Introduction[edit | edit source]

The difficulty is a number (color coded) that shows the difficulty of a level in Run 3.

Color code[edit | edit source]

1 Sandbox
2 Very easy
3 Easy
4 Not too easy
5 Almost medium
6 Medium
7 Over medium
8 Above medium
9 Fairly hard
10 Hard
11 Extra hard
12 Insanely hard
13 Hell

Rankings[edit | edit source]

Easy[edit | edit source]

Ranking Definition Frequency Examples


Literally impossible to lose unless you press the quit button or fail it deliberately. It is always 100% pass unless you don't play it seriously, as in leaving the character to just run automatically, or to try and die on purpose. These levels are extremely rare. Only two levels are in this category.
Launch Site A
Launch Site A.png
This level is extremely easy. It is almost impossible to escape from winning.
Launch Site C
It is very difficult to fall out of the tunnel, especially since the holes are only a tile wide.

Very easy

These levels are considered to be very easy. Most of the beginners can finish it in one take. Only careless or playing not seriously will lead to failure. These levels are common in the first batch of levels, but are less common later. They are for tutorials and beginners.
Level 1
First level of the game. Extremely easy.
Level 2
Second level of the game. Tutorial level for changing gravity (Easy).


These levels are considered to be easy, but some beginners make need to take a few more attempts in order to finish the level. Common at first, but appears rarely in the later part of the game.
Level 10
Some beginners make take it as a hard level, but skilled players may think that it is very easy.

Not too easy

These levels are considered to be slightly harder than easy, but still far from medium. Common at first, but appears rarely in the later part of the game.
Level 27
Level 27.PNG
This level is easy, but it may seem to trouble beginners.

Almost medium

These levels are about to reach medium standards, but not quite reaching its difficulty, being slightly easier. Common level difficulty throughout the game.
Level 25
There are many holes and some crumbling tiles, which may be harder for beginners.

Medium[edit | edit source]

Ranking Definition Frequency Examples


Not too easy, but not too hard. Skilled players may take them as easy, but these levels will prove to be a challenge for beginners. These levels are very common.
Level 13
This level is not too hard, but the abundance of holes may make the level threatening.
Level M-1
The threatening amount of crumbling tiles make the level difficult to less-skilled players.

Over medium

These levels are slightly harder than Medium. It is often caused by the amount of holes/crumbling tiles, and the size of the platforms. These levels are common during the starting tunnels, but become less common in the later ones.
Level 64
Level 64.png
This level has many small platforms, as well as some crumbling tiles.

Above medium

These levels are considered to be nearly hard, but not quite enough. Can be challenging. Appears rarely at first, but becomes more and more common in the later part of the game.
Level 33
You need to adjust to the way you jump, and this may prove a challenge to many players.

Hard[edit | edit source]

Ranking Definition Frequency Examples

Fairly hard

These levels can be challenging, and may take some skills to finish. These levels are very common after the minigames.
Not the Way Back, part 4
The large tile size and the wide gaps make this level quite hard. You may need a few tries if you aren't very skilled.


These levels are quite hard, and skilled players may have difficulty in defeating it. These levels are sprinkled in the game, but are less common in the Main Tunnel.
Level 65
Level 65.png
The classic "Hard" level in the game. Small platforms, large gaps make this level famous. Fortunately, there are many tutorial videos in the Internet for this level.

Extra hard

These levels are really challenging, and sometimes they requires luck to finish. Common in the later parts of the game.
The Way Back, part 10
Screenshot 2017-12-12 at 9.51.56 AM.png
In the level, many jumps don't fit the Duplicator's jump length, and thin platforms make you have to jump after you land.

Insanely hard

These levels are so hard that skilled players may take about 6~10 attempts to beat this. These levels are rare. Most of these levels are on the hardest level poll.
Low-power Tunnel, part 24
This level is really challenging, and you need incredible memory to remember the locations of the platforms.The most difficult thing about the level is that when the power tiles blink, you don't know where you are, and you may be already reaching the edge of the platform you are standing on.


These levels (may contain minigames) are so hard that you think you may not be able to finish it. It requires maximum skills to finish. Extremely rare. There are only 4 levels in this category, which are Plan A, part 16, Level U-8/Bridge,Level I-5, and Box Storage Area, part 7/Bridge. Mostly, this difficulty is given to the winners of this poll.
Plan A, part 16
Plan A, part 16.png
This level is one of the hardest, longest and most notorious levels in Run 3. In this level, you have to jump through different small platforms, most of them only one tile large, making jumps incredibly hard. There are even boxes, which can hinder your jump. We wish you good luck with beating this level, and congratulate you if you beat arguably one of the hardest levels in the whole of Run 3.

Trivia[edit | edit source]

  • There is once a difficulty called "Almost impossible", but it is now scrapped. The reason is that there are not enough Hard levels, so there will not be enough levels in Almost impossible difficulty. All levels in the difficulty are now moved to Insanely hard difficulty.
  • This level coding is mostly based on the one in Candy Crush Saga Wiki.
  • There are only 5 Hell levels in Run 3 (So far), being Plan A, part 16, the winner of both Hardest level polls, Level U-8/Bridge, Level I-5 and Box Storage Area, part 7/Bridge.
  • The "Real hard" difficulty name has now been changed to "Hard", since we needed a flat-out 'hard difficulty'. The color that represents this is not changed.
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