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Last Bus Out and Perfectly Common Dreams: Duskmoor Anomaly Commission Walkthrough
Neverness to Everness

Last Bus Out and Perfectly Common Dreams: Duskmoor Anomaly Commission Walkthrough — NTE

How to trigger and solve the two new Duskmoor Anomaly Commissions from Version 1.4: the Wayward Line bus and the Dreamaway Pillow dream.

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Last Bus Out and Perfectly Common Dreams: Duskmoor Anomaly Commission Walkthrough for Neverness to Everness, with practical steps, priorities, and strategy notes linked to related guides and game resources.

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Version 1.4 adds two more Anomaly Commissions to Duskmoor. Perfectly Common Dreams is a stealth run through a dream, while Last Bus Out has you collect three passengers on a night bus. Neither asks for a fight, so what matters is knowing what each stop wants from you.


Perfectly Common Dreams

Track the commission and head to the small white house east of Komaki Road. Go inside and rest on the bed to fall asleep and start the dream.

The Dreamaway Pillow entry. Its recommended action is to evade the monsters' sight while in the dream.
The Dreamaway Pillow entry. Its recommended action is to evade the monsters' sight while in the dream.

The dream is a chain of rooms, and every one of them is solved by staying out of the anomaly’s line of sight.

  1. The warehouse. Pale figures walk in a line. Fall in behind them, keep the same spacing, stop when they stop and start again when they do. If the line gets stuck, turn the camera to the side and start walking again.
  2. The classroom floor. Go up to the second floor and run to the furthest classroom. Sit down on a chair among the pale figures and wait until the anomaly moves on to the next classroom. Before you enter a new room, check that the anomaly is looking away.
  3. The next rooms. Once the anomaly starts roaming, stand up and move on to the next room, then sit and wait for it to appear again. In the last classroom, wait until it starts to roam before you run for the exit.
  4. The dormitory. Ignore the loose chairs on the way and keep going through the sleeping quarters until you find an empty bed to sleep in.
Stay in the line of pale figures and keep your distance from the one in front.
Stay in the line of pale figures and keep your distance from the one in front.
Sit down like the other figures while the anomaly's light sweeps the classroom.
Sit down like the other figures while the anomaly's light sweeps the classroom.
Sleeping in an empty bed ends the dream.
Sleeping in an empty bed ends the dream.

Waking up completes the commission. It pays 40 Annulith, 80 Silver Carrota and 5 Anomaly Material Selection Box I, along with Duskmoor Footprint Points.

Silver Carrota and Anomaly Material Selection Box I arrive as soon as you wake.
Silver Carrota and Anomaly Material Selection Box I arrive as soon as you wake.

Last Bus Out

The anomaly here is the Wayward Line, an ordinary bus turned anomaly. Track the commission, head to the bus stop in Duskmoor and set the in-game time to midnight. Interact with the newspaper on the bench and wait for the bus to arrive, then board and sit down.

The Wayward Line entry. Its recommended action is to monitor the anomaly's passengers.
The Wayward Line entry. Its recommended action is to monitor the anomaly's passengers.
Board the bus when it pulls in and take a seat.
Board the bus when it pulls in and take a seat.

The bus makes three stops. At each one, step off, read the newspaper and bring back what it asks for.

Stop 1: the puppet

The newspaper asks you to bring a certain puppet back. Several puppets stand in the area, and they only move when you are not looking at them. You can approach them the traditional way: get close, look away, and when you hear a creaking sound turn back to find that they have moved. That is slow because you have to wade through the whole area, so walk around instead. The puppet you want is at the back.

Interact with it and escort it to the bus, stopping every few steps to let it catch up. Open the bus door, let it climb in and wait for it to sit down.

Stop 2: the shadow

This newspaper asks for a shadow. To free it, turn off three switches, and the one at the entrance must not be the first.

  • The second switch is guarded by a shadow that sends you back outside if it catches you.
  • You can avoid it by turning the corner as soon as the shadow moves. A different shadow ambushes you there, which is fine, and it saves you the walk back from outside.
  • You can also lure the guarding shadow out past the fence, and it disappears. With it gone, go and turn off the second switch.
  • The last switch is the one at the entrance. You can drag the shadow outside the barricade here as well and it disappears.

Once all three are off, escort the shadow back to the bus.

One of the three switches. The shadow guarding the second one is the only real danger.
One of the three switches. The shadow guarding the second one is the only real danger.

Stop 3: Taygedo

The last stop has no puzzle. Talk to Taygedo twice and go back to the bus. Taygedo follows you on board, and after a few more seconds the commission is complete.


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