Guide for Disco Elysium: The Final Cut (2024)

***Achievement Pre-requisite***

Before starting a new game, make sure the "hardcore" option is filled in under Options from the main menu and once the game is complete the first time, we will unlock the achievement:

  • True Detective

    Finish the game in HARDCORE mode

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    Guide for Disco Elysium: The Final Cut (1)

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Character Creation

This guide follows a specific character build. After choosing new game, choose the far right option to create your own character build. Using the d-pad, adjust each attribute to rank 3, lowering and raising each one as needed. On the next screen we can choose our signature skill, place it on PERCEPTION to boost it to rank 4. Signature skills are nothing more than a bonus skill point at the start of the game. This will make our character average in all attributes, allowing us to boost each individual skill as we need it. As we start the game, most of our skill checks will have a very manageable success rate of about 30%. This can be lower depending on clothing equipped, or higher for the same reason. We will be equipping and unequipping clothing as needed once we get started. Be sure to finalize your choices and watch the intro scenes, choosing any dialogue you like.

MAKE SURE NOT TO SPEND ANY SKILL POINTS AND UNLESS OTHERWISE MENTIONED, BE SURE TO LEAVE THE CLOTHING EQUIPPED WHICH YOU PICK UP AFTER WAKING UP, UNTIL I TELL YOU TO SWAP CLOTHING!!!

When we start making progress towards the dialogue achievements, such as moral or liberal choices, you can double check their tally rank by opening the inventory with Guide for Disco Elysium: The Final Cut (5) button and moving to the journal tab; this even works during conversations with NPC’s. The tallies won’t be visible right away but I will mention it when available.

To maximize experience gained, we will be getting the Jamais Vu thought for our thought cabinet (I'll explain this once we have it) in order to get experience for interacting with 'Thought Orbs'. Any time you see a white circle around your character, a thought orb will be interactable. Thought orbs also appear in nearly every area of the game, these are coloured green, yellow, red or blue. Ignore these for now until Jamais Vu is learned, as you will then gain experience from interacting with them. From now on, experience will be abbreviated to xp. Let's get started.

Day 1 - Character Preparation

After waking up, make a save and use Guide for Disco Elysium: The Final Cut (6) to move your character, Guide for Disco Elysium: The Final Cut (7) to highlight objects, Guide for Disco Elysium: The Final Cut (8) to interact with objects, Guide for Disco Elysium: The Final Cut (9) to open your menu for inventory and journal, use Guide for Disco Elysium: The Final Cut (10), Guide for Disco Elysium: The Final Cut (11), Guide for Disco Elysium: The Final Cut (12), Guide for Disco Elysium: The Final Cut (13) to cycle through inventory categories. Highlight the fan first, pull the fan cord and then grab the tie by passing the skill check, reload if needed (if you fail the check). Pick up the pants, shirt, shoe and jacket from around the room, but make sure to unequip your shirt for now. You will find your room key in the pants after interacting with the thought orb that appears (this is required).

Utilize quick save, inspect the broken window on the west side of the room and follow all the dialogue to gain the task to find your shoe. Inspect the mirror in the bathroom and wipe it clean to reveal your portrait on the UI. Skill checks are too high right now to continue with the mirror. Inspect the cassette tape on the floor and be sure to pick it up (this may take a few moments). Exit the room and inspect the table on the west side to find some money. Use Guide for Disco Elysium: The Final Cut (14) outside of menus to highlight things in the world. Exit the door to the bottom left to the balcony. Find your other shoe out here and pick it up to unlock the achievement:

  • Venture into the HARDCORE

    Godspeed

    Guide for Disco Elysium: The Final Cut (15)

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Back inside the hotel, ignore the woman, head downstairs and walk all the way to the guy in orange. Talk with Kim using options 2, 1, 2, 4, 4, 5, 1, 1. Now go talk with the woman in the wheelchair using options 1, 1, 1, 3, 1, 1, 3, 1, 1, 3, 1, 2, 1, 3, 4. This will give us the task 'Get a reality lowdown' which will give us Jamais Vu.

Now head outside through the west door. Hold down Guide for Disco Elysium: The Final Cut (19) to zoom out if needed and walk left down the stairs, then go north at the tree all the way up to the pier. You will find a woman in a green coat standing on a boat, this is Joyce. Talk with her and shake her hand. Choose options 2, 2, 5, 1, 1, 1, 2, 3, 1, 1, 3, 1, 2, 1, 1, 1, 8, 6. You will now have Jamais Vu ready to be internalized in the thought cabinet. Press Guide for Disco Elysium: The Final Cut (20) and then Guide for Disco Elysium: The Final Cut (21) three times, highlight Jamais Vu with Guide for Disco Elysium: The Final Cut (22) and then internalize it using Guide for Disco Elysium: The Final Cut (23) to start learning it while you talk with people, as time only passes during dialogue, not when in menus or just sitting idle. The thought cabinet is similar to the skill tree in that we will occasionally unlock new thoughts to learn and once finished, they provide bonuses to skills and/or dialogue. You start with three thought cabinet slots unlocked but must spend skill points to unlock more, I will mention when to do so.

Now we will work on getting a second thought for our cabinet that helps with bonus XP. Head back to the hotel where you went outside. Sitting just outside the hotel is a woman in yellow next to a wheelbarrow. First, unequip your shirt if it isn’t already and then talk to her using options 2, 3, 1, 1. Equip the gloves she gives you.

Head back inside the hotel next to you, quicksave and then interact with the guy sleeping at the counter. Be sure to reload your save if you fail the skill check to steal his stuff, not the one to wake him up, using options 2, 2, 4, 1, 2, 2, 2, 3. Head back outside and down to Kim's vehicle just south of you. Inspect it and use options 1, 5, 3, 5, 2, 2, 3, 6 to get the chain cutters. Head south down the road and you will find a small building on the left down some stairs. Head inside and speak with Roy using options 1, 3 (art-cop 1/5), 4. Now head outside and back up towards the pier, pass the tree bench and you will see a yellow canoe. To the right of this is an open gate you can walk through. Head through and walk up to the door below the guy on the second floor. Quicksave and speak with him using 1, 1, 2, 3, 1, 1, 1, 3 (reload until you succeed), 1, 1, 1, 1. Now interact with the stone on the ground to grab the key.

Head inside the door in front of you, straight ahead inside the closet in the corner are some glasses to pick up off the floor. Go down the left hall to the first door on the right. Check the shoes nearby for some money. Equip the chain cutters and examine the door using options 2, 1, 3 (reload until you succeed). Enter the room and loot the closet on the bottom right for a shirt, but don't equip it yet. Keep your prybar equipped, head back out of the room and just as you pass the arch you go under, check the box for some money (turn on detective mode in options to highlight objects). Check another small box just ahead for some money. Walk to the end of the hall and go out the door labelled 'balcony'.

Talk with Cindy out here using options 5, 2, 3, 1 (art-cop 2/5), 4, 3 (art-cop 3/5), 4. Now walk up the narrow stairs just above Cindy and loot the box at the end for some money. We want to be above 9 money to buy something, and I made it here with 13. Your money total is right next to the time of day at the bottom right of the screen by the way.

Head back down the stairs and into the door at the bottom. Check the furnace for two lootable gates, one with clothes and another with some money. Come back to this room later with the pry bar once we grab it if you can't loot these gates. This should definitely put you above 9 money. Head back inside the apartments, go left through the door and circle around to the room above you to check the fridge for money and a healing item. Head back down the hallway and out to the other balcony, check the bucket for money and the electrical box at the other end for more money. Head back inside and go out the exit to leave outside, back where we started.

Head back towards the hotel and enter the bookshop, just left of the hotel. Interact with the bookshelf just to the left, not the thought orb below you, the one with the tiny black stairs next to it. Use options 1, 1, 1, 3, 3 to buy this book for the 9 money we needed. Equip your Saramirizian Lounge Jacket but leave your shirt off for the moment, make a save, open your inventory and go to the 'Interact' section using Guide for Disco Elysium: The Final Cut (24) for the book and press Guide for Disco Elysium: The Final Cut (25). Use options 1, 2, 1, 1, 1 (why is the man from Hjelmdall), 1, 1, 1, 1, 1, 1 (I might be)(art-cop 4/5), 1, 1, 1, 2 (close the book, don't finish reading it as it will pass a large amount of time). Equip your White Satin Shirt and now a blue thought orb will be around your character, interact with it. Use options 1, 1, 2, 2. We now have Actual Art Degree for the thought cabinet, make sure to internalize it. After learning it fully, we will be able to get more xp from passive skill checks made by Conceptualization and heal morale a bit as well. You can remove the shirt now and swap back to your other jacket.

Day 1 - Corpse Inspection

Reminder to have your default clothing found in your room equipped, plus the +1 interfacing gloves. Leave the bookstore and back into the hotel, go up to the bar, make a save and talk to the bartender. Use options 3, 1, 1, 1, 2, 1, 1, 3, 1, 4, 1, 5, 1, 2, 1, 2, 2, 1, 2, 4, 4, 2. A blue thought orb will appear; make sure to interact with it as this will unlock the Hobocop thought, making sure to say you are homeless. Be sure to add it to your last thought cabinet slot, we can unlock more later. This thought will reveal more bottles to pick up to sell once learned for more money. The bartender also mentioned you owe him 130 money after your drunken night, but we will pay this later. Head back over to the lady in the wheelchair, make a save and use options 4, 2 (reload until success), 1, 2, 3, 5. You will receive a Commemorative Pin, DO NOT SELL THIS PIN, WE WILL TURN IT BACK IN AT THE END OF THE DAY.

Head outside, walk southwest down two flights of stairs and you will see a yellow bag on the ground next to a guy leaning on the railing. Pick this up for later, as we will collect bottles once Hobocop is learned. Head back to Kim’s vehicle and use options 1, 3, 1, 1, 1, 2, 1, 1, 2, 1, 2, 3, 1, 2, 2, 2, 1 (this is a skill check, reload if failed for more xp), 1 (actually lost my gun (if reloaded)), 1, 3, 2 (toolbox), 1, 1, 1, 3, 4, 6. You will now have the pry bar and flashlight from the toolbox for later. Head over to the bookstore real quick and we can get our last art cop requirement. Equip your Saramirizian Lounge Jacket and White Satin shirt to boost your Conceptualization as this is needed here. Speak with the little girl outside the book store using options 1, 2, 1, 1, 1, 3, 2, 1, 1, 2, 1 (art-cop 5/5), 7. You will have unlocked the achievement:

  • Il Coppo Del'Arte!

    Say 5 Art Cop lines

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Head north through the broken fence and examine the cylinder dumpster on the left, exhaust all dialogue to get a task to find a key. Head back inside the hotel, speak with the bartender and talk about the key to receive it. Head back to the dumpster and open it with the key. Exhaust all dialogue in the dumpster to gain Damaged Ledger and Yellow Man Mug, some tasks complete as well for xp. At this point I had completed the thought cabinet for Actual Art Degree, we now will receive 10 xp for all Conceptualization passive checks.

Open your inventory and examine the ledger you just found, remove the toilet paper, inspect the clip and any dialogue related to the watermark. Inspect the white pages and choose to name the case THE HANGED MAN to make Kim excited. Inspect the yellow pages for some xp, look at the clipboard to notice a hidden compartment. At this point I had completed the Jamais Vu thought and we now gain 1 xp for all thought orbs we click on, these are the yellow/green orbs that have been showing up all over the city as we explored. We will go back and do this shortly. Continue by smelling the ledger to exhaust some dialogue. Don’t proceed with the skill checks just yet as one of them will void receiving a new thought later on and we can do this later.

Head back to Kim’s vehicle, interact with it and turn on the headlights. I had a thought orb pop up as I got to the vehicle, interact with it and you will complete the task for finding your other shoe, but this may not happen, weird. Go stand in the light now and another thought orb will appear, interact with it. When Kim asks what you did before you volunteered, you will have 7 options to choose from. Choose option 6 for (Apologize 1/10). Proceed with any dialogue and once finished, you will have full access to your ledger and statistics in the journal section.

On a side note, at this point my Sorry Cop was at 3, Boring Cop was at 2, Communist was at 1, Ultraliberal at 1, and Good cop/bad cop was at 2. We just got one apology a moment ago, but I didn’t recognize the first two up to this point when speaking with people, the same for Boring Cop, I didn’t recognize them. For Communism, when asking for the key to the dumpster just a bit ago, I did have extra dialogue with the bartender about communism. Good cop/bad cop was from finding our ledger and reading the watermarks, we will get plenty of good cop points as we continue and won’t need to be tallied. I'll be mentioning extra dialogue to make up for this difference as we go on, so if yours doesn't match, those extras will make up for it.

Go talk to the little girl outside the bookstore again using options 5 (famous people), 1, 2, 7. (Boring cop 1/7). Make a save here and speak with her again using options 6 (we want to fail this check), 3, 7. (Apologize 2/10). At this point I unlocked a blue thought bubble for another thought, Rigorous Self-Critique, but I won’t be using this at all. Now let’s work on thought orbs to clear these up for some xp. Head back into the hotel, up the stairs and into your room. Examine the two thought orbs on the floor, each providing 1 xp now that we have Jamais Vu, and you will get a blue thought orb around your character. Interact with it and use options 1, 3, 3. (Liberal 1/9) Examine any other orbs left here and then if you did reload your save at the beginning, save here again, inspect the window and pass the skill check, exhausting the dialogue to get some xp. Head out to the balcony for two more thought orbs. Head back inside for two more orbs near a door and on the railing countertop. Head downstairs, examine all the thought orbs here for xp, a healing item in a box by the bartender (use Guide for Disco Elysium: The Final Cut (31)) and a task for karaoke. Talk to the bartender, give back the key and exhaust his dialogue (avoid any money related topic) to get another task about the union.

Head outside and examine the thought orbs near the woman in yellow. Head back towards the dumpster by the body, examine the thought orbs here and loot the crate by the small garden for a healing item. Save here and then examine the corpse using options 1, 1, 2 (this should fail so you throw up), 1, 2 (Apologize 3/10) and then exhaust dialogue as you want after this. Make a save and then examine the footprints below the body and pass the skill check (reload until succeeded). Exhaust all the dialogue for some xp. Go speak with the woman in yellow by the hotel for ammonia and then go back to the body again. The ammonia will only boost our success chance by 5%, so this will result in a failure and you throw up again. Exhaust the dialogue and you will gain another thought from Kim. Open your thought cabinet, spend ONE SKILL POINT to unlock a fourth slot and then internalize the Volumetric sh*t Compressor to start learning it. Now we have to wait for this to finish by doing something else. Good cop/bad cop should be at 3 now.

Examine the boarded up door to the east of the corpse, make a save and then pass the skill check here to find a door and get some xp. Head inside and examine all the thought orbs for xp. Loot the jug on the right for some money. Head up the ladder on the left, examine the nearby thought orbs for xp. Head south a bit through a doorway and pick up money off the floor and a post card in a bucket. Go up the concrete slab to a wooden box for a healing item and then up the wooden drawers to the next roof to grab two more piles of money on the roof ahead. Make a save here and interact with the cloak hanging on the railing to the left and use options 1, 1 (camera zooms out a lot, and you need to pass the Interfacing passive skill check here), 1 (point at the crane) (Torque Dork 1/4), 5 (Leave, do not jump down to your cloak yet). This will also put our Good cop/bad cop up to 4. Head back down into the shack and go back out to the garden.

Speak with the kid throwing rocks at the corpse using options 1, 3 (Communism 1/9), 1, 1, 1, 2, 3, 4, 6 (Leave). Just make a save here to not have to redo any of that. We have a difficult skill check coming up next so let’s go grab a shirt that can help with that. Head back to the woman in yellow by the hotel, walk south and then north around the truck labeled FALN, up the wooden ramp and down the boxes on the right. Head around the big statue in the middle and look southeast for a brown truck with some boxes on the cargo bed. Hold down Guide for Disco Elysium: The Final Cut (32) to highlight a box in yellow and then loot it for the White Tank Top, go ahead and equip that, examine the thought orb just to the left and then head back to the kid by the corpse. Save and talk with him again using options 4, 1, 1, 3, 6, 3, 1, 1, 4 (skill check, reload if failed), 4, 8. Make another save here so we don’t have to do that again. Go ahead and exhaust his dialogue, ignoring the empathy skill check as we won’t be recruiting Cuno this playthrough, some tasks will update after you finish. Volumetric sh*t Compressor was also finished for me after this as well.

Now we can continue with the corpse, make a save and then inspect the body again and pass the skill check here finally. Proceed with the dialogue and choose to inspect the boots. Then use options 1, 1, 1, 4 (pull boot off), 1, 1, 2, 5 (this doesn’t increase the Sorry Cop counter weirdly), 1, 1 (this gives a task to steal the boots, which we need for an achievement. You will also see our first Honor choice here, but we need the boots, so just skip it), 1, 1 (another task for the rest of the armor), 2, 4, 7. Make a save here if you want and continue exhausting dialogue until you look him in the eye and come to an Inland Empire skill check. Back out and make another save and then do the skill check. Exhaust all the remaining dialogue before telling Kim it’s time to get the body down. A bunch of xp will be given and now you decide how to get the body down. I chose to leave the conversation here as Hobocop had finished learning and I also made a save. Hobocop will give us more bottles to pick up soon and also more money from selling them, as well as increasing the skill cap of Shivers to 6. Good cop/bad cop is also at 5 now after finishing examining the corpse. Finish exhausting the rest of the dialogue here, encouraging Kim to shoot the corpse down, he will miss and then you can ask to try, but give the gun back to Kim WITHOUT shooting it again. Now we have a task to go find help.

Head south out of the garden, interact with the thought orb near the bench and then all the orbs to the left near the bookstore. Now enter the bookstore so we can buy a map. Head up the stairs and in the corner you will see six square, brown pieces of paper on the wall. Examine these and go through the dialogue, eventually being able to buy the only one available. This gives us the map on the journal tab and lets you see location names and where NPC’s are that you have skill checks for. Go ahead and examine all the thought orbs in here, but we don’t need any of the books. Head outside and now that we have Hobocop, be sure to keep the Yellow Plastic bag equipped under the tools section to start picking up bottles. There are three bottles next to the trash bin just to the right of the girl outside the bookstore, hold down Guide for Disco Elysium: The Final Cut (33) if needed. Another bottle next to the boy throwing rocks by the corpse and one just under the dumpster to his left. Head to the east of the boy and back to the roof where your cape is still hanging, there are five more bottles up here. Head back to the hotel for a quick achievement tally.

Since we have our White Tank Top, this will boost our success for waking up the guy sleeping at the counter, make sure it's equipped. Make a save first, and try to wake him up, reloading if necessary. When given the choice, shout at him at being the law. (Lawbringer 1/7) Exhaust all of the dockworkers dialogue and our Good cop/bad cop will be up to 6 now. Head back up to your room where we started the game for another eight bottles. The kitchen next to the bartender should be open now if it’s after 1pm, head inside for some thought orbs to click on. Hold down Guide for Disco Elysium: The Final Cut (34) while in here and you can see some money highlighted on the bottom left of the kitchen, pick it up. Loot the container up on the shelf above the microwave for more money. Examine the blue door here and exhaust the dialogue for a new task and then go speak to the bartender about it.

Head back outside and enter the bookstore again. Just to be safe, make a save here. Interact with the yellow curtains to the right and choose options 3, 4, 3. The curtains should be open now. Go talk to the shopkeeper and use options 1 (Lawbringer 2/7), 4. Head inside the room you opened and interact with the two thought orbs and a new thought orb will show up. Head outside and go south a bit for two more thought orbs. Head back up north a bit for two bottles near the tree bench and two more in the trash can. Head down the short stairs to the south for a thought orb and loot the rectangular crevice to the left of the stairs for money. There's another thought orb to the right and another bottle in the trash bin. Head north for a thought orb at the round walkway, one on the yellow canoe and three more a bit north. Loot a bottle from the crate next to the winch. Grab the Signal-Blue Naval coat out of the dumpster to the right. Loot another bottle from another crate and two more thought orbs by the stairs. Grab the healing item down the stairs in the stack of cargo crates in the corner. There's another thought orb on the boat and another one will pop up on your character.

Day 1 - Political Achievement Tallies Smorgasbord

While we are here, equip the Signal-Blue Naval coat we just got, make a save and speak with Joyce. Use options 4, 1, 1, 2, 2 (skill check, reload if needed), 1, 1, 1. Put your Disco-Ass Blazer back on and speak with Kim to exhaust his dialogue. Speak with Joyce again using option 1 and then exhaust all her dialogue to receive a new task about the Jam Mystery. Speak to her again using options 7 (you seem rich), 1, 1, 1, 6 (Liberal 2/9), 8. Make a save here due to a low success skill check. Keep trying it until it succeeds, we don’t have any Volition clothing unfortunately available to us. When you succeed use options 2, 3, 2 (Honor 1/11), 7. Joyce just gave us 130 money to cover our bill at the hotel. Make another save here just for the sake of it.

Speak with Joyce again using options 3, 1, 1, 4, 2, 2 (the workers do)(Communism 2/9), 7. Another save for safety. Speak to her again using options 4 (strike), 2, 4 (business) (Liberal 3/9), 2, 3 (Communism 3/9), 1, 4, 7. At this point I had two thought orbs pop up on my character. Interact with the yellow one first and Savoir Faire should talk with you. Use options 1, 1, 1, 2, 2, 2, 2 (system is broken) (Communism 4/9), 4 (f*cking taxes) (Liberal 4/9), 1, 1. This will give us a new thought, Indirect Modes of Taxation, just ignore it for now. We also gained the thought, The Fifteenth Indotribe, from Joyce just a little bit ago as well. Make another save here and inspect your other blue orb to gain the thought, Mazovian Socio-Economics. SPEND ONE SKILL POINT to unlock another slot in the thought cabinet and internalize The Fifteenth Indotribe, once learned this will provide us with 10 cents for every green thought orb we interact with. It’s small but it will add up over time, so let’s ignore those thought orbs for a while.

Save again for safety, speak with Joyce again using options 4, 2, 1, 3 (Communism 5/9), 1, 1, 1, 4, 7. Make another save just because, then use options 4, 3, 1, 1, 1, 1, 1, 1, 1 (Human Leech) (Communism 6/9). Now use options 4, 3, 1, 1, 1, 1, 1, 1, 3 (corruption) (Communism 7/9), 5, 7. Save again for progress, now use options 4, 3, 1, 1, 1, 1, 1, 2 (giant leech) (Liberal 5/9), 5, 7. Make another save for progress, use options 4, 3, 1, 1, 1, 1, 1, 4 (prefer not to have opinion) (Moralist 1/7), 5, 7.

As you can see, Joyce gave us a ton of progress towards multiple achievements alone, but she still has more!!

After saving, use options 6 (reality), 2, 1, 1, 1, 1, 1, 3 (shot more people) (Communism 8/9), 1, 3 (loved that king) (Communism 9/9), 4, 8, 7. Make another save for progress here, then use options 6, 2, 2, 1, 1, 1, 1, 1, 1, 2 (not just technically) (Moralist 2/7), 2, 2, 1, 2, 1, 3 (doesn’t commit) (Moralist 3/7), 4, 8, 7. Another save for progress and then exhaust all of her options under the “Tell me what times are these again?” to finish the “Get a reality lowdown” task and a big chunk of xp. Once the task is finished, you will then be able to ask “What would you have done differently?”, choose this and use options 1, 2, 1 (social care) (Moralist 4/7), 5, 8, 7. Make a save for progress and I also got a blue thought orb here as well, interact with it and use options 2, 1, 2 (Moralist 5/7) (Honor 2/11), 1, 1, 1, 1, 1, 1. This will give us the thought, Kingdom of Conscience which is a pretty decent thought to have, as it doesn’t have any negative penalties once learned and raises the skill cap of Logic and Volition to 5 as well as healing from Moral choices, but we don’t need it right now so just ignore it for later if I figure out it’s useful for something. I had three unused skill points at this time as well, only spending two so far on thought cabinet slots.

Guess what? Joyce still has more achievement progress tallies we can get!!

Speak with her again using options 6 (reality), 2, 4, 2, 3 (privatized healthcare) (Liberal 6/9), 4, 2, 4 (it’s impossible) (Moralist 6/7), 4, 3, 1 (at any cost) (Communism 10/9), 4, 3, 3 (until it’s all mine) (Liberal 7/9), 4, 3, 4 (middle class) (Apocalypse 1/8), 5, 8, 7. Make a save for progress here, lot’s of tallies!! Speak with her again using options 6, 2, 4, 4 (mineral rights) (Liberal 8/9), 4, 5, 2 (Happily) (Communism 11/9), 5, 8, 7. Save again, speak with her using options 6, 5 (what you are), 1, 3 (cool) (Liberal 9/9), 2, 1, 1, 2, 2, 3, 8, 7. This will give us some xp as well. Make another save and speak with her again using options 6, 6 (What is this?), 3, 1, 1, 9, 7 for some xp. And then options 6, 7 (What is that?), 1, 1, 1, 7, 1, 1, 2, 9, 7 for some more xp. We are finally done with Joyce for now, she does have two skill checks, but they provide nothing for us at the moment. Also, avoid talking under the “talk about strike” section, as these give Fascist points and we will do that in our evil playthrough.

Head north of Joyce and enter the red door here to the apartments, go out on the balcony just to the left and loot the box on the left for a bottle and then another bottle near Cindy. Head up the narrow stairs for the box, it had more money in it for me. Head back inside the left door and go down the hallway and around the corner to open the door on the right to the bathroom. Loot the small basket on top of the shelf for money and the toilet tank for a bottle and some alcohol. Use the southern door, not the balcony, and walk a bit southwest to a pallet leaning on a wall, loot this for money and a healing item. Walk to the east to a small wooden crate to loot for a healing item and Orange Bum Hat. Now head all the way back to the bookstore and speak with the girl outside again using options 1, 1, 2 (good trooper) (Liberal 10/9), 1, 1, 3 (free market) (Communism 12/9), 7. By now, you definitely should have unlocked the achievements:

  • Biggest Communism Builder

    Employ critical theory 9 times

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  • Baddest Hustler In The Neoliberal Hood

    Preach free market for 9 times

    Guide for Disco Elysium: The Final Cut (40)

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Head south down the stairs to the man in blue and use options 1, 3, 2, 3, 1, 1, 2, 2, 1, 1, 1, 2, 3 (coalition) (Moralist 7/7), 3, 4 and this will unlock the achievement:

  • The World's Most Laughable Centrist

    Defend the political centre 7 times

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Day 1 - Get The Corpse Down

Head northeast up the street towards the strike being held, on the left by a magazine rack is a bin to loot for a healing item. A little further up is some money on the ground and some more money just a bit southeast of here behind a man in a blue jacket. Speak with a large man in green using options 1 (I am the law) (Lawbringer 3/7), 3, 3, 1, 1, 1, 2, 2, 1, 1, 1, 3, 1, 2, 1, 1, 3 to gain some xp. Save if you haven’t lately and then head west a bit to the guy sitting on a railing up above, he will force a conversation on you the first time you get near him, but choose to leave the conversation so we can talk to the big guy further up the stairs first. Head up the stairs and along the walkway to the big guy with tattoos. We need to get into the harbour here and there are two ways, talking to this big guy to unlock a new thought that will convince him to let us in or we can jump into the harbour from the shack we found by the corpse using a skill check. We are going to get the thought from this guy since it doesn’t have any negatives once learned and boosts two skills, but we will use the jump skill check to get in the harbour to save some time and proceed with getting the body down.

Equip the White Satin Shirt and Saramirizian Lounge Jacket for the skill check we need, make a save and talk to this guy using options 4, 3, 2, 3, 5 (subscribe to theory, reload if needed), 1, 2, 3, 1, 2, 1, 3, 2, 1, 1, 4 (Moralist 8/7), 3, 2, 4, 2, 4, 7. This will give us the Advanced Race Theory thought to internalize, which will in turn allow us to get into the harbour after it’s finished learning, but since we want to save time here as it’s getting late in the day, we will jump into the harbour instead. SPEND ONE SKILL POINT to unlock another thought cabinet slot for Advanced Race theory, as it will boost a stat and raise the skill cap on another once finished. I have three skill points right now before unlocking another slot and 86/100 xp to the next level. Leave the White Satin Shirt and Saramirizian Lounge Jacket equipped as these boost our xp gains from conceptualization checks passively.

Head back down to the guy sitting on the railing and make a save. Use options 3, 4, 2, 3 (Honor 3/11), 3, 1, 1, 1, 1 (no need for it) (Honor 4/11), 4. Now head south along the road, past Kim’s vehicle and into the pawn shop on the left again for a quick detour. Make a save and interact with the knick-knack stand to the right of Roy and pass the skill check, then use options 1, 2, 1, 5, 5 to buy the headless figurine for .50 cents. DO NOT GET RID OF THIS ITEM AT ALL, ITS NEEDED FOR AN ACHIEVEMENT MUCH LATER!!!!

Exit the shop and head to the corpse, up the ladder in the shack and to the roof of the building near your cape. Remove your Flare-cut Trousers and Green Snakeskin shoes and SPEND ONE SKILL POINT ON SAVOIR FAIRE, as we don’t have any clothes available to us that boost this skill yet. Make a save and then inspect the cape and pass the skill check, reloading as needed. Pick up the RCM Patrol Cloak after landing for a nice double stat boost when we need it, but don't equip it yet, this raises our Good cop/bad cop to 7. Put your Flare-cut Trousers and Green Snakeskin shoes back on as well. Head inside the door here and loot the red book on the couch, a postcard on a shelf, the Neat Office Shades inside the bathroom cabinet and a healing item above the toilet. Head back outside, ignoring all the thought orbs for now.

Head to the end of the walkway to pick up 10 bottles. Examine the booth using options 1, 1, 1, 2 for an easy task to complete later. Head down the first set of stairs you passed and up the next set a short ways ahead. Loot the metal lift and red tin next to each other for money and a healing item. Proceed northeast atop shipping containers for more money in the corner (hold Guide for Disco Elysium: The Final Cut (50) as you walk) and a yellow container nearby for FALN Ultra Series Gloves. Head over to the man sitting on a container, equip your Flip-up Glasses, make a save and speak to the man to gain easy xp. Use options 1, 1, 2, 1 (logic skill check for more xp, reload if needed), 1, 2, 3, 4, 7 and then make a save so you don’t have to redo it. This boosts our Good cop/bad cop up to 8.

Now use options 1, 3, 1, 1, 1, 7 for some more xp. Save again and use options 4, 1, 2, 7 and this boosts our Good cop/bad cop to 9. Make sure to loot the two cups behind you for money and some more money just beside it. I left the Flip-up Glasses equipped at this point. Head inside the container to the right, make a save and speak to the man using options 2, 1, 1 (unavoidable health damage), 3, 2 (unavoidable morale damage), 2, 2 (this is a tough skill check for composure, you will most likely have to reload several times, do so until successful), 2, 1, 2, 2, 4 (get dead body down), 3, 7, 1. Good cop/bad cop should now be 10 unlocking the achievement:

  • Goodest Of The Good Cops

    Really get Kim to trust you

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If you haven’t unlocked this achievement, just continue being nice to Kim, progressing with the case, making good cop choices, etc. Make a save here so you don’t have to redo that awfully low composure check. Speak with the man again using options 4, 2, 5, 2, 1, 4, 5, 1, 5, 6 to complete and gain some tasks and gain nice xp. Head back outside and grab two bottles on your left, these ones don’t highlight for some reason. Now head all the way back to the door where we jumped down and head inside, exiting out the other door inside with our new card we just got (which isn’t in our inventory oddly enough). Walk over to the big tattooed guy and speak with him using options 1, 2, 2 (Lawbringer 4/7), 1, 3, 1, 5 and this will update our task for getting the body down.

Save again and then speak to the tattooed guy using options 1, 2, 3 (Liberal 11/9), 2 (Superstar 1/7), 3, 1, 2, 4 (Moralist 9/7), 1 (Superstar 2/7), 3, 1, 2, 2 (Communism 13/9), 1, 2, 1, 1, 2 (bonus xp), 6. Now head down the stairs to the guy on the railing and speak with him using options 2, 1, 2, 1, 2, 3 to get the key for a task we have now. Head downstairs and enter the door just to the left here for another shop. Talk to the lady inside, triggering bonus xp, using options 3, 1, 3 to get 25 money from our check we got just a bit ago. Interact with the machine on the left to deposit the bottles we found so far and get some money in return and then interact with the counter by the radio and buy the Fritte Plastic Raincoat for 4 money.

Head back outside, go past the bookstore and through the gate leading behind the corpse. Head to the door just behind the greenhouse and use the key to open it. Head inside and examine the mug shelf on the left for xp and use options 1, 1, 3, 2, 3, 4 to get some easy xp. Advanced Race Theory had finished at this point and we now have a nice bonus of +1 conceptualization and rhetoric skill cap increased to six. Loot the cabinet for Interisolary Dress Shirt and check the shelf in the bathroom for a healing item.

Head back outside and around to the corpse. Make a save and examine the corpse using options 2, 1, 3, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 3, 1, 1, 1, 2 (OMIT THE BOOTS, WE NEED THEM FOR AN ACHIEVEMENT), 1, 1, 1, 2, 1, 2, 3 (this gives us a great boost to the skill check through an interfacing passive check), 4 (skill check), 1, 1, 2, 1, 2, 2, 5. Save here as that was a long one, with more to come. Now use options 1, 2, 1, 2, 2, 2, 1, 1, 3, 1, 1, 2, 1, 1, 2, 1, 2, 1, 1, 1, 2, 1, 5. DON'T SEND THE BODY AWAY, WE NEED TO GET THE BOOTS FIRST WHILE KIM IS SLEEPING.

Head over to Kim’s vehicle, examine it and use options 1, 2, 1, 1, 2, 2, 2, 3, 4, 1, 1, 1, 4, 5, 6, 1 (boosted empathy check here, make sure you pass it), 1, 2, 1, 2, 1 (I’m sorry) (Apologize 4/10), 1, 1 (truly sorry) (Apologize 5/10), 4, 4, 6. This will have given us a bunch of xp and updated a task.

This next part is to gain progress to Torque Dork but due to a bug present causing Kim’s car to disappear while he sleeps, we can’t get an easy tally for this and therefore need to spend two skill points. SPEND ONE SKILL POINT ON ENCYCLOPEDIA raising it to rank 4 and SPEND ONE SKILL POINT ON INTERFACING raising it to rank 5. Examine the vehicle again using options 3 (this triggers a rank 5 interfacing passive check that we need) (Torque Dork 2/4), 4, 6 and now make a save and speak with the man leaning on the truck just to the east a bit. Use options 2 (Lawbringer 5/7), 3, 1, 1, 1, 1, 2, 4 (hauling), 3, 2, 1 (FALN A-6) (Torque Dork 3/4), 2, 2 (lorries are neat) (Torque Dork 4/4), 4, 6 unlocking achievement:

  • Massive Torque Dork

    Yack about machines 4 times

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Day 1 - Cleanup

Save here and speak with him again using options 3, 1, 2, 5, 3, 1, 1, 6 (skill check), 1, 1, 1, 4, 2, 6. This will have given us a nice chunk of xp. Head south and speak with the man sitting on some crates, illuminated by truck lights. Save here and inspect the crate with a jacket hanging on it using options 1, 2 (composure check, reload if needed), 2 to purchase Dynamic Windbreaker Surf for 4.50 money. At this point it was exactly 22:00/10:00pm and Kim wanted to speak about calling it a night to sleep. Before doing that though, we can take care of some other things first. Head just to the left for another dumpster and loot it for Fingerless Gloves and a small box next to it for a bottle to sell.

Head north to the FALN truck, move east around it and examine the monument plaque using options 1, 2, 1, 1, 2, 3 (skill check, reload if needed), 1, 1, 3, 1, 4, 1, 1, 2, 3. Now loot the truck bed just to the east for some money, save and speak with the woman here using options 2, 3, 3 (I am the law)(Lawbringer 6/7), 3, 4, 3, 1, 1, 2, 4, 2, 2, 2, 1, 1, 2, 3, 5. Now head back south to the pawn shop, once inside, interact with the street light on the left using options 1, 4, 1, 1, 6. Now inspect the boomboxes above Roy using options 1, 3, 1, 4. Now speak with Roy directly using options 1, 4, 2, 1 (rabid fan)(Superstar 3/7), 2, 4 (I'm sorry)(Apologize 6/10), 5, 6.

Now head outside and go east around a yellow truck, there was a garbage can here with two bottles and another bottle lying on the ground next to that crate with a jacket hanging on it. Head to the hole in the fence leading to the corpse, just to the left of the hole is an intercom to interact with. Use options 2, 7, 1, 4, 1, 3, 2, 2, 1, 1, 4, 13.

Head just a bit south to the mailbox and use options 2 (kick it)(physical realm 1/5), 2.

Now head northwest past the bookstore leading towards the pier. Just to the right of a yellow canoe is large slab on the side of a building that can be inspected. Use options 1 (skill check about 42%, reload if needed), 1, 1, 1, 2, 1. Now head northeast into the apartment building, up the left hallway and out onto the balcony. Make a save and speak with the girl here using options 4, 3 (warn people)(Apocalypse 2/8), 4, 3 (art deluxe)(Superstar 4/7), 1, 4 (fail this check to proceed), 1, 3, 1, 2, 1, 4. A thought orb has now appeared on our character, inspect it and use options 2, 2, 2, 1. This will give us the 'Some Kind of Superstar' thought, but we won't be using it right now.

Now leave this building completely and head southwest, down the stairs to the pier and speak with the woman on the boat here again using options 3, 8 (doing my job)(Boring cop 2/7), 3, 9. You will have a thought orb around your character, interact with it using options 1, 3, 2. We will gain the thought 'Regular Law Official' but will not be using it at all.

Head back to the hotel and head inside. Make a save and speak with the woman in the wheelchair using options 4 (about your pin), 1 (give it back)(Honor 5 and 6/11), 4. Now speak to the bartender using options 1, 1, 3 (sorry for the trouble)(Apologize 7/10), 2.

Head back outside, northeast up the street and take the stairs leading up to the big man with tattoos. Since we had a task involving him, we can finish it quick. Speak with him using options 6, 6, 4, 1, 2 in order to finish the task, as well as unlocking the thought 'Wasteland of Reality' but we won't be using it. At this point, The Fifteenth Indotribe thought had finished learning and we now gain 10 cents from each green thought orb and Savoir Faire skill cap is raised to 6.

Now we can finally get back to clearing out all the orbs we skipped, so let's do that. Head west for the first orb on the door panel, then head inside. Examine all 9 orbs here as well as the small drawer that appears underneath one using options 1, 1, 1, 2 (skill check, reload if needed), 1, 1, 3. Head out the northern door and inspect the nearby thought orb, as well as two more at the far end of the walkway, with two bottles underneath them as well. A purple thought orb will show up here as well if you linger next to the northern railing by the booth, but it provides nothing important. Head down the first set of stairs for a yellow orb to appear, as well as two green orbs nearby. Head down and then up the two flights of stairs for another orb, with another one appearing as you walk under the cargo container. Head east for a red orb to appear, and three green orbs nearby further on. Speak with the man sitting on the crate (only after inspecting that note we found a moment ago) here using options 5, 1, 1, 2, 7 for another task. Head inside the crate to the right for three thought orbs.

Head out of the harbour now and once on street level, two orbs are nearby and another pops up right after. Head south towards the vehicles for another orb and even further south for another. Head back north to the shop nearby for three more orbs. Follow the road all the way south for an orb on a tree, five orbs at the illuminated area, another a little to the east. Two more orbs at the pawn shop outside, with a another appearing after walking on the sewer grate. Head inside the pawn shop for another four. We can now inspect the uniform rack on the left, use options 1, 2, 1, 3, 4, 1, 2 in order to gain a free shirt, the Man From Hjelmdall.

Head back outside, going northwest up to the apartments and enter the red door. Grab the five orbs nearby with another purple one showing up next to the fridge, answer how you like. Speak with the old lady here using options 1, 2, 2, 2, 1, 2, 4, 1, 1, 6, 3 to gain a new task. Head down the hall for two orbs and another three inside a room and a purple orb shows up when you are close to the antler painting outside the room, this damages your morale, so be careful. Inspect the door to the left for the task we just received using options 1, 1, 1, 2, 2 to have the door unlocked and a thought orb appears that unlocks the thought 'The Jamrock Shuffle', but we will not be using this. Head inside the room for another three orbs, loot the Black Monkstraps from the cabinet, but these provide nothing of benefit. There is a healing item in the box next to the couch. Speak with the woman here using options 2, 3 and the just head further down the hallway for another three orbs and another two inside the bathroom. Head back up the hallway and exit out the western balcony and enter the door in front of Cindy for another four orbs. Now go back inside and exit to the other balcony. Grab another nine orbs out here and inspect the first door on the left just up the stairs using options 1, 2, 2. Head back inside and use the exit door just next to you.

Grab three orbs nearby and then enter the room just southeast of here, grab six more orbs in here with one of them being blue, answer how you like. Head back outside and enter the hotel again for a blue orb just next to the bartender. That's all the orbs for now, giving us nearly an entire level!! Make a save and then speak with your partner, Kim, using options 1, 1, 1, 2, 1, 2, 3, 1, 3, 2, 2, 2, 4, 5 to finish up a task. Head upstairs, make a save and enter your room using options 1, 1, 2, 2 (love interviews)(Superstar 5/7), 1, 3, 4, 1, 1, 1, 5 to finish a task. Head back inside and enter your room to cause Kim to leave you for the rest of the night. Before we call it a night ourselves, we need to go get those boots off the corpse for an achievement. Head back to the corpse and use options 2, 1, 2, 3, 1, 2 in order to grab the boots off the corpse, but we cannot use them just yet until later tomorrow. That is all there is for today, so head back to your room and make a save before you go to sleep. Answer the dialogue that follows however you like.

4. Day 22. General hints and tips

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