Floor 2 Guide: All Five Rooms and Bosses

By TD2 Guides Team Published Updated Community-sourced · version-sensitive · reviewed August 27, 2026
Floor 2 Guide: All Five Rooms and BossesThe House TD 2 · Updated 2026-08-27

What this page helps you decide: whether the team that cleared Floor 1 can clear Floor 2, and which of the five rooms will actually stop it

Floor 2 is where The House TD 2 stops being forgiving. The final boss here holds 325,000 HP against the Floor 1 closing figure of 70,000, and the rooms add something Floor 1 never did: second exits and up to five entrances at once. This page lists all five rooms with their layouts, every boss and mini boss with reported HP, and explains which of those numbers should change how you build.

Community Floor 2 room, boss and layout guide — video guide thumbnail
Video by Rubenakayoshii on YouTube — click to watch
Official promotional image from The House TD 2
Layout you needFinal boss healthFunny FaceSplit across two exits61,000The RipperCover one exit, expect gr…106,250Play PondFour entrances converge175,000
What each Floor 2 room asks of your layout, against the health it throws at you

Exit count is the difficulty axis nobody quotes

Every room on Floor 1 had exactly one exit, which is why Floor 1 rewards concentration: whatever gets through has only one place to go, so a single well-defended choke point protects the whole run. Floor 2 breaks that in the very first room. Funny Face has three entrances and two exits, meaning damage that covers one exit is doing nothing about the other. Rooms two through five return to a single exit but push entrances up instead, ending at five entrances in the Toy Chest. The practical rule is that entrances decide how spread out your coverage has to be, while exits decide whether a leak is survivable. A room with two exits punishes the same team twice for the same mistake, which is why players who breeze through the Ripper can still lose Funny Face with more total damage on the field.

The health curve inside Floor 2, and how it compares to Floor 1

The final bosses climb in a fairly smooth line: Funny Face at 61,000, Ripper at 106,250, Freaky Frog at 175,000, Ravager Rabbit at 225,000 and Demon Duck at 325,000. That is roughly a five-fold rise across the floor, close to what Floor 1 did internally with its own eighteen-fold spread. The more useful comparison is between floors: Floor 1 ended at 70,000 and Floor 2 opens at 61,000, so the first room of Floor 2 is easier than the last room of Floor 1. That overlap is the reason so many players clear Funny Face on their first attempt and conclude the floor is manageable. It is not evidence about the floor; it is evidence that you already beat something bigger. The honest checkpoint is Play Pond at 175,000, the first boss on either floor that a Floor 1 team has never faced anything close to.

Three small bosses are not one big boss

Floor 2 introduces grouped encounters, and their totals are misleading. The Dread Triplets are three bears at 15,000 HP each, 45,000 combined, which looks trivial next to the 106,250 Ripper waiting in the same room. But the pooled figure is the wrong number to plan against, because it never applies to a single target. A team built around one very high single-target unit deletes Ripper and struggles with the Triplets, since two of the three walk while the third is being handled. The Toy Chest pairs this with two Voodoo Bears at 81,250 each, so 162,500 arrives as two separate threats before Demon Duck. If your run keeps failing on grouped waves while single bosses die comfortably, the fix is coverage rather than more damage: an area unit that hits all three at once clears the wave faster than a single-target unit with twice the damage number.

The Toy Chest problem: five entrances, one exit

The last room on Floor 2 has five entrances feeding a single exit, and that shape inverts normal placement advice. With five spawn points, no realistic layout covers every entrance at full strength, so trying to defend the entrances is the losing approach. The single exit is the leverage: every enemy that spawned anywhere has to converge on one destination, so damage placed close to the exit sees every enemy in the room, while damage placed at an entrance sees a fifth of them. This is the opposite of what works in Funny Face, where two exits mean converging never happens. Reading the layout line for each room before you start is worth more than any tier list here, because the same team can be correct in one room and badly misplaced in the next.

Where these numbers come from and how much to trust them

These HP values were reported by players from their own runs rather than published by the developer, which means the ordering is far more reliable than the exact digits. Every player meets these bosses in the same sequence, so the ranking, with Funny Face smallest and Demon Duck largest, is something you can plan around with confidence. The precise figures are a snapshot: The House TD 2 has been updated repeatedly since launch, and boss health is exactly the kind of value that gets tuned between patches. If your run shows different numbers, a balance update is a much more likely explanation than an error on either side. The checked date on this page tells you when these values were last confirmed against community reports.

Step-by-Step

  1. Room 1 Funny Face: 3 entrances, 2 exits. Scare Bear at 33,875 HP, then Funny Face at 61,000 HP.
  2. Room 2 The Ripper: 3 entrances, 1 exit. Dread Triplets at 15,000 HP each, then Ripper at 106,250 HP.
  3. Room 3 Play Pond: 4 entrances, 1 exit. Tortured Teddy Bear at 43,750 HP, then Freaky Frog at 175,000 HP.
  4. Room 4 Rabbit Hole: 3 entrances, 1 exit. Triplets, Scare Bears and Teddy Bears, then Ravager Rabbit at 225,000 HP.
  5. Room 5 Toy Chest: 5 entrances, 1 exit. Two Voodoo Bears at 81,250 HP each, then Demon Duck at 325,000 HP.
  6. Defend the exit in single-exit rooms and split coverage in Funny Face - the layout matters more than the boss HP.

Data Tables

Every Floor 2 room with its layout and reported boss health
RoomLayoutMini bossHPFinal bossHP
1. Funny Face3 in, 2 outScare Bear33,875Funny Face61,000
2. The Ripper3 in, 1 outDread Triplets15,000 eachRipper106,250
3. Play Pond4 in, 1 outTortured Teddy Bear43,750Freaky Frog175,000
4. Rabbit Hole3 in, 1 outTriplets and Scare Bears15,000 / 33,875Ravager Rabbit225,000
5. Toy Chest5 in, 1 outVoodoo Bear x281,250 eachDemon Duck325,000

Figures are player-reported in community video yHflfPM7Etw by Rubenakayoshii, not developer-published. Ratios, shares and expected values are our own arithmetic on those figures. Checked 2026-08-27.

Tips & Notes

  • A team that beat the Floor 1 final boss has already beaten something bigger than the Floor 2 opener - the real checkpoint is Play Pond.

FAQ

How many rooms are on Floor 2 of The House TD 2?

Five: Funny Face, The Ripper, Play Pond, Rabbit Hole and Toy Chest, in that order.

What is the Floor 2 final boss and how much health does it have?

Demon Duck, at the end of the Toy Chest, with a reported 325,000 HP, about 4.6 times the Floor 1 final boss.

Which Floor 2 room is the hardest to defend?

The Toy Chest has the most pressure with five entrances, but Funny Face is the room most teams lose, because it is the only one with two exits to cover.

Rooms
5
Final boss
Demon Duck, 325,000 HP
Most entrances
Toy Chest, 5
Checked
2026-08-27

Sources