Transistor Test Challenge Room guide
Planning Test
There are 7 planning tests in total and in each one the challenge is to destroy the Process in a single turn.
As with the speed test, the functions are arranged in a preset loadout that will tip you off as to the moves you should be using when planning your strategy.
There’s no timer for this one and you'll pass or fail after the Turn ends. As you’re planning your turn, you can see how the events will unfold but as you get to the harder levels, some enemies might be shielded so even if you take out the source of the shield with your first attack, the Turn system will not make allowances for your subsequent attack on what would now be a vulnerable foe.
It can only deal with the information presented in scenario as it is at the start of the turn, so this is where your knowledge of functions and planning will come in handy. You don’t need no stinking Turn system to tell you what is and isn’t going to make contact!
Try utilising this approach back in the field in Cloudbank City. During Turn planning there’s no pressure, you can experiment with different function combinations, undo unwanted actions and you have all the time in the world – unless there’s a disrupter around. The Transistor will be a lot more efficient and you’ll hardly ever lose a function to Overload.
The difficulty ramps up by throwing in scattered enemy formations, terrain used as cover, shielded enemies and more available functions, some of which might just be superfluous, but if you treat it as a puzzle to be solved, you’ll be just peachy.
If you're still left scratching your head, here are the solutions for all 7 planning tests.
Planning Test 1 of 7
You'll need to move twice to line up Red with the 2 rows of Badcells and fire off Breach at the end of each row.
Planning Test 2 of 7
Move Red behind the Jerk and start off with Crash to backstab, followed up by Breach twice, which will deal out the extra damage required in a backstab + combo.
Planning Test 3 of 7
This time around the little buggers are dotted around the map using cover. Use Ping to take care of the Badcell at the bottom of the map, then move up past the first set of columns to fire off Ping at the 2 Badcells on the left. Move to the right to get within range of the last 2 Badcells and Ping them both to wrap up this test.
Planning Test 4 of 7
Think of the Badcells as bowling pins and this should go smoothly. Advance to the wall in front of Red and use Load to deploy a packet directly towards the Badcell at the front and centre. Follow up with Crash to detonate and the whole group will go down.
Planning Test 5 of 7
Use Get on each Fetch to draw them in and follow up with 2 rounds of Tap to finish them off.
Planning Test 6 of 7
Use Jaunt to move Red over behind the unprotected Cheerleader. Fire off Flood twice to take care of the Cheerleaders and the shields they're generating and follow up by using Load to deploy a packet and Crash to detonate to finish off the second Cheerleader and Clucker.
Planning Test 7 of 7
Stack Void 3 times to make the Jerk as vulnerable as possible, then get behind him and use Cull (backstab) for a one-hit kill.
Jump to Section:
- Speed Test
- Planning Test
- Performance Test
- Stability Test
- Agency Test
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