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Neverness to Everness: How to Finish The Last Bus Out in Duskmoor

Neverness to Everness: How to Finish The Last Bus Out in Duskmoor

Rapport de Terrain·4 min de lecture

Why this commission stands out

Most Anomaly Commissions in Neverness to Everness end with something beaten into the ground. The Last Bus Out, set in the Duskmoor district, takes a different road. Instead of a fight, you get a delivery job with strange cargo: a special puppet and a creepy shadow, and both of them need an escort to a waiting bus. Read that again. You are literally giving a puppet and a shadow a ride out of wherever they are stuck.

It is a short, atmospheric break from the game’s usual loop, and it leans hard into the supernatural side of NTE. For most players the whole thing wraps up in 10 to 15 minutes, no special team required, which makes it a comfortable detour between story beats.

Key facts at a glance

  • Location: Duskmoor
  • Type: Anomaly Commission
  • Goal: lead a special puppet and a creepy shadow back to the bus
  • Prerequisites: not listed in official materials
  • Estimated time: 10 to 15 minutes, based on similar commissions
  • Rewards: not listed in official materials

The walkthrough

Everything starts in Duskmoor. Open the map, find the Anomaly Commission marker, and interact with the commission board or its NPC to begin. From there the job splits into three stages, each covered below.

Stage 1: pick up the puppet

Inside the anomaly zone, track down the special puppet first. It either stays put or wanders a specific area, so close the distance and trigger the follow prompt. Once it is trailing you, do not rush ahead. The puppet is fragile and has its own movement quirks, so dodge fights whenever you can.

Stage 2: reveal and grab the shadow

The creepy shadow is the second passenger, and it is not always sitting out in the open. Sometimes it hides behind a small puzzle that you have to solve before it shows itself. Use your abilities to interact with whatever reveals it, then pick it up the same way you picked up the puppet.

Stage 3: get everyone on the bus

The bus is the exit point, so guide both entities toward it and keep an eye on the one lagging behind. When the puppet, the shadow, and you are all close enough, a cutscene or interaction fires, the bus departs, and the commission ends with you back in the real world. Grab your rewards and any achievements that come with them.

Common snags and fixes

  • The puppet or shadow stops following. Stay inside its range. If one gets stuck, backtrack a few steps to reset the pathing before moving on.
  • Enemies interrupt the escort. Clear them fast. Both entities may cower or freeze during combat, so end fights quickly to keep them moving.
  • The bus does not appear. Both entities need to be near it. If one fell behind, wait for it to catch up before expecting the trigger.
  • The commission will not start. Check for prerequisite commissions and remember the anomaly could be time-gated. Official materials stay silent on both.

Quick questions

Can I repeat this commission? Official materials do not say. Most Anomaly Commissions are one-time story experiences, so plan for a single run.

Does it need a specific character or team? No. A character with crowd control or healing helps if combat breaks out, but nothing is required.

What are the rewards? Official materials do not list them. Expect the standard commission payout of currency and experience.

Is there a time limit? Official materials do not mention one, and the commission looks untimed.

After the bus leaves

Finishing The Last Bus Out does not close out Duskmoor. Other Anomaly Commissions in the district stay available, and the main story picks right back up. For the latest update details, including the NTE 1.4 Porsche Collab, Pukaland, and Blackbird content, check the Neverness to Everness hub.

The whole run usually lands between 10 and 15 minutes, and with no timer hanging over you, there is no reason to rush the puppet and the shadow onto that bus.