Yorick's Resting Place in TIMELESS
Large graveyard-scale map with mausoleum structures, open plots, and fog rotation. Isolation snowballs.
Overview
Yorick’s Resting Place is the graveyard-scale pick in the TIMELESS rotation. It is large, readable in pieces, and easy to get spiritually lost in. Gas generators are farther apart than Construction and farther apart than your panic sprint. Emissaries need objective discipline more than cinematic loops. The layout features mausoleum structures, open plots, seasonal fog zones, and a Final 50 OST cue specific to Yorick’s.
This page is the Yorick’s Resting Place guide: layout, mausoleum navigation, fog rotation, generator positions, and how to play the Final 50 window.
Pair it with Getting Started if this is your first TIMELESS map, How to Survive for looping discipline, and How to Play Entity for isolation-pressure patterns.
Layout and graveyard scale
Yorick’s Resting Place plays large. The open plots and mausoleum structures create a map that rewards map knowledge and punishes panic navigation. Generators are distributed across interior mausoleum rooms and exterior plot zones. No generator is close to another, which means rotations between objectives take real time.
The mausoleum structures are the primary interior spaces. They have multiple entry points, stairwells in some configurations, and sightlines that differ from a standard building. Learn the mausoleum layout before you treat it as a hiding spot.
Fog zones appear on Yorick’s and reduce visibility across open plots. An Emissary who relies on long-range sightlines will lose information in fog. An Entity who pre-positions in fog at a generator approach has the advantage of knowing when the Emissary will arrive.
Generator positions and objective discipline
Generators on Yorick’s are spread across the map in a way that rewards a coordinated eight. A lone Emissary who splits to finish a far generator is isolated from help, which is exactly what the Entity wants.
The key discipline on Yorick’s is not abandoning a generator because you heard something in a fog zone. If you are on a generator tick and the Entity is missing, finish the tick before you rotate. A half-filled generator that gets interrupted is worth less than a generator that finishes.
Pair on generators when possible. Two Emissaries on a generator finish faster and provide cover against a Zombie King isolation play or a 007n7 World Warp intercept.
Mausoleum navigation
Mausoleum interiors on Yorick’s Resting Place have multiple entry points and variable sightlines. An Emissary who knows the mausoleum layout can use the structures to loop the Entity. An Emissary who does not know the layout can find themselves trapped in a dead-end corridor.
For the Entity: patrol mausoleum interiors the way you would patrol any interior, but expect longer rotation times when Emissaries do escape. A chase that leaves a mausoleum on Yorick’s takes longer to return from than a chase that leaves a Construction room.
Kolossos Charge in a mausoleum doorway can impale two if the Emissaries are grouped at a generator inside. The mausoleum structures create natural clustering points.
Fog zones and rotation timing
Fog on Yorick’s Resting Place reduces Entity visibility across open plots. Emissaries who use fog to rotate have a real advantage, but only if they know where they are going. Do not use fog as a hiding tool — the Entity who is patrolling the map will eventually reach the fog area you are hiding in.
Use fog to rotate between generators, not to avoid the Entity. A generator that finishes while you are in fog is worth more than a body that stays in fog until the Entity finds it.
The Entity should pre-position in fog rather than chasing through it. A Kolossos who waits in fog at a mausoleum entrance is more effective than one who chases an Emissary through fog they cannot see through. The indicator that paints red auras pierces fog — use it to track Emissary positions even when you cannot see them directly.
Isolation and snowball pressure
Yorick’s Resting Place is an isolation map. The wide plots and mausoleum structures create natural isolation opportunities. A down in a far plot is a carry problem; Zombie King loves that isolation because Infection wants kills the lobby cannot stack on.
For the Entity: use the space to isolate. Yorick’s gives you room to catch an Emissary alone in a plot or mausoleum wing. 007n7 Induction minions become miserable to clean when the body is a long carry from help.
For Emissaries: do not split alone across Yorick’s without calling your position. A solo Emissary in a far plot is exactly what the Entity wants. Call your location and wait for confirmation that the route to the next generator is clear.
Entity perspective on Yorick’s Resting Place
For the Entity, Yorick’s is an isolation map. Use the wide plots and mausoleum structures to separate Emissaries from their team. Pre-position in fog at generator approaches rather than chasing through fog.
007n7 World Warp across open plots is effective if you have counted the Warp points. Without a counted point map, Warp across open ground can put you in a position where c00lkids are visible but you cannot reach the generator.
Mr. Doe Charge across open plots is a miss waiting to happen. Play first person and take shorter lines. The wide space that favors Warp and Ellernate zone control does not favor a free claw without map knowledge.
Zombie King with Infection is strong on Yorick’s because the wide plots give you room to isolate and the fog gives you pre-position options. The isolation snowball is easier to set up on a map where generators are far apart.
Last 50 Seconds on Yorick’s Resting Place
Last 50 Seconds on Yorick’s adds hazards to open plots and mausoleum corridors that were safe earlier. Fog areas that were navigable in the early round may have lightning in the Final 50 window.
Play for mausoleum exits, not for the last generator. The structures provide cover from some hazard types but not from all of them. An Emissary who knows which exit the Entity is not covering is an Emissary who survives Last 50 Seconds.
For the Entity: pre-position on exit corridors in Last 50 Seconds rather than chasing the last generator. A Zombie King with zombie congestion on the mausoleum exits is more effective than one chasing through fog.
Emissary survival checklist for Yorick’s Resting Place
- Finish generator ticks before you rotate. A half-filled generator that gets interrupted is worth less than a finished one.
- Do not split alone across Yorick’s without calling your position. Call your location before you move.
- Use mausoleum structures to loop, not to hide. The Entity will find you in the structure eventually.
- Use fog to rotate, not to hide. Call your fog rotation so teammates know where you are.
- Do not treat fog areas as safe during Last 50 Seconds. Lightning can strike in fog zones.
- Pre-position for mausoleum exits in Last 50 Seconds. The structures provide better cover than open plots.
Open How to Survive for general looping. Open maps for the other maps in the TIMELESS rotation.