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Sunward Island: 9/9 Strange Tales Walkthrough
Neverness to Everness

Sunward Island: 9/9 Strange Tales Walkthrough

Step-by-step walkthrough for all 9 Strange Tales on Sunward Island, including timing, NPC triggers, fishing requirements, and the Glowing Trees puzzle.

Touch Me Not
Touch Me Not ·
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Sunward Island: 9/9 Strange Tales Walkthrough for Neverness to Everness, with practical steps, priorities, and strategy notes linked to related guides and game resources.

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Overview

Sunward Island is home to 9 Strange Tales tied to the Sunward Travelogue event in Version 1.1. Completing all of them also contributes to the event’s travelogue rewards, so it’s worth doing even if you only have partial map progression. You’ll need to reach Sunward Island through the main quest before any of these become available.

I also recorded a video walkthrough with an efficient route through all 9 tales — feel free to follow along:


Tale 1 — The Well at Sunset

Teleport to the Phone Booth on the island and enable the map tracker. Set the in-game time to sunset (6:00 PM), then pour water into the nearby well. An Anomaly will emerge from the water — talk to it to complete the tale.

Phone Booth and well location on Sunward Island. Set time to 6:00 PM and pour water into the well.
Phone Booth and well location on Sunward Island. Set time to 6:00 PM and pour water into the well.

Tale 2 — Wahie’s Rescue

Track the next Strange Tale marker and head to the seashore. Talk to the mother scolding her son standing by the water. Set the time forward to the next morning — if both NPCs are still present, return to the login screen and re-enter the game. The Haggard Tourist NPC should now appear in their place.

After talking to the Haggard Tourist, swim out from shore until your stamina is fully depleted — don’t swim too far, and stay near the coast. Once bubbles appear in the water, swim only within the bubble zone. When the conditions are met, an Anomaly named Wahie will save you from drowning and complete the tale. Make sure no active quest is locking the in-game time.

Seashore location for Tale 2. Talk to the mother, wait for the Haggard Tourist, then deplete your stamina swimming near the bubbles.
Seashore location for Tale 2. Talk to the mother, wait for the Haggard Tourist, then deplete your stamina swimming near the bubbles.

Tale 3 — The Tunnel at Midnight

From the seashore, head to the Tunnel entrance. The workers standing near the Utility Pole will give you a hint if you talk to them. Go inside the tunnel and set the time to 10:00 PM — the entire tunnel fills with thick black mist. Walk back out to the entrance to escape the mist and complete the tale.

Tunnel entrance location. Set time to 10:00 PM inside the tunnel, then walk back out to complete the tale.
Tunnel entrance location. Set time to 10:00 PM inside the tunnel, then walk back out to complete the tale.

Tale 4 — The Bottle, the Escapee, and the Glowing Trees

This is a multi-step tale spread across several locations on the island.

Step 1 — Find the Secret Bottle

After exiting the tunnel, return to the shore and look for a glass bottle containing a secret message. It holds clues for the rest of this tale.

Glass bottle location on the shore — pick it up for clues about the rest of Tale 4.
Glass bottle location on the shore — pick it up for clues about the rest of Tale 4.

Step 2 — Light the Firestone and Wait for the Escapee

From the bottle’s location, track the nearest Strange Tale marker and find a bag on the ground. Grab the strange Firestone inside it, then use the Firestone to light a fire. Set the time to Sunset with Rainy weather.

Firestone location. Grab it from the bag, light a fire, then set time to Sunset with Rainy weather.
Firestone location. Grab it from the bag, light a fire, then set time to Sunset with Rainy weather.

A prison escapee will appear by the shore. If he doesn’t show up, try adjusting the time and weather for the next day, or return to the login screen and re-enter. When you talk to him:

  • First response: choose “Adurag
  • Second response: let him go

Letting him go completes this step.

Prison escapee dialogue. First response: Adurag. Second response: let him go.
Prison escapee dialogue. First response: Adurag. Second response: let him go.

Step 3 — Collect from the Three Glowing Trees

At evening, three glowing trees appear across the island, each hiding an item underneath. The trees are in these locations:

  • One in the forest near the escapee’s location (visible from the previous spot)
  • One at the back of the Resort
  • One near the Lighthouse

Collect the hidden item under each tree, then bring all three to the broken sword in the Islet on the right side of the map. Submitting the items completes the tale. This step involves a lot of ground to cover — the video walkthrough is helpful for pinpointing the exact tree spots.


Tale 5 — The Flying Fish Fishermen

From the bottle location, track the nearest Strange Tale marker. You’ll find two NPCs arguing about a “Flying Fish” near the shore. Head to the nearby fishing spot and catch any of the three Colored Scales Banner fish to settle the dispute and complete the tale.

Nectar Bait is recommended (requires Fishing Level 5). If you haven’t invested in fishing, Universal bait works too — it just takes longer.

Fishing spot location for Tale 5. Catch any of the three Colored Scales Banner fish to complete the tale.
Fishing spot location for Tale 5. Catch any of the three Colored Scales Banner fish to complete the tale.

Tale 6 — The Ghost of the Wrecked Ship

You can pick this up on the way to or after collecting the second Glowing Tree item near the Resort. Head to the wrecked pirate ship — it’s easy to spot as a landmark. Talk to the Ghost NPC three times, choosing any dialogue option each time, to complete the tale.

Wrecked pirate ship location. Talk to the Ghost NPC three times with any dialogue choice.
Wrecked pirate ship location. Talk to the Ghost NPC three times with any dialogue choice.

Tale 7 — The Rusted Blade and the Ghost’s Rest

This tale is a continuation tied to the Ghost at the wrecked ship.

Set the time to morning and go to the 2nd floor of the Resort. Talk to an NPC named Ken — once the conversation ends, pick up the Rusted Blade left on the table. Return to the wrecked ship and toss the Rusted Blade into the fire. The Ghost NPC will reappear — talk to him one final time to lay him to rest and complete the tale.

Resort 2nd floor — talk to Ken and pick up the Rusted Blade from the table.
Resort 2nd floor — talk to Ken and pick up the Rusted Blade from the table.
Return to the wrecked ship and toss the Rusted Blade into the fire to summon the Ghost.
Return to the wrecked ship and toss the Rusted Blade into the fire to summon the Ghost.

Tale 8 — The Lighthouse Party

Head to the Lighthouse and position yourself just outside the property. Set the time to 10:00 PM. Then either equip the Walkman from your inventory or turn on the radio on your bike. The Anomalies inside are throwing a party and will only let you in if you’re listening to music. Once you enter, the tale completes automatically.

The third Glowing Tree for Tale 4 is directly behind the Lighthouse — grab it while you’re here if you haven’t already.

Lighthouse at 10:00 PM. Equip the Walkman or turn on the bike radio, then enter to join the Anomaly party.
Lighthouse at 10:00 PM. Equip the Walkman or turn on the bike radio, then enter to join the Anomaly party.

Tale 9 — Ring the Bell

Just around the corner from the Lighthouse, you’ll find a bell. Interact with it to ring it, summoning fog and completing the final tale.

Bell location just around the corner from the Lighthouse. Ring it to summon fog and complete the final tale.
Bell location just around the corner from the Lighthouse. Ring it to summon fog and complete the final tale.

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