recursal/Fanatic-Fandom huggingface dataset:
Blue Agate

## Description

The **Blue Agate** is a bluish crystal rock that is a tool item, weapon, and precious stone.

* In-game model of Blue Agate

## Where to find

The  Blue Agate can be found lying on the ground waiting to be picked up.

The Blue Agate can sometimes be found under  Liftable Rocks.

### Locations

In the game, there are multiple locations where you can find Blue Agate.

* There is one in a cave running from Head-Of-Stone Oasis under The Highland Peak ending near Jut-Out Boulder Oasis. You must go all the way down the cave to find it (watch out for Spiders andScorpions).
* The second one is in a cave behind the Cave's Mouth Oasis. There is a  Megarian Banded Centipede guarding the entrance of that cave.
* Another can be found at the end of the tunnel from The Cave's Secluded Entrance. This can also be reached by going through one of the tunnels in The Woodland's Dead Zone and dropping down the sinkhole. Again, watch for Megarian Banded Centipedes.
* There are also a few in the caves around the Rockslide Oasis. The first is in a cave system in the forest towards the lake, almost halfway between the Rockslide Oasis and the Split Waterfall Oasis. An easier, if far more dangerous way to find this is at the lake shore, there is a swimmable entrance to the cave. Beware of Hippo and Thorbjarnarson's Crocodile! (Sometimes, the crocodile can be found in the forest above the lake, as it uses this cave as an accessway). The other in this area is in the cave near the main access to the Rockslide Oasis itself.
* There is one in the back corner of the cave in the Deep Enclave Oasis.
* At the bottom of the Butterfly Tree Oasis one can be found in a small cave.
* There is a cave that goes back into the hillside from the Khat Trees Oasis. At the back of the cave one can be found.

## How to obtain

The Blue Agate can be  grabbed from the ground.

## How to use

The Blue Agate can be used to butcher animals.

The Blue Agate can be used as a blunt weapon. While not as effective as a Sharpened Stick, they can still be useful.

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

 Giving a Blue Agate to a hominid that isn't part of the clan will befriend them and they will join your clan.

Holding a Blue Agate will confer  Fear Protection. Setting down the Blue Agate stops this positive status effect but picking the Blue Agate back up will immediately start the protection again. However, this isn't an unlimited protection. Eventually the specific Blue Agate will run out of protection and a new one will have to be found to get the protection again.

Finding and inspecting the Blue Agate will complete one of the Spiritual Inception Evolution Feats.

## Uses

A Blue Agate can be used in the following ways:

## Notes

Blue Agates tend to be found in caves with the exception of those found under liftable rocks.
Canyon's Entrance Oasis/pt br

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

O **Oásis da entrada do desfiladeiro** é um oásis no bioma de  Desfiladeiro.

## Itens

* Galho morto
* Fingo

## Consumíveis

* Coco verde
* Fonte de água doce
* Cavalinha

## Itens de interesse

Há duas grandes torres de rocha encontradas aqui. No topo da esquerda há uma seção plana onde uma Rubi pode ser encontrada. Tenha cuidado, pois uma Águia-sem-rabo guarda esta área!

## Esquisitices

Abaixo há imagens de um local de um arbusto estranho perto do Oásis da entrada do desfiladeiro. Você pode encontrá-los em vários locais na torre de pedra certa e perto da base da torre. Este arbusto vai lhe dar dano contínuo e irá drenar um valor considerável de Vitalidade se você ficar em cima do arbusto por muito tempo (funciona como a colmeia, mas em um estilo diferente). De qualquer modo, ele **não** consegue te matar.

Evite estes arbustos para não tomar dano. É desconhecido o motivo destes arbustos infligir dano, é como se fosse um glitch.

*Ai!*
Analeptic Ability (ME 02)

**Analeptic Ability (ME 02)** is a neuron located on the Neuronal menu.

## Description

The recovery time from a poisoning or an injury is now faster.

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Nutrient Absorption (BB ME 01) before it can be matured.

## Neuron location

The Analeptic Ability (ME 02) neuron is located on the Metabolism neuronal branch.

* Detailed Metabolism Neuronal Branch

## Notes

This neuron counts towards   Bleeding,   Food Poisoning,   Injury, and   Venom Poisoning.
Carcass

A **Carcass** is a gathering spot item created after a wildlife animal is killed. Specific wildlife 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.

Most rocks or blunt objects 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 bones 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.
Acokanthera Berry/ar

# **توتُ الثبيرة**

## **الوصف**

**توتُ الثبيرة هو نوع من انواع الطعام المصنف من التوت**

## اينَ يُمكنُ العثورَ عليهِ

توت الثبيرةعبارة عن توت طبيعي كبير صالح للأكل يُمكنُ العثورَ عليه في منطقة  السَّافانا الحيوية

## اشياء اخرى

في الحياة الواقعية يُمكنُ استخدام توت الثبيرة لعلاج لدغاتِ الثعابين والحكة والديدان بالرغمِ من انهُ لا يوجد به فائدة في اللعبة، من يدري قد يكونُ له فائدة في اللعبة بالمستقبلِ القريب
External Clotting Efficiency (SB 02)

**External Clotting Efficiency (SB 02)** is a neuron located on the Neuronal menu.

## Description

The protection against haemorrhages lasts longer.

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The External Clotting Efficiency (SB 02) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Heat

**Heat** is a negative status effect that saps your strength and increases your  thirst. Energy and coordination are affected, and you will generally under perform while hot.

## Mechanics

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

*You're feeling too hot, which is hard on your **energy** level.*

***Natural shelters** and **water** could help.*

Heat isn't fatal but saps your energy and ability to coordinate your actions. It also speeds up the rate at which you get thirsty. Everything is tougher to complete when hot.

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

* Heat is first encountered during the daytime as soon as you enter the  Savanna, extends through the  Canyon, and finally out into the  Ocean.
* Find a shelter that stops you the sun beating down on you and heat will disappear. This isn't a single tree or bushes. You have to have substantial solid cover above your head to stop the sun so you cool down.

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

Learning specific neurons reduces the negative effects of heat.

## Stage 1

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

## Stage 2

Stage 2 is found when you continue to expose your hominid to hot conditions. You will be breathing harder even more, you will have difficulty completing tasks, and more energy is spent to complete those actions. The orange 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 heat condition:

* Aloe Sap
	+ Aloe Sap Paste
* Fresh Water Source
* Mud
* Salt Water Source (but causes   Food Poisoning)
* Stagnant Water Source (but causes   Food Poisoning)

## Heat 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 heat protection:

* Aloe Sap
	+ Aloe Sap Paste
* Fresh Water Source
* Mud
* Salt Water Source (but causes   Food Poisoning)
* Stagnant Water Source (but causes   Food Poisoning)

Be aware that water sources will only give heat protection in areas where heat takes place.
Dodge

**Dodge** or **Dodging** is an action performed by pressing the appropriate buttons when available.

This action is a valuable ability when it comes to escaping death during combat. It allows you to attempt to elude an aggressor.

## Mechanics

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

Dodging can be performed by either holding one, two, or no items in hand.

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

* A successful dodge will result in your hominid running in the selected direction and sustaining no damage from the attacking animal.
* An unsuccessful dodge may result in your hominid falling down to one side with an injury specific to the attacking animal (   Bleeding,   Injury,   Venom Poisoning ).
* A failure to dodge (not taking any of the prompts following the attack) may result in an injury for your hominid or even a death cut-scene, depending on the attacking animal.

Initially, dodging will cause your hominid to drop any items in your hands. Learning specific neurons reduces your chances of dropping items during a dodge and eventually allow you to keep from dropping your items.

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

Repeated dodges in a short interval of time will quickly lower your dopamine levels, especially when exploring alone.

When exploring in a group, your clan members may mimic this action automatically or even initiate it by themselves once the Group Preservation (DO 07) neuron is learned.
Endorphins Efficiency (BB SI 01)

—

**Endorphins Efficiency (BB SI 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Endorphins Efficiency (BB SI 01) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Deep Sleep (NE 06)

**Deep Sleep (NE 06)** 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) before it can be matured.

## Neuron location

The Deep Sleep (NE 06) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Carrying Endurance (AB 08)

—

**Carrying Endurance (AB 08)** is a neuron located on the Neuronal menu.

## Description

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

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

## How to mature

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

* Repeatedly carry stockpiles of items including heavy items like Thornbushes

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Endurance (AB 08) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Basalt/de

## Beschreibung

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

Insbesondere kann ein  **Basalt Stein** zu einem ⇒  Basalt-Chopper (eine Art Faustkeil) weiterverarbeitet werden indem man den Basalt  schlägt.

Basalt Stein kann auf dem Boden in allen Biomen in der Nähe von größeren Felsen aus demselben Material gefunden werden. Unter  Liftable Rock/de kann man ebenfalls Basalt finden.

## Nutzen

Ein Basalt Stein kann auf folgende Arten benutzt werden:
Cracked Pelican Egg

## Description

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

## How to create

The Miocene Pelican Egg can be altered into a Cracked Pelican Egg by  Hitting with most rocks or hard tools.

## How to use

Cracked Pelican Eggs can be  drunk as food. However, drinking Cracked Pelican Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.
Building (NE 01)

—

**Building (NE 01)** is a neuron located on the Neuronal menu.

## Description

One less item is needed to complete a construction.

TAP ***(button)*** to start construction when close to a stockpile of construction items.

## 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 construct Sleep Spots

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Building (NE 01) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Controlling Strength (AL 03)

**Controlling Strength (AL 03)** is a neuron located on the Neuronal menu.

## Description

The success rate of an alteration using a tool 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 a tool in right 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

This neuron requires Manual Dexterity (BB AL 01) before it can be matured.

## Neuron location

The Controlling Strength (AL 03) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Great Lake

The **Great Lake** biome is one of the many different biomes located in Ancestors.

## Location

The  Great Lake biome is between the  Jungle biome on one side and the  Caves biome and  Woodland biome on the other side.

## Animals

* African Rock Python
* Bateleur Eagle
* Black Machairodus
* Eastern Green Mamba
* Giant Warthog
* Hippopotamus
* Megarian Banded Centipede
* Miocene African Otter
* Thorbjarnarson's Crocodile

## Landmarks

* Cave's Mouth Oasis
* Lakeside Oasis
* Rockslide Oasis
* Split Waterfall Oasis
* The Brothers Megaliths
* The Cave's Secluded Entrance
* The Crocodiles Island
* The Funnelling Arch
* The Great Lake
* The Highland Peak
* The Highland Plateau
* The Lake's Swamp
* The Otters' Den
* Under-The-Falls Oasis

## Notes

The Great Lake biome has some interesting properties.

On the western side of this biome is The Great Lake. If you head east from this location, you will cross back into the Jungle biome. Continuing past this thin section of jungle you will encounter a "smaller" lake where you can find The Crocodiles Island in the center of the lake. The area around, and to the east of, this smaller lake will be back in the Great Lake biome.

It's not always clear in that middle Great Lake / Jungle biome area which biome you are in. It transitions from one biome to the other biome and then back. This doesn't really have an impact on game play but it matters if you perform an Evolution Leap. During an evolution leap, your current  settlement can change to a different oasis in that biome. If you unknowingly happen to create your settlement in the "Jungle" portion of the Great Lake biome, you could possible be sent all the way back to where you started deep in the Jungle at the Hidden Waterfall Oasis.

It's best to make sure you are either clearly in the west areas or clearly in the east areas of the Great Lake biome to ensure you stay in this biome if you perform an evolution leap.
Detoxification Efficiency (CT 08)

—

**Detoxification Efficiency (CT 08)** is a neuron located on the Neuronal menu.

## Description

One curative element is now enough to cure all forms of intoxication.

## 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 Detoxification Efficiency (CT 08) neuron is located on the Therapeutic Medication neuronal branch.

* Detailed Therapeutic Medication Neuronal Branch

## Notes

This neuron counts towards   Food Poisoning and   Venom Poisoning.
African Buffalo Carcass

## Description

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

## How to create

The  African Buffalo Carcass can be created by your hominid or another animal killing an  African Buffalo.

## How to use

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

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

Focus allows you to zoom in on a  Point of Interest. This action is an important function of exploration.

## Mechanics

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

Enter Intelligence or  Senses using the appropriate button. Rotate your view to find animals, clan members, items, locations within your intelligence or senses range.

Hover over a point of interest and the Focus action will appear. Press the appropriate button and your view will zoom into the specific point of interest you have selected.

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

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

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

If you haven't inspected or discovered the point of interest before and it is unknown to you, you will only get a large question mark **?** inside of the point of interest after trying to identify or discover it. You will have to inspect or discover the unknown point of interest up close and in person to learn what it is. From that point forward, when you use intelligence or senses and the related functions to find points of interest, you will automatically know what it is. You don't have to keep going up in person to inspect or discover the same point of interest.
Add To Pile

**Add To Pile** or **Piling** is an action performed by pressing the appropriate button when available.

This is the action to place/drop/stack multiple items into a pile. This physical pile of items is known as a stockpile.

 Grabbing is the action of taking an item off of a stockpile.

## Mechanics

The items to add to the pile have to be the same item. You can't stockpile different items into the same pile.

You have to be close enough to the pile of items and oriented in the correct direction to be able to add an item to a stockpile.

All items which can be interacted with can be added to a stockpile. Even rare items such as  Meteorites and  Precious Stones can be stockpiled.

The stockpile cannot contain infinite items and is limited 25 items per stockpile.

Stockpiles stop changing visually in the game after adding 11 items to the stockpile, however you can still add up to 25 items to the stockpile.

Clan members **can** **both** add to and take from the stockpiles.

Some stockpiles of items can be picked up and moved with the carry action. This allows moving the stockpile as a single item instead of having to pick up and move each item individually.

Add to pile is the first step in the construction process.

## Notes

 Mammal Meat can only have a stockpile of ten pieces of meat.
Construction

**Construction** is a process to transform a stockpile of items into another potentially more useful item.

Construction is also an item type related to the construction process. Each item once constructed is classified as a construction item.

## Construction process

Each constructed item follows the same set of actions:

* To start, you use the  Add To Pile action to create a supply of the construction item.
* Second, you use the  Start Construction action once you have enough of the construction item in the stockpile.
* Finally, you use the  Build action repeatedly to construct the item.

## Construction items

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

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

The construction stockpile requirements can be reduced after learning specific neurons.

## Deconstruction

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

## Neurons

The following neurons impact construction.
Comfort

**Comfort** or **Comforting** is an action performed by pressing the appropriate button when available.

A  Baby that is hiding in a Hiding Spot is scared and won't come out.

The baby must be comforted before it will come out of the Hiding Spot to be picked up.

## Mechanics

You have to be close enough to a Hiding Spot with a baby hiding inside for the Comfort prompt to appear.

Press the appropriate button when available and the baby will be comforted.

There is an onscreen indicator of the success of Comforting and it takes several successful attempts before the baby will come out of the Hiding Spot.
Hillock Oasis

**Hillock Oasis** is an oasis landmark in the  Woodland biome.

## Overview

This oasis has a large pool of fresh water, plenty of food, and a large rock wall that defends a large portion of this area. Down the hill slopes is The Woodland Swamp with several Thorbjarnarson's Crocodiles so be careful how far out you go unprepared. There are several Miocene African Horses milling around and tend to run away from your hominids but be careful as they can attack when cornered.

## Items

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

## Consumables

* Cocos
* Fresh Water Source
* Giant African Snail
* Horsetail
* Kapok Fiber
* Khat
* Taami Berry
Canyon

The **Canyon** biome is one of the many different biomes located in Ancestors.

## Location

The  Canyon biome is between the  Savanna biome on one side and the  Ocean biome on the other side.

## Animals

* African Rock Python
* Bateleur Eagle
* Black-Backed Jackal
* Black Machairodus
* Black Mamba
* Dorcas Gazelle
* Golden Machairodus

The Golden Machairous is interesting because they don't follow the normal rules for Machairodus. There is no den for them, they always spawn in a set of two cats, and these two predators will always be found in the Canyon.

It is possible to find  Hyenas in the Canyon even though they don't spawn there. They spawn on top of the The Broken Arch (which is technically the Savanna biome) and can travel into the Canyon biome. This means you are not safe from them in the Canyon so be ready for combat with them.

## Landmarks

* Canyon's Entrance Oasis
* Shallow Hideout Oasis
* The Desert's Gate

### Desert

The Canyon is a bleak and empty place. This rock-filled, hot, and unforgiving area falls between the Savanna and the Ocean. Found in the Canyon biome, there is an area of desert towards the Ocean side. There isn't an official biome for the desert but the Canyon is the area where the desert can be found.

Important things about the desert are the following:

* There's no shelter to be found.
* There are no water sources to be found here.
* There is little food aside from meat from  Carcasses and sometimes nests with Snake Eggs.
* Machairodus attacks are rampant. Snakes and Black-Backed Jackals like to hang around as well.
* The only *friendly* animal is the Dorcas Gazelle.

Differences between the Canyon and the Desert:

* Gazelles don't live in the closed rock canyon areas.
* Unlike the closed canyon, the desert is a very open area. Threats can come from anywhere.
* There is an area whereScorpions can be found. However, the swarming group on the ground is easy to walk around to avoid damage.

## Notes

While the Canyon biome doesn't seem to be a welcoming place, oddly enough it is one of the safest biomes in the closed rock-walled section. While there isn't much easy food to find, there's plenty of weapons and lots of Aloe Vera plants. Only two animals are deadly, they both are easy to see, easy to  intimidate, and easy enough to kill during combat to provide an ample meat supply. As a bonus, there will be a nest with eggs where ever snakes are found.

Be aware that the  ruby on top of the left rock spire is guarded by a deadly  Bateleur Eagle but you will only encounter that animal if you climb that rock spire.

A bonus to this biome is that the  Megarian Banded Centipede won't wander this far and you are safe from that crawling threat.

However, the wide-open desert section of the Canyon is more dangerous than the closed section. A pair of Golden Machairodus roam the area and a Black Machairodus will often spawn as well. This can be perilous as there are no trees or elevated areas to get out of the reach of these aggressive predators.
Harvester Termites

## Where to find

Harvester Termites are a passive animal that can be found in a Termite Mound.

## How to create

ANatal Grass Cycad's Stem can be dipped into aTermite Mound to collectHarvester Termites.

## How to use

Harvester Termites can be  eaten directly from the tool as food.

## Notes

While Harvester Termites can be  stripped from the tool with an empty hand, all this does is destroys the food. You simply clean the tool off, you don't get to keep the food.
Call Mate

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

Call Mate is a part of the process toGive Birth to a  baby.

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

Once the couple is formed, it is now possible to call your mate to your location using the Call Mate action.

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

## Mechanics

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

The Call Mate action will then appear. Press the appropriate button and your hominid will slap the ground and call out to their partner. You may have to use the command again if your mate is far away but eventually your mate will come running and will sit down next to you.

You can then continue the process to create a baby.
Counterattack

**Counterattack** or **Counterattacking** is an action performed by pressing the appropriate buttons when available.

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

## Mechanics

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

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

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

* A successful counterattack will result in your hominid damaging the attacking animal in a specific way, depending on the weapon in your hands. However, counterattacking isn't without its risks. Depending on the animal and the weapon used, you may sustain damage. Certain animals can damage you even after a successful counterattack with the wrong weapon.
* An unsuccessful counterattack may result in your hominid falling down to one side with an injury specific to the attacking animal   Bleeding,   Injury,   Venom Poisoning .
* A failure to counterattack (not taking any of the prompts following the attack) may result in an injury for your hominid or even a death cut-scene, depending on the attacking animal.

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

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

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

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

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

## Neurons

The following neurons impact counterattacking.
Danger Perception (IT 04)

—

**Danger Perception (IT 04)** 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:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Danger Perception (IT 04) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Crocodile Egg

## Where to find

TheCrocodile Egg can be found in a crocodile nest. Be very careful around these nests as the  Thorbjarnarson's Crocodile is always close by.

## How to obtain

The Crocodile Egg can be  grabbed from nests.

## Uses

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

The Crocodile Egg can be altered into a Cracked Crocodile Egg by  hitting with most rocks or hard tools.
Endurance (AB 01)

—

**Endurance (AB 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:

* Sprint

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Endurance (AB 01) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Clan's Call

**Clan's Call** is an action performed by pressing the appropriate button.

The Clan's Call is an action for asking all nearby clan members to gather near you and to begin following you.

Only adults and elders will respond to the call as babies need to be picked up and carried using thePiggyback action.

## Mechanics

The Kinesics (CM 01) neuron gives the ability to Clan's Call. Learning additional neurons enhance the effects of the Clan's Call.

Stop moving and the Clan's Call action will appear. Press the appropriate button and your hominid will slam their arms down and call out. Nearby clan members will come running to you and gather around you.

This call is limited in reach. You can't make a clan's call from far away and expect everyone to come running. You have to be close enough for your clan members to hear the call.

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

To have all clan members stop following you, stop moving and the End Expedition action will appear. Press the appropriate button and all clan members following you will stop following you.

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

## Neurons

The following neurons impact Clan's Call.
Attachment Need (BB HB 01)

—

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

## Description

During a generation time lapse, each adult clan member will have automatically developed bonds with a mate so couples will be formed.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

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

* Detailed Communication Neuronal Branch
Ancestors: The Humankind Odyssey Wiki

Welcome to *Ancestors: The Humankind Odyssey* Wiki
the *Ancestors: The Humankind Odyssey* compendium by the players, for the players.
We are currently maintaining 2,695 pages (749 articles).

Please feel free to contribute by creating new articles or expanding existing ones, or discussing over Discord or dedicated Talk pages.

What is *Ancestors: The Humankind Odyssey*?

**Ancestors: The Humankind Odyssey** is a third-person action game set 2-10 million years ago and developed by Panache Digital Games, which includes industry veterans behind the *Assassin's Creed* franchise. The game was released on August 27, 2019 on Epic Games Store for Windows, Xbox One and PS4 on December 6th, 2019, Steam for Windows on August 27, 2020, and GOG on December 16, 2020. Read more...

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Butterfly Tree Oasis

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

**Butterfly Tree Oasis** is an oasis landmark in the  Caves biome.

## Overview

One of the safest places in the game. Unless you fall. Even comes with a Blue Agate as a housewarming gift!

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Items of Interest

A Blue Agate can be found at the bottom of the oasis in a small cave.

This location has a  Meteorite Site with a  Meteorite.

* Over-The-Cave's meteorite site
Viridi

## About the Game

***Viridi*** is most simply described as a plant growing simulator, and stretches the definition of what would traditionally be considered a game. It was designed as an escape from the bustle of everyday life, and rewards players for their persistence in caring for a pot of succulents primarily through the satisfaction of a job-well-done -- though there are achievements to record your accomplishments as well. The official description reads:

It is based around a free-to-play model, wherein players pay absolutely nothing to download, install, and play the game. What you get for free is a single pot, the choice between three starter packs of plants (each containing 10 plants), one free seed per week, and the ability to earn the full range of achievements with enough patience.

Paid content comes in the form of additional seeds beyond your starter pack and weekly freebies, as well as additional environments such as the Grove. Seeds vary in price from $0.09 to $0.39, and the additional environments are between $2.99 and $4.99.

## System requirements

### Desktop

 * **OS:** Windows XP
* **Processor:** 2.0ghz
* **Memory:** 1 GB Ram
* **Graphics:** Must support shader model 2.0
* **Direct X:** Version 9.0
* **Storage:** 200 MB available space
* **Processor:** 2.0ghz
* **Memory:** 1 GB Ram
* **Graphics:** Must support shader model 2.0
* **Network:** Broadband Internet connection
* **Storage:** 200 MB available space
* **Memory:** 1 GB Ram
* **Graphics:** Must support shader model 2.0
* **Network:** Broadband Internet connection
* **Storage:** 200 MB available space

Viridi's desktop system requirements are fairly low, owing to its simple visuals and its subsequent release on mobile platforms. While it is noted that a broadband internet connection is required, this is only necessary to download the game, perform updates, complete transactions, or sync Steam Cloud save data -- it can otherwise be played offline, and save data can be synced upon reconnection to the Internet. It is also possible to play the game without using Steam Cloud for save data by visiting the game's settings in your Steam client, though Steam Cloud is "on" by default.

### Mobile

 * **OS:** 3.0 or later

The game's mobile system requirements are less specific, instead requiring only that you meet a particular version of each platform's operating system.

## Soundtrack

Viridi includes its own original soundtrack (OST) by composed and performed by Michael Bell. This is available as a separate downloadable package of WAV files via Steam or BandCamp.

### Track List

1. Circle Snail (02:20)
2. Cucurbita (02:43)
3. Drought and Heat (02:02)
4. Fat Plants (02:36)
5. Garden Under Glass (03:56)
6. Helios (02:15)
7. Hens and Chicks (01:58)
8. Let the Soil Dry (01:40)
9. Light and Shade (02:23)
10. Medicine Plant (02:17)
11. Microhabitat (02:09)
12. Morning Dew (01:42)
13. Mote (01:42)
14. Phototrope (01:36)
15. Winter Sunlight (01:57)
16. Xerophyte (01:38)

## External links

* Viridi on Steam (Windows, OS X, Linux)
* Viridi on Google Play (Android)
* Viridi on iTunes (iOS)
Aloe Sap Paste

## Description

**Aloe Sap Paste** is a tool item and medicine.

## How to create

Aloe Sap Paste can be created by  grinding anAloe Leaf using a Granite Grinder.

Aloe Sap Paste can also be created by  grindingAloe Sap using a Granite Grinder.

## How to use

Aloe Sap Paste can be applied as a medicine.

## Notes

Aloe Sap Paste can be applied to heal   Bleeding and   Heat.

Aloe Sap Paste can also be used for protection against bleeding and heat. Applying Aloe Sap Paste while not afflicted with these conditions will confer  Bleeding Protection and  Heat Protection.
Gull

The **Gull** is a passive animal.

## Uses

Gulls serve only to create atmosphere, they cannot be interacted with at all and will fly away when approached. However, gulls stay close to their nests that contain Kelp Gull Eggs.

## Trivia

* Larus is a general genus of white headed gulls. The gull listed in the game is not labeled as a specific species.
Cracked Snake Egg

## Description

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

## How to create

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

## How to use

Cracked Snake Eggs can be  drunk as food. However, drinking Cracked Snake Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.
Bulky Arch Oasis

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

**Bulky Arch Oasis** is an oasis landmark in the  Savanna biome.

## Overview

Bulky Arch Oasis is an excellent oasis to get acquainted with the savanna as it allows you to actually enjoy the beautifully laid-out landscape without being bothered by threats. The top of bulky arch itself or the tree with the  Beehive serve as vantage points to see far our into the savanna. Unlike other areas in the savanna, the sea of tall grass is a bit further away from the oasis, so you can easily spot things on the ground here.

Rocks that can be altered into sharp tools aren't found here. There is neither Basalt norObsidian around, so bring a  Basalt Chopper and/or Obsidian Scraper with you, in case you need to modify other items using the sharp nature of those rocks.

There are numerous Khat Bushes in and around the oasis to help against the inevitable   Cold that appears during the rain or nighttime. There also is a little patch where  Mud can be found to help against the   Heat of the daytime.

While not as spacious as other oases, the bulky arch shelters you from the rain that can come gushing down. It is enjoyable to watch the rain, while not being in the rain, isn't it?

## Items

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

## Consumables

* African Turmeric
* Carissa Berry
* Cocos
* Fresh Water Source
* Honey
* Horsetail
* Iboga Berry
* Khat
* Mud
* Tumbo Seeds
* Yam
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Bienvenue sur le Wiki d'*Ancestors: The Humankind Odyssey*
Le compendium sur *Ancestors: The Humankind Odyssey*, rédigé par les joueurs, pour les joueurs.
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Dopaminergic Pathways (DP 13)

**Dopaminergic Pathways (DP 13)** 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:

* (placeholder)

## Special requirements

This neuron requires the Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Dopaminergic Pathways (DP 13) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch
Form Recognition (AN 06)

—

**Form Recognition (AN 06)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all resources of the same nature is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Form Recognition (AN 06) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Australopithecus Africanus

**Australopithecus Africanus** are hominini.

## Evolution Details

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

* Australopithecus Africanus

## Trivia

Australopithecus africanus is the first species of australopithecine to be described. Notable for its experimentation with a sort of proto-language; clan members making distinct noises (sometimes containing up to two or three syllables) when engaging in particular interactions - basic call, mating call, follow, etc.

Australopithecus africanus is an extinct species of australopithecine which lived from 3.67 to 2 million years ago in the Middle Pliocene to Early Pleistocene of South Africa. The species has been recovered from Taung and the Cradle of Humankind at Sterkfontein, Makapansgat, and Gladysvale. The first specimen, Taung child, was described by anatomist Raymond Dart in 1924, and was the first early hominin found. However, its closer relations to humans than to other apes would not become widely accepted until the middle of the century because most had believed humans evolved outside of Africa principally due to the hoax transitional fossil Piltdown Man from Britain. It is unclear how A. africanus relates to other hominins, being variously placed as ancestral to Homo and Paranthropus, to just Paranthropus, or to just P. robustus. The specimen "Little Foot" is the most completely preserved early hominin, with 90% intact, and the oldest South African australopith, but it is controversially suggested this and similar specimens be split off into "A. prometheus".

## References

1. ↑ https://en.wikipedia.org/wiki/Australopithecus\_africanus
African Casturi Mango

## Description

The **African Casturi Mango** is a food item.

## Where to find

TheAfrican Casturi Mango is best found by smelling. They can be found in large clusters at the tops of mango trees that are in all tree bearing biomes.

* Collecting Mangos
* Mango tree
* An individual, semi ripe mango.

## How to obtain

The African Casturi Mango can be  grabbed from the tops of trees.

## How to use

African Casturi Mango can be  eaten as food.

African Casturi Mangos can be inspected for ripeness. Eating unripe or overripe fruit will result in a   Food Poisoning.
Food Poisoning Tolerance (ST 09)

**Food Poisoning Tolerance (ST 09)** is a neuron located on the Neuronal menu.

## Description

The duration of the food poisonings' protection is maximized.

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The Food Poisoning Tolerance (ST 09) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch