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[[Category:Thought Cabinet| ]]
 
[[Category:Thought Cabinet| ]]
 
==Overview==
 
==Overview==
The choices you make during the game can unlock different Thoughts to "Research", basically allowing you to choose what your character's ideals are. If you have available slots in your Thought Cabinet, you can equip a discovered Thought to begin researching it. While a Thought is being researched (i.e. equipped but not yet internalized), you will receive a Skill penalty or bonus (listed under "Temporary Research Bonus"). During this process you can equip or unequip the Thought freely, thus pausing or resuming the research. After a certain amount of in-game time has passed while a particular Thought is equipped ("Research Time"), the Thought will become internalized and permanently equipped. At this point the Temporary Research Bonus is removed and you will gain that thought's permanent effects ("Bonuses After Research"). You can spend a Skill point to unlock one new Thought slot, or to permanently forget an internalized Thought. Keep in mind that research does not progress while you are sleeping, and that multiple Thoughts can be researched at once if you have the available Thought Cabinet slots.
+
The choices you make during the game can unlock different Thoughts to "Research", basically allowing you to choose what your character's ideals are. If you have available slots in your Thought Cabinet, you can equip a discovered Thought to begin researching it.
   
  +
While a Thought is being researched (i.e. equipped but not yet internalized), you will receive a Skill penalty or bonus (listed under "Temporary Research Bonus"). During this process you can equip or unequip the Thought freely, thus pausing or resuming the research. After a certain amount of in-game time has passed while a particular Thought is equipped ("Research Time"), the Thought will become internalized and permanently equipped.
==Tips==
 
   
  +
At this point the Temporary Research Bonus is removed and you will gain that thought's permanent effects ("Bonuses After Research"). You can spend a Skill point to unlock one new Thought slot, or to permanently forget an internalized Thought. Keep in mind that research does not progress while you are sleeping and that multiple Thoughts can be researched at once if you have the available Thought Cabinet slots.
If you want more XP, "[[Jamais Vu (Derealization)]]", "[[Actual Art Degree]]" and "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" offer bonus XP. It is recommended to pick "[[Jamais Vu (Derealization)]]" in the early game and pick "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" primarily on Day 3 in order to get maximum XP profit.
 
   
 
==Tips==
If you're looking for more money, "[[The Fifteenth Indotribe]]", "[[Indirect Modes of Taxation]]", "[[Hobocop]]" and "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" have monetary awards associated with them.
 
  +
* Don't be afraid to spend skill points to clear useless Thoughts. For example, rather than spend a skill point to unlock a new slot, consider forgetting about the [[Volumetric Shit Compressor]] or any other thought that no longer gives you any benefits.
 
 
*If you want more XP, "[[Jamais Vu (Derealization)]]", "[[Actual Art Degree]]" and "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" offer bonus XP. It is recommended to pick "[[Jamais Vu (Derealization)]]" in the early game and pick "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" primarily on Day 3 in order to get maximum XP profit.
If you want to be good in a gun-fight, "[[Bringing of the Law (Law-Jaw)|Bringing the Law (Law-Jaw)]]" offers good bonuses for that.
 
 
*If you're looking for more money, "[[The Fifteenth Indotribe]]", "[[Indirect Modes of Taxation]]", "[[Hobocop]]" and "[[Wompty-Dompty Dom Centre|Wompty-Dompty Dom Center]]" have monetary awards associated with them. See also [[How to make money in Disco Elysium|this guide]].
 
*If you want to be good in [[Mercenary Tribunal|the gunfight]], "[[Bringing of the Law (Law-Jaw)|Bringing the Law (Law-Jaw)]]" offers good bonuses for that.
   
 
==Breakdown==
 
==Breakdown==

Revision as of 16:32, 24 January 2022

DE Original THC

The early version of the Thought Cabinet.

The Thought Cabinet is a special feature in Disco Elysium, giving a glimpse into the head of the Cop and the thoughts swirling within. Mileage may vary.

Overview

The choices you make during the game can unlock different Thoughts to "Research", basically allowing you to choose what your character's ideals are. If you have available slots in your Thought Cabinet, you can equip a discovered Thought to begin researching it.

While a Thought is being researched (i.e. equipped but not yet internalized), you will receive a Skill penalty or bonus (listed under "Temporary Research Bonus"). During this process you can equip or unequip the Thought freely, thus pausing or resuming the research. After a certain amount of in-game time has passed while a particular Thought is equipped ("Research Time"), the Thought will become internalized and permanently equipped.

At this point the Temporary Research Bonus is removed and you will gain that thought's permanent effects ("Bonuses After Research"). You can spend a Skill point to unlock one new Thought slot, or to permanently forget an internalized Thought. Keep in mind that research does not progress while you are sleeping and that multiple Thoughts can be researched at once if you have the available Thought Cabinet slots.

Tips

Breakdown

Note
This is a master table for all thoughts. Some of these (copotypes) help refine what kind of cop you are: Hobocop, Actual Art Degree (Art Cop), Cop of the Apocalypse, Detective Costeau (Fancy Cop), Regular Law Official (Boring Cop), Rigorous Self-Critique (Sorry Cop), Some kind of Superstar (Superstar Cop).
Name Temporary Research Bonus Bonuses After Research Research Time How to Acquire
Ace's High +1 Empathy towards Kim +1 Empathy towards Kim Kitsuragi

+1 Esprit de Corps

2h 45m After successfully shooting down the corpse, choose "Slap it". With Interfacing ≥ 5, Ace's Low becomes an option.
Ace's Low +2 Empathy towards Kim +2 Empathy towards Kim Kitsuragi

+1 Esprit de Corps

2h 45m After successfully shooting down the corpse, choose "Slap it and wait for an Ace's Low" (requires Interfacing ≥ 5). The option "Slap it" gives Ace's High instead.
Actual Art Degree -1 Perception -1 Hand/Eye Coordination

Conceptualization passives heal +1 Morale and give +10 XP

1h 30m Speak five "Art Cop" dialogue lines. Having 4+ Conceptualization and Drama is helpful here.
Advanced Race Theory -1 Drama Learning Cap for Rhetoric raised to 5

+1 Conceptualization

1h 40m Talk to Measurehead (The musclebound guy near the Union building) and pass a Conceptualization check.
Anti-Object Task Force -2 Pain Threshold Attacking physical objects heals damage

+1 Pain Threshold

All FYS (Physical/Pink) learning caps raised by 1

2h 15m Keep hitting physical objects with your hands/feet.
Apricot Chewing Gum Scented One -1 Reaction Speed +2 Perception 5h 5m Open the hidden compartment in the clipboard (Active skill check Interfacing ≥ 10), smell your Ledger's Note, check the Pour L'Homme Labourer Jeans for the Apricot Chewing Gum Wrapper, examine the wrapper and take a deep breath.
Arno van Eyck +1 Interfacing All MOT white checks unlocked

Reveal Arno van Eyck gig posters in the world

50m Once you give Egg Head the tape found in the tree, agree with Acele that Arno Van Eyck must live around here. (Must have converted the church into a dance club)
Bankruptcy Sequence -1 Empathy Int Check Failures give 1 reál 5h 15m Talk the container in the dockyard open and successfully pitch a bad idea, like the welkin radio board game. (Requires an active Conceptualization check)
Boiadeiro -1 Physical Instrument -1 Esprit De Corps

Cigarettes give +2 INT (Blue SKills)

6h 30m Pass an Inland Empire check when talking to Mañana (Union guy overlooking the strike) after wondering about your name. Must have talked to Evrart to open this dialogue.
Bringing of the Law (Law-Jaw) -1 Rhetoric Learning Cap for Hand/Eye Coodination raised to 6

Automatically Succeed all Hand/Eye Coordination passives

-1 Rhetoric

2h 55m Choose options that enforce the law, refer to yourself as the Lawbringer to Lilienne, the Net Picker (In the Fishing Village, Day 3 and beyond)
Caustic Echo +1 Volition +300 xp on Completion

-1 Authority

All MOT (Yellow/Agility) learning caps raised by 1

10h Open hidden compartment in ledger, throw card away (Option requires a successful Volition passive check), think about it immediately afterward
Cleaning Out the Rooms None +1 Suggestion

+1 Inland Empire

+1 Rhetoric

5h 35m Pass a difficult Logic check with Soona at the church after investigating the void of sound (Day 3+)
Coach Physical Instrument -2 Encyclopedia +2 Physical Instrument if shirt slot is empty

-1 Encyclopedia

40m Talk to René Arnoux - the old guy playing petanque. Your Physical Instrument starts telling you to play the ball. Instead observe, ask questions about the game and end up "failing" the throw. Requires at least 2 points in Physical Instrument.
Col Do Ma Ma Daqua None +3 Perception

-1 Encyclopedia

7h 10m Talk to Lena (Wheelchair lady) about the invisible Phasmid (Requires Suggestion), then go outside and listen closely.
Cop of the Apocalypse -1 Rhetoric Learning cap for Inland Empire raised to 6

Learning cap for Shivers raised to 6

Pyrholidon gives +2 PSY

6h 55m Keep thinking about the apocalypse (Requires PSY/Purple stats)
Date of Birth Generator None Learning Cap for Logic raised to 4

-1 difficulty to all FYS (Physical/Pink) passives

7h 15m Wonder when you were born
Detective Costeau -2 Conceptualization +1 Savoir Faire

+1 Esprit de Corps

2h 30m Keep referring to yourself as Detective Costeau (Requires failing a Conceptualization check), refuse your real name.
Fairweather T-500 -1 Savoir Faire +2 Hand/Eye Coordination against enemies in FT-500 armor 3h 30m Find pieces of the ceramic body armor and equip one of them
Finger on the Eject Button +2 Authority

+2 Suggestion

Suicidal ideas every evening 2h Have 5+ Pain Threshold and fail Hardie boys Authority check also chose suicidal dialogue options.
Finger Pistols (9mm) -2 Savoir Faire +1 Reaction Speed

Empty hand slots give Suggestion +1 (both have to be empty)

1h Have 5+ Composure when first talking to Siileng. Choose to whip out your finger-shooters.
Guillaume le Million -1 Logic +1 Pain Threshold

All PSY (Purple) Learning Caps raised by 1

4h 30m Pass an Encyclopedia check with the mirror in your room.
Hardcore Aesthetic -2 Interfacing +1 Volition

+1 Endurance

1h 50m Manage to form the church nightclub, sync your sines with Noid, and pass the white Conceptualization check in his dialogue.
Hobocop -1 Composure Reveals extra Tare bottles on the map

More money from selling tare bottles

Learning cap for Shivers raised to 6

4h 20m Become homeless or refer to yourself as homeless
Homo-Sexual Underground None Stopped obsessing about sexuality

Allows you to discuss sexuality with Kim

8h Pass the Composure check when talking to the Smoker on the Balcony and ask him if he's in the underground movement.
Indirect Modes of Taxation -2 Empathy Ultraliberal dialogue options give +1 reál (Pro-Capitalist, Anti-Working class, Anti-Taxes, Hustle for money)

-1 Empathy

1h 45m Pick up shoes in the Apartment block and wear them, Accept bribes from Joyce (Rich Lady) and Evrart (Union Boss), Support Capitalist Ideals, basically any choice that supports just you making money. Your subconscious will contact you.
Inexplicable Feminist Agenda +2 Authority vs Males +1 Empathy

-1 Electrochemistry

3h 45m Get Garte to admit why Sylvie left when first talking to him with Kim and then claim to be a Feminist.
Jamais Vu (Derealization) None +1 XP for every orb clicked

All INT (Blue) learning caps raised by 1

3h 25m Talk to Lena (Wheelchair lady) about understanding your reality she will refer you to Joyce (Rich Lady) who you can converse with about reality to unlock this.
Kingdom of Conscience -2 Half-light Moralist Dialogue options heal +1 Morale

Learning Cap for Volition raised to 5

Learning cap for Logic raised to 5

1h 25m Pick up pants near the fishing village and wear them or choose neutral/moderate dialogue options (Don't be pro-capitalism, don't be pro-communism, don't be pro-nationalism)
Lonesome Long Way Home +1 Encyclopedia Perception learning cap raised to 5

Speed (the drug) gives 1 PSY (Purple Stat)

6h 5m Wonder where your home is.
Magnesium-Based Lifeform -1 Shivers +2 Volition

-1 Logic

1h 15m Talk to Cuno about the Magnesium in his Shack. (Composure 5+)
Mazovian Socio-Economics -2 Visual Calculus Left-wing Dialogue options give +4 xp (Communist)

-1 Visual Calculus

-1 Authority

3h 10m Choose left wing dialogue options. (Communist ones) Your Rhetoric will contact you.
Motorway South -1 Visual Calculus +1 Inland Empire

All INT (Blue skill) White Checks Unlocked

8h 10m Talk to Joyce and the Paledriver about the void.
One More Door +1 Half-light -1 Half-Light

All PSY (Purple) White Checks Unlocked

45m Try and fail to open the bunker door north of the Church, Red Interfacing Check (Day 3+)
Opioid Receptor Antagonist -2 Electrochemistry No positive effects from drugs

No negative effects from alcohol

55m Talk to Klaasje about her drugs and tell her they're nothing to be proud of.
Overproductive Honour Glands -4 Drama Learning cap for Authority raised to 5 20m Do honourable activities, refuse bribes from Joyce and Evrart, keep your word, etc.
Regular Law Official -2 Inland Empire -1 Shivers

-1 Inland Empire

All learning caps raised to 3

1h 20m Be normal and boring. Your Drama will contact you.
Remote Viewers Division -1 Perception -1 Difficulty to all PSY (Purple) Passive Checks

-1 Drama

6h Choose ESP-related dialogue options.
Revacholian Nationhood -1 Composure Nationalist dialogue options damage -1 Morale

Alcohol gives +2 FYS (Physical/Pink)

9h 10m Speak four "Traditionalist" (Fascist) dialogue options. Your Endurance will contact you.
Rigorous Self-Critique -1 Authority INT (Blue) and PSY (Purple) Red Check failures heal +1 Morale

FYS (Pink) and MOT (Yellow) Red Check failures heal +1 Health

Learning Cap for Pain Threshold increased to +6

6h AKA Sorry Cop. Keep apologizing for everything and feeling sorry for yourself.
Searchlight Division None +2 Perception 3h 15m Talk to the Lena, Lilenne and the Working Class Woman about missing people.
Some kind of Superstar -2 Logic -1 Logic

Learning caps for the following raised to 6

Visual Calculus

Suggestion

Electrochemistry

Composure

1h 10m Keep referring to yourself as a Superstar. Can happen after the "Sunday" talk with Klaasje on the roof.
The Bow Collector -1 Authority

-1 Hand/Eye Coordination

+3 Shivers 6h 10m Gotten at the same time as White Mourning; requires 6+ Conceptualization. Choose the Bow Collector option when talking to the Ancient Reptillian Brain.
The Fifteenth Indotribe None +10 cents for each green orb clicked

Learning Cap for Savoir Faire raised to 6

5h 55m Talk to Joyce (The Rich lady) about her company Wild Pines, specifically the option about "8 percent of *all* cargo in the world."
The Insulindian Miracle None All White Checks unlocked 7h 45m Tell Joyce about the Unions ultimate end goal and then listen to her explain how these islands were discovered.
The Jamrock Shuffle -1 Esprit de Corps Find better loot in locked containers 1h 5m Open a lot of locked doors and/or objects, for me triggered by opening blue door.
The Litany of Contact Mike -1 Logic

-1 Conceptualization

-1 Drama

All FYS (Physical/Pink) White Checks unlocked 15m Talk to Acele (she's the girl by the tent, near the Boardwalk, on day 3+) about Contact Mike.

Requires a passive Encyclopedia Check of 8 10+ and possibly a passive physical Instrument check of 10+ afterwards.

The Precarious World All red checks fail Critical success/failure thresholds -1 (Critical success on 6:6, 6:5 and 5:6. Critical failure on 1:1, 1:2, 2:1) 4h Pass the Shivers check with the Dice Maker inside the abandoned business building behind the Bookstore.
The Suicide of Kras Mazov -1 Rhetoric +1 Rhetoric

White Check failures heal all Morale

4h 45min Examine the trash container behind the Whirling-in-Rags

Ask Garte for the key
Pass a passive skill check Rhetoric ≥ 7, choose "Doesn't it seem callous to you"
Pass a passive skill check Encyclopedia ≥ 9, choose "Maybe I *am* Kras Mazov"
Examine the Bust of Kras Mazov in the apartment building and insist that you are Kras Mazov.

Torque Dork -2 Conceptualization +2 Interfacing

All Interfacing White Checks unlocked

25m Must start the game with 3 Encyclopedia OR LESS

Examine Kim's car, ask "What are we looking at?" and choose "This must be what woke me up"
On day 2 walk past Kim's Motorcar and click the yellow orb while having 4 Encyclopedia and 6 Interfacing as well as not knowing your name.

Exhaust all dialogue options and say you just know you like cars.

Volumetric Shit Compressor None All currently locked white Endurance checks unlocked

Learning cap for Endurance raised to 4

30m Throw up twice while looking at the Hanging Corpse and want to quit Police work.
Waste Land of Reality -2 Physical Instrument -1 Physical Instrument

-1 Inland Empire

-1 Suggestion

+1 to all Psyche skills (PSY/Purple)

No positive effects from Alcohol

20 hours Get Sober. Research Advanced Race Theory then talk to Measurehead (The musclebound guy by the Union building) and tell him you need to get sober. Can also be obtained by talking to Tiago inside the church on day 3+ and saying you should get sober.
White Mourning -1 Authority +20% Zoom Out Distance

All MOT (Agility/Yellow) learning caps raised by 1

5h Read the entire note inside your Ledger, then pass an Interfacing check.
Wompty-Dompty Dom Centre -1 Suggestion Encyclopedia passives give +10 xp and +2 reál

-2 Suggestion

42m Talk to the guy with the kid admiring the Mural on the Boardwalk about all the nerdy stuff. (After Day 3 you can cross the waterway)