recursal/Fanatic-Fandom huggingface dataset:
Drop

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

Drop is the action to stop holding an item and let it fall to the ground.

To retrieve an item you have dropped, use the  Grab or  Pick Up actions.

## Mechanics

Stop moving and have an item in your hand for the Drop action to appear. Press the appropriate button and the item will be dropped.

You may have to switch hands for the Drop action to appear.

It is possible to drop an item while moving after learning the Handling (HA 01) neuron.

### Throw

An interesting hidden mechanic in the game is the ability to throw items. This ability is tied to the drop action.

Normally, you press the appropriate button and the item drops onto the ground. However, instead of releasing the appropriate drop button immediately, you hold down the drop button, your hominid will hold their arm back storing potential energy. If you then release the drop button, your hominid will throw the item.

This is an interesting mechanic that has little use more than amusement except for some very specific instances:

* If you climbed up a large rock spire with both of your hands full with needed items, and you find a  Precious Stone, you have no way of climbing back down with three items. You could pick up the precious stone, throw it off the top of the rock spire, and then climb down to give the precious stone to one of your clan members so you can continue your journey.
* If you want to have a settlement down in a sunken area, you could throw food and other useful items from the edge of the pit without the need to make multiple trips up and down the rock walls.

You **do not** throw with enough force to turn items into thrown weapons. You make an underhand throwing motion and it pitches the item off into the distance.
Acokanthera Berry

## Description

The **Acokanthera Berry** is a food item.

## Where to find

TheAcokanthera Berry is a large, edible, purplish berry that can be found on bushes in the  Canyon,  Caves,  Ocean, and  Savanna biomes.

## How to obtain

The Acokanthera Berry can be  grabbed from a bush.

## How to use

Acokanthera Berry can be  eaten as food.

Acokanthera Berries can be inspected for ripeness. Unripe berries can be visually identified by their distinctly green coloring. Eating unripe or overripe berries will result in a   Food Poisoning.

## Trivia

* In real life, Acokanthera is used as an arrow poison, as well as to treat snakebites, itches, and worms, though it has no benefit in-game.
Carissa Berry

## Where to find

TheCarissa Berry can found on bushes in the  Savanna biome. There are often several bushes grouped together, one bush providing six helpings of berries.

* Carissa berry bush

## How to obtain

The Carissa Berry can be  grabbed from a bush.

## How to use

Carissa Berry can be  eaten as food.

Carissa Berries can be inspected for ripeness. Eating unripe or overripe berries will result in a   Food Poisoning.

## Notes

Carissa berries have a quick turnover, meaning that the bush is often full of overripe or unripe berries. Unripe berries are yellow in color.
Black Machairodus Carcass

## Description

The **Black Machairodus Carcass** is a gathering spot item.

## How to create

The  Black Machairodus Carcass can be created by your hominid or another animal killing a  Black Machairodus.

## How to use

* Butchering a Black Machairodus Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Encephalization (NP 03)

**Encephalization (NP 03)** is a neuron located on the Neuronal menu.

## Description

The brain size has increased.

More Neuronal Energy can be accumulated.

## 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 the Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Encephalization (NP 03) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
Drop Child

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

Drop Child is the action used to put down a  baby.

## Mechanics

Approach a Sleep Spot with an Adult or an Elder that is carrying a baby and  Lie Down for this action to appear. Press the appropriate button and the baby will crawl down onto the sleep spot.

If there are no babies on the the Hominid, this action will not appear.

This action can only be completed at a sleep spot and you must lie down for it to appear.

The opposite action to Drop Child is thePiggyback action.
FAQ/fr

**S'il vous plaît, ajoutez de nouvelles questions relativement au jeu, au wiki ou à la communauté en cliquant sur ce lien afin d'ajouter une nouvelle section tout en bas.**

## Quelle est la taille maximale d'une tribu?

Vous pouvez avoir un maximum de 18 hominidés: 6 bébés, 6 adultes et 6 aînés. Le jeu conserve un équilibre entre les sexes.

## Où puis-je trouver des hominidés pour avoir 6 adultes?

Lorsqu'il vous reste une place pour les accueillir, les hominidés perdus apparaîtront à l'extérieur de votre campement, généralement dans les arbres. Utilisez vos sens et votre voix pour les trouver.

## Comment puis-je faire passer un objet d'une main à l'autre?

Afin que cette action soit possible, vous devez d'abord débloquer un neurone Il s'agit d'un des premiers neurones.

## Est-ce que je peux faire du feu?

Non. Tu ne peux pas en faire ni en utiliser.

## Comment puis-je me débarrasser des bébés sur mon dos?

Vous devez vous  allonger sur un  Endroit où dormir, puis l'action Lâcher l'enfant apparaîtra. Appuyez alors sur le bouton nécessaire pour que le bébé quitte votre dos.

## Comment puis-je déplacer un campement?

Un  campement peut être installé n'importe où.

Tenez-vous près d'un  Endroit où dormir pour que celui-ci soit en surbrillance, puis appuyez sur le bouton apparaissant à l'écran.

## Le jeu sortira-t-il en plusieurs épisodes?

Non. *Ancestors* était initiallement prévu comme un jeu épisodique avec 2018, mais son directeur créatif chez *Panache* a confirmé que ce ne serait pas le cas.

## References

1. ↑ https://techraptor.net/gaming/news/ancestors-humankind-odyssey-is-no-longer-episodic
Hominid

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

## Description

A **Hominid** is an item indicating your current character as well as any members of your clan. Additional hominids can be found in the wild and can be helped to have them join your clan.

## Uses

Each  Hominid can be played to explore the world. It is possible to play other hominids in your clan by switching places. This process takes place almost instantly and you are able to use different hominids for different needs.

When a hominid dies, a  Dead Hominid will be left behind.

## Types of Hominids

It is possible to identify different hominids using your Intelligence or  Senses. You can use the Analyze action for detailed information on each hominid. Each hominid has a unique symbol and coloring.

* Adult Female
* Adult Male
* Elder Female
* Elder Male
* Baby

## Hominid Mechanics

* Elders are immune to the Fear of the Unknown but their increased age cuts their Vitality in half.
* Adults are affected by the Fear of the Unknown but have a large amount of Vitality.
* Babies are affected by the Fear of the Unknown when outside the clan settlement without the protection of a nearby Adult or Elder but they don't suffer from any negative status effects. Babies will still get scared if the Adult or Elder is also scared.
Food Poison Elimination (CT 07)

**Food Poison Elimination (CT 07)** is a neuron located on the Neuronal menu.

## Description

The remission time from food poisoning 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:

* (placeholder)

## Special requirements

This neuron requires Xenobiotic Metabolism (BB CT 05) before it can be matured.

## Neuron location

The Food Poison Elimination (CT 07) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Liftable Rock

## Description

The **Liftable Rock** is a gathering spot item.

## Where to find

Liftable rocks are found in rocky areas in many biomes. Sometimes these are found in clusters of liftable rocks.

## How to use

The Liftable Rock can be accessed by lifting with aStick or aSharpened Stick.

## Uses

Liftable rocks once pried up randomly allow access to deposits of certain mushrooms, unmodified rocks, mud, and precious stones.

Items that can be found under Liftable Rocks:

* African Agaric Fungus
* African Blue Roundhead Fungus
* Basalt
* Granite Rock
* Mud
* Obsidian
* Precious Stones
Camouflage

**Camouflage** is used to prevent enemies from detecting, and thereby attacking, your hominid. Being able to hide from the senses of hostile threats ensures your survival for longer in this already difficult world.

Being in proximity to hostile animals will ultimately lead to combat. Being able to hide from these enemies in plain sight is an excellent advantage for reducing the likelihood of combat and/or increasing the odds of getting closer to an animal to initiate a counterattack against an aggressor. If they never detect you, you are much more likely to successfully catch an enemy unaware.

Camouflage isn't an invisibility cloak where you can't be seen at all but it helps reduce the ability of animals from seeing and smelling you.

## Camouflage Protection

Medicines can be used before being afflicted with negative status effects to give positive status effects or "protections". These protections allow you to endure situations that would normally cause you harm.

Be aware that protections run on a timer and will eventually run out. The protections will also reduce by the amount of damage they stop. Your hominid won't be harmed but the protections will go down instead. You will need to add more protections over time to ensure you aren't going to be harmed by afflictions.

While "detection" isn't a negative status effect that appears on screen as a small icon, being detected by hostile threats will inevitably lead to combat.

Items that confer camouflage protection:

* Mud
Form Recognition (AN 05)

—

**Form Recognition (AN 05)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of resources of the same nature close to the target is possible.

TAP ***(button)*** to use your enhanced intelligence. 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 Form Recognition (AN 05) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Ambulation (neuronal branch)

**Ambulation** is a neuronal branch located on the Neuronal menu.

## Overview

The Ambulation neuronal branch deals with carrying, climbing, jumping, and movement speed. Neurons in this branch reduce detriments or improve abilities related to specialized movements.

## Mechanics

The Ambulation neuronal branch is a sub-branch of the primary Motricity branch. The Ambulation branch interconnects with the Dexterity sub-branch.

The Ambulation branch has twenty-six total neurons: twelve regular neurons and fourteen genetic mutations.

* Detailed Ambulation Neuronal Branch
Dopaminergic Pathways (DP 12)

**Dopaminergic Pathways (DP 12)** is a neuron located on the Neuronal menu.

## Description

More dopamine is generated after discoveries or after creating and using a tool.

## 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 the Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Dopaminergic Pathways (DP 12) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
Sound Awareness (SS 10-3)

—

**Sound Awareness (SS 10-3)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all threatening individuals is possible.

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

## 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 Sound Awareness (SS 10-3) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Dexterity (neuronal branch)

**Dexterity** is a neuronal branch located on the Neuronal menu.

## Overview

The Dexterity neuronal branch deals with altering, carrying, counterattacking, dodging, dropping, striking, and tools. Neurons in this branch reduce detriments or improve abilities related to these actions.

## Mechanics

The Dexterity neuronal branch is a sub-branch of the primary Motricity branch. The Dexterity branch interconnects with the Ambulation and Dodge sub-branches.

The Dexterity branch has thirty-three total neurons: twenty-four regular neurons and genetic mutations.

* Detailed Dexterity Neuronal Branch
Stamina

**Stamina** allows the ability to perform actions and is part of the vitality of a hominid.

## Overview

Stamina is depicted on the HUD at the bottom of the screen by the yellow circle that appears when all Energy has been depleted. Seeing the yellow circle indicates that your Hominid is getting tired. When this happens, the Hominid will be trudging very heavily and moving quite slowly.

## Mechanics

Stamina is determined by the Life Expectancy level.

When the hominid runs out of Energy, Stamina will be spent to perform actions. At this point, it is heavily advised to stop and rest at the first chance you get. This will allow the green Energy circle to refill.

If the Hominid uses more than 50% of his/her Energy reserves at once, some Stamina will be depleted but can be regained by resting for a moment.

If for some reason it is not possible to rest and restore Energy, it is possible to perform actions with Stamina but there is a cost. Overall Stamina will be reduced until it is restored by  eating,  drinking, and sleeping. The Energy reserve will be temporarily be lower until Stamina can be restored.

If the hominid is pushed past tired and depletes all of the Stamina, the red Life Expectancy circle will appear and will begin to drain. This is trading overall life to perform actions. Only in the most dire situations should this be done! If the hominid stops and rests, some stamina and energy will be regained, but the Life Expectancy that was drained will not regenerate.

Learning specific neurons reduces the negative impacts to stamina usage and increases positive benefits with respect to stamina.

## Restoring Stamina and Energy

Stamina and Energy can be replenished by eating, drinking, and sleeping.

There is a special pulsing yellow indicator that appears over the Vitality circle when restoring Stamina and Energy. This pulsating circle will indicate the need to (or not to) continue doing those activities. The pulsing yellow circle will flash to green when enough of that activity has been completed and is fully restored.

The green Energy circle will also increase in size while the pulsing yellow indicator is happening indicating that restoration is taking place.
African Blue Roundhead Fungus

## Description

The **African Blue Roundhead Fungus** is a food item and medicine.

## Where to find

African Blue Roundhead Fungus can be found in patches on the ground and on certain trees. African Blue Roundhead Fungus can also randomly be found under  Liftable Rocks.

## How to obtain

African Blue Roundhead Fungus can be  grabbed from a patch of mushrooms.

## Uses

African Blue Roundhead Fungus can be  eaten as food and medicine.

Eating African Blue Roundhead Fungus will give   Non-Omnivore until the Eumycota Food Acclimatization (OM 01) and Eumycota Food Acclimatization (OM 02) neurons have been learned.

Blue Roundhead Fungus Paste can be created by  grinding African Blue Roundhead Fungus.

## Notes

African Blue Roundhead Fungus can be eaten to heal   Food Poisoning.

African Blue Roundhead Fungus can also be used for protection against food poisoning. Eating African Blue Roundhead Fungus while not afflicted with this condition will confer  Food Poisoning Protection.
Hydration-Detoxification Efficiency (BB CT 03)

—

**Hydration-Detoxification Efficiency (BB CT 03)** 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 03) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch

## Notes

This neuron counts towards   Food Poisoning and   Venom Poisoning.
Fishing Spot

## Description

The **Fishing Spot** is a gathering spot item.

## Where to find

Fishing spots can be found in many areas with water that has some depth to it.

## Uses

Spearfishing into a Fishing Spot, it is possible to obtain Bass orCrayfish.

You will need either aStick or aSharpened Stick for the action to be available.

Once successful,  strip the tool with an empty hand to remove the caught creature.
Orientation (BB IN 05)

—

**Orientation (BB IN 05)** 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 Orientation (BB IN 05) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Climb Endurance (AB 04)

**Climb Endurance (AB 04)** is a neuron located on the Neuronal menu.

## 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:

* Climb (sprint for more efficiency)

## Special requirements

This neuron requires Climb Speed (BB AB 06) before it can be matured.

## Neuron location

The Climb Endurance (AB 04) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Baobabs Oasis

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

**Baobabs Oasis** is an oasis landmark in the  Savanna biome.

## Animals

 Miocene Elephants run nearby. They won't bother you if you stay within the oasis but if you decide to leave you best bring large weapons to increase your size so you can  intimidate and scare away these deadly animals.

## Items of Interest

When you discover this oasis, it triggers a  Meteorite.

* Desert's meteorite site

This location has a  Meteorite Site with a Meteorite.

* Baobabs' meteorite site
Bleeding Resistance (SB 04)

—

**Bleeding Resistance (SB 04)** is a neuron located on the Neuronal menu.

## Description

One item with clotting properties is now enough to get full protection against haemorrhages.

## 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 Bleeding Resistance (SB 04) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Proprioception (WA 03)

—

**Proprioception (WA 03)** is a neuron located on the Neuronal menu.

## Description

A greater distance can be traveled while moving on two legs.

TAP ***(button)*** to stand upright.

## 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:

* Repeatedly Stand Up and walk around

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Proprioception (WA 03) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Hiding Spot/fr

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

La **cachette** ***(Latibulum)*** est un élément de l’interface utilisateur qui sert de point de cheminement (“waypoint”) et de balise identificatrice. Il apparaît lors de la mémorisation ou lorsque l’on utilise l’intelligence ou les sens.

Les bébés s’y cachent pour attendre qu’un adulte vienne à leur rescousse.
African Agaric Fungus

## Description

The **African Agaric Fungus** is a food item and a medicine.

## Where to find

African Agaric Fungus can be found in patches on the ground and on certain trees that are rotting away. African Agaric Fungus can also randomly be found under  Liftable Rocks.

* A patch of African Agaric Fungus.

## How to obtain

African Agaric Fungus can be  grabbed from a patch of mushrooms.

## How to use

African Agaric Fungus can be  eaten as food and medicine.

Eating African Agaric Fungus will give   Non-Omnivore until the Eumycota Food Acclimatization (OM 01) and Eumycota Food Acclimatization (OM 02) neurons have been learned.

## Notes

African Agaric Fungus can be eaten to heal   Food Poisoning.

African Agaric Fungus can also be used for protection against food poisoning. Eating African Agaric Fungus while not afflicted with this condition will confer  Food Poisoning Protection.
The Little Swamp

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

**The Little Swamp** is a memorable location landmark in the  Jungle biome.

## Overview

This area is damp and dangerous, but there are treasures to be found if you avoid the African Rock Python lurking here.

## Animals

* African Rock Python
* Eastern Green Mamba
* Giant Warthog
* Golden Machairodus
* Thorbjarnarson's Crocodile

## Notes

It is unclear why, but the Evolution Feat for Swamp's meteorite site says *Found the meteorite of the Little Swamp site* but that isn't the name used for that meteorite like most other meteorites use. It actually is much closer to The Big Swamp than The Little Swamp location. The name appears to be a combination of both locations into "Swamp's" and it is likely an error that the feat says "Little" in the name.
Induced Fear (IT 02)

—

**Induced Fear (IT 02)** is a neuron located on the Neuronal menu.

## Description

The chances of successfully intimidating a predator and scaring it away are increased.

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 Induced Fear (IT 02) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Forget

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

Forget allows you to remove a Memorized  Point of Interest.

## Mechanics

Hover over a memorized point of interest icon and the  Forget action will appear. Press the appropriate button and the memorized triangle icon will be removed from your HUD.

The number of items you can memorize is limited. If you memorize something new, it can replace previously memorized things. Forgetting items you no longer want marked allows you to have open spaces for items to memorize.
Pierced Eagle Egg

## Description

The **Pierced Eagle Egg** is a food item.

## How to create

The Bateleur Eagle Egg can be altered by  hitting with a Basalt Chopper to create a Pierced Eagle Egg.

## How to use

Pierced Eagle Eggs can be  drunk as food. However, drinking Pierced Eagle Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned
Olfactory Memory (BB SX 01-3)

—

**Olfactory Memory (BB SX 01-3)** is a genetic mutation neuron located on the Neuronal menu.

## Description

It is possible to remember the position of one more item or living being.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Olfactory Memory (BB SX 01-3) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Swim Endurance (SW 02)

—

**Swim Endurance (SW 02)** is a neuron located on the Neuronal menu.

## 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:

* Swim

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Swim Endurance (SW 02) neuron is located on the Swim neuronal branch.

* Detailed Swim Neuronal Branch
Hearing

**Hearing** or **Sense of Hearing** is an action performed by pressing the appropriate button when available.

Hearing allows you to use your  Senses to find  Point of Interests.

Hearing allows you to use your ears to localize sounds to find practical items and to locate items you have already discovered.

It may not seem to make sense at first, but lots of things in the environment emit sounds that can be used to zero in on those things. However, not everything can be found by sound though and in conjunction with smelling and Intelligence, your ability for detection is well rounded.

Learning specific neurons increases your hearing abilities.

## Mechanics

Press the appropriate button and using  senses will begin. You can then press the appropriate button to choose hearing. The visual display of points of interest will begin showing. Hearing shows as echos of sound emanating outwards from the point of interest.

Don't move to stay in senses. You can rotate your view to find animals, clan members, items, and locations within your senses range. You can then  Focus on these points of interest and  Identify them.

After identifying items, while still in senses, you can then Memorize the point of interest so you can investigate it. Once a point of interest has been memorized, you can Remember or Forget the point of interest.

If you move, you can leave out of senses.

If you Stand Up, you can increase the range of hearing.

If you haven't inspected or discovered the point of interest before and it is unknown to you, you will only get a large question mark **?** inside of the point of interest after trying to identify or discover it. You will have to inspect or discover the unknown point of interest up close and in person to learn what it is. From that point forward, when you use senses and the related functions to find points of interest, you will automatically know what it is. You don't have to keep going up in person to inspect or discover the same point of interest.
Food Poison Elimination (CT 05)

—

**Food Poison Elimination (CT 05)** is a neuron located on the Neuronal menu.

## Description

The remission time from food poisoning 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 Food Poison Elimination (CT 05) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Self-Control (neuronal branch)

**Self-Control** is a neuronal branch located on the Neuronal menu.

## Overview

The Self-Control neuronal branch deals with dopamine and reaction times during combat. Neurons in this branch reduce detriments or improve abilities related to dangerous situations.

## Mechanics

The Self-Control neuronal branch is a sub-branch of the primary Motricity branch. The Self-Control branch interconnects with the Attack and Dodge sub-branches.

The Self-Control branch has twelve total neurons: eight regular neurons and four genetic mutations.

* Detailed Self-Control Neuronal Branch
The Hidden Pit

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

**The Hidden Pit** is a memorable location landmark located in the  Woodland biome.

## Items of Interest

### Cave System

Inside the pit, there is an entrance to a lengthy cave system that connects to the Buried Garden Oasis which is located right next the  Savanna biome.

Travelling through the cave is faster than travelling on the surface and it removes all threats such as  Hyenas and potential stalker cats. The only threat inside this cave system is a  Megarian Banded Centipede which can be avoided by a single hominid by clinging to the cave walls to sneak past it. However, if you are with a group of hominids, you will likely have to proactively engage the centipede in combat or risk your clan members potentially being attacked, injured, or even killed.

This cave system creates an excellent shortcut to the Savanna biome bypassing the dangers of the Woodland biome on the surface.
Fresh Water Source

## Description

The **Fresh Water Source** is a food item and medicine.

## Where to find

Flowing streams and clear water usually indicate a  Fresh Water Source.

## How to use

 Scoop the fresh water source using your hands to be able to drink the liquid. The Fresh Water Source will be your healthiest source to reduce  thirst.

Fresh Water Sources are possible Fishing Spots and likely places to find plants to  eat such as the Horsetail.

## Notes

The Fresh Water Source can be drunk to heal   Food Poisoning,   Heat,   Non-Omnivore, and   Venom Poisoning.

The Fresh Water Source can also be used for protection against heat in areas only where heat takes place. Drinking Fresh Water Source while not afflicted with heat will confer  Heat Protection.

The Fresh Water Source is different than other medicinal items because you can continuously consume the item without the item running out. You can cure yourself of Heat and obtain protection from Heat at the same time. Drink water until you are cured and then continue drinking until you have full Heat protection.
Savanna

The **Savanna** biome is one of the many different biomes located in Ancestors.

## Location

The  Savanna biome is between the  Caves biome and  Woodland biome on one side and the  Canyon biome on the other side.

## Animals

* African Rock Python
* African Buffalo
* Bateleur Eagle
* Black-Backed Jackal
* Black Mamba
* Dorcas Gazelle
* Eastern Green Mamba
* Giant Warthog
* Golden Machairodus
* Hippopotamus
* Hyena
* Miocene African Horse
* Miocene Elephant
* Thorbjarnarson's Crocodile

The Savanna is very open and dry, many animals congregate at water holes to drink and cool off. Be careful around these water sources as often there are threats nearby.

The Savanna has one of the most diverse sets of hostile animals and only the  Miocene African Otter and  Miocene Pelican won't be found here.

While the  Megarian Banded Centipede won't spawn in the Savanna, it will often wander into the Savanna from nearby biomes. Stay vigilant!

## Landmarks

* Baobabs Oasis
* Buffalo's Basin Oasis
* Bulky Arch Oasis
* Drying Basin Oasis
* Hidden Water Oasis
* Hipparions' Pond Oasis
* Khat Trees Oasis
* Pond & Puddle Oasis
* Raised Refuge Oasis
* Rock Arrow Oasis
* The Broken Arch
* The Dying Waterfall
* Two Trunks Lagoon Oasis

## Images

*Everything the light touches, is our kingdom.*

## Notes

The Savanna is interesting because it has the opposing negative status effects of   Heat during the day and   Cold during the night. Be prepared to use the protective effects of medicine to ensure your survival in these temperature extremes!

It is advisable to learn Bipedalism (BI 01) before venturing out into the Savanna. As the Savanna is relatively flat with tall grasses, this neuron will help with travel while standing to see above the tall grasses ensuring you aren't ambushed by hostile animals.
Lift

**Lift** or **Lifting** is an action performed by pressing the appropriate button when available.

## Mechanics

You have to be close enough to a Liftable Rock for this action to appear.

You must have the correct tool in your hand or the action will not appear. You will need either aStick or aSharpened Stick for the action to be available. You may have to Switch Hands with the tool for this action to appear.

You then have to press the appropriate button at the correct time for the lifting action to be successful. If you are unsuccessful, two things can happen: either you don't apply enough force and the rock doesn't move or you apply too much force and the item you are prying with is destroyed.
Opened Desert Melon

## Description

The **Opened Desert Melon** is a food item.

## How to obtain

The Desert Melon is not edible until it is altered by  hitting with most rocks or hard tools to create an Opened Desert Melon.

## How to use

Opened Desert Melon can be  eaten as food.

When eaten, Opened Desert Melon provides both food and quite a bit of water, making it a very important food source to locate when travelling through the  Savanna biome.
External Clotting Efficiency (SB 03)

**External Clotting Efficiency (SB 03)** is a neuron located on the Neuronal menu.

## Description

The duration of a full protection against haemorrhages 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:

* (placeholder)

## Special requirements

This neuron requires Vitamin K Efficiency (BB SB 02) before it can be matured.

## Neuron location

The External Clotting Efficiency (SB 03) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Split Waterfall Oasis

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

**Split Waterfall Oasis** is an oasis landmark in the  Great Lake biome.

## Overview

This oasis is wide and open, with a Golden Machairodus prowling around and a couple of Giant Warthogs aggressively contesting your right to undisturbed rest at the waterside.

Food is plentiful, with Taami Berry Bushes and Coco Trees offering plentiful bounty.

Rocks can be found past the warthogs, and you have enough wood for Sharpened Sticks to attack the warthogs So meat is plentiful, too.

## Animals

* Giant Warthog
* Golden Machairodus

## Items

* Basalt
* Dead Branch
* Granite Rock
* Obsidian

## Consumables

* Cocos
* Khat
* Taami Berry
Start Construction

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

This action is the second step in the construction process to transform a stockpile of items into another potentially more useful item.

Only items that can be constructed into another item will show this action.

## Mechanics

Once enough items are available on a stockpile, stand over the stockpile, and Start Construction will appear as an option.

Performing the start construction action will bring up the option to start the third and final part of the construction process known as  Building.

The start construction action is really just a commitment step. It is committing yourself to having to build the item using the appropriate button and you can't perform any other actions until the building process is complete. This doesn't take long but it should be noted that start construction is a minor step in construction process and you have to do this to build the item you want.

## Construction items

There are only a few constructed items that have specific uses:

* Four Dead Branches can be used to construct a  Branch Barrier.
* Four Natal Grass Cycads can be used to construct a Sleep Spot.
* Four Thornbushes can be used to construct a  Thornbush Wall.

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

## Deconstruction

The Branch Barrier and the Thornbush Wall can be removed after construction by using the Start Deconstruction and Deconstruct actions. If you use these actions, the materials used to make the construction will be lost.
Manual Dexterity (BB AL 01-2)

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**Manual Dexterity (BB AL 01-2)** 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 01-2) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Stripping

**Strip** or **Stripping** is an action performed by pressing the appropriate button when available.

Stripping is an action that modifies an item or removes an item from another tool.

* You have to remove a Giant African Snail from a Sharpened Stick after you havepoked it out of a Hole To Poke.
* You may want to remove the husk from a Cocos so that you can make a Pierced Coconut.
* Some items are used in different ways depending upon the current state they are in. Honey can be eaten directly from theNatal Grass Cycad's Stem but can only be applied to your hominid once it has been stripped from the stem. Applying Honey provides different healing benefits and positive status effects than eating the Honey directly from the Cycad Stem.

Learning specific neurons increases your stripping abilities.

## Mechanics

You have to have the item in your hand for the Alter action to appear. The other hand has to be free to perform the action. You may have to Switch Hands for this action to appear.

You then have to press the appropriate button at the correct time for the stripping action to be successful. If you are unsuccessful, two things can happen: either you don't apply enough force and the item remains unchanged or you apply too much force and the item is destroyed.

## Items to Strip

WhileHarvester Termites can be stripped from theNatal Grass Cycad's Stem with an empty hand, all this does is destroys the food. You simply clean the tool off, you don't get to keep the food.
Social Confidence (BB CM 01)

—

**Social Confidence (BB CM 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

A call to gather all clan members now has a wider range.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Social Confidence (BB CM 01) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Jungle

The **Jungle** biome is one of the many different biomes located in Ancestors.

## Location

The  Jungle biome is between unending rocky cliffs on one side and the  Great Lake biome on the other side.

## Animals

* African Rock Python
* Bateleur Eagle
* Eastern Green Mamba
* Giant Warthog
* Golden Machairodus
* Thorbjarnarson's Crocodile
* Black Machairodus

Sometimes the  Megarian Banded Centipede will wander from the nearby Great Lake biome and into the Jungle. Be vigilant!

## Landmarks

* Cascade Oasis
* Head-Of-Stone Oasis
* Hidden Waterfall Oasis
* Jut-Out Boulder Oasis
* Lone Kapok Oasis
* The Big Swamp
* The Cliff Cascade
* The Enclosed Waterfall
* The Father Tree
* The Little Swamp
* The Orchard
* The Sister Arches
* The Thousand Floors Waterfall
* The Two Rivers' Junction
* Under-The-Cliff Oasis
* Where The Rivers Meet
Life Expectancy

**Life Expectancy** is the overall amount of life and a part of the vitality each hominid possesses.

## Overview

The Life Expectancy of a hominid determines the maximum amount of Stamina it can have, which determines the maximum amount of Energy it can have.

## Mechanics

Life Expectancy is depicted on the HUD at the bottom of the screen by the red circle that appears when Stamina is depleted. Seeing the red circle means your hominid is exhausted.

Adult and baby hominids have naturally larger Life Expectancy than elders, which begin with half their life expectancy depleted.

If the hominid is pushed past tired and depletes all of the Stamina, the red Life Expectancy circle will appear and will begin to drain. It is **highly** recommended to stop moving and wait a moment if the red circle appears. This is trading overall life to perform actions. Only in the most dire situations should this be done! This pulsing red circle indicates that the Hominid is losing overall Life Expectancy, something that cannot be gained back by individuals unless someone in the clan gives birth.

If the hominid stops and rests, some Stamina and Energy will be regained, but the Life Expectancy that was drained will not regenerate.

  Food Poisoning,   Venom Poisoning,   Bleeding, and   Injury all reduce Life Expectancy over time. The more times the hominid is injured through these negative status effects, the more that Life Expectancy is reduced.

Learning specific neurons increases life expectancy.

## Neurons

The following neurons impact life expectancy.

## Notes

If the hominid has a stacking of negative status effects, such as  Hunger and also   Bleeding, you may notice you cannot move at all without losing Life Expectancy. It is critical you make the correct corresponding actions to ensure your Hominid doesn't die, sometimes sleeping can assist you as you can wait out a negative status effect or two without moving, hopefully replenishing your vitality enough so that you can move without hurting yourself.

At other times you may need to seek out the closest medicine for your problem as you may face imminent death without action.
Orthostasis & Senses (WA 00)

—

**Orthostasis & Senses (WA 00)** is a neuron located on the Neuronal menu.

## Description

The ability to detect more distant elements using the Senses is acquired.

TAP ***(button)*** to use your senses. 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:

* Activate  Senses and then Stand Up with the appropriate buttons.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Orthostasis & Senses (WA 00) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Miocene African Drupe/pt br

## Descrição

A **Drupa africana do Mioceno** é um item de alimento .

## Onde achar

AA drupa africana do Mioceno é encontrada nos troncos de pequenos arbustos semelhantes a árvores com grandes folhas semelhantes a samambaias.

## Como obtê-la

Você consegue  pegar a Drupa africana do Mioceno de um arbusto.

## Como usar

Você consegue  comer a Drupa africana do Mioceno
Sleep - Healing Efficiency (BB NE 01)

—

**Sleep - Healing Efficiency (BB NE 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The healing virtues of sleeping in a sleep spot are increased.

TAP ***(button)*** to lie down when close to a sleep spot, then HOLD ***(button)*** to sleep.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sleep - Healing Efficiency (BB NE 01) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Olfaction (SO 01)

—

**Olfaction (SO 01)** is a neuron located on the Neuronal menu.

## Description

The range for detection of the source of an odor 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:

* Use the sense of smell to detect odors. Be patient as it may take smelling a number of items before this neuron matures.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Olfaction (SO 01) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Senses/de

Ancestors: The Humankind Odyssey ist ein typisches 3D-Spiel. In der Spielwelt vorhandene Objekte werden sowohl gerendert, dass heißt man kann sie grundsätzlich auf dem Bildschirm sehen, als auch hörbar gemacht. Schlangen zischen, Warzenschweine grunzen, Hyänen lachen, etc. Wenn man Objekte zusätzlich \_*identifizieren*\_ möchte, so dass im "Sinne-Benutzen-Modus" über jedem identifiziertem Objekt ein zusätzliches Icon eingeblendet wird, so muss man die **Sinne benutzen** und **focusieren**, d.h. sich im "Sinne-benutzen-Modus" auf ein einzelnes Objekt konzentrieren.

* sehen (wird im Spiel aber als "Intelligenz" bezeichnet)
* hören
* riechen

Ein jedes dermaßen identifiziertes Objekt kann man sich  merken, d.h. dass sein Icon auch noch eingeblendet wird, wenn man sich nicht mehr im "Sinne-benutzen-Modus" befindet.

Unbekannte objekte lassen sich natürlich nicht aus der Ferne identifizieren. Statt dem eigentlichen Icon, wird ein gelbes Fragezeichen-Icon eingeblendet. Unbekannte Gegenstände oder Tiere müssen zuerst untersucht bzw. entdeckt werden.

## Überwinde Deine Angst

Bevor man seine Angst überwinden kann, muss man sich mit der vollkommen unbekannten Gegend vertraut machen. Das tut man, indem man bekannte Gegenstände identifiziert! Erst nachdem genug Gegenstände identifiziert worden sind, kann man seine Angst überwinden (idem man eine bestimme Stelle erreicht bevor das Dopamin ausgeht und da eine Taste drückt)!

## Neuronen

Es gibt zahlreiche Neuronen (fast allesamt im Neuronalen Ast: Sinne) welche die Fähigkeit Objekte zu identifizieren ungemein beschleunigen aber auch die Reichweite erhöhen, über die man focussieren kann:
Perceptual Time Dilation (FR 05)

—

**Perceptual Time Dilation (FR 05)** is a neuron located on the Neuronal menu.

## Description

Reactions when responding to a threat 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 Perceptual Time Dilation (FR 05) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Odorant Identification (SO 07)

**Odorant Identification (SO 07)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a non-threatening odor 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:

* Use the sense of smell to detect odors that are **NOT** hostile animals. Be patient as it may take smelling many, many items before this neuron matures.

## Special requirements

This neuron requires Iconic Memory (BB SX 01-2) before it can be matured.

## Neuron location

The Odorant Identification (SO 07) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch