Plague Inc: Evolved: The Ultimate Normal Guide
The Guide
Genes
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.
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%.
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.
NATIVE BIOME
Increases Infectivity ONLY in the country you started in. More useful in countries with larger populations, such as China or India.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
ALLOW ALL SYMPTOMS. Not like you have much of a choice anyways...
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.
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.
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
Unique abilities will be explained as they are used.
DEVOLVE ALL SYMPTOMS THAT MUTATE.
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.
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.
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
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.
Allow any symptoms that evolve.
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.
Infect any country that hasn't been infected yet.
*cough cough* greenland *cough cough*
Under Transmissions, get Water II and Air II.
Continue spreading trojan planes.
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.
Under Symptoms, get Aggression, Acute Encephalitis, Cognitive Scrambling, Schizophrenia, Hallucinations, and Blindness.
You have eliminated humanity. You win!
Allow any symptoms that evolve. This excludes lethal symptoms.
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.
Infect any country that hasn't been infected yet.
*cough cough* greenland *cough cough*
Under Transmissions, get Water II and Air II.
Continue spreading trojan planes.
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.
Under Symptoms, rather than steering towards Aggression, instead go for Obsession, Devotion, and Transcendence.
You have enslaved humanity. You win!
Parasite
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.
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.
Under Symptoms, get Insomnia, Paranoia, Inflammation, Paralysis, Coma, Total Organ Failure, and any other lethal symptoms afterward.
You win!
Prion
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.
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.
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
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.
Nothing is needed, actually.
Devolve Symptoms, even though it will use up 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.
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
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).
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.
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.
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.
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.
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
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.
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.
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.
Under Abilities, get the final trait: Unlock Annihilate Gene.
You win!
Simian Flu
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).
Use either Latent Catalyst for DNA from destroying Gen-Sys labs or Cortisol Sensitivity for an effect similar to Genetic Mimic.
Use Call of the Wild to make apes less likely to be found or Together Strong for an extra DNA from colonies.
Don't ask questions.
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..
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.
Branch out all lethal symptoms you can, especially Total Brain Death.
Shadow Plague
Scenarios
The Cure
Updates
Added the Parasite. An independent guide for the Parasite has also been uploaded.
The Simian Flu has been added. Ending 2 will come in a future mutation...
Fixed a formatting error in Simian Flu that caused the symptom Total Brain Death to be a header instead of italics.
Added the Prion. The independent guide for Prion was also added.
Added the Bio-Weapon. Independent guide also uploaded.
Fixed typos.
Added the Necroa Virus. Independent guide also uploaded.
Changed the Prion guide due to the absurdly fast Cure rate.
Small additions to Necroa Virus. Also fixed typo in Mutation 5.1 (read "Mutaation 5.1")
Added a rundown of every gene in-game.
Removed some dumbass jokes, fixed some wordings. I'm bored while waiting for Deltarune and this is all I have to do right now. The individual guides were privated because why keep them up when this is here... I was a cringe mf in 2021
Cure mode will be coming eventually. I'm just... not into the game right now. However, a new update did come out - The 2025 World Update. I can thankfully confirm that this guide works just fine on it! And even better, it even works on the Plague Legacy scenario!
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