Yorick’s Resting Place is an official Retro Tower Defense map name confirmed through public badge data. Community descriptions often call out its graveyard theme and separated or elevated-looking placement areas, but the active route and legal tiles can change. This page therefore gives you a live scouting worksheet instead of pretending that old pixel coordinates are permanent.
Map-read checklist
Build a first-clear loadout
Bring six jobs: an affordable opener, group damage, a durable-target carry, support or control, economy and a flex slot. The flex should answer what the live preview shows—detection, a second cheap defender or additional boss damage. A named community meta tower is not a substitute for a job you can actually afford and place.
Place the opener where its range covers path length, not where the scenery looks central. Upgrade it until the lane is stable, then establish the second damage role. Put support after you have chosen the carry cluster. Economy should never consume the cash needed for the next proven breakpoint.
Prepare for a Yorick or Endless objective
The map name and the tower named Yorick are separate game entities. Do not assume that playing Yorick’s Resting Place automatically unlocks the Yorick tower, spawns a particular boss on a fixed wave or satisfies an event task. Read the current mode panel, mission text and badge description before queueing.
For a long run, sketch the final board early. Mark which opening units will be sold, which tiles must stay available for scaling damage, and which support radius can cover the most useful placements. Record the first durable enemy that survives the main cluster; that is the point to compare boss DPS or control, not a reason to rebuild the entire opener.
Co-op callouts
Assign lanes and spending responsibilities in chat before wave one. A clear division is: player one opens, player two prepares the other lane or AoE, one player owns support timing, and everyone keeps an agreed emergency reserve. Call out a sell before removing coverage. If a mission counts personal placements or damage, verify its wording rather than assuming shared progress.
Fast failure diagnosis
- Leak before the first upgrade: lower the opener cost or improve its position.
- Groups leak while bosses die: add AoE or widen coverage.
- One final enemy survives: preserve wave clear and improve focused damage/support.
- A property cannot be hit: move detection earlier or use the flex slot.
- Economy never repays: remove it for the short badge run.
Recheck the live badge panel and tower cards after updates. Official data confirms the map identity; all route and strategy details should be validated in the current server.
Frequently confused questions
Does this map unlock Yorick? Do not assume so. The map, tower, boss, mission and badge can use related names while having separate conditions. Only the current unlock panel or mission text can establish a reward.
Are elevated areas automatically stronger? No. Confirm they accept the tower and preview how much active route sits inside range. A lower bend with repeated contact can outperform a scenic high platform.
Build a repeatable route
Take one empty-map screenshot and label entrance, overlap, carry cluster, support center, economy edge and exit backup. During the run, write the first near-leak and the purchase that fixed it. If a separate entrance causes the loss, move the flex slot there before increasing boss damage. If only one durable enemy survives, keep the opening plan and adjust carry or support. Co-op teams should assign lane ownership and say when a working placement will be sold. This route sheet remains useful even when exact tower balance changes.