recursal/Fanatic-Fandom huggingface dataset:
Kinesthetic Sense (WH 01)

**Kinesthetic Sense (WH 01)** is a neuron located on the Neuronal menu.

## Description

The success rate of a counterattack is increased.

HOLD ***(button)*** to prime counterattack.
MOVE ***(button)*** to face the aggressor.
RELEASE ***(button)*** at the right time to counterattack.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires Proprioceptor Efficiency (BB WH 01) before it can be matured.

## Neuron location

The Kinesthetic Sense (WH 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Emerald

## Description

The **Emerald** is a green crystal rock that is a tool item, weapon, and precious stone.

* In-game model of Emerald

## Where to find

The  Emerald can be found lying on the ground waiting to be picked up.

The Emerald can sometimes be found under  Liftable Rocks.

### Locations

In the game, there are multiple locations where you can find the Emerald.

* The Emerald can be immediately found in the first settlement of the game Hidden Waterfall Oasis. Exiting the settlement and climbing the cliff directly to the right of the settlement will lead the you to a small ledge, where an Emerald can be found.
* There is a second Emerald located on the cliff overhead of the camp at the Cascade Oasis. After evolving the first time, and being relocated to the oasis, you can find it here without having to carry the precious stone from camp to camp.
* A third Emerald can be found next to The Great Lake, at the top of The Highland Peak.
* Another can be be found at the top of taller of The Brothers Megaliths.
* A fifth can be found on top of a rocky plateau, between The Orchard and The Lakeside Oasis.
* An Emerald can be found on the top of a cliff left of the Enclosed Waterfall.

## How to obtain

The Emerald can be  grabbed from the ground.

## How to use

The Emerald can be used to butcher animals.

The Emerald can be used as a blunt weapon. While not as effective as a Sharpened Stick, they can still be useful.

 Giving an Emerald to an unrelated clan member will form a couple instantly without the manual grooming and bonding process.

 Giving an Emerald to a hominid that isn't part of the clan will befriend them and they will join your clan.

Holding an Emerald will confer  Fear Protection. Setting down the Emerald stops this positive status effect but picking the Emerald back up will immediately start the protection again. However, this isn't an unlimited protection. Eventually the specific Emerald will run out of protection and a new one will have to be found to get the protection again.

Finding and inspecting the Emerald will complete one of the Spiritual Inception Evolution Feats.

## Uses

An Emerald can be used in the following ways:
Prophylactic Ability (ME 01)

**Prophylactic Ability (ME 01)** is a neuron located on the Neuronal menu.

## Description

The shield duration against all poisonings and injuries is longer.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires Nutrient Absorption (BB ME 01) before it can be matured.

## Neuron location

The Prophylactic Ability (ME 01) neuron is located on the Metabolism neuronal branch.

* Detailed Metabolism Neuronal Branch

## Notes

This neuron counts towards   Bleeding,   Food Poisoning,   Injury, and   Venom Poisoning.
Odorant Chemotopy (SO 10)

—

**Odorant Chemotopy (SO 10)** is a neuron located on the Neuronal menu.

## Description

The width of automatic identification for non-threatening odors from the same species is increased.

TAP ***(button)*** to use your senses. Choose the Sense Of Smell then follow the steps proposed by the Contextual Actions UI.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Odorant Chemotopy (SO 10) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Induced Fear (IT 03)

—

**Induced Fear (IT 03)** is a neuron located on the Neuronal menu.

## Description

The chances of successfully intimidating an irascible opponent and scaring it away are increased.

HOLD ***(button)*** to intimidate an irascible opponent when close enough.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Induced Fear (IT 03) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Jujube

## Description

The **Jujube** is a food item and medicine.

## Where to find

Jujube can be found on bushes throughout the  Savanna.

## How to use

Jujube can be  eaten as food and medicine.

Jujube can be inspected for ripeness. Eating unripe or overripe fruit will result in a   Food Poisoning.

## Notes

Jujube can be eaten to heal   Injury.

Jujube can also be used for protection against injury. Eating Jujube while not afflicted with this condition will confer  Injury Protection.

## Trivia

The species Zizphus jujuba itself isn't native to Africa, but it does have close relatives in Africa.
The Broken Arch

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**The Broken Arch** is a memorable location landmark in the  Savanna biome.

## Overview

Similar to The Door To Savanna, The Broken Arch is a navigational beacon to find the border between the Savanna and the  Canyon.

It is a hot, dry area with Black-Backed Jackals roaming around and very scarce resources. Be prepared, it´s not getting better from here on!

## Animals

* Black-Backed Jackal
* Hyena

The Hyenas in this area can be avoided. While they might roam around, they often sleep on top of the rocks. Just walk under the rocks and they won't bother you.
Postural Balance (WA 12)

**Postural Balance (WA 12)** is a neuron located on the Neuronal menu.

## Description

Walking speed on two legs in shallow water is maximized.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Walk around in shallow water

## Special requirements

This neuron requires Upper Body Strength (BB WA 08) before it can be matured.

## Neuron location

The Postural Balance (WA 12) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Healing Injury (CI 01)

—

**Healing Injury (CI 01)** is a neuron located on the Neuronal menu.

## Description

The recovery time following an injury is faster.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Healing Injury (CI 01) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Orrorin Tugenensis

The **Orrorin Tugenensis** are hominidi.

## Evolution Details

Orrorin Tugenensis is the Second Evolution Leap in the game. This evolution is played from approximately 7,200,000 years ago and will change to the next species after you reach approximately 5,500,000 years ago.

* Orrorin tugenensis

## Trivia

Orrorin tugenensis is a early species of Homininae apes, estimated to have lived at 6.1 to 5.7 million years ago and discovered in 2000. It is not confirmed how Orrorin is related to modern humans. The species discovery was a huge factor in the argue against the hypothesis that australopithecines are human ancestors.

Living around 6 million years ago, *Orrorin tugenensis* is the one of the oldest early humans on our family tree. Individuals of this species were approximately the size of a chimpanzee and had small teeth with thick enamel, similar to modern humans. The most important fossil of this species is an upper femur, showing evidence of bone buildup typical of a biped - so *Orrorin tugenensis* individuals climbed trees but also probably walked upright with two legs on the ground.

## References

1. ↑ https://en.wikipedia.org/wiki/Homo\_ergaster
2. ↑ https://humanorigins.si.edu/evidence/human-fossils/species/orrorin-tugenensis
Meteorite Site

## Description

The **Meteorite Site** is a specific fixed location item where a  Meteorite can be found. They are small craters in the ground with the meteorite in the center.

A column of smoke will indicate the location of a  meteorite site from far off but this will go away eventually. This makes finding the meteorite much tougher.

* Smoke from the meteorite fall
* Meteorite crater

## Locations

Meteorites can be found at specific spots (External Link) scattered across the map.

There are twelve named locations that are meteorite sites.

## Benefits

When you discover each meteorite site, multiple one-time benefits will take place. You don't need to pick up the meteorite to gain the benefits, you merely examine the site and the following benefits will take place:

* You gain one extra reinforcement point per  baby present.
* You will learn one random neuron.
* You will complete one Being One With The Universe Evolution Feat.

### Genetic Mutations

Meteorite sites also induce random genetic mutations in babies that don't already have a mutation. There is a specific set of actions that is required to get these mutations to appear.

* Trigger meteorites to fall from the sky through in game events related to location discoveries.
* Piggyback any babies you want to acquire mutations on you or following clan members' backs.
* Travel to and inspect an undiscovered  meteorite site.
* The next time you use the Drop Child action at a Sleep Spot, any babies present when you inspected the meteorite site will gain a random mutation.

It should be noted that babies can only acquire mutations once per meteorite site upon discovery. Only babies that were present upon the inspection of a meteorite site will acquire mutations and you can't go back later with additional babies having already inspected the site.

Through carefully managing when you discover meteorite sites, it is possible to induce the maximum amount of genetic mutations possible.

* Induce mutations in a full generation of six babies using a meteorite site.
* Change a generation and the babies with mutations will grow into adults with mutations.
* Induce mutations into another set of six babies.
* Change a generation and this time the adults will grow into elders with mutations and the babies will turn into adults with mutations.
* Twelve clan members (six adults, six elders) with genetic mutations is the maximum amount of genetic mutations that can be locked in via an evolutionary leap.

Due to the finite nature of meteorite sites, this process of twelve genetic mutations from meteorites can only be performed a limited amount of times per lineage.
Kapok Fiber

## Description

**Kapok Fiber** is a tool item and medicine.

## Where to obtain

Kapok Fiber is found in trees, usually in the canopy. Beware though, if you go high enough into the canopy, watch out for the  Bateleur Eagle.

It is important to note that once you reach the  Savanna biome, and trees become more scare, Kapok Fiber gets harder to find to use as a medicine. This useful fiber is replaced by the Aloe Vera plant.

## How to obtain

Kapok Fiber can be  grabbed from a tree branch.

## How to use

Kapok Fiber can be applied as a medicine.

## Notes

Kapok Fiber can be applied to heal   Bleeding.

Kapok Fiber can also be used for protection against bleeding. Applying Kapok Fiber while not afflicted with this condition will confer  Bleeding Protection.
Laceration Tolerance (CB 01)

—

**Laceration Tolerance (CB 01)** is a neuron located on the Neuronal menu.

## Description

The body can withstand bleeding for a longer period of time.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Laceration Tolerance (CB 01) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Fine Motor Skill (AL 07)

**Fine Motor Skill (AL 07)** is a neuron located on the Neuronal menu.

## Description

The success rate of all alteration modes is increased.

TAP ***(button)*** to switch an item from one hand to the other. HOLD ***(button)*** to **take position** to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand or bare hand.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires Manual Dexterity (BB AL 01-2) before it can be matured.

## Neuron location

The Fine Motor Skill (AL 07) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Hydration-Detoxification Efficiency (BB CT 01)

—

**Hydration-Detoxification Efficiency (BB CT 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Water consumption reduces the duration of intoxication more effectively.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Hydration-Detoxification Efficiency (BB CT 01) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch

## Notes

This neuron counts towards   Food Poisoning and   Venom Poisoning.
The Crocodiles Island

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**The Crocodiles Island** is a memorable location landmark in the  Great Lake biome.

## Overview

This location is an island in the middle of a small lake. Between the shoreline and the island there is a large fallen tree trunk, colonized by African Agaric Fungus, which connects the surrounding lake shore with the island. It is possible to swim to this island but there are dangers in the water and using the fallen tree trunk is a much safer way to access this island.

* This island has multiple Thorbjarnarson's Crocodiles and several Giant Warthogs on the island. It is also possible for a stalker cat to reach you on this island so beware. This makes this location a unique place for getting hostile animals to attack each other for several of the Astute Dominator of the Crocodile Evolution Feats very likely.
* There are Khat Bushes to be found here but there is no Horsetail found on or near the waters edge of this island. If horsetail is needed for medicinal needs, there is some to be found on the shoreline of the surrounding The Lake's Swamp though, so you need not bleed for long. It would be advisable to build up  bleeding protection before coming to this island.
* Obsidian can be found on this island likely to help butcher any carcasses that are created. There is also a Dead Tree with plenty Dead Branches.
* There are numerous Fishing Spots located around the island shoreline to harvest additional food.

Surprisingly there are no Crocodile Eggs to be found on this island despite the name of this location.

## Animals

* Giant Warthog
* Golden Machairodus
* Hippopotamus
* Thorbjarnarson's Crocodile

The Hippos are located on and around the lake's shoreline and not on the island. They do swim in the water but never roam onto the island. Be very careful if you choose to swim in the waters around the island as they can come after you.

## Items

* Dead Branch
* Fishing Spot
* Hiding Spot
* Natal Grass Cycad
* Obsidian

## Consumables

* African Agaric Fungus
* Khat

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Island's meteorite site
Drink

**Drink** or **Drinking** is an action performed by pressing and holding the corresponding buttons.

Drinking is a required function to keep your Hominid alive. If you do not consume liquid foods for long enough, you will begin to die of the  Thirst negative status effect.

This action can be compared to the much more common  Scoop action which is used for taking liquids from water sources using your hands.

## Mechanics

Only a few consumable items use the Drink action such as a  Cracked Coco. Items that contain a liquid that your hominid can drink will show this action.

Some items require you to modify them before they can be consumed by drinking. For example - you have to open aCocos before you can drink from it.

Sometimes if interrupted while scooping, the drink action will appear. This appears to happen when your hands are full of water but you don't drink the liquid. The drink action will show up to continue drinking the liquid in those cases.
Internal Process Speed (FR 07)

—

**Internal Process Speed (FR 07)** is a neuron located on the Neuronal menu.

## Description

Reactions when facing an irascible animal are faster.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Internal Process Speed (FR 07) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Spearfishing

**Spearfishing** is an action that appears after successfully using the poke action.

WhileFishing Spots use the poke action, when the action is completed successfully, the notice that appears shows that the action is actually spearfishing and uses the same icon as poking.

## Mechanics

The mechanics of spearfishing are actually the mechanics of poking.

Only two tools can be used for spear fishing: astick or asharpened stick.

Once successful with spearfishing,  strip the tool with an empty hand to remove the caught creature.
Meteorite Site/de

Eine  **Meteoriteneinschlagsstelle** ist ein Ort an dem ein  Meteorit eingeschlagen ist. Sie hat die Form eines kleinen Kraters. Die Stelle kann untersucht werden. Der Meteorit kann mitgenommen und als Werkzeug oder als Waffe benutzt werden. Für einige Tage unmittelbar nach dem Impakt markiert eine von weit her zu sehende Rauchsäule den Ort.

* Rauchsäule
* Meteoriteneinschlagsstelle

## Nutzen

Das Untersuchen einer  **Meteoriteneinschlagsstelle** gibt den folgenden Nutzen:

* Man erhält einen zusätzlichen Verstärkungs-Punkt für jedes *vorhandene*  Baby
* Man erlernt ein Neuron: es muss bereits freigeschaltet sein (schwarzer Punkt); falls mehrere verfügbar, wird eins zufällig ausgewählt.
* Man erfüllt einen Being One With The Universe Evolution Feat.

### Mutationen

Das Untersuchen einer  **Meteoriteneinschlagsstelle** führt außerdem dazu, dass jedes \_\_*anwesende*\_\_ Baby, welches noch keine Mutation hat, eine – zufällig ausgewählte – erhält. Als anwesend gelten Babies welche man selbst huckepack trägt, oder von einem Klanmitglied getragen werden, das einem gerade folgt!

* das Zuteilen einer Mutation erfolgt sofort, das Spiel benachrichtigt aber nicht darüber!
* das nächste mal, wenn man solch ein Baby auf einem  Schlafplatz  ablegt wird die Mutation genannt

### Tipps

* es gibt 89 Mutationen, aber da man lediglich 5 Evolutionssprünge durchlaufen kann und außerdem die Sippengröße auf 6 Erwachsene und 6 Ältere begrenzt ist, lassen sich maximal 5×12=60 Mutationen freischalten
* da jedes Baby eine 50%ige Chance auf eine Mutation bei seiner Geburt hat, kommt man ohne Meteoriteneinschlagstellen zu untersuchen, auf etwa 30 Mutationen!
* der Ablauf ergibt sich aus den Spielregeln:
	+ erste Meteoriteneinschlagsstelle untersuchen (und anschließend jedes Baby mal ablegen)
	+ Generation wechseln => alle 6 Erwachsenen habe eine Mutation
	+ zweite Meteoriteneinschlagsstelle untersuchen (und anschließend jedes Baby mal ablegen)
	+ Generation wechseln => alle 6 Erwachsenen und alle 6 Älteren habe eine Mutation
	+ Evolutionssprung durchführen
* wenn man bestimmte Mutationen bevorzugt, so muss man abspeichern bevor man die Meteoriteneinschlagsstelle untersucht und diesen Spielstand sichern (einfach indem man die Datei in ein anderes Verzeichnis kopiert). Dann Untersuchen, gleich an Ort und Stelle einen  Schlafplatz bauen, Babys  ablegen und gucken, welche Mutationen man erhalten hat. Bei Nichtgefallen, den aktuellen Spielstand mit dem gesicherten überschreiben und das Ganze wieder nochmal durchführen.

## Örtlichkeiten

Insgesamt 12 Meteoriten können ausgelöst werden und jeder schlägt an einem vorbestimmten Ort ein.

## Trivia

Als zu unterscheiden gelten: Meteoroiden, Meteore (Sternschnuppen) und Meteoriten. Siehe wikipedia:de:Liste der Einschlagkrater der Erde.

Der Chicxulub-Krater wurden von einem Asteroiden vor 66 Mio. Jahren verursacht. Wir wissen nicht wie groß die Rauchsäule gewesen ist.
Granite Rock/de

## Beschreibung

**Granit Stein** ist ein aufhebbarer Gegenstand. Er dient als Werkzeug und kann auch als Waffe benutzt werden.

Insbesondere kann ein  **Granit Stein** zu einem ⇒  Granit-Schleifer (eine Art Mahlstein) weiterverarbeitet werden indem man den Granit Stein  schlägt.

Granit Stein kann auf dem Boden in allen Biomen in der Nähe von größeren Felsen aus demselben Material gefunden werden.

## Nutzen

Ein Granit Stein kann auf folgende Arten benutzt werden:
Kinesics (CM 01)

—

**Kinesics (CM 01)** is a neuron located on the Neuronal menu.

## Description

The ability to gather all clan members is acquired.

HOLD ***(button)*** to gather all clan members and have them follow you.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Perform actions related to communication such as Clan's Call, Call Mate, Follow Me, etc.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Kinesics (CM 01) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Lower Body Strength (BB WA 04)

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**Lower Body Strength (BB WA 04)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The jump distance is increased.

HOLD ***(button)*** to sprint, then RELEASE ***(button)*** to jump.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Lower Body Strength (BB WA 04) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Sensory Transduction Speed (SO 05)

—

**Sensory Transduction Speed (SO 05)** is a neuron located on the Neuronal menu.

## Description

The speed of concentration on a menacing smell is maximized.

TAP ***(button)*** to use your senses. Choose the Sense Of Smell then follow the steps proposed by the Contextual Actions UI.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sensory Transduction Speed (SO 05) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Release Notes

This page lists the **Release Notes**, sometime called *Patch Notes*, and links to corresponding article where more information about fixes and "quality-of-life" improvements are available.

As of October 23rd 2019, **Release Notes** are released on Panache Digital Games' Discord and sometime in their mailing list.

* Version 1.1 (September 10th 2019) (Windows PC)
* Version 1.2 (October 22nd 2019) (Windows PC)
* Version 1.2.1 (November 4th 2019) (Windows PC)
* Version 1.2.2 (November 14th 2019) (Windows PC)
* Version 1.3 (December 5th 2019, EST)
* Version 1.4 (April 20th 2020, 5 PM [EDT])
* Version 1.4.1 (September 14th 2020)

Even though the game will be released on Steam on August 27th, there **won't** be a simultaneous update to the game. Xbox One, Playstation 4, Steam and Epic Games Store will sell the same game.

1. ↑ https://discordapp.com/channels/533356675713728517/538444777545269269/740292333316079692
Stockpile

A **Stockpile** is a group of similar items.

While holding an item, you can place similar items into a stockpile using  Add To Pile.

## Mechanics

All items which can be interacted with can be piled into a stockpile. Even rare items such as  Meteorites and  Precious Stones can be piled.

The stockpile cannot contain infinite items and is limited 25 items per stockpile.

Stockpiles stop changing visually in the game after adding 11 items to the stockpile, however you can still add up to 25 items to the stockpile.

Stockpiles **can** be accessed by clan members when given the mimic order.

Some stockpiles of items can be picked up and moved with the carry action. This allows moving the stockpile as a single item instead of having to pick up and move each item individually.

When progressing from one stage of evolution to the next, your clan will be moved from their  Settlement to a different location. Stockpiles or found treasures will remain at the old settlement and can be collected if you return there.

## Stockpiles for construction

Some items require you to have a stockpile before another new item can be created through construction. The stockpile must have the required number of items before the new item can be constructed.

* Pile of Dead Branches
	+ Used for  Branch Barrier
* Pile of Thornbushes
	+ Used for Thornbush Wall
* Pile of Natal Grass Cycad
	+ Used for Sleep Spot

The construction stockpile requirement can be reduced by learning the Building (NE 01) and Building Efficiency (NE 02) neurons.

## Notes

You can collect several Giant African Snails and put them in a stockpile for later consumption, they will not spoil with the passage of time.

 Mammal Meat can only have a stockpile of ten pieces of meat.
Medial-Lateral Stability (WA 09)

—

**Medial-Lateral Stability (WA 09)** is a neuron located on the Neuronal menu.

## Description

Walking speed on two legs in shallow water is increased.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Walk around in shallow water

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Medial-Lateral Stability (WA 09) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Monkey Bread

## Where to find

Monkey Bread can be found at the tops of Baobab Trees in the  Savanna.

* Monkey Bread on the ground
* A stockpile of two Monkey Breads

## How to obtain

Monkey Bread can be  grabbed from a Baobab tree.

## How to use

Monkey Bread is not edible until it is altered by  hitting with most rocks or hard tools to createCracked Monkey Bread.

## Trivia

Despite the description, there is actually no bread or monkey meat to be found in this yellow fruit.
Group Unity (CM 04)

—

**Group Unity (CM 04)** is a neuron located on the Neuronal menu.

## Description

A group intimidation is more effective against any threat.

When in a group, HOLD ***(button)*** to intimidate a predator when close enough.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Group Unity (CM 04) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Switch Hands

**Switch Hand** or **Switch Hands** is an action performed by pressing the appropriate button when available.

This action is used to change hands. This could be swapping an empty hand for an item causing the other hand to be empty. This could also be switching items from both hands.

Some actions require you to have an item in a specific hand or a free hand. Applying, altering, dipping,  grabbing,  grinding,  hitting, inspecting, lifting, poking, and  stripping all require a specific hand be free or have an item in the correct hand to have the action prompt appear.

This action **is not** the same as the Switch action which is used to change which hominid you are actively controlling.

## Mechanics

The Motor Skill (MS 01) neuron gives the ability to switch hands. Learning additional neurons enhances the ability to switch hands.

This action will only appear if you have an item in either hand or both hands. Press the appropriate button and the item (or items) will change hands.

## Neurons

The following neurons impact switching hands.
Settlement

## Description

The **Settlement** is a location item where the your current clan lives and can be found. It is a User Interface element that acts as a way-point and an identification tag.

## How to create

ASleep Spot is required to create a new  Settlement. Place a Sleep Spot within the confines of an available settlement location,  lie down in it, and a prompt will appear to  Settle.

## Uses

The  Settlement appears when Memorized or when the you use Intelligence or  Senses.

## Notes

* It is highly recommended you move **all** of your group members to your new settlement location as soon as possible after creating it.
* It is also recommended to move group members when you have no babies as the babies are very weak and will be easily killed by aggressive animals. However, if you do have babies and need to move settlements, piggybacking them is safest.
* Any group members not within the confines of your new settlement when you skip generations, will be killed.
* Keep an eye on your group as you travel, as all aggressive animals **will** attack them and can kill them within a couple of strikes. Only by learning advanced neurons will your clan gain the ability to fight or dodge attacks themselves without your intervention.
* The Clan HUD will indicated whether your clan members are inside or outside of the current settlement. Clan members are indicated by dots and those inside the large white circle are in the settlement.
* Establishing settlements in certain specific spots is safer than any random place, as the chances of predators attacking the settlement is lower. These spots look similar to the Hidden Waterfall Oasis, where you find a roof like structure, and food and water sources really close by.
Settle

**Settle** is an action performed by pressing the appropriate button when available.

Settle is required to create a  Settlement. This action allows a settlement to be moved to different locations.

## Mechanics

ASleep Spot is required to create a new Settlement. Place a Sleep Spot within the confines of an available settlement location,  lie down on the sleep spot, and a prompt will appear to Settle. Press the appropriate button and a settlement will be created.

## Notes

* It is highly recommended you move **all** of your clan members to your new settlement location as soon as possible after creating it.
* It is also recommended to move clan members when you have no babies as the babies are very weak and will be easily killed by aggressive animals. However, if you do have babies and need to move settlements, piggybacking them is safest.
Leaning Trunk Oasis

**Leaning Trunk Oasis** is an oasis landmark in the  Woodland biome.

## Overview

This is a large oasis on the cliffs above the  Savanna. There are clear views in all directions with high cliffs on one side with little to no hostile animals except for the occasional Black Machairodus. There is plenty of food and water here to sustain your clan.

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad
* Obsidian

## Consumables

* African Casturi Mango
* African Turmeric
* African Agaric Fungus
* African Casturi Mango
* Cocos
* Fresh Water Source
* Horsetail
* Kapok Fiber
* Taami Berry

## Notes

This location is notable for straddling the  Savanna -  Woodland biome border. You'll get the   Heat negative status effects while being in an oasis that is actually listed as a Woodland oasis.
Long Term Memory (BB IN 01)

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**Long Term Memory (BB IN 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

It is possible to remember the position of one more specific location.

TAP ***(button)*** to use your enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Long Term Memory (BB IN 01) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Preoptic Area Efficiency (BB TH 02)

**Preoptic Area Efficiency (BB TH 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The impacts of climatic variations on the vitality are diminished.

## Special requirements

This neuron requires the Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Preoptic Area Efficiency (BB TH 02) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch

## Notes

This neuron counts towards   Cold and   Heat.
Nociceptors Tolerance (BB CI 01)

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**Nociceptors Tolerance (BB CI 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The elements used to fight the effects of an injury are more effective.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Nociceptors Tolerance (BB CI 01) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Sleepiness

**Sleepiness** is a negative status effect caused by your hominid not sleeping enough.

## Overview

Sleeping is a required function to keep your hominid alive. If you do not sleep for long enough, you will begin to have difficult performing actions and encounter Sleepiness.

The need for sleep will rise over time and the need to sleep will increase faster if your Hominid is  hungry or  thirsty. If the need for sleep is high enough, the Hominid will get very sleepy. This is indicated by a screen fading out to black on and off again as if the Hominid was struggling to keep its eyes open.

While the screen fades black, your hearing will also be impaired and the "ping" sound needed for successful completion of tasks will not be heard anymore (or will be dampened). This can leave you very vulnerable to injury and death.

Learning specific neurons increases the positive benefits of sleeping.

## Mechanics

 Lie Down in a Sleep Spot or anywhere the Lie Down action appears. Press the appropriate button to go to sleep and this will allow you to replenish your Sleep.

Your hominid will begin to dream and time will pass. Your hominid will awaken once sleep has been completed.

Sleep spots are the most effective way to rest and they can be built anywhere. However, a spot where predators cannot get to you is highly recommenced as predators **will** sneak up on you as you sleep.

It is possible to be interrupted during sleep by hostile threats. While sleeping your hominid is exposed and cannot defend against attacks.

## Notes

Sleepiness only comes in one level compared to other negative status effects that have two levels.
Pierced Coconut

## Description

The **Pierced Coconut** is a food item and a medicine.

## How to create

 Hitting a  Coconut with a Basalt Chopper will produce a Pierced Coconut.

## Uses

The Pierced Coconut can be  drunk as food and medicine.

At any point, a Pierced Coconut can be opened. This could be just pierced filled with liquid or completely empty after all of the liquid has been  drunk. The Pierced Coconut can be opened by  hitting with most rocks or hard tools to get an  Opened Coconut.

## Notes

Pierced Coconut can be drunk to heal   Food Poisoning and   Venom Poisoning.

Pierced Coconut can also be used for protection against food poisoning and venom poisoning. Drinking Pierced Coconut while not afflicted with these conditions will confer  Food Poisoning Protection and  Venom Poisoning Protection.
Manual Dexterity (BB AL 01-4)

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**Manual Dexterity (BB AL 01-4)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Fewer hits are required to successfully craft items using a tool.

TAP ***(button)*** to switch an item from one hand to the other. HOLD ***(button)*** to **take position** to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Manual Dexterity (BB AL 01-4) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Termite Mound

## Description

The **Termite Mound** is a gathering spot item.

## How to use

* ANatal Grass Cycad's Stem can be dipped into aTermite Mound to collect Harvester Termites.

## Locations

The Termite Mound is a distinct, pillar-shaped structure primarily found in the  Savanna with a few in the  Woodlands.

## Trivia

The tactic used to harvest termite mounds is actually still in use today by other primates, who will dip twigs into ant nests in order to eat the ants when they go after the intruding object.
Sensory Memory (SX 03)

**Sensory Memory (SX 03)** is a neuron located on the Neuronal menu.

## Description

Inspection of the quality of a food source brings immediate results.

HOLD ***(button)*** to inspect the food item you have in hand.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Continually inspect food items. Inspect both good to eat and bad to eat spoiled/green/unripe items. Be aware that this can take a lot of items before it matures.

## Special requirements

This neuron requires Olfactory Memory (BB SX 01-3) before it can be matured.

## Neuron location

The Sensory Memory (SX 03) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Natal Grass Cycad

## Description

The **Natal Grass Cycad** is a tool item.

## Where to obtain

Natal Grass Cycad is a leaf and stalk found in clusters on a common plant found throughout all biomes.

## How to obtain

Natal Grass Cycad can be  grabbed from an appropriate plant cluster.

## Uses

* Four Natal Grass Cycad leaves on a stockpile can be used to  build aSleep Spot.
	+ The Natal Grass Cycad stockpile requirement can be reduced by learning the Building (NE 01) and Building Efficiency (NE 02) neurons.
* Stripping the Natal Grass Cycad with an empty hand creates theNatal Grass Cycad's Stem.

## Notes

The larger you can make your hominid to a threat, the better your chances of  intimidating that threat. Having two items in your hands makes your size much larger. Even items that aren't offensive in nature can be used to increase your size and intimidation power. A  Natal Grass Cycad in each hand makes your size much larger to a hostile threat. Even though the leaves aren't a weapon, they can be quickly  grabbed in any biome and used to intimidate hostile threats.
Obsidian Scraper/de

## Beschreibung

 **Obsidian Schaber** ist ein aufhebbarer Gegenstand. Er dient als Werkzeug und kann auch als Waffe benutzt werden.

Im Gegensatz zu gewöhnlichen Steinen, welche einfach in der Welt herumliegen und nur aufgehoben zu werden brauchen, ist der  **Obsidian Schaber** ein Werkzeug welches hergestellt werden muss.

Der Obsidian Schaber ist

* am Besten geeignet um Tierkadaver zu  zerteilen. Soll heißen, man benötigt sehr viel weniger Zeit.
* etwas weniger geeignet als der  Basalt Chopper um Stöcke und  angespitze Stöcke herzustellen.

## Herstellung

Ein  **Obsidian Schaber** kann nur aus ⇐  Obsidian Stein hergestellt werden; und zwar indem mehrmals mit einem anderen Stein auf den Obsidian Stein  eingeschlagen wird.

## Nutzen

Ein Obsidian Schaber kann auf folgende Arten benutzt werden:

## Trivia

1. Benutzung von (herumliegenden Gegenständen als) Werkzeug: Steine und Stöcke zum Schlagen, Strohhalme zum Angeln in Termitenhügeln
2. Herstellung von Werkzeug (mit der bloßen Hand): stripping/de
3. Benutzung von (herumliegenden Gegenständen als) Werkzeug zur Herstellung von Werkzeug: Basalt Chopper, …
4. Herstellung von Werkzeug (eigens) zur Herstellung von Werkzeug: z.B. eine Nadel zm Nähen
5. …

Thomas Carlyle wird folgendes Zitat zugeschrieben:

* "Man is a tool-using animal. Without tools he is nothing, with tools he is all."
* "Der Mensch ist ein Werkzeug benutzendes Tier. Ohne Werkzeuge ist er nichts, mit Werkzeugen ist er alles."
* »L'homme est un animal qui utilise des outils. Sans outils, il n'est rien, avec des outils, il est tout .«
Laceration Prevention (SB 01)

—

**Laceration Prevention (SB 01)** is a neuron located on the Neuronal menu.

## Description

The protection against hemorrhages lasts longer.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Laceration Prevention (SB 01) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Scorpion

## Where to find

TheScorpion is a semi-hostile passive animal.

* The Scorpion can be found in some caves in small groups on the floor of the cave.
* The Scorpion can be found in small groups in the desert section of the Canyon.
* The Scorpion can be harvested at a Hole To Poke.

## How to obtain

* Scorpions that are found on the ground in small groups will swarming around a certain area. A Scorpion can be  grabbed from the group on the ground but you will likely be stung.
* Poking into a Hole To Poke it is possible to obtain a Scorpion or a Giant African Snail.
	+ You will need either aStick or Sharpened Stick for the action to be available.
	+ Once successful,  strip the tool with an empty hand to remove the caught creature.

## How to use

Scorpions can be  eaten as food.

Eating Scorpions will give   Non-Omnivore negative status effects as they fall under the  Oviparous Meat classification.

Eating Scorpions will give non-omnivore until the Oviparous Food Acclimatization (OM 05) and Oviparous Food Acclimatization (OM 06) neurons have been learned.
Interaural Time Difference (SS 03)

—

**Interaural Time Difference (SS 03)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a sound source is increased.

TAP ***(button)*** to use your senses and choose the Sense of Hearing. Then follow the steps proposed by the Contextual Actions UI.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Interaural Time Difference (SS 03) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Manual Dexterity (BB AL 01)

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**Manual Dexterity (BB AL 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Fewer hits are required to successfully craft items using a tool.

TAP ***(button)*** to switch an item from one hand to the other. HOLD ***(button)*** to **take position** to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Manual Dexterity (BB AL 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Rocky Tarn Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Rocky Tarn Oasis** is an oasis landmark in the  Woodland biome.

## Overview

This oasis is located around the middle point of the map. Steep cliffs rising up on the west side with steep cliffs dropping down on the east side. Large pond to fish and drink from, fed from a waterfall.

Food is plentiful, lots of stones, wood and other resources are readily available and the area is safe from attack (except for the stalker cat). This place marks a great place to establish a  settlement.

## Items

* Basalt
* Dead Branch
* Fishing Spot
* Granite Rock
* Hole To Poke
* Natal Grass Cycad

## Consumables

* Cocos
* Fresh Water Source
* Horsetail
* Taami Berry

## Items of Interest

When you discover this oasis, it triggers two  Meteorites.

* Carissa Clearing's meteorite site
* Over-The-Cave's meteorite site

A Tourmaline can be found nearby, within a small cave below the oasis.

## Notes

The Golden Machairodus has been known to spawn here, seemingly from nowhere and often right behind you as you are leaving. Not very often though and doesn't devalue this great oasis as a settlement prospect.
Scoop

**Scoop** or **Scooping** is an action performed by pressing button.

Scooping is an action to drink liquids with your hands. Consuming liquids is a required function to keep your Hominid alive. If you do not consume liquid foods for long enough, you will begin to die of the  Thirst negative status effect.

This action can be compared to the much less common  Drink action which is used for only a few consumable items such as a  Cracked Coco.

## Mechanics

Bodies of water are the most common places where liquids will be found. Using the Scoop action on these areas will allow your hominid to bring the lquid to their mouth and drink it. Areas that contain a liquid that your hominid can drink will show this action.

 Fresh Water Sources,  Stagnant Water Sources, and  Salt Water Sources can all be scooped.

If interrupted while scooping, the drink action will appear. This appears to happen when your hands are full of water but you don't drink the liquid. The drink action will show up to continue drinking the liquid in those cases.
Sleep Spot

## Description

The **Sleep Spot** is a Construction item.

## Construction

The construction process involves using  Add To Pile to create a stockpile of Natal Grass Cycads, using  Start Construction once you have enough Natal Grass Cycads, and then using  Build to actually construct the Sleep Spot.

You need four Natal Grass Cycad leaves on a stockpile to start building the Sleep Spot.

The Natal Grass Cycad stockpile requirement can be reduced by learning the Building (NE 01) and Building Efficiency (NE 02) neurons.

## Uses

The Sleep Spot is an excellent place to  Lie Down to Sleep. Learning specific neurons increases the positive benefits of using a sleep spot.

The Sleep Spot can be used to remove a  baby from your back. Approach the Sleep Spot, Lie Down, and theDrop Child action will appear. Press the appropriate button and the baby will crawl down onto the sleep spot.

The Sleep Spot is required to create a new  Settlement. Place a Sleep Spot within the confines of an available settlement location,  lie down in it, and a prompt will appear to Settle.

The Sleep Spot is used to access the  Evolution menu.  Lie Down on a Sleep Spot and this action will appear. Press the appropriate button and the menu will open.

## Neurons

The following neurons impact the sleep spot.
Nociceptors Tolerance (BB CI 03)

—

**Nociceptors Tolerance (BB CI 03)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The elements used to fight the effects of an injury are more effective.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Nociceptors Tolerance (BB CI 03) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch