Beating virus should be a triumph, not a challenge.
Are you fresh to Plague Inc. and struggling with the fickle, ever-changing virus? Never fear for this guide is here! This guide has 3 virus strategies that are sure to help you bring humanity to its knees.
3. Strategy: Bringing Out the Big Guns
This strategy is good for both casual and normal players looking for a speedy run. It makes use of some popular Plague Inc. hacks, for instance starting in India, to get you the result you need: humanity exterminated. Of course, there are many variables in the game and nothing is ever guaranteed, but this strategy should be helpful!
Step 1:
Start in India. It is a highly populated, rural country with a hot, humid climate, perfect for spreading your plague.
Step 2:
Because viruses mutate quickly, it’s important to spread your plague A.S.A.P. before it gets noticed. So when you reach around 9 DNA evolve water 1. Water 1 is especially effective because of India’s humid climate.
Step 3:
There should be a mutation around this time. If it is not lethal, do not devolve it.
Step 4:
When you reach somewhere between 11-15 DNA, buy livestock 1. Livestock 1 is a good investment because India is a rural country.
Step 5:
Observe mutations, and if they don’t kill let them be.
Step 6:
When you have gotten to around 35-40 DNA, evolve bird 1 and water 2.
Step 7:
Around here there should be some more mutations, and also your disease may have been noticed. However, as long as the cure research stays at 0% you have nothing to fear.
Step 8:
When you are between 36-38 DNA evolve livestock 2. Depending on what mutations you have received so far, you may also want to evolve coughing, rash, or sweating in order to up infectivity.
Step 9:
When you have reached 22-24 DNA, then it’s time to start protecting your plague. At this point I’d evolve drug resistance 1 and genetic hardening 1.
Step 10:
Your DNA should be flowing in around now. When you’ve hit between 44-48 DNA, invest in bird 2 and rodent 2. You may also have received a combo (ex. Projectile vomiting), depending on the mutations you have received, that’ll increase your infectivity. Combos are your friend.
Step 11:
When you have between 66-75 DNA and the cure research is going up, evolve drug resistance 2 and genetic hardening 2.
Step 12:
Let the mutations come flowing in. Also, deaths may start being reported at this time. Be careful because it means countries are going to start becoming wary!
Step 13:
At 65-69 DNA evolve rodent 2, and finally everyone’s favorite: extreme zoonosis.
Step 14:
At 72-74 DNA evolve air 2 and everyone’s other favorite: extreme bioaerosol.
Step 15:
At 42-50 DNA evolve cold resistance 1. This is to make sure you get to the mad lads (Greenland I’m looking at you) up north.
Step 16:
At 42-50 DNA evolve skin lesions and genetic reshuffle 1.
Step 17:
After probably a few mutations, everyone should be infected which means it’s time to bring out the hard hitters. Evolve total organ failure, an instant K.O., and also genetic reshuffle 2 because it’s always good to be safe.
Step 18:
At 49 DNA, if humanity isn’t yet on the path to be eradicated, speed things up with necrosis and viral instability. Humanity should pretty much be as good as gone!
2. Strategy: Fast 'N Furious
This strategy is a few steps shorter than the previous one, but the results do not disappoint. Like in the other strategy, viral instability is saved for last because although mutations can save you big bucks, if they evolve too fast, humanity will get suspicious too soon. It’s basically smooth sailing as long as humanity stays in the dark until they’re all infected.
Step 1:
Start in Saudi Arabia, a country that has the airports and ports you need so that your plague can call itself Mr. Worldwide.
Step 2:
At about 10 DNA, evolve air 1, a transmission good for arid places like Saudi Arabia.
Step 3:
At roughly 12 DNA, evolve livestock 1.
Step 4:
At 12-15 DNA evolve water 1, because there’s no point in having ports if we’re not going to take advantage of the ships, right? Also, mutations should have either popped up, or be starting to pop up around now. Keep them if they’re not lethal.
Step 5:
When you hit 23 DNA evolve bird 1.
Step 6:
At 32-37 DNA, evolve rodent 1 and livestock 2. Your disease may have been noticed now, but do not fear because a cure will not be in progress for a while.
Step 7:
At 46 DNA, evolve drug resistance 1 and genetic hardening 1 just to be on the safe side. Also, evolve bird 2 because this is an especially important time for you to be getting your disease around.
Step 8:
At 67-70 DNA evolve rodent 2 and air 2.
Step 9:
Along with many mutations, the first death will be around this step. Constant vigilance!
Step 10:
At 67 DNA evolve water 2 and at last, extreme bioaerosol.
Step 11:
When you’re in the zone of 69-85 DNA, you have plenty of dough to burn. I’d recommend cold resistance 1 and 2 to get at the cold countries, and genetic hardening 2. Depending on what symptoms you have mutated, you should also evolve pneumonia, sweating, and/or sneezing.
Step 12:
When you have around 61-70 DNA, take this chance to evolve drugs resistance 2 and genetic reshuffle 1.
Step 13:
It’s no healthy people left time! Go wild and use whatever DNA you gain to buy fatal symptoms, but also evolve viral instability so that those nasty symptoms might mutate on their own and you end up getting them for free.
1. Strategy: Spend to End
This strategy is an alternative to the other 2, if they didn’t work out or if you just want to spice things up with something new. There’s a lot of DNA spending in this one, so cheapskates, it’s not for you. But even with all the DNA spending, you’ll of course be getting the happy end result of humanity going extinct!
Step 1:
To start with, we’re switching things up and starting in China!
Step 2:
At 11 DNA, evolve rodent 1. Nothing quite like a rat spreading disease in an urban country.
Step 3:
When you hit 11 DNA again, evolve air 1.
Step 4:
At 16-17 DNA, evolve water 1. Your mutations should start rolling in. Never forget the golden rule, if it won’t kill, keep it and thrive.
Step 5:
Your DNA should be collecting quickly about now. Use your wealth to evolve water 1, bird 1, livestock 1, and then water 2 in that order.
Step 6:
At this time a country may have started cure research work. Don’t let them, and when you’re at roughly 26 DNA, evolve drug resistance 1 and genetic harding 1.
Step 7:
At 34 DNA, evolve air 2.
Step 8:
Evolve your never-failing buddy extreme bioaerosol, and also genetic hardening 2 when you are at around 61-70 DNA.
Step 9:
At 62-66 DNA, evolve cold resistance 1 and 2 (you should know why by now), and bird 2.
Step 10:
Countries have probably made fairly decent progress with their cure research at this point. Slow ‘em down with drug resistance 2 and genetic reshuffle 1 when you’re at around 63-70 DNA.
Step 11:
Add to the damage when you’re at around 61-63 DNA by evolving genetic reshuffle 2. Depending on the mutations you were gifted with, also evolve skin lesions, and sweating.
Step 12:
When you have around 53-55 DNA, evolve genetic reshuffle 3 and insanity if it has not yet mutated.
Step 13:
By now it may be no healthy people left hours, but in some cases it may not. However, almost everyone should be infected. When you’re around 15 DNA, evolve viral instability and it should take care of the rest.
Step 14:
At this point everyone should be infected, and it’s time to kick back and relax. Of course, if you just have a burning hatred for humans and want to see them perish in the worst way possible, feel free to invest your DNA in more horrible symptoms like total organ failure or hemorrhagic shock, but that’s just icing on the cake.
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