Welcome to the city, newcomer. Transistor, Supergiant Games' 2014 isometric RPG, casts you as Red, a singer robbed of her voice and her man, who gains possession of the titular Transistor—a powerful sword capable of wielding incredible abilities. You’ll spend your time navigating the beautiful, dangerous streets, engaging in tactical, turn-based combat by planning out your moves using the Transistor’s energy, and uncovering the mystery behind the Camerata and the forces hunting you. It’s a game that rewards strategic thinking and offers a unique, atmospheric experience.
This guide is here to help you master Red’s powers and conquer every challenge the city throws at you. We’ll break down the game’s intricate systems, from understanding the vast array of functions the Transistor offers to planning effective combat encounters. Whether you’re aiming to simply survive the onslaught of the Turners and other enemies, or seeking to achieve every Steam Achievement the game has to offer, you’ll find the insights you need to succeed.
SPEED TESTS
Master all six Speed Tests in Transistor with this comprehensive guide. Learn strategies, ability loadouts, and tips to defeat enemies within the time limits and unlock new music.
This guide covers the six Speed Tests in Transistor, challenges that require you to defeat a specific set of enemies within a time limit. Each test unlocks new music upon completion.
Speed Test 1 of 6
Time Limit: 32 seconds
Enemies: 4 Creeps, 8 Bad Cells
Abilities: Crash() with Breach(), Bounce() with Mask()
Strategy: Group enemies together and use Crash() with Breach() to hit multiple targets in a line. Bounce() can be used for Bad Cells that try to run. Smart use of turns and grouping enemies will ensure you have enough time.
Music Unlocked: IN CIRCLES
Speed Test 2 of 6
Time Limit: 48 seconds
Enemies: 1 Jerk, 1 Young Lady, 4 Weeds
Abilities: Get(), Load() with Jaunt()
Strategy: Load() is key, as it spawns explosive packages. Lure the Jerk near a Weed to kill both. If the Young Lady is present, lure the Jerk and Young Lady together to detonate the packages. Gather the cells dropped by the Young Lady immediately to prevent them from becoming Bad Cells. There is ample time for this test.
Music Unlocked: INTERLACE
Speed Test 3 of 6
Time Limit: 24 seconds
Enemies: 2 Cheerleaders, 2 Snapshots
Abilities: Load() with Breach(), Ping() with Jaunt()
Strategy: Ping() can be used out of Turn(). Start by taking out the Cheerleader in the lower left, which protects a Snapshot. Use a Turn to place a packet near the Snapshot and use Ping() to detonate it. Repeat this process for the Cheerleader/Snapshot pair on the right. Ping() being usable out of Turn makes this test easier.
Music Unlocked: DORMANT
Speed Test 4 of 6
Time Limit: 64 seconds
Enemies: 4 Snapshots, 3 Fetch, 3 Cluckers
Abilities: Purge() with Flood(), Void() with Ping()
Strategy: Void() weakens enemies, making them take more damage. Purge() deals damage over time with a tail effect from Flood(). The strategy is to apply Void() to an enemy, then Purge(), and then run away. Start in the upper left to avoid Fetch enemies and kill the Clucker there. Move counter-clockwise, applying Void() and Purge() to enemies, then retreat. Void() is an AoE, which helps. Dodge attacks and manage your time carefully, as this test is tight.
Music Unlocked: GATELESS
Speed Test 5 of 6
Time Limit: 56 seconds
Enemies: 4 Man enemies
Abilities: Ping() with Mask(), Cull(), Jaunt() with Crash()
Strategy: To defeat a Man enemy in one go: get close, pause for your turn, Jaunt() through them to crash them, then use 3-4 Pings() followed by Cull(). After the turn, immediately run away and use Jaunt() if they get too close. This is the most challenging part. Once your turn refills, find the next Man enemy and repeat. This test is fairly easy if you master the one-turn takedown.
Music Unlocked: OLD FRIENDS
Speed Test 6 of 6
Note: This test is likely only available on a New Game + playthrough.
Time Limit: 50 seconds
Enemies: 2 Cluckers, 2 Cheerleaders, 4 Weeds, 1 Young Lady, 1 Creep, 2 Fetch, 1 Man, 2 Snapshots, 1 Jerk
Abilities: Tap() with Load() upgrade (wide AoE), Help() with Flood(), Mask() with Jaunt()
Strategy: This is the hardest test. Use Tap() wisely. Summon Help() and move north to take out a Weed, two Cluckers, and a Cheerleader with Tap(). Use Tap() in-turn to finish off any remaining enemies. Head south, letting your dog distract enemies while your turn recharges. Engage two Snapshots, a Weed, and a Cheerleader. Use three Taps() while grouped to kill the Snapshots and Cheerleader. The Weed will need to wait. Use Mask() and stay south. A Fetch and Jerk may be present. Once charged, summon a dog in real-time and take out the Weed and other enemies. The combined effort should defeat even a Jerk. Continue clockwise. The Young Lady is a major threat; fight her near Weeds, as a single Tap() can eliminate both. Beware of the cells the Young Lady drops; collect them quickly, ideally using a Turn.
PLANNING TESTS
Complete Transistor's Planning Tests with this walkthrough. Learn strategies for each test, including enemy placement, ability usage, and efficient turn management.
The Planning Tests in Transistor challenge your strategic thinking and efficient use of turns. These tests are generally straightforward if you follow the specific steps. Each test introduces new abilities and enemy combinations, requiring you to adapt your approach.
- 1Planning Test 1 of 7: Kill four Bad Cells. Start by moving to the top-left cell. Use Breach() aimed right to kill the top two cells. Then, move to the bottom-left cell and use Breach() aimed right to kill the remaining two. This utilizes your turn efficiently. Music Unlocked: STAINED GLASS.
- 2Planning Test 2 of 7: Defeat a single Jerk. You are given Crash() and Breach(). Position yourself behind the Jerk, then use Crash(), Breach(), Breach(). This sequence should be enough to defeat the wounded Jerk. Music Unlocked: TRACES.
- 3Planning Test 3 of 7: Kill five Bad Cells. Use Ping(). From the start, kill the lower-right cell. Move left and up, then use two Pings() on the two cells in that area. Finally, move north and use two more Pings() on the northern cells. Be mindful of your turn limit. Music Unlocked: SANDBOX.
- 4Planning Test 4 of 7: Defeat six Bad Cells separated by a wall. You are given Load() and Crash(). Stand at the wall, place a packet with Load(), and use Crash() to launch it over the wall, aiming for the center. This may require a few attempts. Music Unlocked: GOLD LEAF.
- 5Planning Test 5 of 7 (New Game+): Defeat three Fetch enemies. You are given Get() and Tap(). Use Get() on each Fetch to pull them in, then use Tap() twice on each. Music Unlocked: THE SPINE (INSTRUMENTAL).
- 6Planning Test 6 of 7 (New Game+): Defeat two Cheerleaders and a Clucker. You are given Crash(), Flood(), Load(), and Jaunt(). Get behind a Cheerleader and use Crash(). Then, use Load() to create a packet, followed by another Crash() to launch it, destroying the remaining enemies. Alternatively, use Flood() on each enemy. Music Unlocked: V_n_sh_ng P__nt.
- 7Planning Test 7 of 7 (New Game+): Defeat a full-health Jerk 3.0. You are given Crash(), Void(), Mask(), and Cull(). Get behind the Jerk, place a Void() on the ground, and use Cull() twice. The combination of backstab damage and the Void() effect should be sufficient. Music Unlocked: _n C_rcl_s.
STABILITY TESTS
Conquer Transistor's Stability Tests! Learn strategies for each test, the best Functions to use, and how to survive the onslaught for 90 seconds each. Get your guide now!
Hey there! So, you've made it to the Stability Tests in Transistor. These are all about seeing how long you can last against waves of enemies, and honestly, they're pretty fun challenges. You'll need to survive for 90 seconds in each one. Let's break 'em down so you can get through them smoothly and snag that 'Stability()' Bronze Trophy!
Stability Test 1 of 3
For this first test, you're kitted out with Crash(), Switch(), and Mask(). Switch() even has Breach() on it, giving you some nice range for evading. As soon as the test starts, enemies like Creeps and Bad Cells will begin pouring in. Your main strategy here is to keep switching between your Functions in real-time, using the barriers scattered around the arena for cover. Mask() is your panic button if things get too hairy. Keep an eye out for a Jerk – this tougher enemy will show up eventually. Focus on switching it to make it attack its allies, and use the barriers and Mask() to stay safe. Just keep moving, stay in cover, and switch your Functions for 90 seconds, and you'll pass. Oh, and you'll unlock the music track 'THE SPINE'!
Stability Test 2 of 3
This time around, you've got Purge(), Ping(), and Jaunt() at your disposal. Ping() comes with Crash() and Jaunt() has Help() attached. Again, the goal is to survive for 90 seconds. As soon as it kicks off, you'll be facing Snapshots, Fetches, Young Ladies, and Cluckers. Purge() is super effective here, so use it to thin out the enemy ranks. Whenever you're in a tight spot, use Jaunt() to zip away and keep firing Purge(). That alone should be enough to get you through. Feel free to use your turns as needed, and you can use Ping() to try and isolate and finish off a specific enemy, though I'd mostly rely on Purge() and Jaunt(). Keep moving and watch for the glowing cells that Purge() leaves behind – they can heal you! This one's a blast, just like the others. You'll unlock 'WATER WALL' music.
Stability Test 3 of 3
This last Stability Test is pretty neat. You'll be using Tap() on its own, Help() with Spark() upgraded, and Jaunt() with Get(). Your objective, you guessed it, is to survive for 90 seconds. The only enemies you'll face are four Man enemies who mostly just hang back and fire 'haircuts' (their projectiles) at you. The smart way to handle this is to use Jaunt() to group up all those haircuts. Then, use your turn and Tap() to unleash a massive explosion, taking them all out at once. Use Jaunt() again to get clear of the blast. Just keep repeating this for 90 seconds, and you'll be victorious! This test unlocks the music track 'APEX BEAT'.
Finishing all the Stability Tests will also net you the 'Stability()' Bronze Trophy. Nice work!
PERFORMANCE TESTS
Walkthrough for Transistor Performance Tests, detailing waves, enemies, and ability unlocks like Crash(), Ping(), and Spark().
- 1Performance Test 1 of 7: This test has 3 waves. You start with Crash(), Ping(), and Spark(). Set up your passive and four ability slots as you wish; upgrading Spark() is recommended. Wave 1 features a Young Lady. After the wave, you receive the Load() ability, which is very powerful when used in the passive slot. Wave 2 consists of a Creep, a Bad Cell, and a Jerk, appearing sequentially. Use the arena's walls for evasion. Between waves, you gain 4 MEM (memory) and Breach(). Wave 3 includes more Creeps and another Jerk. The passive Load() ability is very helpful here. Completing this wave unlocks the music track "VANISHING POINT".
- 2Performance Test 2 of 7: This test has 5 waves. You begin with Crash(), Spark(), and Bounce(). Placing Bounce() in the passive slot for its shield and using Spark() for its range is a viable strategy. Wave 1 pits you against a single Young Lady. Wave 2 grants Ping() and 2 more MEM; adding Crash() and Ping() as upgrades is suggested. The enemies are another Young Lady and a Snapshot. Wave 3 provides Breach() and no other additions. You face four Snapshots and three Weeds; prioritize eliminating the Weeds first and use walls to isolate the Snapshots. Wave 4 gives you 2 more MEM and Jaunt(). Consider upgrading Spark() with Jaunt() and using Breach() to attack during Turn Recovery while maintaining the Bounce() shield. The enemies are a Weed, a Jerk, and a Young Lady; eliminate the Weed first, then use Breach() on the others while using Spark() for damage from a distance. Wave 5 provides 2 more MEM and Mask(). The final wave's enemies are tougher: four Snapshots and a Young Lady. Focus on the Young Lady first using Breach() and utilize the environment. Completing this wave unlocks the music track "CUT APART".
- 3Performance Test 3 of 7: This test has 7 waves. You start with Crash(), Breach(), and Purge(). Using Breach() and upgrading it with Crash() is a common setup. Wave 1 has a Clucker and a Fetch. Wave 2 grants 2 more MEM and Load(). The enemies are the same as Wave 1 but with an added Snapshot; the Fetch is the most dangerous enemy. Wave 3 provides 2 more MEM and Ping(). You face a Cheerleader, a Fetch, a Snapshot, and two Cluckers; quickly eliminate the Cheerleader in the lower right corner. Wave 4 gives 2 more MEM and Jaunt(). A strong setup includes Load() in the passive slot, Breach() with Jaunt() and Crash() upgrades (or Purge() instead of Crash() if memory allows). This wave features a Cheerleader, two Fetch enemies, and three Cluckers, and can be very difficult. Wave 5 provides 2 more MEM and Help(). The enemies are a Cheerleader, two Fetch, two Snapshots, and two Cluckers. Wave 6 grants 2 more MEM and Mask(). You will face two Cheerleaders, several Fetch, and several Cluckers; prioritize defeating the Cheerleaders. The final wave gives 2 more MEM and Switch() (or another ability). This wave includes more Cheerleaders, Fetch, and Cluckers. Completing this wave unlocks the music track "FORECAST".
- 4Performance Test 4 of 7: This test has 9 waves. Enemy and ability availability can be random. In the initial setup, Cull() was chosen to fight two Creeps and a Snapshot. Wave 2 provides 2 more MEM and another ability; Purge() was chosen as an upgrade to Cull(). Enemies include a Fetch, a Snapshot, a Clucker, and two Weeds. Wave 3 grants 2 more MEM and another ability. Diversifying abilities is recommended. With Purge() and Cull() as abilities, Crash() was upgraded to Purge() and Ping() to Cull(). Enemies were two Cheerleaders, a Fetch, a Creep, and a Snapshot. Wave 4 provides 2 more MEM and another random ability; Breach() was acquired and replaced Cull(). The enemies faced were still challenging.
- The enemies and abilities provided in the Performance Tests are subject to randomization, so strategies may need to be adapted.
- Utilize the arena's walls for evasion and strategic positioning against enemies.
- Prioritize specific enemy types, such as Weeds or Cheerleaders, as they can be more dangerous or disruptive.
- Load() in the passive slot is extremely powerful and recommended for early tests.
- Memory (MEM) upgrades are crucial for enhancing your abilities and expanding your loadout.
- Pay attention to the order in which enemies appear in waves to plan your attacks effectively.
- Don't be afraid to experiment with different ability combinations and upgrades to find what works best for your playstyle.
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