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.
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
Gains a random Collectible when entering a new floor.
Unlock condition: Spend 20 in Rogue Traders across all runs since Expansion I.
Collection Squad
Added in Expansion I.
Starts with +1 .
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.
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 to recruit and -1 to promote; the first Guard (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with Survivor Contract.
#2
4★ and higher Caster cost -2 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 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 to recruit and -1 to promote; the first Specialist (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with +20 .
#12
4★ and higher Snipers cost -2 to recruit and -1 to promote; the first Sniper (except Temporary Recruitment ones) recruited will be automatically promoted (if able); starts with +20 .
#13
Operators cost -1 to recruit and promote; more likely to obtain a Collectible from operations.
#14
Operators cost -1 to recruit and promote; friendly units have +15% HP and ATK.
#15
Operators cost -1 to recruit and promote; starts with Survivor Contract.
#16
Starts with +20 and Survivor Contract.
#17
Starts with +20 ; +5 when entering a new floor; refreshing a node does not expend Plans and will turn it into a Rogue Trader.
#18
Starts with +20 ; +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 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 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.
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 that of Challenge Modes, and 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 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.
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.
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:
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.
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.
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).
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.
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 .
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.
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.
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.
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.
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.
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.
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
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."
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.
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."
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.
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.
The Dreadful Foe is normally Emergency Lecture, but can be changed to Court Visit by choosing "Declare the Kings' true names" on Prophecy: Final Page (requires Pledge of Babel).
6F can only be entered by clearing the 5F Dreadful Foe while having Time and Light (Radiant Zenith)/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.
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 ), or through the effect of Arch Glyph.
The Bizarre Fragment has one of the following layouts.
Safe House > Rogue Trader > 2 combat nodes > Encounter: Warm and Cozy (only chosen if entered through Arch Glyph)
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)
Operation > Wish Fulfilled > Emergency Operation
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.
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).
The special floor only has one operation: No Room for Rejection, which ends the run once cleared
Secret
Same as the operation's floor
33
3
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).
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).
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:
Choose "The two of them crowning each other" in Prophecy: Coronation that appears in 2F to obtain Pure-White Petals and Wordless Deed, which occupy a total of 10 Toil.
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. 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) 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 by choosing "Amiya", which will reduce the HP of Shadows of the Lord in Court Visit/The Court of Souls by 50%.
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:
Enter a Lost and Found (must be unlocked in Historical Reconstruction first) and choose "A square box" to obtain Prophet Horn, which will cause Prophecy: Truth to be Told to always replace the next refreshed node.
Enter Prophecy: Truth to be Told and choose "Fill the gap with your plans" which costs 2 . 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
Choose "Pull the trigger" in Prophecy: The Dissident's Sound to obtain 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.
Clear the 6F (Radiant Zenith) Dreadful Foe, Holy City.
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:
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.
Note that obtaining the Petal will cause the player to lose all of their Originium Ingot and reduces their Command EXP accrual by 50%!
Enter a Face-Off and choose "Toss the lotus petal into the tale" which costs 2 Plan. This will cause the player to enter The Boat Home.
Choose the most difficult opposition (Padmasana of Rebirth) in The Boat Home and clear it to obtain the 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.
Clear the 6F (Temple of Shattered Shackles) Dreadful Foe, The Dharma Sermon.
Impeccable Day
"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. This will cause a Finale Chorus to spawn in every operation until defeated, after which 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 will turn it into Salvation, which can in turn be interpreted with a Plan to be turned into 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 and 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, 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, 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.
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
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.
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.
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)
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.