Sarkaz's Furnaceside Fables

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Integrated Strategies #5: Sarkaz's Furnaceside Fables
CN Sarkaz's Furnaceside Fables banner.png
In Other Languages
Chinese
萨卡兹的无终奇语
Japanese
サルカズの炉辺奇談
Korean
살카즈의 영겁 기담
Status
CN
Completed
Global
Updating
TW
Upcoming
CN
  • Introduction: July 16, 2024
  • Expansion I: October 23, 2024
  • Expansion II: January 9, 2025
  • Completion: March 7, 2025
Global
  • Introduction: February 14, 2025
  • Expansion I: April 24, 2025
Website

Integrated Strategies #5: Sarkaz's Furnaceside Fables is the fifth theme of the namesake roguelike game mode in Arknights.

Introduction
The voices of the revenants draw you away from reality.
A ritual, a communion.
An otherworldly experience is about to begin.

Updates[edit]

Additions:

  • New Recruitment Voucher: Elite Co-op Rec. Voucher.
  • Nodes but a select few can be refreshed, changing it to a new one at some cost (in Furnaceside Fables' case, 1 Plan Plan).
    • Each node has a refresh limit which can be increased by certain means.
    • Some Collectibles can influence the node that would appear in place of the refreshed one.

Changes:

New mechanics: Mark of Epoch

New devices: Spines of Epoch

New enemies:

Normal
Sarkaz Maze Guide
Sarkaz Maze Returner
Dreadkaz
Holy Automaton
Finale Chorus
Elite
Fatty
Sarkaz Maze Spellweaver
"Portal"
Lost Contraption
Lost Hovercraft
Padmasana of Rebirth
"Window"
Boss
"Amiya", Furnace's Finale
Fremont, Enlightener of Minds
Champion of Lost Agonies
Goliath
Mr. Goodenough
The Doomsday Prophet
Kal'tsit
Laqeramaline
The Tear Weaver
Evolving Monster
Mon2tr
Qui'lon, Avatar of the Mahasattva
Buldrokkas'tee, Holy Gun-Knight
Theresis, Black Crowned Lord

Additional information:

  • Fatty is introduced as the new bonus enemy that includes Duck Lord, Gopnik, and Crying Thief.
  • Lost Contraption and Hovercraft act as analogues to Chest Seaborn and Testaceous Vinecreeps in previous themes.
  • Mr. Goodenough act as an analogue to Cannot in previous themes.
  • Padmasana of Rebirth, Qui'lon, and "Window" are introduced in Expansion I.
  • Amiya and Finale Chorus are introduced in Expansion II.

Features[edit]

Difficulty levels[edit]

Delve deeper into the stories to face harsher trials
  • Facing Souls is initially available, while Facing Souls 1 and above are unlocked by completing a run in the preceding level (e.g. Facing Souls 11 will be unlocked once the player completed a Facing Souls 10 run).
    • Facing Souls 16 to 18 are added in Expansion II.
  • 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 applies the buff at the floor when the player enters it, and do not increase the buff.
  • Epoch determines the namesake's effectiveness.
  • Toil determines the severity of the Thoughts' Mental Toil exceeding the Toil Limit.
  • Score is a modifier to the run's final score.
Level Description Buff Epoch Toil Score
Facing Souls Bravely tell your story
  • Starts with +2 Life Point cap.
  • Less likely to enter an Epoch.
  • Enemies have -20% HP.
0% Formative Light 100%
Facing Souls 1
  • Starts with -2 Life Point cap.
  • Enemies have -15% HP.
0% Formative Light 105%
Facing Souls 2
  • More likely to enter an Epoch.
  • Enemies have -10% HP.
0% Formative Light 110%
Facing Souls 3 Spines of Epoch and Spike of Lament have +20% HP. 0% Formative Light 115%
Facing Souls 4 Elite and boss enemies have +20% HP. 0% Formative Light 120%
Facing Souls 5
No additional handicaps
1% Formative Standard 125%
Facing Souls 6
No additional handicaps
2% Expansional Standard 130%
Facing Souls 7 Elite and boss enemies have +10% ATK. 3% Expansional Standard 135%
Facing Souls 8 Starts with -2 Life Point cap. 5% Expansional Standard 140%
Facing Souls 9 Friendly units take +30% Necrosis Damage. 6% Expansional Standard 145%
Facing Souls 10
  • Unit Limit -1.
  • Elite and boss enemies take -10% Physical and Arts damage.
7% Expansional Standard 150%
Facing Souls 11
No additional handicaps
8% Expansional Heavy 150%
Facing Souls 12
No additional handicaps
10% Flourishing Heavy 150%
Facing Souls 13 13% Flourishing Heavy 150%
Facing Souls 14 16% Flourishing Heavy 150%
Facing Souls 15 20% Flourishing Heavy 150%
Facing Souls 16 Vertical movements cost +1 Thought-Plan.png. 21% Flourishing Heavy 150%
Facing Souls 17 Obtains a random cursed Collectible when entering 3F. 22% Flourishing Heavy 150%
Facing Souls 18
No additional handicaps
22% Flourishing Collapse 150%

Squads[edit]

Certain Squads can be upgraded in Historical Reconstruction; the upgraded effect is denoted in brown while those added in Expansion II are denoted in pink.

Improvisation Squad.png
Improvisation Squad
Gains a random Collectible when entering a new floor.
Soul Escort Squad.png
Soul Escort Squad
  • +2 Inspirers and +1 Toil Limit when entering a new floor.
  • +1 Toil Limit whenever an Inspirer is used.
  • In the operation where the used Inspirer takes effect, Operators have their redeployment time reduced by 12 seconds.

Unlock condition: Unlock the "Inspiration Surge" Historical Reconstruction node.
Erudite Squad.png
Erudite Squad
Starts with +2 Hope.png, +5/+10 Toil Limit, and 1 Shrivel and Sprout Shrivel and Sprout.

Unlock condition: Unlock the "Lorecraft" Historical Reconstruction node.
Blueprint Squad.png
Blueprint Squad
  • +1 node refresh chance.
  • The first refresh of a node is free.
  • Starts with +1 Thought-Plan.png and +1 Hope.png.

Unlock condition: Unlock the "History Explorer" Historical Reconstruction node.
Leader Squad 5.png
Leader Squad
  • Starts with +2/+5(III) Life Point cap.
  • +1 Life Points.png after clearing an operation.
Gathering Squad 5.png
Gathering Squad
Support Squad 5.png
Support Squad
Starts with +20/+30(VI) Originium Ingot icon.png and +2 Hope.png.
Spearhead Squad 5.png
Spearhead Squad
Starts with only 1 Life Points.png (the Life Point cap stays the same), but friendly units have +15%/+20%(IX) maximum HP and ATK.
Tactical Assault Squad 5.png
Tactical Assault Squad
  • 4★ and higher Guards and Vanguards cost -2 Hope.png to recruit and -1 Hope.png to promote.
  • The first Guard or Vanguard recruited (except Temporary Recruitment ones) will be automatically promoted (if able).
  • Guard/Vanguard Rec. Vouchers are more likely to be available.

Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
Tactical Fortification Squad 5.png
Tactical Fortification Squad
  • 4★ and higher Defenders and Supporters cost -2 Hope.png to recruit and -1 Hope.png to promote.
  • The first Defender or Supporter recruited (except Temporary Recruitment ones) will be automatically promoted (if able).
  • Defender/Supporter Rec. Vouchers are more likely to be available.

Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
Tactical Ranged Squad 5.png
Tactical Ranged Squad
  • 4★ and higher Medics and Snipers cost -2 Hope.png to recruit and -1 Hope.png to promote.
  • The first Medic or Sniper recruited (except Temporary Recruitment ones) will be automatically promoted (if able).
  • Medic/Sniper Rec. Vouchers are more likely to be available.

Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
Tactical Destruction Squad 5.png
Tactical Destruction Squad
  • 4★ and higher Casters and Specialists cost -2 Hope.png to recruit and -1 Hope.png to promote.
  • The first Caster or Specialist (except Temporary Recruitment ones) recruited will be automatically promoted (if able).
  • Caster/Specialist Rec. Vouchers are more likely to be available.

Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
First-Class Squad 5.png
First-Class Squad
5★ Operators are automatically promoted when recruited.
Ingots Squad.png
Ingots Squad
Added in Expansion I.

Unlock condition: Spend 20 Originium Ingot icon.png in Rogue Traders across all runs since Expansion I.
Collection Squad.png
Collection Squad
Added in Expansion I.
  • Starts with +1 Hope.png.
  • Interpreting Lingerers, Inspirers, or Plan in a False to Truth are more likely to award items and will always award a (Super) Rare Collectible if it would award one.
  • Starts with Herr Hraaselsuher.png Herr Hraaselsuher.

Unlock condition: Obtain 10 Collectibles across all runs since Expansion I.
Mimic Squad.png
Mimic Squad
Added in Expansion I.
See below for more information

Unlock condition: Complete a run since Expansion I.
Professional Squad.png
Professional Squad
Added in Expansion II.

Unlock condition: Complete a run since Expansion II.

Mimic Squad[edit]

Unlike other Squads, the Mimic Squad's effect is randomly chosen from 25 effects listed below and is always a combination of effects from two other Squads from previous I.S. themes as well as those of Furnaceside Fables'.

List of possible Mimic Squad effects
#1 4★ and higher Guards cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Guard (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with Survivor Contract.png Survivor Contract.
#2 4★ and higher Caster cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Caster (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with Survivor Contract.
#3 4★ and higher Specialist cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Specialist (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with Survivor Contract.
#4 4★ and higher Sniper cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Sniper (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with Survivor Contract.
#5 4★ and higher Defenders and Snipers cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Defender/Sniper (except Temporary Recruitment ones) recruited will be automatically promoted (if able); Defender/Sniper Rec. Vouchers are more likely to be available.
#6 4★ and higher Casters and Supporters cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Caster/Supporter (except Temporary Recruitment ones) recruited will be automatically promoted (if able); Caster/Supporter Rec. Vouchers are more likely to be available.
#7 4★ and higher Specialists and Vanguards cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Specialist/Vanguard (except Temporary Recruitment ones) recruited will be automatically promoted (if able); Specialist/Vanguard Rec. Vouchers are more likely to be available.
#8 4★ and higher Guards and Medics cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Guard/Medic (except Temporary Recruitment ones) recruited will be automatically promoted (if able); Guard/Medic Rec. Vouchers are more likely to be available.
#9 4★ and higher Guards cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Guard (except Temporary Recruitment ones) recruited will be automatically promoted (if able); friendly units have +15% HP and ATK.
#10 4★ and higher Casters cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Caster (except Temporary Recruitment ones) recruited will be automatically promoted (if able); friendly units have +15% HP and ATK.
#11 4★ and higher Specialists cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Specialist (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with +20 Originium Ingot icon.png.
#12 4★ and higher Snipers cost -2 Hope.png to recruit and -1 Hope.png to promote; the first Sniper (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with +20 Originium Ingot icon.png.
#13 Operators cost -1 Hope.png to recruit and promote; more likely to obtain a Collectible from operations.
#14 Operators cost -1 Hope.png to recruit and promote; friendly units have +15% HP and ATK.
#15 Operators cost -1 Hope.png to recruit and promote; starts with Survivor Contract.
#16 Starts with +20 Originium Ingot icon.png and Survivor Contract.
#17 Starts with +20 Originium Ingot icon.png; +5 Originium Ingot icon.png when entering a new floor; refreshing a node does not expend Plans and will turn it into a Rogue Trader.
#18 Starts with +20 Originium Ingot icon.png; +2 Inspirers when entering a new floor.
#19 More likely to obtain a Collectible from operations; +2 Inspirers when entering a new floor.
#20 More likely to obtain a Collectible from operations; friendly units have +15% HP and ATK.
#21 Operators cost -1 Hope.png to recruit and promote; +2 squad size and Unit Limit.
#22 More likely to obtain a Collectible from operations; interpreting Thoughts are more likely to award a Collectible and will always award a (Super) Rare Collectible if it would award one.
#23 5★ Operators are automatically promoted when recruited; obtains a random Advanced Rec. Voucher when recruiting Operators at the start.
#24 Operators cost -1 Hope.png to recruit and promote; obtains a random Advanced Rec. Voucher when recruiting Operators at the start.
#25 Promoting Operators are free; obtains a random Advanced Rec. Voucher when recruiting Operators at the start.

Operation Rewards[edit]

You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time.
More supplies Starts with +3 Objective Shields.
Give a speech before departing Starts with +2 Hope.png.
Reserve fund support Starts with +5 Originium Ingot icon.png.
Purchase a Collectible Starts with a random Collectible but with 0 Originium Ingot icon.png.
Reclaim loot Starts with a random Collectible but with -1 Hope.png.
Just grab something random Starts with Hot Water Kettle.png Hot Water Kettle.
Ready your mind Starts with +2 Thought-Plan.png.

Nodes[edit]

IS Node-Operation 5.png
Operation
Everyone has their weapons drawn. They're definitely not here to negotiate.

Self-explanatory.
  • 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.
IS Node-Emergency Operation 5.png
Emergency Operation
Some violence may well exceed your expectations, a very common occurrence.

An ISW-NO operation with various handicaps, similar to that of Challenge Modes, and always awards a Collectible when cleared.
IS Node-Dreadful Foe 5A.png
IS Node-Dreadful Foe 5B.png
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 and 6F Dreadful Foes will end the run when cleared, but the former will not and instead acts like the 3F Dreadful Foe if the player has met the requirements to enter 6F.
  • Despite being given the ISW-NO code, the 3F Dreadful Foe operations will never appear as (Emergency) Operations.
  • Despite being referred to as Dreadful Foes on in-game texts, the node itself is classified as The Root.
  • Dreadful Foes cannot be refreshed.
IS Node-Encounter 5.png
Encounter
New friends, old rivals... Strange encounters never age. Only scars stand the test of time.

A random event.
IS Node-Wish Fulfilled 5.png
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.
IS Node-Safe House 5.png
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:
IS Node-Downtime Recreation 5.png
Downtime Recreation
A little indulgence in life's simpler pleasures goes a long way in fighting the monotonous and the harrowing on your long road ahead.

A mini-game where the player spend resources for additional resources or even Collectibles depending on the player's fortune.
IS Node-Rogue Trader 5.png
Rogue Trader
Neither an ally nor an enemy. Some people like to sit on the fence.

See Rogue Trader for more information.
IS Node-Prophecy 5.png
Prophecy
The choice lies before us, the outcome already set.

The player makes a decision which influences the ending that would be reached.
  • Prophecy cannot be refreshed.
IS Node-False to Truth.png
False to Truth
The changes are so remarkably real that you think you can tell true from false.

Can interpret Thoughts to receive various rewards, expending them in the process.
  • False to Truth always appear at specific points and cannot be refreshed.
IS Node-Face-Off.png
Face-Off
This has happened to the Sarkaz too many times to count.

Can attempt a 1-vs-1 or 2-vs-2 challenge battle (explained below).
IS Node-Lost and Found 5.png
Lost and Found
The void of helplessness will be filled by the joy and satisfaction of gain.

Can exchange a Collectible with a different one.
  • 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 rarity of the new Collectible will match the old one.
Note: Lost and Found will only appear after the "Reality Swap" Historical Reconstruction node is unlocked.
IS Node-Scout 5.png
Scout
Someone will always have to take the first step, to show the way for those who come after.

Can send off an Operator until the start of the next floor, at which the Operator will be automatically promoted (if not already) and the player receives rewards including Thoughts. Otherwise, the player will receive +2 Hope.png.
  • Keep in mind that the Operator cannot be included to the squad while they are away!
Note: Scout will only appear after the "Temporal Warp" Historical Reconstruction node is unlocked.
IS Node-Possibility.png
Possibility
Throw your dreams into the frame, and transform your fragmented ideas into brand new plans.

Can enter the secret floor. Otherwise, the player will receive 1 Plan.
  • Similar to Bosky Passages in Expeditioner's Joklumarkar, Possibilities have an uncommon chance of appearing compared to other events and may appear multiple times in one run.
  • Possibility cannot be refreshed.
Note: Possibilities will only appear after the "Eldritch Cognition" Historical Reconstruction node is unlocked.

False to Truth[edit]

Face-Off[edit]

When a Face-Off operation starts, the player must choose one of three opponents to fight with their difficulty being indicated by a colored icon above them: gray for the easiest opponent, blue for the moderately difficult opponent, and orange for the most difficult opponent. In 1-vs-1 Face-Offs, each opponent is made up of a single enemy; in 2-vs-2 Face-Offs, each opponent is made up of two enemies, all of which are randomly chosen and the player can refresh the opponents once per Face-Off operation. Clicking on an opponent will display its tooltip.

To choose the opponent, deploy the Operator(s) in the Face to Face in front of the opponent the player wish to fight. Once the Operator(s) are set, the player may begin the Face-Off by clicking the "Begin battle" button on the bottom-right corner.

  • During the preparation phase, Operators can be deployed with 0 DP cost which will also not cause their DP cost to ramp up, and their redeployment time will not count down.
    • Summons tied to certain Operators will also not be counted towards the Unit Limit.
  • For 2-vs-2 Face-Offs:
    • Both Operators must choose the same opponent; it is impossible for the second Operator to choose a different opponent than the first.
    • The player will be warned if they attempt to begin the Face-Off with only one Operator.

During the battle phase, all Operators but the one(s) used to choose the opponent will be removed from the Deployment Waiting Zone, so choose the challenger(s) carefully! Support Items are unaffected and can be used as normal, however.

The Face-Off operation has a time limit and the outcome is decided as follows.

  • Victory: The opponent is defeated within the time limit.
  • Draw: The time limit is reached and the opponent is not defeated.
  • Defeat: The opponent enters a Protection Objective (which will not deduct Life Points) or the allied unit, if included as part of the opposition, is defeated.

The player receives a reward for winning the Face-Off and if it ends in a draw, which is accounted for on the operation's result screen.

Floors[edit]

IS5 1F.png
1F: Furnace Origin
Verse one. Familiar warmth fades into the darkness as reality erodes at every turn.

A Sudden Loss for Words
It seems that both you and your Sarkaz ancestors are too attached to the furnace's warmth, and entered the faraway land of dreams.
IS5 2F.png
2F: Wrought Ironroots
Line two. The winding past connects to an unprecedented future as the spores of imagination grow within every pipe.

A Sudden Loss for Words
Every pipe seems to branch off into three, yet their ends are connected. No words seem to describe them.
IS5 3F.png
3F: Ashforged Ruins
Paragraph three. Do you recognize this city//wreck//palace//village?

A Sudden Loss for Words
The city//wreck//palace//village has rejected you, and will no longer shift to your persuasions.
IS5 4F.png
4F: Probable Divergence
Section four. At imagination's peak, Kazdel is both bountiful and hollow. It craves, it hungers, always wanting more, oblivious to the encroaching boundaries.

A Sudden Loss for Words
You crossed one boundary after another, chose one Kazdel after the other, and all of them accepted you
IS5 5F.png
5F: Border of Truth
Chapter five. The end, unity, and stability—all torn asunder. Subverting common sense is the only path to a new chapter.

A Sudden Loss for Words
"Come back."
IS5 6Fa.png
6F: Radiant Zenith
Article six. Rebirth ushers in an immeasurable imagination, both unexpected and reasonable. Accept the curse//blessing.

A Sudden Loss for Words
You fall before the truth. Its might is so overwhelming that you can only run back to it.
IS5 6Fb.png
6F: Temple of Shattered Shackles
Article six. The Dharma has been transmitted, and to hold it is to reach ultimate freedom. But can thusness be followed, be sought? If only with great difficulty, can it be held on to?

A Sudden Loss for Words
"A lotus petal falling in the water harms not its root. Obsess not over it."
IS5 Special Floor.png
Special: Eternal Rest
Finale. This is where every story ends. The light dims before your eyes, and the sound of the furnace in your ears is extinguished.

A Sudden Loss for Words
After the sound of the furnace goes out, the storyteller falls silent.
IS5 Secret Floor.png
Secret: Bizarre Fragment
Recorded history always hopes to be enriched by stories, just as water longs to be filled with reflections.

A Sudden Loss for Words
The water ripples with fusing thoughts, expanding the borders wide open once more.
Additional information
  • Excluding the first and last, nodes in 1F and 3F may have up to 3 branches, while those in 3F to 5F may have up to 4 branches.
  • 1F consists of 4 nodes with 2 Operations as #1 and a Rogue Trader as #4.
  • 2F consists of 5 nodes with Prophecy: Coronation as #1, 3 Operations/Encounters as #2, and a False to Truth as #5.
  • 3F consists of 6 nodes with 3 Operations or Encounters as #1, a False to Truth as #5, and a Dreadful Foe as #6.
  • 4F consists of 6 nodes with 3 Operations/Encounters as #1, Wish Fulfilled (may be branched) as #5, and a False to Truth as #6.
  • 5F consists of 8 nodes with 3 Operations/Encounters as the first, False to Truth (may be branched) as #6, Prophecy: Final Page (may be branched) as #7, and a Dreadful Foe as #8.
  • 6F can only be entered by clearing the 5F Dreadful Foe while having Time and Light.png Time and Light (Radiant Zenith)/Anasa's Karma.png Anasa's Karma (Temple of Shattered Shackles, since Expansion I) and consists of 5 nodes, always in the following order: Rogue Trader > 2 non-combat nodes > 2 combat nodes > 2 False to Truth nodes > Dreadful Foe: Holy City (Radiant Zenith)/The Dharma Sermon (Temple of Shattered Shackles)
  • The special floor is added in Expansion II and solely consists of Dreadful Foe: No Room for Rejection.

Bizarre Fragment[edit]

To enter the Bizarre Fragment, choose "Fill the gap with your plans" in a Possibility node (only appears after the "Eldritch Cognition" Historical Reconstruction node is unlocked) or Prophecy: Truth to be Told, or "Try to understand the city" in Encounter: Shifting City (both of which costs 2 Thought-Plan.png), or through the effect of Arch Glyph.png Arch Glyph.

The Bizarre Fragment has one of the following layouts.

  1. Safe House > Rogue Trader > 2 combat nodes > Encounter: Warm and Cozy (only chosen if entered through Arch Glyph)
  2. Branch of 2 Emergency Operations > 2 Prophecies: The Dissident's Sound > Dreadful Foe: Victory Rewind (only chosen if entered through Prophecy: Truth to be Told)
  3. Operation > Wish Fulfilled > Emergency Operation
  4. Face-Off > Wish Fulfilled > Emergency Operation
  • The (Emergency) Operations will be those that appears in the floor where the Fragment is entered and the next floor (e.g. if entered from 2F, the Fragment will have operations that would appear in 2F and 3F). The only exception to this is 6F, where the operations will be those on 5F and 6F instead.

The Bizarre Fragment entered from Encounter: Shifting City is treated as if it was 4F (thus the player will enter 5F after clearing it, even if the Fragment is entered from 3F or earlier) and shares the same layout, but there will be no vertical routes other than Safe Houses after being consolidated to §5 through Impression Restoration.

  • If the player is not inside an Epoch before entering this Fragment, they will enter the Paradox Epoch.
  • Any Epochs entered while in this Fragment will always be the Paradox Epoch.

The player will receive one of the following Collectibles when entering the Bizarre Fragment, which applies a handicap that is only effective there. Each Collectible will only be given once per run if the Fragment is entered multiple times.

  1. Blood Tax Mystery.png Blood Tax Mystery: Friendly units and enemies have -35% HP
  2. Crystal Mystery.png Crystal Mystery: Friendly ground units have +600 DEF but will be Frozen for 15 seconds after deployment
  3. Suspicion Mystery.png Suspicion Mystery: Originium Ingot gains and Life Point losses are doubled
  4. Fabrication Mystery.png Fabrication Mystery: DP generation rate during operations halved but have +50 initial DP
  5. Foresight Mystery.png Foresight Mystery: Command EXP gain +20% but enemies have a 10% chance to spawn a Dreadkaz when defeated
  6. Sigil Mystery.png Sigil Mystery: Automatic SP recovery rate -50% but friendly units have +30 initial SP
  7. Tranquil Mystery.png Tranquil Mystery: Friendly units and enemies have -25% ATK
  8. Silk Bond Mystery.png Silk Bond Mystery: Operators have +50 ASPD if there are no others in the surrounding 8 tiles, otherwise they lose 150 HP every second (which is non-lethal)

Once the Bizarre Fragment is cleared, the player will be taken back to the floor where they entered it and proceed into the node succeeding the Possibility the Fragment is entered from (unless the Bizarre Fragment was entered from Encounter: Shifting City).

Operation drops[edit]

Floor (Emergency) Operation Dreadful Foe
EXP Ingot EXP Ingot
1F10 (12)1 (2)
2F12 (18)
16 (20)
2
3 (5)
3F13 (25)
18 (36)
2 (3)
3 (5)
335
4F15 (30)
20 (33)
3
5
5F20 (36)
25 (39)
3 (5)
5 (6)
516
6F20 (36)5725
SpecialThe special floor only has one operation: No Room for Rejection, which ends the run once cleared
SecretSame as the operation's floor333
Additional information
  • 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.
  • Amounts in violet are for operations which says "Obtain extra Originium Ingots and Command EXP upon victory" (added in Expansion I).

Command Levels[edit]

Level Req. EXP Total EXP Bonuses
1 0
2 10 10
  • Gains 4 Hope.png and Hope cap +4
  • +2 Toil Limit
3 24 34
4 36 70 Gains 5 Hope.png and Hope cap +5
5 40 110
  • Gains 6 Hope.png and Hope cap +6
  • +2 Toil Limit
6 55 165
  • Gains 6 Hope.png and Hope cap +6
  • Life Point cap +1
  • Squad size +1
7 65 230 Gains 6 Hope.png and Hope cap +6
8 75 305
  • Gains 7 Hope.png and Hope cap +7
  • +2 Toil Limit
9 90 395
  • Gains 8 Hope.png and Hope cap +8
  • Squad size +1
10 95 490
  • Gains 8 Hope.png and Hope cap +8
  • +2 Toil Limit

Monthly Contracts[edit]

List of Monthly Contracts in Sarkaz's Furnaceside Fables
Rank Contract
A
Furnace Echoes
Complete a run.
A
Generous Investor
Invest 30 Originium Ingot icon.png across all runs.
A
Gopnik Hitman
Defeat Gopnik 8 times across all runs.
A
Rodent Bane
Defeat Fatty 8 times across all runs.
A
Stolen Tears
Defeat the Crying Thief 8 times across all runs.
B
Amplified Impression
Amplify nodes through Impression Restoration 10 times across all runs.
B
Constant Surprise
Enter 24 Encounters across all runs.
B
Friendly Aid
Recruit Support Operators 8 times across all runs.
B
Go-Getter
Obtain 4 Tactical Props across all runs.
B
Perfectionist
Clear 12 operations perfectly (without losing Life Points) across all runs.
B
Recreationist
Enter 8 Downtime Recreations across all runs.
B
Skilled Negotiator
Enter a Lost and Found.
B
Survivor
Defeat 4 bosses in Dreadful Foes across all runs.
B
Trial of Thorns
Clear 8 Emergency Operations across all runs.
C
Battlefield Veteran
Defeat 500 enemies across all runs.
C
Big Buyer
Buy 10 items from the Rogue Trader across all runs.
C
Eager Explorer
Enter 50 nodes across all runs.
C
Deploy Spree
Deploy Operators 100 times across all runs.
C
Elite Promoter
Promote 10 Operators across all runs.
C
Hope Spreader
Spend 75 Hope.png to recruit and promote Operators across all runs.
C
Ladder Climber
Clear 15 floors across all runs.
C
Networker
Recruit 10 Temporary Recruitment Operators across all runs.
C
Novel Path
Move through nodes vertically 10 times across all runs.
C
Operator Assembly
Recruit 35 Operators across all runs.
C
Originium Broker
Spend 100 Originium Ingot icon.png across all runs.
C
Relic Relisher
Obtain 35 Collectibles across all runs.
C
Strategic Genius
Raise the Command Level 15 times across all runs.
C
Truth Reader
Interpret Thoughts 10 times across all runs.

Endings[edit]

Unofficial English translations provided by PHOTON563.

The End?
Facing Souls 0–3Facing Souls 4–9Facing Souls 10–11Facing Souls 12+
The End?
The unfinished tale is abruptly halted by the Lord of the Liches. He prefers your focus on building the present rather than appeasing departed souls.
Condition
Choose "Owwie!" in Prophecy: Final Page that appears as the second-to-last node in 5F and simply clear the Dreadful Foe that succeeds said Prophecy, Emergency Lecture (or Cognitive Correction if the player has the Rolling Ancestors.png Rolling Ancestors).
Twin Crowns
Facing Souls 0–3Facing Souls 4–9Facing Souls 10–11Facing Souls 12+
Twin Crowns
Your bold assumptions and imagination have brought this ending to life. Your soul quivers with excitement, your mind in a trance, leaving you in awe as you slowly comprehend what has transpired.
Condition
Complete a run with The End? ending and do the following steps in a single run:
  1. Choose "The two of them crowning each other" in Prophecy: Coronation that appears in 2F to obtain Pure-White Petals Pure-White Petals and Wordless Deed Wordless Deed, which occupy a total of 10 Toil.
  2. At a False to Truth node before entering Prophecy: Final Page in 5F, interpret Pure-White Petals and Wordless Deed to receive Pledge of Babel.png Pledge of Babel. This will allow the player to choose "Declare the Kings' true names" in Prophecy: Final Page, which will change the 5F Dreadful Foe to Court Visit (or The Court of Souls if the player has the Rolling Ancestors.png Rolling Ancestors) if chosen.
    • Note that Pledge of Babel increases the DP cost of all Operators by 3, making things more difficult.
    • (Optional) In Encounter: Courtyard of the Departed, which will only appear if the player has Pledge of Babel, the player can obtain Ten Rings.png Ten Rings by choosing "Amiya", which will reduce the HP of Shadows of the Lord in Court Visit/The Court of Souls by 50%.
  3. Clear Court Visit/The Court of Souls.
City of Angels
Facing Souls 0–3Facing Souls 4–9Facing Souls 10–11Facing Souls 12+
City of Angels
Sarkaz and Sankta are one. This strange tale fascinates you so much that even the revenants' wrath and the involvement of the Lord of the Liches can't pull you away...
Condition
Complete a run with The End? ending and do the following steps in a single run:
  1. Enter a Lost and Found (must be unlocked in Historical Reconstruction first) and choose "A square box" to obtain Prophet Horn.png Prophet Horn, which will cause Prophecy: Truth to be Told to always replace the next refreshed node.
  2. Enter Prophecy: Truth to be Told and choose "Fill the gap with your plans" which costs 2 Thought-Plan.png. This will cause the player to enter a Bizarre Fragment with the following layout: 2 Emergency Operations > 2 Prophecies: The Dissident's Sound > Dreadful Foe: Victory Rewind
  3. Choose "Pull the trigger" in Prophecy: The Dissident's Sound to obtain Time and Light.png Time and Light, and clear the Bizarre Fragment. This will cause the player to enter 6F (Radiant Zenith) after clearing 5F instead of ending the run.
    • Note that the Time and Light increases the frequency of Epochs appearing and raise the Toil of all Thoughts by 1, making things more difficult.
  4. Clear the 6F (Radiant Zenith) Dreadful Foe, Holy City.
Wisdom of Kaśjñāna
Facing Souls 0–3Facing Souls 4–9Facing Souls 10–11Facing Souls 12+
Wisdom of Kaśjñāna
Qui'lon shares many tales and parables with you. Today, you enlighten one another. Tomorrow, you accompany him into the home of the Anasa, the land of Dharma—Katsidiya.
Condition
Complete a run after Expansion I and do the following steps in a single run:
  1. Enter a Lost and Found (must be unlocked in Historical Reconstruction first) and choose "A lotus petal" and then "Teekaz or Anasa is but a thought apart" which gives the Petal.png Petal.
    • Note that obtaining the Petal will cause the player to lose all of their Originium Ingot Originium Ingot and reduces their Command EXP accrual by 50%!
  2. Enter a Face-Off and choose "Toss the lotus petal into the tale" which costs 2 Plan Plan. This will cause the player to enter The Boat Home.
  3. Choose the most difficult opposition (Padmasana of Rebirth) in The Boat Home and clear it to obtain the Anasa's Karma.png Anasa's Karma. This will cause the player to enter 6F (Temple of Shattered Shackles) after clearing 5F instead of clearing the run.
    • Note that having the Anasa's Karma will increase the HP of elite and boss enemies by 50%, and alter the 5F Dreadful Foe to be more difficult, notably through the addition of Padmasanas of Rebirth.
  4. Clear the 6F (Temple of Shattered Shackles) Dreadful Foe, The Dharma Sermon.
Impeccable Day
Facing Souls 0–3Facing Souls 4–9Facing Souls 10–11Facing Souls 12+
Embrace.png
"The Lord of Fiends destroyed all things." —so declared the Revenants. Yet if enough time passes, if "Amiya" can really find the answer to save everything, then all those lives trapped in stasis can finally be saved.
Condition
Complete a run after Expansion II and do the following steps in a single run:
  • Enter Encounter: Empty Omen and choose "Try to accept it", which gives out Prophetic Vision.png Prophetic Vision. This will cause a Finale Chorus to spawn in every operation until defeated, after which Despair Despair will be awarded.
    • The Chorus has a grand 500,000(!) base HP, thus it almost certainly will not be defeated in one go; to make up for it, the player will receive a random Collectible at the end of the operation if it managed to enter a Protection Objective, and it retains its HP between operations.
    • (Optional) Interpreting Despair with a Plan Plan will turn it into Salvation Salvation, which can in turn be interpreted with a Plan to be turned into Cessation Cessation. Doing this will make Encounter: All or Nothing impose a much harsher handicap, and should only be attempted if the player is looking for a bigger challenge or the third Impeccable Day endbook.
  • Enter Encounter: All or Nothing and choose "Forge the key with the beginning", which gives up Despair and gives Endless Key.png Endless Key and Skeleton of The End.png Skeleton of The End; the former will cause the player to enter the special floor after clearing 5F or 6F instead of ending the run.
    • Note that the Skeleton of the End increases the DP cost of Operators by 2 and reduces the Physical and Arts damage taken by all enemies by 20%.
    • If the player has upgraded Despair to Salvation, the option will be replaced by "Forge the key with change", replacing the Skeleton with Body of The End.png Body of The End, which does the same thing as the Skeleton but with the addition of increasing the ATK of enemies by 20%.
    • If the player has upgraded Despair to Cessation, the option will be replaced by "Forge the key with the end" replacing the Skeleton with Reality of The End.png Reality of The End, which does the same thing as the Skeleton and Body, but with the addition of changing enemies in the final Dreadful Foe into stronger ones.
    • If the player fails the run before entering the special floor after obtaining the Reality, the player will instead be taken to a special floor made up of five nodes in the following order: Encounter: Disappear...... > Encounter: Disappear... > Encounter: Disappear. > unnamed Prophecy > unnamed Dreadful Foe; the player is scripted to fail the Dreadful Foe no matter what.
  • Clear the special floor's Dreadful Foe, No Room for Rejection.

Result[edit]

When a Sarkaz's Furnaceside Fables 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), which lists the player's Operators in the run under "Explorer List" and logs the player's actions throughout the run.

List of logged actions
  • You find yourself in the forge, and prepare for {difficulty}
  • You selected the {initial Rec. Vouchers option} recruitment set
  • Obtained support {Operational Reward}
  • Recruited Operator {name}
  • Recruited Promoted Operator {name}
  • Recruited Support Operator {name}
  • Recruited Temporary Operator {name}
  • Recruited Monthly Squad Operator {name}
  • Promoted Operator {name}
  • Received Collectible {name}
  • Obtained Thought {name}
  • You entered the {floor name} zone
  • Encountered {Epoch name}
  • Experienced {Epoch name}
  • Mind Lucid, all is normal
  • Mental Toil exceeded limit, Mind Fractured
  • Mental Toil exceeded chokepoint, Mind Obstructed
  • Used Thought {name}
  • Used Inspirer {name}
  • Used {amount} Plans
  • Discarded Thought {name}
  • You encountered {operation}
  • You perfectly cleared {operation}
  • Met {event}
  • You met the odd merchant Cannot
  • You entered Lost and Found. Make your decision.
  • You submitted collectible {name}
  • Entered False to True node
  • Used Thought {name}
  • Obtained {(no) name} as a reward
  • Entered Face Off and obtained a Victory/Draw/Defeat
  • You chose to fight and won
  • You chose to fight and lost
  • You opened {Collectible from Wish Fulfilled}
  • Entered Bosky Passage
  • Carried out {option} in the Safe House
  • Spent {amount} Originium Ingots to purchase {item}
  • Traded Thoughts {name(s)} and obtained {amount} Originium Ingots
  • Invested {amount} times
  • Consolidated Impressions at a {name} node
  • Amplified Impressions at a {name} node
  • Received {item}
  • Cleared the {title} ending
  • This is where it comes to an end

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 "A Sudden Loss for Words" message if the run fails).
Completed You, Dr. {nickname} used the {Squad} and spent xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec
Witnessed the {ending}
Completed in Facing Souls 1+ You, Dr. {nickname} used the {Squad} and spent xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec
Witnessed the {ending} on {difficulty level}
Failed You, Dr. {nickname} used the {Squad} and spent 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.
  • A list of Collectibles and Thoughts the player have obtained during the run.

Scoring[edit]

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.
Steps taken 1 × no. of nodes entered
Normal battles fought 10 × no. of Operations cleared
Operators recruited 2 × no. of Operators recruited
Items obtained 5 × no. of items obtained (Collectibles and Thoughts; still counts if the former is traded away in Lost and Found and the latter is sold at the Rogue Trader)
Boss battles fought 30 × no. of Dreadful Foes cleared
Elite battles fought 20 × no. of Emergency Operations cleared

Changelog (Global)[edit]

Media[edit]

Arknights Official Trailer - Integrated Strategies: Sarkaz's Furnaceside Fables

Trivia[edit]

  • In the CN server, Sarkaz's Furnaceside Fables was released between A Kazdelian Rescue and Adventure That Cannot Wait for the Sun. Due to the close timing of the CN release of Sarkaz's Furnaceside Fables' Expansion II on January 9, 2025, and the Global server's 5th anniversary on January 16, 2025—celebrated with a Carnival event—the Global release of Sarkaz's Furnaceside Fables was delayed to February 14, 2025 (coinciding with Valentine's Day), with the KR release preceding it on February 7, 2025.
  • Sarkaz's Furnaceside Fables has the following distinctions:
    • It is the first theme where the second and third endings are unlocked after clearing a run with the first ending, rather than sequentially.
    • It is the first theme to feature five endings; with the fourth introduced in Expansion I and the fifth in Expansion II.
    • It is the first theme with 18 difficulty levels.