To beat Stage 22 of Collision Course in Age of Origins with a three-star rating, anchor the central lane intersections where paths converge using splash damage, slow effects, and single-target cleanup. Prioritize upgrading your primary choke-point towers rather than buying multiple low-level defenses along the backline.
Starting Layout and Early Wave Setup
Place your initial defenses at the central bend where incoming paths meet. Placing towers at the zombie spawn point starves your energy reserves when multi-lane branches activate later, while placing them right by the base exit leaves no buffer if fast enemies break through.
- Deploy a Rocket Launcher at the central junction to deal area-of-effect (AoE) splash damage to early clusters of walking zombies.
- Deploy a Machine Gun adjacent to the Rocket Launcher along the path edge to pick off surviving low-health units.
- Save your remaining starting energy. Avoid building on peripheral backline slots early, allowing kill rewards to accumulate for mid-wave upgrades.
Tower Roles and Upgrade Priorities
Upgrading an existing tower yields higher burst damage and wider splash radius per energy point than spreading low-tier buildings across the map.
| Tower Type | Tactical Role | Placement Priority | Upgrade Focus |
|---|---|---|---|
| Rocket Launcher | Primary wave-clear AoE splash | Core intersection bends | Upgrade to Level 2 early; reach Level 3 by Wave 6 |
| Machine Gun | Rapid single-target cleanup | Direct path edges | Upgrade to Level 2 early to counter fast runners |
| Electro Tower | Deceleration and crowd control | Entrance curve before the choke point | Base level is sufficient during early waves |
| Laser Tower | High-armor ramp-up damage | Long straight paths exiting the center | Prioritize upgrades before heavy mutant waves |
Countering Fast Runners and Heavy Mutants
Stage 22 mixes fast mutant sprinters with high-density swarms before introducing high-durability elite infected. Counter these unit types by coordinating crowd control with targeted weapon types:
- Fast Sprinters: Slower artillery projectiles frequently land behind sprinting runners. Build an Electro Tower at the entrance curve leading into the central choke point. The slow effect groups the lead runners with the trailing pack, maximizing Rocket Launcher splash hits while giving Level 2 Machine Guns time to finish stragglers.
- Armored Elites: High-durability mutants soak basic ballistic fire and shield trailing runners. Place a Laser Tower along the straight path section directly following the central junction. Positioning the Rocket Launcher slightly behind the Laser Tower ensures AoE blasts clear out minor crawlers first, preventing the Laser Tower from wasting its single-target ramp-up damage on low-tier fodder.
Endgame Execution
The closing waves introduce split pushes with heavy bosses advancing along the main path while runners attempt to slip through alternate lanes.
- Maintain choke-point investment: Keep upgrading your central kill zone rather than panic-buying Level 1 towers near the base entrance.
- Add a backline reserve: Place one high-tier Laser Tower or Machine Gun along the final approach to stop any isolated straggler that survives the main junction.
- Time your tactical abilities: When an elite mutant or boss enters the Electro Tower's slow zone at roughly half health, trigger manual tactical abilities—such as air strikes or mines—directly on top of it. This rapid damage spike neutralizes the heavy threat before it can absorb fire intended for the final waves of sprinters.
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Player Comments
160 players commented on this guide.
Good guide for Age of Origins players. The strategy part was useful.
The explanation is clear, especially for beginners.
The tips are practical and easy to follow.
This saved me time in the early game.