The House TD 2 Guides
Start paths, progression order, farming routes, and floor preparation for DeadB Studios' early-beta tower defense — every guide names its sources and carries a checked date.
The game at a glance
The House TD 2 (listed on Roblox as House Tower Defense 2) is a 12-player co-op tower defense where you summon units, equip them with items, and defend rooms full of zombies, ghosts, shadows, demons, and bosses across cursed floors — the official description's own loop, still marked early beta at the 2026-10-03 check. Three systems sit on top of that loop: Voodoo Curses (spend Voodoo Tokens at the Voodoo NPC for a random permanent curse on one unit — twelve curses with documented drop rates), factions (Undead, Paranormal, Demon, Military, Holy, with a plurality rule deciding which faction coins your loadout pays), and cursed floors (Floor 1's single-exit tutorial rooms through Floor 4's seven-entrance lava platform, plus a Horror Mode multiplier and Endless Regular/Gauntlet).
Short on time? The one-paragraph version of the whole game: claim the free Daily Login, Kitty, and Top Hat rewards; learn the loop on Floor 1; expect the 4.6x difficulty jump into Floor 2 to be the real wall; farm Floor 4 Room 4 for Coins and Floor 3 Room 1 for Voodoo Tokens once your team clears them; roll curses knowing a 3% Devil's Pact lands within about 33 rolls; and push Horror Mode only after Floors 1-4.
Every route, summarized
Pick the guide that matches your current problem. Each summary below is the actual child page's content — no dead-end directory cards.
Beginner guide (first-session path)
The structured first session: learn the core loop, claim the three standing free rewards (Daily Login calendar, the free Kitty from the DeadB Studios group, the Top Hat from inviting a friend), and delay rare-currency spending until the game shows what a purchase changes.
Beginners' start path
The correct-game check first — the older The House TD by Spectral Roblox is a different game with different systems — then the summon, equip, defend loop from the official description, with the early mistakes that waste a beta account's resources.
Progression guide
Upgrade order and reset-style decisions for the mid game: which floors to stabilize before pushing, how the 4.6x Floor 1-to-2 jump and the gentler later steps shape when to push versus farm, and where the Faction Center fits.
Farming guide
The community-cited room targets — Floor 4 Room 4 for Coins, Floor 3 Room 1 for Voodoo Tokens — the Endless reward pools, the daily calendar, and the conflicting per-minute coin claims shown both ways with a Coins-per-hour method you can run yourself.
Floors, rooms, modes & bosses
The floor-by-floor field guide: single-exit tutorial rooms on Floor 1, second exits and five entrances on Floor 2, 21-wave rooms on Floor 3, the lava platforms on Floor 4, and the Horror Mode health multiplier that reuses the same maps.
The floor ladder the guides assume
Community-measured boss HP values, checked via the fan guide on 2026-10-03 (its table updated September 16, 2026).
| Floor | Layout | Opening boss | Final boss |
|---|---|---|---|
| Floor 1 | Single exit in every room — the tutorial floor that teaches the loop | Chef — 15,750 HP | Sleepy Noob — 70,000 HP |
| Floor 2 | Rooms gain second exits; entrance counts push up to five | Funny Face — 61,000 HP | Demon Duck — 325,000 HP |
| Floor 3 | Rooms stretch to 21 waves and add three-exit rooms | Slimer — 247,500 HP | Mastermind — 495,000 HP |
| Floor 4 | Wooden platforms above lava; one room has seven entrances | Water Oni — 540,000 HP | Shadow Ganesha — 1,125,000 HP |
Difficulty jumps between floors: 4.6x (1 to 2), 1.5x (2 to 3), 2.3x (3 to 4) — the first transition is the game's wall. Full tables, including Horror Mode values, live on the maps and systems wiki.
The guide clusters
The three core cluster cards, for readers who want the direct route.
Continue with your next task
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