Take on La Responsabilite is a political quest associated with the moralists in Disco Elysium. From this walkthrough page you will learn where the person with technical knowledge is, how to get a transceiver, how to build a large antenna and how to make contact with the Coalition's Archer ship.
Last update: 12 August 2024
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Take on La Responsabilite is one of the political quests in Disco Elysium. This walkthrough explains how to start the moralists quest, how to ask Sunday Friend for help, where you'll find people with technical knowledge, how to get the best transceiver, where to build the antenna and how to contact the Coalition (the Archer airship).
- Unlocking the task
- Finding Sunday Friend and forming a committee of moralists
- Finding a person with technical knowledge and a place for the big antenna
- Finding a working transceiver
- Contacting the Coalition Archer airship
- Choosing the ending
Unlocking the task
This is a political quest related to moralism - try to choose moralist dialogue options as much as possible (your partner Kim is a moralist too).
When you go to sleep at the end of the 3rd day, you will hear your inner voice. Select the dialogue option: we're making progress. Measured, steady progress. After waking up at the beginning of the 4th day, accept the thought - this is the only opportunity to start this quest.
Finding Sunday Friend and forming a committee of moralists
Talk to your partner - while talking to Kim, you need to bring up responsibility. Kim will suggest you contact Sunday Friend.
If you have not met the Sunday Friend before, the detectives will not know him yet and you will only receive a general hint from Kim. Then you must first complete the overdue side quest Interview the Sunday Friend.
Visit the cafe in Whirling-in-Rags. There you will meet the smoker on the balcony. You need to him about finding Sunday Friend and forming a committee of moralists.
You'll learn that you need to look for Sunday Friend on the coast. Head to the western end of the map, where you previously met cryptozoologists from the Find Morell, the Cryptozoologist task.
Go south first along the western coastline. Then turn east. You have to go around the big building starting from the south (screenshot 1). Continue east to meet Sunday Friend (a man in a white shirt with a tie - screenshot 2).
During the conversation with Sunday Friend, bring up the topic of the committee of moralists and you will learn about the possibility to contact the Archer airship belonging to the Coalition.
Finding a person with technical knowledge and a place for the big antenna
Now deal with the church/ravers storyline. Complete the quest Help Ravers start a nightclub. The following people have the necessary technical knowledge:
- Soona - if you have completed her quest Help Soona with her project and have not evicted her from the church;
- Noik - if you have completed his quest Sync the sines with Noid and haven't gotten rid of ravers.
Passing the Conceptualization skill check is required. Besides, you should choose a roundabout as the spot to build the antenna. It will be a small square in the eastern Martinaise (the one with a horse statue).
Finding a working transceiver
The best transceiver can be obtained at the harbor secretariat in eastern Martinaise, i.e. the room west of the large balcony where Measurehead is. Examine the radio in the room shown in the screenshot. Thanks to it, you'll get a working transceiver.
Optionally, you can purchase a transceiver at Roy's pawnshop (and spend as much as 120 reál) or break into a FALN truck from The Jam Mystery quest. Both of these devices are inferior in quality and can make the future skill checks more difficult.
Regardless of which transceiver you have acquired, return the device to Soona or Noik.
Save the game before confirming readiness for the last step - you will move to a new location and there will be new challenging skill checks to pass (it is worth increasing your skills with the Interfacing and Empathy items). In addition, regenerate your health and morale bars because there is a risk of losing points in the final part of the quest.
Contacting the Coalition Archer airship
You will be moved near the big antenna, which has been built at the roundabout in eastern Martinaise. Soona will have trouble making contact with the Coalition and you'll have to climb to the top of the antenna.
When climbing, there will be a difficult Interfacing skill check. Passing it will improve the antenna signal, while failing it will cause the statue's head to fall off and the signal to deteriorate. However, this will not negate the chances of completing the task.
You will make contact with the Archer airship. The maximum length of the call depends on the strength of the antenna signal. It is best to focus on completing the quest, because if you lose contact, it cannot be reestablished.
Pass the Empathy skill check to convince the other side that you need to talk to the Coalition. Your chances will be increased by the right items of clothing, being sober and discovering an anomaly (Pale) earlier.
Choosing the ending
Passing it will cause Harry to send a warning to the Coalition about the situation in Martinaise and the need to intervene. You can explain this in detail by talking about the activities of Wild Pines and the Union. The most important is the topic about entroponetic phenomena - you can reveal their existence or keep it to yourself.
Talking about the phenomena is possible only if you know about the so-called Pale - you need to have completed the side quest Talk to Joyce about the Pale without Kim.
If you told about the phenomena and described them (external, gradient), then you can confirm the desire to evacuate on board the airship (screenshot above). You will end the game at this point and return to the main menu. You will also receive the Committee of la Responsabilite achievement.
If you don't talk about the phenomena, don't convince the Coalition ship or you refuse to evacuate, then Harry will achieve nothing. The hero will climb down and the game will continue. The rewards for completing the quest are 35 XP and the opportunity to grab a headwear.