Floor 3 Mad Labs Guide: Bosses and HP
What this page helps you decide: whether your Mythic team is upgraded enough for the Mad Labs, and which room breaks a team that cleared Floor 2
Floor 3, the Mad Labs, is the first floor in The House TD 2 where bosses approach half a million health and where rooms stop having a single exit to defend. This page lists all five rooms with entrance and exit counts, the wave number each boss arrives on, and reported HP for every encounter, then explains which of those changes actually breaks teams that cleared Floor 2 comfortably.

The wave numbers moved, and that changes your economy
On Floor 1 every room ran fifteen waves and the boss closed it. On Floor 3 the final boss arrives on wave 15 in the Slime Vats, wave 17 in the Kennels, wave 18 in the Operating Theater, wave 19 in Containment Breach and wave 21 in the Mastermind Core. Rooms are getting longer, and longer rooms are not simply harder, they are financially different. More waves before the boss means more income before the fight, so the correct spending pattern shifts from surviving to compounding: an upgrade bought on wave 6 of a twenty-one wave room pays out fifteen more times than the same upgrade bought on wave 6 of a fifteen wave room. Teams that plateau on Floor 3 are often spending the way they did on Floor 1, holding money for the boss in rooms that were built to reward early investment.
Three exits: Containment Breach and Mastermind Core
Two Floor 3 rooms abandon the single-exit shape entirely. Containment Breach runs three entrances into three exits, and the Mastermind Core has four entrances, three exits and three separate breach points to protect. In a single-exit room every enemy converges, so one strong cluster of damage eventually sees everything; with three exits there is no convergence point at all, and a layout that concentrates damage leaves two routes unguarded by construction. These two rooms are the reason a team can clear the first three Mad Labs rooms and then fail repeatedly at the fourth despite facing bosses only modestly larger. The requirement changed from total damage to independent coverage, and no amount of upgrading a concentrated layout satisfies it.
The health curve flattens between floors but not inside them
Floor 2 ended at 325,000 and Floor 3 ends at 495,000, a 1.5x step and far gentler than the 4.6x between Floor 1 and Floor 2. Inside Floor 3, however, the spread is still steep: from Slimer at 247,500 up to Mastermind at 495,000, doubling across five rooms, with Mutated Noob at 405,000 already close to the finale. The reading is that Floor 3 does not primarily test damage. If your team handled Demon Duck, it is within range of everything the Mad Labs has in raw health terms. What it may not be within range of is the layouts and the grouped waves, which is where the actual difficulty moved.
Grouped waves are the recurring pattern here
Almost every Mad Labs room includes a wave of identical enemies rather than one boss. The Kennels send three Mad Scientists at 43,200 each, the Operating Theater sends three Lab Guts at 54,000 each, Containment Breach sends two Cage Mutants at 81,000 each, and the Mastermind Core sends House Experiments at 58,500 each on both wave 8 and wave 13, then roughly three Abominations at 135,000 each on wave 20, a combined 405,000 arriving as separate targets one wave before the boss. Pooled totals flatter these waves, because the pooled number never exists as a single health bar. If your team beats the room bosses but leaks during the numbered mini waves, the shortage is coverage, not damage.
How reliable are these figures
Every value here comes from community reporting rather than official documentation, so treat the ordering as dependable and the digits as a snapshot. Wave numbers are the most durable part, because they are structural and they are what you actually plan around when deciding when to upgrade. Health values are the most likely to drift, since balance updates change them and The House TD 2 has shipped several. If your run shows numbers that differ noticeably from these, the sensible conclusion is a patch rather than a mistake. The checked date on this page records when these figures were last confirmed.
Step-by-Step
- Room 1 Slime Vats: 3 entrances, 2 exits. Frankenstein on wave 9 at 72,450 HP, Slimer on wave 15 at 247,500 HP.
- Room 2 Kennels: 3 entrances, 1 exit. Three Mad Scientists on wave 11 at 43,200 each, Feral Cat on wave 17 at 279,000 HP.
- Room 3 Operating Theater: 3 entrances, 1 exit. Lab Guts wave 7, Doc wave 12 at 117,000, Dread Stitch wave 18 at 315,000 HP.
- Room 4 Containment Breach: 3 entrances, 3 exits. Creation wave 10 at 139,500, Mutated Noob wave 19 at 405,000 HP.
- Room 5 Mastermind Core: 4 entrances, 3 exits. Abominations wave 20 at 135,000 each, Mastermind wave 21 at 495,000 HP.
- Spend early in the long rooms and build independent coverage per exit in rooms 4 and 5.
Data Tables
| Room | Layout | Mini boss (wave) | HP | Final boss (wave) | HP |
|---|---|---|---|---|---|
| 1. Slime Vats | 3 in, 2 out | Frankenstein (9) | 72,450 | Slimer (15) | 247,500 |
| 2. Kennels | 3 in, 1 out | Mad Scientist x3 (11) | 43,200 each | Feral Cat (17) | 279,000 |
| 3. Operating Theater | 3 in, 1 out | Lab Guts x3 (7), Doc (12) | 54,000 each / 117,000 | Dread Stitch (18) | 315,000 |
| 4. Containment Breach | 3 in, 3 out | Creation (10), Cage Mutant x2 (15) | 139,500 / 81,000 each | Mutated Noob (19) | 405,000 |
| 5. Mastermind Core | 4 in, 3 out | House Experiment x2 (8, 13), Abomination x3 (20) | 58,500 / 135,000 each | Mastermind (21) | 495,000 |
Figures are player-reported in community video w1ToMRwW01I by Rubenakayoshii, not developer-published. Ratios, shares and expected values are our own arithmetic on those figures. Checked 2026-08-27.
Tips & Notes
- Floor 3 is not a damage check - if you beat Demon Duck you have the damage. It is a coverage check, and rooms 4 and 5 are where that bill arrives.
FAQ
What is Floor 3 in The House TD 2?
Floor 3 is the Mad Labs, a five-room floor ending with the Mastermind at 495,000 HP on wave 21.
Which Mad Labs room is the hardest?
The Mastermind Core, with four entrances, three exits and three breach points, though Containment Breach stops more teams first, because it is where three exits appear.
How much health does the Floor 3 final boss have?
The Mastermind is reported at 495,000 HP, roughly 1.5 times the Floor 2 final boss rather than the 4.6x jump seen between Floors 1 and 2.