Floor 1 Guide: Every Room, Boss and HP
What this page helps you decide: whether your current team can clear Floor 1 tonight, and which room is the one that will actually stop you
Floor 1 is the easiest floor in The House TD 2, but the difficulty inside it is far from flat: the final boss has eighteen times the health of the first one you meet. This page lists every room, both bosses in each room and their exact HP, then explains what those numbers change about how you place and upgrade units.

The three rooms, and why entrance count matters more than boss HP
Floor 1 is divided into three rooms: the Kitchen, the Basement and the Bedroom. The first two each have two entrances and one exit; the Bedroom has a single entrance and a single exit. That difference decides your layout before any health value does. With two entrances, damage placed near one lane is idle whenever the wave comes from the other, so coverage beats concentration - you want units that reach both paths even at lower total damage. With a single entrance the opposite holds: everything can be stacked on one corridor, and the same team suddenly performs far better than its raw numbers suggest. Players who lose the Bedroom usually lost it by carrying a spread-out Kitchen layout into a room that rewards stacking.
What the health curve tells you about upgrading
The bosses on Floor 1 do not scale gently. The Spike Boss opens at 3,850 HP, the Chef ends the Kitchen at 15,750, the Rat ends the Basement at 24,500, and the Sleepy Noob closes the floor at 70,000 - eighteen times the opening boss. Each room also ends roughly three to four times higher than it began. A team that clears the Kitchen comfortably is therefore not evidence that the floor is handled; it is evidence for about one fifth of the floor. The practical consequence is that upgrade timing matters more than unit count on Floor 1: saving through the Kitchen to upgrade before the Basement usually clears more waves than spending the same money on additional low-level units, because the health curve outruns linear damage additions well before the Bedroom.
Fifteen waves per room, and what that implies for economy
Every room on Floor 1 runs fifteen waves, and each room is harder than the one before it. A fixed wave count with a rising health curve means your income per wave is roughly constant while the requirement per wave is not - so the gap between what you earn and what you need widens as the floor goes on. That is why the floor punishes late upgrading specifically: money spent in the first five waves compounds across the remaining forty, while money held until the Bedroom buys the same upgrade with none of the compounding. If you are clearing the Kitchen with resources left over, that surplus is a signal to upgrade earlier next run rather than a cushion to carry forward.
Reading this page against your own run
The health values above are what other players reported from their runs, not figures published by the developer, so treat them as a reliable ranking and an approximate scale. The ordering - which boss is bigger than which - is the part you can plan around with confidence, because every player meets them in the same sequence. If your run shows noticeably different numbers, the most likely explanation is a game update rather than a mistake on either side; The House TD 2 has been updated repeatedly since launch, and boss health is exactly the kind of value that gets tuned. The checked date on this page tells you when these numbers were last confirmed.
Step-by-Step
- Kitchen: two entrances, one exit. Spike Boss at 3,850 HP, then the Chef at 15,750 HP, across 15 waves.
- Basement: two entrances, one exit. Pinky at 7,700 HP, then the Rat at 24,500 HP, across 15 waves.
- Bedroom: one entrance, one exit. Monster at 35,000 HP, then the Sleepy Noob at 70,000 HP, across 15 waves.
- Spread coverage across both lanes in the Kitchen and Basement; stack everything on the single lane in the Bedroom.
- Upgrade during the Kitchen rather than saving for the Bedroom - the health curve rises faster than added units do.
Data Tables
| Room | Entrances | First boss | HP | Final boss | HP |
|---|---|---|---|---|---|
| Kitchen | 2 in, 1 out | Spike Boss | 3,850 | Chef | 15,750 |
| Basement | 2 in, 1 out | Pinky | 7,700 | Rat | 24,500 |
| Bedroom | 1 in, 1 out | Monster | 35,000 | Sleepy Noob | 70,000 |
Figures are player-reported in community video ti_vGI3Trr4 by Rubenakayoshii, not developer-published. Ratios, shares and expected values are our own arithmetic on those figures. Checked 2026-08-27.
Tips & Notes
- Money spent in the first five waves compounds across the remaining forty; money held for the Bedroom does not.
FAQ
How many waves are there on Floor 1 of The House TD 2?
Fifteen waves in each of the three rooms, so forty-five in total across the floor.
Which Floor 1 room is the hardest?
The Bedroom. It holds both of the largest bosses on the floor - the Monster at 35,000 HP and the Sleepy Noob at 70,000 HP - though its single entrance makes defending easier than the health values alone suggest.
Is Floor 1 the easiest floor?
Yes, Floor 1 is considered the easiest floor in the game, but its final room can still stop an under-upgraded team.