recursal/Fanatic-Fandom huggingface dataset:
Take Item

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

Items can be taken from other hominids. This allows you to take helpful items like weapons or food or medicinal substances from other hominids.

This action also allows you to make sure you have needed items without you having to switch to the other hominid, drop the item, and the switch back to pick up the items for that hominid.

This action is the opposite of the  Give action.

## Mechanics

Take Item only appears if another hominid has items that can be taken from them. As long as the other hominid hasn't eaten the item or caused it to disappear from the game, it is possible to take the item from them. For example - another hominid in your clan has a Dead Branch, you can take that Dead Branch.

If the current hominid already has items in their hands, the action  Trade Items will show instead of Take Item.
Omnivorous (OM 09)

**Omnivorous (OM 09)** is a neuron located on the Neuronal menu.

## Description

Every serving of food consumed provides more 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:

* You must mature all of the ten previous Omnivore neurons before this neuron will mature.

## Special requirements

This neuron requires learning all Omnivore neurons before it can be matured.

## Neuron location

The Omnivorous (OM 09) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch
Panache Digital Games

**Panache Digital Games** is a game studio comprised of industry veterans, some of which were behind the design of the *Assassin's Creed* franchise.

Patrice Désilets (born 9 May 1974) is a Quebecer game designer best known for creating the Assassin's Creed series. Désilets served as creative director on Assassin's Creed, Assassin's Creed II, and Assassin's Creed: Brotherhood. He is also known for being involved with Ubisoft's Prince of Persia: The Sands of Time. In 2014, he founded the Montreal-based indie studio Panache Digital Games where he created a new game Ancestors: The Humankind Odyssey. He is currently working on a game which the name is not yet released.
Metabolic Detoxification (CT 01)

—

**Metabolic Detoxification (CT 01)** is a neuron located on the Neuronal menu.

## Description

The remission time from an intoxication is faster.

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Metabolic Detoxification (CT 01) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch

## Notes

This neuron counts towards   Food Poisoning and   Venom Poisoning.
Preventive Medication (neuronal branch)

**Preventive Medication** is a neuronal branch located on the Neuronal menu.

## Overview

The Preventive Medication neuronal branch deals with the protective benefits from medicines and the reduction of harmful effects to your hominid. Neurons in this branch reduce detriments or improve abilities related to all status effects.

## Mechanics

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

The Preventive Medication branch has thirty total neurons: twenty-two regular neurons and eight genetic mutations.

* Detailed Preventive Medication Neuronal Branch
Pierced Pelican Egg

## Description

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

## How to create

The Miocene Pelican Egg can be altered by  hitting with a Basalt Chopper to create a Pierced Pelican Egg.

## How to use

Pierced Pelican Eggs can be  drunk as food. However, drinking Pierced Pelican Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned
Mammal Food Acclimatization (OM 08)

**Mammal Food Acclimatization (OM 08)** is a neuron located on the Neuronal menu.

## Description

Acclimatization to meat from mammals is complete.

## 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:

* You must have the Xenobiotic Metabolism (BB OM 02) genetic mutation for this neuron to mature.
* Repeatedly cure yourself from   Non-Omnivore negative status effect acquired from  eating  Mammal Meat and this neuron will mature.
	+ You must consume mammal meat until non-omnivore appears.
	+ You must then cure yourself of non-omnivore.
	+ It is not the act of eating mammal meat that matures this neuron but the act of either curing yourself of non-omnivore using medicine or waiting out the timer.

## Special requirements

This neuron requires Nutrient Absorption (BB ME 01) and Xenobiotic Metabolism (BB OM 02) before it can be matured.

## Neuron location

The Mammal Food Acclimatization (OM 08) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch
The Highland Plateau

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

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

## Overview

Passing the The Father Tree and continuing onwards and upwards you can finally reach The Highland Plateau.

Be aware that no water sources are located here. The height of this location makes a relatively safe area but without a ready supply of water it's not really a viable location to settle your clan.

Be careful if you climb down the rockface to the Head-Of-Stone Oasis and attempt to create a settlement in that oasis. Make sure that all of your clan members have climbed down the mountain and are inside of the settlement area before creating the settlement. Sometimes clan members can still be up on the mountain top while you are at the bottom and when the settlement is established those members will shelter in place. You will have to climb back up to them and use the Follow Me command to have them follow you back down the mountain.

As long as you have already climbed this high up to reach this location, once you are done exploring at The Highland Plateau, continue on climbing to reach The Highland Peak. Reaching The Highland Peak will trigger another meteorite to fall from the sky.

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Dead Tree's meteorite site
Taami Berry

## Where to find

TheTaami Berry is a grape-like cluster of red fruit can be found on Taami Berry Bushes in the  Jungle,  Savanna, and  Woodland biomes.

* Taami Berry Bush

## How to obtain

The Taami Berry can be  grabbed from bushes.

## How to use

The Taami Berry can be  eaten as food.

Taami Berries can be inspected for ripeness. Visually, the more reddish/pink a berry is, the safer it is to eat. Eating unripe or overripe berries will result in a   Food Poisoning.

## Trivia

In real life, Taami berries are sometimes known as miracle berries, due to their ability to make sour things taste sweet after the berries are eaten.
Orientation (BB WA 03)

—

**Orientation (BB WA 03)** 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 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 WA 03) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Miocene Elephant Carcass

## Description

The **Miocene Elephant Carcass** is a gathering spot item.

## How to create

The  Miocene Elephant Carcass can be created by your hominid or another animal killing a  Miocene Elephant.

## How to use

* Butchering a Miocene Elephant Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered three times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
The Beach Tower

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

**The Beach Tower** is a memorable location landmark in the  Ocean biome.

## Overview

A great sight, meaning that you are about to leave the dry and deadly desert passage... and reach the dry, hot, sandy beach area.

Still, take the time and go for a climb: A precious Sphalerite can be found at the top. And the view is great...once you get rid of the Miocene Pelican.

The large rock tower found here is also an excellent navigational point similar to other large structures that can be seen from far away such as the The Door To Savanna or The Broken Arch.

## Animals

* Miocene Pelican
* Bateleur Eagle

Strangely, the pelican won't attack your hominid if you are standing directly in its nest. It only attacks if you are on top of the stone pillar. This is unlike the normal nature of the pelican and you shouldn't rely on this behavior in this area to stay safe. You might be close but not directly in the nest and still get attacked.

However, if you do stand in the nest for long enough, a Bateleur Eagle can fly in and attack. You aren't truly safe in this area and should be wary of threats from above.

## Items of Interest

At the top of the rock tower there is a Sphalerite that can be found.

This location has a  Meteorite Site with a  Meteorite.

* Desert's meteorite site
Intelligence

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

Intelligence allows you to find a  Point of Interest. This action is an important function of exploration.

Intelligence is used to find practical items and to visualize items you have already discovered.

Learning specific neurons increases your intelligence abilities.

## Mechanics

Press the appropriate button and using intelligence will begin. There will be a white flash outwards and your view will change to a muted color scheme.

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

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

If you move, you can leave out of intelligence and your view will return to full color.

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 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.

## Neurons

The following neurons impact intelligence.
Spatial Perception (AN 03)

**Spatial Perception (AN 03)** 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

This neuron requires Orientation (BB IN 05) before it can be matured.

## Neuron location

The Spatial Perception (AN 03) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Poke/pt br

**Cutucar** ou **Cutucando** é uma ação executada pressionando o botão apropriado quando disponível.

Essa ação é usada para coletar itens doBuraco para cutucar e doLocal de pesca.

Quando os Locais de pesca usam a ação de cutucar, quando a ação é executada perfeitamente, a notícia que aparece mostra que a ação na verdade é ação de Pesca de lança e usa o mesmo ícone quando cutucando.

## Mecânicas

Você precisa estar perto o suficiente de um Buraco para cutucar ou um Local de pesca para esta ação aparecer.

Você precisa ter as ferramentas certas na sua mão para a ação aparecer. Você vai precisar de um Graveto ou um Graveto afiado para a ação estar disponível. Os gravetos precisam estar na mão direita para funcionar.

Daí você precisa apertar o botão apropriado no momento certo para a ação de cutucar dar certo. Se não conseguir, duas coisas podem acontecer: ou você não aplica força o suficiente ou aplica muita força e o item quebra.

Quando feito com sucesso, você pode retirar o animal preso  descascando a ferramenta com a mão vazia.
Rockslide Oasis

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

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

## Overview

The oasis is a long, steep rockslide reaching from the bottom of the valley to the small crevice with a single Kapok Tree and several resource gathering spots to both sides.

This oasis offers a beautiful view and is located at a strategic location for travel and exploration, but is not plentiful in foraging opportunities.

There are a couple of Giant Warthog offering meat though.

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Flat Boulder's meteorite site

### Woodland Cave System

Very close to the Rockslide Oasis is a cave system that connects to the  Woodland. Head into the cave you will find someTrapped Insects guarded by spiders. Continue past the spiders, to what appears to be the end of the cave, and there is a  Blue Agate. However, if you look up you will see a hole in the cave ceiling.

Climb up and you'll find the cave is more expansive than first glance. Be careful in this new section because you'll have to face off against an  Eastern Green Mamba and a  Megarian Banded Centipede. Continue exploring and you will find another hole in the ceiling that leads you to the woodlands.

This cave allows you to bypass the group of warthogs, a different centipede near the warthogs, and potential stalker cats.

### Lake Cave System

There is also another cave system in this area. This cave has two entrances, one easy to find at first and the second more hidden until you discover it. The hidden entrance is found in the opposite direction of the Woodland Cave System a little ways away between the Rockslide Oasis and Split Waterfall Oasis. Once you know the location of the more hidden entrance, it is much easier to find in the future as you know what you are looking for.

The easier to find entrance to this cave system is near the the lake where The Crocodiles Island is found. You can enter the cave system here and find a Blue Agate but be very careful as there may be a  Thorbjarnarson's Crocodile waiting for you. Attacking the crocodile but not killing it can cause it to turn around and flee the the cave via the hidden entrance. However it is crucial that to use the easy entrance you MUST be swimming. You cannot see the entrance on ground. You have to swim in there. There will also be multiple hippos around the entrance

You can use this cave system to traverse down to the lake or up from the lake back to the Jungle leading into the Woodland.
Oviparous Meat

## How to create

 Oviparous Meat is produced by butchering certain carcasses. Most rocks or hard tools can be used for butchering but there are two tools that excel at butchering: aBasalt Chopper or anObsidian Scraper.

## Where to obtain

The following carcasses will supply oviparous meat:

* African Rock Python Carcass
* Bateleur Eagle Carcass
* Black Mamba Carcass
* Crocodile Carcass
* Eastern Green Mamba Carcass
* Megarian Banded Centipede Carcass
* Miocene Pelican Carcass

## How to use

Oviparous Meat can be  eaten as food.

Eating Oviparous Meat will give   Non-Omnivore until the Oviparous Food Acclimatization (OM 05) and Oviparous Food Acclimatization (OM 06) neurons have been learned.

## Notes

Certain foods also count towards the oviparous meat classification.  Bass, Crayfish, and Scorpions also fall under the category of Oviparous Meat and give non-omnivore when consumed.

There are both benefits and disadvantages to eating meat:

* Benefit - Fills your hunger up more than other food sources like berries or mushrooms.
	+ Disadvantage - It takes a long time to consume the entire piece of meat to fill your hunger.
	+ Disadvantage - Requires advanced neurons to not suffer from non-omnivore.
* Benefit - Meat is easily available from animals in all biomes.
	+ Disadvantage - Requires skill in combat to kill dangerous animals and you can be hurt hunting those animals.

## Trivia

Oviparous animals are animals that lay eggs.
Infundibular Pathway (BB DO 01)

—

**Infundibular Pathway (BB DO 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

A dose of dopamine is secreted following the success of dodging or counterattacking.

HOLD ***(button)*** to prime dodging or counterattack.
MOVE ***(button)*** to choose direction.
RELEASE ***(button)*** at the right time to dodge or counterattack.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Infundibular Pathway (BB DO 01) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Movement Endurance (AB 03)

**Movement Endurance (AB 03)** 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 Lower Body Strength (BB AB 04) before it can be matured.

## Neuron location

The Movement Endurance (AB 03) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Sensory Memory (SX 02)

**Sensory Memory (SX 02)** 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

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

## Neuron location

The Sensory Memory (SX 02) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Sound Awareness (SS 10)

—

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

## Description

Automatic identification of other threatening individuals of the same species near the target is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

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

* Detailed Senses Neuronal Branch
Sand Garden Oasis

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

**Sand Garden Oasis** is an oasis landmark in the  Ocean biome.

## Overview

Several Aloe Vera plants, some Coco Trees, fresh water, and a copious amount of berries. Wood and Granite to give you basic amenities. Not much more to find, except the Golden Machairodus sneaking up on you...

## Animals

* Golden Machairodus
* Miocene African Otter

## Items

* Aloe Leaf
* Granite Rock

## Consumables

* Cocos
* Fresh Water Source

## Items of Interest

There is a Sphalerite on top of the highest rock stack. However, a pack of  Miocene African Otters guard the base of the rock stack and at the top a  Miocene Pelican is waiting to swoop down on you.
The Father Tree

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

**The Father Tree** is a memorable location landmark in the  Jungle biome.

## Overview

This is rather a fitting name for this area: growing on the top of the cliffs and overlooking the Jungle, this gigantic old tree seems to be reaching for the sky.

Be careful not to jump from the far side, as the tree is slightly overhanging the cliff. Lets just say: Hominids don't fly very well.

The big tree roots clinging to the cliff are one of the few places where you can easily climb the cliff, by the way.

Being such a tall tree, this is a great place for getting your bearings.

## Images

The Father Tree is so large that you have to climb the tree at least halfway to be able to really enjoy the view around the tree. However, if you climb almost to the top and carefully look out on the horizon, you can faintly see the outline of the  Canyon biome. You can see one of the last biomes from the very first one. That's just how tall this tree is.

## Animals

* Bateleur Eagle - Be aware that eagle nest(s) can be found in the large tree and neighboring trees so stay vigilant!

## Items of Interest

When you discover this oasis, it triggers three  Meteorites.

* Dead Tree's meteorite site
* Flat Boulder's meteorite site
* Island's meteorite site

It isn't immediately clear but three meteorites fall. A single one flies first and then two after that. Carefully watching the video that plays shows three meteorites but the camera angle changes quickly between views and this can make it hard to see the third one.
Inhibitory Control (CC 04)

**Inhibitory Control (CC 04)** is a neuron located on the Neuronal menu.

## Description

Venturing into an unknown area causes less fear.

## 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 Inhibitory Control (CC 04) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
The Funnelling Arch

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

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

## Animals

Be aware that while  Miocene African Otters don't spawn here, these aquatic animals may swim over from the nearby The Otters' Den.
Sensory Transduction Speed (SO 08)

—

**Sensory Transduction Speed (SO 08)** is a neuron located on the Neuronal menu.

## Description

The ability to quickly concentrate on a non-threatening odor is maximized.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sensory Transduction Speed (SO 08) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Shake

**Shake** or **Shaking** is an action performed by pressing the appropriate button when available.

Shaking is an action that causes multiple items to fall out of trees. This speeds up the collection process for items like Dead Branches or Cocos that otherwise require collection one at a time by climbing up the tree and then back down.

## Mechanics

You have to climb the tree to an appropriate height for this action to appear. Not all trees can be shaken.

You then have to press the appropriate button at the correct time for the shaking action to be successful. If you don't shake hard enough, the items will not fall from the tree.

If there are no more items in the tree, you can shake the tree as much as you want but nothing will happen.

Once shaking starts, there will be an option to press a button to Stop Shaking. Pressing this button will stop the shaking process.
Self Empowerment (CM 02)

—

**Self Empowerment (CM 02)** is a neuron located on the Neuronal menu.

## Description

While following you, clan members are able to automatically mimic an intimidation or the action of conquering fear.

## 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 Self Empowerment (CM 02) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Main old

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Rock Arrow Oasis

**Rock Arrow Oasis** is an oasis landmark in the  Savanna biome.

## Overview

This is a very unforgiving environment. Make sure you are able to survive the heat!

## Animals

* African Buffalo
* Bateleur Eagle
* Dorcas Gazelle
* Hyena
* Miocene White Rhinoceros

## Items

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

## Consumables

* Carissa Berry
* Cocos
* Crocodile Egg
* Fresh Water Source
* Horsetail
* Iboga Berry

## Items of Interest

When you discover this oasis, it triggers three  Meteorites.

* Baobabs' meteorite site
* Rock Boundaries' meteorite site
* Single Kapok's meteorite site

It isn't immediately clear but three meteorites fall. Two fly by first and then one after that. Carefully watching the video that plays shows three meteorites but the camera angle changes quickly between views and the meteorites look similar.

Located at the top of the giant rock formation, is aRuby waiting to be discovered but be warned, a  Bateleur Eagle will attack you once you pick up/discover the Ruby. However the view from the top is beautiful and well worth the climb!
Mirror Neuron (CM 05)

—

**Mirror Neuron (CM 05)** is a neuron located on the Neuronal menu.

## Description

It is now possible to ask clan members to mimic the grabbing of an item, then eating it if it is food.

After having grabbed an Item, DOUBLE-TAP ***(button)*** for the clan members close to you to mimic your grabbing. Then do the same for eating.

## 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 Mirror Neuron (CM 05) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Jut-Out Boulder Oasis

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

**Jut-Out Boulder Oasis** is an oasis landmark in the  Jungle biome.

## Overview

This oasis is located on one side of the mountain where the The Highland Peak and the The Highland Plateau can be found. There is a cave through the mountain which ends directly at the Head-Of-Stone Oasis. The opening of the cave is guarded by a Megarian Banded Centipede. Be aware that caves normally provide protection from stalker cats but inside this cave the stalker cat can attack you.

* The large boulder which serves as a namesake for this oasis provides some cover from the rain.
* There are several Khat Bushes that can be found at the edge of the oasis.
* Basalt and Obsidian can be found by heading towards The Highland Peak. There is a Black Machairodus lair a little below where you can find both rock types.

Before you reach the Hillock Oasis, this is the very best location to accomplish Evolution Feats.

## Animals

* Megarian Banded Centipede
* Black Machairodus

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* Cocos
* Date
* Elderberry
* Fresh Water Source
* Horsetail
* Khat
* Miocene African Drupe

## Notes

The icon for this location incorrectly uses the  Great Lake icon even though it is clearly a  Jungle location.
Startle Response (CO 05)

**Startle Response (CO 05)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for a counterattack is maximized.

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

## How to mature

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

* Counterattack animals multiple times successfully

## Special requirements

This neuron requires Released Strength (BB CO 02) before it can be matured.

## Neuron location

The Startle Response (CO 05) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch
Sahelanthropus Tchadensis

The **Sahelanthropus Tchadensis** are hominini.

## Evolution Details

Sahelanthropus Tchadensis is the First Evolution Leap in the game. This evolution is played from approximately 9,100,000 years ago and will change to the next species after you reach approximately 7,200,000 years ago.

* Sahelanthropus tchadensis

## Notes

* Machairodus can prove to be a big threat by the time you reach the Sahelanthropus Tchadensis stage, as they will often stalk and kill other members of the clan while you are out exploring.

## Trivia

*Sahelanthropus tchadensis* is one of the oldest known species in the human family tree. This species lived sometime between 7 and 6 million years ago in West-Central Africa (Chad). Although we have only cranial material from *Sahelanthropus*, studies so far show this species had a combination of early ape-like and human-like features. Some of these features include a sloping face, very prominent browridges, and elongated skull. Human-like features included small canine teeth, a short middle part of the face, and a spinal cord opening underneath the skull instead of towards the back as seen in non-bipedal apes. However, in 2020, the femur of the species was analyzed, and it was found that Sahelanthropus was not a bipedal animal.

Sahelanthropus tchadensis is an extinct species of the Homininae or the African apes. They were dated to exist about 9 to 7 million years ago, during the Miocene epoch. The species Sahelanthropus, was announced by 2002, mainly based on a partial cranium, nicknamed Toumaï, discovered in northern Chad.

## References

1. ↑ https://en.wikipedia.org/wiki/Sahelanthropus https://humanorigins.si.edu/evidence/human-fossils/species/sahelanthropus-tchadensis
2. ↑ https://en.wikipedia.org/wiki/Sahelanthropus
Stability Control (BB WA 06)

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**Stability Control (BB WA 06)** 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 06) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Life Expectancy (LF 01)

**Life Expectancy (LF 01)** 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 Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Life Expectancy (LF 01) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Inspect

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

Until you have picked up an item, or are close enough to an item, it will be unknown to your hominid. Inspecting allows you to determine what a new item is.

Inspecting also allows you to determine if food is safe to  eat or  drink. Unripe, rotten, or unsafe food will cause your hominid to reel away in disgust to show that the food isn't safe to eat.

Learning specific neurons increases your inspect abilities.

## Mechanics

Approach an unknown item and pick it up. There will be black smoke and reddish colored eyes of fear swirling on the item indicating it is unknown to you. You need to have the item in your right hand for the Inspect action to appear to be able to start inspecting the item. Switch hands (if needed) and then press the appropriate button to inspect the item. You hominid will inspect the item and it will be revealed to you. From that point forward the item will always be known to you and no longer needs inspecting.

For larger items or gathering spots that you are unable to pick up, you only need to be near the unknown item. The item will also have the black smoke and red eyes of fear indicating it is unknown to you. When you are close enough, the Inspect action will appear and you can press the appropriate button to determine what the item is.

For food that you can eat or drink, pick it up, and place it in your hands. Inspect the food by pressing the appropriate button and your hominid will give a reaction after inspecting the food. If the hominid reacts positively and is happy, the food is safe to eat. If the hominid reacts with disgust and displeasure, the food isn't safe to eat and will give   Food Poisoning.

It isn't required to have to have used Intelligence or  Senses to find a  Point of Interest, focused on the item, and identified the item before inspecting the item. You can just pick up or be close to an unknown item and inspect it to reveal what it is.

Discover is the location equivalent of inspect. Get close enough to an unknown location and Discover appears instead of Inspect.
Memory (IN 01)

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**Memory (IN 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 enhanced intelligence. Then follow the steps proposed by the Contextual Actions UI.

## How to mature

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

* Repeatedly identify non-edible items with Intelligence

## Special requirements

There are no special requirements for this neuron.

## Neuron location

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

* Detailed Intelligence Neuronal Branch
Sharpened Stick

## Description

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

* Discovering Sharpened Stick
* Using a Sharpened Stick
* In-game model of Sharpened Stick

## How to create

The Sharpened Stick is created by  hitting aStick with most rocks or hard tools. It is also possible to directly create a Sharpened Stick by  hitting a Dead Branch with most rocks or hard tools, although this will take additional swings.

The slowest way to create a Sharpened Stick is by using a Granite Rock, however the fastest way is to use a Basalt Chopper.

## How to use

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

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

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

The Sharpened Stick can kill animals but breaks after use. The Sharpened Stick either gets stuck in the animal or breaks into pieces so a single Sharpened Stick will likely not be enough if you plan on taking down an apex predator.
Sleep - Healing Efficiency (BB NE 01-3)

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**Sleep - Healing Efficiency (BB NE 01-3)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The healing virtues of sleeping are maximized.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sleep - Healing Efficiency (BB NE 01-3) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
System Requirements

**A controller is strongly recommended to play this game. Both Xbox One and DualShock 4 (Playstation 4) controllers work and have corresponding in-game prompts.**

According to developers, the game isn't enhanced for Xbox One X and PS4 Pro. The game *might* benefits from additional horsepower anyway on Xbox One X, and when using "Boost Mode" on PS4 Pro like every other games that aren't enhanced for these models.

1. ↑ 1.0 1.1 https://www.epicgames.com/store/en-US/product/ancestors/home
2. ↑ http://www.pushsquare.com/news/2018/04/guide\_ps4\_pro\_-\_best\_boost\_mode\_games
The Eroded Cliffs

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

**The Eroded Cliffs** is a memorable location landmark in the  Ocean biome.

## Overview

This area has a giant flat rock in the water. Be careful swimming over to this small island as Miocene African Otters like to hang about.

## Items of Interest

Sometimes an outsider will spawn on the giant flat rock in the middle of the water in this location. However it quite a swim and unless you already have the medicine required to help them they will likely die.
Miocene African Horse Carcass

## Description

The **Miocene African Horse Carcass** is a gathering spot item.

## How to create

The  Miocene African Horse Carcass can be created by your hominid or another animal killing a  Miocene African Horse.

## How to use

* Butchering a Miocene African Horse Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Kinesthetic Sense (WH 02)

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**Kinesthetic Sense (WH 02)** is a neuron located on the Neuronal menu.

## Description

The success rate of a counterattack is increased.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Kinesthetic Sense (WH 02) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Savanna's Border Oasis

**Savanna's Border Oasis** is an oasis landmark in the  Woodland biome.

## Overview

A fine oasis located in the foothills between the Woodlands and the  Savanna.

Lots of food, Horsetail and Coco Trees, good hunting areas beneath the ledge sheltering the Oasis, and a good amount of Khat Bushes.

You can find both predators and prey here, so it is a good area to test your skills against African Buffalo, or against a pack of Hyena. There is also a pair of Golden Machairodus sulking around, too.

Be aware that the Machairoduses will regularly come to drink water. Should they spot you or any of your clan members, they will come up into your settlement. If you find that the threats are too much and too often for your clan, and you still want to explore the savanna, you should continue on to the Bulky Arch Oasis for a safer area to use as a settlement.

## Animals

* African Buffalo
* Golden Machairodus
* Hyena

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* African Turmeric
* Cocos
* Fresh Water Source
* Horsetail
* Kapok Fiber
* Khat
* Mud
* Taami Berry
Meteorite

## Description

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

* In-game model of Meteorite

## Where to obtain

The meteorite is a small piece of iron that falls from the sky when you trigger the event by discovering specific locations in the game. Meteorites can only be found at  meteorite sites scattered across the map.

### Locations

There are twelve named locations that are meteorite sites.

## How to obtain

The Meteorite can be  picked up from the small crater it creates when it lands.

## Benefits

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

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

### Genetic Mutations

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

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

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

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

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

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

## Uses

The Meteorite is on par with other blunt tools for altering items. It takes the same amount of hits to create rock tools as any other rock like a  Granite Rock or a  Precious Stone.

Meteorites can also be used as blunt weapons. While not as effective as a Sharpened Stick, they can still be useful.

A Meteorite can be used in the following ways:
Mate

**Mate** or **Mating** is an action performed by pressing the appropriate button when available.

Mating is a part of the process toGive Birth to a  baby.

You have to form a couple of a female and a male hominid to mate and create a baby. The main way to form a couple is to bond through grooming but you can also give a  precious stone to an unrelated clan member.

Once the couple is formed, you need to use the Call Mate command to bring your couple together to being the mating process.

It is important to note that your hominid can't mate with a parent or a sibling. You won't be able to form a couple with them and mating isn't possible.

## Mechanics

Pick one of the couple and move to a Sleep Spot.  Lie Down on the sleep spot and use the Drop Child action to remove any babies from your back. Use the Call Mate action to bring your couple together.

The Mate action will then appear when the couple is at the sleep spot and you can press the appropriate button to begin the mating process. The screen will shift upwards and not let you see the actions being performed. The screen will then shift back down, and if a pregnancy happens, an onscreen pop up will display **NEW PREGNANCY**.

Mating doesn't always produce a baby. You have to check beforehand if the female is fertile. You can do this by using the Analyze action on the female and it will show a white circle and **FERTILE**. If the female is fertile, a pregnancy will happen from mating. If she isn't fertile, mating is just a pleasurable activity for the couple.

You aren't required to give birth right away. You can stay pregnant and not give birth. You can wait until you are in a safer location and/or done travelling so you don't have carry a newborn small baby.

You can then continue the process to give birth to the baby.
Postural Balance (WA 11)

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**Postural Balance (WA 11)** is a neuron located on the Neuronal menu.

## Description

Walking speed on two legs in shallow water is increased.

## How to mature

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

* Walk around in shallow water

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Postural Balance (WA 11) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Interaural Time Difference (SS 02)

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**Interaural Time Difference (SS 02)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a sound source is increased.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Interaural Time Difference (SS 02) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Mesocortical Pathway (DP 01)

**Mesocortical Pathway (DP 01)** 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 Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Mesocortical Pathway (DP 01) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch