Every Room Layout in One Table
What this page helps you decide: how to set up before a room starts, based on its shape rather than its boss
Boss health tells you whether you have enough damage. Room shape tells you where to put it, and it is the number people look up least. This page collects entrance and exit counts for every documented room across all four floors, and what each combination changes about your setup.

Entrances set your spread, exits set your risk
These two numbers do different jobs and get confused constantly. The entrance count decides how thinly your coverage has to be spread to see enemies at all - with five entrances no realistic layout watches every spawn point, so you stop trying and defend the convergence instead. The exit count decides what a leak costs. One exit means every mistake funnels through a single defended point, so a strong choke absorbs errors. Two or three exits mean the same mistake can arrive anywhere, and damage concentrated in one place is doing nothing about the others. A room with few entrances and several exits is harder than its boss health implies, and the reverse is true too.
The three-exit rooms are a different game
Only two documented rooms have three exits, both on Floor 3: Containment Breach with three entrances and three exits, and the Mastermind Core with four entrances, three exits and three breach points. These are the rooms where a team that cleared everything before it suddenly stalls, and the reason is structural rather than numerical. Every layout that worked until then relied on convergence, and here there is none. The requirement changes from having enough total damage to having three independently sufficient defences, which is a much higher bar for the same roster.
Constrained placement is a third axis
Floor 4 Burning Throne has seven entrances, more than any other documented room, and adds a restriction the others do not: units can only be placed on wooden platforms above lava. That turns board space itself into the scarce resource, which changes how you should rank your units. When slots are plentiful, a unit total output across all its copies is the right measure. When slots are scarce, only damage per slot matters, and units with high totals built from many cheap copies drop sharply in value. Shadow Courtyard follows with six entrances, so the last two rooms of Floor 4 both punish boards assembled for the earlier floors.
Reading the table before the run, not after
The practical use of this page is thirty seconds before you press start. Find the room, read the two numbers, and decide the shape of your layout from them - converge on the exit, split across exits, or cover routes independently. That decision made in advance is worth more than any mid-run correction, because the money you spend in the first waves is what determines where your board can be by the time the boss arrives, and moving units after the fact costs you the compounding you already paid for.
Step-by-Step
- Look up the room entrance and exit counts before starting.
- One exit: concentrate near it, everything converges there.
- Two or three exits: no convergence exists, cover each route separately.
- Many entrances: stop defending spawns, defend the convergence point.
- Restricted tiles: rank units by damage per slot rather than team total.
Data Tables
| Floor | Room | Entrances | Exits |
|---|---|---|---|
| 1 | Kitchen | 2 | 1 |
| 1 | Basement | 2 | 1 |
| 1 | Bedroom | 1 | 1 |
| 2 | Funny Face | 3 | 2 |
| 2 | The Ripper | 3 | 1 |
| 2 | Play Pond | 4 | 1 |
| 2 | Rabbit Hole | 3 | 1 |
| 2 | Toy Chest | 5 | 1 |
| 3 | Slime Vats | 3 | 2 |
| 3 | Kennels | 3 | 1 |
| 3 | Operating Theater | 3 | 1 |
| 3 | Containment Breach | 3 | 3 |
| 3 | Mastermind Core | 4 | 3 |
| 4 | Floor Shrine | 3 | 1 |
| 4 | Oni Gates | 3 | 1 |
| 4 | Withered Garden | 3 | 2 |
| 4 | Burning Throne | 7 | platforms only |
| 4 | Shadow Courtyard | 6 | 1 |
Figures are player-reported in community video WSIfdqA6Ja4 by Rubenakayoshii, not developer-published. Ratios, shares and expected values are our own arithmetic on those figures. Checked 2026-08-27.
Tips & Notes
- Exits decide what a mistake costs; entrances only decide how thin your coverage is. Three exits beats five entrances for difficulty.
FAQ
Which room has the most entrances in The House TD 2?
Floor 4 Burning Throne with seven, followed by Shadow Courtyard with six and the Toy Chest with five.
Which rooms have more than one exit?
Funny Face and Slime Vats and Withered Garden have two; Containment Breach and the Mastermind Core have three.
Do more entrances mean a harder room?
Not directly. Entrances spread your coverage, but exits decide what a leak costs - a three-exit room is usually harder than a five-entrance one.
Sources
- Community Floor 4 Guide by Rubenakayoshii
- Community Floor 3 Mad Labs Guide by Rubenakayoshii