recursal/Fanatic-Fandom huggingface dataset:
Log

Max. Stack | 2 in hand

**Logs** are one of the primary building materials and can be obtained by chopping down trees, they were added in update v0.01 of ***The Forest***. Carrying logs has effects on the player that should be known (see page).

## Gameplay

**Logs** are too large to fit in the player's inventory and thus the player must carry them, kick them, or put them to an incline to roll down in order to move them. A player may carry a maximum of 2 **logs** at a time (or two **logs** and one corpse). When a tree is chopped down, it falls to the ground and then 4-5 **logs** are created (they can get launched into the air due to the physics collisions with objects on the ground).

**Logs** are affected by the game physics and may be pushed around when walking or placed in a log sled. A carried **log** may be stacked on a log holder building or used in the construction of furniture, shelters, traps and walls. They will float in bodies of water, but the player cannot directly carry them while swimming. Instead, the player can back away and attempt to pick up the **log**, which will drag it to them, allowing the player to pull the **log** out of water after a few pulls.

**Logs** can also be put on ziplines, which will send them to the other end. However, they will often come off at a high speed, causing them to fly off in a random direction. It is recommended that the player builds some sort of custom barrier or log catcher to prevent this while using this feature often.

## Important

* v0.46 - **Fixed logs floating in water that get reused by the pooling system not getting their buoyancy properly reset (past 100 spawned logs, oldest ones gets reused for new spawns)**
* v0.27 - **(Performance) cut down trees now use pooled log pickups, limited to 100 instances (oldest ones get removed if new one are created past the limit)**

## Building

**Logs** are used in almost all buildings in the game:

## Known bugs

* **Logs** on the ground will de-spawn if too far away from the player, and will not spawn back when the player returns.
* If a log holder is placed on a hill, it may be impossible to stack logs into it.
* The **logs** may bug out in-hand, resulting in a. This makes it impossible to place **logs** into storage, but they can still be placed into buildings.

## Gallery

* A log on the ground
* A log being carried by a player.
* Negative number of logs bug that has now been fixed
Schematics

**Schematics** are a new game mechanic added to *The Forest* in update v1.10. They contain information on how to build certain structures that are hidden to the player until found. Once discovered, the player can access and build the schematic in their survival guide on the last page marked by a cross.

## List of schematics

There are 4 schematics in the game currently.

### Schematic 1

The first schematic is found in the Shipwreck Cave to the right of where the crossbow is located.
Once unlocked the player will gain the ability to build the Cross, the Coffin, as well as the Church.
The schematic page also contains some rough sketches of what appear to be a pregnant woman with a cross cut into her belly, severed arms surrounded by crosses, a heart pierced by crosses, what appears to be a second heart with crosses and upsidedown feet next to it, as well as the stump of what appears to be a sacred tree.

### Schematic 2

The second schematic is found in the Kanji Cave pinned to the back wall of the main cave room. Once unlocked the player gains the ability to create the Glider.

The schematic page also contains some rough sketches of what appears to be a bat overlayed on the frame of the glider with some angles drawn, a bird with its wing and head separated, a hoof of an animal, a skull with crosses, as well as an eyeball with crosses near it.

### Schematic 3

The third schematic is found in the Kanji Cave before the drop down to the room with all the papers. Once unlocked the player gains the ability to create the Tower. The schematic page is full of sketches of hanging skulls and skeletons as well as sections of the tower.

### Schematic 4

The fourth schematic can be found in the Coaster Cave, southeast of the map near the two small islands. Once unlocked the player gains the ability to create the Log Track. It also has images related to turtles, as well as a Cross embedded into a turtle's shell.

## Gallery

* Schematic #1
* Schematic #2
* Schematic #3
* Schematic #4
SOS

The **SOS Signal** is a unique building that was added in update v1.0 to ***The Forest***.

## Gameplay

A plane will spawn in the sky and fly over the player once the SOS signal has been established; however, a plane can spawn whether or not an SOS signal has been built. It cannot be notified in any way. It's pointless to fire a flare gun into the air. This feature appears to be a gimmick or intended to cause controversy. You can fly after the plane if you use the Ultimate Cheat Menu. The closer you get, however, the faster it gets. This appears to have been done on purpose to discourage players from getting a close look at the plane. Apart from that, it can be used as a decoration to add to the immersion.

The hole cutter is not able to remove the SOS signal.
Sap Collector

The **Sap Collector** is a building that collects sap automatically for the player, it was added in update v0.18 of ***The Forest***.

## Gameplay

It can be built from the utility structure section of the survival guide. It must be built on a tree, some trees won't accept **sap collectors**.

Once built, it will collect tree sap over time. The player can then periodically harvest it from the pot. The sap collector can only gather a maximum of 30 tree sap, and will not collect more until the player harvests it. It can take up to 3 days for the specified tree to accumulate sap into the collector.

In multiplayer, different players will have access to their own sap from **sap collectors**. It doesn't need to be shared. For example, you will get 30 each if it is completely full.

You can carry an unlimited amount of sap, so making more than one sap collector can have benefits.

If you cancel a **sap collector** after you have placed the old pot, the old pot will disappear so be cautious.

Keep in mind that old pot are extremely useful for gathering water, fresh or polluted. Make sure you have access to water before using your old pot as you may be left without a means to obtain water.

## Trivia

* If the tree that the **Sap Collector** is attached to is cut down, you cannot recover the **old pot**, be careful of Armsies.

## Gallery

* As it appears in the Survival Guide
* As it appeared in the Survival Guide
* The sap collector

## Update history

 v0.18 | **Sap Collector added to the game**
New building: Tree sap Collector ! Add to a tree (like tree houses) and come back frequently to gather the resource. Use it wisely to repair your fort from mutant attacks ! (can be found beside Bow Target in book)

**Survival Guide**
Plant/it

Le **piante** presenti attualmente nel gioco sono:

* Cespugli
* Alberi
	+ Alberi grandi
	+ Alberi piccoli
* Bacche
	+ Mirtilli
	+ Twinberries
	+ Snowberries
* Medicinali
	+ Aloe
	+ Echinacee
	+ Chicory
	+ Calendule
* Funghi
* Altri
	+ Tarassaco
	+ Hosta
	+ Erba

## Immagini

* L'Erba che cresce nel suolo della foresta.
* Un tarassaco crescendo vicino a un masso.
Schematic 2

**Schematic 2** is an unique story item that allows the player to build the Glider, it was added to ***The Forest*** in v1.10.

## Gameplay

The schematic can be accessed in the back pages of the survival guide, where all the story items you find are located.

More info required

## Location

The second schematic is found in the Kanji Cave in the middle of the cave room. Once unlocked the player gains the ability to create the Glider.

The schematic page also contains some rough sketches of what appears to be a bat overlayed on the frame of the glider with some angles drawn, a bird with its wing and head separated, a hoof of an animal, a skull with crosses, as well as an eyeball with crosses near it.
Keycard Two

Max. Stack | 1

**Keycard Two** is a collectible story item required to advance the plot of The Forest.

Although both advance the story, the gold **Keycard Two** should not be confused with the employee Keycard.

## Gameplay

The gold colored **Keycard Two** opens security doors within the Sahara Laboratory. It does not open the Vault Door entryway to the lab. From the Obelisk room, **Keycard Two** allows access through the corridor marked "This Way to Second Artifact" leading to Cave Sahara. **Keycard Two** is also required to operate the elevator up to the Observatory. Without this item, it is impossible to complete the game. It can be found next to the Resurrection Obelisk only after defeating the End Boss. It is located on the inventory screen backpack next to the first Keycard. It appears much cleaner than the other keycards.

Additionally, the gold colored **Keycard Two** may be used to unlock the security door on the Yacht. Depending on choices made by the player near the conclusion of the story, **Keycard Two** may be used to access an artifact on the Yacht resembling a toy spaceship, return to the end game cave, place the artifact on the pedestal, and open the door leading to the Artifact Ball. The door to the Artifact Ball is unique from the other pressure activated doors in caves. This door requires a unique item rather than rocks to make the pressure plate work.

## Gallery

* Second Keycard being used to open the designated door

## Update history

 v0.51 | The door at the bottom of the sinkhole cave is now openable (if you have the keycard)
Second Keycard added to the game
Shipwreck Cave

The **Shipwreck Cave** or cave 11 is found in the very southwest corner of the map slightly further from the anchor symbol and west of the yacht. It can be entered by swimming into the wreck of an old ship and swimming down into a cave entrance found in a hole of the ship's hull. The cave itself is very small and has no enemy mutants that spawn naturally. In the center of the wall on the far end of the cave, there is a drawing of what seems to be the ship before it was destroyed. It is recommended to carry a rebreather when exploring the cave.

## Items

 Crossbow

 Crossbow bolts

 Schematic 1

## Gallery

* The ship drawing
* Schematic 1
* The shipwreck
* Entrance of shipwreck
Quiver

**Quiver** is a craftable inventory storage item that was added in update v0.32 of ***The Forest***. It operates the same as the throwable rock bag, stick bag, and rock bag in that it permanently increases storage.

## Gameplay

The quiver increases the Arrow carry capacity by 20. This includes all types of arrows:

 Arrow

 Bone Arrow

 Fire Arrow

 Modern Arrow

 Poison Arrow

Additional storage can be sought by building an Arrow Basket. They can be placed on boats.

 Crafting

## Gallery

* Crafted Quiver
* Quiver stores addition 20 arrows

 Update History

 v0.33 | Added arrow bonus material toggling to quiver arrows
Riverside Village

The **Riverside Cannibal Village** is a cannibal built location, it is beside the river hence its name.

## Gameplay

The **Riverside Village** is small and lacking in loot. Although there are few useful supplies, there is an outfit suitcase in one of the huts (added in v1.0). There are a fair number of cannibal effigies nearby, as well as a few canvas tents across the river and a Cave 3 - Wet Cave entrances in the vicinity.

## Flora

a lot of:

Herbs
 Blueberry

 Twinberry

 Snowberry

## Fauna

 Lizards

 Rabbits

 Deer

 Fish - In the pond next to it

## Objects

* Cannibal effigies
* 2x Grass Huts

## Gallery - Release 1.0

* Pund with fishes and blueberry bush
* Outfit suitcase
* Location of **Riverside Village**
* River close to Village
* **Riverside Village** at night

## Gallery

* Two armsies at the village
* Cave entrance nearby
* Pond next to the village
* View from across the river
* The two huts
* Chicory near the village and pond
* Aerial shot of the village
Large Raft

Durability | Strong

The **Large Raft** is a boat that was added in v0.48 to ***The Forest***.

## Gameplay

The **Large Raft** is the largest boat in the game, superseding the Raft and the houseboat, and is useful if you are going for an island base since there is plenty of space to build log, rock and stick holders on the raft. You cannot sleep or save, unless you build a bed. The raft is very stable and is equipped with two oars, making it possible to steered by two people at once, it is however not advised for single player for the same reason. As of V1.12 - VR, **Large Rafts** cannot not be moored to the Dock, only the Houseboat can be moored.

* The Raft is excellent as a cargo boat because of its size, and has a good stability.
* The Raft is slow and difficult to steer, and requires a good amount of resources to be built. It seems to be a lot harder to steer with it when playing alone since using only 1 oar makes it constantly turn into the same direction. The Large Raft is only usable in multiplayer, as it requires two players to steer the raft in a straight direction. Attempting to steer the raft alone, will result in simply moving the raft in circle, left or right, based on what side of the raft you are steering.
* at times a log holder that is built on the large raft will glitch and the logs will actually drop underneath the boat rather than stay on the boat in the log holder.
* Unfortunately, as of v1.07, nothing can be built on the second floor of the raft.

## Boat Attachments

Here is a list of the types of buildings and their abilities to attach, or not attach to all the boats. This can help you plan and choose what to build on boats.

## Known Bugs

* If snacks are put inside of a cabinet on the Large Raft, the Large Raft will jerk in the direction that the back of the cabinet is facing
* Occasionally, when eating the "stew" out of an old pot on top of a fire source, the pot will drop through the raft to the sea floor.

## Gallery

* Large raft as it appears in the survival guide
* Large raft as it appeared in the survival guide
* Large Raft
Shark

Notes | Tries to attack the player if come too close.
Sharks will ignore and swim through built structures, including the custom foundation.

**Sharks** are hostile animals that can be found swimming particular areas of the ocean where the water is too deep to stand in.
If the player comes too close, a **shark** will charge towards them and attack them by biting.

## Gameplay

**Sharks** can typically be seen swimming long before the player is in any danger due to their tell-tale dark shape in the water.
If the player gets too close, a **shark** will turn and charge towards them. A hit from the **shark** will deal 55 points of damage regardless of armor worn, but as long as some distance is kept, they ignore the player. The player has to be rather close to the **shark** in order to provoke a bite, and bites can be dodged by jerking to the left as it tries to bite you.
It will not immediately try to bite again, but will instead swim off for a bit.
**Sharks** can be killed from the shore or any platform out of the water with 2-3 arrows or 1-2 spears. The **shark** will flail with each hit and, when dead, the body will sink to the bottom.

On the PC version of the game, setting the ocean quality to *flat* makes the detection of sharks and other underwater creatures or objects an easier task.

## Locations

Sharks can be found at certain locations, they aren't everywhere in the oceans. Here are the locations listed on *The Forest Map*

Multiple **shark** corpses can be found washed up along the shore line which currently serve no functional purpose and are only there for aesthetics. Their heads can be used when cut off to create trophies. Seagulls tend to fly around and land on the dead **sharks**.

## Dead Sharks

You can find dead sharks in some area of the beaches. These appear to be great white sharks. They are much larger than the ones in the ocean. It isn't explained in the game why this breed of shark are found dead on the beaches. 3 can be found under water near the shipping containers as well. The only way to get shark heads is from these sharks. Sharks produce no material or meat when you kill them.

## Warning

As of update v0.67, **sharks** now spawn in multiplayer. If you die to a **shark** or by drowning, you will not be able to be revived. This means all your stats will be reset. You will lose all your strength and athleticism gains. Consider reloading if this occurs.

## Known Bugs

* Rarely **sharks** can be seen swimming on the beaches, and through rafts and the boat.

## Gallery

* A shark in the ocean. Notice how it ignores the player due to being far enough away.
* One of several shark corpses found along the beach.
* A shark in the ocean.
Nitrogen Tank

Range | Medium

## Gameplay

**Nitrogen Tanks** can be activated by damaging them with a Weapon. After 4 seconds of "hissing" the tank explodes dealing 25 damage. There are 4 variations of tank placements, mostly placed in pairs. If two tanks are being activated at the same time, the explosion will deal the same damage as with one tank. There are 8 tanks in the Boss room that can be used to defeat End Boss.

## Locations

**Nitrogen Tanks** can only be found in Sahara Laboratory. There are 23 tanks in 13 locations.

## Gallery

* variation 1
* variation 2
* variation 3
* variation 4

## Update history

 v0.68 | Nitrogen tanks can now be exploded with projectile weapons
Hairspray

**Hairspray** is an fire emitting weapon when used in conjunction with the lighter, it was added in update v1.0 to ***The Forest***.

## Gameplay

* It can be obtained in caves or suitcases
* When equipped it can be used by holding the attack button.
* When using the hairspray and having the lighter equipped, it ignites the spray and acts like a flamethrower.
* Hairspray has a rather limited capacity with a burn time of 15 seconds and should only be used if necessary.
* On close distance, it can ignite bushes, enemies, corpses and animals. Buildings are not affected in any way.

## Location

Hairspray can be found in caves and suitcases.

 Beach Hut Village, in the far end north hut, in a suitcase

 Waterfall Village, in one of the huts

 Cave 5, near the entrance.

 Cave 2, at the far ends of the cave.

 Cave 7, in a suitcase next to the tennis racket

## Known Bugs

* Does not emit light when used with lighter.
* Emptying an equipped **Hairspray** sometimes also empties surrounding **Hairspray** cans on the floor.
* It will destroy already burning Basic Fire, Fire Pit and Bonfire

## Gallery

* Hairspray and Lighter in action
* Hairspray spawn

## Update History

 v1.0 | New pick up item added, Hairspray! Use hairspray with a lighter for a mini-flamethrower. Findable in some suitcases and in specific parts of world.
New icons added for slingshot, hairspray, raccoon and boar skin
Added some hairspray pickups to some of the further beach huts
Seagull/ko

**갈매기** 는 보트 가 보이는 해안가에서 찾을 수 있습니다. 갈매기를 죽일때마다 많은 양의 깃털을 먹을 수 있으며, 갈매기가 죽은 주변에서 깃털 을 찾을 수 있을것입니다. 갈매기를 내려칠때마다 깃털을 먹을 수 있습니다. 만일 플레이어가 주변에서 서성이는 경우, 새가 날아와 플레이어 손에 착륙하는 오류를 범할 수 있습니다. 그것은 게임에 결함이 생겨 그런것일 수 있습니다.

죽은 갈매기로부터 작은 일반 고기 와 머리를 획득 할 수 있습니다.

## 알려진 버그

* 갈매기는 환경에 존재하는 구조물에도 착륙합니다.
* 가끔씩 플레이어 집 주변에서 발견되기도 하는데, 갈매기가 모여있는 곳에서 획득할 수 있는 빠른방법이기도 합니다.
Paintbrush

Max. Stack | 0

The **paintbrush** is an examinable story item often found in conjunction with buckets of red paint.

## Gameplay

The paint is used by the Red Man, and the brush is assumed to be his method of applying the paint. This implies a level of sophistication beyond a cannibal, hinting that the Red Man is not a regular cannibal but someone who domesticated the cannibals. It can be found in multiple locations across the Peninsula, though it is much more infrequently found than red paint. It is only found in caves.

## Known Locations

 Cave 2 - Hanging Cave, in the Hidden Stash Room

 Cave 7 - Chasm Cave, on the way down to the bottom of the cave
Mutant Head

**Mutant heads** are heads cut off of dead creepy mutants. These heads were added in update v1.0 to ***The Forest***.

## Gameplay

After killing a mutant, go up close and hold the interact key when you see the prompt to skin it for Creepy Armor. After that, the head can be chopped off with a Weapon just like any other Corpse. It can be picked up to hang on an already constructed head trophy.

### Virginia Head

Obtained from killing and cutting the head off Virginias

* itemcode 298

### Armsy Head

Obtained from killing and cutting the head off Armsies

* itemcode 295

### Cowman head

Obtained from killing and cutting the head off Cowman

* itemcode 297

### Mutant Baby Head

Obtained from killing and cutting the head off Mutant Babies

* itemcode 296

## Trivia

* In earlier versions of the game, mutants provided no reward for killing them, now they can yield creepy armor and a **mutant head**
Sanity

Sanity is a stat in ***The Forest*** that was added in update v0.29. Having **sanity** under 90% is required to be able to build effigies.

## Gameplay

**Sanity** can be viewed by accessing the stats page of the Survival Guide.

**Sanity** works as a formula. You start with 100% which is the max value, and 0% being the lowest value.
Certain actions will raise or lower it.

There is only one patch note that mentions **sanity**. It was from its release and its information is quite limited:

* New “Sanity” system. Sanity goes down when killing an enemy, chopping limbs, a lot when eating an enemy and slowly while in caves. Sanity goes up when sleeping, listening to music, eating fresh non limb meat and slowly while restoring energy on bench. Viewable in stats page of book.

## What lowers sanity

* Killing enemies, including cannibals and mutants
* Cutting off cannibal arms, legs and heads
* Eating arms, legs and heads
* Spending time in caves

## What increases sanity

* Listening to music through the cassette player
* Sitting down on benches, chairs, bone chairs and couches
* Sleeping
* Eating ***fresh*** meats which include lizard meat, rabbit meat, meat, small meat, and fish

## Mechanics

The following table outlines what has positive or negative effects of **sanity**:

## What does sanity do?

It has been confirmed that Sanity has no effect on the player whatsoever. The developers had plans to incorporate effects, however at this stage it has no effect. The only thing it does is allow the player to build effigies.

* There is a theory that **sanity** causes *auditory hallucinations*, though this has never been confirmed. In the game files, there isn't anything linked to sanity as an effect, only what raises and lowers it.

## Update History

 v0.29 | Sanity added to the game
New “Sanity” system. Sanity goes down when killing an enemy, chopping limbs, a lot when eating an enemy and slowly while in caves. Sanity goes up when sleeping, listening to music, eating fresh non limb meat and slowly while restoring energy on bench. Viewable in stats page of book.
Obelisk Drawing

Max. Stack | 1

**Obelisk Drawing** is a story item found on an office table of the research lab and not to be confused with the various background props found scattered around the peninsula.

## Gameplay

They depict the resurrection obelisk, which can be used to bring the dead to life, as the name suggests. The drawings take many forms. It is suggested by the multitudinous nature of these drawings that the obelisk plays a key role in many a visitor's decision to come to the peninsula.

The **Obelisk Drawings** are not to be confused with the Obelisk Photo, which is an interactive and collectible item. Neither are they to be confused with the Obelisk Sketch, which is a collectible version of an **Obelisk Drawing**.

## Location

* Cave 5, near the sacrifice door
* the table in the Yacht
* scattered around the research lab

## Theory

The presence of the drawings on the yacht, in conjunction with the Virginia photo, indicates that the yacht family was aware of the contents and dangers of the peninsula before coming.

## Gallery

* Obelisk drawing which can be found on the Yacht
* Obelisk drawing item code 250
New items page

PAGE UNDER CONSTRUCTION - TO ORGANISE AND IMPROVE THE CURRENT ITEM PAGE

## Inventory items

These items are objects that can be collected and used by the player.

 Air Canister

 Aloe Vera

 Arm

*Arrows*

 Arrow

 Bone Arrow

 Fire Arrow

 Modern Arrow

 Poison Arrow

 Batteries

*Berries*

 Blueberries

 Snowberries

 Twinberries

 Blue Paint

 Bone

 Bone Armor

 Booze

 Bomb

 Camcorder

 Cash

 Cassette Player

 Cassette Tapes

 Chainsaw

 Chicory

 Circuit Board

 Climbing Axe

 Cloth

 Club

 Coins

 Compass

 Coneflower

 Crafted Axe

 Crafted Bow

 Crafted Club

 Deer Skin

 Dynamite

 Electrical Tape

 Energy Mix

 Energy Mix+

 Feather

 Fish Meat

 Flashlight

 Flare

 Flare Gun

 Flare Gun Ammo

 Flintlock Pistol

 Fuel Can

 Meat

 Head

 Head Bomb

 Herbal Medicine

 Herbal Medicine+

 Incendiary Spear

 Katana

 Keycard

 Keycard Two

 Leaves

 Leg

 Lighter

 Lizard Meat

 Lizard Skin

 Machete

 Map

 Marigold

 Meds (Pills)

 Metal Tin Tray

 Modern Axe

 Modern Bow

 Molotov

*Mushrooms*

 Amanita Mushroom

 Chanterelle Mushroom

 Deer Mushroom

 Jack Mushroom

 Liberty Cap Mushroom

 Puff Mushroom

 Old Gun Ammo

 Old Pot

 Orange Paint

 Oyster

 Passenger Manifest

 Pedometer

 Plane Axe

 Pouch

 Quiver

 Rabbit Fur

 Rabbit Fur Boots

 Rabbit Meat

 Rebreather

 Repair Tool

 Rock

 Rock Bag

 Rope

 Rusty Axe

 Sap

 Seeds

 Skull

 Slingshot

 Small Meat

 Stealth Armor

 Snack

 Snowshoes

 Soda

 Stick

 Stick Bag

 Sticky Bomb

 Survival Guide

 Teeth

 Tennis Racket

 Throwable Rock

 Throwable Rock Bag

 Timmy Drawings

 Toy

 Turtle Shell

 Upgraded Rock

 Upgraded Spear

 Upgraded Stick

 Walkie-Talkie

 Water Skin

 Weak Spear

 Wrist Watch
Oyster

**Oysters** are meat food items that were added in update v0.23 of ***The Forest***.

## Gameplay

They are technically an animal though they have no properties of an animal in the game. They can be picked up from certain locations in the ocean and stored in the inventory.
Once picked up, **oysters** appear in the player's inventory. From here they can be directly eaten without further cooking or preparation. They can be used in stews as extras, though they do not count as an ingredient.

As with other meats, **oysters** spoil in a matter of days. They can be difficult to find due to their size and the blurring effect of the ocean water, though up close they do stand out. They can be placed in stews or eaten on the go similar to snacks.

Despite **oysters** making a water slurping noise when consumed, they do not affect thirst, only hunger.

When **oysters** become spoiled, they do not provide any hunger benefits when consumed. They will also damage the player, though the damage is dependent on the difficulty. It is best to discard spoiled oysters by right clicking on them.

## Location

Especially in the early game, **oysters** can be tricky to find. They tend to spawn in deep waters, making the rebreather a good tool for aiding in the search.

Possible locations for finding **oysters** include the ocean floor near the yacht.
This makes the ship itself an excellent "base" for collecting **oysters**, especially as the player can board it in between dives, sleep, and save.

Another quite accessible location is around the anchor stuck in the shallow waters right across the hill where the big tree stands, starting from the yacht's bay.
While there are fewer **oysters** to be found, the location might be more useful for players not fond of diving for extended periods, as the floor can be seen without going underwater.

Keep in mind, the **oysters** are in waters which go over your head, so always be on the lookout for sharks.

## Gallery

* Oysters in inventory
* Oyster textures

## Update History

 v0.23 | **Oysters added to the game**
Oysters can be found in ocean, can be stored in backpack and eaten but has limited shelf life
We’ve also added oysters to the game, but so far no one on the team has been able to find them.

**Animals** of the peninsula
Sam Sounde SKS Book

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*needs more information*"

 Max. Stack | 0

The **Sam Sounde SKS Book** is a decorative item that cannot be collected or interacted with, it was added in update ? in ***The Forest***.

## Gameplay

This book can be found in caves and possibly on the plane. It cannot be collected, nor interacted with. Sam Sounde also wrote the Survival Guide along with the Player, Eric LeBlanc, himself.
Naturopath

## Guide

Currently obtainable in Single player & Multiplayer.

Find and gather all three of the herbs around the peninsula. Then craft a total of 10 Herbal Medicine and/or Herbal Medicine+. Only health mixes count towards the achievement.

### Requirements

 Aloe Vera

 Marigold

 Coneflower\*

  craft a total of 10 Herbal Medicine and/or Herbal Medicine+
Removed Content

This page contains content that has be removed from the game. Their articles will provide more information:

* Steps
* Large Drying Rack
* Wooden Path
* Head Effigy
* Map cave 2
* Map pieces
* Mountain Area Grave
* Previously, a large part of the formula for raising strength or athleticism was determined by the tree count - how many trees you cut down in a day. This has been removed with a simpler system put in place.
Rabbit Cage

A **Rabbit Cage** is a storage building and object that allows you to store and breed up to seven rabbits in one cage, it was added in update v0.01 of **The Forest**.
It is found in the Food and Water section of the survival guide.

## Gameplay

To begin breeding rabbits the player first has to hunt them down using an animal trap.
If a rabbit was caught it can be taken out of the trap and carried to a rabbit cage where it can be "stored" (default key `C`).

When there are two or more rabbits in the same cage, rabbits have a 10% chance of breeding every time the player sleeps, up to seven rabbits can fit in a cage, they will stop breeding after that unless separated. To increase the chances of a breeding, players should separate rabbits, two per cage. If the player is desperate, they can save before sleeping and reload if rabbits don’t breed. The player can take them out and either put them in another cage or harvest them for rabbit meat and rabbit fur (default `Left Mouse Button`). Remember that 10% is a very low chance. It can feel like rabbits won’t breed, but they will eventually. The more you have, the higher your chances of breeding are.

## Building

You will need animal traps to catch the rabbits for the cage.

## Trivia

* Rabbits bred in the **rabbit cage** yielded no rabbit fur in the past. It is unknown whether this was intentional or not.

## Gallery

* The rabbit cage as it appears in the Survival Guide
* The rabbit cage as it appeared in the Survival Guide
* 3 filled Rabbit Cages
* Rabbit cage
* A rabbit cage

## Update History

**Survival Guide**
Obtaining

**Obtaining** refers to the manner that the player can collect items.

## Collecting

Collecting refers to simply collecting an item. There is no process involved other using the interact button.

## Cooking

Cooking means placing items on a fire in a process to obtain the item.

## Cheating

Cheating means obtaining through console commands or mods.

## Farming

Farming means obtaining items from gardens or wall planters.

## Foraging

Foraging is a method a player uses to collect leaves, berries, and mushrooms.

## Hunting

Hunting means killing animals and obtaining items from them.

## Looting

Looting means killing enemies and obtaining items from them.

## Skinning

Skinning is the method the player may use to remove skins or other parts from from dead animals. There are currently 6 animals that may be skinned, including:

* Lizard - Provides a lizard skin
* Rabbit - Provides a rabbit fur
* Deer - Provides a deer skin
* Crocodile - Provides 4 lizard skins
* Turtle - Provides a turtle shell
* Tortoise - Provides a turtle shell
* Boar - Provides a boar skin
* Raccoon - Provides a raccoon skin

### Update History

 v0.57 | Fixed issues with skinning animals and holding walkman causing walkman to be reset
 v0.18 | Fixed bug where skinning a raccoon would give you lizard skin
Seed

**Seeds** are unique items in *The Forest*.

## Gameplay

You can plant **seeds** in a garden to grow plants like aloe or berries. **Seeds** can be obtained by picking up plants and flowers along the Peninsula. Seeds cannot be consumed as food, even in an emergency. Seeds cannot be grown in cave gardens, only mushrooms can, mushrooms don’t use seeds, they use themselves to grow the mushroom. One mushroom can turn into 3 mushrooms with this. Seed loot odds 70% = 0, 30% = 1 (it was previously 50% = 0, 25% = 1, 25% = 2 in update v0.34)

## Blueberry Seeds

Max carrying capacity: 30
Obtained from: Wild blueberry bushes or grown blueberry bushes
Plantable in:

## Aloe Seeds

Max carrying capacity: 10,000
Obtained from: Wild aloe plants or grown aloe plants
Plantable in:

## Coneflower Seeds

Max carrying capacity: 10,000
Obtained from: Wild coneflower or grown coneflower plants
Plantable in:
Roca

Las **rocas** son uno de los recursos principales de construcción y se pueden encontrar tiradas en el suelo del bosque y playa. El jugador puede llevar hasta cinco rocas en su inventario al mismo tiempo y puede utilizar uno como un arma, si no se encuentra mejor sustituto. Por desgracia, las rocas no son muy comunes.
Mediante la combinación de una roca con un palo y cuerda, el jugador es capaz de elaborar el Hacha de Piedra .

## Uso

Una roca puede ser agarrar pulsando 'E' en él.

Las **Rocas** se utilizan para construir fogatas , efigies y el refugio de caza o servir como arma en caso de no tener ninguna.
Poison Arrow

**Poison arrows** are upgraded arrows added by v0.32 update of ***The Forest***.

## Gameplay

**Poison arrows** can be used with a crafted bow or a modern bow. The **poison arrow** will apply a damage over time poison effect, plus the original damage of an **arrow**. The effects do not stack.

Successfully poisoned enemies will get slowed movements and will do less damage for a short time. Poison lasts longer but does smaller damage than burning. [*citation needed*] If successfully poisoned, **enemies** skin will turn to green. Several shots may be necessary especially for mutants and strongest **cannibals** for the poison effect to apply.

They can be collected on dead corpses like **regular arrows** but their poison effect will be removed, needing the player to poison them again if they wish to.

It doesn't matter what poison berry or mushroom type you use to make **poison arrows**, it will create the same **arrow** regardless. Using **bone arrows** to craft **poison arrows** is a waste, it won't increase their damage or poison.

On the PlayStation 4 version, the player must look down and press `R1` to change between **arrow** types, including **poison arrows**.

## Crafting

All **arrow** types can be used to make **poison arrows**, even modern arrows. However, they will revert back to regular arrows after they are shot.

## Storage

Poison Arrow can be stored in:

Additional arrow storage can be achieved by making a Quiver, this will increase the carrying capacity from 30 to 50.

## Known Bugs

* It is possible to shoot 2 **arrows** at once by pressing `Left Mouse Button` very fast after releasing first **arrow**.

## Gallery

* A masked cannibal before and after being shot with **poison arrows**. His skin turned to green.
* A Crafted Bow with poison arrows equipped.
* Fire and Poison arrows in the crafting section of the survival guide
Pedometer

Max. Stack | 1

The **pedometer** is a tool item that was added in update v0.03 of ***The Forest***.

## Gameplay

When held, the **pedometer** will display your current number of steps. It doesn't need to be held permanently since it is counting your steps even while in your inventory.

## Location

The **Pedometer** can be found deep inside the Cave 7 - Chasm Cave. The entrance is located here on the Island. You can find it in the room just after the Tennis Racket, on a tennis player corpse. The room is guarded by a Virginia and several cannibals.

## Trivia

* On previous versions of the game, the **Pedometer** could be found directly inside the plane.
* The **pedometer** used to look like a mobile phone, it also showed the temperature. However this was removed in v0.21.

## Gallery

* The Pedometer held by the player.
* The old version of the pedometer.
* old pedometer screen

## Update History

 v0.56 | Pedometer now saves the steps walked when you save the game
 v0.21 | New pedometer art added! Now actually looks like a pedometer instead of a mobile phone.
 v0.03 | **Pedometer added to the game**
New suprise item added to plane

**Tools**
Rock Bag

Other Effects | Increase rock carrying capacity from 5 to 10

The **rock bag** is a craftable item added in v0.43 allowing the player to carry up to 5 extra rocks in inventory. This can be extremely helpful when building rock walls. The function of the **rock bag** is similar to the throwable rock bag, quiver, and stick bag and permanently increases cartable storage.
Overlay icon

All shelters and beds come with a house overlay icon.
All stick markers and log sled come with a flag overlay icon.
The overlay icon marks its location. It can be seen anywhere in the game world.

Overlay icon's colors can be :-

* yellow
* green
* light blue
* purplish pink (fixed for Log Sled)
* red-brown
* grey (disable)
Seaside Village

The **Seaside Cannibal Village** is a cannibal built location, it is near the sea and land bridge

## Gameplay

The **Seaside Cannibal Village** contains two huts and is often patrolled by cannibals. It doesn't have many items of value except for two ropes. It does have some suitcase near by though on hard survival mode, there may be none at all. Cave 10 - Waterfall Cave climbing entrance is very close to the **village**.

## Items

 2x Rope - Both hanging in one of the huts

## Flora

 Twinberry

* Trees
* Stick trees

## Fauna

 Rabbits

 Lizards

## Objects

* Cannibal effigies
* 3 Cannibal huts
* Unusable fire in the center
* Burnt dead bodies
* Orange tents

## Gallery - Release 1.0

* Village is close to see
* 3 huts in this village
* 2x rope
* Fire camp and cannibal effigy beach hut in distance
* Location of **Seaside Village**
* Save/Sleep tents
* Village at night
Sick

**Sick**, is also known as food poisoning, is a temporary negative stat that the player can obtain.

## Gameplay

**Sickness** can only be viewed on the stats page of the Survival Guide. The game will not advise the player that they are **sick** on the HUD. **Sickness** has 20% chance of kicking in when getting damage from food. It lowers fullness/thirst/health/energy regeneration from consuming edible items. In Hard Survival Mode, It’s easier to get sick or infected and there are greater penalties from sickness and infection.

## Causes of Sickness

There are a number of things that can cause sickness, though it's mostly consumables. Here is a list of what can make the player **sick**:

 Poison Upgrade - Being hit by a poison upgraded weapon, can only happen in multiplayer, it has a 100% chance of making the player **sick** and they will also be poisoned

 Poison Arrow - Being hit by a poison arrow, can generally only happen in multiplayer (unless the player is able to hit themselves with the arrow), it has a 100% chance of making the player **sick** and they will also be poisoned

Consumables has a chance of making the player **sick**:

 Snowberries

 Twinberries

 Arm

 Head

 Amanita Mushroom

 Jack Mushroom

 Leg

 Spoiled Fish Meat

 Spoiled Meat

 Spoiled Lizard Meat

 Spoiled Oysters

 Spoiled Rabbit Meat

 Spoiled Small Meat

 Polluted Water - This includes polluted water from old pots, waterskins, or drinking from water sources

## Curing Sickness

**Sickness** can be cured by the following:

* Consuming Aloe
* Sleeping

## Effect and Formula

Effect:

* Lowers Fullness, Thirst, Health and Energy gain from food by 10%

Formula:

* 20% Chance when eating spoilt food
* 100% Chance when receiving poison arrow

## Gallery

* Player being **sick**, listed in the survival guide
* Player being **sick** and infected at the same time, listed in the survival guide

## Update history

 v0.29 | Added Food Poisoning: has 20% chance of kicking in when getting damage from food. Can be cured with aloe or by sleeping. Lowers fullness/thirst/health/energy regeneration from consuming edible items
Shipping Containers

The **Shipping Containers** is a unique location in ***The Forest***.

## Gameplay

It used to be found on the beach along with two other containers, various packages, and some scattered items. There was a cassette tape, which can be played using the cassette player, stuck in the eye socket of the animal skull decoration on the wall. There were also several medicines and a few packages which can be smashed open to get circuit boards inside the crate.

It is unknown who created and occupied the den. It is most likely a cannibal, going by the style of decoration. However, there is a chance that it was a survivor, because the cassette tape is not an item that the cannibals seem to take any interest in, and the den is very well-organized aesthetically compared to normal cannibal style.

It is unknown why the developers removed it from the game. Perhaps it did not fit the theme of the developing story, or perhaps it was buggy, but either way, it has been removed and is no longer in the game.

It was replaced by numerous crates with circuits boards, coins, booze and is considered as main cannibal camp.

## Items

 1x Electrical Tape

 Heaps of Circuit Board Crates

 Over 20x Booze scatted on the beach and in the water

 Heaps of Throwable Rocks

 Meds (Pills) scatted over the beach

 Coins scatted over the beach

 Cargo Manifest in one of the containers

## Flora

* Some sea based plants in the ocean
* There are no sticks

## Fauna

 Turtle

 Fish

Shark
## Objects

* Shipping containers
* 3x Dead sharks in the water
* A few cannibal effigies

## Gallery - Release 1.0

* **Shipping Containers** from distance
* **Shipping Containers** inside
* There are containers on land, partly in water and some all in water
* Great place to find Circuit boards
* The sign indicates that these are the Sahara Therapeutics containers
* View from above
* Container that is partly in water from inside
* This place is also well known from Turtles spawn location
* View from the roof of the container
* Cargo Manifest
* Windows inside container. There is a forest that does not exist in them

## Gallery

* Shipping Containers
* Shipping Containers
* Yellow container underwater, there are no items in it
* Yellow container underwater, there are no items in it
* Red container underwater, there are no items in it
* Red container underwater, there are no items in it
* Electrical tape inside one of the containers

## Shipping Container Changes

The **shipping container den** has changed extensively since it was added. Here are some images of how it looked in previous patches:

* The other two shipping crates, with the den being behind the player.
* The inside of the crate.
* The location of the cassette tape.
* Boar Skull Effigy by the **Shipping Containers** in v0.28

## Update history

 v0.49 | Red storage container company logo added
 v0.06 | New props added: washed up packages and shipping containers
Rabbit Fur Decoration

The **rabbit fur decoration**, also known as *rabbit skin rug*, *decorative rabbit skin* or *decorative rabbit fur*, is a decorative building that was added in update v0.27 of ***The Forest***.

## Gameplay

The player can access from the decorations tab of the survival guide. The player can place the **rabbit fur decoration** on surfaces such as a bed or a wall. It appears exactly the same as if the rabbit fur was on the ground, though this permanently attaches it. The player cannot recover the rabbit fur once it has been placed. It player can use the hole cutter to remove it, though be careful not to clear other buildings in the process.

## Building

If the **rabbit fur decoration** isn't suitable, the player can build the deer skin decoration instead. Keep in mind that the deer skin variation is much larger. The player might have issues with collision in tight spaces:

## Gallery

* Rabbit Skin Decoration as it appears in the Survival Guide
* Rabbit Skin Decoration as it appeared in the Survival Guide

## Update History

 v0.27 | **Rabbit Skin Decoration** added to the game
New building: rabbit skin rug!
Obelisk Sketch

Max. Stack | 1

> *For the non-interactive drawings of the Obelisk found all over the peninsula, please see* Obelisk Drawing.
>
>

The **Obelisk Sketch** is a collectible story item that can be found in Cave 10. It can be seen in the Sahara research lab, but it can only be interacted with in Cave 10. Upon discovery, it will be examined and then added to the notes section of the survival guide.

## Theory

It appears to be a fancy, modern drawing of the resurrection obelisk. There appear to be numbers and a formula on the bar measuring the top spire of the obelisk. Because this item can be found both in the lab and in cave 10, two assumptions can be made. First, the sketch belongs to a Sahara employee, along with the orange, modern tents nearby. Second, and alternatively, the cannibals that overran the lab could have dropped this randomly in the camp in Cave 10, as they often drop items off in the caves.
Mud

**Mud** is a one use item that occurs after it rains. It was added in v0.08 but it was later removed in an unknown update. It was added back into the game in update v0.30 of ***The Forest***.

## Gameplay

**Mud** is used as camouflage to hide more effectively from cannibals and mutants and it is the earliest implementation of stealth in The Forest. It first gained functionality in the v0.08 update where stealth components were added. When mud is collected, it will add stealth. The amount is dependant on the difficult you are playing on. In hard survival mode, it applies 20%, you will have to add a lot of stealth armor to push past that point. When the character collects the mud, their arms will turn a murky dark color to resemble the mud covering them. Mud will wash away either with rain, or if you enter water. Camouflage won't work during a storm or if you are close up to the mutant. Mud can also be used to remove the bloodied effect

There are a number of effects that can only be applied one at a time:

* Mud
* Bloodied
* Red Paint

If you pick up red paint while wearing mud, the red paint will remove the mud and the stealth effect

## Gallery

* Old mud textures
* Mud on the ground
* Player covering themselves in mud
* **Mud** on the ground
* Player check their arms after being covered in **mud**
* Stealth in the survival guide while being covered in **mud**

## Update history

 v0.45 | New mud art
New muddy arms textures
 v0.08 | **Mud added to the game** (Might not be the correct patch)
Covered in Mud will now correctly conceal player making him harder to spot by enemies.
Sam Sounde

**Sam Sounde** is an author whose name is mentioned on serveral books within ***The Forest***.

## Story

**Sam Sounde** co authored the Survival Guide, along with Eric LeBlanc. Both their names can be seen on the cover of the book. **Sam Sounde** also appears to be the author of The Dark Haired Man Book and Sam Sounde SKS Book. The Dark Haired Man Book is a book you can collect, the player will place a piece of it inside the survival guide. Sam Sounde SKS Book cannot be collected, it is currently only a decoration that can be found within the game.