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This is a guide to beating the Boss Hell House in the game Final Fantasy 7 Remake (FF7R). This article explains Hell House's attack patterns, weaknesses, and tips and strategies for defeating it on both Normal and Hard Mode.
List of Contents
Hell House | ||
---|---|---|
Species | Movement | Type |
Artificial Life | Grounded | Boss |
Don Corneo’s secret weapon, a monster in the form of a house. No one knows how it was built.
When it shifts barriers, hit it with the opposing element, such as ice to fire or lightning to wind, to rapidly fill its stagger gauge. When God House Mode is active, attacks will be less effective at filling the gauge, but for a short time after this mode ends, it will be much easier to stagger.
Easy | Normal | Hard | |
---|---|---|---|
HP | 18770 | 34128 | 84888 |
Attack | 125 | 328 | |
Magic Attack | 125 | 328 | |
Defense | 136 | 342※ | |
Magic Defense | 106 | 268 |
Weakness / Status Ailments | Magic | |
---|---|---|
Lesser Resistances | - | |
Greater Resistances | Physical | |
Immunities | Silence, Slow, Proportional Damage | |
Absorbed Elements | Magic |
Melee |
Ranged |
Magic |
Fire |
---|---|---|---|
×0.5 | ×0.5 | ×1 | ×2 |
Ice |
Lightning |
Wind |
- |
×2 | ×2 | ×2 | - |
Phase 1 | Phase 2 | Phase 3 | Phase 4 |
---|---|---|---|
10 seconds | 10 seconds | 10 seconds | 10 seconds |
Hell House can change its own element, reversing or changing its weaknesses and absorbed elements.
Keep an eye on its color to tell what element it is!
Each time Hell House takes a set amount of damage, it will change its form and its attack pattern. Keep these phases in mind as you fight to end this house from hell!
Remaining HP | Method of Attack |
---|---|
100% | Attacks with chairs and toys, changes elements with Barrier Shift |
75% | It will begin using God House Mode, making it almost invulnerable to damage |
25% | Will use Heavensward and Hellbound to attack from atop the walls |
Easy/Normal | Hard | |
---|---|---|
Gil | 650 | 2250 |
AP | 10 | 30 |
Exp | 650 | 4500 |
Items Dropped | Fuzzy Wuzzy (50%) | |
Rare Items Dropped | Mr. Cuddlesworth (25%) | |
Steal | Mr. Cuddlesworth (25%) |
No Enemy Skills can be learned from Hell House.
Phase | Situation |
---|---|
Phase 1 | For 2 seconds after dealing physical damage equal to 1% of its max HP. |
Phase 2 | For 4 seconds after dealing physical damage equal to 2% of its max HP. |
− | For 3 seconds after destroying one of its arms. |
− | The period of time after exploiting its weakness while it charges Double Rocket Charge, Chair Salvo Deluxe, Renewed Hospitality, or Housing Shock and goes into God Mode. |
− | For 8 seconds after exploiting its weakness during Heavensward when it uses Hellbound. |
Name | HP | Details |
---|---|---|
Arms | 1% of Hell House's max HP | ・Takes 2x damage from physical attacks ・Takes 0.1x damage from magic attacks |
Name | Element | Blockable? | Knockdown? | Status |
---|---|---|---|---|
House Call
|
- | No | Yes | - |
Jumps from one spot to another. | ||||
Chair Salvo
|
- | Yes | No | - |
Fires homing chair missiles at a target. Upgrades to Chair Salvo Deluxe in God House Mode. | ||||
Fire Crackers
|
- | No | No | - |
Drops stuffed animal fire crackers on the ground that explode after 30 seconds or if approached. | ||||
Ram
|
- | Yes | Yes | - |
Does a small charge. | ||||
Barrier Shift
|
- | - | - | - |
Changes its elemental weakness. | ||||
Jetstream
|
Yes | Yes | - | |
Rockets shoot out flames as Hell House spins half a circle on the spot. | ||||
Rocket Charge
|
- | No | Yes | - |
Boosts into a target after shooting flames from behind itself for 6 seconds. Upgrades to Double Rocket Charge in God House Mode. | ||||
Double Rocket Charge
|
- | No | Yes | - |
Engulfs itself in flames and boosts into a target after 6 seconds. Can boost again at another target. | ||||
Chair Salvo Deluxe
|
Yes | No |
(40 sec)
|
|
Freezes itself and fires homing chair missiles at a target. | ||||
Housing Rush
|
- | Yes | Yes | - |
Charges at a target while flailing its arms. Will come to a stop and attack with the arms on its roof if contact is made. Upgrades to Housing Shock while in God House Mode. | ||||
Housing Shock
|
No | Yes | - | |
Channels electricity through its body and charges at a target while flailing its arms. Will come to a stop and attack with the arms on its roof if contact is made. | ||||
Hospitality
|
- | No | Yes | - |
Inhales a target through its door and binds them for 5 seconds. If damage equal to 1% of its HP is dealt or it is hit with an ability or Limit Break, it will release the target sooner. Upgrades to Renewed Hospitality in God House Mode. | ||||
Renewed Hospitality
|
- | No | Yes | - |
Sends wind blowing throughout its body and inhales a target through its door and binds them for 5 seconds. Freeing an ally from this ability is the same as Hospitality. | ||||
God House Mode
|
- | - | - | - |
Shields itself from most to all damage, leaving only its front arms vulnerable. | ||||
God House Mode Primer
|
- | - | - | - |
Prepares to enter God House Mode. | ||||
Heavensward
|
- | No | Yes | - |
Takes off into the sky above the arena, counting down from 3 to 1 while using Chair Salvo and Fire Crackers. When the countdown finishes, will execute Hellbound and crash down onto a target. Can be knocked out of the sky if hit by its elemental weakness right before Hellbound goes off. |
*Status Effects and Ailments Guide
Cloud | Aerith |
The Hell House is encountered in Chapter 9. During this chapter, Cloud and Aerith are available.
Cloud | Role: Attacker Weapon: Iron Blade Armor: Caliginous Bracelet Accessory: Power Wristguards |
---|---|
Aerith | Role: Mage Weapon: Silver Staff Armor: Caliginous Bracelet Accessory: Bulletproof Vest |
Weapon (3 Slots) | |
---|---|
Armor (3 Slots) | |
Summon | |
Cast Regen at the beginning of the battle and every time it expires. Use Focused Thrust to pressure Hell House and make this fight easier. Spam Bio (or higher) when it uses God House Mode since it is non-elemental. Fat Chocobo is your safest summon here as using other summons might just heal the Hell House if it shifts to a barrier that can absorb its element.
Weapon (3 Slots) | |
---|---|
Armor (3 Slots) | |
Summon | |
Aerith can deal more damage with the spells from Poison materia since she has exceptionally higher Magic stat than Cloud. Control Aerith when the Hell House flies to deal damage from afar.
Phase Summary | |
---|---|
1 | Uses mostly Chair Salvo and Fire Crackers to attack |
2 | Will change element with Barrier Shift |
Phase Summary | |
---|---|
1 | Phase starts at 75% HP, where Hell House jumps on to a platform out of reach |
2 | Will start using God House Mode, Jetstream and House Call |
3 | The Arms still take physical damage during God House Mode |
Phase Summary | |
---|---|
1 | Phase starts at 25% HP and opens with Heavensward |
2 | Heavensward is always followed by Hellbound |
3 | Chair Salvo and God House Mode appears in upgraded versions |
★ Strategy Checklist ★ (Click to jump) |
||
---|---|---|
|
Since Hell House will change its weaknesses on the go, you'll want to equip Fire, Lightning, Ice and Wind Materia on Cloud and Aerith beforehand.
Hell House will use Barrier Shift to change its element and consequently its weakness. The color of its windows will let you know what element Hell House currently is, and it will use attacks based on what it element it is as well.
Using Aerith with her high Magic Attack stats, we managed to deal 1000 damage when hitting its weaknesses, so we recommend equipping her with as many different Magic materia as possible.
Window Color (Element) Element Attack |
Weakness |
---|---|
Red (Fire) Double Rocket Charge |
Ice (Blizzard magic) |
White (Ice) Chair Salvo Deluxe |
Fire (Fire magic) |
Green (Wind) Renewed Hospitality |
Lightning (Thunder magic) |
Blue (Lightning) Housing Shock |
Wind (Aero magic) |
Most of Hell House's attacks have many projectiles and cover a wide area, but you can avoid them if you run in larger circles, fully using the Colosseum space available.
While in God House Mode, as the name would suggest, Hell House will set up a barrier and make itself nearly invulnerable to physical attacks.
However, you can still attack its Arms and should definitely do so. You can keep using magic on Hell House itself to deal damage and try to Stagger it.
From Phase 3, Hell House will use Heavensward (No, it won't throw the expansion at you) to jump onto the walls and attack from above.
Heavensward is mainly a combination of Fire Crackers and Chair Salvos raining down on you and can be avoided without much trouble, but it ends with a move called Hellbound.
Hellbound is quite hard to avoid and deals a lot of damage, so try to stay as far away from Hell House as possible before it counts down from 3.
Cloud | Weapon: Buster Sword Armor: Force Bracelet Accessory: Champion Belt |
---|---|
Aerith | Weapon: Mythril Rod Armor: Chain Bangle Accessory: Circlet |
You will need to have some Physical damage to handle the Tonberries with a single Triple Slash while still having enough Magic damage to deal with the Hell House. This is where the Buster Sword comes in handy.
Having Aerith lean more into offensive magic can shorten the Hell House fight. Mythril Rod is a good choice as it has the highest Magic damage stat.
The number of slots in your Weapon may vary depending on your Weapon Level.
Weapon (6 Slots) | ||
---|---|---|
Armor (4 Slots) | ||
Summon | ||
Weapon (6 Slots) | ||
---|---|---|
Armor (4 Slots) | ||
Summon | ||
★How to Beat Hell House on Hard★ | ||
---|---|---|
|
The essential strategy for this battle is the same as on Normal Mode. Check the color of the windows, and use the opposite element for the indicated color to hit its weakness. On Hard Mode, you'll want to take even more care than usual to attack it with the correct element. Be sure to make both party members hold Fire, Ice, Lightning, and Wind Materia for the battle.
Enlarge
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→ | Enlarge
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As soon as the battle begins, the Hell House will release three Tonberrys onto the field. Tonberrys have several Abilities which will allow them to inflict Instant Death on your party members, but they will come into battle already in a Pressured state. Take them out with moves like Triple Slash and Aerith's Sorcerous Storm which can attack multiple foes at once to ensure that none of them will become fully active.
Enlarge
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→ | Enlarge
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When its flaps it arms and then charges after you, you'll need to guard first, then roll to the side to avoid it. If you try to avoid it by running to the side normally, the Hell House will simply chase you down until it catches up and hits you. Instead, block while waiting for it to charge, then roll out of the way.
Enlarge
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→ | Enlarge
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During Hell House's ultimate attack Hellbound, after it has completed the countdown, the Ability name will appear over its head, and it will suddenly use Barrier Shift to change its element. If you hit it with the matching element right after it switches, you'll be able to to cancel the attack and give yourself an opening to strike hard.
Hell House's recurring damage from Poison on Hard Mode reaches as high as 127, allowing Poison to significantly wear down its HP even when it's in God House Mode. Poison's damage isn't related to the user's Magic stat, so it's safe to place this one on Cloud and save the big-hitter Magic for Aerith.
Time Materia will also prove useful here. Haste is effective for casting on Aerith, so use this to grant her more ATB charges to cast offensive Magic and use Abilities like Arcane Ward, which duplicates each offensive spell. Hell House is also vulnerable to Stop, despite its immunity to Slow.
At the very end of the fight, the Hell House will summon a Cutter and Sweeper. At this point, Hell House's HP is close to the end of its rope, and you can win this fight just by knocking it out. If you really need to get rid of them, you can use Lightning Magic to swiftly take them out.
All Major Story Bosses | |
---|---|
Chapter 1 | Scorpion Sentinel |
Chapter 4 | Roche |
Chapter 5 | Crab Warden |
Chapter 7 | Airbuster |
Chapter 8 | Reno Rude |
Chapter 9 | Hell House |
Chapter 10 | Abzu |
Chapter 11 | Ghoul Eligor |
Chapter 13 | Failed Experiment |
Chapter 14 | Abzu (2nd Fight) |
Chapter 15 | The Valkyrie |
Chapter 16 | Specimen H0512 |
Chapter 17 | Jenova Dreamweaver Rufus The Arsenal |
Chapter 18 | Motor Ball Whisper Harbinger Sephiroth |
All VR Mission Bosses | |
---|---|
Chapter 8 | Shiva |
Chapter 9 | Fat Chocobo |
Chapter 13 | Leviathan |
Secret Boss | Bahamut |
Superboss | Pride and Joy Prototype |
All Story Sub-Bosses | |
---|---|
Chapter 2 | The Huntsman |
Chapter 3 | The Hoodlums |
Chapter 4 | Enigmatic Spectre |
Chapter 12 | Enigmatic Spectre |
Chapter 17 | M.O.T.H. Unit Brain Pod Swordipede |
All Monster Variants & Optional Sub-Bosses | |
---|---|
Chapter 3 | Doomrat Cerulean Drake Wrath Hound |
Chapter 8 | Hedgehog Pie King Mark II Monodrive Venomantis Chromogger |
Chapter 14 | Rust Drake Tonberry Trypapolis Type-0 Behemoth |
Chapter 17 | Malboro |
Intergrade and INTERmission Bosses | |
---|---|
Chapter 1 | Levrikon Gigantipede |
Chapter 2 | Scarlet & The Crimson Mare Projector Nero the Sable |
Optional | Ramuh Weiss the Immaculate Pride and Joy Mk. 0.5 (Top Secrets) |
He doesn’t repeat. So, one of the three he isn’t using. Not very useful.
How to Beat Hell House in the Colosseum | Boss Fight Guide (Normal & Hard Mode)
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In the first (non hard difficulty), it says to ensure to put poison on Aerith for her magic damage. Then in hard description, it says that poison spells are not affected by added magic damage so that materia should be on cloud. so, which is it?