Gaming How-To

How to Complete All 9 Sunward Island Strange Tales in NTE 1.1

Exact time, weather, and NPC conditions for every Strange Tale on Sunni Island in the Sunward Travelogue event.

Exact time, weather, and NPC conditions for every Strange Tale on Sunni Island in the Sunward Travelogue event.

Sunward Island, also called Sunni Island, is the exploration zone added in Neverness to Everness Version 1.1 “Dreamwalk Corridor.” Scattered across its beaches, forests, and resort are nine Strange Tales, small story objectives that lock behind specific in-game times, weather states, hidden items, and NPC spawns. Finishing all nine feeds the limited-time Sunward Travelogue event and pays out Footprint Points along with rewards like Annulith, Elite Hunter Guides, Chaotic Dye, and Expansion Cores.

Quick answer: Reach Sunward Island through “Dreamwalk Corridor,” unlock the Sunni Island ReroRero Phone Booth, then trigger each tale with the Time System set to the conditions below. The cracked-orb book icons on your map disappear as each tale completes; all nine clears once the icons are gone.
Image credit: Perfect World Games

Requirements before starting

Sunward Island is gated behind story progress, so you cannot reach it the moment the patch installs.

Update the game to Version 1.1 after the maintenance window closes. None of the new island content appears without the update installed.
Finish the main story quest “A Research in Scarlet.” This unlocks the “Dreamwalk Corridor” episode.
Finish the main story quest “A Research in Scarlet.” | Image credit: Perfect World Games
Progress through “Dreamwalk Corridor” until the route to Sunward Island opens. The island is mainly reached by boat.
Progress through “Dreamwalk Corridor” | Image credit: Perfect World Games

Once you arrive, unlock the Sunni Island ReroRero Phone Booth first. Most tales below use it as the fastest starting point. You will also lean heavily on the Time System, since several tales require a set hour or specific weather.

The Sunward Travelogue runs from June 3 (after the update) until July 8, 05:59 (UTC+8). Rewards left unclaimed when the event ends are forfeited, so clear the tales and collect everything before that cutoff.


Time and weather conditions for each tale

Most failures come from the wrong clock or weather setting. Keep this reference handy while you run the route.

Strange TaleTimeWeather
The Drowning Tourist (Bubbles in the Sea)08:00Sunny
The Tunnel (Ghost in the Tunnel)22:00Any
Flying Fish (Skyfish Banner)08:00 / morningSunny
The Firestone and Bonfire (Suspicious Man)20:00Rainy
The Golden TreeAfter 20:00 (trees glow 18:00–9:00)Any
Ghost Captain and Rusty Knife20:00 for ghost; morning for resort NPCAny
The Water Well20:00Any
Dance Dance Dance (Hall on the Hill)22:00Any
The BellAnyAny
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If an NPC will not appear or cannot be talked to, change the time and weather again, enter and exit any Character Trial, or restart the game. Cancel auto-tracking on a quest and retry if it gets stuck.

1. The Drowning Tourist (Bubbles in the Sea)

From the Sunni Island ReroRero Phone Booth, head northeast and drop down to the road. Summon a vehicle, ride downhill, and turn left at the road until you see stairs leading to the beach on your right.

Talk to the mother and child near the stairs (Ms. Bulan). After the dialogue, set the time to 08:00 the next morning and choose Sunny weather.
If only the mother and child are still there, enter and exit a Character Trial. A tired-looking tourist should spawn nearby. Talk to him, then swim out to sea.
Let your stamina drain in the water. When the white bubbles appear, stay inside that area and swim in small circles. Do not swim too far out or the event fails to trigger.

Once your stamina hits zero, you are returned to shore. Talk to the mother again to complete the tale.

Image credit: Perfect World Games

2. The Tunnel (Ghost in the Tunnel)

The only condition here is entering the tunnel at night while riding a vehicle.

Set the time to 22:00, return to the road, and summon a motorcycle, scooter, or any rideable vehicle. Head west into the tunnel and ride a short distance inside. The tale triggers automatically when the ghost appears. The ghost only shows between 22:00 and 0:00.


3. Flying Fish (Skyfish Banner)

Go back near the tunnel entrance and find a drift bottle by the shore. Interact with it first, then follow the coast northwest toward the small island area until you reach the fishing NPCs.

Set the time to 08:00 (any morning hour like 10:00 or 12:00 also works) and choose Sunny weather. Talk to the two fishing NPCs. They will not appear at night.
Use the fishing spot on the shore, not the one inside the resort. Start fishing and catch any Flying Fish (Skyfish Banner) variant. Blue, red, and green all count, and the basic rod with universal bait is enough.
Exit fishing mode after the catch. The anomaly fish flies off into the sky, completing the tale and awarding 24 Footprint Points.
Image credit: Perfect World Games / BustinNutz TV
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Skyfish Banners appear randomly, so expect several casts before one bites. Some players catch it at night as well, so the daytime rule applies mainly to the two NPCs you must talk to first.

4. The Firestone and Bonfire (Bottle and the Suspicious Man)

Checking the drift bottle from the previous step is the trigger for this tale, so read it before searching the boat.

From the fishing area, head southwest along the coast and hug the rocks until you find a small wooden boat. Search the blue bag beside it to obtain the Strange Firestone.
Go south to the beach bonfire and light it once. The fire does not need to stay visibly lit; one interaction is enough.
Set the time to 20:00 and choose Rainy weather, then watch the shore. If the NPC does not show, open the Time System and re-select Rainy to push time forward.

An escaped NPC appears near the water. Talk to him. Pick the first option for the first dialogue choice; any answer works for the second, though the third option grants a small extra Fons reward. The tale completes after the conversation.


5. The Golden Tree (Buried Sword)

This tale needs three items found under three glowing golden trees, which only appear at night (roughly 18:00 to 9:00 in-game). Keep the time past 20:00 while you collect them.

The first tree sits near the resort facility in the center of the island, reachable southeast of the bonfire area. The second is near the building at the top of the hill, found by following the resort wall south. The third stands in the forest, on the hill southeast of the well (covered in tale 8 below). Examine the glowing item beside each tree to collect it.

After gathering all three, ride out to the small island east of Sunward Island and interact with the stone (the sword) at the top. Submit the three items to finish the Golden Tree tale and earn Footprint Points. Full directions to that island are in section 9.

Image credit: Perfect World Games

6. Ghost Captain and Rusty Knife (Ghost Ship and Rusted Sword)

Find Great Jerry near the beach bonfire below the wooden ship mast, southwest of the second golden tree. He only appears between 20:00 and 6:00.

Talk to Great Jerry repeatedly, choosing the first dialogue option each time, until he asks you to find a knife. Select the answer that means “I’ll try.”
Image credit: Perfect World Games / BustinNutz TV
Teleport to the Sunni Island ReroRero Phone Booth, head west into the resort, enter the lobby, and take the stairs on the right. On the second floor, look north for two NPCs at a table, including Ken.
Talk to Ken. He asks you to return the next day, so advance the time to the next morning with the Time System and speak to him again. He then agrees to hand over the knife.
Pick up the Rusty Knife (Rusted Sword) from the table; it is not given to you directly. Track the tale, return to the shipwreck, interact with the bonfire, and throw the knife in.

If the ghost captain does not appear by the wooden boat, enter and exit a Character Trial. Talk to him once he shows up; any dialogue option completes the tale.

Image credit: Perfect World Games

7. The Water Well

Teleport back to the Sunni Island ReroRero Phone Booth, head southeast through the alley beside the houses, and climb over the wall into the forest. A well sits in the middle of this area.

Set the time to 20:00 (weather does not matter), interact with the well, and choose “Pour Water.” Interact again and listen to the story. The tale completes once the story finishes.

Image credit: Perfect World Games

8. Dance Dance Dance (Hall on the Hill)

From the well, head southeast up the hill to reach the third golden tree and grab the final golden-tree item there. Then continue east into the nearby residential area.

Examine the sign at the building entrance to begin, then set the time to 22:00. The event runs between 22:00 and 0:00.
Turn on music before you walk through the door. Use the Cubox Portable Player (Walkman) or ride a motorcycle with music playing. You will be blocked if you try to enter on foot.

Entering the doorway while music plays teleports you inside and completes the tale.

Image credit: Perfect World Games

9. The Bell and the Golden Tree turn-in

After the music-door tale, walk west to the house entrance, turn right, and glide down to a platform holding a bell. Land and interact with it. Ringing the bell completes its own Strange Tale.

The bell also changes the island’s weather each time you ring it, which is handy for cleaning up any tales that still need sunny or rainy conditions.

To finish the Golden Tree tale, glide northeast toward the beach from the bell platform, summon a scooter or motorcycle, and ride along the coast toward the small offshore island to the east. Near the reef, follow the narrow path across the water by vehicle, climb the slope, and interact with the stone at the top. Submit your three golden-tree items to complete the tale.


How to confirm progress and common failures

Each tale shows a book icon on the map while it is open. The icon clears as the tale resolves, and the quest log marks it complete with Footprint Points paid on the spot. When every book icon is gone, all nine are done, and your Sunward Travelogue tally reflects the clears.

If you skipped one, the Fortune Reading feature run by Blackbird at the Witch’s House surfaces it. Open the menu, select the “Lost Tales” option on the left to see how many remain, trigger a Divination, and a cracked-orb icon marks the missed tale on your map.

ProblemFix
Blue bag near the boat won’t openRead the drift bottle first; it is the trigger
Can’t talk to Ken for the knifeAccept Great Jerry’s request first (“I’ll try”)
Drowning event won’t triggerStay in the white-bubble area; don’t swim too close or too far
Rainy-night man won’t appearLight the bonfire once after the Firestone, then re-select Rainy at 20:00
NPC missing or unresponsiveEnter and exit a Character Trial, or restart the game

Run the tales in the order above, and you cover the whole island in a single loop, with the golden-tree items collected along the way and turned in at the end. Just be sure to wrap everything up before the Sunward Travelogue closes on July 8, 05:59 (UTC+8), so none of the event rewards slip away.