind. Kim will attempt to suggest one. Refuse him.
    Interact with the Damaged Ledger → Browse case files → Open an official case → "No matter. I'll just use the pencil..." → "Lieutenant, have you by any chance named our case?" → "Actually, I don't have one." → Kim will attempt to suggest one → "No." (-1 Good Cop / Bad Cop point)

  4. Interact with Kim and call him a binoclard when he is hesitant to talk about himself.
    "Uhm. I want to talk about *you*." → "Yes, you." → "You're right. What's there to know about a lame binoclard?" (-1 Good Cop / Bad Cop point)

  5. Interact with Kim and insist that your medical situation takes precedence over the case.
    "I think you should know that I can't remember *anything*." → "I feel like I must repeat this -- I don't remember *anything.* There was heavy drinking involved." → "I'm afraid this is a medical situation." (Move on.) (-1 Good Cop / Bad Cop point)

  6. Interact with Racist Lorry Driver and agree with the racism. This does not get you a negative Good Cop / Bad Cop point, but leads to the next step.
    After the initial argument between Kim and the driver, ask the driver what the argument was about by saying: "What was that *argument* all about?" → "Oh, so you're just a racist. Makes sense." → Jump ahead → "Yeah. I think I can get down with racism."

  7. Immediately after the interaction with the Racist Lorry Driver, Kim wants to interact with you. He wants to discuss the remark you had just made. This leads to an active Rhetoric check. Fail it. (Depending on your stat build, you may want to make a new save so that you can try again.)
    "I was just trying to convey that I understood his grievances and wasn't judging him for having them." → "Maybe he's got a point." → "Well, *actually*..." → "What do you mean? I'm in the right here." → (Fail the Rhetoric check.) → "Look, what happens when the races get all mixed up?" (-2 Good Cop / Bad Cop points)
Recruit Detective Kim Kitsuragi
Non-spoiler tip: Be patient.

After returning from the island, you will encounter your old task force. After proving your worth to them, you can recruit Lieutenant Kim to join Precinct 41.

Note: You probably need to gain Kim's trust, which you will probably do so over the course of the game.
The Figurines Won't Win Her Back
You need two things for this achievement:

  1. Headless FALN Rider item
  2. The tasks: 'Rest in the flak tower' → 'Offer figurines to Dolores Dei'

To get the figurine, you need to purchase it from the Pawnshop. In the Pawnshop, interact with the Knick-Knacks Stand to the right of Roy. Pass the Interfacing check to find the Headless FALN Rider (and his cap).

Interfacing - Easy 9
Skill Level 2: 58% Even
Skill Level 3: 72% High
Skill Level 4: 83% High

Buy the Headless FALN Rider (and his cap) for 0.50 Real. Proceed with the game until you reach the island.

On the island, when you inspect the bed in the Flak Tower, you will gain a task to nap in the tower. Take that nap. In the dream sequence, offer the Headless FALN Rider to the woman in the dream.
Fairweather t-500 Vitreous Enamel
When speaking to Manana about the missing armour pieces, select Option 2 that declares your intention to collect all the armour pieces. This is very important. You will gain the "Find all the armour pieces" task.

Without this task, you will not be able to gain the achievement.

Proceed with the game to find all the armour pieces.

  • Greaves: Obtained from the hanged man. You must first get the body down from the tree.

    Once you have done this, you get the option to perform an autopsy. Before performing the autopsy, attempt to pull off the boots. Kim will reprimand you. Then proceed with the autopsy. If you have high enough Logic, you will get the passive Logic check to omit the boots from the autopsy - omit the boots. If you do not have high enough Logic, proceed with the autopsy as per normal.

    Once the autopsy is completed, send Kim away. Do this by pretending to go to sleep. Return to the body, now on the ground, and twist the boots off. (If you have the task to freeze the body instead, and the option to pull the boots off does not appear, freeze the body first. Then return to the body after Kim has gone to sleep.) Clean the boots up in the kitchen of Whirling-In-Rags.


  • Gauntlets: Speak to Cindy about the hanged man and the missing armour pieces. She will tell you about a little girl at the Fishing Village who may have the gloves. On Day 3, close the flood gates and gain access to the coast. Enter the house west of the Washerwoman and speak to the little girl about the gloves. She will reveal that it is buried in the destroyed sandcastle behind the house. Go pick it up.


  • Cuirass: On Day 3, find the cryptozoologists on the west side of the coast. Speak to Gary. Chat with him (i.e. scare him enough) and with enough Perception / Composure / Yellow Skill, you will notice something is off. Pass the Perception / Composure / Yellow Skill active check and scare him into giving you the armour piece.


  • Helmet: Obtained on the island, after chatting with the Insulindian Phasmid. Equipping all four pieces of armour will complete the "Find all the armour pieces" task, thus gaining you the achievement.
Enemy Of The Physical Realm
There are more than five things you can "bang up" in the game:

  • Dumpster behind Whirling-In-Rags
    On Day 1, do not ask for the dumpster key from Garte. Pick up the prybar from Kim's Kineema. Use it on the dumpster and fail the active Physical Instrument (Legendary 14) check. Then kick the dumpster. Will cause one point of health damage.

  • Mailbox near the Bookstore
    Kick it. Will cause one point of health damage.

  • Warded Door at the back of the Bookstore
    Break down the door. Requires passing a Pain Threshold - Challenging 12 check. Each attempt (regardless of outcome) to bang up the door will cause one point of health damage.

  • Hawthorn Tree south-east of the Pawnshop / Siileng
    You must first accept the task from Egghead (from the Ravers group near the Church) to make the anodic music harder core. Interacting with the tree allows you to pick up tape, and punch the tree. Punch the tree.

  • Furnace in the Doomed Commercial Area
    Kick it. Will cause one point of health damage. Gain access to the Doomed Commercial Area through the back of the Bookstore.

  • Payphone at the Boardwalk
    Dial random numbers four times until you arrive at an Interfacing check.
    Interfacing - Medium 10 [White Check]
    Modifiers:+1 Sorry cop.

    Keep dialing... (x2) → Continue with the phone call. Exhaust all options until you run out of time with this call. → Dial again. Go through the options. → Dial again. → "You want my MONEY?!" (Punch the phone.) → You want more money now, huh?! YOU WANT F***ING MONEY?!!!?" (Punch the phone again.)

  • Roof Door at Whirling-In-Rags
    Kick it down.
The Most Honourable Cop in The Land (Part 1)
In your ledger, this achievement is recorded in the "Honour" statistic. You need 11 to get the achievement.

  • [C705D348] Hanged Man's Boots: Passive Interfacing - Easy [Requires Interfacing 2+]:

    While the body is still in the tree, inspect the boots, then attempt to pull the boot off. Do not stop trying to get them off. You will start a conversation leading to an honourable statement for +1 Honour. (You can still take the boots later.)

    [C705D144] You: Pull the boot off.

    [C705D266] The Hanged Man: The stench fills your nostrils. As you push downward, an ominous creaking sound comes from above.

    →→→ Select any option except Option 4 (i.e. Let go of the boot.)

    [C705D285] Kim Kitsuragi: "What are you trying to achieve anyway, why are you hanging on that boot?"

    →→→ Select any option to insist on getting the boots anyway.

    [C705D325] Interfacing: You're *sure* there's a way to peel them off -- but first the body needs to be down. And second, it would probably be better if the lieutenant wasn't around...

    OR

    [C705D343] Interfacing: There might still be a way to peel them off, but first the body needs to be down. And second -- it would probably be better if the lieutenant wasn't around...

    [C705D348] Steal a dead man's boots? But that would be *DISHONOURABLE*! (Refuse -- for honour.) (+1 Honour)


  • [C466D386] Plaisance at the Bookstore: Active Drama - Medium

    Introduce yourself to her and ask if she is the owner of the store. Go to the curtains and attempt to pull them apart. She will ask you to stop. Go back and ask her about the curtains. Offer to help investigate. Convince her to let you investigate. You must pass the white check on the first try. (Subsequent attempts will not work to get the +1 Honour.)

    [C516D500] You: "Why are you so uptight about those curtains? I just want to know what's on the other side."

    [C516D501] Plaisance: "I already told you, it's just a storage room for employees! I don't understand why it's so important to you..."

    [C516D524] Plaisance: "Just let it go, officer! Go buy some ♥♥♥♥♥♥♥♥ books, you're supposed to be... *drawn* to the books!"

    →→→ Select any option that questions the "storage room" or curtains.

    If you told Plaisance that Annette mentioned the curse:
    [C516D508] Plaisance: "Okay... fine! It's because this place is *cursed*, just like Annette said! They don't call it the Doomed Commercial Area for nothing!"

    If you did not tell Plaisance that Annette mentioned the curse:
    [C516D506] Plaisance: "Okay... fine! It's because this place is *cursed*, just like everyone said! They don't call it the Doomed Commercial Area for nothing!"

    [C516D536] Plaisance: "Are you happy now, officer? Happy that you've *ruined* everything?" She closes her eyes and starts mumbling something to her pendant.

    [C516D129] You: "How does this curse manifest itself?"

    [C516D592] You: "Okay. I'm a little confused. What does that mean?"

    OR

    [C516D593] You: "Ah! Annette mentioned that the previous tenants have experienced some financial troubles."

    OR

    [C516D594] You: "Wait, that's it? I was hoping for something more... *paranatural*."

    [C516D596] Plaisance: "There's something *wrong* with this building, I can tell you. Ever since I arrived, I've sensed an eerie lingering presence -- as if I was *unwanted* here."

    [C516D133] You: "Would you like me to take the case? I could investigate, see if the curse is real." (Conclude.)

    [C516D17] You: Convince her to let you investigate the Doomed Commercial Area.

    You must pass this active Drama check on the first try, and pretend to be a paranatural investigator.
    Drama - Medium 10 [White Check]
    Skill Level 3: 72% High, Modifiers: +1 (You're the master of psychic arts.)

    [C516D309] You: "Ma'am, I came here to help. I've handled *paranatural* situations before."

    →→→ Select options where you basically pretend to be a paranatural investigator. Lots of filler dialogue here.

    [C516D365] You: (A hand on your heart.) "On my honour".


  • [C459D492] Lena and the Commemorative Pin: Active Suggestion - Medium

    Must be done on Day 1. Introduce yourself to Lena. Pass a red Suggestion check to get the Commemorative Pin from her. Return the pin to her immediately for +2 Honour.

    [C469D270] You: "Who's *sweetie*?"

    [C469D272] Lena, the Cryptozoologist's wife: "Why, *you* are, officer!"

    [C469D274] You: "I'm no sweetie. Look at me."

    [C469D293] Lena, the Cryptozoologist's wife: "You're a handsome man, officer, with your moustache and your chiselled jaw. And that silly dimple on your chin."

    →→→ Select any option.

    [C469D267] Lena, the Cryptozoologist's wife: She slaps herself on the forehead. "You must forgive me! I'm getting so scatterbrained! I completely forgot to introduce myself."

    [C469D8] You: "Sweetie needs money. Do sweeties get money?"

    [C469D10] Lena, the Cryptozoologist's wife: Her expression becomes very serious. "Oh sweetie, I heard your conversation with the manager about your... financial troubles. When do you get your next pay check?"

    [C469D212] You: "Tug on her heartstrings."
    Suggestion - Medium 10 [Red Check]
    Modifiers: +2 You understand Lena's idealism

    [C469D261] You: "About your pin..."

    [C469D257] Lena, the Cryptozoologist's wife: "I hope you were able to pawn that old trinket!" She smiles up at you earnestly.

    [C469D256] You: "I decided not to pawn it. You should have it back." (Give her the pin.) (+2 Honour)


  • [C1379D227] Manana: Ask Manana for money. The money will fall to the ground. Do not pick it up for +1 Honour.
    "I'm a bit short on *money* right now. Can you give me some of it?" → Let it fall on the ground. → Leave the coin where it landed.


  • [C149D24] Kingdom of Conscience Thought: Before opting-in or ending the Thought conversation, proceed through the dialogue options to find one that says something along the lines of "it'd be the honourable goal". You do not need to internalize the Thought.
    Do not discard thought → "First, where is this Kingdom of Conscience?" → "That's an honourable goal. (Nod your head approvingly.)"
The Most Honourable Cop in The Land (Part 2)
  • [C470D120] Lena and Morell: On Day 2, speak with Lena. Tell her that you eavesdropped and heard about her phone situation. Ask why she needs the phone. Proceed with the conversation and offer to find her husband. Kim will interject asking if they have the time. Respond with the honourable statement.
    "Why did you need to use the phone, anyway?" → "Okay, I'll bite. Has your husband gone missing before?" → "What is this *expedition* your husband was on? → "Wait, who is this 'Gary' person? Do you trust him?" → "Are they in a *rough neighbourhood*? → "This sounds like police business. I'll help you find your husband." (Accept task.) → "I've already given my word. I'm honour-bound to uphold it."


  • [C1275D417] Garte: On Day 2, speak with Lena first (see above). Then speak with Garte about something at the Whirling-In-Rags. Talk about the phone dead line. Ask about foul play. Then say you would never disclose your sources because it is dishonourable.
    "I've seen something here at the Whirling, Garte. A thing I need to talk about." → "So the phone line is dead?" → "Is is true that there was foul play?" → "I would never disclose my sources. That would be dishonourable."


  • [C563D35] Washerwoman at the Fishing Village: On Day 3+, speak to the washerwoman about finding a place to stay. Refuse her offer of a room at first for +1 Honour. (You can still accept it afterwards.)
    "Where could someone stay around here?" → Any Option → "I'm not sure it's appropriate for the RCM to accept free accommodations." → Accept the room / Conclude.

  • [C611D98] Rene's Medal: Passive Authority - Medium [Requires Authority 4+]:

    Must be completed by Day 4. Must pass Rene's Composure check first. Requires Authority 4+. When Rene offers you the medal, refuse it for +1 Honour from the passive Authority check.
    Composure - Legendary 14 [White Check]
    Skill Level 5: 42% Even, Modifiers: +1 (Know Rene's job situation.)

    Drama - Legendary 14 [Red Check]
    Skill Level 5: 28% Low

    [C605D438] You: René told you his war story, now impress him with *your* heroics.

    [C611D28] Drama: Go long, go deep, go unconventional!

    [C611D30] You: "My story doesn't have gunfire, blood or spilled guts, but let me give you a *different* take on heroism."

    →→→ Continue the conversation until Rene offers you his medal.

    [C611D3] You: "I don't deserve this." (Don't take the medal.)

    [C611D6] René Arnoux: The man shakes his head, mumbling something under his nose, then turns back to you: "Can we get back to our game now?"

    [C611D98] Authority: This feels *honourable*. You did the *right* thing not taking the medal. The *good* thing. Your chest is buzzing with pride. (+1 Honour)


  • [C780D35 + C780D87] Speak with Titus after the Tribunal: Tell him it was "honourable to fight with him". This gives +1 Honour. When talking about the Hardie Boys, there is another "honourable" dialogue option for another +1 Honour. [Requires Overproductive Honour Glands opted-in, but not necessarily internalized.]
    (Shake it.) "It was an honour to fight by your side." → "I'm sorry about the people you lost." → "They died fighting for something they believed in. There's honour in that."

The above (non-exhaustive) list should get you 12 Honour points, which is more than enough to get the achievement.

Additional Notes:

Every bullet point in the above list has a corresponding conversation ID and dialogue ID in brackets. For example: [C001D002] reads as Conversation ID 001 and Dialogue ID 002. This is useful in case you want to browse the full conversation using alternative tools or data sources.

A list of all dialogue options in the game that give Honour points can be found in this link:

https://gist.github.com/xyrilyn/ca7fc3ade861ea92d6798d860d41963b

You can use Disco Reader[disco-reader.gitlab.io] to search for the dialogue / conversation and visualize it as a graph.

Venture into the HARDCORE
In the main menu, turn on Hardcore Mode. Assuming you are starting a new game, play the game normally and complete any task. The quickest task to complete would be "finding your other shoe". The achievement should trigger for you then.
True Detective
This one is straightforward: start a new game with Hardcore Mode already enabled in Main Menu > Options and complete the game.

Do not disable Hardcore Mode while attempting this achievement - you must be in Hardcore Mode throughout that particular run or save file.
Gluten-Free Topping Pie
You need to pass a series of passive checks involving Authority, Conceptualization, Composure and Endurance.

Gary disappears (he returns home and is no longer interactable for the remainder of the game) after you figure out Cuno took the locusts from the traps as part of the Cryptid task line. The game will tell you that 'this is your last chance to talk to Gary', so don't wait too long to speak with him.

Required Skills:
  • Authority 6+ AND Conceptualization <4
  • Composure 4+
  • Endurance 6+

"Are you a cryptozoologist too?" → "What do you do, then? If not cryptozoology?" → Any Option → "So you deliver things. What kinds of things?" → Go through each option besides concluding → "C'mon, you've already behaved suspiciously with the trash container business, stop evading the question." → "What?" → "You said you deliver *special* topping pies. What makes these topping pies special?" → "How about you deliver *me* a topping pie?

Speak to Gary again. → "So how about that topping pie?" → Proceed with the conversation.

Authority - Challenging 12 Passive Check


Composure - Medium 10 Passive Check


Endurance - Challenging 12 Passive Check
Recruit Detective Kuuno de Ruyter
Proceed with the Tribunal, do not warn Kim and let Kim be shot (I just died a little on the inside typing that). When you wake up, Cuno will be with you for the rest of the game. After returning from the island, convince the others to let Cuno become a junior officer.
Palerunner
Last Updated: April 2nd, 2020

For the latest information, please see the speculation thread here:

https://steamcommunity.com/app/632470/discussions/0/1745643248316361508/

To get this achievement, you must boundary break the game. Boundary breaking involves glitching your character beyond the accessible map areas of the game and into the void / walls / et cetera. The code in the game that does this can be found here: palerunner code trigger
  • There are a few methods to do this.
  • The game mode does not influence this achievement.

Method 1: Boundary Breaking

Working as of April 2nd, 2020
* Credit: Z56B29A2 for discovering this reproducible method. See his comment here: https://steamcommunity.com/app/632470/discussions/0/1745643248316361508/?ctp=14#c2149847423918228688

https://www.youtube.com/watch?v=6nE8VqMC9f0
1. Enter the Doomed Commercial Area from the Bookshop.

2. Equip your flashlight and enter the leftmost room (the room left from the stairs after the abandoned gym)

3. Move your character to the right of the white bird model / specimen in the corner of that room. (Your character should be against the wall.)

4. Unequip flashlight

5. Quick save and then reload.

6. When you reload without a flashlight, the area you are in is considered inaccessible. Interact with Kim and you will be teleported a short distance away to trigger the achievement.

Patched in the March 19 Update
* Credit: Locké for discovering this reproducible method.

1. Stand in the yard behind Whirling-In-Rags, near Cuno's shack. Do not enter Cuno's Shack. Some interactables on the connecting building (i.e. the dilapidated building east of Cuno's Shack) will be in range for you to click.

2. Spam click orbs or coins. (Hope that the path-finding breaks. You may need several tries.)

3. If successful, Harry should walk around Whirling-In-Rags and glitch into the doors of the Whirling. You will be teleported back into bounds and the achievement will be triggered.

Method 2: Save File Editing (Not Recommended)
The method involves editing your save file (changing the areaId) to move your character from one area map to another (and possibly leading to your character spawning out-of-bounds).

Example: Your starting areaId could be "Whirling-int-f2". Modify the save to change it to "Secretary-int". Reload the save.

Method 3: Glitched Save File (Not Recommended)
The method is very difficult to reproduce as you'd need to force a quicksave during the transition loading screen between two areas to (hopefully) glitch your character location the next time you re-load that save file.

Alternatively, you can load a glitched save file shared by steam user, Sam Dreamurr. https://steamcommunity.com/app/632470/discussions/0/1745643248316361508/?ctp=4#c1753525328596422997

The methods 2 and 3 are listed here for reference, but are not recommended as they are not part of normal game-play.
Real Musor
This achievement was released in the 2nd July 2020 patch.

Getting this achievement is really easy: you need to sleep in the dumpster behind Whirling-In-Rags.

Take note that this will end your current run, so make a save before that.

One way to achieve this is to unlock the dumpster on Day 1, pass time till it's time to sleep, do not pay for a room, and then go sleep in the dumpster. (Note: Kim's debrief or Garte's debt may interfere with this on Day 1. Might be a better idea to attempt this achievement on Day 2, before getting the free room in the fishing village.) You can no longer get this achievement on Day 1.

Three conditions need to be met for the related dialogue to appear:

DayCount() == 2 and Variable['whirling.garte_trash_bed_offer_made'] == true and Variable['yard.trash_crawled_out_not_yet'] == false
  1. Day 2
  2. Argue with Garte about wanting a free place to sleep after 10pm [C1275D1307]
  3. Do not change your mind about sleeping in the trash container

The dialogue hub for Garte is labelled C1275D663, and is what you need to get the second condition. From here, you can say:

[C1275D1250] You: "Come on, man. It's late. Do I really have to pay you *again*?" [Requires Day 2 and the current hour to be greater than 21 (i.e. 10pm+)]

You can abandon arguing with Garte halfway through by saying:

[C1275D1308] You: "Okay. I don't want to talk about this right now."

And you can return to arguing with Garte to trigger the second condition by saying:

[C1275D1314] You: "So, uh... you sure you can't swing me a free bed?" [Requires Day 2 and the current hour to be greater than 21 (i.e. 10pm+) and for you to have abandoned this conversation once before]

After that, the option to sleep in the dumpster should become available to you. Doing so will trigger the achievement and end your current run.

Notes:
  • It may be helpful to have less than 20 Real (i.e. be unable to afford a room in Whirling-In-Rags), but you can also lie and refuse to pay for a room
  • You do not need to have Hobocop opt-ed in or internalized
The Icebreaker
This achievement is obtained at the end of the Fascist political vision quest, one of four that can only be initiated on Night 3.

Prerequisites:
  • Select enough Fascist dialogue options to trigger the Revacholian Nationhood orb
  • Have the Revacholian Nationhood thought opted-in (not necessarily internalized)
  • During the dream sequence, select the dialogue option: "I can’t give up. I have to keep going, for Revachol... [Pursue thought.]"

Sub-Tasks:
  1. Internalize Jamais Vu (Derealization) and learn about reality from Joyce before speaking to Measurehead in step 3.
  2. Speak to the following characters: Gary, The Racist Lorry Driver, and Rene about turning back time. You don't have to be successful in your talks with them, but some of it does help with the Suggestion check later.
  3. Speak to Measurehead about turning back time. This will open up a white Suggestion check.
    Suggestion - Impossible 17

    +2 Talked to Gary
    +2 Talked to the lorryman
  4. Pass the Suggestion check and talk to Measurehead in private. Then, speak to the Paledriver.
  5. Go to your room in Whirling-In-Rags or the fishing shack.
  6. Save your game. Boost Endurance as high as you can and interact with the mirror to pass the red Endurance check. The achievement will trigger then.
    Endurance - Impossible 18

    +1 Self-proclaimed authoritarian
Networthy Individual
This achievement is obtained at the end of the Ultraliberal political vision quest, one of four that can only be initiated on Night 3.

Prerequisites:
  • Select enough Ultraliberal dialogue options to trigger the Indirect Modes of Taxation orb
  • Have the Indirect Modes of Taxation thought opted-in (not necessarily internalized)
  • During the dream sequence, select the dialogue option: "I’m just looking out for my economic self-interest ... [Pursue thought.]"

Note: Some players have reported that this vision quest can get glitched if you open the harbour container too early.

Sub-Tasks:
  1. Speak to Cindy about her artwork. Pass the white Suggestion check and buy her art.
    Suggestion - Godly 16

    +1 Actual Art Degree. (Internalized the Actual Art Degree thought.)
    +1 Art Cop known. (Said enough Art Cop lines.)
    +1 Snappy pitch. (Have a snappy pitch.)
    +2 (Interact with and paint the Backyard Wall.)
    +1 (Talk to Trant Heidelstam about the Wompty-Dompty Dom Centre.)
  2. Lower the container in the harbour. Pass the white Rhetoric check to open it.
    Rhetoric - Impossible 18

    +1 Erratic, yet thorough.
    +1 Been in the world for two days.
    +1 Been in this world for many days. (Play until it's the 4th day.)
    +5 Savvy's here! (Embark on this political vision quest with Savvy.)
  3. Speak to Mega Rich Light-bending Guy and get stonks. [Insert Stonks Meme Here]
  4. Speak to Idiot Doom Spiral about a Personal Brand Strategist.
  5. Interact with the Horseback Monument near the traffic jam.
  6. Speak to Idiot Doom Spiral again. Complete the tribunal and return to him after that.
Avowed Inframaterialist
This achievement is obtained at the end of the Communist political vision quest, one of four that can only be initiated on Night 3.

Prerequisites:
  • Select enough Communist dialogue options to trigger the Mazovian Socio-Economics orb
  • Have the Mazovian Socio-Economics thought opted-in (not necessarily internalized)
  • During the dream sequence, select the dialogue option: "I’m building communism for all. This time we won’t fail ... [Pursue thought.]"

Sub-Tasks:
  1. Look for other communists. A blue orb will appear as you approach them: speak to Cindy and Manana.
  2. Interact with the Metal Grille Door up the stairs behind Cindy from 22:00. The passphrase is "It's 'Remember Dobreva and Abadanaiz'."
  3. Keep talking until the white Composure check appears. Try your best to avoid calling it a 'book club'.
    Composure - Impossible 18

    IIRC the following modifiers are mutually exclusive

    +4 (Read books a little bit)
    +6 Proud bookshop ruminant (Read even more books)
    +8 (Read books and play board games)
  4. Pass the Composure check.
  5. Read the book Stefan gives you.
  6. Save your game. Boost your Rhetorics as high as you can to pass the Red Rhetorics check to come up with your own communist question for Stefan.
  7. After passing this check, you can talk a little more. Stefan will eventually tell you about a poem and the achievement will trigger then.
Committee of la Responsabilité
This achievement is obtained at the end of the Moralist political vision quest, one of four that can only be initiated on Night 3.

Prerequisites:
  • Select enough Moralist dialogue options to trigger the Kingdom of Conscience orb
  • Have the Kingdom of Conscience thought opted-in (not necessarily internalized)
  • During the dream sequence, select the dialogue option: "We’re making progress. Measured, steady progress… [Pursue thought.]"

(Note: Completing this vision quest will end the current run)

Sub-Tasks:
  1. Internalize Jamais Vu (Derealization) and learn about reality and The Pale from Joyce to greatly increase your chances of successfully completing Soona's task line about the 2mm hole. You need this task line completed before step 8.
  2. On the morning of Day 4, accept the task to find out about "la responsibilite".
  3. Speak to Kim about "la responsibilite".
  4. [If required, or you have not done so already] Speak to the Smoker on the Balcony in Whirling-In-Rags about "la responsibilite".
  5. [If required, or you have not done so already] Speak to the Sunday Friend across the waterway. He will be standing beside the dilapidated building on the south-west edge of the map, south of the Cryptozoologists. He is not there too early in the morning; try 9:00am onwards.
  6. Speak to Soona to help contact an airship. This leads to a white Conceptualization check.
    Conceptualization - Legendary 14

    No known modifiers yet.
  7. Collect a radio transceiver from: (1) the pawnshop for 150 Real, (2) Ruby's truck, or (3) the radio in the secretary's office near the harbour. To make the next red check easier, it is strongly recommended you use the transceiver from Ruby's truck.
  8. Contact the airship and inform them about the 2mm hole. You need to attempt a red Interfacing check (outcome does not matter) and pass a red Empathy check back-to-back. Boost your Interfacing and Empathy as much as you can. It is recommended you wear gloves before proceeding.
    Interfacing - Godly 16

    +1 Solid grip. (Wear gloves before climbing the statue.)
    +1 Eye for sculpture. (Art cop?)
    +1 Advanced transceiver. (Used the transceiver from Ruby's truck.)
    Empathy - Heroic 15

    +2 Clean and sober. (Don't do drugs / alcohol.)
    +2 Discovered a strange anomaly. (Completed 2mm hole task line.)
  9. If you talk for too long with the airship, you can run out of time for this vision quest. Convince them of the need to get you extracted as soon as possible.
Body? What Body?
Complete the game and solve the case without ever interacting with the hanged man. After the Tribunal, at the final debrief with your team, you can choose to say that you quit drinking. Jean will not believe you and comment on "why you smell like a corpse", to which you must respond "what smell?"

You: "I'm not drunk. I haven't started drinking again!"

Jean Vicquemare: "So you... *forgot* to drink? I don’t buy it. Why do you smell like a *corpse* then?"

You: "Wait, what smell?! I didn't even get close to the damn corpse and I *still* solved the case. That's how good I am."
Medal Dispenser
Prerequisites:
  • Authority 4+
  • Setting Sun medal (from Rene after passing his active checks)

Steps:
  • Get the medal from Rene by Day 4. (You can no longer do this on Day 5.)
  • Do tasks for Evrart until he tells you about Pigs. Meet Pigs without Kim. (You can send Kim away starting from 21:00.)
  • Get your gun back from Pigs first.
  • Say the following dialogue lines:
    "Alright, what am I gonna do with you? (Proceed)"
    "At ease, patrol officer Pigs, your heart is in the right place. (Bow)"
    "She will *know*. (Hang the Setting Sun medal on her chest.)"
Hardie's Heroes
Survive the Tribunal and make sure Titus doesn't die. If you betrayed Titus, explain your betrayal to him first. Then, speak to him after you have spoken with him at least once. Requires Esprit de Corps 4+.

[C780D60] You: "So long, fellows. Be good so I don't have to come back here again." [Leave.]

Relevant Variable Checks:
1:
!(Variable["whirling.titus_tribunal_exit_seen"]) → First time seeing this conversation

2:
!Variable["whirling.titus_aftertribunal_negative_attitude"] → You must be on good terms with Titus

OR

(Variable["whirling.titus_aftertribunal_negative_attitude"] AND Variable["whirling.titus_posttribunal_explained_your_betrayal_of_titus"]) → You are not on good terms with Titus but have explained your betrayal after the Tribunal

[C780D61] Titus Hardie: "You look after yourself now, copper," he says with a warm smile. "Death passed on you today, but men don't get that lucky twice."

[C780D62] Alain: "Coppo loco." He looks at you and nods. "Good luck in Jamrock. Scars make the best tattoos, they say."

[C780D63] Eugene: "Thanks for getting involved, man. Not a lot of cops would step in that line of fire, but you did."

[C780D70] Titus Hardie: "And if you ever feel like the uniform is holding you back... I've got a few vacancies. You'd make one hard Hardie boy, copper."

[C780D221] Esprit de Corps: And Titus Hardie himself would make a good officer. That man was born to lead. [Requires Esprit de Corps 4+]

[C780D225] You: "The RCM could really use a man like you, Titus. Think about it."
----------- Thought Cabinet -----------
Difficult Thought Cabinet Unlocks
This guide is long enough as it is, so not every Thought in the game will be covered here. For those, check other guides or the wiki for more information.

There are a few Thoughts in the Thought Cabinet that are known to be difficult to unlock, or require a very specific sequence of actions to unlock.

At the time of writing, this section includes:
  1. Torque Dork
  2. Jamrock Shuffle
  3. Actual Art Degree on Day 1 (Morning)
Torque Dork
This thought needs its own guide to unlock, so after many minutes of digging through the game code and many more rounds of trial and error, here it is:

Prerequisites:
  • Start with an attribute build of INT 3 or less (Encyclopedia cannot be at level 4 or above.)
    You must fail the passive Encyclopedia check that lets you recognize what woke you up in the morning. This is [C627D60] or [C627D61] --- i.e. the first conversation you have when you start the game.
  • Do not learn Harry's real name

  1. Proceed with the game until Day 2. Do not learn Harry's real name.

  2. On Days 1 through 2, interact with the Kineema at least once. Ask Kim what it is and learn that it was what woke you up. We need to trigger a particular variable here.
    [C451D7] Coupris Kineema: Before you stands a motor carriage. The bodywork is covered in blue and white livery bearing the number 57.

    [C451D8] Logic: This must be the infernal machine that tore you from oblivion.

    ---------- D8 will set variable #5389 "plaza.kineema_found_out_what_tore_you_from_slumber" to true.

    [C451D52] You: Open the door.

    [C451D40] Coupris Kineema: In the cabin you are welcomed by a set of steering levers, a radio-microphone on a hook, a pull-out toolbox under the seat, and the soft glow of the fuel pre-heater gauge.

    [C451D227] You: "Kim, what are we looking at? What is this machine?"

    [C451D228] Kim Kitsuragi: "This is the Coupris Kineema, my motor carriage. You can use the toolbox and the radio if you'd like."

    [C451D231] You: "This must be what woke me up when you arrived in Martinaise. The infernal noise."

    [C451D234] Kim Kitsuragi: "Yes, sorry about that... the Coupris Kineema does have a rather... distinctive engine sound."

    ---------- D234 will set variable #5951 "plaza.kineema_knows_it_woke_you_from_kineema_talk" to true.

  3. On Day 2, walk near Kim's Kineema and a yellow orb will appear. It only appears from Day 2, and will only be interactable once.

  4. Interact with this orb when you have Encyclopedia 4+ and Interfacing 6+.
    [C449D192] You: Wait, why am I even thinking about this? Wasn't I supposed to...

    [C449D194] Interfacing: ... do something important? Something murder-related? There's always *something* important. Doesn't mean you can't take a moment to admire this piece of machinery.

    ---------- The game checks variable #5389 "plaza.kineema_found_out_what_tore_you_from_slumber" here.

    [C449D11] Encyclopedia: This is a Coupris Kineema, the Coupris MotorCorps follow-up to their highly successful workhorse, Coupris 40 and the answer to the LUM's racing-bred 'Fevre' series.

    ---------- The game checks for Encyclopedia 4+ here.

    [C449D15] Interfacing: With its air-cooled, rear-mounted twelve cylinder compression ignition engine driving the rear wheels through a four speed manual gearbox the Kineema is able to reach 100 kph in 13.5 seconds. And go on to a top speed of 180 kilometres an hour.

    [C449D80] You: Won't it roll over in the first sharp corner?

    [C449D16] Interfacing: The high centre of balance is offset by a large battery bank mounted at the bottom of the cabin, feeding all the auxiliary systems and making the Kineema effectively a mobile power plant.

    [C449D83] You: This tech-talk is really rubbing me the right way here. (+1 Kineema Torquemeter)

  5. In the dialogue branches that follow, do not insult Kim and say exactly two more dialogue lines to increase the hidden Kineema Torquemeter variable. You already obtained the first one in the previous step. The second one is:
    [C449D3] You: "That machine really puts the 'loco' back in 'locomotion'!" (Point to the vehicle.) "Very cool." (+1 Kineema Torquemeter)

  6. To get the third one:
    ---------- The game checks variable #5951 "plaza.kineema_knows_it_woke_you_from_kineema_talk" here.

    [C449D18] You: "What in there made the infernal whining sound that woke me?"

    [C449D21] Kim Kitsuragi: "You mean the coil noise?"

    [C449D121] Interfacing: Come on, you know how it works... put it together.

    ---------- The game checks for Interfacing 6+ here.

    [C449D126] You: "You mean when variable current passes through the coils on the electrical systems and the varying magnetic fields around them..."

    [C449D127] Kim Kitsuragi: He stares at you, intrigued.

    [C449D174] Authority: This is your chance to impress the lieutenant!

    ---------- The game may or may not check for Authority 4+ here...(needs confirmation)

    [C449D125] You: "It causes vibration in the wires and as the frequency of the current happens to fall within the audible range" (+1 Kineema Torquemeter)

  7. Once you have the Kineema Torquemeter at 3, conclude the conversation:
    [C449D20] You: "Okay, let's move." [Leave.]

  8. The Hidden Kineema Torquemeter variable must be at least 3 at this point. If the Torquemeter is less than 3, or you have learned Harry's real name prior to this conversation, the conversation ends immediately. Otherwise, it continues:
    [C449D93] Kim Kitsuragi: "Hang on, you're telling me you remember all these little mechanical details, but you have trouble remembering your name?

    [C449D153] You: "I might not know much, but I *do* know I like motor carriages -- must be a subconscious thing."

    [C449D95] Kim Kitsuragi: "Strange... but plausible, I guess." He gives you a quick side-glance and turns to go. "I guess you're a bit of a... torque dork too."
Jamrock Shuffle
To unlock this Thought, you need to unlock doors to break into rooms or buildings multiple times. There are five chances for you to do this:

  • Gary's Apartment
    [C397D60] Door, Basement Apartment: "You try to be as silent as you can. It takes a bit of rattling of the handle to loosen the bolt."


  • Blue Door in Whirling-In-Rags
    [C610D30] You: "Try the 'Workshop Spare' key on the door."


  • Cuno's Apartment
    [C880D20] Interfacing: "Snip! The cutter goes through them like dead leaves. The links fall to the ground on the other side of the door."

    [C880D71] Interfacing: "Snip! So much for that ♥♥♥♥♥♥♥ chain. The links fall to the ground on the other side of the door. You have bested the titanium menace."

    [C880D79] Interfacing: "Like a ♥♥♥♥♥♥♥ maniac, you rip the chain off the door. The links lie in the floor, scattered."

    [C880D83] Interfacing: "Like a ♥♥♥♥♥♥♥ maniac, you rip the chain off the door. The links lie in the floor, scattered."


  • Communist Apartment
    [C881D12] Interfacing: "The shackle snaps like a twig and the lock falls to the floor with a little thud. It should be possible to enter now..."

  • Apartment #10
    [C882D22] Locked Door: "Oh, come on!" There's a pause, before you hear the door being unlocked.

    After unlocking enough doors (at least 3), an orb should appear around your character.

    [C161D2] Savoir Faire: "Master Investigator! You just can't keep yourself away from locked and hidden places, can you?"

    You gain the Thought at the following lines of dialogue (these are mutually exclusive):

    [C161D7] Savoir Faire: "Attaboy! The world's secrets were made for you. They wait patiently for you to uncover them..."

    [C161D8] Savoir Faire: "Yes, that's what it is... a quick peek here, a short glance there. It is all quite... delectable."

    [C161D10] Savoir Faire: "Sure, friend. This is nothing sordid, nothing inappropriate. You just *have* to do this... it's your duty."
Day 1 Actual Art Degree
Adapted (with permission) from a reddit post by u/Nasafyn, with help from u/OrdinaryCombination, u/Thowaway196754 and u/deejaysea

The Actual Art Degree thought orb only appears when you meet the following requirements:
  • 5 Art Cop lines
  • Conceptualization 5

In order to get Actual Art Degree on Day 1, it is recommended (but not required) to have one of the following starting attribute builds:
  • 4-?-?-? with Drama as specialty skill (plus White Satin Shirt)
  • 5-?-?-? (plus White Satin Shirt)

The White Satin Shirt is found in the bathroom of Harry's room in Whirling-In-Rags. It gives +1 Conceptualization.

Regardless of your starting build, we want Conceptualization to be at minimum Level 5 by the time we have 5 Art Cop lines.

  1. Pick up the White Satin Shirt in the bathroom of Harry's room in Whirling-In-Rags.

  2. Pick up the pills from the Sleeping Dockworker to heal 1 Morale Damage in case you fail the check when speaking to Joyce Later. (You avoid the damage if you pass the check.)

  3. Prerequisite: Speak to Joyce and ask about the lynching to complete the "Interview the Wild Pines rep" task. Attempt the Suggestion (Medium 11) check, and then accept "The Jam Mystery" task. This lets you speak to the three lorry drivers about the drug-smuggling.
    "What can you tell me about this lynching?" → "Remember when my partner told you I'd recently suffered from an *unusual* medical episode? My lost badge is related to it." → Any Option → Attempt the Suggestion check (outcome does not matter) → Speak to Kim → Speak to Joyce again → "Okay. Tell me about this alleged drug trafficking." → Proceed with the conversation and accept the task.


  4. Cindy: Speak to Cindy about what she's doing to the wall. Say you love public art. If you have high enough Perception, you can also ask her about the heavy fuel oil. (It is enough to just get 1 Art Cop line here.)
    "What are you doing to the wall?" → "I have an opinion on this -- wanna hear it?" (Proceed.) → "I love public art! Don't mind us, keep doing what you're doing." (+1 Art Cop Line)

    "Is that heavy fuel oil?" → continue the conversation → "That's some clever cultural commentary." (+1 Art Cop Line)


  5. Backyard Wall: Inspect the empty backyard wall north from the Bookstore. Attempt the Conceptualization (Impossible 18) check. The outcome of the check does not matter. (+1 Art Cop Line)


  6. Annette and Crime Fiction: Ask Annette about crime fiction and what cops look like.
    "What is this crime business?" → "Why would anyone want to *read* about crime?" → "I'm a policeman myself, by the way." [*The Law*, as I said.] → "Huh, well what does a cop look like then?" → "You know, nobody actually looks like the guy in the picture. That's just a stupid fantasy of a man." → "He isn't even drawn right. This is not how human shoulders work, the perspective is all wrong." (+1 Art Cop Line) → "That's just no way to *cop*. I can do it way better than D**k Mullen."


  7. Complement or Criticize Tommy about his style: Passive Drama - Medium [Requires Drama 5+]
    "What's going on here?" → "*Limbo*, huh? So that's where I am." → "So how long have you been here?"

    [C1256D37] Tommy: "Feels like forever, like I was born on this here roundabout and this was all I ever knew. Just me and the metal and the tyres, the oil and the fumes of mazut..."
    [C1256D75] Drama: Mazut is an antiquated term for heavy fuel oils -- this man has a barely suppressed performative streak. Or he just likes unusual words. Or both! (Requires Drama 5+)

    After D75, say:

    [C1256D101] "I dig your style, man."(+1 Art Cop Line)
    OR
    [C1256D100] "Could you say it again, only a little less plodding?" (+1 Art Cop Line)


  8. Ask Tommy About the Drug-Smuggling: Save your game here. Keep speaking to him about the drug trade until the white Conceptualization (Formidable 13) check appears. You must pass this check and hit him with some poetry. Say that the words are yours.
    "You seem like a man who knows about *drugs*." → Proceed with the conversation → Pass the Conceptualization check

    Conceptualization - Formidable 13 [White Check]
    Skill Level 7: 83% High, Modifiers: +1 Understood his theatrics

    "A mirror's temperature is always zero. It is ice in the veins. Its camera is an x-ray." (+1 Art Cop Line) → "It is a chalice held out to you in silent communion." → "Where gaspingly you partake of a shifting identity never your own." → "I think the words are mine, yes." (+1 Art Cop Line) → "It makes it all easier to bare. If the words are "pretty"."
Closing Words
This is a work in progress. It is constantly being revised, so check back every once in a while!

Any help and further details will be greatly appreciated!

Information that would be helpful include:
  • Missing modifiers for various active checks
  • Missing dialogue triggers for various achievements like Expert Advanced Remote Viewer
  • Missing hidden requirements for various achievements
  • Anything that you think would help a fellow player

I hope this helps newcomers to the game. I thoroughly enjoyed playing Disco Elysium, and I hope everyone who reads this guide enjoys it too. C:

If you have any questions, or you see something in this guide that isn't quite right, leave a comment down below! :D
Special Thanks & Credits
This is a list of people who have helped or contributed in some way to the guide. (If I missed anyone, do let me know!)

Special thanks also go to the people who actually gave awards to this guide. Thank you! :D

  • Askoldir - for confirming the roof door for the "Enemies of the Physical Realm" achievement

  • figbyfigbyfigby - for the tip on using the Thought Cabinet to mix-max skill levels

  • u/Nasafyn, u/OrdinaryCombination, u/Thowaway196754, u/deejaysea - for information on Art Cop lines for the "Il Coppo Del'Arte!" achievement

  • <flashmoZZg> - for confirming you can't offer the figurine at the church for the "The Figurines Won't Win Her Back" achievement

  • mr.Owger - for letting me know about the hidden requirement for the "Massive Torque Dork" achievement

  • POLINCHI - for letting me know about the first task completion triggering the "Venturing into the HARDCORE" achievement, AND for letting me know about Tommy's dialogue for the "Massive Torque Dork" achievement

  • tn2sucrose and u/Dinsdale_P - for their contributions in figuring out how to unlock the Torque Dork as described here in this really long reddit comment thread

  • Locké - for discovering the reproducible method to trigger the "Palerunner" achievement

  • masenshi - for letting me know about the Conceptualization restriction for the "Gluten-Free Topping Pie" achievement

  • Jamieroo04 - for letting me know about the Mazovian Socio-Economics thought for gaining XP

  • Henry - for letting me know about the ledger requirement for the "Goodest Of The Good Cops / Baddest Of the Bad Cops" achievement

  • Xander77 - for letting me know about the missing variable requirement of one of the Kineema Torquemeter dialogue lines for the Torque Dork thought + exact event that triggers Gary leaving for the "Gluten-Free Topping Pie" achievement + task requirement for "The Figurines Won't Win Her Back" achievement + thought cabinet requirement for the honour point from Titus

  • lovebodysnatcher - for letting me know about a dialogue for the "Expert Advanced Remote Viewer" achievement

  • The Wealthy Aardvark - for letting me know about the minimum Conceptualization level requirement for the "Actual Art Degree" thought.

  • canadianburger - for letting me know about modifiers for the "Networthy Individual" vision quest

  • Napolean Blownaparte - for letting me know about the money requirement for "Real Musor" achievement + some details about the "Committee of la Responsabilité" vision quest
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157 Comments
splurgy Oct 11 @ 4:12pm 
xyrilyn. Your effort on this is crazy man, thank you. I feel bad for asking, but could we talk sometime about the finer points? I want to get all the achievements but there's so so many steps i just don't see me achieving such a feat. If you could give me some help, (ie harder parts to get.) I also ask, is it even worth it to try in two runs? The overwhelmingness of that is crazy to me, should I just take it in paces? If you could get back to me I'd really appreciate it. Thank you.
splurgy Oct 11 @ 2:25pm 
God this is gonna be an ordeal. I genuinely don't understand what's being asked of me for the 100 percent run. It's extremely overwhelming.
SebsCrazy Sep 17 @ 9:59am 
Gracias amigo. I will put all my effort into this guide... for Revanchol
xyrilyn  [author] Sep 17 @ 3:58am 
@SebsCrazy: Hey there! Thanks for the kind words; and of course, you have my permission to translate. Thank you for offering to do so! When you are done, please drop me a message and I'll link your translated guide above so more players can find it :)
xyrilyn  [author] Sep 17 @ 3:54am 
@Casinocaster: Thank you for the kind words! Good luck with your achievement hunting! :D
SebsCrazy Sep 16 @ 11:29am 
Hi, friend. First I want to thank you for this wonderful guide. On the other side, I want to translate this guide into Spanish. Would you give me your permission to do it?
Casinocaster Sep 16 @ 7:33am 
Such a helpful, well written guide for such a well written game. Thank you so much!!! This will be very helpful to hunt down my last achievements.
xyrilyn  [author] Sep 8 @ 10:10am 
@Victor Lucas: Hi! If you accidentally picked up positive points, you can just continue with the game and be a bad cop and/or insult Kim to pick up more negative points.

I loaded up a new playthrough and can confirm that you can get -5 points if you hit all the dialogues. So my actions in order were:

Wear pants and get room keys → Introduce yourself to Kim and be a bad cop → Open the dumpster → Get dumpster key from Garte → Get ledger → Examine clip and unlock statistics → Deny Kim the chance to name the case (-1) → Call Kim a binoclard (-1) → Tell Kim about your medical situation and amnesia (-1) → Agree with the Racist Lorry Driver (-2)
Victor Lucas Sep 7 @ 5:10pm 
the Fastest Method for Baddest Of the Bad Cops doesn't work, I've tried it 5 times with different possibilities and none of them work, even the game gives me 1 or 2 points without me doing anything else
The Sandman Aug 12 @ 10:55am 
@xyrilyn That's very cool man,thanks! I hope to translate it at the best of my capacities and do justice to your great guide.
I will let you know as soon as it's done, it migth take a while but hopefully before the end of times.