recursal/Fanatic-Fandom huggingface dataset:
Injury

**Injury** is a negative status effect that temporarily reduces your overall mobility. You hominid will limp and/or hold a limb as if injured. The more severe the injury, the more reduced the movement ability.

Common causes are falling from trees and attacks from animals that charge at you causing blunt force trauma such as  Giant Warthogs.

## Mechanics

Injury temporarily reduces your ability to move and perform actions. Injuries aren't fatal and will heal on their own over time but it is recommended to heal them with medicine.

Injuries will affect the Life Expectancy of a hominid over time. Although you can heal from injuries, those accumlated injuries are hard on a hominid and life expectancy will go down.

Important: Your clan members may also suffer from injuries without you noticing, so keep an eye out for visual signs of discomfort!

Learning specific neurons reduces the negative effects of injuries and increase the positive effects of medicines with respect to injuries.

## Stage 1

Stage 1 is encountered from short falls and being hurt by smaller animals. You can still travel but your hominid will limp and it takes more effort to move or perform actions.

## Stage 2

Stage 2 is encountered from higher falls and being hurt by larger animals. This stage can also appear if you are attacked by a small animal multiple times or you fall while already injured with Stage 1. Stage 2 makes travel and performing actions difficult. It is best to heal this condition before attempting any other actions.

## Remedies

Medicines able to stop the injury condition:

* African Entomopathogenic Fungus
	+ Entomopathogenic Fungus Paste
* Horsetail
* Jujube
* Khat
	+ Grinded Khat
* Tumbo Seeds

If injury happens and there are no healing items in sight, the injury will slowly heal itself over time if you wait patiently. Be aware though that it is hard on your hominid to be injured and this reduces your life expectancy the longer you are injured.

## Injury Protection

Medicines can also 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.

Medicines that confer injury protection:

* African Entomopathogenic Fungus
	+ Entomopathogenic Fungus Paste
* Horsetail
* Jujube
* Khat
	+ Grinded Khat
* Tumbo Seeds

## Notes

Injured outsiders can be recruited by curing their injuries using medicine.
Pain Endurance (AB 11)

**Pain Endurance (AB 11)** is a neuron located on the Neuronal menu.

## Description

Moving while injured requires less energy.

## 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 12) before it can be matured.

## Neuron location

The Pain Endurance (AB 11) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Raised Refuge Oasis

**Raised Refuge Oasis** is an oasis landmark in the  Savanna biome.

## Overview

This location is a good place for a  Settlement. The area has an abundance of food and a clean water source is provided. Cliff edges surround this oasis except for one side, so it is highly recommended that you build  branch barriers to prevent any  Black Machairodus from entering, which are known to spawn in that area.

## Animals

* Dorcas Gazelle
* Miocene African Horse
* Black Machairodus

## Items

* Aloe Leaf - Quite a few; Scattered around the area.
* Basalt - Very few; Located above the ledge, Towards the Canyon wall.
* Dead Branch - Plentiful; Scattered around the area.
* Granite Rock - Quite a few; Located below the plateau, near the beehive.
* Natal Grass Cycad - Plentiful; Scattered around the area.
* Obsidian - Very few; Located below the plateau, the side facing the open area.

## Consumables

* Aloe Leaf - A few; near the Mud can be found on Aloe Vera plants.
* Beehive - Only one; Located on the dead tree facing the open area.
* Carissa Berry - Very Plentiful; Located all around the pond area.
* Cocos - Very Few; Two Coco Trees are located near the pond.
* Fresh Water Source - Small Pond; Located at the middle of the plateau.
* Horsetail - Plentiful; Scattered around the water source.
* Jujube - A few; near the Mud.
* Mud - A small patch away from the pond.
Stick

## Description

The **Stick** is a tool item and weapon.

* In-game model of Stick

## How to create

TheStick can obtained by  stripping a Dead Branch using your hands.

The Stick can also be created by  hitting aDead Branch with most rocks or hard tools.

## How to use

The Stick can be altered into a Sharpened Stick by  hitting with any rock or a hard tool. It is also possible to directly create a Sharpened Stick by using most rocks or hard tools on a Dead Branch, although this will take additional swings.

The Stick can be used to obtain Bass orCrayfish by spearfishing a Fishing Spot.

The Stick can be used to obtain Giant African Snails orScorpions by poking a Hole To Poke.

The Stick can also be used for lifting a Liftable Rock.

The Stick can kill animals but breaks after use. The Stick either gets stuck in the animal or breaks into pieces so a single Stick will not be enough if you plan on taking down an apex predator.
Orientation (BB IN 05-2)

—

**Orientation (BB IN 05-2)** 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 05-2) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Point of Interest

A **Point of Interest** is a User Interface display that indicates animals, clan members, items, and locations that you haven't interacted with yet.

Finding points of interest is an important function of exploration.

## Mechanics

Points of Interest are shown when you use Intelligence or  Senses using the appropriate button. Rotate your view to find points of interest within your intelligence or senses range.

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 intelligence or 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.

The shape of a point of interest is based upon how it is found. Intelligence uses squares for points of interest. Senses uses circles for points of interest. Locations use a unique extended diamond shape no matter how it is found.
Hydration-Detoxification Efficiency (BB CT 02)

—

**Hydration-Detoxification Efficiency (BB CT 02)** 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 02) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch

## Notes

This neuron counts towards   Food Poisoning and   Venom Poisoning.
Pain Threshold (BB AB 14)

—

**Pain Threshold (BB AB 14)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Movement speed while injured is maximized.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Pain Threshold (BB AB 14) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Pick Up

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

This is a very limited action that shows up only for a very few items such as  Meteorites.

Most cases use the  Grab action instead. Pick Up functions the same as Grab.

## Mechanics

You have to be close enough to the item and oriented in the correct direction for this action to appear to be able to Pick Up an item. Press the appropriate button and you will perform the action.

If you already have an item in your hand, you may have to either switch hands or drop the currently held item to have the Pick Up action to appear.
Intimidate

**Intimidate** or **Intimidation** is an action performed by pressing the appropriate button when available.

This action is a valuable ability when it comes to escaping death during combat. It allows you to attempt to scare off an aggressor, with varying success depending on the target.

## Mechanics

You have to have a hostile aggressor nearby for this action to be available. Intimidating can only be done when your hominid has the  Alert status.

You can attempt to intimidate any aggressor but the larger the physical size of the enemy, the lower the success tends to be.

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

Carrying a weapon while attempting to intimidate an aggressor can increase the chances of a successful intimidation. Different weapons have different effects on intimidating an aggressor.

A successful intimidation will result in the intimidated animal running away. If unsuccessful, the animal may attack you instead. The success rate of intimidation depends on the objects held in your hands and on the numbers of your exploring party. Having several clan members nearby with additional weapons helps increase the chances for intimidating an aggressor. A large group with weapons is much more intimidating to an aggressor than a single individual with no weapon.

As you learn specific neurons, your ability to intimidate successfully will increase. Group intimidations will also become more successful.

When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Self Empowerment (CM 02) neuron is learned.

It is recommended that you reach a safe place before you attempt to intimidate an aggressor, as the cost of dopamine and the low intimidation chance of some creatures can quickly lead to you either going into a state of hysteria due to low enough dopamine levels and running off, or just getting killed.

## Neurons

The following neurons impact intimidating.
Life Expectancy (LF 03)

**Life Expectancy (LF 03)** is a neuron located on the Neuronal menu.

## Description

Life expectancy has increased.

More stamina and 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 Life Expectancy (LF 03) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
Shallow Hideout Oasis

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

**Shallow Hideout Oasis** is an oasis landmark in the  Canyon biome.

## Overview

One of the last safe places until you reach the beach in the  Ocean biome. Best grab that Sphalerite found here to keep your Dopamine up.

## Items of Interest

On top of a nearby outcrop is a Sphalerite.
Perception (SE 01)

—

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

## Description

The range for detection of odors and sounds is slightly increased.

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:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Perception (SE 01) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Identify

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

Identify allows you to reveal a  Point of Interest. This action is an important function of exploration.

Learning specific neurons increases your identify abilities.

## Mechanics

Depending upon whether you use Intelligence or Senses, the icon for Identify will change. The function of Identify works in the same fashion though.

Enter Intelligence or  Senses using the appropriate button. Rotate your view to find animals, clan members, items, locations within your intelligence or senses range. Hover over a point of interest and the Focus action will appear. Press the appropriate button and your view will zoom into the specific point of interest you have selected.

You can then press the appropriate button to Identify the point of interest.

After identifying items, while still in intelligence or 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 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 intelligence or 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.

If you move, you can leave out of identify and your view will return to normal.

Identify will also show if an item has additional uses such as positive status effects, negative status effects, or if it can be altered into other items. Circles will appear next to the item point of interest showing symbols of what the item can be used for or changed into. At first these circles will show as a circle with a **?** until you have found and identified the new effects or items. For example, if you identify a  Granite Rock point of interest, there will be a single **?** circle next to the point of interest symbol. If you create a Granite Grinder and inspect it, it will reveal the granite grinder symbol on the granite rock point of interest. From that point forward, you know that a granite rock can be transformed into a granite grinder. This way you can quickly determine if an item has any other uses or can be created into something else by looking for those circles. If you haven't yet found what the item can be transformed into, try different altering methods to reveal the unknown uses.

It is possible to recreate the detailed graphical interface of the analyze action at a distance using Intelligence or  Senses, Focus, and then Identify. However, you will not be able to use rename action to change the name of the clan member using this method.
Obsidian Scraper

## Description

The **Obsidian Scraper** is a tool item and weapon.

## How to use

TheObsidian Scraper is fastest tool at butchering carcasses.

The Obsidian Scraper is slower than the Basalt Chopper at modifying a Dead Branch into a Stick and a Stick into a Sharpened Stick, but still faster than an unaltered rock,  Meteorite, or a  Precious Stone.

## How to create

The Obsidian Scraper is made by  hitting anObsidian with most rocks or hard tools.

## Uses

The Obsidian Scraper can be used in the following ways:
Proprioceptor Efficiency (BB WH 01-3)

—

**Proprioceptor Efficiency (BB WH 01-3)** 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 01-3) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Trover

**Trover Phillips** is the titular main character in **Trover Saves the Universe**. He is a purple "eye-hole monster", typically seen with red and light blue power babies in place of his eyes. Trover works for **ICJ (Important Cosmic Jobs)**, along with several other eye-hole monsters, such as **Pink Trover**, **Bo**, and **Klover**.

Throughout the game Trover is controlled by a nameless **Chairorpian**, who is controlled by the player. Trover is assigned to work with the Chairorpian to defeat Glorkon, the main antagonist, after he had dognapped the Chairorpians two white dogs.

It is implied through both the game and the comics that Trover and Chairorpian are partners in more ways than just work wise.

Trover is referred to with he/him pronouns. His species appears to lack any specific gender based physical characteristics and seems to just come down to preference.

## Appearance

Trover is a relatively thin, average height eye-hole monster alien with purple skin. He has red and light blue power babies in place of his eyes, which can be, and are, removed or swapped out, but usually one at a time. Color of power babies varies as he gains upgrades throughout gameplay, but remains the same during the comic thus far. Trover has a round head, and a unibrow type of brow. His power babies typically also mirror his own expressions. In game, Trover's body is straight but slightly heavier at the bottom, and rounds off at the legs.. In comics however, Trover's body is much thinner and usually wider at the shoulders, he also mostly lacks a neck in all variations. In comic art he may also appear with longer limbs, and in a much more stylized manner.

## Personality

Initially, Trover is rude and irritable, clearly not keen on the idea of working with the Chairorpian, and especially going up against Glorkon as their partner. Despite that though, Trover does as told, and begins to slowly warm to the Chairorpian as the game progresses, and is clearly quite friendly with them as the comics begin. Trover also seems to be driven by spite or revenge a lot of the time later on, becoming enraged with Glorkons actions and seeking to kill him more for his own revenge than to save others. Trover has a tendency to make rude comments about things, as well as crass jokes, all comedic in nature. Despite his crassness, he seems to be a genuine and caring guy sometimes, apologizing for mistakes and feeling upset at the loss of other eye-hole monsters. (Needs Editing)
Manual Dexterity (BB AL 01-3)

—

**Manual Dexterity (BB AL 01-3)** 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 01-3) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Proprioceptor Efficiency (BB WH 01-4)

—

**Proprioceptor Efficiency (BB WH 01-4)** 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 01-4) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Trover Saves the Universe Wiki

**Welcome to the Trover Saves the Universe Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

**About**

***Trover Saves the Universe*** is am action-comedy game developed and published by Squanch Games. It was released on June 4, 2019 on Steam, Playstation 4, Playstation VR, Oculus Quest and November 29, 2019 for the Nintendo Switch.

The player must work together with Trover (Justin Roiland) to follow dog-napper Glorkon and save the universe!

[Read more...]

**Content**

* Abilities
* Characters
* Guides
* Locations

**Videos**

**External links**

* Official page
* Developer site

**Other Wikis**

* Rick and Morty Wiki
* High on Life Wiki

**For Editors**

* General Help
* Getting Started
* Editing pages
* New pages
* Moving pages
* Basic images
* Links

* Register
* How to help

* Fandom Community Central
Gaff

**Gaff** is a minor character appearing in the **Trover Saves the Universe** comic series. He is an orange eye-hole monster with blue power babies, Gaff worked for **ICJ**, along side **Trover**, **Bo**, **Klover**, and several others. He worked for the former boss of ICJ, consistently placing first on the leaderboard. He is cocky and arrogant, and rumor has it he's had some expensive work done. His death is an early but continuous plot point in the comic series. He makes no known appearance in game.

Gaff is referred to with he/him pronouns.

## Appearance

Gaff is an eye-hole monster is bright orange skin and light blue power babies in place of his eyes. He is typically seen smiling. He had a small tuft of blonde hair in 5r shape of a spike atop his head as well as a triangular blonde goatee. He has a similar build to his fellow eye-hole monsters but may be seen with a puffed out chest throughout the comic, causing him to appear wider at the top of his body. Gaff is about the same height as Klover.
Bo

**Bo** is one of the protagonists from the **Trover Saves The Universe** comic series. Bo is a light blue eye-hole monsters with purple and pink power babies. She works for **ICJ**, along side **Trover**, **Klover**, and several others. Her part in the series revolves around her tying for last place on the ICJ leaderboard with Klover causing the duo to end up in some sticky situations

Bo is referred to with she/her pronouns.

## Appearance

Bo is an eye-hole monster with light blue skin, and purple(L) and pink(R) power babies in place of her eyes. She is shorter than both Trover and Klover. She wears a white shirt collar with a black tie. She is slim with little to no body definition, similar to Trover. She may appear wider at the shoulders on occasion. She has two separate brows, and lacks a visible neck.
Important Cosmic Jobs (DLC)

**Important Cosmic Jobs** is downloadable content available for **Trover Saves the Universe**. This DLC is named after the company featured within the story. The story in the DLC is completely separate from the primary game, as **Trover** clarifies immediately as it begins. The DLC is based around Trover and **The Chairorpian** about to be killed for being badly performing employees, as is company policy. Trover acts as though this is shocking information in game, however he is known to be present before the current boss in the comic, and this boss was more strict about the policy than current.

This DLC features a plethora of new characters, mostly minor, as well as a new map section.
Gail

**Gail Jenkins** is side character and minor antagonist in the **Trover Saves The Universe** game. He is the head gatekeeper of his “own goddamn zoo.” Gail is the former roommate of **Trover** who holds a grudge against Trover for being a bad roommate even though Trover asserts Gail was also a bad roommate.
Knar

**Knar** is a secondary character appearing in **Trover Saves the Universe.** He is the current boss of **ICJ**. Knar is the boss of most eye-hole monsters, that appear throughout the series currently, such as **Trover**, however another boss is featured in the comic series main story. Trover notes that Knar is nicer and less of a stickler than the former boss was.

Knar is referred to with he/him pronouns.

## Appearance

Knar is some form of Aline with lime green skin. His head is shaped as a rounded rectangle with a half circle on top. His eyes protrude forward slightly with a large brow that encapsulated the top part and sides of the eyes. He also has a small hole in the center of his forehand, above his eyes, that seems to serve no distinct purpose. He also has a prominent chin. He wears a white robe with blue accent that has loose sleeves and a large collar, which obscures his next anx body shape. He appears thin and is significantly taller than a portion of other characters features throughout the story,
Striking

**Strike** or **Striking** is an action performed by pressing the appropriate buttons when available.

Striking is the last step in the counterattacking action. This action is the combat ability that allows you to attempt to fend off an aggressor by striking them with a weapon, with varying success depending on the target.

## Mechanics

You will only be able to strike when attacked by an animal.

Striking can be performed barehanded, holding a single-handed weapon, and/or a double-handed weapon. However, weapons make striking more successful. Striking with your bare hands is not recommended as this will almost always result in an injury to your hominid.

When attacked, time will slow down and you will be prompted to press and hold buttons in a specific order to counterattack.

* A successful strike will result in your hominid damaging the attacking animal in a specific way, depending on the weapon in your hands. However, striking isn't without its risks. Depending on the animal and the weapon used, you may sustain no damage. Certain animals can damage you even after a successful strike with the wrong weapon.
* An unsuccessful strike may result in your hominid falling down to one side with an injury specific to the attacking animal   Bleeding,   Injury,   Venom Poisoning .

A killing animation cut-scene may be triggered by the first strike on an animal, the success rate depending on the type of animal (higher success rates for smaller animals such as  mambas and lower success rate for larger animals such as  Machairodus).

After successive successful strikes on the same animal, the animal will begin to show injures (moving slowly, limping, making pained noises, sticks sticking out of them etc.). In this instance another strike may cause a cut-scene showing your hominid killing said animal.

After successfully striking an enemy the first time with each weapon, on onscreen display will alert you to your ability to strike that enemy with that weapon.

As you learn specific neurons, your ability to strike successfully will increase. This lowers the chances of damage and increases your ability to cause harm.

When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Group Defense (CO 06) neuron is learned. Pay attention to your clan in dangerous situations! The game AI is very bad at using this game mechanic and it could leave your clan members open to harm or even death.
Start Deconstruction

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

This action is the first step in the deconstruct process to remove a construction item.

## Mechanics

Only specific items can be deconstructed. 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.

Approach an item you want to deconstruct and press the appropriate button to Start Deconstruction.

Performing the start deconstruction action will bring up the option to start the second and final part of the deconstruction process known as Deconstruct.

The start deconstruction action is really just a commitment step. It is committing yourself to having to destroy the item using the appropriate button. This doesn't take long but it should be noted that start deconstruction is a step in deconstruction process. Unlike construction, where you are unable to stop the process of  building, there is an option to Quit and stop the process of deconstruction. This is your last chance to decide to keep the constructed item or smash it to bits.
System requirements

*This article is a stub. You can help Trover Saves the Universe Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Trover Saves the Universe*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment. The game will require a Playstation or Playstation VR.

## See also

* How to play guide for Trover Saves the Universe
* Release date
How to play guide for Trover Saves the Universe

*This article is a stub. You can help Trover Saves the Universe Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Trover Saves the Universe***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Nigrostriatal Pathway (DP 09)

**Nigrostriatal Pathway (DP 09)** 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 Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Nigrostriatal Pathway neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
Pink Trover

**Pink Trover** is a minor character appearing briefly in **Trover Saves the Universe.** He appears just as **Trover** but with pink coloration and altered power baby colors. He is a cocky but comedic character who is only briefly seen in both the game and the comic series, with minimal dialogue. He is also the only character with a name including a color to distinguish him from Trover, due to other characters having their own unique names. Pink Trover is a typically high scoring employee of **ICJ.**

Pink Trover is referred to with he/him pronouns.

## Appearance

Pink Trover is an eye-hole monster with bright pink skin. He has red (L) and blueish-purple (R) power babies in place of his eyes. He appears wider at the bottom of his body in game, but has little to no body definition in his comic appearance. He is the same height and shape as Trover.
Power Babies

**Power Babies** are found throughout the game *Trover Saves The Universe.* They can be collected by Trover.

## Green Power Babies

**Green Power Babies** are collectibles that get you a special ending for collecting them all.

For a collectibles guide, see Achievement guide (With all babies locations) made by Steam user a stupid random.

If you have not collected a specific Green Power Baby, their journal entry will show the image to the right with the included text.

### Schleemy World Green Power Babies

Below are the green power babies for Shleemy World.

## Red Power Babies

**Red Power Babies** give Trover additional life and are found by destroying enemies and plants in the environment.

## Cyan Power Babies

The **Cyan Power Baby** will eat the blue power baby from Trover's right eye hole and replace it giving him double jump and glide.

## Orange Power Babies

The **Orange Power Baby** will eat the cyan power baby replacing it giving Trover the abilities to roll.
Clones of Gorkon

*This article is a stub. You can help Trover Saves the Universe Wiki by expanding it.*

The **Clones of Glorkon** are one of the types of enemies in Trover Saves the Universe and appear in every level. They were made just to guard planets and destroy anybody who interfeeres with Glorkon's plans.

There are multiple types of Glorkon clones, like a normal one with a sword, a yellow one with a gun, a red one with a sword that has more hit points and is more strategic, and a big purple one with a Mace and a shield that can only be attacked when he attacks
Klover

**Klover** is one of the protagonists from the **Trover Saves The Universe** comic series. He is often seen in the primary duo with **Bo.** Klover works for **ICJ**, alongside of other eye-hole monsters such as **Trover**, Bo, and many others. Klover himself is a light green eye-hole monster with red and yellow power babies in place of his eyes.

Klover is referred to with he/him pronouns.

## Appearance

Klover is an eye-hole monster with lime green skin, and red and yellow power babies in place of his eyes. He wears no clothing but has very large blocky eyebrows as a defining feature. He has a third power baby atop his head. Klover is taller than Trover and Bo, likely one of the tallest eye-hole monsters of the whole series so far. He is thin with a round head and no visible neck, he is almost always portrayed as being wider at the shoulders and chest.
Important Cosmic Jobs (ICJ)

**Important Cosmic Jobs (ICJ)** is a business appearing in **Trover Saves the Universe.** ICJ is currently run by **Knar.** It is known for eomploying eye-hole monsters, such as **Trover,** to complete numerous cosmic jobs of varying importance. It's clear that ICJ is associated with **The Abstainers** however it's unclear how closely associated, but the bosses are known for having semi regular communication with them on important topics.

## Employee Leaderboard (Comic)

1. **Gaff** - 182
2. **Pink Trover** - 101
3. Brover - 98
4. Fritter - 74
5. Mothman - 69
6. Trent - 68
7. Mumu - 66
8. Cornwall - 65
9. Jeff - 58
10. Pepcid - 51
11. Trundle - 49
12. Crowver - 46
13. Jane - 43
14. Krueger - 42
15. **Trover** - 30
16. Adam - 21
17. Glover - 16
18. **Herbert** - 11
19. **Bo** - 10
20. **Klover** - 10
Intelligence (neuronal branch)

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

## Overview

The Intelligence neuronal branch deals with intelligence, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to intelligence and intelligence based actions.

## Mechanics

The Intelligence neuronal branch is a primary branch. This branch is self-contained and has no sub-branches.

The Intelligence branch has fourteen total neurons: eight regular neurons and six genetic mutations.

* Detailed Intelligence Neuronal Branch
Chairorpian

**The Chairorpian** is the primary playable character in **Trover Saves The Universe**. They are a yellow, hairless, nameless Chairorpian, the species hailing from Chairorpia. They are the owner of the two small white dogs stolen by Glorkon in his effort to take over the universe, or at least part of it. During gameplay the Chairorpian is confined to a chair and is given the ability to physically control **Trover**, however, they can't control how Trover speaks or behaves, only physical aspects. They are partners with Trover throughout the game as the two attempt to stop Glorkon. The Chairorpian can gain upgrades to their chair throughout the game.

It is implied that Chairorpian is considered an official employee of **ICJ**.

the Chairorpian is typically referred to with he/him pronouns but is meant to be a projected on character in the video game.

## Appearance

Chairorpian has yellow skin, basic round eyes with black pupils, no hair, and typically a small face on a larger oval head. Their eyes tend to jut out slightly to the side of their head. They are thin and presumably about the same height as Trover, though always sitting. The Chairorpian typically only wears a plain white T-shirt, boxers, and socks as their entire outfit.
Determination (BB FR 03)

—

**Determination (BB FR 03)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Less Dopamine is needed when responding to a threat.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Determination (BB FR 03) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Medicine/de

Als **Medizin** oder **Arzneimittel** werden sämtliche Mittel betrachtet, welche zur Heilung von Leiden und zur Abwehr von Schaden verwendet werden.

Im Spiel *Ancestors – The Humankind Odyssey* werden die Hominden unvermeidlich von allen Arten von Leiden heimgesucht. Jedes Leid kommt mit einem eigenen negative Statuseffekt daher. Dieser senkt mit der Zeit die Lebenserwartung. Auch wenn alle Leiden außer Blutungen mit der Zeit von selbst heilen, lohnt es sich diese Leiden durch die Anwendung von Arzneimitteln zu kurieren.

## Negative Statuseffekte

* Bleeding
* Cold
* Food Poisoning
* Heat
* Injury
* Non-Omnivore
* Venom Poisoning
* Severe Bleeding
* Severe Cold
* Severe Food Poisoning
* Severe Heat
* Severe Injury
* Severe Non-Omnivore
* Severe Venom Poisoning

 Hunger,  Durst und  Schlafmangel sind ebenfalls negative Statuseffekte. Dieser müssen durch  Essen,  Trinken und  Schlafen behoben werden.

## Schutz

Wenn ein Arzneimittel zu einer Zeit angewendet wird, wo ein Hominide nicht von dem negativen Statuseffekt betroffen ist, wird der entsprechende Schutzeffekt gewährt. Dermaßen gewappnet können Handlungen, die normalerweise Schaden zufügen würden, ohne Schaden ertragen werden. Der Schutz verringert sich jeweils um den Schaden, den er abgewehrt hat. Der Schutz verringert sich mit der Zeit von selbst, d.h. die "Schutz-Menge" baut sich ab.

* Bleeding Protection
* Cold Protection
* Food Poisoning Protection
* Heat Protection
* Injury Protection
* Venom Poisoning Protection

Es gibt keinen Schutzeffekt gegen   Non-Omnivore. Dies kann nur durch das Erlernen der jeweiligen Neuronen im Ast Allesfresser vermieden werden.

## Mechanik

Ein Mittel wird entweder  gegessen oder  getrunken oder auftragen.

* wenn ein Mittel auf unterschiedliche Arten angewandt werden kann, so weden sich die unterschiedlichen Anwendungen auch gegen unterschiedliche Leiden; wird z.B. Honig aufgetragen, wirkt er gegen  Blutungen, wird er jedoch gegessen, wirkt er gegen  Schlangenbisse.
* einige Mittel haben multiple medizinische Eigenschaften. das Auftragen von  Aloe Sap Paste hilft gegen  Blutungen und gleichzeitig gegen  Hitze
* einige Mittel lassen sich mittels  Mahlen weiterverarbeiten. Die so gewonnene Paste ist wesentlich stärker als das Ausgangsprodukt.
* Mittel wirken grundsätzlich: das Essen von Blue Roundhead Fungus Paste wirkt gegen   Lebensmittelvergiftung und ruft gleichzeitig   Non-Omnivore (solange man OM 01 und OM 02 nicht erlernt hat). das Trinken von  Stagnant Water Source bewirkt Lebensmittelvergiftung und hilft gegen z.B. Hitze.

Learning specific neurons increases your abilities with medicines. It is possible to make medicines stronger and last longer by learning neurons.

## Liste der Arzneimittel

Nachfolgend sind alle Mittel aufgeführt, die als Arzneimittel verwendet werden können. Mittel haben mindestens eine aber häufig mehrere medizinische Wirkungen.

## Neuronen

Die folgenden Neuronen beeinflussen die Wirkung von Arzneimitteln:
Herbert

**Herbert** is a minor character appearing in the **Trover Saves the Universe** comic series. Herbert is a light yellow eye-hole monster with purpoe and pink power babies. He appears several times throughout the comic, primarily as a disturbance to **Bo** and **Klover**. Herbert works for **ICJ** along with his fellow eye-hole monsters. In the comics, Herbert is scored number 18 on the leader board, only one place above the tied Bo and Klover. Bo notes that Herbert has a tendency to steal jobs from other ICJ employees.

Herbert is referred to with he/him pronouns.

## Appearance

Herbert is an eye-hole monster with light yellow skin. He has purple (R) and pink (L) power babies in place of his eyes. He has a unibrow type of brow. He is thin and appears to be wider at the bottom of his body, with thinner long limbs. He appears to be about average height. He possessed a small light blue cap with a certain design in pink as his defining accessory.
Trover Saves the Universe

**Trover Saves the Universe** is a game developed and published by Squanch Games. It was released on June 4, 2019 on Steam, Playstation 4, Playstation VR, Oculus Quest and sometime in Q4 of 2020 for the Nintendo Switch.

## Description

Wonderful. Your dogs have been dognapped by a beaked lunatic who stuffed them into his eye holes and is using their life essence to destroy the universe. Does that make any sense? You following me on this? Well, either way...only you and Trover can track this son of a b\*\*\*\* down, so you can get your dogs back, save the universe, and then beat your little ringle shnluders off together...IF you know what I mean. :stuck\_out\_tongue\_winking\_eye: (to be clear, not talking about masturbation here.)

Beating off your ringle shnluders isn’t gonna be easy, but that’s not really important to this game-overview write-up. Really just taking up unnecessary space, so let’s move on to discussing your partner Trover, a little purple eye-hole monster. Collect power babies and plug them into his little eye holes, IF you know what I mean. :stuck\_out\_tongue\_winking\_eye: (Not sexual. The power babies give him upgraded abilities, you pervert.)

## Features

* Control Trover from a second-person perspective.
* Upgrade Trover and yourself with new abilities as you progress
* Action platforming and combat
* Meet and talk to lots of weird characters along your journey
* Explore bizarre alien worlds
* Tug your little ringle shnluder :stuck\_out\_tongue\_winking\_eye: (first game ever to have this feature)
* PS VR AND PS4 supported. Essentially two games in one!
Trover Saves the Universe Wiki/Bottom section

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Glorkon

*This article is a stub. You can help Trover Saves the Universe Wiki by expanding it.*

**Glorkon** is the main antagonist of **Trover Saves the Universe.** He's a beaked lunatic who has stolen your dogs and put them in his eyeholes, making him an even more powerful being. He used to be part of **The Abstainers,** however, he left because he always had a dream to destroy the whole cosmos in the name of merging planets so that he could create his supposed true love.

## Appearance

Glorkon appears as the rest of The Abstainers, but with blue skin. He has a cone shaped head with approximately three noticeable wrinkles. He may be considered an eye-hole monsters, along with **Trover** and others of the sort. Throughout most of the game he has the **Chairorpian's** white dogs in place of his eyes, as opposed to **power babies**. He has an overweight body, with a large gut and chest. He has short legs and long arms. He also had a beak, as the rest of The Abstainers do.
Trover Saves the Universe Wiki/Top section

Welcome to
Trover Saves the Universe Wiki
the *Trover Saves the Universe* guide written and maintained by the players.
We are currently maintaining 401 pages (46 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

About Trover Saves the Universe

***Trover Saves the Universe*** is a game developed and published by Squanch Games. It was released on June 4, 2019 on Steam, Playstation 4, Playstation VR, Oculus Quest and sometime in Q4 of 2020 for the Nintendo Switch.

Wonderful. Your dogs have been dognapped by a beaked lunatic who stuffed them into his eye holes and is using their life essence to destroy the universe. Does that make any sense? You following me on this? Well, either way...only you and Trover can track this son of a b\*\*\*\* down, so you can get your dogs back, save the universe, and then beat your little ringle shnluders off together...IF you know what I mean. (to be clear, not talking about masturbation here.)

Beating off your ringle shnluders isn’t gonna be easy, but that’s not really important to this game-overview write-up. Really just taking up unnecessary space, so let’s move on to discussing your partner Trover, a little purple eye-hole monster. Collect power babies and plug them into his little eye holes, IF you know what I mean. :stuck\_out\_tongue\_winking\_eye: (Not sexual. The power babies give him upgraded abilities, you pervert.)

* Control Trover AND yourself in a strange mix of first- and third-person action
* Upgrade Trover and yourself with new abilities as you progress
* Action platforming and combat
* Meet and talk to lots of weird characters along your journey
* Explore bizarre alien worlds
* Tug your little ringle shnluder :stuck\_out\_tongue\_winking\_eye: (first game ever to have this feature)
* PS VR AND PS4 supported. Essentially two games in one!oundings.
* REALITY MEETS THE UNEXPLAINABLE - Dive into a dark and brutalist-inspired world where daily reality has been corrupted by an otherworldly force.

[Read more...]

Content

* Abilities
* Characters
* Guides
* Locations
Anjanath

The **Anjanath** is a Large Monster in **Monster Hunter: World**.

## Summary

The Anjanath patrols the Ancient Forest looking for its favorite meal, Aptonoth. This belligerent monster will attack anything without the slightest provocation.

## Combat Information

### Kinsect Extract

* Red: Head, Nose, Neck
* Orange: Body, Wings, Tail
* White: Left Leg, Right Leg

## Gallery

* ***Anjanath* Icon**
* ***Anjanath* Render**
Azure Rathalos

The **Azure Rathalos** is a Large Monster in **Monster Hunter: World**.

## Summary

An azure-colored subspecies of Rathalos. More mobile than their standard cousins, they locate prey from the air and quickly swoop in for the kill.

## Combat Information

### Kinsect Extract

* Red: Head, Neck
* Orange: Body, Back, Left Leg, Right Leg
* White: Left Wing, Right Wing
* Green: Tail

## Gallery

* ***Azure Rathalos* Icon**
* ***Azure Rathalos* Render**
Metabolism (neuronal branch)

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

## Overview

The Metabolism neuronal branch deals with food and energy. Neurons in this branch reduce detriments or improve abilities related to food. This is a limited neuronal branch but opens up multiple specialized branches.

## Mechanics

The Metabolism neuronal branch is a primary branch. This branch contains the Omnivore, Preventive Medication, and Therapeutic Medication sub-branches.

The Metabolism branch has four total neurons: two regular neurons and two genetic mutations.

* Detailed Metabolism Neuronal Branch