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Give Birth

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

Giving Birth is the final part of the process to create 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 begin the mating process.

You have to Mate with a fertile female to develop a successful pregnancy before the Give Birth action will appear.

## Mechanics

Move your pregnant female to a Sleep Spot.  Lie Down on the sleep spot and use the Drop Child action to remove any babies from your back.

TheGive Birth action will then appear.

Before you continue the process of giving birth, be aware that if there is anything you want to do now, do so before giving birth. Giving birth moves time ahead 15 months. Your pregnant female will give birth and any other pregnant females will give birth also.

Press the appropriate button and the give birth action will begin. A cut-scene will take place showing the baby being born, the mother and father comforting the baby and each other, and then the baby growing up some and engaging in a playful manner. An on screen display will show that 15 months of time have passed.

You will be returned to the game an an onscreen display will show **NEW BABY** for each baby born. As mentioned before, each pregnant female will give birth so you may have multiple on screen displays for multiple births at the same time.

## Notes

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.

Once the Attachment Need (BB HB 01), Attachment Need (HB 01), and Attachment Need (HB 02) neurons are learned, changing a generation will automatically form couples and babies will be born to those couples.
Hide

**Hide** or **Hiding** is an action performed by pressing the appropriate button when available.

A  Baby that is alone in the wilderness is very vulnerable. The baby can either try to get back to the  settlement on their own or they can go to a Hiding Spot to wait for an adult or elder to come and get them.

## Mechanics

You have to be close enough to a Hiding Spot with a baby for the Hide action to appear.

Press the appropriate button when available and the baby will crawl inside the shelter.

The display will then switch to the closest grown up clan member.
Flee Response (DO 01)

—

**Flee Response (DO 01)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for dodging an aggressor is increased.

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

## 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:

* Successfully dodge from a threat

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Flee Response (DO 01) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Blue Roundhead Fungus Paste

## Description

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

## How to create

Blue Roundhead Fungus Paste can be created by  grindingAfrican Blue Roundhead Fungus.

## How to use

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

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

## Notes

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

Blue Roundhead Fungus Paste can also be used for protection against food poisoning. Eating Blue Roundhead Fungus Paste while not afflicted with this condition will confer  Food Poisoning Protection.
Food Poisoning

**Food Poisoning** is a negative status effect acquired by  eating and  drinking certain foods. Similar to   Venom Poisoning and   Non-Omnivore, food poisoning will make your Stamina drain faster.

## Mechanics

Food poisoning will affect your vision and hearing depending upon the degree of food poisoning. Food poisoning isn't fatal, this affliction will decrease over time, and can be soothed through certain medicines.

Food poisoning typically appears if rotten and/or unripe foods are consumed. The ripeness can be easily determined by the color; rotten fruits will be discolored, usually grey, green, brown, or black.

Certain foods such as African Entomopathogenic Fungus,  Banded Mottlegill Mushroom, and Marula cause immediate and severe food poisoning no matter what. Drinking stagnant water and salt water also cause this negative status effect to appear.

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

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

## Stage 1

Stage 1 will result after consuming undesirable food one time. Even with Stage 1, it is still easy and safe to travel.

## Stage 2

Stage 2 appears after multiple times consuming undesirable food within a short time frame. It is not recommended to travel with Stage 2 as hostile animals will be very difficult to see and hear. It will last much longer than stage 1.

## Prevention

You can avoid food poisoning by inspecting the quality of a food source in your hands. If the food is unripe, rotten, and/or unsafe leading to sickness for your hominid, they will react with disgust. If the food source happens to be indeed dangerous, the bite or slurp that will sicken the hominid will be random.

Learning the Sensory Memory (SX 01), Sensory Memory (SX 02), and Sensory Memory (SX 03) neurons speed up the inspection process for foods.

## Remedies

Medicines able to stop the food poisoning condition:

* African Agaric Fungus
* African Blue Roundhead Fungus
* Blue Roundhead Fungus Paste
* Cracked Coco
* Fresh Water Source (copious amounts)
* Kelp
* Opened Coconut
* Pierced Coconut

## Food Poisoning 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 food poisoning protection:

* African Agaric Fungus
* African Blue Roundhead Fungus
* Blue Roundhead Fungus Paste
* Cracked Coco
* Kelp
* Opened Coconut
* Pierced Coconut

## Neurons

The following neurons impact food poisoning.

## Notes

Poisoned outsiders can be recruited by curing their food poisoning using medicine.
Groom

**Groom** or **Grooming** is an action performed by pressing the appropriate button when available.

Grooming is the first step in 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.

Grooming forms a bond between two hominids. It is possible to form a same sex couple but it is not possible to mate and create babies using that couple.

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

Select a single adult or elder hominid, approach another hominid, and press the appropriate button to analyze the other hominid. You are looking for another hominid of the opposite sex and is single. The two hominids have to be single so that they can form a couple.

If the other hominid is single, the Groom action will be available. You are required to perform the groom action by pressing the button at the correct time or the attempt fails and the other hominid brushes away your attentions.

There is an onscreen indicator of the success of **BONDING** and it takes several successful attempts before the overall grooming and bonding process is completed. A large onscreen display will list **COUPLE FORMED** when the process completes successfully.

With a couple formed, it is now possible to continue the mating process. Analyzing either of the hominids in the couple will now show that the two hominids are connected as a couple.

## Notes

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

Once the Attachment Need (BB HB 01), Attachment Need (HB 01), and Attachment Need (HB 02) neurons are learned, changing a generation will automatically form couples and babies will be born to those couples.
Hippopotamus Carcass

## Description

The **Hippopotamus Carcass** is a gathering spot item.

## How to create

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

## How to use

* Butchering a Hippopotamus 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.
Ancestors Wiki other Languages Discussion

Ancestors is made by a mainly french-speaking dev team. and a lot of the community are french speaking. I am myself german speaking and also would be able to transform to

* Swedish
* English
* German

TheBrezzl (talk) 10:46, 2 September 2019 (UTC)

So to make things easier to see i would like to have a list here by everyone who wants to help and join the wiki comunity. Just add "TheBrezzl (talk) 10:46, 2 September 2019 (UTC)" to the section you would like to help and contribute.

French:
BowiQC (talk) 15:11, 2 September 2019 (UTC)

Altimesyos (talk) 19:45, 10 September 2019 (AEST) Please note that I am not an expert in the game but can translate quite efficiently.

English:

TheBrezzl (talk) 10:46, 2 September 2019 (UTC)

German:

TheBrezzl (talk) 10:46, 2 September 2019 (UTC)

Swedish:

TheBrezzl (talk) 10:46, 2 September 2019 (UTC)
Evasive Action (DO 04)

—

**Evasive Action (DO 04)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for dodging a wildlife animal is increased.

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

## 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 successfully dodge several attacks from either a  Dorcas Gazelle or a  Miocene African Horse.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Evasive Action (DO 04) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch

## Notes

While the description of this neuron says "wildlife animal", it is not the overall category of wildlife which encompasses all hostile animals. Instead, wildlife in this case is only the Dorcas Gazelle and the Miocene African Horse.
Attachment Need (HB 02)

—

**Attachment Need (HB 02)** is a neuron located on the Neuronal menu.

## Description

During a generation time lapse, adults will automatically form couples and two babies will be born from their unions.

## 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 Attachment Need (HB 02) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Granite Grinder/de

## Beschreibung

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

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

Der Granit Mahlstein ist

* das einizge Werkzeug mit welchem Pflanzen zu Pasten  gemahlen werden können
* nicht zum schlagen geeignet (man kann aber angreifen)

## Herstellung

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

## Nutzen

Ein Granit Mahlstein kann auf folgende Arten benutzt werden:

## Trivia

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

Thomas Carlyle wird folgendes Zitat zugeschrieben:

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

The **Cinereous Vulture** is a passive animal.

## Location

Vultures are mainly found in the  Savanna biome and live in small flocks. Vultures are often seen soaring above the ground and socializing with one another.

## Triva

* The cinereous vulture (Aegypius monachus) is a large raptorial bird that is distributed through much of temperate Eurasia. It is also known as the black vulture, monk vulture, or Eurasian black vulture. It is a member of the family Accipitridae, which also includes many other diurnal raptors such as kites, buzzards and harriers.
* Immature cinereous vultures have grey down on the head, a pale mauve cere and grey legs. The massive bill is the largest of any living accipitrid, a feature enhanced by the relatively small skull of the species. The exposed culmen of the cinereous vulture measures 8–9 cm (3.1–3.5 in).
* The cinereous vulture nests in trees and sometimes on cliffs. Like most other vultures, cinereous vultures are monogamous. Couples build huge nests that are reused each year. Eggs hatch in 50-55 days.
Counter Maneuver (CO 03)

—

**Counter Maneuver (CO 03)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for a counterattack against a wildlife animal is increased.

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:

* Successfully counterattack multiple animals.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Counter Maneuver (CO 03) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch

## Notes

Unlike other neurons where the image shows a wildlife group and gives hints about which animals you have to performs the actions against, this neuron can be matured with other animals. The image shows a  African Rock Python indicating that Crawling Threats are the animals to counterattack but other categories of wildlife can be counterattacked for this neuron to mature.
Anabolism-Water (BB WA 05)

—

**Anabolism-Water (BB WA 05)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Walking in shallow water requires less energy.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Anabolism-Water (BB WA 05) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Build

**Build** or **Building** is an action performed by pressing the appropriate button when available.

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

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

## Mechanics

Once enough items are available on a stockpile by using the  Add To Pile action, stand over the stockpile and  Start Construction will appear as an option.

Once the start construction action is completed, the build action will appear. Successfully performing the build action several times will complete the construction of the item.

## Construction items

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

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

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

## Deconstruction

The Branch Barrier and the Thornbush Wall can be removed after construction by using the Start Deconstruction and Deconstruct actions. If you use these actions, the materials used to make the construction will be lost.
Date

## Where to find

Dates can be found on trees. The broad trunk of the date tree offers easy access to lots of ripe dates for hungry clan members. A good spot to forage as a group.

## How to use

Dates can be  eaten as food.

Dates can be inspected for ripeness. Like other fruits, brown dates are rotten. Eating unripe or overripe fruit will result in a   Food Poisoning.

It seems the ripening process is faster for dates than for berries encountered. Consumption of dates, especially during a group expedition, must be done cautiously to avoid food poisoning the group.
Deimatic Behavior (IT 01)

**Deimatic Behavior (IT 01)** is a neuron located on the Neuronal menu.

## Description

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

HOLD ***(button)*** to intimidate a threat when close enough.

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Willpower (BB IT 01) before it can be matured.

## Neuron location

The Deimatic Behavior (IT 01) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Food Poison Elimination (CT 06)

—

**Food Poison Elimination (CT 06)** is a neuron located on the Neuronal menu.

## Description

The remission time from food poisoning is faster.

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Food Poison Elimination (CT 06) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch
Bleeding Resistance (SB 05)

**Bleeding Resistance (SB 05)** is a neuron located on the Neuronal menu.

## Description

The protection against hemorrhages lasts longer.

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Vitamin K Efficiency (BB SB 01) and Vitamin K Efficiency (BB SB 02) before it can be matured.

## Neuron location

The Bleeding Resistance (SB 05) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Ancestors: The Humankind Odyssey

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

 Release Date | August 27, 2019

**Ancestors: The Humankind Odyssey** is a third-person action game set 2-10 million years ago and developed by Panache Digital Games, which includes industry veterans behind the *Assassin's Creed* franchise.

The game was released on August 27, 2019 on Epic Games Store for Windows, Xbox One and PS4 on December 6th, 2019, Steam for Windows on August 27, 2020, and GOG on December 16, 2020. The game was built on Unreal Engine 4.20.

## Getting Started

At the start of the game you will find a lot of resources in the first spawn/home area called Hidden Waterfall Oasis. There are a lot of tips on How To Play all adding up to one general rule: Find new items, identify them, and then test if you can change them to better fit your needs.

The three things that affect your Life Expectancy, Stamina, and Energy are  eating,  drinking, and sleeping. When you first wake up in the morning check these three factors (which are represented as three circles): You will only see a single generalized circle in the game unless they are critically low.

The Developers are not holding your hands and providing easy tips, so be bold, be curious... and be alert!

The starting area is safe from threats from Wildlife but soon you will venture far away from your first Oasis to find new Locations and foraging spots.

Go forth and multiply!
Australopithecus Afarensis

**Australopithecus Afarensis** are hominini.

## Evolution Details

Australopithecus Afarensis is the Fourth Evolution Leap in the game. This evolution is played from approximately 3,900,000 years ago and will change to the next species after you reach approximately 2,500,000 years ago.

* Australopithecus Afarensis

## Trivia

*Australopithecus afarensis* is one of the longest-lived and best-known early human species—paleoanthropologists have uncovered remains from more than 300 individuals! Found between 3.85 and 2.95 million years ago in Eastern Africa (Ethiopia, Kenya, Tanzania), this species survived for more than 900,000 years, which is over four times as long as our own species has been around.  It is best known from the sites of Hadar, Ethiopia (‘Lucy’, AL 288-1 and the 'First Family', AL 333); Dikika, Ethiopia (Dikika ‘child’ skeleton); and Laetoli (fossils of this species plus the oldest documented bipedal footprint trails). *Au. afarensis* had many human-like and characteristics: members of this species had apelike face proportions (a flat nose, a strongly projecting lower jaw) long, strong arms with curved fingers adapted for climbing trees. They also had small canine teeth like all other early humans, and a body that stood on two legs and regularly walked upright. A. Afarensis and other australopithecines were probably vulnerable to predation, Their adaptations for living both in the trees and on the ground helped them survive for almost a million years as climate and environments changed.

Australopithecus afarensis is an extinct species of australopithecine which lived from about 3.9–2.9 million years ago million years ago in the Pliocene of East Africa. The first fossils were discovered in the 1930s, but major fossil finds would not take place until the 1970s. unearthed in 1974, specimens in Hadar, Ethiopia, the most significant being the exceedingly well-preserved skeleton AL 288-1 ("Lucy") and the site AL 333 ("the First Family"). Beginning in 1974, Mary Leakey led an expedition into Laetoli, Tanzania, and notably recovered fossil trackways. In 1978, the species was first described, but this was followed by arguments for splitting the wealth of specimens into different species given the wide range of variation which had been attributed to sexual dimorphism (normal differences between males and females). A. afarensis most likely descended from A. anamensis and may have possibly gave rise to Homo, though the latter hypothesis is not without dissent.

## References

1. ↑ https://humanorigins.si.edu/evidence/human-fossils/species/australopithecus-afarensis
2. ↑ https://en.wikipedia.org/wiki/Australopithecus\_afarensis
Attack (neuronal branch)

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

## Overview

The Attack neuronal branch deals with counterattacking and  striking. Neurons in this branch reduce detriments or improve abilities related to combat.

## Mechanics

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

The Attack branch has eight total neurons: six regular neurons and two genetic mutations.

* Detailed Attack Neuronal Branch
Climb Endurance (AB 05)

—

**Climb Endurance (AB 05)** is a neuron located on the Neuronal menu.

## How to mature

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

* Climb (sprint for more efficiency)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Climb Endurance (AB 05) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Hidden Water Oasis

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

**Hidden Water Oasis** is an oasis landmark in the  Savanna biome.

## Overview

There is a small cave with a fresh water pond, and a gorgeous view of the open Savanna. A couple of Coco Trees, several berry bushes, and both Aloe Vera and Khat not too far away. Basalt and Granite are available, only Obsidian is scarce.

In the valley beneath your small ridge: several Baobab Trees offer both a safe refuge if you need a spot to climb on a foraging run and a food source as soon as you crack open their fruit Monkey Bread.

There is a Golden Machairodus stalking the ridges to your right, stalking on anybody wanting to gather the Aloe and Khat, and near the Baobabs a African Rock Python has her nest, offering a source of additional meat or eggs. In rare cases a Black Machairodus is known to visit the water source if you are not near the Oasis so keep your eyes open.

## Animals

* African Rock Python
* Black Machairodus
* Golden Machairodus

## Items

* Aloe Leaf
* Basalt
* Granite Rock
* Obsidian

## Consumables

* Cocos
* Fresh Water Source
* Khat
* Monkey Bread
* Snake Egg
Horsetail

## Description

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

## Where to find

Horsetail is found in large clumps around Fresh Water Sources.

While horsetail is very common throughout the  Jungle and  Woodland biomes, it gets more scarce as you head through the  Savanna, disappearing in the  Canyon, and then a few return at the Sand Garden Oasis at the  Ocean.

* In-game model of Horsetail

## How to obtain

Horsetail can be  grabbed from a clump of horsetails.

## Uses

* Horsetail can be  eaten as food and medicine.
* Horsetail can be  stripped to create Horsetail Leaves.
* Horsetail can also be  ground using a Granite Grinder to create Horsetail Paste.

## Notes

Horsetail can be eaten to heal   Injury.

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

## Description

The **Bateleur Eagle Carcass** is a gathering spot item.

## How to create

The  Bateleur Eagle Carcass can be created by your hominid killing a  Bateleur Eagle.

## How to use

* Butchering a Bateleur Eagle Carcass will create  Oviparous 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.
Ardipithecus Ramidus

**Ardipithecus Ramidus** are hominini.

## Evolution Details

Ardipithecus Ramidus is the Third Evolution Leap in the game. This evolution is played from approximately 5,500,000 years ago and will change to the next species after you reach approximately 3,900,000 years ago.

* Ardipithecus ramidus

## Trivia

*Ardipithecus ramidus* was first reported in 1994; in 2009, scientists announced a partial skeleton, nicknamed ‘Ardi’. The foot bones in this skeleton indicate a divergent large toe combined with a rigid foot – it's still unclear what this means concerning bipedal behavior. The pelvis, reconstructed from a crushed specimen, is said to show adaptations that combine tree-climbing and bipedal activity. The discoverers argue that the ‘Ardi’ skeleton reflects a human-African ape common ancestor that was not chimpanzee-like. A good sample of canine teeth of this species indicates very little difference in size between males and females in this species.

Ardi’s fossils were found alongside faunal remains indicating she lived in a wooded environment. This contradicts the open savanna theory for the origin of bipedalism, which states that humans learned to walk upright as climates became drier and environments became more open and grassy.

Along with Ardipithecus, Ardi's wooded habitat also including some animals that weren't featured in Ancestors such as Dinofelids, gompatheres and chalicotheres.

Ardipithecus ramidus is a species of australopithecine from the Afar region of Early Pliocene Ethiopia. They evolved around 4.4 million years ago million years ago. Ardi, unlike modern hominids, had adaptations for both walking on two legs (bipedality) and life in the trees (arboreality). The apes discovery, along with other Miocene apes. Ardipithecus inhabited woodland environments feeding on fruits, nuts, roots and small animals.

## References

1. ↑ https://humanorigins.si.edu/evidence/human-fossils/species/ardipithecus-ramidus
2. ↑ https://en.wikipedia.org/wiki/Ardipithecus\_ramidus
Dopaminergic Pathways (DP 06)

**Dopaminergic Pathways (DP 06)** is a neuron located on the Neuronal menu.

## Description

More dopamine is generated following displays of physical prowess.

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The Dopaminergic Pathways (DP 06) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Give/de

**Geben** ist eine Handlung um einen Gegenstand aus der rechten Hand in die rechte Hand eines anderen Hominiden zu übergeben. Die Handlung wird durchgeführt wenn die richtige Taste gedrückt wird, wenn verfügbar.

## Grundsätzliches

* sämtliche Gegenstände, die sich in einer Hand halten lassen, lassen sich an andere Hominiden übergeben
* es ist zwischen der rechten und der linken Hand zu unterscheiden!
* es kann der Gegenstand aus der rechten Hand in die rechte Hand übergeben werden; falls das Ziel bereits einen Gegenstand in der rechte Hand hält, so ist stattdessen die Handlung  tauschen verfügbar.

## Alternativen

Man kann zu dem Stammesangehörigen wechseln und den Gegenstand aufheben.

Anstatt mehreren Stammesangehörigen nacheinander jeweils einen Gegenstand zu übergeben, kann man solch einen Gegenstand aufheben, und anschließend Zur Nachahmung auffordern drücken.
Honey

## Where to find

 Honey is a sticky, golden substance that can be harvested from a  Beehive, but take care to not get too close or the bees will be unhappy with your hominid and will sting you!

* Holding Honey

## How to create

ANatal Grass Cycad's Stem can be dipped into a  Beehive to collect  Honey.

## How to use

Honey can be  eaten directly from the tool as food and medicine.

Honey can also be  stripped from the tool with an empty hand to apply as a medicine.

## Notes

Honey can be applied to heal   Bleeding. Applying Honey while not afflicted with bleeding will confer  Bleeding Protection.

Honey can be eaten to heal   Venom Poisoning. Eating Honey while not afflicted with venom poisoning will confer  Venom Poisoning Protection.

The Order Mimic action will not work to have other hominids collect Honey.
Food Poisoning Tolerance (ST 08)

**Food Poisoning Tolerance (ST 08)** is a neuron located on the Neuronal menu.

## Description

The protection against food poisonings lasts longer.

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Xenobiotic Resistance (BB ST 02) and Xenobiotic Metabolism (BB ST 04) before it can be matured.

## Neuron location

The Food Poisoning Tolerance (ST 08) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Carry

**Carry** or **Carrying** is an action performed by pressing the appropriate button when available.

This action is used for moving certain stockpiles of items.

Once you have enough items in stockpile at a location, rather than having to pick each item up one at a time to move a pile of items, you can move the entire pile all at once.

A stockpile of Sticks would be an example of a group of items that can be moved with the carry action.

## Mechanics

The Carrying Ability (DE 02) neuron gives the ability to carry. Additional neurons reduce the negative effects of the carrying action.

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

Press the appropriate button and the stockpile will be picked up. You can then move around with the stockpile until you choose to drop the stockpile.

Moving while carrying items requires much more energy. Watch the energy gauge closely.

You are defenseless when carrying items as both arms are filled with the items being. Be aware that you will have to drop the stockpile to defend yourself.

Not all stockpiles can be moved. Heavy and/or bulky single items like a  Thornbush instead show the  grab action.
Aloe Leaf

## Where to find

Aloe Leaf can be found on Aloe Vera plants. Aloe Vera plants can be found in the  Savanna,  Canyon, and  Ocean biomes.

## How to obtain

The Aloe Leaf can be  grabbed from the Aloe Vera plant.

## Uses

Aloe Leaf must be altered before it can be useful.

* Aloe Leaf can be  stripped to obtainAloe Sap.
	+ Aloe Sap can then be  ground using a Granite Grinder to obtainAloe Sap Paste.
* Aloe Leaf can also be directly  ground using a Granite Grinder to obtainAloe Sap Paste.
Hiding Spot

## Description

The **Hiding Spot** is an item that is a User Interface element that acts as a waypoint and an identification tag. It appears when memorized or when you use Intelligence or  Senses.

## Uses

 Babies can go to a Hiding Spot and hide to wait for an adult to come and rescue them. A baby must be successfully comforted for it to come out of the hiding spot.

A Hiding Spot with a baby changes the icon to show the baby. This makes it easier to find the right hiding spot using intelligence or senses.
Follow Me

**Follow Me** is an action performed by pressing the appropriate button.

Follow me is an action for asking a clan member to follow you.

The Follow Me action only appears for adults and elders as babies are picked up and carried using thePiggyback action.

## Mechanics

Approach a clan member that isn't already following you through some other action. When you are close enough, the Follow Me action will appear. Press the appropriate button and your fellow clan member will begin following you.

This action only works for one clan member at a time. You have to move to each member and initiate the Follow Me action to get additional members to follow you.

If you want to gather multiple clan members and get them to follow you at one time, use the Clan's Call action instead. This will gather nearby members and they will begin following you.

To have a single clan member stop following you, move to them and the  Wait Here action will appear. Press the appropriate button and that member will stop following you.

To have all clan members stop following you, stop moving and the End Expedition action will appear. Press the appropriate button and all clan members following you will stop following you.
Endorphins Efficiency (BB SI 02)

—

**Endorphins Efficiency (BB SI 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Having a full protection against injuries requires fewer items with mending properties.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Endorphins Efficiency (BB SI 02) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Form Recognition (AN 07)

—

**Form Recognition (AN 07)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all resources is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Form Recognition (AN 07) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Crayfish

## Where to find

The Crayfish is a passive animal that has has a reddish-brown color and two pincers (claws), a long tail, small black eyes, and two long antennae.

* The Crayfish can be found in shallow Stagnant Water and Salt Water.
* The Crayfish can be harvested at Fishing Spots.

* We eat 'em, shells and all!

## How to obtain

* The Crayfish can be  grabbed from certain shallow water sources.
* Spearfishing into a Fishing Spot it is possible to obtain a Crayfish or  Bass.
	+ You will need either aStick or Sharpened Stick for the action to be available.
	+ Once successful,  strip the tool with an empty hand to remove the caught creature.

## How to use

Crayfish can be  eaten as food.

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

Eating Crayfish will give non-omnivore until the Oviparous Food Acclimatization (OM 05) and Oviparous Food Acclimatization (OM 06) neurons have been learned.
Grasp Control (HA 04)

—

**Grasp Control (HA 04)** is a neuron located on the Neuronal menu.

## Description

The chances of dropping an item following a dodge are minimized.

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

## 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 Grasp Control (HA 04) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Grinding

**Grind** or **Grinding** is an action performed by pressing the appropriate button when available.

Grinding is an action that modifies an item using a Granite Grinder.

Grinding makes items more potent and increases the benefits given by using the item. Only certain items can be ground.

Learning specific neurons increases your grinding abilities.

## Mechanics

You have to have the item to grind in one hand and a Granite Grinder in the other for the Alter action to appear. You may have to Switch Hands hands for this action to appear.

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

## Description

The **Crocodile Carcass** is a gathering spot item.

## How to create

The  Crocodile Carcass can be created by your hominid or another animal killing a  Thorbjarnarson's Crocodile.

## How to use

* Butchering a Crocodile Carcass will create  Oviparous 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.
Ambulation (neuronal branch)/de

**Fortbewegung** ist ein neuronaler Ast im Neuronalen Baum.
Er beinhaltet Neuronen welches den Energieverbrauch und die Geschwindigkeit von Gehen, Klettern, Schwimmen sowie Springen und Tragen beeinflussen. Der Ast umfasst sechsundzwanzig Neuronen: zwölf reguläre and vierzehn Mutationen.

* *Neuronaler Ast: Fortbewegung* im Baum
* *Neuronaler Ast: Fortbewegung* im Detail

The Fortbewegungs-Ast ist eigentlich ein Unterzweig des Motricity-Astes. Einige Neuronen benötigen Neuronen im Geschicklichkeits-Ast.
Carrying Endurance (AB 07)

—

**Carrying Endurance (AB 07)** is a neuron located on the Neuronal menu.

## Description

Moving while carrying an item with both hands requires less energy.

HOLD ***(button)*** near a heavy or big item to carry it using both hands.

## 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 carry stockpiles of items including heavy items like Thornbushes

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Endurance (AB 07) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Grinded Khat

## Description

**Grinded Khat** is a food item and medicine.

## How to create

Khat can be  ground using a Granite Grinder to create Grinded Khat.

## Uses

Grinded Khat can be  eaten as food and medicine.

## Notes

Grinded Khat can be eaten to heal   Cold and   Injury.

Grinded Khat can also be used for protection against cold and injury. Eating Grinded Khat while not afflicted with these conditions will confer  Cold Protection and  Injury Protection.
Cascade Oasis

**Cascade Oasis** is an oasis landmark in the  Jungle biome.

## Overview

This oasis is a fairly safe spot to settle, even though sometimes a Golden Machairodus shows up to attack. A good strategy to make this oasis even more safe is to construct  Branch Barriers or  Thornbush Walls to restrict access to this location.

Granite Rock is readily available, but you have to venture into the small canyon in front of your camp to find Basalt or Obsidian.

Food is plentiful in this location. Several Taami Berry Bushes and Coco Trees together with the odd Giant African Snail or Trapped Insect will keep you going.

Just in front of this oasis is The Father Tree which is arguably the best view in the game. You can see all the way to the  Canyon from the top of this tree. This allows you to get your bearings and you can easily figure out where to go from here.

## Items

* Basalt
* Granite Rock
* Obsidian

## Consumables

* Cocos
* Giant African Snail
* Taami Berry
* Trapped Insect

## Items of Interest

There is anEmerald hidden on the cliff above you.
Group Preservation (DO 07)

—

**Group Preservation (DO 07)** is a neuron located on the Neuronal menu.

## Description

Clan members have the ability to dodge an attack, if they don't have a weapon 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:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Group Preservation (DO 07) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch

## Notes

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.
Deconstruct

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

This action is the final 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.

Once the start deconstruction action is completed, the deconstruct action will appear.

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.

Press the appropriate button and the deconstruction process will happen and the item will be removed.
Hard Bone

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

## Description

**Hard Bone** is a tool item and a weapon.

## How to create

 Hard Bone is produced by butchering certain carcasses. Most rocks or blunt objects can be used for butchering but there are two tools that excel at butchering: aBasalt Chopper or anObsidian Scraper.

## How to obtain

The Hard Bone can be  grabbed from a butchered carcass.

## Where to obtain

The following carcasses will supply hard bone:

* African Otter Carcass
* African Buffalo Carcass
* Bateleur Eagle Carcass
* Black Machairodus Carcass
* Crocodile Carcass
* Dorcas Gazelle Carcass
* Giant Warthog Carcass
* Golden Machairodus Carcass
* Hippopotamus Carcass
* Hyena Carcass
* Miocene African Horse Carcass
* Miocene Elephant Carcass
* Miocene Pelican Carcass
* White Machairodus Carcass
* White Rhinoceros Carcass

## How to use

The Hard Bone unlike other tools is only useful as a weapon. It is a mix of wood, rocks, and stones weapons. The Hard Bone allows you to have distance from an attacker, they never break, but only cause blunt force trauma. They are a compromise of the best and worst of the other weapons.

The Hard Bone can damage animals, kill them if already badly hurt, and is  intimidating to predators.

* **Main advantage:** Will not break if used and can be used multiple times in combat. Which means you won't need to constantly give weapons to clan members as they defend themselves.
* **Disadvantage:** Will help intimidate an animal but will not likely kill your foe in a single strike.

Understand that attacking certain big animals with a Hard Bone will lead to your hominid taking damage and negative status effects even with a successful attack:

* African Buffalo -   Injury
* Bateleur Eagle -   Bleeding
* Hippopotamus -   Injury
* Megarian Banded Centipede -   Venom Poisoning
* Miocene Elephant -   Injury
* Miocene Pelican -   Bleeding or   Injury
* Miocene White Rhinoceros -   Injury
* Thorbjarnarson's Crocodile -   Injury

If you decide to use a Hard Bone as a weapon, you should have plenty of positive status effects or "protections" in place to mitigate any damage that may occur during combat using the Hard Bone.