This Integrated Strategies theme's updates have been concluded on the Global server of Arknights. As such, the contents of this page and the related subpages have been archived.
All the provisions and preparations are in place, and the team has gathered. You and the explorers depart the southernmost city of Sami for the north. Make your way through Sami and past the icefield, and the veil that shrouds the unknown will be lifted.
Braving Nature is initially available, while Braving Nature 1 and above are unlocked by completing a run in the preceding level (e.g. Braving Nature 11 will be unlocked once the player completed a Braving Nature 10 run).
The specific handicaps of Braving Nature 3 and above are carried over to all succeeding levels, with those increasing enemy attributes stacked on top of each other.
Buff increases the HP and ATK of enemies by the specified percentage on each floor (starting on 1F and increases on subsequent floors), using the following formula: a = (1 + b)c (a is the total buff; b is the buff percentage; c is the floor number).
The secret floor uses the same buff as the floor from which the player enters it, and does not increase the buff.
Flair is the chance that a Foldartal will come with a Flair when obtained.
Score is a modifier to the run's final score.
Level
Description
Buff
Flair
Score
Braving Nature
The icefield encroaches on frozen soil, as the shadows stretch on to no end.
Operations can be distinguished by the ISW-NO code.
Certain Encounters can force the player into a unique operation distinguished by the ISW-SP code.
Emergency Operation
Some violence may well exceed your expectations, a very common occurrence.
An ISW-NO operation with various handicaps, similar to those of Challenge Modes, which always awards a Collectible when cleared.
Dreadful Foe
Criminals, ruffians, and the damned... You're in trouble.
An operation featuring I.S.-exclusive bosses, which can be distinguished with the ISW-DF code.
The 3F Dreadful Foe awards a Super Rare Collectible (chosen from two options) when cleared, regardless of whether the boss is defeated or not.
The 5F Dreadful Foe will end the run when cleared unless the player has met the requirements to enter 6F or the special floor, in which case it behaves like the 3F Dreadful Foe. The Dreadful Foe in 6F and the special floor will always end the run.
Despite being given the ISW-NO code, 3F Dreadful Foe operations will never appear as (Emergency) Operations.
Certain Encounters can force the player into unique operations given the ISW-DF code, which will never actually appear as Dreadful Foes.
Despite being referred to as Dreadful Foe by in-game text, the node itself is classified as The Root.
Dreadful Foes are not subject to the Survey Equipment and cannot be turned into other nodes through Foldartals.
Encounter
New friends, old rivals... Strange encounters never age. Only scars stand the test of time.
A random event.
Wish Fulfilled
There are many ways of making a wish, but the wish itself is almost always the same thing.
Gives a Collectible of the player's choice.
The number of available options depends on the Anti-Interference Index:
0–1: One Collectible
2–3: Two Collectibles
4+: Three Collectibles
Having the Four-Leaf Clover Fossil adds an extra option to the Collectibles that can be chosen from.
Safe House
Nobody will bother you here, and there's plenty of food and water. No need to be so tense all the time.
Gives a free reward of the player's choosing from three of the options listed below:
Are your feet on the road, the mud, or in the snow? This node will always be in a regular state and cannot be targeted by Foldartals
The player makes a decision which influences the ending that would be reached. As stated by the in-game text, Prophecies will never be obscured even at 0 Anti-Interference Index and no Foldartals can be used on them.
Lost and Found
The void of helplessness will be filled by the joy and satisfaction of gain.
Can exchange a Collectible or Foldartal with a different one. At higher Collapse Levels, the Collectible/Foldartal can be exchanged with resources or the player can enter a random Emergency Operation instead.
Not all Collectibles can be exchanged this way; see the infobox of the respective Collectible to determine whether it can be exchanged or not. The Foldartals Scar and Void cannot be exchanged this way either.
The rarity/tier of the new Collectible/Foldartal will match the old one.
Note: Lost and Found will only appear after the "Balanced Benefit" Cross-cultural Comparison node is unlocked.
Scout
Someone will always have to take the first step, to show the way for those who come after.
Can send an Operator away until the start of the next floor, at which point the Operator will be automatically promoted (if not already) and the player will receive 1 Anti-Interference Index. Otherwise, the player will receive 2 .
Keep in mind that the Operator cannot be included in the squad while they are away!
Note: Scout will only appear after the "Accurate Observation" Cross-cultural Comparison node is unlocked.
Bosky Passage
Branches on one side and leaves on the other, the unexplored land lies right next to you.
Can enter the secret floor. Otherwise, the player will receive either 2 , 1 , 1 , or a random Collectible.
Bosky Passage has a low chance of appearing compared to other nodes and, unlike the similar Wander Into Wonderland in Mizuki & Caerula Arbor, may appear multiple times in one run.
Bosky Passages cannot be turned into other nodes through Foldartals.
Note: Bosky Passages will only appear after the "Spiritual Experience" Cross-cultural Comparison node is unlocked.
From here you step into nature. Pure white snow falls onto the water, a chill breeze pushes your boat, and roaming around always makes one lose track of time.
Trapped in White Walls
The giant tree roots form a harsh suggestion that you have drifted too far off, and nature has not yet become your friend.
2F: Placid Forests
The Hornbeasts in the thick forest lie down, inviting the visitors to rest together. The pitch-black shadows of the trees silently stain the snow, but the prey is completely unaware.
Trapped in White Walls
The lost expeditioner tumbles into the abyssal depths of the woods, their compass no longer able to point the way forward
3F: Dawning Frostbounds
The bitter cold pierces through your marrow, with the forest gradually thinning as the black tundra separates the sparse specks of light. The roadmap is already blank, and whose guidance can we trust?
Trapped in White Walls
The expeditioner was once walking in a blur, and now tumbles into the permafrost. Sami speaks of only one, yet also final, prophecy concerning you.
4F: Gelid Rockshelves
The expeditioners' line of sight has been cut off by the darkness of the north. Resilient Sami lifts Its mountain range as the cold, stone-hearted warriors construct towering walls. Do you still wish to continue onward?
Trapped in White Walls
The courage to cross the boundary may be dismissed as foolhardy by ordinary people, but nature never says a word, no matter what it takes in.
5F: Immaculate Garden
Across the mountains, life is silent. Since antiquity, the solid ice has sealed up countless lives, propagating flower-like crystals.
Trapped in White Walls
There is no need to hammer again with your staff of ice. You have already fallen deep inside, covered by the shadows along with the past, and the icefield will never end.
6F: Clairvoyant Carcass
An inescapable fate has stood at the end of the icefield for a long time, and now, everyone can see it.
Trapped in White Walls
That vision to you, is still the future.
Special: Dust of Eternity
Finite lives measure infinite time, the expeditioners' footsteps lifting sand and dust from antiquity.
Trapped in White Walls
A grain of sand is still too heavy. You have never anticipated nor regretted this.
Secret: Secluded Passage
A remote corner of the deep forest ushers in yet another batch of visitors. Nature never welcomes them, but never refuses them either.
Trapped in White Walls
And thus, as you fall into the soil, as you turn into nourishment, nature still chooses to stand by and watch.
Additional information
Excluding the first and last, nodes in 1F to 3F may have up to 3 branches, while those in 4F and 5F may have up to 4 branches.
1F consists of 4 nodes with 2 Operations as #1 and 2 Rogue Traders as #4.
2F consists of 4 nodes with 2 Operations/Encounters as #1 and 2 Wishes Fulfilled as #4.
3F consists of 5 nodes with 3 Operations/Encounters as #1 and a Dreadful Foe as #5.
(Expansion II) The Dreadful Foe may be replaced by Ice-Cold Image/Hollow Visage at Braving Nature 12 or higher.
6F can only be entered by clearing the 5F Dreadful Foe while having Boundless Gift and consists of 4 nodes in the following order: Rogue Trader > 2 non-combat nodes > 2 combat nodes > Dreadful Foe: Gardener
(Expansion II) The Dreadful Foe may be replaced by Sentinel at Braving Nature 12 or higher.
(Expansion II) The special floor can only be entered by clearing 5F or 6F while having Dimensional Fluid and consists of 5 nodes in the following order: Rogue Trader > Prophecy: Reconstruction > (Emergency) Operation > Prophecy: One Small Step for Expeditioners > Dreadful Foe: Sands of Time
Entering the special floor will not cause the Collapse level to increase and clearing it does not count towards the final score but will count towards the enemy buff in higher Braving Nature levels.
The Dreadful Foe may be replaced by Enter Eternity at Braving Nature 12 or higher.
To enter the secret floor (Secluded Passage), enter Bosky Passage: Forward Forest (which only appears once the "Spiritual Experience" Cross-cultural Comparison node is unlocked) and choose "Can't we just walk on the trees?" (costs 1 Anti-Interference Index).
The Secluded Passage has one of the following layouts:
3 Rogue Traders > 3 Rogue Traders
2 Encounters/Lost and Found > 2 Encounters/Lost and Found
The operations will be those that appears in the floor where the Secluded Passage is entered, with the exception of 1F and 6F where those in 2F and 5F, respectively, may appear instead.
No Clairvoyance will be received upon entering the Secluded Passage.
The Secluded Passage has one of the following handicaps which will be shown below the starting text upon entering it and determines which layout it will use:
In this place, allied units have increased HP and ATK, but a large amount of [Dominion] will appear in battles Friendly units have +30% HP and ATK, but there will be 12 deployable tiles covered in Dominions. Uses layout #4, #5, #6, or #7.
In this place, you will obtain Hope with every step forward +2 when the nodes are entered. Uses layout #2 or #3.
Immediately obtain some funds, and the Rogue Trader stocks discounted items +15 upon entering the secret floor; while the text says that Rogue Traders in the secret floor has discounted wares, they actually do not. Uses layout #1.
In this place, allied units have reduced ATK, but deal significantly more damage to enemies 2 or more tiles away Friendly units have -40% ATK but deals +100% damage against targets that are at least 2 tiles away from them. Uses layout #4, #5, #6, or #7.
In this place, you have a lower deployment limit, but Operators' Redeployment Time is greatly reduced Friendly units have -80% redeployment time but the Unit Limit is reduced by 4. Uses layout #4, #5, #6, or #7.
In this place, all Operators have reduced SP cost, but all skills activate automatically Friendly units' skills have -30% SP cost but manual skills will be activated on their own whenever they are charged. Uses layout #4, #5, #6, or #7.
In this place, all enemies have reduced Movement Speed, but gain increased Weight, DEF, and RES Enemies have -50% MSPD but have +800 DEF, +30 RES, and +1 weight. Uses layout #4, #5, #6, or #7.
Increases Max Life Points, but enemies here will deduct more Life Points +3 Life Point cap when entering the secret floor, but enemies (which includes the Crying Thief, Duck Lord, and Gopnik if they spawn) will deduct +1 LP when entering a Protection Objective. Uses layout #4, #5, #6, or #7.
Once the Secluded Passage is cleared, the player will be taken back to the floor where they entered it and proceed into the node succeeding the Bosky Passage it is entered from.
The 5F and 6F Dreadful Foes only award Command EXP and Originium Ingots when cleared if the player fulfills the condition to enter 6F and/or the special floor, as doing so otherwise will end the run instead.
The mountains have been crossed, and the expeditioners' tracks left all over the endless icefield. The split earth talks to you, questions you, promises you. The quest for knowledge has no end, and misfortune is only the beginning.
Condition
Choose "Proceed" in Prophecy: Crossing Sami's Arm (always the second-to-last node of 5F) and simply clear the 5F Dreadful Foe, Lofty Silverfrost (or potentially Ice-Cold Image on Braving Nature 12 or higher since Expansion II).
Fate arrives at his end, lowering its curtain. The warrior's last drop of blood freezes to ice before it can be shed.
Condition
Complete a run with the To Talk With the Mountains ending and do the following steps in a single run:
Enter a Lost and Found (must have unlocked the "Balanced Benefits" Cross-cultural Comparison node first) and choose the option that says "Raise Collapse Value by 4, but gain an unusualFoldartal" which gives out Scar and Void.
Declare Scar and Void. This will change the next node (of the player's choice if there are multiple) into Prophecy: Shattered Omen.
As neither Prophecies nor Dreadful Foes can be turned into something else through Foldartals, the Winterfall ending will be lost for the run if Scar and Void are not declared by the time the Prophecy: Crossing Sami's Arm on 5F is accessible, thus they must be declared at the very least two nodes before Crossing Sami's Arm.
Enter Shattered Omen and obtain the Treescar Helm by choosing "Search the camp".
Choose "Put on the helmet" in Crossing Sami's Arm, which will only appear when the player has the Treescar Helm. This will change the 5F Dreadful Foe from Lofty Silverfrost to Sami's Entropy (or potentially Hollow Visage on Braving Nature 12 or higher since Expansion II).
You have seen the impenetrable depths of darkness, and have felt a certain sheet of heavy snow fall onto your shoulders. Now there is only silence.
Condition
Complete a run with the Winterfall ending and do the following steps in a single run:
Obtain the Routeweave Net by choosing "Solicit Valarqvin's opinion" in a Scout node (must be unlocked in Cross-cultural Comparison first). This will cause Prophecy: Pessimist's Cage to appear on the next floor, preceded by an Emergency Operation; both nodes will always be on the bottom path.
Note that the Routeweave Net will cause additional enemies to spawn in alloperations, making things more difficult.
Obtain the Boundless Gift by choosing "Hold the altar flower" in Pessimist's Cage. This will cause the player to enter 6F instead of ending the run upon clearing 5F.
Note that the Boundless Gift increases Collapse by 3 when obtained, which could make things even more difficult.
Clear the 6F Dreadful Foe, Gardener (or potentially Sentinel on Braving Nature 12 or higher since Expansion II).
You travel through an eternity of sand and war, and find yourself back at the base of the megastructure. This signifies the end of a long journey, but also the beginning of a new one. A group of expeditioners will follow in your footsteps, setting out to explore the land beyond the giant structure, and eventually discover the truth.
Condition
Complete a run after Expeditioner's Joklumarkar's Expansion II and do the following steps in a single run:
Obtain Horizon Invitation, which can be found randomly and is commonly sold by the Rogue Trader for 1 . This will change the next Encounter outside of the secret floor into Change.
Choose "Display the Horizon Invitation" in Change, which will force the player into Illusions In The Sand.
Clear Illusions In The Sand to obtain Dimensional Fluid. This will cause the player to enter the special floor instead of ending the run upon clearing 5F or 6F.
The second node of the special floor will always be Prophecy: Reconstruction that is made up of three steps, and the player must choose one of the presented options in each step to proceed. All but one options have significant resource costs, and if the player is unable to choose them, one will have to take a negative Collectible, which is denoted in red.
Purchase high quality materials (-50 ) / Stabilize the Snowpriest's Artifact (gives up Treescar Helm) / Bruteforce repairs, and disregard the crack in space (Fragment of Space).
Harbor hope with every step you take (-20 ) / Power it with the Boundless Gift (give up Boundless Gift) / Solve it in the crudest way (Profound Scorchmarks).
All three steps have the alternative "Rely on Amma's Legacy" option which gives up Amma's Affection to proceed.
Clear the special floor's Dreadful Foe, Sands of Time (or potentially Enter Eternity on Braving Nature 12 or higher).
When an Expeditioner's Joklumarkar run ends, the run's rollback (which can be skipped and viewed again from the result screen) will appear (after the ending if the run is completed), showing the player's nickname and their Operators as the "explorers", and logs the player's actions throughout the run.
List of logged actions
You departed from Sami and decided to {difficulty}
You selected the {initial Rec. Vouchers option} recruitment set
After the rollback ends with the message "Rollback Complete", the player will be taken into the result screen showing the summary of the run as follows:
An explanatory text that varies depending on the run's outcome, followed by the ending's text (or the "Trapped in White Walls" message if the run fails).
Completed
You, Dr. {nickname} used the {Squad} for a duration of xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec Witnessed the {ending}
Failed
You, Dr. {nickname} used the {Squad} for a duration of xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec Ended your journey at {floor name}
A list of Operators the player have recruited and promoted during the run.
An example of an Expeditioner's Joklumarkar run's score listing
Floors cleared
None: 0
1: 30
2: 80
3: 150
4: 270
5: 400
6: 550
7: 650
The secret floor is counted as one floor and if the player cleared the secret floor multiple times, only a maximum of 7 floors that will be counted for this scoring.
In the CN server, Expeditioner's Joklumarkar is released after The Black Forest Wills A Dream and before So Long, Adele. As the CN release of Joklumarkar's Expansion II in December 28, 2023 being close to the Global server's 4th anniversary in January 16, 2024 which has to be covered by SL as a Carnival event, Global delays the release of Joklumarkar to March 5, 2024 with FD being released beforehand in February 27, 2024.
From Start To End was originally named What Begins Follows What Ends; the change in the official English localization is possibly to make the name more concise for English speakers.
Prior to the Babel event update, likely due to an oversight, the text on the result screen when an Expeditioner's Joklumarkar run is completed with the From Start To End ending in the EN server remains untranslated from the original Chinese text, which extends to the ending's original English name.
12.53% players have completed the entire Expeditioner's Joklumarkar Engraved Medal Set.
11.64% players have collected every single Expedition Records reward.
4.62% players have unlocked every single Expeditioner Interviews.
A mere 0.42% players have unlocked every single endbook in Frontier Memoirs.
4.47% players have invested at least 500 in Joklumarkar's Prospective Investment.
Players have "bargained" with the Rogue Trader 314,912 times, forcing them into Long-term Trial/Nature's Clause, but have failed said operation 43,993 times.
2.06% players have completed a run in the highest difficulty possible of Braving Nature 15.
As Your Heart Desires (3 random Rec. Vouchers, one of which is Elite) is the most picked initial Rec. Vouchers option.
Special Training Squad is the most picked Squad.
A grand total of 17,810,317 Collapse has been reduced through Foldartal declarations.
38,375 players have managed to complete a run at 0 Anti-Interference Index, while 39,286 players managed to do so at 7 Index or higher (only possible with Scarred Amber).
A mere 0.43% players managed to gain one of the two rare Collapsal Paradigms: Partial Cecity, and a measly 0.0047% gained its intensified version Complete Cecity.
The most commonly appearing secret floor layout is "In this place, you will obtain Hope with every step forward".
In Encounter: Northwind Witch, players choose "Walk around and touch the furniture freely" which forces them into Penalty 405,763 times.
A player had declared no less than 19 Foldartals in a single run.
A player managed to clear no less than 18 Emergency Operations in a single run.
A player had accumulated a grand 77 Collapse in a single run, by which point they had gained Intensified De-quantification, Non-linear Action, Pan-Civilization Paradox, and Propagating Collapse, that is completed anyway!