Follow the FUN Route Through Steam and Smiler

This level is linear. You spawn in a corridor with arrows pointing to "FUN!".

1. Orientation

  • Behind You: The path leads back to Level 5 (Boiler Room).
  • Left Side: Leads back to Level 1.
  • Forward: Follow the arrow marked "FUN!". This is your destination (Level Fun / Xiao Le City).

2. Advanced Movement: Run-Jumping (Bunny Hopping)

Before the chase starts, you need to move fast without draining all your stamina. The video introduces a pro technique called Run-Jumping.

  • How to do it: While holding Sprint (Shift), press Jump (Space) rhythmically.
  • The Logic: When you are in the air, your stamina does not drain (or regenerates slightly). By alternating running on the ground and jumping in the air, you can sprint for much longer distances than normal running.
  • Practice: Try this early in the tunnel before the monster appears.

3. The Smiler Chase (Part 2)

As you progress down the tunnel, the lights will flicker, and you will hear the familiar screech of a Smiler.

  • The Mechanic: Just like in Level 2, once the chase begins, the game grants you Infinite Stamina.
  • Strategy: You don't need to Run-Jump anymore. Just hold Shift and run straight.
  • Map Update: In the latest version, this pipe section is shorter than before, so the chase is quick. Don't look back.

4. The Exit to Level Fun

Keep running until you see a distinct colored light on the right side.

  • The Door: Look for a doorway on the RIGHT wall emitting a Green/Multicolor Light.
  • The Room: Enter the room immediately to end the chase. You will see confetti on the floor and 3 Ladders.
  • Transition: Climb any of the ladders. It doesn't matter which one you choose; they all lead up to Level Fun.
Escape the Backrooms: The Pipe Run - The Exit to Level Fun

Pipe Run Movement and Group Timing

  • Don't Panic: This is much shorter than Level 2. As long as you don't get stuck on geometry, you will outrun the Smiler easily.
  • Audio Cues: Listen for the "rumbling" sound behind you. That signals the start of the chase.
  • Gamma: Keep your brightness high. The entrance to Level Fun is bright, but the tunnel itself is dark.

This Return to the Pipes Has a Different Destination

After the Boiler Room sends us back into the concrete tunnels, the important clue is the FUN graffiti. This is not the earlier Station route: take the branch marked for FUN and use the opening section to build speed before the Smiler trigger. Run-jumping is useful while stamina still matters, but we stop forcing jumps in narrow geometry or through an active steam burst.

  • Before the chase: cross steam on its off-cycle and keep enough space between players that one collision does not stop the whole line.
  • After the chase begins: hold the sprint and prioritise steering. The escape is the room with the red ladders; climbing any of them completes the transition to Level Fun.
  • Last player rule: the rear player confirms every tight opening. The leader should not start the next turn until that call arrives.

Why Looking Back Is the Expensive Mistake

The route is short enough that the Smiler is rarely the real problem. Most failed runs come from clipping a pipe, landing inside a teammate, or turning the camera away from the next steam vent. Keep the sound behind you, the route in front of you, and make the ladder call as soon as the red room appears.

The Pipe Run Walkthrough Video

Video chapters
Player route notes
Things we check before pushing ahead

We use this as the quick “don’t make the same mistake twice” checklist. If your room, spawn, or prompt does not match the video, stop and check the normal route first—patches and co-op timing can make an old shortcut look tempting when it simply will not work.

Check 01
1. Orientation

Make sure this is actually the step you are on. If an item or prompt is missing, backtrack one room and check the inventory first.

Check 02
2. Advanced Movement: Run-Jumping (Bunny Hopping)

Look around slowly before guessing. Props can hide chairs, switches, notes, and pickups; a second camera angle is usually faster than brute force.

Check 03
3. The Smiler Chase (Part 2)

Call out what was pressed, collected, or opened. It prevents the classic “we all thought somebody did it” reset.

Check 04
4. The Exit to Level Fun

If a skip behaves inconsistently, leave it and take the intended route. A clean run beats getting stuck in geometry.

Multiplayer tips

For the Pipe Run, keep the group in single file through tight turns. The lead calls the next opening; the last player confirms everyone made it through before the team commits to the next section.

Encounter file

Entities in this level

What each entity does on this route, and the move that keeps the encounter under control.

Moderate

Smiler

How it appears here

A second short chase combines the Smiler with steam bursts and narrow geometry.

How to avoid it

Follow the marked line, time the steam gaps, and avoid jumping or overtaking unless the lane is clear.

Open entity dossier