Roblox fan wiki · Vought Tower survival

Vought Tower Map Guide

Vought Tower route guide with room risk, exits, elevators, loops, and safe movement priorities for Survive Homelander.

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.

ZoneRiskGeometryTemp V / Asset NoteRoute Advice
Boardroom / Bot TableVery HighWide room, central table, exposed sightlinesReported Temp V spawn above or near the tableGrab only when the hunter is distracted; leave through the nearest corner route.
Main OfficeMediumDesks and office clutter create crouch coverReported local Temp V spawnsGood early sweep zone if you avoid straight hallway exits.
BathroomHighTight tiled room, loud movement, limited exitsReported vial spawnDo not enter during an active chase unless it is the only break in line of sight.
Recording StudioMedium HighUseful sightlines but close to a choke corridorReported desk spawnRecord from the edge, then rotate before the hunter commits.
The Deep's QuartersVery HighDead-end room at the end of a corridorReported bed spawnCheck fast, never hide here after being seen.
Homelander's QuartersMediumSuite with two hallway routesReported shelf spawnOne of the better looping hubs if both exits are open.
Starlight's QuartersMediumBright room with multi-hallway accessReported table spawnStrong rotation room, weaker for pure hiding.
ElevatorsHighVertical escape with predictable audio/timingNo reliable spawn roleUse 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.

Watch and learn

Video Guide

Embedded community videos help you compare the written route advice with real match movement. Always recheck tactics after large updates.