Sudoku Crescendo

Every relic

45 relics. 16 are open from the start; you unlock the other 34 by playing. Nothing is hidden: the conditions are listed here and in the game.

RelicWhat it doesHow you get it
Block bonusA finished block adds x4 instead of x2.Open from the start
Corner hunterA digit in a corner counts triple.Open from the start
Steady handEvery correct move adds x0.1.Open from the start
Spare moveEvery round has 1 extra move.Open from the start
Head startEvery round starts at x2.Clear 12 rounds in total
Row masterA finished row adds x3 instead of x2.Finish 15 rows in total
Column masterA finished column adds x3 instead of x2.Finish 15 columns in total
High digitsDigits 5 and up count one and a half times.Open from the start
Small stepsDigits 1 and 2 add 8 points.Open from the start
Staircase masterThe Staircase figure gives 60 points instead of 20.Make a Staircase
Double masterThe Double figure adds x3 instead of x1.Make 8 Doubles
Second chanceThe first wrong move each round costs no move.Open from the start
Strong startThe first move of each round counts four times.Open from the start
Grand finaleThe last move of each round counts double.Clear 3 rounds without a wrong move
Centre pieceA digit in the centre counts double.Open from the start
Diagonal hunterA digit on the main diagonal adds 10 points.Clear a boss round
Chain masterThe Chain figure counts double.Reach a multiplier of x6 in one round
SaverFinishing early scores 6 points per unused move, times the multiplier.Win a round by finishing early with 3 or more moves left
TwinEven digits count one and a half times.Play 3 runs
Odd oneOdd digits add 4 points.Open from the start
Clear the wayThe first area you finish each round adds x2 extra.Clear 5 rounds in one run
CollectorEach relic you carry adds x0.2 to your starting multiplier.Open from the start
RehearsalEach round of this run cleared without a wrong move adds x0.3 to your starting multiplier.Clear 8 rounds without a wrong move
SnowballEvery four figures you make in this run add 1 point to every later move.Make 150 figures in total
Build-upStart each round with x0.5 extra per world you have reached.Clear 30 rounds in total
ReverbA tenth of the multiplier you end a round with carries into the next round.Reach a multiplier of x10 in one round
PrestoOne move fewer, but your multiplier starts at x3.Win a run
FortissimoEvery finished area adds x1 extra, but a wrong move costs two moves.Reach a multiplier of x15 in one round
SoloistEvery digit scores double, but blocks no longer raise the multiplier.Clear 5 boss rounds
StaccatoTwo extra moves, but the multiplier cannot go above x8.Play 10 runs
To the last noteYour round score counts x1.3, but you cannot finish a round early.Complete a whole board
Opening barsThe first figure of every round counts double.Make 50 figures in total
Grace noteEvery figure also adds x0.5 to the multiplier.Open from the start
Triad masterThe Triad figure adds x6 instead of x3.Make a Triad
Octave masterThe Octave figure gives a move back.Make 10 Octaves
Run masterThe Run figure needs two rising digits in a row instead of three.Make 10 Runs
EncoreThe first block you finish each round gives a move back.Finish 40 blocks in total
RepriseThe Double figure gives a move back.Make 20 Doubles
UpbeatThe first move of every round costs no move.Open from the start
CodaIf your last move finishes an area you get one more move, at most three times a round.Make 15 Chains
Edge walkerA digit on the edge of the board scores 6 extra points.Open from the start
NeighboursA digit right next to your previous move scores x1.5.Open from the start
Rising lineA higher digit than your previous move adds x0.2.Make a Run
Falling lineA lower digit than your previous move scores 6 extra points.Make 5 Echoes
PrimeThe digits 2, 3, 5 and 7 score 5 extra points.Open from the start

Unlocking never involves chance or a purchase; it only counts what you do. The daily run and runs with your own seed always use all relics, so everyone with the same seed gets the same run.