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Age of Origins Attack Monsters Phase: Zombie Levels & Point Scaling

The Attack Monsters phase decoded: why level 6 zombies pay 14x level 1, the level 30 spawn cities worth relocating to, and how to bank fuel before it opens.

4 min readAugust 18, 2026intermediate

Last verified against the live game on August 5, 2026. Balance patches move numbers — check anything that looks off in game and tell us.

Part of the Events series:

Quick Answer

  • Attack Monsters scores zombie kills, and the scaling is steeply superlinear — a level 6 zombie is worth roughly 14× a level 1.
  • That single ratio is the whole strategy: kill the highest level you can, never the fastest level you can — the same rule that governs everyday zombie hunting.
  • The endgame play is relocating to a level 30 zombie spawn area and running auto-kill against a stockpiled fuel supply.
  • Bank fuel between events. Fuel is the real constraint on this phase, not time.
  • Points credit on the kill, so unlike other phases there's no completion-timing trick — just throughput.

Attack Monsters Phase at a Glance

Detail
What scores Zombie kills, with steeply superlinear scaling
The key ratio A level 6 zombie is worth roughly 14× a level 1 — and the curve keeps climbing past 6
The whole strategy Kill the highest level you can, never the fastest level you can
The binding constraint Mobility, refilled by fuel — bank fuel between cycles from the Black Market
Endgame play Relocate to a level 30 zombie spawn area and run auto-kill against a stockpiled fuel supply
Timing tricks None — points credit on the kill, so this phase is pure throughput

The 14× Rule

Most players approach zombie phases by killing whatever's nearby, quickly, for hours. That's the wrong instinct, and the scaling explains why: a level 6 zombie scores about fourteen times what a level 1 does. Not fourteen percent — fourteen times. And that curve keeps climbing well past level 6.

So the phase isn't a test of how many zombies you can kill. It's a test of how high a level you can sustainably farm. A player clearing twenty level-20 zombies will bury a player clearing three hundred level-5s, using less fuel and less attention. Every decision below follows from that.

Farming the Highest Level You Can Hold

Two constraints decide your ceiling, and they're both fixable in advance:

Your army's ability to kill it cleanly. Losses to zombies are wounded, not dead — provided your Hospital capacity holds. Overflow dies, so the level you can farm is the level where your wounded stay inside capacity across a long session, not the level you can beat once.

Your fuel supply. Attacks are gated by mobility, and fuel is the item that refills it — a Fuel (50) card grants +50, and fuel is the only way to hold mobility above its regeneration cap of 100 (200 with an Auto-Kill card active). During the phase that stockpile is the binding constraint, because regeneration alone will not keep an auto-kill grind fed. The Black Market is where you top it up between cycles, and the zombie hunting guide covers the mobility economy in full. Which produces the single most valuable habit here: stockpile fuel between Strongest Commander cycles. Fuel sitting unused on a quiet Tuesday is fuel not scoring on phase day — the same banking logic that governs speedups, applied to a resource most players spend the moment it drops.

The Level 30 Spawn Cities

For developed accounts, the documented endgame play is relocating to a level 30 zombie spawn area and running auto-kill. The community-cited spawn locations are Allow City (537:597), Watson City (657:657), and Perpetual City (657:537) — coordinates worth checking against your own nation's map, since layouts differ and the specifics may shift with updates.

The pattern matters more than the exact coordinates: high-level zombie clusters exist in known places, and the accounts that top this phase teleport to them before the phase opens, not during it. Add the officer appointment habit — combat lineup on before you start grinding — and auto-kill converts your fuel bank into points while you do something else.

What Doesn't Work Here

  • Speedups don't help. There's no timer to shorten; this phase is pure throughput.
  • Low-level sweeping doesn't help. See the 14× rule. Volume is not the variable.
  • Attacking above your Hospital's tolerance doesn't help. Wounded overflow dies, and a dead army can't farm the rest of the phase — the Hospital rule applies here as everywhere.

The Phase-Day Routine

  1. Arrive with fuel banked and your Hospital empty.
  2. Position near high-level spawns before the phase opens.
  3. Appoint your combat officers — the buffs are what let you farm a level higher.
  4. Auto-kill the highest level your capacity sustains, healing between waves.
  5. Watch the wounded count, not the clock.

And remember the phase order rule from the event schedule: once Phase 2 reveals, the rest of the week's sequence is deducible — which tells you exactly how many days you have left to stockpile fuel before this one lands.

Frequently Asked Questions

How does scoring work in the Attack Monsters phase?
Zombie kills score, and the scaling is steeply superlinear — a level 6 zombie is worth roughly 14 times a level 1, and the curve keeps climbing past 6.
What is the best strategy for the Attack Monsters phase?
Kill the highest level you can, never the fastest level you can. A player clearing twenty level-20 zombies will bury a player clearing three hundred level-5s, using less fuel and less attention.
What limits how much you can score in Attack Monsters?
Fuel, not time. Bank it between Strongest Commander cycles — fuel sitting unused on a quiet Tuesday is fuel not scoring on phase day.

Keep the momentum

Read these next — they pick up exactly where this guide leaves off.

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