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Plague Inc. An Ape is for Life Achievement Guide

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...Not just for Christmas, very vague achievement description. The main objective you must do in order to unlock this achievement is to start and put up a colony in Greenland that would last the entire game--it should also be the only colony you hae. You cannot move the colony nor let it be destroyed by drones. Sounds easy right? Let's get to it.

Special thanks to FlakeLCR who gave me a tip on how to get this achievement!

So, the main objective is to start in Greenland, make a colony there, it should last the entire game, it should be the only one, and it should not be moved. That being said, we're attempting this in Casual difficulty.

Recommended Difficulty: Casual
Genes:

  • ATP Boost
  • Aquacyte
  • Ion Surge
  • Together Strong
  • Extremophile
IMPORTANT TIP: Devolve any symptom that mutates up until it costs 5 DNA to devolve, once you reach that point stop devolving, it's just not worth it anymore. Devolving in the early stages will help you evade world governments from taking action against your Simian Flu. This also reduces the chances of your one and only colony being destroyed by drones--In case you don't get it, colony destroyed = no achievement.

Start in Greenland, wait awhile then evolve Simian Neuro-Genesis, wait a little while more then evolve Ape Colonies. As soon as you possibly can build an Ape colony in Greenland. This will be the one and only colony we'll have, this is going to be so fun. Evolve these as well to help generate more DNA from our sole colony of apes.
  • Social Cohesion
  • Cognitive Shift
  • Education

We have now done 50% of what the achievement wants, all we have to do now is win the game. YAY! Now we move onto transmissions, evolve the following:
  • Water 1 & 2
  • Air 1 & 2
  • Extreme Bioaerosol

Obviously, you'd want water maxed out first because Greenland doesn't have an airport. With these transmissions, you're Simian Flu should now have an easier time getting to other countries.

Now we move on to abilities, evolve the following in this order:
  • Drug Resistance 1
  • Heat 1
  • Primal Awareness
  • War Paint
  • Covert Expertise

These abilities will help our plague spread much quicker in rich countries, and hot countries as well. We started in Greenland, a cold country, evolving cold resistance just makes no sense. The ape-abilities will help hide our monkeys from being attacked by drones--or at least that is what I think it does.

We are now done with evolving stuff, now we wait. The most ideal condition before we move onto evolving symptoms is to wait until every single country is infected by our Simian Flu. You can check this by going to the World tab, Data, then Infection Spread Summary. You could also wait until the pop-up saying "everyone's infected" appears, or when there's a total of 7 billion people infected. Your choice, bro.

Or if you're devolution costs start costing more than 5 DNA, you should continue on. It's your game, though, make the call.

Now we kill people, evolve the following symptoms in this order:
  • Neuro-enhancement 1, 2, and 3
  • Total Brain Death
  • Photophobia
  • Subconjunctival Bleed
  • Subconjuctival Haemorrhage
  • Blindness
  • Meningitis
  • Coma
  • Hydrocephalus
  • Hypocoagulability
  • If you have spare DNA, go crazy on murder-symptoms.

Now we wait until we win. If all the conditions are met, you will be greeted by the achievement pop-up when you get to the victory screen.

Thanks for reading this guide, hope it helped and as always, Happy Spicy Gaming!

2 comments :

  1. This one is really, really difficult. I keep either not infecting everyone and having some people left over by the time the disease runs its course, or infect everyone but then can't kill everyone fast enough before the cure is developed.

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  2. I'd avoid getting blindness unless you've already unlocked the "blind geniuses" achievement, because blindness and the neuro-enhancement symptoms cause that achievement, making the cure speed faster. And none of us want those pesky humans curing us

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