Sarkaz's Furnaceside Fables
Jump to navigation
Jump to search
Theme | Nodes | Collectibles | Endings |
This Integrated Strategies theme is not yet released in the Global server of Arknights; the information are based on tentative translations which may not represent the official English localization and will be updated when the theme's Global release is announced. |
Integrated Strategies #5: Sarkaz's Furnaceside Fables, often simply known as Integrated Strategies 5 (IS5) or Furnaceside Fables, is the fifth theme of the namesake roguelike game mode in Arknights.
Introduction
The voices of Revenants lead you away from reality.
A rite, a conversation.
The fantasies transcending the land is about to begin.
A rite, a conversation.
The fantasies transcending the land is about to begin.
Synopsis
- Main article: Sarkaz's Furnaceside Fables/Synopsis
Difficulty levels
- Face the Revenants is initially available, while Face the Revenants +1 and above are unlocked by completing a run in the preceding level (e.g. Face the Revenants +11 will be unlocked once the player completed a Face the Revenants +10 run).
- 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.
- Era determines the namesake's effectiveness.
- Burden determines the severity of Thoughts' Mental Burden exceeding the Threshold.
- Score is a modifier to the run's final score.
Level | Description | Buff | Era | Burden | Score |
---|---|---|---|---|---|
Face the Revenants |
|
0% | Formative | Light | 100% |
Face the Revenants +1 | Starts with -2 Life Point cap. | 0% | Formative | Light | 105% |
Face the Revenants +2 | A new Era is more likely to begin. | 0% | Formative | Light | 110% |
Face the Revenants +3 | Spines of Age and Weeping have +20% HP. | 0% | Formative | Light | 115% |
Face the Revenants +4 | Elite and boss enemies have +20% HP. | 0% | Formative | Light | 120% |
Face the Revenants +5 | No additional handicaps
|
1% | Formative | Normal | 125% |
Face the Revenants +6 | No additional handicaps
|
2% | Expansion | Normal | 130% |
Face the Revenants +7 | Elite and boss enemies have +10% ATK. | 3% | Expansion | Normal | 135% |
Face the Revenants +8 | Starts with -2 Life Point cap. | 5% | Expansion | Normal | 140% |
Face the Revenants +9 | Friendly units take +30% Necrosis Damage. | 6% | Expansion | Normal | 145% |
Face the Revenants +10 |
|
7% | Expansion | Normal | 150% |
Face the Revenants +11 | No additional handicaps
|
8% | Expansion | Heavy | 150% |
Face the Revenants +12 | No additional handicaps
|
10% | Peak | Heavy | 150% |
Face the Revenants +13 |
|
13% | Peak | Heavy | 150% |
Face the Revenants +14 |
|
16% | Peak | Heavy | 150% |
Face the Revenants +15 |
|
20% | Peak | Heavy | 150% |
Squads
Certain Squads can be upgraded in Historical Reconstruction, with the upgraded effect denoted in brown.
![]() |
Adaptable Squad Obtains a random Collectible upon entering a new floor.
|
![]() |
Revenant Escort Squad Increases Mental Burden Threshold by 1 and receives 2 Inspirations upon entering a new floor. Unlock condition: Unlock the 灵感潮增 Historical Reconstruction node.
|
![]() |
Knowledgeable Squad Unlock condition: Unlock the 归纳学识 Historical Reconstruction node.
|
![]() |
Blueprint Surveying Squad Increases the node refresh chance by 1 and the first refresh of a node will not expend Ideas. Starts with +1 Idea. Unlock condition: Unlock the 勘探史迹 Historical Reconstruction node.
|
![]() |
Leader Squad
|
![]() |
Gathering Squad Increases the squad size and Unit Limit by 2. Starts with each of the five Reserve Operators.
|
![]() |
Support Squad
|
![]() |
Spearhead Squad
|
![]() |
Tactical Assault Squad 6★ and 5★ Guards and Vanguards cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
|
![]() |
Tactical Fortification Squad 6★ and 5★ Defenders and Supporters cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
|
![]() |
Tactical Ranged Squad 6★ and 5★ Medics and Snipers cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
|
![]() |
Tactical Destruction Squad 6★ and 5★ Casters and Specialists cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
|
![]() |
First-Class Squad 5★ Operators are automatically promoted when recruited.
|
Operation Rewards
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 ![]() |
Reserve fund support | Starts with +5 ![]() |
Purchase a Collectible | Starts with a random Collectible but with 0 ![]() |
Reclaim loot | Starts with a random Collectible but with -1 ![]() |
Just grab something | Starts with Hot Water Kettle. |
Get mentally prepared | Starts with 2 ![]() |
Nodes
![]() |
Operation Everyone has their weapons drawn. They're definitely not here to negotiate. Self-explanatory.
|
![]() |
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.
|
![]() |
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:
|
![]() |
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.
|
![]() |
Rogue Trader Neither an ally nor an enemy. Some people like to sit on the fence. See Rogue Trader for more information.
|
![]() |
Prophecy 抉择就在眼前,结局早已注定。 The player makes a decision which influences the ending that would be reached.
|
![]() |
Idea Filter 形式的转变惟妙惟肖,令你以为自己分清了真假。 Applies a bonus by interpreting Thoughts, expending them in the process. See Sarkaz's Furnaceside Fables/Thoughts#Idea Filter for more information.
|
![]() |
Face Off 同样的事情曾无数次发生在萨卡兹身上。 Can enter a "time trial" operation; see Addendum for more information.
|
![]() |
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.
|
![]() |
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
![]()
|
![]() |
Possibility 将梦想倾注于框架,细碎想法即可变作崭新规划。 Can enter the secret floor. Otherwise, the player will receive 1 Idea.
|
Addendum | |
---|---|
|
Floors
![]() 1F – Genesis of Soulforge
|
The first sentence. Familiar temperature fades into the darkness, the reality is weakened at every turn. A Sudden Lack of Words It seems that you and your Sarkaz ancestors are equally attached to the warmth of the furnace. You have moved away from the illusions, and entered the dreamland. |
![]() 2F – Wrought Iron Roots
|
The second line. The winding past connects to a future that has never been seen, and seeds of imagination burgeon in every pipe. A Sudden Lack of Words Each pipe seemed to branch into three, and then connect head to end, and you lost your words to describe them. |
![]() 3F – Ashen Labyrinth
|
The third paragraph. Do you recognize this city//wreckage//palace//village? A Sudden Lack of Words That city//wreckage//palace//village has rejected you, it changes no more with your persuasion. |
![]() 4F – Crossroad of Possibilities
|
The fourth section. Imaginations have reached perfection, Kazdel is complete yet empty. It greedily wants more, oblivious to the approaching boundaries. A Sudden Lack of Words You crossed the boundaries one after another, chose the Kazdels one after another, and they all accepted you. |
![]() 5F – Boundary of Virtuality
|
The fifth chapter. To end is to split, to unify is to split, to stabilize is to split. Subverting the consensus is the only way to a new chapter. A Sudden Lack of Words "Come back." |
![]() 6F – Shimmering Zenith
|
The sixth volume. The transcendental imagination beyond rebirth is right in front of you, unexpected yet reasonable. Accept the curse//blessing. A Sudden Lack of Words You fell before the truth. The resistance of the truth is so great, and you can only escape back to the truth. |
![]() Secret – Bizarre Fragments
|
Footnotes. Recorded history always longs for supplementary stories, just as the surface of water longs to be filled with reflections. A Sudden Lack of Words The surface of the water spread out as the molten thoughts rippled, and the boundaries were expanded once again. |
Addendum | |
---|---|
|
Secret floor |
---|
To enter the secret floor, choose the option that requires the player to expend 2 ![]()
|
Operation drops
Command Levels
Level | Req. EXP | Total EXP | Bonuses |
---|---|---|---|
1 | – | 0 | – |
2 | 10 | 10 | |
3 | 24 | 34 |
|
4 | 36 | 70 | Gains 5 ![]() |
5 | 40 | 110 | |
6 | 55 | 165 | |
7 | 65 | 230 | Gains 6 ![]() |
8 | 75 | 305 | |
9 | 90 | 395 | |
10 | 95 | 490 |
Result
Scoring
Floors cleared |
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 entered nodes |
Normal battles fought | 10 × no. of cleared Operations (including ISW-DU and ISW-SP ones) |
Operators recruited | 2 × no. of recruited Operators |
Items obtained | 5 × no. of obtained items (Collectibles; those traded away in Lost and Found still counts) |
Boss battles fought | 30 × no. of cleared Dreadful Foes |
Elite battles fought | 20 × no. of cleared Emergency Operations |