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*Thoughts that give no bonuses, or negative bonuses, such as [[Volumetric Shit Compressor]], are recommended to be forgotten after they are internalized. |
*Thoughts that give no bonuses, or negative bonuses, such as [[Volumetric Shit Compressor]], are recommended to be forgotten after they are internalized. |
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*Note that a thought effectively costs ''two'' skill points to learn (one for the slot and one to actually learn it.) Therefore, any skill that just grants a net +2 is merely breaking even verses spending your points on skills directly, and anything with a total of +1 or less is a net loss. |
*Note that a thought effectively costs ''two'' skill points to learn (one for the slot and one to actually learn it.) Therefore, any skill that just grants a net +2 is merely breaking even verses spending your points on skills directly, and anything with a total of +1 or less is a net loss. |
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− | * Also note that most thoughts give less than a net + |
+ | * Also note that most thoughts give less than a net +3 skill benefit. Unless you need their other effects or story impacts, thoughts are generally less effective at improving your capabilities than spending your skill points directly on skills. |
*[[Jamais Vu (Derealization)]], [[Actual Art Degree]], [[Mazovian Socio-Economics]], and [[Wompty-Dompty Dom Centre]] offer small amounts of bonus XP. |
*[[Jamais Vu (Derealization)]], [[Actual Art Degree]], [[Mazovian Socio-Economics]], and [[Wompty-Dompty Dom Centre]] offer small amounts of bonus XP. |
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**Jamais Vu (Derealization) is easily accessible from the first day on, and can be of immense help to any players struggling to level up. |
**Jamais Vu (Derealization) is easily accessible from the first day on, and can be of immense help to any players struggling to level up. |
Revision as of 09:26, 24 April 2022
The Thought Cabinet and its Thoughts are a game mechanic in Disco Elysium, offering insight into your life prior to the case, as well as stat bonuses and other minor gameplay differences.
Overview
Depending on choices made over the course of a playthrough, there will be a plethora of different Thoughts to internalize. Not every Thought can be earned in one playthrough, such as White Mourning (and potentially The Bow Collector) being opposite to Caustic Echo depending on which ledger is acquired, or Ace's Low and Ace's High being more or less the same skill with minor differences.
If a free slot is available in the Thought Cabinet, a discovered Thought may be equipped to begin researching it. While a Thought is being researched, a temporary skill penalty or bonus will be granted. During this process, the Thought may be equipped and unequipped freely, pausing or resuming the research. After a set amount of in-game time has passed, the equipped Thought will cause "breakthrough", after which a white thought orb will appear, and it will become permanently internalized. Forgetting a thought after this point will require a skill point to remove it, and it will be gone permanently from the Thought Cabinet for the remainder of the playthrough.
Research time does not progress for internalized Thoughts while sleeping.
Tips
- Thoughts that give no bonuses, or negative bonuses, such as Volumetric Shit Compressor, are recommended to be forgotten after they are internalized.
- Note that a thought effectively costs two skill points to learn (one for the slot and one to actually learn it.) Therefore, any skill that just grants a net +2 is merely breaking even verses spending your points on skills directly, and anything with a total of +1 or less is a net loss.
- Also note that most thoughts give less than a net +3 skill benefit. Unless you need their other effects or story impacts, thoughts are generally less effective at improving your capabilities than spending your skill points directly on skills.
- Jamais Vu (Derealization), Actual Art Degree, Mazovian Socio-Economics, and Wompty-Dompty Dom Centre offer small amounts of bonus XP.
- Jamais Vu (Derealization) is easily accessible from the first day on, and can be of immense help to any players struggling to level up.
- The Fifteenth Indotribe, Indirect Modes of Taxation, Hobocop and Wompty-Dompty Dom Centre offer extra Reál.
- Hobocop is easily accessible on the first day, and helps to pay off the debt owed to Garte without relying on Kim Kitsuragi, Evrart Claire, or Joyce Messier.
- Bringing of the Law (Law-Jaw) and Fairweather T-500 are recommended for low-Motorics build players for the Mercenary Tribunal in the latter half of the game.
Thoughts
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 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 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. 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 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 and Evrart, support capitalist ideals, or any other 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 about understanding your reality. She will refer you to Joyce, 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 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 |
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 |
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" 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 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 Trant Heidelstam about the Wompty-Dompty Dom Centre. |