recursal/Fanatic-Fandom huggingface dataset:
African Entomopathogenic Fungus

## Description

**African Entomopathogenic Fungus** is a food item and medicine.

## Where to find

African Entomopathogenic Fungus is found on the walls of some caves. African Entomopathogenic Fungus appears to be stalks of fungus growing out of very large moths that landed on the cave wall and then died.

* African Entomopathogenic Fungus Growing From Dead Moths

## How to obtain

African Entomopathogenic Fungus can be  grabbed from the walls of certain caves.

## Uses

African Entomopathogenic Fungus can be  eaten as food and medicine.

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

Entomopathogenic Fungus Paste can be created by  grinding African Entomopathogenic Fungus.

## Notes

African Entomopathogenic Fungus can be eaten to heal   Injury.

African Entomopathogenic Fungus can also be used for protection against injury. Eating African Entomopathogenic Fungus while not afflicted with this condition will confer  Injury Protection.

African Entomopathogenic Fungus will cause   Food Poisoning when eaten every time.
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Heron Egg

## Where to find

Found on the shore at the edge of the  Ocean, the Herons Nest usually contains several handfuls of nourishingHeron Eggs.

## How to obtain

The Heron Egg can be  grabbed from a nest.

## How to use

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

—

**Body Language (CM 03)** is a neuron located on the Neuronal menu.

## Description

It is now possible to ask, from a distance, some clan members to come closer and follow.

PRESS ***(button)*** for senses, then through the Sense Of Hearing, HOLD ***(button)*** & RELEASE ***(button)*** to have the visible clan members follow you.

## 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 Body Language (CM 03) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Group Defense (CO 06)

—

**Group Defense (CO 06)** is a neuron located on the Neuronal menu.

## Description

Clan members have the ability to defend themselves during an attack, provided they have an effective 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 Defense (CO 06) neuron is located on the Attack neuronal branch.

* Detailed Attack 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.
Counter Maneuver (CO 04)

—

**Counter Maneuver (CO 04)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for a counterattack against a predator 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:

* Counterattack Predators multiple times

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Counter Maneuver (CO 04) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch
Grab

**Grab** or **Grabbing** is an action performed by pressing the appropriate button when available.

Items can be grabbed by picking them up from the ground, taking from plants, recovering from dead animals, etc.

This is one of the main actions for interacting with items in the game.

In rare cases, the Grab action is replaced by the  Pick Up action. Pick Up functions the same as Grab.

## Mechanics

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

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

You can order your nearby clan members to mimic the grab action once the Mirror Neuron (CM 05) neuron is learned.
Dopaminergic Pathways (DP 02)

**Dopaminergic Pathways (DP 02)** 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:

* Complete actions requiring physical strength, whether that be attacking a threat, lifting a stockpile, altering a rock, or just swinging through the trees.

## Special requirements

This neuron requires the Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Dopaminergic Pathways (DP 02) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Bateleur Eagle Egg

## Description

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

## Where to find

TheBateleur Eagle Egg can be found in nests high in the trees and on cliffs. Be very careful around these nests as theBateleur Eagle is always close by.

## How to obtain

The Bateleur Eagle Egg can be  grabbed from nests.

## Uses

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

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

The Bateleur Eagle Egg can also be altered into a Cracked Eagle Egg by  hitting with most rocks or hard tools.
Bass

## Where to find

 Bass is a passive animal that can be harvested at Fishing Spots in water sources.

## How to obtain

Spearfishing into a Fishing Spot it is possible to obtain a Bass or aCrayfish.

* 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

Bass can be  eaten as food.

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

Eating Bass will give non-omnivore until the Oviparous Food Acclimatization (OM 05) and Oviparous Food Acclimatization (OM 06) neurons have been learned.
Climb Endurance (AB 06)

**Climb Endurance (AB 06)** is a neuron located on the Neuronal menu.

## How to mature

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

* Climb (sprint for more efficiency)

## Special requirements

This neuron requires Lower Body Strength (BB AB 05) before it can be matured.

## Neuron location

The Climb Endurance (AB 06) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Granite Grinder

## Description

The **Granite Grinder** is a tool item and weapon.

## How to use

The  Granite Grinder is best used for  grinding several different plants into medicinal pastes.

It can also be used as a weapon, though, it's not very good compared to the Basalt Chopper or Obsidian Scraper.

## How to create

The Granite Grinder is made by  hitting a Granite Rock with most rocks or hard tools.

## Uses

A Granite Grinder can be used in the following ways:
Australopithecus Afarensis (neuronal branch)

**Australopithecus Afarensis** is a neuronal branch located on the Neuronal menu.

## Overview

The Australopithecus Afarensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, reducing the effects of fear, and vitality. Neurons in this branch are the final overall upgrade to your hominid.

## Mechanics

The Australopithecus Afarensis neuronal branch is a sub-branch of the primary Orrorin Tugenensis branch.

The Australopithecus Afarensis branch has twelve total neurons: nine regular neurons and three genetic mutations.

* Detailed Australopithecus Afarensis Neuronal Branch
Entomopathogenic Fungus Paste

## Description

The **Entomopathogenic Fungus Paste** is a food item and medicine.

## How to create

Entomopathogenic Fungus Paste can be created by  grinding African Entomopathogenic Fungus.

## How to use

Entomopathogenic Fungus Paste can be  eaten as food and medicine.

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

## Notes

Entomopathogenic Fungus Paste can be eaten to heal   Injury.

Entomopathogenic Fungus Paste can also be used for protection against injury. Eating Entomopathogenic Fungus Paste while not afflicted with this condition will confer  Injury Protection.

Unlike African Entomopathogenic Fungus, Entomopathogenic Fungus Paste does NOT cause   Food Poisoning when eaten.
Cracked Crocodile Egg

## Description

The **Cracked Crocodile Egg** is a food item.

## How to create

The Crocodile Egg can be altered into a Cracked Crocodile Egg by  hitting with most rocks or hard tools.

## How to use

Cracked Crocodile Eggs can be  drunk as food. However, drinking Cracked Crocodile Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.
Evasive Action (DO 02)

—

**Evasive Action (DO 02)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for dodging a predator 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:

* Dodge Predators successfully multiple times.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Evasive Action (DO 02) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Determination (BB FR 04)

—

**Determination (BB FR 04)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Less Dopamine is needed when responding to a threat.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Determination (BB FR 04) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Branch Barrier

## Description

The **Branch Barrier** is a construction item.

## How to create

The construction process involves using  Add To Pile to create a supply of Dead Branches, using  Start Construction once you have enough dead branches, and then using  Build to actually construct the  Branch Barrier.

You need four Dead Branches on a stockpile to start building the Branch Barrier.

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

## How to remove

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.

## Tips

Thornbushes can only be used for fortification. This should be taken into account when constructing defenses. Dead Branches can be used to construct Branch Barriers for defense but Dead Branches can also be used as weapons to  strike and  intimidate enemies. Dead Branches can also be modified intoSticks orSharpened Sticks for even more offensive power. It may be a better use of limited resources to construct Thornbush Walls for defense and save Dead Branches for the many other uses that they have.
Autotelic Personality (BB ZO 02)

**Autotelic Personality (BB ZO 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The faculty of concentration requires less dopamine.

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

## Special requirements

This neuron requires the Ardipithecus Ramidus evolution leap before this genetic mutation will appear.

## Neuron location

The Autotelic Personality (BB ZO 02) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Carrying Endurance (AB 09)

**Carrying Endurance (AB 09)** is a neuron located on the Neuronal menu.

## Description

Energy loss while carrying items is minimized.

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

This neuron requires Carrying Speed (BB AB 11) before it can be matured.

## Neuron location

The Carrying Endurance (AB 09) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Bipedalism (BI 01)

**Bipedalism (BI 01)** 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:

* Repeatedly Stand Up and walk around

## Special requirements

This neuron requires Lower Body Strength (BB WA 04) before it can be matured.

## Neuron location

The Bipedalism (BI 01) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Cold

**Cold** is a negative status effect that causes your hominid to shiver and to shake. Energy and coordination are affected, and you will generally under perform while cold.

## Mechanics

The in-game pop up gives a brief description about cold:

*You're cold, which is hard on your **energy** level.*

***Natural shelters** and even some **food** could help.*

Cold isn't fatal but saps your energy and ability to coordinate your actions. Everything is tougher to complete when cold.

The longer that you expose your hominid to conditions that induce hypothermia, the quicker that you will encounter the Cold status effect.

* Cold is encountered when it is raining. Cold is also found late at night in areas like the  Savanna where the temperature drops when the sun goes down.
* Find a shelter that stops you from being rained on and cold will disappear. This isn't a single tree or bushes. You have to have substantial solid cover above your head to stop the rainfall so you can dry out. For areas that get cold at night, you need to find an oasis that provides protection from the elements. An enclosed space that doesn't allow the wind and low temperatures to drain your hominid.

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

Learning specific neurons reduces the negative effects of cold.

## Stage 1 - Cold

Stage 1 is found when you are exposed to cold conditions. You begin to shake and a light blue filter will cover the screen reducing vision. Travel is still possible at stage 1 and relatively easy.

## Stage 2 - Severe Cold

Stage 2 is found when you continue to expose your hominid to cold conditions. You will be shaking even more, you will have difficulty completing tasks, and more energy is spent to complete those actions. The blue filter will get darker and cover more of the screen making it more difficult to see threats. Travel during stage 2 is possible but vision is reduced and it can be dangerous.

## Remedies

Medicines able to stop the cold condition:

* Khat
	+ Grinded Khat

## Cold 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 cold protection:

* Khat
	+ Grinded Khat
Eumycota Food Acclimatization (OM 01)

**Eumycota Food Acclimatization (OM 01)** is a neuron located on the Neuronal menu.

## Description

The symptoms following the ingestion of a mushroom are less severe.

## 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 cure yourself from   Non-Omnivore negative status effect acquired from  eating any type of mushrooms and this neuron will mature.
	+ You must consume any type of mushroom until non-omnivore appears.
	+ You must then cure yourself of non-omnivore.
	+ It is not the act of eating mushrooms 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) before it can be matured.

## Neuron location

The Eumycota Food Acclimatization (OM 01) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch
Energy

**Energy** is the primary ability that allows actions to be performed and is part of the vitality of a hominid.

## Overview

Energy is depicted on the HUD at the bottom of the screen by the green circle and is the primary circle that appears. Performing any action requires some energy. Walking, climbing a tree, crafting a tool, etc. all require energy to complete. As energy is used up, the green circle will shrink. The more activities you do, the more your green circle will shrink.

## Mechanics

Energy is determined by the Stamina level.

Energy automatically restores itself quickly by stopping any actions.

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

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

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

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

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

## Restoring Stamina and Energy

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

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

The green Energy circle will also increase in size while the pulsing yellow indicator is happening indicating that restoration is taking place.
Buffalo's Basin Oasis

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

**Buffalo's Basin Oasis** is an oasis landmark in the  Savanna biome.

## Overview

This oasis is not nearly as dangerous as might seem at first glance. As there is a water source here, it should attract all manner of dangerous animals but the only animals that will actually approach the water source are herbivores like the  Miocene White Rhinoceros. This doesn't mean you are safe from these animals, just that they will not seek out combat with you. Take care when getting water that you don't initiate combat accidentally.

One of the major nuisances is the tall grass all around this oasis hindering the ability to see any distances and making finding items difficult. This oasis is also very exposed to the elements so the   Cold that appears during the nighttime and the   Heat of the daytime are factors you need to prepare for ahead of time.

## Animals

* African Buffalo
* Miocene White Rhinoceros
* Hyena
* African Rock Python
* Black Mamba
* Dorcas Gazelle

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* Carissa Berry
* Fresh Water Source
* Horsetail
* Iboga Berry
* Stagnant Water Source

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Savanna's Boulders Enclave's meteorite site

There is a stagnant waterhole nearby to the northwest direction where a boulder with a  Ruby on it can be found.
Deep Enclave Oasis

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

**Deep Enclave Oasis** is an oasis landmark in the  Caves biome.

## Overview

This cavernous oasis is a refreshing breath of air (unless accidentally fallen into) right in the middle of the dangerous  Woodlands. The Deep Enclave has no animals in it naturally (besides crayfish) and has two coco trees near the top of the enclave along with plenty of wood, fresh water, berries, granite, and an **ungodly** amount of African Agaric Fungus mushrooms along with a few African Turmeric roots a little outside of the mouth of the enclave.

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* African Agaric Fungus
* African Turmeric
* Cocos
* Crayfish
* Fresh Water Source
* Taami Berry

## Items of Interest

* ABlue Agate is in the back corner of the cave of this oasis.
Dopaminergic Pathways (DP 03)

**Dopaminergic Pathways (DP 03)** is a neuron located on the Neuronal menu.

## Description

More dopamine is generated following social interactions.

## 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 Dopaminergic Pathways (DP 03) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Drying Basin Oasis

**Drying Basin Oasis** is an oasis landmark in the  Savanna biome.

## Overview

A small oasis with a fresh water pond and a gorgeous view of the open Savanna. Multiple Coco Trees, a Marula tree, several berry bushes, and Aloe Vera plants. Granite Rock can be found directly in the oasis and the other two stone types are not too far away. This is one of the few Savanna oases where Khat can be found nearby.

A large number of Hippopotamuses live at the pond. They tend to stay on the western shore of the pond where the Marula tree can be found.

A large herd of Dorcas Gazelles live to the east of the pond and a couple Giant Warthogs can be found around this location as well. Without a settlement in the way, they take the direct route to the water. They will avoid your  settlement but do come very close to the water source if you are not near the oasis.

Be aware that a few Black Mambas stalk the areas around the oasis. It may be possible to drive them to other predators to obtain Evolution Feats for having animals kill each other.

## Animals

* Black Mamba
* Dorcas Gazelle
* Giant Warthog
* Hippopotamus

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* Aloe Leaf
* Carissa Berry
* Cocos
* Fresh Water Source
* Horsetail
* Khat
* Marula
* Mud

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Single Kapok's meteorite site
Basalt Chopper

## Description

The **Basalt Chopper** is a tool item and weapon.

## How to use

The Basalt Chopper is the fastest tool to modify other items.

The Basalt Chopper is faster than the Obsidian Scraper at modifying a Dead Branch into a Stick and a Stick into a Sharpened Stick, though, the Obsidian Scraper is faster at butchering carcasses.

The Basalt Chopper can be used to attack animals but take care when doing this as it requires you to be in close contact with dangerous enemies and you are likely to get hurt.

The Basalt Chopper is arguably one of the best tools in the game as it does excellent damage as a close quarters weapon and modifies other items very quickly.

## How to create

The Basalt Chopper is made by  hitting aBasalt with most rocks or hard tools.

## Uses

The Basalt Chopper can be used in the following ways:
Current Clan Settlement/fr

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

Le **campement actuel du clan** ***(Stativa)*** est un élément de l’interface utilisateur qui sert de point de cheminement (“waypoint”) et de balise identificatrice. Il apparaît lors de la mémorisation ou lorsque l’on utilise l’intelligence ou les sens.

Le campement du clan est l’endroit où vivent les protagonistes du jeu.
Dead Hominid

## Description

A **Dead Hominid** is an item indicating a hominid ancestor to your current character, they are found wherever a clan member dies.

## How to use

A  Dead Hominid actually has two uses.

* If you have  babies nearby, use your  senses (smelling) to discover your dead relatives and it will give you a small amount of neuronal energy.
* After you discover a dead clan member, walk up to the bones of your dead clan member and Analyze Clan Member by pressing the correct button. This will give you a fair amount of neuronal energy. This only works once per generation and once per dead relative.

* Dead Hominids found using the sense of Smell
* Analyze dead clan member for neuronal energy

## Notes

Analyzing dead hominids is an especially good tactic if you didn't have enough Reinforcement points to reinforce all learned neurons in your current generation. For example, you have twelve neurons to reinforce but only have six reinforcement points. You can only reinforce six neurons with your current generation. What you can do is reinforce those neurons and then jump forward by changing a generation. After the generation change, quicklyGive Birth to six babies, inspect the old bones of your dead hominids again, and this will quickly refill your Neuronal Energy. You can then reinforce the remaining six neurons without having to spend a large amount of time to accumulate new neuronal energy.

The bones will eventually wither away with the enormous passage of time when you do an evolution leap.
Deep Sleep (NE 07)

**Deep Sleep (NE 07)** is a neuron located on the Neuronal menu.

## Description

When sleeping in a sleep spot, less time is needed to fully recover.

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

## 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 sleep in Sleep Spots

## Special requirements

This neuron requires Sleep - Healing Efficiency (BB NE 01-2) before it can be matured.

## Neuron location

The Deep Sleep (NE 07) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Communication (neuronal branch)

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

## Overview

The Communication neuronal branch deals with fear in combat,  intimidation, and mimicking behavior. Neurons in this branch reduce detriments or improve abilities related to communication with your clan. It is also possible to upgrade neurons to automate the bonding and giving birth mechanisms with this neuronal branch.

## Mechanics

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

The Communication branch has twenty total neurons: fifteen regular neurons and five genetic mutations.

* Detailed Communication Neuronal Branch
Granite Rock

## Description

**Granite Rock** is a tool item and weapon.

## Where to obtain

Granite Rock can be found in groups of stones at granite deposits that can be found on the ground or under Liftable Rocks. Granite Rocks can be found in all biomes.

## How to obtain

Granite Rock can be  grabbed from the ground.

## Uses

Granite Rock can be altered into a Granite Grinder by  hitting with most rocks or hard tools.

A Granite Rock can be used in the following ways:
Dopaminergic Pathways (DP 08)

**Dopaminergic Pathways (DP 08)** is a neuron located on the Neuronal menu.

## Description

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

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The Dopaminergic Pathways (DP 08) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Banded Mottlegill Mushroom

## Description

The **Banded Mottlegill Mushroom** is a food item.

## Where to find

The  Banded Mottlegill Mushroom can be found on the ground in and around caves. They appear in small clusters of tall mushrooms.

* Banded Mottlegill cluster

## How to obtain

The Banded Mottlegill Mushroom can be  grabbed from a cluster of mushrooms.

## How to use

Banded Mottlegill Mushroom can be  eaten as food.

Eating Banded Mottlegill Mushroom will give   Non-Omnivore until the Eumycota Food Acclimatization (OM 01) and Eumycota Food Acclimatization (OM 02) neurons have been learned.

## Notes

Banded Mottlegill Mushrooms will cause   Food Poisoning when eaten every time.
African Otter Carcass

## Description

The **African Otter Carcass** is a gathering spot item.

## How to create

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

## How to use

* Butchering an African Otter 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.
Equilibrioception (WA 02)

—

**Equilibrioception (WA 02)** is a neuron located on the Neuronal menu.

## Description

Standing upright at will to walk a few meters is acquired.

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

## How to mature

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

* Repeatedly Stand Up when using Intelligence or  Senses and walk around

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Equilibrioception (WA 02) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Golden Machairodus Carcass

## Description

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

* Golden Machairodus Carcass
* A golden Machairodus carcass once butchered.

## How to create

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

## How to use

* Butchering a Golden Machairodus Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Dopaminergic Pathways (DP 07)

**Dopaminergic Pathways (DP 07)** is a neuron located on the Neuronal menu.

## Description

More dopamine is generated following social interactions.

## 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 07) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Determination (BB FR 02)

—

**Determination (BB FR 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Less Dopamine is needed when responding to a threat.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Determination (BB FR 02) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Dip

**Dip** or **Dipping** is an action performed by pressing the appropriate button when available.

This action is used for collecting items fromBeehives andTermite Mounds.

## Mechanics

You have to be close enough to a Beehive or Termite Mound for this action to appear.

You must have the correct tool in your hand or the action will not appear. You will have to have aNatal Grass Cycad's Stem. You may have to Switch Hands with the stem for this action to appear.

You then have to press the appropriate button at the correct time for the dipping action to be successful.
Granite Rock/ar

# `صخرةُ الجرانيت`

## الوصف

**الصخرة الجرانيت هي اداة وسلاح يمكنُ العثورَ عليها في مجموعاتٍ من بقايا صخر الجرانيت. الصخورُ الجرانيتية شائعة للغاية في مُعظم المناطق.**
**يُمكن تعديل صخرة الجرانيت الى طاحونة الجرانيت بواسطة ضرب نفس الصخرتين ببعضهما البعض**

## كيفية الحصولَ عليها

 **يُمكنُ الحصولَ عليها من على الأرض وتوجد بوفرة يُمكنك الاِمساكُ بها بيدك اليُمنى**
Hitting/pt br

**Bater** ou **Batendo** é uma ação executada pressionando o botão apropriado quando disponível.

Batendo é uma ação que altera itens em ferramentas úteis ou itens existentes em novos itens.

Esta é uma das ações mais usadas no jogo. Alguns itens requerem alguns golpes para serem modificados, mas outros levam muitos golpes para completar uma modificação. Alguns itens só podem ser usados ​​depois de golpeados.

As ferramentas mais uteis do jogo são criadas batendo:Cortador de basalto, Moedor de granito, Raspador de obsidiana e Graveto afiado. Leve seu tempo para praticar e criar essas ferramentas que irão deixar sua gameplay muito mais fácil e melhor.

Aprendendo neurônios específicos aumenta sua habilidade de bater.

## Mecânicas

Você precisará ter o item para batê-lo em uma mão e o objeto que estará batendo na outra mão para a ação Alterar aparecer. Você talvez irá precisar Trocar de Mãos para essa ação aparecer.

Em seguida, você deve pressionar o botão apropriado no momento correto para que a ação de batida seja bem-sucedida. Se você não tiver sucesso, duas coisas podem acontecer: ou você não aplica força suficiente e o item permanece inalterado ou você aplica força demais e o item é destruído.
Gross Motor Skill (DE 05)

—

**Gross Motor Skill (DE 05)** is a neuron located on the Neuronal menu.

## Description

The success rate for using a tool successfully 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:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Gross Motor Skill (DE 05) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Hitting

**Hit** or **Hitting** is an action performed by pressing the appropriate button when available.

Hitting is an action that alters items into useful tools or existing items into new items.

This action is one of the most used in the game. Some items require a few hits to modify but others take many hits to complete a modification. Some items can only be used once they are hit.

The most useful tools in the game are created by hitting:Basalt Chopper, Granite Grinder, Obsidian Scraper, and Sharpened Stick. Take the time to practice and learn how to create these tools as they will make your gameplay much easier and better.

Learning specific neurons increases your hitting abilities.

## Mechanics

You have to have the item to hit in one hand and the object you are hitting with in the other hand for the Alter action to appear. You may have to Switch Hands for this action to appear.

You then have to press the appropriate button at the correct time for the hitting 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.
Carrying Ability (DE 04)

—

**Carrying Ability (DE 04)** is a neuron located on the Neuronal menu.

## Description

Movement speed while carrying an item using both hands is increased.

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:

* Walk around while carrying stockpiles of items. It helps to carry heavy items like Thornbushes.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Ability (DE 04) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Cognitive Inhibition (CC 03)

**Cognitive Inhibition (CC 03)** 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 Ardipithecus Ramidus evolution leap before it can be matured.

## Neuron location

The Cognitive Inhibition (CC 03) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Echoic Memory (BB SS 01-2)

—

**Echoic Memory (BB SS 01-2)** is a genetic mutation neuron located on the Neuronal menu.

## Description

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

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Echoic Memory (BB SS 01-2) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Counter Maneuver (CO 02)

—

**Counter Maneuver (CO 02)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for a counterattack against an irascible 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:

* Counterattack Irascible Threats multiple times

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Counter Maneuver (CO 02) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch
Dopaminergic Pathways (DP 04)

**Dopaminergic Pathways (DP 04)** is a neuron located on the Neuronal menu.

## Description

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

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires the Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Dopaminergic Pathways (DP 04) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Aquatic Locomotion (SW 01)

—

**Aquatic Locomotion (SW 01)** is a neuron located on the Neuronal menu.

## Description

Swimming requires less energy and acceleration while swimming is possible.

HOLD ***(button)*** to speed up while swimming.

## How to mature

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

* Swim

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Aquatic Locomotion (SW 01) neuron is located on the Swim neuronal branch.

* Detailed Swim Neuronal Branch
Butcher

**Butcher** or **Butchering** is an action performed by pressing the appropriate button when available.

This action is used for creating items from Carcasses.

## Mechanics

Any animal that is neutral or hostile can be turned into a carcass, which can then be harvested for  Mammal Meat or  Oviparous Meat. Some carcasses also allow the harvesting of Hard Bones from them.

Any rock or blunt object can be used for butchering but there are two tools that excel at butchering: aBasalt Chopper or anObsidian Scraper.

 Carcasses created by two animals fighting each other will already be butchered and your hominid can grab a piece of meat or hard bone from the carcass.

Most carcasses can be butchered several times depending upon the animal. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Attachment Need (HB 01)

**Attachment Need (HB 01)** is a neuron located on the Neuronal menu.

## Description

During a generation time lapse, adults will automatically form couples and one baby 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

This neuron requires Attachment Need (BB HB 01) before it can be matured.

## Neuron location

The Attachment Need (HB 01) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Applied Force (DE 06)

—

**Applied Force (DE 06)** is a neuron located on the Neuronal menu.

## Description

The success rate of all alteration modes is increased.

TAP ***(button)*** to switch an item from one hand to the other. HOLD ***(button)*** to **take position** to alter, then follow the steps proposed by the Contextual UI, with your bare hands or with a tool.

## How to mature

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

* Alter items multiple successfully. Be patient as this can take altering a lot of items before this matures.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Applied Force (DE 06) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Carrying Speed (BB AB 10)

—

**Carrying Speed (BB AB 10)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Movement speed while carrying items is increased.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Speed (BB AB 10) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Carrying Ability (DE 02)

—

**Carrying Ability (DE 02)** is a neuron located on the Neuronal menu.

## Description

The ability to carry an item using both hands is acquired.

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:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Ability (DE 02) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Chemoreceptor Acuity (SO 02)

—

**Chemoreceptor Acuity (SO 02)** is a neuron located on the Neuronal menu.

## Description

The range for detection of the source of an odor is increased.

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

## How to mature

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

* Use the sense of smell to detect odors. Be aware that you have to successfully identify many, many items using the sense of smell for this neuron to mature.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Chemoreceptor Acuity (SO 02) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Analyze Clan Member

**Analyze Clan Member** is an action performed by pressing the appropriate button when available.

This action is specifically for inspecting a  Dead Hominid for Neuronal Energy. Be aware that Analyze Clan Member and the Analyze action are completely different actions. Analyze is only used on living clan members.

## Mechanics

Approach a Dead Hominid that you have identified either through Intelligence or  Senses. When you are close enough, the Analyze Clan Member action will appear and you can press the appropriate button to receive the neuronal energy.

You can analyze a recently dead body that still looks like your hominid or you can analyze the bones later in time for the same benefit. There is no need to wait until the body has decomposed to gain the neuronal energy.

Analyze Clan Member only works once per generation and once per dead relative. If you change a generation, you can again return to the bones of the dead relative for another boost of neuronal energy. However, once you complete an evolution leap, the bones will turn to dust and be gone as vast amount of time have passed.