The House TD 2 floor 1 guide: Room Walkthrough & Boss Tips - Floors

The House TD 2 floor 1 guide: Room Walkthrough & Boss Tips

Learn every Floor 1 room layout, boss wave, health value, defense position, and reward in The House TD 2.

2026-08-18
The House TD 2 Wiki Team
Quick Guide
  • The House TD 2 floor 1 guide covers the Kitchen, Basement, and Bedroom layouts.
  • Rare units are a practical minimum for the first floor’s heavier bosses.
  • Wave 12 introduces the Bedroom mini-boss with 35,000 health.
  • Wave 15 brings Sleepy Noob with 70,000 health and a slow movement pattern.
  • Floor rewards provide 210 coins and 40 XP after a successful room clear.

The House TD 2 floor 1 guide: Map Overview

The House TD 2 floor 1 guide starts with three rooms: the Kitchen, Basement, and Bedroom. Each room uses a different entrance-and-exit arrangement, so positioning matters more than simply placing units at random. Before starting a room, check its information panel to review available drops, bosses, and the enemy index.

Video Highlights:

  • Kitchen defense uses two entrances and one exit.
  • Basement entrances are close together, making them easier to cover.
  • Bedroom has one entrance, one exit, and a late Sleepy Noob encounter.
  • Boss health increases sharply between the Kitchen and Bedroom.

The room information panel is especially useful when learning Floor 1. It displays possible loot and helps you identify which enemies can appear. Use that information to plan your strongest placements before the first difficult wave arrives.

RoomEntrancesExitsMain defensive feature
Kitchen21Central position covers both approaches
Basement21Entrances are close together
Bedroom11Single breach point and late boss spawn
Positioning Tip

Prioritize choke points and corners. A central placement in the Kitchen and a compact setup in the Basement can cover multiple paths with fewer units.

Kitchen Walkthrough and Bosses

The Kitchen is the most straightforward Floor 1 room to learn because it has two entrances but only one exit. Keep your defense near the center of the room so your units can attack enemies from either direction. This setup also gives you more flexibility when a boss enters from a different door.

The first major Kitchen boss is Spike Boss. He enters through the first door and has 3,850 health. A Rare unit can deal with him, while Mythic units should reduce the pressure significantly. Players relying only on weaker units may need tighter placement and stronger economy management.

Chef appears through the second door and has 15,750 health. Unlike some dangerous encounters, Chef does not use a stun ability in this room. That makes him easier to manage if your damage dealers are already positioned at the central choke point.

Kitchen encounterEntry pointHealthRecommended response
Spike BossFirst door3,850Use at least one Rare when possible
ChefSecond door15,750Maintain central damage coverage

The Kitchen also teaches an important habit: do not move all of your units toward the first enemy path. Since both entrances remain relevant, spreading your damage coverage too far can leave the opposite door open. Keep your main attackers where both lanes overlap, then add support only when necessary.

Central Choke Point

  • Covers both entrances
  • Keeps attacks focused
  • Best starting position

Spike Boss Plan

  • Appears from the first door
  • 3,850 health
  • Rare damage is recommended

Chef Plan

  • Appears from the second door
  • 15,750 health
  • No stun ability reported
Kitchen Warning

Do not overcommit to the first entrance. Chef uses the second door, so leaving that side uncovered can create unnecessary leaks even after Spike Boss is defeated.

Basement Layout and Rat Boss Strategy

The Basement has two entrances and one exit, but its entrances are positioned close to each other. This makes the room easier to defend than a map where enemies approach from opposite ends. Place your strongest coverage where the two routes come together, then reinforce the final path toward the exit.

Pinky is one of the Basement bosses and has 7,700 health. Rare and Epic units should handle Pinky more comfortably than weaker early-game placements. The Rat is the more demanding encounter, reaching 24,500 health. A Rare-focused setup is a safer choice because the Rat can absorb more damage before reaching the exit.

Basement bossHealthDifficulty focusRecommended unit quality
Pinky7,700Moderate health poolRare or stronger
Rat24,500High durabilityPrioritize Rare damage

The Basement’s visual layout includes green goo, cheese, and rat traps, but these details do not replace your tactical setup. Treat the room as a compact lane-defense map. The best placements are usually those that attack enemies while they are still grouped near the entrances or turning toward the exit.

Use the room information panel before launching the match. It can show potential loot, the two bosses, and the enemy index for the room. Knowing that the Rat is the heavier target lets you save resources instead of spending everything on early waves.

1

Cover the Shared Approach

Place your first damage unit where both Basement entrances remain within attack range. This reduces the chance that one lane becomes neglected.

2

Build Before the Rat

Add damage or support units during earlier waves rather than waiting for the boss to appear. The Rat’s 24,500 health requires preparation.

3

Protect the Exit

Keep at least one unit close enough to finish enemies that survive the central defense. This backup is valuable when the Rat reaches the final path.

4

Spend Rewards Efficiently

After clearing the room, use the 210 coins and 40 XP reward to improve future Floor 1 attempts.

Basement Advantage

The two entrances are close together, so a compact formation can cover the room efficiently. Save your best damage for the Rat rather than overspending on early enemies.

Bedroom Waves, Mini-Boss, and Sleepy Noob

The Bedroom has the simplest route structure on Floor 1: one entrance and one exit. Its challenge comes from the boss timing and health values rather than from multiple lanes. Sleepy Noob remains asleep on the bed until wave 15, giving you time to build your defense before the final encounter.

The Bedroom mini-boss appears on wave 12 with 35,000 health. This is a meaningful durability check, particularly for players using only lower-rarity units. Rare units are recommended, while Mythic damage can make the encounter more manageable. Keep your placements near corners or other points where enemies remain in attack range for longer.

Sleepy Noob arrives on wave 15 with 70,000 health. His movement is very slow, which gives your units more time to attack. Even so, the large health pool means that poor placement or delayed upgrades can still cause problems.

Bedroom encounterWaveHealthMain tactic
Mini-boss1235,000Prepare Rare damage before the wave
Sleepy Noob1570,000Use long attack time and concentrated damage

The Bedroom also contains several cosmetic details, including bookshelves and a seating area near a small fire. These features are part of the room’s atmosphere, while the key gameplay concern remains the single breach point. Since there is only one route to monitor, you can concentrate your units rather than splitting your formation.

Preparation checkWhy it matters
Damage placed before wave 12Prevents the mini-boss from reaching the exit too quickly
Strongest units near the main laneMaximizes sustained attacks
Upgrades saved for boss wavesImproves response against 35,000 and 70,000 health targets
Exit coverage maintainedFinishes enemies that survive the primary position
Bedroom Timing

Wave 12 is the first major preparation deadline. Build your core defense before the mini-boss, then reserve enough resources to respond to Sleepy Noob on wave 15.

Floor 1 Rewards and Clear Checklist

Each completed Floor 1 room awards 210 coins and 40 XP according to the available guide data. These rewards make successful clears useful for strengthening your roster and preparing for more demanding content. Focus on consistent clears rather than risky formations that depend on perfect timing.

A simple progression plan is to learn the Kitchen first, use the Basement to practice compact coverage, and then approach the Bedroom after confirming that your units can handle the wave 12 mini-boss. The final boss is slow, but its 70,000 health still rewards careful preparation.

Floor 1 Clear Checklist:

  • Review the room information panel before starting
  • Place damage units at choke points or corners
  • Keep Rare units available for tougher bosses
  • Prepare the Bedroom defense before wave 12
  • Reserve concentrated damage for Sleepy Noob on wave 15
Clear objectiveRecommended actionExpected result
Learn the KitchenHold the central positionBoth entrances remain covered
Stabilize the BasementDefend the shared approachEarly waves require less repositioning
Prepare the BedroomBuild before wave 12Mini-boss pressure is easier to control
Finish the final bossConcentrate damage on one laneSlow movement gives more attack time

Use auto-skip carefully if the feature is available in your match. Skipping waves can accelerate income, but turning it off may provide more time to place units and manage the economy during an early attempt. If your roster is still developing, controlled pacing is often easier than forcing rapid wave progression.

Progression Tip

After each clear, compare which boss caused the most pressure. Upgrade the part of your formation that failed first instead of changing every unit at once.

Floor 1 FAQ

Q: What rooms are included in The House TD 2 Floor 1?

Floor 1 includes the Kitchen, Basement, and Bedroom. The Kitchen and Basement have two entrances, while the Bedroom has one entrance and one exit.

Q: Which Floor 1 boss has the highest health?

Sleepy Noob has the highest listed health at 70,000 and appears on wave 15. The Bedroom mini-boss appears earlier on wave 12 with 35,000 health.

Q: What units should I use against the Rat?

Rare units are a practical recommendation for the Rat because it has 24,500 health. Stronger units can reduce the time needed to defeat it.

Q: How many coins and XP does a Floor 1 clear provide?

The room guide lists 210 coins and 40 XP for completing a Floor 1 room.

For additional room details, consult the Floor 1 entry on the THE HOUSE TD Wiki when the page’s naming and data match the current game version.

Data Check

Boss health, rewards, and room behavior can change with updates. Recheck the in-game room information panel if your current run differs from these values.