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/MEMWhen obtainedWhen to use it as an Active
Crash():1 MEMAvailable from the startHit and disrupt a nearby enemy to set up your next attack
Breach():3 MEMAvailable from the startUse a piercing attack on distant enemies or enemies lined up together
Spark():2 MEMExamine the Trace at Goldwalk PromenadeHit clustered enemies with splitting projectiles. Compare its standalone use with its role as an Upgrade
Jaunt():3 MEMExamine the Trace at Goldwalk CanalsMove 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.
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Three equipment roles: where to put the same Function

Equipment slotWhat changesExample
ActiveActivate that Function directlyDisrupt with Crash(), fire piercing shots with Breach(), or retreat with Jaunt()
UpgradeAdd an effect to another ActiveCombine Spark() with Breach() to split its attack. This differs from assigning Spark() a standalone active slot
PassiveProvide an ongoing effect while equippedCrash() affects resistance, Breach() affects Turn() planning capacity, and Jaunt() affects cooldown reduction
Unlocking slots and managing MEMThere are four Active slots. Check how many Upgrade and Passive slots you currently haveAn empty slot is not enough if you lack MEM. Do not assume one copy can fill several roles simultaneously
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An example after obtaining all four: retaining key roles with 9 MEM

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
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Turn(): plan positioning, disruption, shooting, and retreat

  1. Check whether enemies are scattered or lined up before entering Turn(). First consider positions behind enemies or positions where Breach() can hit several targets.
  2. 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.
  3. 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.
  4. 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.
  5. Execute the plan. Once Turn() goes on cooldown, use movement and Jaunt() to avoid the next attack instead of repeatedly trying normal attacks.
  6. 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.
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Examples of changing attack order against early enemies

Enemy or screen situationAction to chooseWhat to avoid
An enemy you can get behind, such as a CreepPlan 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 enemiesStop the healer first or plan to defeat your main target in one sequenceGradually chipping away at an enemy that keeps being healed
A Cheerleader is protecting other enemiesIdentify the source of protection, stop it when an opening appears, then attack the targetRepeatedly attacking a protected enemy without noticing why your attacks are ineffective
A Cell remainsCheck both your retreat route and your collection routeTreating the kill as the end and leaving the Cell behind
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Recovering when you cannot move or shoot

ProblemWhat to checkNext 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 leftCount Functions in Upgrade and Passive slots as well as Active slotsThe 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 directlyDid 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 reappearsA Cell left behindPlan a route to collect it after the kill before increasing damage
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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.

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