Machine Mind is a survival RTS where you control rovers and turrets to defend your base. You’ll have to survive frequent raids and conquer more areas as you progress towards finding a way to return the Mind Module to orbit. As the game goes on, the enemies you encounter will be far more challenging, and you’ll have to manage your resources carefully to come out victorious.
For more information on the game, please visit its official Steam page here.
Table of contents
The Frost Biome
After you’ve delivered the Oracle Module to Daedalus Base, it will give you a generator module that also acts as a heater and can allow your rovers to survive the harsh cold of the frost biome.
If you don’t go with this heating generator or the heating cabin that becomes available later on, your rovers won’t be able to move properly in the cold and will become extremely slow.

Furthermore, the enemies and the turrets in the Frost Biome are armored, and you’ll need a lot of firepower to break through them.
Your next objective here is to power up the rocket base in this frigid area. You’ll also have to deliver the required amount of fuel to the containers connected to the rocket. Additionally, Oracle is willing to give you the access codes, but for that, you’ll need to find one more Mind Module.

Producing Fuel
By the time you’ve delivered Oracle, you should have a stable production of Alloy. Now, you need to start producing fuel. Most of the advanced weapons consume a lot of power, and you’ll need to install generators to be able to use these weapons.
Fuel can be produced in a Fuel Reactor by combining Chemicals and Oil. You can obtain Chemicals from the Spilt Chemical deposits in the toxin biome area.

There are also several pre-built oil rigs in the toxin biome that you can use to produce oil. You can also use a scanner to find oil deposits in the ground and build an oil drill on it to collect it.
There’s also a Fuel Factory in the toxin biome. This factory can produce fuel similar to the Fuel Reactors. You’ll also have to build some fuel storage containers inside your base to store the fuel.

You can also do the research on fuel containers, as well as the Fueler role, using the Locators. This will allow you to assign a bot with the Fueler role, and they’ll transport fuel from the reactors to the fuel storage.

Preparing For Invasion
Now that you’re producing fuel and can afford to use generators, you’ll need to manage Plasma production, as it’s required for plasma generators and most of the top-tier weapons.
In regular cases, Plasma can be obtained at the Lightning Rod while a storm passes over it. You’ll have to keep watching it or assign a rover near it to make sure it doesn’t get destroyed during the storm, or you won’t be able to get Plasma.

If you max out the research tree, you’ll be able to produce Plasma at Lightning Rods without any storms, all the time. Now that you’re producing Plasma as well, it’s time to get yourself a rover.
Head to the Bot Factory and build a rover that has four platforms, the heating generator module, and two plasma generators, some containers or other add-ons, and four weapons of your choice.

You can pick any weapon between the Impulse Railgun and the Quantum Energy Cannon. Personally, I went with two Impulse Railguns and two Quantum Energy Cannons. Since this rover only has four platforms, it’s best to put two weapons on an elevator surface.
Now that your rover is ready, you can start sending it to the frost biome. It is recommended to build a Repair Shop near the edge of the frost biome so you can keep going back and forth.

With a heavy rover like that, the only thing that’s a threat is those armored turrets. These turrets have a ton of HP and can easily overwhelm you. It’s best to run away, get healed, and try again later, as the enemy units do not generate health.

Rocket And The Unstable Mind Module
If you follow the blue quest marker, you’ll find a yellow Mind Module inside a heavily guarded facility. When you get there, the Yellow Mind Module will talk odd gibberish.
Now, you have to pick up the Yellow Mind Module and bring it to the Daedalus base. Here, you’ll have to swap out the Oracle Module with this new one to get the access codes.

After that, you have to breach the rocket pad. You can get there by following the yellow quest marker. Once you’re there, you’ll have to provide it with a power of 250 to 500.
There are step-down transformers, one near the rocket, and one inside the Yellow Mind Module’s base. You have to repair these transformers and supply the power to them. Each step-down transformer consumes 250 power.

This can be accomplished by using High-Voltage Towers and connecting all of the Geothermal generators in the wastelands, alongside a ton of smaller wind generators. However, you can also use the Nuclear Generator to produce electricity.
After, you have to refuel the fuel tanks. You can find these tanks near the rocket’s location. Once all of the tanks are full and all the other requirements have been met, you’ll be able to activate it.

This concludes our walkthrough for Machine Mind.
If you’re looking for more walkthroughs for the game, check out its main hub here. You can also visit the following pages:
- Into Indie Games Homepage
- Lost and Found Co. Walkthrough Hub
- Esoteric Ebb Complete Walkthrough Hub
- Resident Evil Requiem – Walkthrough Hub
- Tales Of Berseria Remastered – Walkthrough Hub
Fahad Suleman is an avid fan of fighting games who spends most of his time writing walkthroughs and reviews for cozy indie titles or mashing around in Tekken. If he’s not writing or playing any games, you’ll often find him watching historical videos on YouTube for hours.