Guides

TIMELESS Protect and survive as Emissary

Looping, generator discipline, body blocks, and the stuns that actually save a round.

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How to Survive in TIMELESS

Emissaries do not win TIMELESS by hiding until the Entity gets bored. They win by filling generators with gas, keeping eight bodies in the match, and spending Sentinel kits on the chases that matter. This page is the protect-and-survive half of the wiki. It assumes you already queued through Getting Started and can hit revive, carry, and shiftlock from controls. If you are the hunter tonight, leave this article and open How to Play Entity instead.

TIMELESS is a released nine-player Roblox 1v8. Maps are large. Hazards are real. Last 50 Seconds is a second match stuffed inside the first, documented on Last 50 Seconds and maps. Survival is a discipline problem more than a reaction-time problem.

Looping that still finishes the objective

A loop is only good if a generator somewhere else is still being filled. Run tiles that break line of sight, then leave. Construction is small enough that a cinematic loop wastes the whole lobby. Horror Hotel and Yorick’s Resting Place are large enough that you can loop for a long time and still lose because nobody touched gas.

Survivalist kits exist to buy that leave. Guest is the mobility class: gravity coil punch applies Helpless for 2 seconds on a 25-second cooldown, speed coil has a long windup you must not start in the Entity’s face, and regen coil lights you up and makes noise, so it is a heal with a spotlight attached. Jane Doe is the other teaching Survivalist: Charge is a 20-second punch that applies Slowness II for 1.5 seconds, Helpless for 1 second, and Speed II for 2 seconds on hit, or Slowness III for 3 seconds on a miss, and Roll is a 21-second self-peel. Her third ability is still planned, so do not invent a button for it. Use Charge to create space, not to duel Mr. Doe in a hallway out of spite because the lore says they are married.

Loop toward teammates who can actually help. A Support wall from Builderman is a real tile: the Trowel wall has 30 HP, lasts 20 seconds, and Emissaries walk through it. A random locker is not a tile. If you do not know the layout, that is a maps failure, not a looping failure.

Objective discipline: gas is the win condition

Count generators, not chase length. If you are not the current chase, you should be on gas, on a revive, or walking to a generator that is about to be pressured. Pairing two Emissaries on one generator is correct when the Entity is across the map. Triple-stacking one generator while two others sit idle is how 007n7 World Warps into a farm.

Leave a generator when the killer is committed to your tile and a teammate can take over. Do not “finish 2%” if the finish costs a down. A downed body on a generator is a beacon. Carry (C) the body off fire, poison, lasers, powerlines, or lightning before you start revive (R). Some of those hazards only appear in Last 50 Seconds; play the window that is actually on, not the window you wish you had.

Support kits are objective tools. Builderman Blueprint is a 17-second deploy: Sentry at 30 HP with Slowness I for 2.5 seconds, Rocket Turret with Slowness II for 2 seconds, or Dispenser at 1 HP per 0.3 seconds. Drop them on the generator you want the Entity to hate, not on a decorative staircase. HelperBot is his extra pair of hands, not a reason to AFK.

Body blocking without throwing a second body

R6 morphs have collision. Use it. Stand between the Entity and a revive. Stand in a doorway while a teammate finishes a generator tick. Do not body-block in the open against kits that punish stacked bodies. Kolossos Charge can impale two people. Zombie King turns kills into extra zombies through Infection. 007n7 Induction spends charges to turn the dead into c00lkid minions that punch and throw pizza but cannot get the last hit. A messy pile of altruism is how those kits snowball.

Good body blocks are short. You buy the revive animation or the carry pickup, then you peel. Guest speed coil after a block is a leave tool. Jane Roll after a block is a leave tool. Standing still in a doorway because it felt brave is just a second down.

When to stun, and when to hold the cooldown

Sentinel exists to interrupt, not to farm highlight clips. Stun when it converts into a generator tick, a revive, or a cancelled killer commit. Hold the stun when the Entity is already leaving, when you would miss and eat a punish, or when a better Sentinel is already in range.

Confirmed TIMELESS examples:

  • Shedletsky Slash is a 25-second stun (2 seconds, or 2.7 after a Block). Block itself is 20 seconds and can reflect projectiles. Fried Chicken is 30 seconds, 20 HP, three uses, and sharing dumps remaining uses, so do not donate the last chicken into a chase you cannot save.
  • BrightEyes is a Sentinel with Beam Grapple on 24 seconds, a Periastron stun, a light beam, and a shield.
  • Nikilis lands Murderer’s Knife on 15 seconds (Slowness II for 1 second, backstab 2 seconds that charges the revolver) and Sheriff’s Revolver on 28 seconds, stunning 0.6 to 3.5 seconds by distance, down to 0.6 if the shot is beyond 65 studs. Do not revolver from downtown and expect a long stun.
  • Builderman Ban Hammer Slam is Support, not Sentinel, but the 22-second slam still applies Helpless for 1 second. Use it as a peel, not as your only identity.

Always respect cancellable killer buttons. Kolossos Grab can be cancelled by Sentinels. That is a better spend than a random Slash on a killer who is already walking away from a finished generator. Ellernate wants you to panic in long range projectiles and Fire Wall; close the gap or break line, do not hold a stun for a highlight that never lands. Admin is the odd killable killer with rush and heal: pressure him like a player, not like an invuln boss, but do not invent extra health numbers this wiki does not list.

Play the Entity that is actually in your lobby

Read the hunter pages, then change the loop.

  • 007n7 projectile deals 15 damage and Slowness 2 for 2 seconds, and a direct hit swaps positions. Do not stand still to “juke in place.” Rush is a fly grab. World Warp is an invulnerable teleport across 13 to 18 points with c00lkids visible. If you see the kids, the warp is coming; get off the isolated generator.
  • Mr. Doe is free, uses Leap and Charge, and is Jane’s husband in the myth. He is easier to track if you remember he often plays first person because the model blocks his own view. Abuse camera angles he cannot pan.
  • Kolossos telegraphs with a map indicator that paints auras red. Respect Charge, save Sentinel kits for Grab, and do not stack two bodies on the same line.
  • Zombie King wants kills because Infection converts them. Play greedier on saves against him than against a killer with no convert.
  • Ellernate plus Kool Killer, The Stalker, Destroyer Bot, 1x1x1x1, and Admin are the rest of the live hunt roster. If you do not know the kit, default to generator discipline and a short loop, then look the name up on Entities after the match.

Last 50 Seconds is where survival habits flip. Extra hazards come online. Music on Starter Place becomes NOT YOUR HOME. Stop greeding a 99% generator that sits on lightning. Play exits. The tileset page is still maps; there is no separate Last 50 hub because the window is a modifier, not a new game.

Protect your teammates the same way you protect the objective: short body blocks, honest stuns, and a willingness to leave a doomed revive. TIMELESS punishes hero plays that create two corpses for Induction, Infection, or a double impale. Survive ugly. Fill the gas. Leave the highlight for the Entity.

FAQ

Frequently Asked Questions

Quick answers for TIMELESS rounds, codes, and character picks.

What is the real win condition for Emissaries?

Fill generators with gas and keep people alive long enough to finish or to reach Last 50 Seconds. Hiding until the Entity leaves is how the lobby loses. Details on the window are in maps.

When should I stun the Entity?

Stun to finish a generator, secure a revive, or cancel a commit such as Kolossos Grab. Do not stun a killer who is already walking away.

Should I body-block every down?

Block short, then peel. Kolossos can impale two, Zombie King converts kills, and 007n7 can turn the dead into minions.

Which Emissary should I learn first for survival?

Guest for mobility, Shedletsky for honest stuns, or Builderman if you would rather fortify generators. See the Emissary tier list after you can loop.

How do I survive Last 50 Seconds?

Treat it as a new match: extra hazards can appear, so play exits instead of a last greedy generator. Layout notes live on maps.

Where do I read each killer's kit?

Start at Entities, then open 007n7, Mr. Doe, Kolossos, Ellernate, and Zombie King.