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Once these are sorted, you need to rush the central emitter. 4 blasters and 2 launchers should be enough. Remember that you can remove the 3x3 block to open up the tunnel that prevents you from effectively rushing. You have until 5:03 to get the creeper away from the decaying wall.
Then leave a launcher with a mini-rift next to the ring with the capsule in the middle. This will hold the creeper away from the capsule. Add a blaster if you want, but just the launcher will be enough. The final capsule is more important at this point.
Tunnel to 1 tile diagonally above and to the right of the creeper build-up, then seal off one end with a shield and start filling that section with friendly creeper from a maker. Allow the pressure to build as you prepare for the final push.
Then, use repulsors and blasters to push along the corridor. Widen it to 2 blocks to make things easier for yourself, and remember to use mini-rifts. When you get to the openings that the creeper is flowing out of, block them off with a repulsor and blaster.
At this point, you should have enough blasters and power supply to simply walk the blasters through the single block tunnel, easily destroying enough creeper that it starts flowing away from the capsule.
At least, that's how I did it. Level 13 is very fast-paced, it took me about 20 tries to figure out this particular method. You need to rush, there is no other way.
Try to maximize economy, build as much generator as possible. You'll need sience too, but i leave it to you to balance each other out.
Top capsule could be saved by 1 blaster too. Just make tunnel for it at ground level, and use destructible ground as barrier with blaster hovering just a bit forward.