Gaming Guide

Completing the After School (Doomscroll) Anomaly in Neverness to Everness

Where to find the TV trigger, both keys, and how to slip past the Shadow Man for the full reward bundle.

Where to find the TV trigger, both keys, and how to slip past the Shadow Man for the full reward bundle.

The After School anomaly, listed in-game as Doomscroll, is a Common Anomaly Commission in Neverness to Everness set inside a haunted, TV-warped school in Bridge Crossings. You step into the distorted realm through an old television, grab two keys while a Shadow Man stalks you, and shut the TV off to escape. The whole run takes roughly three minutes once you know the route.

Quick answer: Approach the TVs behind the red building next to Mr. Brown on Coastal Highway Z42 in Bridge Crossings, collect the first key from the plant pot in the hallway and the second key from the Shadow on the second floor while always keeping it on camera, then enter the back office and press the TV’s power button to clear the commission.


After School (Doomscroll) location in Bridge Crossings

The commission starts at the western end of Coastal Highway Z42 in Bridge Crossings, near the center of the pink search zone on the map. Look for the red building beside the Mr. Brown electronics store, down the side road by the Security Office. The trigger is a rack of televisions tucked directly behind that building.

Open your map and travel to Bridge Crossings, then head to the western end of Coastal Highway Z42.
Walk into the alleyway between the red building and the Mr. Brown store, and go around to the back where the TVs sit on a shelf.
Approach the TV showing the inside of a school. Getting close transports you straight into the anomalous realm, so there is no manual interact prompt to hunt for.
Approach the TV showing the inside of a school to be transported into the anomalous realm.

How the Shadow Man mechanic works

The Shadow Man, the human-shaped silhouette that haunts the school, is the core hazard of this anomaly. It only moves when it is off your screen. Keep your camera pointed at it and it freezes in place. Look away or let it slip into a blind spot and it rushes toward you. If it touches you, you are sent back to the anomaly’s starting point.

Treat it as a line-of-sight puzzle rather than a combat enemy. The practical habits that prevent resets are simple but easy to forget under pressure.

  • Keep the Shadow on camera and only turn fully away when you are ready to sprint.
  • Move slowly through the tight halls, where sudden camera swings are risky.
  • Glance back before rounding any corner into a new hallway.
  • Recenter your view on the Shadow immediately after grabbing a key, rather than running blind.
The Shadow Man nly moves when it is off your screen.

First key: the plant pot in the hallway

The first Shiny Little Key sits in a flower pot on top of the lockers in the opening hallway. It does not glitter or carry a large marker, so it relies on the interaction prompt and is easy to walk past.

Head up from the spawn and you will meet the first Shadow. Keep your camera trained on it as you move down the hallway.
Reach the end of the hall and check the plant pots beside the classroom door for the key prompt. Grab the key.
Check the plant pots beside the classroom door for the key prompt.
Use the key on the door next to the plants and step into the classroom. Open the locked door on the far side of the room, watching your camera since more Shadows lurk inside.
Turn right out of that door to find the stairs to the second floor and climb quickly. The Shadows below stop chasing once you are upstairs.
Find the stairs to the second floor and climb quickly.

Second key: take it from the Shadow on the second floor

The second Shiny Little Key is held by the Shadow standing in front of the stairs on the upper floor, attached at its neck. This is the riskiest moment because you have to close the gap, interact, and retreat before it reaches you.

Find the Shadow at the top of the stairs and keep your camera locked on it.
Let it drift slightly toward you, then snap your view back onto it to freeze it again. Approach slowly until the interaction prompt appears.
Grab the key, then sprint away the instant you have it and reposition before it closes the distance.
Grab the key, then sprint away.

Turn off the TV in the office to finish

With both keys in hand, the exit is the faculty office at the far end of the hallway. The escape comes down to one quick button press, so do not linger once you reach the TV.

Run to the end of the hall and unlock the door to the faculty offices.
Pass through the room of desks and the storage room full of cardboard boxes to the back room. Head to the open door where the TV sits on a desk. Two Shadows stand here, but neither will give chase.
Approach the TV and select “Look inside,” then immediately press the power button at the bottom right of the screen. Be fast, because the Shadows can still catch you and reset you here.
Approach the TV and select “Look inside,”

You know it worked when the power switches off and the screen returns you to the real world, marking the commission as complete. If you get reset near the finish, the layout never changes, so repeat the same route and the keys carry the same locations.


After School (Doomscroll) rewards

Clearing After School pays out a one-time Anomaly Commission bundle. The full set is below.

RewardAmount
Hunter EXP200
Annulith30
Fons10,000
U-00NE20
Beetle Coins5,000
Anomaly Material Selection Box I4

For reference, Doomscroll is a Class II, Meme-type anomaly rated three stars in difficulty, located on Coastal Highway Z42 in Bridge Crossings. Once you have memorized the key spots and the camera trick, the whole loop is a short, repeatable run that ends with a single power button.