Transistor Beginner's Guide: First Functions, MEM, and Retreating After Turn()
Edition: PC (Steam), first playthrough, with no Limiters. Duplicate setups specific to later playthroughs and the story ending are outside this guide's scope. Function names follow the game's English labels. Sources checked: October 14, 2026. Not independently retested through gameplay.
Start by learning to disrupt an enemy with Crash(), then hit it with Breach(). Plan where you will stand after using up Turn(), and keep Jaunt() available as an escape option. The same Function serves a different role in an active slot, an upgrade slot, or a passive slot.
The first four Functions: when you get them, MEM, and roles
| Function/MEM | When obtained | When to use it as an Active |
|---|---|---|
| Crash():1 MEM | Available from the start | Hit and disrupt a nearby enemy to set up your next attack |
| Breach():3 MEM | Available from the start | Use a piercing attack on distant enemies or enemies lined up together |
| Spark():2 MEM | Examine the Trace at Goldwalk Promenade | Hit clustered enemies with splitting projectiles. Compare its standalone use with its role as an Upgrade |
| Jaunt():3 MEM | Examine the Trace at Goldwalk Canals | Move a short distance quickly. It also works while Turn() is on cooldown |
- Trace characters' names and backgrounds are omitted separately from the actions needed to progress. These setups do not assume that uncollected Functions are all available from the start.
Three equipment roles: where to put the same Function
| Equipment slot | What changes | Example |
|---|---|---|
| Active | Activate that Function directly | Disrupt with Crash(), fire piercing shots with Breach(), or retreat with Jaunt() |
| Upgrade | Add an effect to another Active | Combine Spark() with Breach() to split its attack. This differs from assigning Spark() a standalone active slot |
| Passive | Provide an ongoing effect while equipped | Crash() affects resistance, Breach() affects Turn() planning capacity, and Jaunt() affects cooldown reduction |
| Unlocking slots and managing MEM | There are four Active slots. Check how many Upgrade and Passive slots you currently have | An empty slot is not enough if you lack MEM. Do not assume one copy can fill several roles simultaneously |
An example after obtaining all four: retaining key roles with 9 MEM
- At an Access Point, check your Functions and current MEM limit. Crash() costs 1, Breach() 3, Spark() 2, and Jaunt() 3, for a total of 9 MEM.
- Putting all four in separate Active slots lets you activate them directly and learn their effects. First check which button triggers which ability, rather than focusing on filling every slot.
- Next, try moving Spark() into Breach()'s Upgrade slot. You now have three Actives: Crash(), Breach() + Spark(), and Jaunt(). The total cost remains 9 MEM.
- Once moved into an Upgrade slot, Spark() can no longer be triggered as a separate attack. Freeing one slot does not mean freeing 2 MEM.
- This example keeps Jaunt() as an Active. Moving it to Passive helps with cooldown, but removes your direct escape action. Until you are comfortable, consider the tradeoff before switching it.
- If your current capacity is below 9, or the required slots or Functions are not unlocked, use a combination you can currently equip instead of copying the example exactly.
Turn(): plan positioning, disruption, shooting, and retreat
- Check whether enemies are scattered or lined up before entering Turn(). First consider positions behind enemies or positions where Breach() can hit several targets.
- Compare walking with using Jaunt() so movement does not consume your entire planning capacity. Choose an ending position that does not leave you directly in front of enemies.
- Plan Crash() first against an enemy in range, followed by Breach() after disruption. Read the predicted damage of the next attack and check how many hits you need for a kill.
- Even if another shot fits, check your planning bar and ending position. When the prediction shows you cannot finish an enemy, retain a position with cover or distance rather than spending everything on damage.
- Execute the plan. Once Turn() goes on cooldown, use movement and Jaunt() to avoid the next attack instead of repeatedly trying normal attacks.
- If a defeated enemy leaves a Cell, check that it is safe to approach and collect it. Do not leave it to redeploy. After collecting it, check Turn() availability and enemy positions before planning again.
Examples of changing attack order against early enemies
| Enemy or screen situation | Action to choose | What to avoid |
|---|---|---|
| An enemy you can get behind, such as a Creep | Plan a position for a back attack and compare the predictions for Crash() and Breach() | Remaining directly in front and simply adding more of the same shots |
| A Weed is healing other enemies | Stop the healer first or plan to defeat your main target in one sequence | Gradually chipping away at an enemy that keeps being healed |
| A Cheerleader is protecting other enemies | Identify the source of protection, stop it when an opening appears, then attack the target | Repeatedly attacking a protected enemy without noticing why your attacks are ineffective |
| A Cell remains | Check both your retreat route and your collection route | Treating the kill as the end and leaving the Cell behind |
Recovering when you cannot move or shoot
| Problem | What to check | Next adjustment |
|---|---|---|
| You cannot attack immediately after Turn() | Is it on cooldown? | Retreat with movement or Active Jaunt(), then plan again once the planning bar recovers |
| You have no MEM left | Count Functions in Upgrade and Passive slots as well as Active slots | The four Functions in the example total 9. Moving Spark() into an Upgrade slot does not reduce the MEM cost |
| You can no longer activate one ability directly | Did you move that Function to an Upgrade or Passive slot? | Review its role at an Access Point and return it to Active if you want to activate it on its own |
| A defeated enemy reappears | A Cell left behind | Plan a route to collect it after the kill before increasing damage |
Frequently asked questions
How much MEM does Jaunt() cost?
3 MEM. Together with Crash() at 1, Breach() at 3, and Spark() at 2, the total is 9 MEM. Check your current capacity and unlocked slots before equipping them.
Does moving a Function into an Upgrade slot save MEM?
Changing slots does not remove that Function's MEM cost. It does free a standalone Active slot and prevent you from activating the Function independently, so treat it as a change of role.