Plague Inc: Evolved

Plague Inc: Evolved

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Plague Inc: Evolved: The Ultimate Normal Guide
Por someone i guess
Everything Plague Inc: Evolved for Normal Mode. A basically abandoned guide.
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The Guide
Plague Inc: Evolved is a large game. I have condensed every normal guide I have into this one. It is a work in progress and missing game modes will be added as I create them. Scenarios will likely be done soon.
Genes
What are Genes?
Genes are a mechanic that allows you to improve the quality of your plague in different ways, making the virus more versatile or making the game easier to play. Below is a rundown of each gene.

DNA Genes
ATP BOOST
Increases starting DNA by 8.

METABOLIC JUMP
Increases DNA from Biohazard (red) bubbles (for infecting new areas).

CYTOCHROME SURGE
Increases DNA from DNA (orange) bubbles. Especially useful on the Parasite.

CATALYTIC SWITCH
Gives DNA for popping Cure (blue) bubbles.

METABOLIC HIJACK
Automatically pops Biohazard (red) and DNA (orange) bubbles. If playing Simian Flu, also pops Colony (green) bubbles.

Mutation Genes
DARWINIST
Increases Mutation chance by 0.4, the opposite of Creationist.

CREATIONIST
Decreases mutation chance by 0.4, the opposite of Darwinist.

GENETIC MIMIC
Increases Cure Requirement by 15%, making it take longer to complete.

BASE OXIDISATION
Your plague can randomly mutate Transmissions, but Mutation Chance is decreased by 0.1 and Cure Requirement is reduced by 5%.

BASE HYDROLYSIS
Your plague can randomly mutate Abilities, but Mutation Chance is decreased by 0.1 and Cure Requirement is reduced by 5%.

Travel Genes
TERACYTE
Increases Infectivity by 7 when spreading by land.

AEROCYTE
Increases Infectivity by 7 when spreading by air.

AQUACYTE
Increases Infectivity by 7 when spreading by water.

SUPPRESSION
Increases the chance of your plague crossing a closed border. Especially useful as the Fungus.

NATIVE BIOME
Increases Infectivity ONLY in the country you started in. More useful in countries with larger populations, such as China or India.

Environment Genes
XEROPHILE
Increases Infectivity by 0.5 in arid climates.

HYDROPHILE
Increases Infectivity by 0.5 in humid climates.

RUROPHILE
Increases Infectivity by 0.5 in rural environments.

URBOPHILE
Increases Infectivity by 0.5 in urban environments.

EXTREMOPHILE
Increases Infectivity by 0.2. Period.

Evolution Genes
IONISED HELIX
Grants an additional 2 DNA for devolving. On plagues that cost DNA to devolve, reduces devolution price by 2 DNA.

TRANSLESION +
Devolution prices are always 1. No effect on plagues that grant DNA when devolving.

SYMPTO-STASIS
The cost of Symptoms do not increase. Decreases Infectivity by 0.1 in all environments, and decreases Cure Requirement by 12.5%. Simply lowers price increases on Mega Brutal.

TRANS-STASIS
The cost of Transmissions do not increase. Decreases Infectivity by 0.1 in all environments, and decreases Cure Requirement by 12.5%. Simply lowers price increases on Mega Brutal.

PATHO-STASIS
The cost of Abilities do not increase. Decreases Infectivity by 0.1 in all environments, and decreases Cure Requirement by 11%. Simply lowers price increases on Mega Brutal.

Necroa Virus Genes (Necroa Virus)
CYTOPATHIC BOOST
Corpses are more likely to become Zombies.

AUTOLYTIC REDUCTION
Makes zombies last slightly longer.

THERMONECRO
Reduces zombie decay in Hot countries.

DOPAMINE INHIBITOR
Increases the chance a victim will become a zombie

SPLICED ACTIVATION
Active Abilities cost 5-3 less DNA.

Artificial Genes (Simian Flu)
LATENT CATALYST
Grants DNA when destroying a Gen-Sys lab.

CORTISOL SENSITIVITY
Reduces research from Gen-Sys.

ATP OVERDOSE
Grants 15 Starting DNA, but increases devolution prices by 20.

ION DEFICIT
Increases Devolution prices by 5 DNA, but increases Cure Requirement. The opposite of Ion Surge.

ION SURGE
Decreases Devolution prices by 5 DNA, but decreases Cure Requirement. The opposite of Ion Deficit.

Ape Genes (Simian Flu)
ADRENAL SURGE
Increases the speed and strength of apes, but Lethality increases similarly to the Bio-Weapon.

LEADERSHIP
Active Abilities cost 50% less DNA.

VIRAL AFFINITY
Increases Infectivity across apes.

TOGETHER STRONG
Increases DNA from Colony (green) bubbles by 1.

CALL OF THE WILD
Reduces the chance Humans will detect Apes.

Blood Genes (Shadow Plague)
HEALTHY EATER
Increases the health of vampires.

SCAVENGER
Increases DNA from destroying labs or Templar bases.

BRAWLER
Sets the price of Blood Rage to 0.

BERSERKER
Increases the lethality of Blood Rage.

HARVESTER
Increases DNA gained from Blood Rage.

Flight Genes (Shadow Plague)
BAT BOLT
Increases the range of Vampire Flight.

BUDGET BAT
Sets the price of Vampire Flight to 0.

FAIR WEATHER BAT
Vampires fly faster during Vampire Flight if they are not damaged.

AEROPHOBIC BAT
Vampires fly faster during Vampire Flight, but take damage.

SOCIALLY AWKWARD BAT
Triggers a Blood Rage after using Vampire Flight.

Shadow Genes (Shadow Plague)
WITCH DOCTOR
Grants 8 starting DNA.

UNHOLY ENGINEER
Reduces the chance a Drone will spot a lair.

SHADOW SPAWN
Reduces the chance vampires will be noticed if the country has a lair.

FRUGAL RESEARCHER
Reduces the required infections for a Lair (purple) bubble to appear.

MAD SCIENTIST
Automatically pops Biohazard (red), DNA (orange), Cure (blue), and Lair (purple) bubbles.
Bacteria
Gameplay
The Bacteria is the basic template of all Plagues. It mutates automatically every now and then, and is the most basic of any plague, with not much activity and no unique traits. The Bacteria serves as the first and easiest plague to beat, and a starting point for every player (unless you started with the Shadow Plague or Simian Flu). Note that you will GAIN DNA for devolving.

For New Players
Feel free to skip this section if you already know the basics of the game, as this section is aimed for those that haven't played Plague Inc before.

Upon starting, you will select a country. This is where the plague will start. To begin the game, you must click the red Play button (a red bubble with a white (isosceles) triangle pointing right) that appears where you click.

You will indirectly control the plague by evolving it to allow it to spread faster and kill.

When a new country is infected, a red bubble will appear that you can click for DNA. DNA can be used to buy symptoms, transmissions, and abilities for your plague. To open this menu you can click in the bottom left corner or press Q. DNA is also obtained by infecting and killing people.

You can also increase the speed of the game. 1 and P play at normal speed, 2 doubles the speed, and 3 triples it. SPACE will act as a pause.

To spend DNA, simply select a hex (the hexagons with a symbol) and click Evolve if you have enough DNA or double click it. To Devolve something, do the same, and you will get 2 DNA back (or lose DNA on some plagues).

While the virus spreads, Orange bubbles will appear which give DNA.

There are 3 bars at the bottom of the screen when you open the Disease menu.
INFECTIVITY is how fast your virus can spread.
SEVERITY determines how fast the Cure is completed (more on that later) and how fast your virus is detected. You want to make sure this doesn't rise early on.
LETHALITY is to be left for the end-game, as it is how fast the virus will kill.

You want to make sure Severity stays minimal. If any amount is present, a doctor will notice the virus and The Cure will begin, which will end the game if it is complete. Blue bubbles will begin to appear, which you can pop to slow down the speed of the cure. Severity will increase its speed, so be aware of it. The cure can also be slowed by certain abilities and by destroying the head country working on the Cure. If you always keep severity at 0, you can infect the whole world without triggering the cure.

Make sure to stay away from Lethality until the whole world is infected. This is not signified by the message "<plague name> needs to evolve to kill" but rather "There are no healthy people left in the world." Lethality will begin to kill the infected, and it should be saved until endgame, where the final goal is to eradicate humanity.

This guide is meant to be taken in a slow and steady approach. Do not rush, as it will work as long as the Cure doesn't start.

The Game
Before the Game Starts
As any plague, you will automatically mutate symptoms. These can be kept or removed for some extra DNA (or remove it at a price for certain plagues). As a Bacteria, devolve these symptoms instantly to stay undercover and get a few extra DNA.

Part 0.5: The Beginning
Begin in South Africa (or, if you prefer the exact countries, South Africa, Lesotho, Namibia, or Eswatini). This will provide us a small boost in hotter climates in the future. Pause the game afterwards if you are a first-time player, and follow the instructions in Exploring the Interface. Otherwise, skip to Early-Game.

Exploring the interface
Press the bottom left corner or the Q key. This is the Disease Menu, where you can see the status of the plague (Infectivity, Severity, and Lethality) and evolve the plague. In the top right corner, there will be 4 buttons. Overview will not be needed, ever. In the Transmissions tab, you will be able to evolve traits that allow you to spread through climates better, by plane, boat, insect, blood, and more. Under Symptoms, you will find abilities that can increase infectivity... at a cost. These are ones you want to avoid, as it will lead to the start of your untimely end. Finally, under Abilities, you will find traits that will improve effectiveness. This includes Drug Resistance, Unique traits (a group of traits only present in specific plagues), cold/heat resistance, and abilities to impede The Cure. It is important to note that whenever you see the message "<Plague name> has evolved <symptom> without using DNA points", go to Symptoms and devolve it instantly. Go back to the world map, but do not resume. In the bottom right, click the blue button. Here you will see a few things. The right side is the Cure Progress. This shows how much of the world COULD be working on a cure, how many ARE working on it, and how many CAN'T work on it - Working, Potential, and Destroyed, respectively. The center right shows the progress and ETA of The Cure. On the bottom left, you will see, from left to right, uninfected countries in blue, countries that are infected (partially infected pink, fully infected red), and countries that have been eliminated in black. In the center, you will see a pie chart of how many people in the world are healthy, infected, or dead.

If, mid-game, you have no symptoms and someone dies, don't worry- this is a natural disaster, a random event that kills a small portion of the population, usually 100 to 7000.

Part 1: Early-Game
Pop Orange and Red bubbles and devolve symptoms until you have 50 DNA.
Open the Disease menu and, in the top right corner, click on Transmissions. Purchase Air I, Water I, and Water II.

Save up for 100 DNA.
Purchase Air II and Extreme Bio-aerosol in the same tab. Click on Abilities. Purchase Drug Resistance I, Drug Resistance II, and Heat Resistance I.

Save up for 30 DNA.
Under Abilities, purchase Cold Resistance I and Cold Resistance II.

Part 2: The Endgame
Devolve any symptoms until you get the final "There are no healthy people left in the world" message. This is when you want to save up your DNA to prepare to end humanity.

Save up for at least 45 DNA, and obtain the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD."
If you've made it this far, it's time to kill.
Upgrade the following symptoms: Coughing, Sneezing, Immune Suppression, and Total Organ Failure. TOF will kill EXTREMELY fast, so make sure you do this only AFTER everyone is infected. If you have extra DNA, make sure you put DNA into other lethal symptoms (Coma and Necrosis, if you can).

Good job, humanity has ended and you're the reason why humans went extinct. You win!
Virus
Gameplay
The virus is a complex plague that evolves constantly. Be warned, as you must pay DNA to devolve a symptom. It is very hard to control the Virus and is not worth devolving due to the increasing price of devolving. Due to this, you must allow ALL symptoms that evolve. Despite the increasing penalty of devolving, it is still a very good idea to devolve the lethal symptoms until endgame.

Genes
Make sure, whether a newcomer or someone late in the campaign, that you have the gene Creationist, as this is important. If you don't have it, run the Bacteria guide above this section.

DNA Genes (OPTIONAL)
For newcomers, use the gene ATP Boost for 8 extra DNA. If you are coming here from lategame, use Metabolic Hijack, which will pop red and orange bubbles automatically.

Mutation Genes
Use Creationist, as it will reduce the rapid mutation rate of the Virus. This is the only one required.

Travel Genes (OPTIONAL)
Use whatever you like here.

Environment Genes (OPTIONAL)
Use anything, but prioritize the gene Extremophile to provide a boost globally.

Evolution Genes (OPTIONAL)
Here, use the only good gene for the Virus (Translesion+, which makes the devolve price static).

The Game
Part 0.5: The Beginning
Begin in Saudi Arabia. On Casual runs, this is a good spot to begin (along with India) as it has a high population, an airport, and a dock. It will also provide a boost in hotter climates.

ALLOW ALL SYMPTOMS. Not like you have much of a choice anyways...

Part 1: Early-Game
Get your first mutation (13-15 points).
In Abilities, get Drug Resistance I. This improves infectivity in wealthy countries.

Save up 20 DNA.
In Transmissions, get Air I.

Save up 20 DNA.
In Abilities, get Heat Resistance I. Hence the name, this improves infectivity in hot climates.

Save up 20 DNA.
In Transmissions, get Air II.

Save up 30 DNA.
In Transmissions, get Water I AND Water II.

Save up 30 DNA.
In Abilities, get Drug Resistance II. DO NOT LEAVE THE DISEASE MENU.

Part 2: Fighting The Cure
Now that the cure is being created, we need to begin fighting against it, and spread faster too.
Continue from the last step.
In Abilities, get Genetic Hardening I. This slows down the cure.

Save up 40 DNA.
In Abilities, get Heat Resistance II AND Cold Resistance I. This improves infectivity in cold climates.

Save up 70 DNA.
In Abilities, get Cold Resistance II AND Environmental Hardening.

Save up 70 DNA.
In Abilities, get Blood Transmission I AND Blood Transmission II. This will allow you to get more symptoms for free.

Save up 100 DNA.
In Abilities, get Genetic ReShuffle I AND Genetic Hardening II to slow the cure.

Part 3: End-Game
Now that everyone is infected, it's time to increase Lethality, and fast.
Save up at least 50 DNA.
Purchase Coughing, Sneezing, Immune Suppression, and Total Organ Failure under Symptoms. Put points into other lethal symptoms.

Now humans are extinct, good job. You win!
Fungus
Gameplay
The Fungus is a plague that introduces Unique Traits. It is unlocked by completing the Virus on Normal (or, in Pity Mode, Casual). The Fungus plague has 3 unique abilities that will help it spread faster internationally in spite of its poor cross-country transmission (which is 1/10000th the norm), however, it has a considerable bonus in humid climates. Due to how gimmicky the fungus is, it is extremely long and drawn out, but not difficult. Arguably, this plague is the most luck-based as you may not be able to infect every country before the Cure due to the difficult RNG involved.

Unique abilities will be explained as they are used.

Genes
Genes aren't necessary for the fungus, but will substantially speed up its long, tedious process.

DNA Genes (OPTIONAL)
Use Metabolic Jump or Cytochrome Surge, which increases DNA from Red and Orange bubbles, respectively. Alternatively, use Metabolic Hijack to pop these bubbles automatically.

Mutation Genes (OPTIONAL)
It is recommended to use Genetic Mimic here, as it slows the cure (just in case).

Travel Genes (OPTIONAL, BUT RECOMMENDED)
The best choice here is the Suppression gene, which increases the astronomically low (more specifically, 0.0001%) chance of the fungus crossing a border.

Environment Genes (OPTIONAL)
While Extremophile is preferred, Xerophile can be used to make the infectivity in arid and humid climates more equal.

Evolution Genes (OPTIONAL)
Ionized Helix gives you more DNA when you devolve, and it's the only one worth using.

The Game
Before The Game
The Fungus will provide 2 DNA for devolving a symptom. Note that the Fungus is RNG based and takes a very long time, so be on the lookout.
DEVOLVE ALL SYMPTOMS THAT MUTATE.

Part 0.5: The Beginning
Begin in India (or, more specifically, the countries of Bangladesh, India, and Sri Lanka (and, if on iOS, Nepal)). India is a rural, hot, humid country and a good spot to start as it has a very high population (1,457,015,015, to be exact), an airport, a port, and borders 3 countries (which doesn't matter due to the astronomically low chance of spreading past a border).

Part 1: Early-Game
Save up for 66 DNA.
Under Transmissions, get Air I, Air II, Water I, Water II, and Extreme Bioaerosol.

Save up for 33 DNA.
Under Abilities, get Drug Resistance I, Cold Resistance I, and Cold Resistance II.

Save up for 75 DNA.
Under Abilities, get Heat Resistance I, Heat Resistance II, and Environmental Hardening.

Part 2: Final Countries
Now that you're here, you likely have a few more countries left. If there are still uninfected countries, use the special abilities to infect them. These are 12 Spore Bursts, which will infect 1 random country that hasn't been infected, 2 Spore Eruptions, which will infect 5 countries, and Spore Hardening, which will infect every country. Only use as many as you need, as these can't be devolved.

Check the World Menu and make sure EVERY COUNTRY is fully infected (Red, not Pink). This is in case everyone is infected and you haven't gotten the notifier for it.

If no country in the world map has a PINK or BLUE border, and/or you have gotten the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD," move on to part 3.

Part 3: The End
Obtain the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD" and/or have no pink or blue countries in the World menu.
Make sure that all symptoms were devolved. Under Abilities, DEVOLVE Drug Resistance I, Cold Resistance I, Cold Resistance II, Heat Resistance I, Heat Resistance II, and Environmental Hardening. Under Transmissions, DEVOLVE Air I, Air II, Water I, Water II, and Extreme Bioaerosol. THIS IS EXTREMELY IMPORTANT.

Make sure you have at least 45 DNA.
Under Symptoms, evolve Coughing, Sneezing, Immune Suppression, Total Organ Failure, and any other lethal symptoms. Allow mutations.

You win!
Neurax Worm
Gameplay
The Neurax Worm is a manipulative parasite that burrows into the brain of its host. It has been undisturbed in its natural habitat for millennia, but humans have disturbed it from its eternal slumber and given it the means to spread. It's your job to choose whether to eradicate (Ending 1) or enslave (Ending 2) humanity. To unlock it, you must beat every plague (excluding Shadow Plague, Necroa Virus, and Simian Flu) in Brutal or Mega-Brutal in Plague Inc, or on Plague Inc: Evolved, complete the Fungus (guide right above).

The Neurax Worm is entirely different from other plagues, and all symptoms, abilities, and transmissions are changed substantially, although its main premise is close to the Parasite. Its unique ability, on the other hand, is the Trojan Plane, but more on it later.

Genes
The Neurax worm is highly complex. These are some good genes for use with it.

DNA Genes (OPTIONAL)
As always, Use Metabolic Jump or Cytochrome Surge, which increases DNA from Red and Orange bubbles, respectively. Alternatively, use Metabolic Hijack to pop these bubbles automatically.

Mutation Genes (OPTIONAL)
If you do not wish to deal with mutations, use Creationist. If you would like more mutations, use Darwinist. If you don't want to risk the cure, use Genetic Mimic. DO NOT USE BASE OXIDATION OR BASE HYDROLYSIS.

Travel Genes (OPTIONAL)
Anything works here.

Environment Genes (OPTIONAL)
As always, Extremophile. Alternatively, as we will start in an arid climate, you can use Xerophile for a boost in Arid climates.

Evolution Genes
Seeing as we won't be devolving, just use nothing here.

ENDING 1: Worm Food
Before You Begin
This ending involves eradicating humanity, granting the achievement "Worm Food".

Allow any symptoms that evolve.

Part 0.1.1: The Beginning
Begin in South Africa (specifically South Africa, Lesotho, Eswatini, or Namibia).

Part 1.0.1: Early-Game
Save up for 25 DNA.
Under Transmissions, get Concertina Locomotion, Undulatory Locomotion, Air I, and Water I.

Save up for 25 DNA.
Under Abilities, get Cold Resistance I, Trojan Planes I, and Drug Resistance I.

Part 1.1.1: The Trojan Plane
The Trojan Plane leads to the worm manipulating the host's dopamine transporters, leading to its host developing a form of ADHD (Attention Deficit Hyperactivity Disorder) that especially affects pilots. They will want to fly to a target country of your choosing and infect it. Upon purchasing Trojan Planes I, Trojan bubbles (pictured below) will appear, which will allow you to fly a plane to any country to infect it. Simply click on the bubble and click on any country.









Infect any country that hasn't been infected yet.
*cough cough* greenland *cough cough*

Part 1.2.1: Early-Game (Cont.)
Save up for 33-35 DNA.
Under Transmissions, get Water II and Air II.
Continue spreading trojan planes.

Part 2.0.1: Fight The Cure
Save up for 125 DNA.
Under Transmissions, get Air III, Eggs I, Eggs II, Water III, and Eggs III.
Under Abilities, get Drug Resistance II, Cold Resistance II, and Genetic Hardening I to slow the cure that is soon to begin.

Save up for 100 DNA.
Under Symptoms, get Neural Breach, Cerebral Tendrils, Frontal Mesh, Immaturity, and Mania.
Under Abilities, get Genetic Hardening II.

Move on to part 3 once everyone is infected.

Part 3.0.1: Worm Food
In the World Menu, have no pink or blue countries AND/OR Obtain the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD."
Under Symptoms, get Aggression, Acute Encephalitis, Cognitive Scrambling, Schizophrenia, Hallucinations, and Blindness.

You have eliminated humanity. You win!

ENDING 2: Assuming Direct Control
Before You Begin
This ending involves enslaving humanity, granting the achievement "Assuming Direct Control".

Allow any symptoms that evolve. This excludes lethal symptoms.

Part 0.1.2: The Beginning
Begin in South Africa (specifically South Africa, Lesotho, Eswatini, or Namibia).

Part 1.0.2: Early-Game
Save up for 25 DNA.
Under Transmissions, get Concertina Locomotion, Undulatory Locomotion, Air I, and Water I.

Save up for 25 DNA.
Under Abilities, get Cold Resistance I, Trojan Planes I, and Drug Resistance I.

Part 1.1.2: The Trojan Plane
See Part 1.1.1.

Infect any country that hasn't been infected yet.
*cough cough* greenland *cough cough*

Part 1.2.2: Early-Game (Cont.)
Save up for 33-35 DNA.
Under Transmissions, get Water II and Air II.
Continue spreading trojan planes.

Part 2.0.2: Fight The Cure
Save up for 125 DNA.
Under Transmissions, get Air III, Eggs I, Eggs II, Water III, and Eggs III.
Under Abilities, get Drug Resistance II, Cold Resistance II, and Genetic Hardening I to slow the cure that is soon to begin.

Save up for 100 DNA.
Under Symptoms, get Neural Breach, Cerebral Tendrils, Frontal Mesh, Immaturity, and Mania.
Under Abilities, get Genetic Hardening II.

Move on to part 3 once everyone is infected.

Part 3.0.2: Assuming Direct Control
In the World Menu, have no pink or blue countries AND/OR Obtain the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD."
Under Symptoms, rather than steering towards Aggression, instead go for Obsession, Devotion, and Transcendence.

You have enslaved humanity. You win!
Parasite
Gameplay
The Parasite is a plague unlocked after completing the Fungus on Normal (similar to Neurax Worm (on Plague Inc: Evolved (only))).

Unlike the norm, almost all of your DNA will come from red and orange bubbles. This is because the Parasite doesn't get DNA for infections or deaths. To make up for this, Orange bubbles will grant extra DNA. The Parasite also starts with a severity of 7 and has the unique ability Symbiosis, which lowers severity and decreases the severity of symptoms.

There is one continuity error with the parasite. Parasites are creatures that nest inside a host organism and simply live off of it as long as possible. The Parasite you will (indirectly) control is more similar to a Parasitoid, a parasite that lives off of its host at the host's expense, eventually leading to the host's death.

Genes
Since the Parasite is an unusual game mode, normal genes are of different value.

DNA Genes
Since you get a bonus from Orange Bubbles, use Cytochrome Surge for a larger bonus from orange bubbles.

Mutation Genes
While Creationist is useful, use Genetic Mimic if possible.

Travel Genes
Use Teracyte, Aerocyte, or Aquacyte.

Environment Genes
Use Extremophile or Xerophile.

Evolution Genes
Ionised Helix, obviously.

The Game
Before the Game
Allow any non-lethal symptoms.

Part 0.5: The Beginning
Start in any hot country (list time - Algeria, Angola, Australia, Botswana, Brazil, Central America (C. America), Caribbean, Central Africa, Colombia, East Africa, Egypt, India, Indonesia, Iran, Iraq, Libya, Mexico, Middle East, Morocco, New Guinea, Pakistan, Philippine Islands (Philippines), Southeast Asia (S.E Asia), Saudi Arabia, South Africa, Spain, Sudan, West Africa, or Zimbabwe). South Africa is preferred (specifically South Africa, Namibia, Eswatini, and Lesotho).

Part 1: Early-Game
Save up for 30 DNA. Remember to pop all orange bubbles.
Under Transmissions, get Water I and Water II.

Save up for 30 DNA.
Under Abilities, get Symbiosis I and Symbiosis II. Symbiosis will reduce severity and reduce the severity increase of symptoms.

Save up for 30 DNA.
Under Transmissions, get Air I and Air II.

Save up for about 80 DNA.
Under Abilities, get Drug Resistance I, Cold Resistance I, Cold Resistance II, Heat Resistance I, and Heat Resistance II.

OPTIONAL:
Save up for 50 DNA.
Under Abilities, get Drug Resistance II.

Part 2: End-Game
Save up at least 100 DNA. Wait until there are no blue or pink countries in the World Menu and/or get the message "THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD."
Under Symptoms, get Insomnia, Paranoia, Inflammation, Paralysis, Coma, Total Organ Failure, and any other lethal symptoms afterward.

You win!
Prion
Gameplay
Let's immediately start with our continuity error.
Prions don't have DNA or RNA. They are simply misfolded proteins that have the potential to lead to neurodegenerative diseases, namely Alzheimers (cough cough, Simian Flu, cough cough) and Parkinson's Disease. They also can't be cured in real life due to them not having DNA/RNA.
Also, it's pronounced "pree-on".

The Prion is a unique plague in that it is harder to cure and any traits will take a while to enable. This leads to a slightly longer game.

As for the Prion's special ability, it has Neural Atrophy, which slightly increases cure requirement and reduces research speed.

Genes
DNA Genes
As usual, Cytochrome Surge or Metabolic Hijack.

Mutation Genes
Although the cure requirement is 20% higher for the prion, use Genetic Mimic. You can't cure a prion :)

Travel Genes
Teracyte. As usual.

Environment Genes
Extremophile...

Evolution Genes
nothing :)

Gameplay
Before You Begin
Allow non-lethal symptoms to mutate.

Part 0.5: The Beginning
Begin in South Africa.

Part 1: Early-Game
Save up for 50 DNA.
Under Transmissions, get Air I, Air II, Water I, and Blood I.

Save up for 50 DNA again.
Under Transmissions,, get Water II. Under Abilities, get Drug Resistance I, Heat Resistance I, and Cold Resistance I.

Save up for 100 DNA.
Under Abilities, get Drug Resistance II, Heat Resistance II, Cold Resistance II, and Genetic Hardening I.

Part 2: Endgame
Save up for 45+ DNA and infect everyone.
Under Symptoms, get Coughing, Sneezing, Immune Suppression, Total Organ Failure, and any other lethal symptoms. Devolve all transmissions and abilities (except Genetic Hardening) and, as soon as possible, purchase every Genetic ReShuffle.

You win!
Necroa Virus
Gameplay
Oh boy. Nothing is the same anymore, is it?
The Necroa Virus is no exception. You aren't aiming to eliminate the world... You're eliminating them, reanimating them, and eliminating them once more.

If you wanted to, you could control these zombies to do your bidding, but we won't be doing it.

Similarly to the Neurax Worm, all traits are different.


Genes
Same old, same old.

DNA Genes
Metabolic Hijack. Keeps us from having to manually pop bubbles.

Mutation Genes
Creationist, which reduces mutation chance. This is required. If you hate yourself, go without (seriously though, please use it)

Travel Genes
Aerocyte, for extra air infectivity.

Environment Genes
Xerophile, for a boost in arid climates.

Necroa Virus Genes
You'll only get these for beating Necroa Virus.
Nothing is needed, actually.

The Game
Before The Game
This isn't your normal Plague Inc. You will be eliminating humanity, reanimating them, and once again eliminating them.
Devolve Symptoms, even though it will use up DNA.

Part 0.5: The Beginning
Begin in Saudi Arabia.

Part 1: Early-Game
Save up for 15 DNA.
Under Transmissions, get Blood I.

Save up for 15 DNA.
Under Transmissions, get Saliva I and Air I.

Save up for 20 DNA.
Under Transmissions, get Gastrointestinal Expansion and Saliva II.

Save up for 20 DNA.
Under Abilities, get Cold Resistance I and Cold Resistance II.

Save up for 21 DNA.
Under Transmissions, get Water I. Under Abilities, get Drug Resistance I.

Part 2: Reanimation
Keep devolving symptoms. If you infect everyone and dont have enough DNA to move on, That's okay - keep popping Orange Bubbles and devolving until you can.
Infect the world. Save up for 60-65 DNA.
Under Symptoms, get Insomnia, Fever, Photophobia, Delirium, Cytopathic Reanimation, and Anaerobic Resuscitation.

Pop cure bubbles.

Save up for 20 DNA.
Under Abilities, get Autolytic Delay.

Save up for 30 DNA.
Under Symptoms, get Psychosis.

Save up for 30 DNA.
Under Symptoms, get Acute Encephalitis.

Save up for 30 DNA.
Under Abilities, get Putrefactive Resistance. Under Symptoms, get Enhanced Sensory Integration.

Save up for 30 DNA.
Under Symptoms, get Adrenal Surge and Enhanced Motor Control.

Save up for 20 DNA.
Under Symptoms, get Hyperosmia.

Save up for 30 DNA.
Under Symptoms, get Peptide Surge.

Save up for 20 DNA.
Under Symptoms, get Acidic Reflux.


You win!
Nano-Virus
Gameplay
The Nano-Virus is unlocked upon completing the Prion in Normal Mode or higher (or, if using Pity Mode on Plague Inc: Evolved, on Casual or higher). The unique aspect of the Nano-Virus is that it is already slightly used to all climates (Except Humid climates, where it has a penalty) and that upon starting the virus, the Cure (AKA The "Killcode") will instantly be in development. When devolving symptoms, You will be given 2 points each time (4 with Ionized Helix)

Genes
These are genes that are particularly helpful with the Nano-Virus. If you don't have them, don't worry - only one is required.

DNA Genes
Metabolic Hijack is most useful, as you won't need to worry about popping bubbles. Alternatively, you can use either Catalytic Switch to gain DNA from blue bubbles (which, trust me, you get a lot of) OR Cytochrome Surge (which I used) to get 2-7 DNA rather than 1-6 from orange bubbles.

Mutation Genes
This one is REQUIRED - Use Genetic Mimic, as it will buy you very good amount of time, which is EXTREMELY useful, as with the nano-virus, you don't have much time to waste.

Travel Genes
While Teracyte is sufficient, it is reccomended that you use Aquacyte, as it really helps out with infecting islands. I'm looking at you, Greenland.

Environment Genes
While having no gene here can be done perfectly fine, it is recommended. Because the starting country, which I will name later, is a rural country with a hot, humid climate, use Hydrophile for the bonus in humid climates, or, if you have it, use Extremophile for a bonus anywhere. If you have neither, Rurophile is sufficient as well.

Evolution Genes
Although a case where you must devolve isn't too common, use Ionised Helix for that extra DNA, just in case.

The Game
IMPORTANT
Until said otherwise, you will need to devolve certain symptoms if they mutate.
If ANY lethal symptoms (excluding Fever) are mutated, devolve it INSTANTLY unless said otherwise. This also goes for the symptom Insomnia.
I will also refer to the nano-virus as "NV". Also note that you need to upgrade WITHIN 10 SECONDS of having enough DNA (assuming playing on regular speed).



Part 0.5: The Beginning
To start the NV, begin anywhere in Brazil. Yes, it's an unusual spot, with not even a quarter of a billion people, but just go along with it, you'll see it to the end of the game (as long as you don't f**k something up).

Part 1: Early-Game
Save up for 5 DNA.
Under Abilities, purchase Code Fragment Interception. This will decrease the preparation of the killcode by a good amount. The reason we do this so early is because by now the cure is already at least 8% done (and we haven't even truly started yet!). If using ATP Boost, you can swap this with Step 2.


Save up for 10 DNA.
Under Transmissions, purchase Water I. Under Symptoms, buy Cysts. The reason we purchase a Symptom so early on is because global research begins as soon as the game starts, so there's no point in the NV staying hidden in early-game. Cysts will increase infectivity at no cost, considering that all territories know about the NV already. If using ATP Boost, you can swap this with Step 1.


Save up for 10 DNA, again.
Under Abilities, purchase Code Segment Interception to buy the NV some time. Under Symptoms, buy Abscesses to increase infectivity.


Save up for 10 DNA, once again.
This is a simple one. Under Transmissions, purchase Insect I. This will increase infectivity, especially in hotter climates.


Save up for 10 DNA, yet AGAIN.
Under Abilities, purchase Radical Elements Stabilized to buy more time. This acts similarly to Genetic ReShuffle I, however has a stronger effect, decreasing the cure by 95% compared to Genetic ReShuffle's 25% (Or, on this virus, 30%).


Save up for 10 DNA, again, again.
Under Abilities, purchase Cold Resistance I. Since Brazil is a hot country, we should already be used to climates in countries like Saudi Arabia, India, or Egypt, but not colder climates like Greenland, Canada, or Russia. With this, we'll be able to spread faster in colder climates.


Save up for 15 DNA.
Under Abilities, purchase Drug Resistance I. This will allow us to spread faster in richer countries.


Save up for 15 DNA again.
Under Transmissions, purchase Bird I. This will increase infectivity, especially so if a mass bird migration is soon to occur.

Part 2: Corrupt The Killcode
Save up for 25 DNA.
Under Abilities, purchase Genetic Hardening I to slow the cure and Encryption Breached (a more potent version of Genetic ReShuffle II) to buy time.


Save up for 20 DNA.
Under Abilities, purchase Genetic ReShuffle I. If you have the NV unlocked, you probably know what this does by now. Under Symptoms, purchase Sneezing.


Save up for 30 DNA.
Under Abilities, purchase Cold Resistance II. This will further increase infectivity in colder countries.


Save up for 18-20 DNA.
However much it costs, under Transmissions, purchase Water II. This will allow island countries that arent already infected to be infected sooner.


Save up for 20 DNA.
Under Abilities, purchase Genetic ReShuffle II to buy more time.


Save up for 35 DNA.
Under Transmissions, purchase Insect II to further increase infectivity in hotter climates. Under Symptoms, purchase the NV's first lethal symptom: Fever.


Save up for 60 DNA.
Under Abilities, purchase Genetic ReShuffle III to buy time and Genetic Hardening II to slow the cure. Under Symptoms, purchase Skin Lesions.


Starting now, you can allow Insomnia and any lethal symptoms to mutate automatically.


There are 3 ways to end humanity end-game (or actually, mid-game!) that I have come up with. Note that option C is extremely experimental.

OPTION A
Save up for 47 DNA.
Purchase Coughing, Sneezing, Immune Suppression, and Total Organ Failure under Symptoms, FIRST to murder everything. If you already have these, for some reason, and/or have extra DNA, buy Insomnia, Paranoia, Inflammation, and Paralysis SECOND to slow the cure. Then, purchase other lethal symptoms.


OPTION B
Save up for 100+ DNA.
Under Symptoms, purchase Insomnia, Paranoia, Inflammation, and Paralysis FIRST to slow down the cure. Note that, if you already have these, you likely screwed up one of the steps, and it's a miracle you got here. Good job if that's the case, i'm impressed. Anyways, if you have spare DNA, buy any other lethal symptoms, especially Total Organ Failure.

OPTION C
For those with absurd amounts of spare DNA:
All at once, purchase the following under Symptoms:
Insomnia, Paranoia, Inflammation, Paralysis, Coughing, Pulminary Fibrosis, Immune Supression, Total Organ Failure, Coma, Seizures, Insanity, Necrosis
Bio-Weapon
Gameplay
The Bio-weapon. By far one of the hardest plagues in the game. This is an extremely complex plague, so I'll try to explain it as well as I can.

The Bio-Weapon starts with extra infectivity and the cure takes 18% longer than normal. It also gets a bonus 0.3 infectivity in rich countries and, similar to the Nano-Virus, the cure starts instantly (luckily, not globally). There are 4 unique abilities, and the biggest factor: Every in-game day, there is a chance that your lethality will increase naturally. Note that every day this chance gets EXPONENTIALLY higher.

Now for the special abilities.
Gene Compression - Reduces the chance Lethality is increased.
Deactivate Modified Genes - Reduces Lethality directly.
Nucleic Acid Neutralisation - Sets the chance of lethality increasing back to default.
Upon getting all 3 of each of these abilities, you unlock the main feature of the Bio-Weapon:
Unlock Annihilate Gene - By far the deadliest trait in the game. Increases Severity and Infectivity by 40 and Lethality by 100.

Genes (ALL REQUIRED)
The Bio-Weapon is strict. All of these genes will be needed.
No exceptions.

DNA Genes
The one unique gene listed in every one of the guides. Metabolic Hijack will allow you to focus on reducing lethality without the distraction of bubbles.

Mutation Genes
Genetic Mimic is best here, as there's really not another good option.

Travel Genes
Native Biome will give us a good boost in the starting country.

Environment Genes
Xerophile will give us a further boost in the starting country, as we start in an arid climate.

Evolution Genes
ionised helix lol

The Game
Before you Begin
Allow no symptoms. Make sure to always check on your lethality (the purple bar in the DISEASE menu, if you forgot). Even if not instructed to, if Lethality is even somewhat low (but not 0), purchase the next Deactivate Modified Genes.

Part 0.5: The Beginning
Begin in Saudi Arabia.

Part 1: lethality is no
Save up for 10 DNA.
Under Abilities, get Gene Compression I, Gene Compression II, and Deactivate Modified Genes I. If you have no Lethality, do not get DMG (Deactivate Modified Genes).

Save up for 15 DNA.
Under Abilities, get Gene Compression III. If you didn't buy DMG last time, buy it (unless, somehow, you still have no lethality).

Save up for 15 DNA.
Under Abilities, get Nucleic Acid Neutralization I. Under Transmissions, get Air I.

Save up for 20 DNA.
Devolve all symptoms. Under Abilities, get Cold Resistance I. Under Transmissions, get Water I.

Save up for 22-25 (17-20 if you have DMG I) DNA.
Under Abilties, get Deactivate Modified Genes I if you haven't already. Get Deactivate Modified Genes II and Nucleic Acid Neutralization II.

Part 2: Spreading
Save up for 10 DNA.
Under Symptoms, get Cysts and Abcesses.

Save up for 20 DNA.
Under Abilities, get Deactivate Modified Genes III.

Save up for 20 DNA.
Under Transmissions, get Bird I.

Save up for 30 DNA.
Under Abilities, get Cold Resistance II. Under Symptoms, get Coughing.

Save up for 50 DNA.
Allow symptoms from here on out.
Under Transmissions, get Air II and Water II. Under Abilities, get Nucleic Acid Neutralization III.

Save up for 50 DNA.
Under Abilities, get Drug Resistance I and Genetic Hardening. Under Symptoms, get Sneezing.

Save up for 50 DNA.
Under Abilities, get Drug Resistance II.

Part 3: ANNIHILATE
Infect everyone.
Under Abilities, get the final trait: Unlock Annihilate Gene.

You win!
Simian Flu
Gameplay
ALZ-113, The Simian Flu. ALZ-113 is a genetically modified virus created by the Gen-Sys lab intended to increase human intelligence and cure Alzheimer's Disease, but in its current state, is lethal to humans. Apes, on the other hand, are a different story, as ALZ-113 increases their intelligence.

To unlock it, you must beat the Necroa Virus on Brutal in Plague Inc, or, on Plague Inc: Evolved, nothing at all.

Similar to the Virus, symptoms cost points to devolve. Meanwhile, similar to the Necroa Virus and Neurax Worm, transmissions, abilities, and symptoms are different. Genes have also been changed.

There are 3 endings (one of them, The Future Is Bright, will not be covered).

Genes
Genes have been changed for the Simian Flu. I'll start by the replacement genes.

Artificial Genes
In PI, replaces Evolution genes. In PI: E, replaces Mutation genes.
Use either Latent Catalyst for DNA from destroying Gen-Sys labs or Cortisol Sensitivity for an effect similar to Genetic Mimic.

Ape Genes
In PI, replaces Mutations genes. In PI: E, replaces Evolution genes.
Use Call of the Wild to make apes less likely to be found or Together Strong for an extra DNA from colonies.



DNA Genes
Metabolic Hijack or Cytochrome Surge, as usual.

Travel Genes
It is recommended to use Native Biome for increased infectivity in your starting country or Aquacyte for better infectivity to islands (yes, TO, not IN).

Environment Genes
As usual, Extremophile.

ENDING 1: Apes Will Rise!
Apes Will Rise! involves overtaking humans. Upon reaching about 2M population, you should get it.

Before The Game
Allow all symptoms. This excludes Neuro-Enhancement I and any lethal symptoms.

Part 0.0.1: The Beginning
Begin in Indonesia.
Don't ask questions.

Part 1.0.1: Early-Game
Save up for 20 DNA.
Under Abilities, get Simian Neuro-Genesis and Organised Travel.

Save up for 15 DNA.
Under Abilities, get Ape Colonies.
Use the active Ape Colony ability (on the left) on Indonesia.

Save up for 16 DNA.
Under Abilities, get Cognitive Shift and Ape Rampage.

Save up for 30 DNA.
Under Transmissions, get Fomites I and Fomites II. Under Abilities, get Cold Resistance I.
Once every ape in Indonesia has been infected, use the Migration ability to move to any country. Then, create a colony anywhere except Indonesia.

Save up for 40 DNA.
Under Abilities, get Education and Drug Resistance I. Under Transmissions, get Inter-Genus Dissemination I.

Save up for 50 DNA.
Under Transmissions, get Fomites III, Air I, Water I, and Sebaceous Excretion..

Part 2.0.1: Destroy Gen-Sys
Save up for 60 DNA.
Under Abilities, get Primal Awareness, War Paint, Logistics, and Horseback Riding.
Pause the game. Move your colonies around. Spread them out, but not too far.
Unpause. You should now start seeing grey boxes with a flask on them - This is a Gen-Sys lab. Destroy them.

Save up for 80 DNA.
Under Transmissions, get Hominidae Bridge, Air II, and Water II.

Save up for 75 DNA.
Under Abilities, get Primal Hunt, Weapon Creation, and Cold Resistance II.
If any Gen-Sys labs appear, destroy them (using the fist icon). If drones appear, migrate away from them.

Part 3.0.1: Apes Will Rise!
Infect Everyone.
Branch out all lethal symptoms you can, especially Total Brain Death.

ENDING 2: Film Fanatic
Under Development.
Shadow Plague
Coming in an unknown mutation.
I haven't managed to beat it yet :(
Scenarios
Coming in Mutations 6 and up.
The Cure
Coming... soon?
Updates
Mutation 1 (1.1)
01/09/2021
Added the Parasite. An independent guide for the Parasite has also been uploaded.

Mutation 2 (1.2)
01/11/2021
The Simian Flu has been added. Ending 2 will come in a future mutation...

Mutation 2.1 (1.2.1)
01/11/2021
Fixed a formatting error in Simian Flu that caused the symptom Total Brain Death to be a header instead of italics.

Mutation 3 (1.3)
1/17/2021
Added the Prion. The independent guide for Prion was also added.

Mutation 4 (1.4)
1/17/2021
Added the Bio-Weapon. Independent guide also uploaded.

Mutation 4.1 (1.4.1)
1/19/2021
Fixed typos.

Mutation 5 (1.5)
1/29/2021
Added the Necroa Virus. Independent guide also uploaded.

Mutation 5.1 (1.5.1)
1/30/2021
Changed the Prion guide due to the absurdly fast Cure rate.

Mutation 5.2 (1.5.2)
2/6/2021
Small additions to Necroa Virus. Also fixed typo in Mutation 5.1 (read "Mutaation 5.1")

Mutation 5.3
4/7/2021
Added a rundown of every gene in-game.
32 comentarios
OneGamerCat 3 ENE a las 5:06 p. m. 
was doing NV, and before i even managed to get skin lesions, out of nowhere TOTAL ORGAN FAILURE mutated its way into the NV
invincitank 21 SEP 2024 a las 10:50 a. m. 
Typo on NV, Cold Resistance II is only 20 not 30
[Pandora] Tar 11 SEP 2024 a las 5:57 a. m. 
I only did the bottom 2 (Nano/Bio-Weapon) with this guide and they worked perfectly on Normal. Thanks!
PIRATE 19 ENE 2024 a las 11:14 a. m. 
prion is impossible
kanashimih 26 ABR 2023 a las 10:41 p. m. 
if someone wants to win with the Bio-Weapon, here's a guide that helped me pretty fast (if you guys don't know Brazilian-Portuguese, just set your browser to translate it automatically)

https://steamcommunity.com/sharedfiles/filedetails/?id=621892157
kanashimih 26 ABR 2023 a las 10:20 p. m. 
the Bio-Weapon doesn't working for me. the lethality keeps increasing and increasing and i can't keep it low because i've already buy the 3 DMG, and if i try to devolve them, the lethality increased more and i lost DNA to buy it all again. people die faster and i can't do nothing to stop it
3vasion 4 FEB 2023 a las 9:08 a. m. 
@27 brain cells figh the cure by killing the country that has most controbutions to the cure with blood rage or ape rampage. On normal adapt to that contry and kill it with symptons.
whatasillyman 27 FEB 2022 a las 7:22 a. m. 
Thanks a bunch! helped me alot
27 brain cells 4 DIC 2021 a las 10:37 a. m. 
ok so like how do i fight the cure tho
someone i guess  [autor] 28 NOV 2021 a las 4:05 p. m. 
I actually forgot about this, if i find good strategies for Shadow Plague and The Cure i might get back to it