I'd put(judging from your node-shot, LC) the 'fake stones shader 01' after the 'berg' shader, not set as a child to a surface layer, then use the blend shader 'fractal breakup 02' as its blend shader(if that's what it's meant to do, being in the fractal breakup port of the surface layer, I imagine it is).
I'd also lose the 'surface layer 03' shader, the second fractal will still appear over the first without needing to be set as a child, as long as the second one has only one colour checked(high or low) you'll still see the previous fractal's colouring beneath it. I'm not so sure of this last part, though, it seems that these fractals are set as the displacement function of the surface layer(which has no colour function that I can see). I'd use the colour and displacement from stacked fractals and simply plug that into the fake stones surface shader.