Run 3 Infinite Mode: Power Cells, Respawns and Goals
Published · Updated · 2 min read
What Infinite Mode is
Infinite Mode strings tunnel sections together until you fall out. The game picks them from its own list of Infinite levels (the build hosted here ships 327 of them), so no two runs line up the same way. It is also the main place to earn power cells, the currency you spend in the shop on characters, costumes and upgrades.
How power cells pay out
A loading tip in the game states the key rule: power cells get more valuable the farther you go, and reach their maximum value at 2,000 meters. A run that passes 2,000 m is worth a lot more per cell than several short runs. The Gentleman's own tip says much the same thing: use another character to reach 2,000 meters, then switch to the Gentleman, whose hat magnet pulls him toward cells.
Respawns and boxes
When you fall, you can buy a respawn with power cells instead of ending the run. Three shop upgrades are aimed at Infinite Mode:
| Upgrade | Price | Effect (shop text) |
|---|---|---|
| Cheaper respawns | 1,500 | Respawn costs are reduced by 10 |
| Infinite boxes | 400, rising with each purchase | Find more boxes in Infinite Mode |
| Power cells in boxes | 2,000 | Boxes will sometimes contain power cells |
Another tip explains why boxes matter: the more boxes you buy, the more likely one is to show up where you need it.
Distance and run goals
The achievement list gives you clear targets to work toward, each with a power cell reward:
- A Journey of 1000 Light-Years: run 800 meters in Infinite Mode (100 cells).
- Tetrahedron Enthusiast: collect 40 power cells in one run. Buying a respawn does not count against you (150).
- Where the Power Cells Are: reach 2,000 meters without respawning (500).
- Unlimited Endurance: reach 5,000 meters without buying a respawn (1,000).
- Electrophobia: run 512 m with one character without touching a single power cell (150).
- Widdershins: as the Lizard, run 1,000 m without ever moving left (500).
Level challenges
Some Infinite sections carry their own small challenge, worth 25 to 100 cells. The game ships 32 of these. A few examples: "Wrecking Ball" (break everything), "Dizzy" (go around the tunnel twice), "Light Is Not Good" (avoid ice tiles), "In a Hurry" (don't let the conveyors slow you down) and "Hasty" (win in only one jump). They are a good way to learn the tile types you meet in Infinite Mode: crumbling tiles, ice, fast and slow conveyors, ramps, boxes and dark tiles.
Habits that help
- Use short jumps. The Runner's tip says to release jump quickly for a low jump, because the sooner you land, the more time you have for the next one.
- Stay near a wall when you jump. Another tip notes that this lets you choose when you land.
- If the game runs slowly, lower the quality in the pause menu, as the game itself suggests.
More from the blog
- Run 3 Characters: How Each One Unlocks and Plays
Every runner in the Run 3 shop, what it costs in power cells, the free way to unlock it, and what the game itself says each one is good at.
- Run 3 Winter Games and Side Paths: Where They Branch
Where the Winter Games, the Low-Power Tunnel and other Run 3 side paths branch off the Explore map, how long they are and what beating them unlocks.