Vought Tower Zone Risk Table
This map guide uses community-reported room names and route advice from the reports. Use it as a scouting guide, then verify exact spawns in your own server after patches.
| Zone | Risk | Geometry | Temp V / Asset Note | Route Advice |
|---|---|---|---|---|
| Boardroom / Bot Table | Very High | Wide room, central table, exposed sightlines | Reported Temp V spawn above or near the table | Grab only when the hunter is distracted; leave through the nearest corner route. |
| Main Office | Medium | Desks and office clutter create crouch cover | Reported local Temp V spawns | Good early sweep zone if you avoid straight hallway exits. |
| Bathroom | High | Tight tiled room, loud movement, limited exits | Reported vial spawn | Do not enter during an active chase unless it is the only break in line of sight. |
| Recording Studio | Medium High | Useful sightlines but close to a choke corridor | Reported desk spawn | Record from the edge, then rotate before the hunter commits. |
| The Deep's Quarters | Very High | Dead-end room at the end of a corridor | Reported bed spawn | Check fast, never hide here after being seen. |
| Homelander's Quarters | Medium | Suite with two hallway routes | Reported shelf spawn | One of the better looping hubs if both exits are open. |
| Starlight's Quarters | Medium | Bright room with multi-hallway access | Reported table spawn | Strong rotation room, weaker for pure hiding. |
| Elevators | High | Vertical escape with predictable audio/timing | No reliable spawn role | Use when you have distance; avoid panic-calling an elevator in the hunter's face. |
Looping and Vertical Movement
Rooms with two exits are better than rooms with one impressive hiding spot. Elevators can break vertical pressure, but the audio and wait time make them dangerous when the hunter is nearby.
Route Taxonomy: Safe, Greedy, and Emergency Paths
A safe path links rooms with multiple exits and cover. A greedy path checks Temp V or phone angles in exposed rooms. An emergency path sacrifices loot for immediate line-of-sight break. Good players know which type they are using before they move, because switching plans in the middle of an exposed hallway is where most eliminations happen.
Elevators are vertical resets, not guaranteed escapes. Use them after you have distance or a teammate pulling pressure elsewhere. If the hunter can hear or see the elevator call, you may be choosing your own trap floor.
Room-by-Room Practical Notes
The Boardroom and Bathroom are high-risk because they invite visibility or cornering. Homelander's Quarters and Starlight's Quarters are better long-form movement hubs because reported layouts include more route options. The Deep's Quarters may be worth a quick item check but should not become your fallback hiding plan.
Video Guide
Embedded community videos help you compare the written route advice with real match movement. Always recheck tactics after large updates.