transistor
The Access Point screen displaying all currently available Functions

The Access Point screen displaying all currently available Functions

Functions are powers stored within the Transistor that a User can utilize during and outside combat. Most Functions are derived from the Traces of living or dead individuals.

Overview

The primary function innate to the Transistor is Turn(), which allows the User to freeze time, queue up other Functions and movements, and then execute that 'plan' in real-time. Most other Functions must be deliberately equipped to be used. Each equipped Function occupies a portion of the Transistor's available memory (MEM), and each can be equipped as an active Function, used to upgrade an active Function, or used to passively affect all equipped Functions. The Transistor's roster of unlocked Functions can be viewed or equipped at Access Points. Certain Limiters affect Functions.

Four active slots are available throughout the game; each has up to two upgrade slots in which other Functions can be equipped to upgrade the active ones, and up to four passive slots allow their Functions to passively affect all equipped Functions at the same time. Strategy includes selecting which Functions to use in each type of slot, learning adapting when one or more are temporarily unavailable.

Red is able to unlock access to Functions previously integrated by the Camerata, as well as more slots, MEM, and repeats of already acquired Functions via leveling up.

When Red signs in and becomes the Transistor's current User, Crash() and Breach() are preinstalled, which are hers and Unknown's respective Functions. These two Functions were added during Unknown's integration.

Derivation

Usable Functions can be derived from the Transistor coming into contact with the Trace of a Cloudbank citizen. This process may be conducted so as to leave the citizen intact, alive but damaged, or dead, and can also occur long after death if the citizen's Trace is still available near the body.

Sixteen of the Transistor's known Functions were derived from direct contact with Traces, while four other Functions become available through interactions between certain Trace-derived Functions. The only Function not associated with a Trace is Turn(), which allows the Transistor to pause time and queue up movements and attacks, enabling the user to pre-plan attacks against the Process. Turn() is a Function innate to the Transistor, and anyone wielding any Transistor can use Turn()s against opponents.

The Transistor records the Trace Status of each Function's parent Trace as intact, recorded, integrated, or non-recoverable. In most cases, though not all, no Function can be derived from a Trace too damaged to be recovered.

With one unique exception, Traces do not see, feel, or hear any use that is made of their Functions.

Slots

Functions can be applied to the Transistor in one of three types of slots: Active, Upgrade, or Passive.

At the start of the game, the User has access to three Active slots, each with one Upgrade slot, and no Passive slots.

If Red runs out of health, the Function taking up the highest amount of Memory overloads, disabling it. (If this would remove Red's only means of dealing damage, the Function with the next highest Memory usage overloads instead.) The slot containing the next Function to overload is indicated by glowing wires that connect it to the health gauge. At the next Access Point, the player may uninstall the overloaded Function and choose another to install in its place, if available. Overloaded Functions are restored when the player visits two previously unvisited Access Points. If the Priority limiter is installed, this will only restore one overloaded Function at a time. If Red's last remaining installed Function overloads, Red dies and the game restarts from the most recently visited Access Point.

Function Files

Each equippable Function possesses a Function File containing passive demographic data on the person from whom the Function's Trace was taken. Available Function Files can be viewed at any Access Point, whether or not the Function has recently been lost.

Basic Function File information, including the subject's name, image, Selections, and other brief demographic data, can be seen immediately upon unlocking the Function. Each Function File also has three sections of text which can only be seen after the Function has been installed and used in battle. To completely decrypt a Function File's three available sections, the respective Function must be used in each type of slot at least once.

Function Files contain information on the Traces left by people integrated into the Transistor. Each File provides background information on the source of its associated Trace and what their life was like prior to their integration at the hands of the Camerata. Upon the first time a Function File is viewed outside of the influence of the Spine, even if no sections have been unlocked, Unknown makes a brief remark about the person's history.

Unlike Function Files, the unlockable data associated with Limiters consists of a single informational note left there by Royce Bracket.

List of Functions

There are sixteen equippable and four unequippable Functions.

The following Functions can be unlocked and equipped by the User:

The following Functions are unique and unequippable, only accessible in specific circumstances:

Trivia

Related Achievements

Icon Name How to Obtain
Search() Search() Inspect 5 completed Function Files.
Find() Find() Inspect 10 completed Function Files.
Reveal() Reveal() Inspect all completed Function Files.
Memory() Memory() Unlock 32 MEM.
User() User() Unlock every Upgrade Slot and Passive Slot.
Function() Function() Unlock every Transistor Function.
Stack() Stack() Create a Function combination requiring 12 MEM.
Self() Self() Upgrade a Function with a copy of itself.
Only available in Recursion.
Functions

Turn()
Bark() Bounce() Breach() Crash() Cull() Flood() Get() Help() Jaunt() Kill() Load() Mask() Ping() Purge() Spark() Switch() Tap() Void()