recursal/Fanatic-Fandom huggingface dataset:
Omnivore (neuronal branch)

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

## Overview

The Omnivore neuronal branch deals with specific foods, energy, and reducing and finally eliminating   Non-Omnivore. Neurons in this branch reduce detriments or improve abilities related to specific foods that cause non-omnivore.

## Mechanics

The Omnivore neuronal branch is a sub-branch of the primary Metabolism branch. This is a self-contained sub-branch.

The Omnivore branch has eleven total neurons: nine regular neurons and two genetic mutations.

* Detailed Omnivore Neuronal Branch

To mature an omnivore neuron, it is important to understand the following mechanics:

* You only begin to adapt to food by getting   Non-Omnivore from eating the food and then making non-omnivore go away. It is the act of curing or your body eliminating non-omnivore on its own that matures the neuron.
* You can eat as much of a food as you want, and you can get severe non-omnivore, but it does nothing for you. You have to cure or wait out the negative status effect to count towards the neuron maturing.

An example would be eating some African Agaric Fungus. You haven't done anything yet to mature the first mushroom neuron Eumycota Food Acclimatization (OM 01). As you eat the mushrooms, you are afflicted with non-omnivore. The severity of your non-omnivore from the mushrooms depends upon how much you eat. You decide to eat a whole bunch of African Agaric Fungus and get severe non-omnivore. You walk over to a  Fresh Water Source and begin  scooping the fresh water. As you drink the water, the non-omnivore begins to be removed because of the medicinal nature of the water. At a certain point, there will be an onscreen flash as the non-omnivore is eliminated. When the non-omnivore is removed through curing or waiting, that is when the action of eating the mushrooms counts towards maturing the neuron.
Internal Clotting Efficiency (CB 02)

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**Internal Clotting Efficiency (CB 02)** 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 Internal Clotting Efficiency (CB 02) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Temporal Distortion (FR 03)

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**Temporal Distortion (FR 03)** is a neuron located on the Neuronal menu.

## Description

The margin of error is increased during attacks because more time is allowed.

## 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 Temporal Distortion (FR 03) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Ruby

## Description

The **Ruby** is a red crystal rock that is a tool item, weapon, and precious stone.

* Holding a Ruby
* Rock Arrow Oasis
* In-game model of Ruby

## Where to find

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

The Ruby can sometimes be found under  Liftable Rocks.

### Locations

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

* There's two large rock spires found at the Canyon's Entrance Oasis. At the top of the left one is a flat section where a ruby can be found. Be careful as a Bateleur Eagle guards this area!
* The peak of the stone formation at Rock Arrow Oasis. Be cautious as a  Bateleur Eagle will come in a for an attack once reaching the top.
* Near the Buffalo's Basin Oasis is a stagnant waterhole. Located on a boulder nearby that waterhole is a ruby.
* Just past the Two Trunks Lagoon Oasis in  Savanna, along the cliff wall there is a small cave that contains a ruby.
* In the Savannah near the Hipparions' Pond Oasis, two large rocks form a tiny little canyon-like path that contains a ruby in the middle. Be careful as a Black-Backed Jackal can spawn here.

## How to obtain

The Ruby can be  grabbed from the ground.

## How to use

The Ruby can be used to butcher animals.

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

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

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

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

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

## Uses

A Ruby can be used in the following ways:
Locus of Control (ZO 03)

**Locus of Control (ZO 03)** is a neuron located on the Neuronal menu.

## Description

It is possible to concentrate for a longer period of time.

PRESS ***(button)*** and ***(button)*** simultaneously to enhance concentration by slowing time down.

## 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:

* Jump and enhance concentration by slowing time down. Spam the ***(button)*** while falling to roll. This process needs no be repeated aroun 10 times.

## Special requirements

This neuron requires the Ardipithecus Ramidus evolution leap before it can be matured.

## Neuron location

The Locus of Control (ZO 03) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Olfactory Memory (BB SX 01)

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

* Detailed Senses Neuronal Branch
Spatial Perception (AN 01)

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**Spatial Perception (AN 01)** is a neuron located on the Neuronal menu.

## Description

The range for detection of non-edible resources is increased.

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

* Repeatedly identify non-edible items with Intelligence

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Spatial Perception (AN 01) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Lone Kapok Oasis

**Lone Kapok Oasis** is an oasis landmark in the  Jungle biome.

## Overview

This is a medium-size oasis in a little valley with a big, single tree and a huge Beehive providing easy to reach Honey in its branches. Plentiful food, a small fresh water pond and lots of foraging opportunities near the site. Granite Rock is available, and Obsidian not far away, but Basalt is scarce.

But you are not the only one who likes this place: There is a White Machairodus seeking to hunt you here, and not to far away a African Rock Python lurks. Be warned! Both White Machairodus and Golden Machairodus will jump into your  settlement and attack you.

## Animals

* African Rock Python
* Golden Machairodus
* White Machairodus

## Items

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

## Consumables

* African Agaric Fungus
* Bass
* Cocos
* Crayfish
* Fresh Water Source
* Honey
* Horsetail
* Khat
* Taami Berry
Miocene Pelican Egg

## Description

The **Miocene Pelican Egg** is a food item.

## Where to find

TheMiocene Pelican Egg can be found in nests in the  Ocean biome. These nests can first be found at The Beach Tower. Be very careful around these nests as the  Miocene Pelican is always close by.

## How to obtain

The Miocene Pelican Egg can be  grabbed from a nest.

## Uses

Miocene Pelican Eggs can be  eaten as food. However, eating Miocene Pelican Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.

The Miocene Pelican Egg can be altered into a Pierced Pelican Egg by  Hitting with a Basalt Chopper.

The Miocene Pelican Egg can also be altered into a Cracked Pelican Egg by  Hitting with most rocks or hard tools.
Sound Localization Speed (SS 05)

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**Sound Localization Speed (SS 05)** is a neuron located on the Neuronal menu.

## Description

The ability to quickly concentrate on a sound is maximized.

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 Sound Localization Speed (SS 05) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Obsidian/pt br

## Descrição

O item **Obsidiana** é uma ferramenta e pode ser usada como uma arma.

* Um conjunto de obsidianas.

## Onde obter

A obsidiana é uma rocha preta vítrea que pode ser achada no chão ou embaixo das Pedras Levantáveis. A obsidiana pode ser achada em todos os biomas.

## Usos

A obsidiana pode ser alterada em um Raspador de obsidiana  batendo com a maioria das pedras ou ferramentas pesadas.

Obsidiana pode ser usada das seguintes formas:
Switch

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

This action is used to change which hominid you are actively controlling. Any member of your clan can be changed to by using this action.

This action **is not** the same as the Switch Hands action which is used to change what hands are holding.

A  Baby that hides in a Hiding Spot will automatically switch to the closest adult or elder.

## Mechanics

This action will only appear if you are close enough to another member of your clan and oriented to face them. Press the appropriate button and a very short animation cut-scene will take place showing black and green neurons moving through space showing you transferring consciousness to the other hominid. You orientation/view will change and you will then be on control of the other hominid. To change back, face the other hominid and press the appropriate button again.

As long as the hominid is a member of your clan you can switch to that hominid.
Settlement (neuronal branch)

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

## Overview

The Settlement neuronal branch deals with construction, sleeping, and energy. Neurons in this branch reduce detriments or improve abilities related to construction and sleep based activities.

## Mechanics

The Settlement neuronal branch is a sub-branch of the primary Motricity branch. This is a self-contained sub-branch.

The Settlement branch has ten total neurons: seven regular neurons and three genetic mutations.

* Detailed Settlement Neuronal Branch
Imitation (CM 06)

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**Imitation (CM 06)** is a neuron located on the Neuronal menu.

## Description

It is now possible to ask clan members to mimic switching hand and altering a particular item.

DOUBLE-TAP ***(button)*** for the clan members close to you to mimic your action—if they have the same item in their 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

There are no special requirements for this neuron.

## Neuron location

The Imitation (CM 06) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
The Door To Savanna

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

**The Door To Savanna** is a memorable location landmark in the  Woodland biome.

## Overview

Two rocky boulders not quite meeting at the top form the cinematic border arch: Behind this line,  Savanna!

Not that travel changes much in these few steps. But it is a good navigation point to find your way from the  Woodlands to the Savanna.

## Animals

 African Buffalos roam the nearby area. It is unclear if they wander into this location or if they spawn here. Be vigilant for these large animals!
Sensory Memory (SX 01)

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**Sensory Memory (SX 01)** is a neuron located on the Neuronal menu.

## Description

Inspection of the quality of a food source is faster.

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

There are no special requirements for this neuron.

## Neuron location

The Sensory Memory (SX 01) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Movement Endurance (AB 02)

**Movement Endurance (AB 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:

* Sprint

## Special requirements

This neuron requires Ambulation Speed (BB AB 02) before it can be matured.

## Neuron location

The Movement Endurance (AB 02) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Salt Water Source

## Description

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

## Where to find

TheSalt Water Source can be found in the  Ocean biome.

## How to use

 Scoop the salt water source using your hands to be able to drink the liquid. The Salt Water Source is salty water that reduces  thirst but will sicken you. It reduces thirst, but less than drinking from a Fresh Water Source or from a Stagnant Water Source.

The Crayfish can be found in shallow salt water sources and can be  grabbed from the water.

## Notes

Drinking from a Salt Water Source will give   Food Poisoning negative status effects.

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

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

The Salt 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.
Poke

**Poke** or **Poking** is an action performed by pressing the appropriate button when available.

This action is used for collecting items fromHoles To Poke andFishing Spots.

While Fishing 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

You have to be close enough to a Hole To Poke or a Fishing Spot 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 poking action to be successful. If you are unsuccessful, two things can happen: either you don't apply enough force and the hole to poke remains unchanged or you apply too much force and the poking item is destroyed.

Once successful,  strip the tool with an empty hand to remove the caught creature.
Stripping (AL 05)

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**Stripping (AL 05)** is a neuron located on the Neuronal menu.

## Description

The success rate of an alteration without a tool 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 an empty right 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

There are no special requirements for this neuron.

## Neuron location

The Stripping (AL 05) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Stripping (AL 04)

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**Stripping (AL 04)** is a neuron located on the Neuronal menu.

## Description

The success rate of an alteration without a tool 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 an empty right 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

There are no special requirements for this neuron.

## Neuron location

The Stripping (AL 04) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Lie Down

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

Lying down in a Sleep Spot or anywhere this action appears will allow you to replenish your Sleep.

The need of sleep will rise over time and will grow faster if  hunger or  thirst are high. If the need for sleep rises a certain point, you will encounter the  Sleepiness negative status effect, and the hominid will get sleepy which gets indicated by a screen slightly fading black on and off again as if the hominid was struggling to keep its eyes open.

While the screen fades black during the negative status effect, hearing will also be impaired, and the "ping" sound for successful completion of tasks will not be heard anymore (or will be dampened).

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

Lie Down on a Sleep Spot and the  Evolution action will appear. Press the appropriate button and the menu will open.

## Mechanics

The icon for Lie Down doesn't always appear. The choice will be there but not always the icon.
Motor Skill (MS 01)

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**Motor Skill (MS 01)** is a neuron located on the Neuronal menu.

## Description

The ability to switch hands with an item is acquired.

TAP ***(button)*** to switch hands with an item.

## 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:

* Pick Up or  Grab items using your hands
* Walk through water

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Motor Skill (MS 01) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Khat Trees Oasis

**Khat Trees Oasis** is an oasis landmark in the  Savanna biome.

## Overview

Food is plentiful here and there is a stream with fresh running water. There is also a deep cave the heads into the hillside offering a protected place for your clan.

Dorcas Gazelles spawn in numbers around this oasis and this can lead to trouble for your clan. The gazelles themselves aren't hostile but they cause problems with scaring your clan members. Make sure to  intimidate the gazelles away before you explore on your own so your other hominids don't run out of dopamine while they are by themselves at the oasis.

## Animals

* Eastern Green Mamba
* Dorcas Gazelle

## Items

* Dead Branch
* Granite Rock
* Hole To Poke
* Natal Grass Cycad
* Obsidian
* Thornbush

## Consumables

* African Turmeric
* Aloe Leaf
* Carissa Berry
* Cocos
* Elderberry
* Fresh Water Source
* Horsetail
* Jujube
* Khat

## Items of Interest

* There is a cave that goes back into the hillside from the oasis. At the back of the cave a Blue Agate can be found.
Tachypsychia (FR 01)

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**Tachypsychia (FR 01)** is a neuron located on the Neuronal menu.

## Description

The margin of error is increased during attacks because more time is allowed.

## 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 Tachypsychia (FR 01) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Khat

## Where to find

Khat can be found on Khat Bushes in all biomes.

* Khat bushes

## Uses

Khat can be  eaten as food and medicine.

Khat can be  ground using a Granite Grinder to createGrinded Khat.

## Notes

Khat can be eaten to heal   Cold and   Injury.

Khat can also be used for protection against cold and injury. Eating Khat while not afflicted with these conditions will confer  Cold Protection and  Injury Protection.
Pain Endurance (AB 12)

**Pain Endurance (AB 12)** is a neuron located on the Neuronal menu.

## Description

Energy loss while moving with an injury is minimized.

## 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:

* Move while   injured.

## Special requirements

This neuron requires Pain Threshold (BB AB 13) before it can be matured.

## Neuron location

The Pain Endurance (AB 12) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
The Missing Links

**The Missing Links** are hominini.

## Evolution Details

There are no evolution leaps before The Missing Links in the game. This species is the starting place for the game. The Missing Links are played in the beginning stages of the game from 10,000,000 years ago and will change to the next species after you reach approximately 9,100,000 years ago.

## Trivia

The Missing Links represent a "missing link" (hence the title) in the fossil record, as Sahelanthropus Tchadensis is the earliest named human ancestor to date.

Missing Links possibly are hominids from the species *Nakalipithecus nakayamai*. According to Kyoto University researchers, the *Nakalipithecus* species is very close to the last common ancestor of gorillas, chimpanzees, and humans. It can therefore be considered a basal member of the Homininae, before they split up into the Gorilla lineage and later the Chimpanzee and Human lineages alive today. *Nakalipithecus'* lived in modern-day Kenya early in the Late Miocene, from 9.9 to 9.8 million years ago.
The Green Rock Pathway

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

**The Green Rock Pathway** is a memorable location landmark in the  Woodland biome.

## Overview

Located on the rocky edge of the mountain basin, this area containing The Great Lake can be passed to reach the plains beyond through this area. The nearest shelter is Rockslide Oasis.

Be careful: You can encounter various hostile Animals here. Be wary of the Megarian Banded Centipede.

## Items of Interest

When you discover this oasis, it triggers a  Meteorite.

* Savanna's Boulders Enclave's meteorite site
The Big Swamp

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

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

## Overview

This area can be found easily on your way behind the The Sister Arches.

## Animals

* African Rock Python
* Thorbjarnarson's Crocodile

Strangely, the Thorbjarnarson's Crocodile will not spawn in The Big Swamp unless you have already discovered the location .

 Giant Warthogs also like to wander into The Big Swamp from different locations often ending in their untimely demise by the Crocodiles. It's unclear if they spawn in this location or not but they still can be a threat. Pay attention so that they don't take your hominid by surprise.

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Swamp's meteorite site

## Notes

It is unclear why, but the Evolution Feat for the meteorite 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.

Oddly enough, until you discover this location NO animals will spawn other than Giant Warthogs and  Eastern Green Mambas. This includes the  Machairodus stalker cat.
Remember

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

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

Remember allows you to recall a  Point of Interest from a distance. This action is an important function of exploration.

## Mechanics

Start Intelligence or  Senses using the appropriate button on a point of interest. Focus on the point of interest, and after Identifying or discovering, the Memorize action will appear. Press the appropriate button and the point of interest will change to an upside down triangle. Once a point of interest is memorized, hover over the point of interest and the Remember action will then appear. Pressing the appropriate button will allow you to remember this point of interest.

The number of items you can memorize and remember 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.

Be aware that early in the game you can spontaneously forget memorized things as you aren't very evolved and your memory isn't that good.

Later in the game, as you learn specific neurons the amount of memorized things you can remember at one time can be increased.
Proprioceptor Efficiency (BB WH 01-5)

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**Proprioceptor Efficiency (BB WH 01-5)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The probabilities of inflicting a lethal blow are increased.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Proprioceptor Efficiency (BB WH 01-5) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Released Strength (BB CO 02)

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**Released Strength (BB CO 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

A successful strike causes more damage.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Released Strength (BB CO 02) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch
Sausage-Tree Fruit

## Where to find

Sausage-Tree Fruit can be found on certain trees in the  Great Lake,  Jungle, and  Woodland biomes.

## How to obtain

Sausage-Tree Fruit can be  grabbed from certain trees.

## How to use

Sausage-Tree Fruit can be  eaten as food.

Sausage-Tree Fruit can be inspected for ripeness. Unripe fruit can be visually identified by a green, grey, or brown coloring. Eating unripe or overripe fruit will result in a   Food Poisoning.
Obsidian/de

## Beschreibung

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

Insbesondere kann ein  **Obsidian Stein** zu einem ⇒ Obsidian Schaber weiterverarbeitet werden indem man den Obsidian  schlägt.

Obsidian Stein kann auf dem Boden in allen Biomen in der Nähe von größeren Felsen aus demselben Material gefunden werden. Unter  Liftable Rock/de kann man ebenfalls Obsidian finden.

## Nutzen

Ein Basalt Stein kann auf folgende Arten benutzt werden:

## Trivia

Obsidian ist ein natürlich vorkommendes vulkanisches Gesteinsglas. Ähnlich wie Feuerstein, weist es den Muschelbruch auf. Beide Gesteine lassen sich aufgrund dessen erheblich gezielter verarbeiten als Gesteine ohne Muschelbruch.
Lakeside Oasis

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

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

## Overview

Plenty of water in front of you, and a steep ledge behind you. Unfortunately the local Golden Machairodus will attack from the sides.

Good gathering opportunities all around, although Basalt and Obsidian is a bit scarce.

## Items

* Basalt
* Obsidian
Order Mimic

**Order Mimic** is an action performed by pressing the appropriate button.

Order Mimic is an action that allows you to ask clan members to replicate your actions. This allows you to perform actions and have them do that as well. This means you can quickly perform many actions as a group rather than switching to each individual hominid.

This action will not appear until you have learned specific neurons.

## Mechanics

Order Mimic requires you to perform an action (or series of actions) and then the Order Mimic action will appear. Press the appropriate button and your nearby clan members will replicate the actions you just completed.

If you perform an action (or a series of actions) and then stop, if there are clan members nearby and the action(s) you just completed can be mimicked, this action will appear.

Order Mimic has unique requirements to appear and work successfully:

* This action requires you to have nearby clan members before it will appear.
* You need to perform actions that can be mimicked.
* You need to have your clan members set up in the same fashion as yourself.

An example would be wanting to have several clan members pick up a Granite Rock. You don't have anything in your hands. You move over to the granite rock, pick up the rock, and then press the appropriate button to use the Order Mimic action. Nearby hominids with nothing in their hand will then move over to pick up the granite rock just like you did.

Eventually, complicated series of actions can be performed using the Order Mimic action. You can order clan members to pick up items, alter them, and create new items en masse. Instead of having to change to multiple hominids with the Switch action, these actions can all be completed at once.

## Notes

Be aware that this action doesn't always work correctly. You can have the three required conditions mentioned above (nearby clan members, mimicable action, and suitably ready to perform the actions) and none to some to all of your clan members may mimic the action successfully. Be ready to try several times for this action and don't rely on it in dangerous situations (unless you absolutely have to).
Sleep - Healing Efficiency (BB NE 01-2)

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**Sleep - Healing Efficiency (BB NE 01-2)** 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 01-2) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Spatial Perception (AN 04)

**Spatial Perception (AN 04)** is a neuron located on the Neuronal menu.

## Description

The range for detection of non-edible resources is maximized.

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

* Repeatedly identify non-edible items with Intelligence

## Special requirements

This neuron requires Wayfinding (BB IN 03) before it can be matured.

## Neuron location

The Spatial Perception (AN 04) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Internal Clotting Efficiency (CB 03)

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**Internal Clotting Efficiency (CB 03)** is a neuron located on the Neuronal menu.

## Description

The ability for the body to withstand bleeding 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

There are no special requirements for this neuron.

## Neuron location

The Internal Clotting Efficiency (CB 03) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Sound Awareness (SS 10-2)

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**Sound Awareness (SS 10-2)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all threatening individuals of the same species 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:

* Use the sense of hearing to detect sounds that are hostile animals. Be patient as it may take hearing many groups of different animals before this neuron matures.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sound Awareness (SS 10-2) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Mussels' Beach

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

**Mussels' Beach** is a memorable location landmark in the  Ocean biome.

## Overview

Otters, Herons Nests, Sand, Salt Water...Ok, and lots of Mussels and other Seafood. There are only two oasis in Ocean biome, and the Mussels' Beach is in the middle between them. Go Fish!

However, while you are foraging, make sure to keep moving. Stay still and a Miocene Pelican will attack you.

## Animals

* Miocene African Otter
* Miocene Pelican

## Consumables

* Heron Egg
* Kelp Gull Egg
* Salt Water Source
The Desert's Gate

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

**The Desert's Gate** is a memorable location landmark in the  Canyon biome.

## Overview

Great job. You've finally escaped the relative safety of the closed-off rock walls section of the Canyon biome. Now you will be entering the long, difficult, dangerous, and wide-open desert section of the Canyon.

The top of the arch is a relatively safe area.

## Animals

* African Rock Python - Found at one or two nests around the raised rock sections by the arch.
* Black-Backed Jackal - Found travelling under the arch and often attacking the gazelles.
* Dorcas Gazelle - Found flocking around under the arch.

## Items

* Dead Branch
* Granite Rock
Sleep

**Sleep** or **Sleeping** is an action performed by pressing the appropriate button.

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 the  Sleepiness negative status effect.

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 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

Dreams during sleep are a way of giving you a sneak peek about upcoming events and places in the game. You can be at the start of the game in the Hidden Waterfall Oasis and dream about the  Miocene Pelican in the  Ocean biome near the end of the game.

Dreams use the static images from the Evolution Feats for subject matter. Each static dream image uses a shimmering visual effect to make them appear to be moving (even though they are not moving).
Nociceptors Tolerance (BB CI 02)

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**Nociceptors Tolerance (BB CI 02)** 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 02) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
The Great Lake

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

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

## Overview

The Great Lake is a major sight to see, and you will encounter plenty of predators, gathering spots, and landmarks.

Pass on behind The Orchard to follow either the watercourse back to the lake (hard climbing and a chance to be swept back to the waterfall by the current) or climb the narrow canyon behind The Orchard to stand atop the cliffs. Careful: Black Machairodus resting place!

There are several interesting Oasis (Jut-Out Boulder and Head-Of-Stone) and Landmarks in the area, all with their own pros and cons. Have fun exploring, but beware:

* Hippopotamus will not only charge at Thorbjarnarson's Crocodile!
* Even the Miocene African Otter are hostile, not only while defending The Otters' Den.

Great view too. See how far you can swim!

## Animals

* Black Machairodus
* Giant Warthog
* Hippopotamus
* Miocene African Otter
* Thorbjarnarson's Crocodile

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Lake Clearing's meteorite site
Sound Detection (SS 07)

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**Sound Detection (SS 07)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all non-threatening individuals of the same species 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 Detection (SS 07) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Snake Egg

## Where to find

TheSnake Egg can be found in a snake nest. Be very careful around these nests as the  African Rock Python is always close by.

## How to obtain

The Snake Egg can be  grabbed from nests.

## Uses

Snake Eggs can be  eaten as food. However, eating Snake Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.

The Snake Egg can be altered into a Cracked Snake Egg by  hitting with blunt rocks or hard tools.
Horsetail Paste

## Description

**Horsetail Paste** is a tool item and medicine.

## How to create

* Horsetail can be  ground using a Granite Grinder to create Horsetail Paste.
* Horsetail Leaves can be  ground using a Granite Grinder to create Horsetail Paste.

## Uses

Horsetail Paste can be applied as a medicine.

## Notes

Horsetail Paste can be applied to heal   Bleeding.

Horsetail Paste can also be used for protection against bleeding. Applying Horsetail Paste while not afflicted with this condition will confer  Bleeding Protection.
Item Manipulation (DE 01)

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**Item Manipulation (DE 01)** is a neuron located on the Neuronal menu.

## Description

The ability to switch an item from one hand to the other while moving is acquired.

TAP ***(button)*** to switch an item from one hand to the other while moving.

## 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 Item Manipulation (DE 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Swamp's meteorite site

**Swamp's meteorite site** is a meteorite site landmark.

This  Meteorite Site is located near the The Big Swamp in the  Jungle biome.

## Triggering Event

Discovering the Hidden Waterfall Oasis in the Jungle biome triggers this  Meteorite to fall.

## Notes

It is unclear why, but the Evolution Feat for this meteorite says *Found the meteorite of the Little Swamp site* but that isn't the name used for this 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.
Odorant Chemotopy (SO 12)

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**Odorant Chemotopy (SO 12)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all non-threatening odors is possible.

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 12) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Stripping (AL 06)

**Stripping (AL 06)** is a neuron located on the Neuronal menu.

## Description

The success rate of an alteration without a tool 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 an empty right 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) before it can be matured.

## Neuron location

The Stripping (AL 06) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Motricity (neuronal branch)

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

## Overview

The Motricity neuronal branch deals with movement speed, standing up, swinging, switching hands, and walking on two legs. Neurons in this branch reduce detriments or improve abilities related to movement.

## Mechanics

The Motricity neuronal branch is a primary branch. This branch contains the Ambulation, Attack, Dexterity, Dodge, Self-Control, Settlement, and Swim sub-branches.

The Motricity branch has twenty total neurons: eleven regular neurons and nine genetic mutations.

* Detailed Motricity Neuronal Branch
Temporal Distortion (FR 02)

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**Temporal Distortion (FR 02)** is a neuron located on the Neuronal menu.

## Description

The margin of error is increased during attacks because more time is allowed.

## 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 Temporal Distortion (FR 02) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Mesolimbic Pathway (DP 05)

**Mesolimbic Pathway (DP 05)** is a neuron located on the Neuronal menu.

## Description

The ability to synthesize neurotransmitters has increased.

More Dopamine 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 Ardipithecus Ramidus evolution leap before it can be matured.

## Neuron location

The Mesolimbic Pathway (DP 05) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Stability Control (BB WA 07)

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**Stability Control (BB WA 07)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The ability to maintain balance when walking in shallow water is increased.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Stability Control (BB WA 07) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch