recursal/Fanatic-Fandom huggingface dataset:
Game Mechanics

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

In *Ancestors: The Humankind Odyssey* there is a multitude of mechanics to understand in order to play the game well.

## Survival

There are many key parts to survival through Ancestors including:

* Food
* Water
* Life Expectancy
	+ Reduced by poison, injuries, and Exhaustion
	+ Increases with changing species
	+ Limited by Avatar's Age
* Stamina
	+ Reduced by the intensity of actions
	+ Refills by  eating,  drinking, and sleeping
	+ Limited by Life expectancy
* Energy
	+ Reduced by actions
	+ Refills automatically
	+ Limited by stamina
* Vitality
	+ Updates after sleeping
	+ Hinges on a healthy lifestyle
Memorize

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

Memorize allows you to mark a  Point of Interest from a distance. This action is an important function of exploration.

This action allows you to mark something from far away so you can then explore and find it.

Learning specific neurons increases your memorizing abilities.

## Mechanics

Start Intelligence or  Senses using the appropriate button on a point of interest. Focus on the point of interest, and after Identifying or discovering, the Memorize action will appear. Press the appropriate button and the point of interest will change to an upside down triangle. This icon will then stay on the HUD after you leave intelligence or senses.

You can recall a memorized item with the Remember action.

The number of items you can memorize is limited. If you memorize something new, it can replace previously memorized things. Forgetting items you no longer want marked allows you to have open spaces for items to memorize.

Be aware that early in the game you can spontaneously forget memorized things as you aren't very evolved and your memory isn't that good.

Later in the game, as you learn specific neurons the amount of memorized things you can remember at one time can be increased.
The Highland Peak

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

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

## Overview

Climbing onwards from The Highland Plateau, you can reach the Top of the World!

Nice view, too.

Not much more, if you can't fly and don't eat stones...

## Items of Interest

When you discover this oasis, it triggers a  Meteorite.

* Lake Clearing's meteorite site

An Emerald can be found right at the top of The Highland Peak.
Hunger

**Hunger** is a negative status effect caused by your hominid not eating food.

## Overview

Many consumable items can be found around the world and food sources can be located easily by smelling. Consuming these items usually aids in filling your food requirements. However, some items are medicines only and will not refill your food requirements. There are many positive and a few negative status effects that can potentially be received from eating foods.

Keep in mind that some food items count as both food and water. While not reducing  thirst as much, this might be enough to help you until you can get to a water source to completely quench your thirst.

Some items require you to modify them before they can be consumed. For example - you have to alter aMonkey Bread before you can eat it.

## Mechanics

 Eating is a required function to keep your hominid alive. If you do not consume food for long enough, you will begin to starve and encounter hunger. Your stamina will be reduced while hungry.

Eat or  drink food in your hand and you will begin to remove the hunger effect. Depending upon how hungry your hominid is, you may have to consume lots of food to satiate your needs.

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

## Notes

Hunger only comes in one level compared to other negative status effects that have two levels.

Hungry outsiders can be recruited by curing their hunger using food.
Oviparous Food Acclimatization (OM 06)

—

**Oviparous Food Acclimatization (OM 06)** is a neuron located on the Neuronal menu.

## Description

Acclimatization to meat from Oviparous is complete.

## How to mature

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

* Repeatedly cure yourself from   Non-Omnivore negative status effect acquired from  eating  Oviparous Meat and this neuron will mature.
	+ You must consume oviparous meat until non-omnivore appears.
	+ You must then cure yourself of non-omnivore.
	+ It is not the act of eating oviparous meat that matures this neuron but the act of either curing yourself of non-omnivore using medicine or waiting out the timer.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Oviparous Food Acclimatization (OM 06) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch

## Notes

 Bass, Crayfish, and Scorpions also fall under the category of Oviparous Meat and are impacted by this neuron.
Taami Berry Bush

## Description

The **Taami Berry Bush** is a small bush where you can find small red berry clusters that can be collected for food.

## Uses

The Taami Berry Bush can be  grabbed forTaami Berry.

Taami berries will reduce  hunger and a very small amount of  thirst when  eaten. Berries have a ripeness that can be inspected prior to picking them up, the more reddish/pink a berry is, the safer it is to eat. Eating unripe berries can result in   Food Poisoning.
Iconic Memory (BB SX 01-4)

—

**Iconic Memory (BB SX 01-4)** is a genetic mutation neuron located on the Neuronal menu.

## Description

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

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Iconic Memory (BB SX 01-4) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Hyperfocus (ZO 01)

**Hyperfocus (ZO 01)** is a neuron located on the Neuronal menu.

## Description

When the dopamine level is high enough, intense concentration is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The Hyperfocus (ZO 01) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Oviparous Food Acclimatization (OM 05)

**Oviparous Food Acclimatization (OM 05)** is a neuron located on the Neuronal menu.

## Description

The symptoms following the ingestion of meat from Oviparous are less severe.

## How to mature

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

* You must have the Xenobiotic Metabolism (BB OM 01) genetic mutation for this neuron to mature.
* Repeatedly cure yourself from   Non-Omnivore negative status effect acquired from  eating  Oviparous Meat and this neuron will mature.
	+ You must consume oviparous meat until non-omnivore appears.
	+ You must then cure yourself of non-omnivore.
	+ It is not the act of eating oviparous meat that matures this neuron but the act of either curing yourself of non-omnivore using medicine or waiting out the timer.

## Special requirements

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

## Neuron location

The Oviparous Food Acclimatization (OM 05) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch

## Notes

 Bass, Crayfish, and Scorpions also fall under the category of Oviparous Meat and are impacted by this neuron.
Opened Coconut

## Description

The **Opened Coconut** is a food item and a medicine.

## How to create

 Hitting aCoconut with most rocks or hard tools will change the Coconut into an  Opened Coconut.

 Hitting aPierced Coconut with most rocks or hard tools will change the Pierced Coconut into an  Opened Coconut. The Pierced Coconut could be just pierced filled with liquid or completely empty after all of the liquid has been  drunk.

At any point, a Cracked Coco can be opened. This could be just cracked filled with liquid or completely empty after all of the liquid has been  drunk. The Cracked Coco can be opened by  stripping to get an  Opened Coconut.

## How to use

The Opened Coconut can be  eaten as food and medicine.

## Notes

Opened Coconut can be eaten to heal   Food Poisoning and   Venom Poisoning.

Opened Coconut can also be used for protection against food poisoning and venom poisoning. Eating Opened Coconut while not afflicted with these conditions will confer  Food Poisoning Protection and  Venom Poisoning Protection.
Hyena Carcass

## Description

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

* Hyena Carcass
* A hyena carcass once butchered.

## How to Create

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

## How to use

* Butchering a Hyena Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Sound Detection (SS 06)

—

**Sound Detection (SS 06)** is a neuron located on the Neuronal menu.

## Description

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

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sound Detection (SS 06) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Miocene Pelican Carcass

## Description

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

## How to create

The  Miocene Pelican Carcass can be created by your hominid killing a  Miocene Pelican.

## How to use

* Butchering a Miocene Pelican Carcass will create  Oviparous Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
Interaural Time Difference (SS 04)

**Interaural Time Difference (SS 04)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a sound source is maximized.

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

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Echoic Memory (BB SS 01-2) before it can be matured.

## Neuron location

The Interaural Time Difference (SS 04) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Last Shelter Oasis

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

**Last Shelter Oasis** is an oasis landmark in the  Ocean biome.

## Overview

You've done it. You found the last and most distant oasis. You'll have to turn around if you want to continue your journey or learn to swim across the ocean.

This oasis is on the far right side of the Ocean biome. Notable resources in the immediate area include several types of berries, basalt sources, and thornbushes. Fresh Water is found in a small cave.

## Items

* Basalt
* Mussel
* Thornbush

## Consumables

* Fresh Water Source
* Heron Egg
* Kelp Gull Egg
Released Strength (BB CO 01)

—

**Released Strength (BB CO 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

A successful strike causes more damage.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Released Strength (BB CO 01) neuron is located on the Attack neuronal branch.

* Detailed Attack Neuronal Branch
Internal Process Speed (FR 06)

—

**Internal Process Speed (FR 06)** is a neuron located on the Neuronal menu.

## Description

Reactions when facing a predator are faster.

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Internal Process Speed (FR 06) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Sphalerite

## Description

**Sphalerite** is a orange crystal rock that is a tool item, weapon, and precious stone.

* In-game model of Sphalerite

## Where to find

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

The Sphalerite can sometimes be found under  Liftable Rocks.

### Locations

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

* One can be found on the top of the large rock tower found at the The Beach Tower.
* At the Shallow Hideout Oasis is a rocky outcrop - on top of that.
* In the Sand Garden Oasis there are a number of rock stacks. It can be found on the highest one in the area. However, a pack of  Miocene African Otters guard the base of the rock stack and at the top a  Miocene Pelican is waiting to swoop down on you.

## How to obtain

The Sphalerite can be  grabbed from the ground.

## How to use

The Sphalerite can be used to butcher animals.

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

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

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

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

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

## Uses

A Sphalerite can be used in the following ways:
Sound Localization Speed (SS 09)

—

**Sound Localization Speed (SS 09)** is a neuron located on the Neuronal menu.

## Description

The ability to quickly concentrate on a sound is maximized.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sound Localization Speed (SS 09) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Sound Detection (SS 08)

**Sound Detection (SS 08)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all non-threatening individuals is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

This neuron requires Echoic Memory (BB SS 01-2) before it can be matured.

## Neuron location

The Sound Detection (SS 08) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Pain Threshold (BB AB 13)

—

**Pain Threshold (BB AB 13)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Movement speed while injured is increased.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Pain Threshold (BB AB 13) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Pain Threshold (BB AB 12)

—

**Pain Threshold (BB AB 12)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Movement speed while injured is increased.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Pain Threshold (BB AB 12) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Lie Down/de

**Sich hinlegen** ist eine Handlung welche nur an bestimmten Stellen durchgeführt werden kann. Entweder auf Ästen, die breit genug sind um sich drauf hinzulegen oder auf einem Schlafplatz.

Nachdem man sich hingelegt hat, sind zwei Optionen verfügbar:

* schlafen, dazu muss man die entsprechene Taste so lange gedrückt halten, wie lange man schlafen möchte, oder
* ins das Neuronale Menü wechseln

Um wieder aufzustehen, reicht sich in eine beliebige Richtung zu bewegen.
Temporal Distortion (FR 04)

—

**Temporal Distortion (FR 04)** is a neuron located on the Neuronal menu.

## Description

The margin of error during attacks is maximized because more time is allowed.

## 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 Temporal Distortion (FR 04) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Sleep Recovery (NE 08)

**Sleep Recovery (NE 08)** is a neuron located on the Neuronal menu.

## Description

The healing virtues of sleeping in a sleep spot are increased.

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 01-3) before it can be matured.

## Neuron location

The Sleep Recovery (NE 08) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Iconic Memory (BB SX 01-2)

—

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

## Description

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

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

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

* Detailed Senses Neuronal Branch
Mammal Food Acclimatization (OM 07)

**Mammal Food Acclimatization (OM 07)** is a neuron located on the Neuronal menu.

## Description

The symptoms following the ingestion of meat from mammals are less severe.

## How to mature

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

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

## Special requirements

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

## Neuron location

The Mammal Food Acclimatization (OM 07) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch
Stagnant Water Source

## Description

The **Stagnant Water Source** is a food item and medicine.

## Where to find

Standing pools of green colored water and brackish swamps usually indicate a  Stagnant Water Source. The water will look less than appealing but sometimes that is the only water source nearby when thirst takes over.

## How to use

 Scoop the stagnant water source using your hands to be able to drink the liquid. Stagnant water is swampy water that reduces  thirst, not as much as  fresh water, but will sicken you.

The Crayfish can be found in shallow stagnant water sources and can be  grabbed from the water.

## Notes

Stagnant water sources are often the habitat of  Hippopotamuses,  Thorbjarnarson's Crocodiles, and sometimes a  Machairodus can be found sulking about.

Drinking from a stagnant water source will give   Food Poisoning negative status effects.

The Stagnant Water Source can be drunk to heal   Heat,   Non-Omnivore, and   Venom Poisoning.

The Stagnant Water Source can also be used for protection against heat in areas only where heat takes place. Drinking Stagnant Water Source while not afflicted with heat will confer  Heat Protection.

The Stagnant Water Source is different than other medicinal items because you can continuously consume the item without the item running out. You can cure yourself of Heat and obtain protection from Heat at the same time. Drink water until you are cured and then continue drinking until you have full Heat protection.
Odorant Identification (SO 06)

—

**Odorant Identification (SO 06)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a non-threatening odor is increased.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Odorant Identification (SO 06) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Odorant Chemotopy (SO 11)

—

**Odorant Chemotopy (SO 11)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of all non-threatening odors of the same species is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Odorant Chemotopy (SO 11) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Proprioceptor Efficiency (BB WH 01-2)

—

**Proprioceptor Efficiency (BB WH 01-2)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The probabilities of inflicting a lethal blow are increased.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Proprioceptor Efficiency (BB WH 01-2) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Swim (neuronal branch)

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

## Overview

The Swim neuronal branch deals with swimming and the effects of swimming. Neurons in this branch reduce detriments or improve abilities related to swimming.

## Mechanics

The Swim neuronal branch is a sub-branch of the primary Motricity branch. This is a self-contained sub-branch.

The Swim branch has five total neurons: three regular neurons and two genetic mutations.

* Detailed Swim Neuronal Branch
Infundibular Pathway (BB DO 02)

—

**Infundibular Pathway (BB DO 02)** is a genetic mutation neuron located on the Neuronal menu.

## Description

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

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Infundibular Pathway (BB DO 02) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Orrorin Tugenensis (neuronal branch)

**Orrorin Tugenensis** is a neuronal branch located on the Neuronal menu.

## Overview

The Orrorin Tugenensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are the first overall upgrade to your hominid.

## Mechanics

The Orrorin Tugenensis neuronal branch is a primary branch. This branch contains the Ardipithecus Ramidus and Australopithecus Afarensis sub-branches.

The Orrorin Tugenensis branch has eight total neurons: eight regular neurons and zero genetic mutations.

* Detailed Orrorin Tugenensis Neuronal Branch
Hypothalamic Nucleus Efficiency (BB TH 03)

**Hypothalamic Nucleus Efficiency (BB TH 03)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The impacts of climatic variations on the vitality are diminished.

## Special requirements

This neuron requires the Australopithecus Afarensis evolution leap before this genetic mutation will appear.

## Neuron location

The Hypothalamic Nucleus Efficiency (BB TH 03) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch

## Notes

This neuron counts towards   Cold and   Heat.
Pain Endurance (AB 10)

—

**Pain Endurance (AB 10)** is a neuron located on the Neuronal menu.

## Description

Moving while injured requires less energy.

## How to mature

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

* Move while   injured.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Pain Endurance (AB 10) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Locus of Control (ZO 02)

**Locus of Control (ZO 02)** is a neuron located on the Neuronal menu.

## Description

It is possible to concentrate for a longer period of time.

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

## How to mature

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

* Successfully dodge and counterattack multiple times while time is slowed down. ***DO NOT*** try to perform these actions with animals that can instant kill your hominid. You will more than likely end up getting killed as time is so slow that the cues to successfully dodge or counterattack are not there. Instead find a  Giant Warthog and slow down time. The worst thing that happens is your hominid ends up with an   Injury and you can try again.

## Special requirements

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

## Neuron location

The Locus of Control (ZO 02) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Panache Digital Games/fr

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

**Panache Digital Games** est un studio de développement de jeux vidéo québécois au sein duquel exercent des vétérans de l'industrie. Ceux-ci ont notamment participé à la conception de jeux comme *Assassin's Creed*, *Prince of Persia: The Sands of Time*, *Rayman* et *Rainbow Six*.

Patrice Désilet (né le 9 mai 1974), directeur créatif du studio, est reconnu pour avoir conçu le premier opus de la série Assassin's Creed. Il a également agi comme directeur créatif pour Assassin's Creed II et Assassin's Creed: Brotherhood. En 2014, il fonde Panache Jeux Numériques, un studio indépendant. Avec l'éditeur *Private Division*, le studio publiera son premier jeu: Ancestors: The Humankind Odyssey.

## Site Web officiel

* Panache Digital Games

1. ↑ https://panachedigitalgames.com/fr/equipe
2. ↑ https://fr.wikipedia.org/wiki/Patrice\_D%C3%A9silets
Settlement/de

Als  **Lager** gilt derjenige Schlafplatz und seine unmittelbare Umgebung (Radius von vielleicht 25m), auf welchen zuletzt die Aktion  campieren angewandt worden ist.

Wenn man außerhalb des Lagers den  Visuellen Sinn benutzt (missverständlicherweise als "Intelligenz"-Sinn bezeichnet), so wird ein spezielles Icon über derjenigen Stelle eingeblendet, wo sich das (derzeitige) Lager befindet. Wie jeder andere "einprägsame Ort" lässt sich auch diese Stelle  merken, dann wird das Icon ständig eingeblendet, nicht nur wenn man im "Sinne-benutzen-Modus" ist. Man kann diesen Umstand zur Orientierung benutzen.

## Nutzen

Von der eingeblendeten Orientierunghilfe abgesehen scheint es keinen weiteren Vorteil zu geben, einen Schlafplatz zum Lager zu erklären. Vorhandene Tiere scheren sich definitiv nicht drum. Es könnte aber sein, dass "Stalker-Exemplare" von Aktionen innerhalb des Lagers nicht ausglöst werden!

Allerdings kann man gewisse Aktionen nur im Lager durchführen. Ferner gibt es gravierende Konsequenzen, wenn man bestimmte Aktionen durchführt, und sich Klanmitglieder zu dem Zeitpunkt *nicht* innerhalb des Lagers aufhalten! Siehe Clan HUD.
Megarian Banded Centipede Carcass

## Description

The **Megarian Banded Centipede Carcass** is a gathering spot item.

## How to create

The  Megarian Banded Centipede Carcass can be created by your hominid or another animal killing a  Megarian Banded Centipede.

## How to use

* Butchering an Megarian Banded Centipede Carcass will create  Oviparous Meat. 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.
Piggyback

**Piggyback** or **Piggybacking** is an action performed by pressing the appropriate button when available.

Piggyback is an action that deals with a  baby. This action allows an Adult or Elder to pick up a baby and have that baby crawl onto the adult for carrying.

Up to two babies can be carried in this fashion.

Carrying a baby allows for additional Neuronal Energy to be accumulated.

## Mechanics

Approach a baby with an Adult or an Elder for this action to appear. Press the appropriate button and the baby will crawl onto the hominid.

If there are already two babies on the the Hominid, this action will not appear.

This action can be completed wherever you find a baby.

The opposite action to Piggyback is theDrop Child action.
Senses

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

Senses allow you to find a  Point of Interest. This action is an important function of exploration.

Senses are used to find practical items and to locate items you have already discovered.

Learning specific neurons increases your sensing abilities.

## Mechanics

Press the appropriate button and using senses will begin. You can then press the appropriate button to choose hearing or smelling. The visual display of points of interest will begin showing. Hearing shows as echos of sound emanating outwards from the point of interest. Smelling shows as puffs of vapor wafting out from the point of interest.

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

After identifying items, while still in 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 senses.

If you Stand Up, you can increase the range of senses.

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 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.
The Brothers Megaliths

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

**The Brothers Megaliths** is a memorable location landmark located in the  Great Lake biome.

## Overview

Standing tall and imposing next to The Great Lake, the taller of the megaliths is hiding a treasure worth climbing it if you wish. There is an Emerald found waiting at the top.

The Under-The-Falls Oasis is not far away, offering food and shelter.
Mammal Meat

## How to create

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

## Where to obtain

The following carcasses will supply mammal meat:

* African Buffalo Carcass
* African Otter Carcass
* Black-Backed Jackal Carcass
* Black Machairodus Carcass
* Dorcas Gazelle Carcass
* Giant Warthog Carcass
* Golden Machairodus Carcass
* Hippopotamus Carcass
* Hyena Carcass
* Miocene African Horse Carcass
* Miocene Elephant Carcass
* White Machairodus Carcass
* White Rhinoceros Carcass

## How to use

Mammal Meat can be  eaten as food.

Eating Mammal Meat will give   Non-Omnivore until the Mammal Food Acclimatization (OM 07) and Mammal Food Acclimatization (OM 08) neurons have been learned.

## Notes

There are both benefits and disadvantages to eating meat:

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

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

**The Covered Gorge** is a memorable location landmark in the  Woodland biome.

## Overview

In the middle of this rocky passage there is the lair of a Black Machairodus. Look around on the ledge overhead: There is a Tourmaline to be found here.
Senses (neuronal branch)

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

## Overview

The Senses neuronal branch deals with  senses, hearing, smelling, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to senses and senses based actions.

## Mechanics

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

The Senses branch has thirty-seven total neurons: thirty-one regular neurons and six genetic mutations.

* Detailed Senses Neuronal Branch
Quit

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

This action is an active choice to stop whatever your hominid is doing.

## Mechanics

Certain actions allow your hominid to commit to an action and you have to complete the task. Other actions will allow you the choice to stop before continuing. When Quit appears as an action, you are allowed that choice to stop.

Press the appropriate button when available and your hominid will stop whatever the action you were previously doing.
Long Term Memory (BB IN 01-2)

—

**Long Term Memory (BB IN 01-2)** is a genetic mutation neuron located on the Neuronal menu.

## Description

It is possible to remember the position of one more specific location.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Long Term Memory (BB IN 01-2) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Smelling

**Smelling** or **Sense of Smell** is an action performed by pressing the appropriate button when available.

Smelling allows you to use your  Senses to find  Point of Interests.

Smelling allows you to use your nose to localize smells to find practical items and to locate items you have already discovered.

It may not seem to make sense at first, but lots of things in the environment emit smells that can be used to zero in on those things. However, not everything can be found by smell though and in conjunction with hearing and Intelligence, your ability for detection is well rounded.

Learning specific neurons increases your smelling abilities.

## Mechanics

Press the appropriate button and using  senses will begin. You can then press the appropriate button to choose smelling. The visual display of points of interest will begin showing. Smelling shows as puffs of vapor wafting out from the point of interest.

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

After identifying items, while still in 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 senses.

If you Stand Up, you can increase the range of smelling.

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 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.
Stand Up

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

Standing up allows you to increase the range of your Intelligence or  Senses. This allows you intelligence, sense of hearing, and sense of smell to work at longer distances.

Learning specific neurons increases your abilities while standing up.

## Mechanics

Press the appropriate button and your hominid will stand up on two legs. You can then choose smelling, hearing, or focusing to identify items.

As long as you stand still, you will continue to stand up. If you move, your hominid will drop back down onto all fours to move around again.

If you stop moving, you can again choose to stand up to increase detection range.

Eventually you will be able to perform actions while standing up by learning specific neurons.

## Neurons

The following neurons impact standing up.
Sound Localization (SS 01)

—

**Sound Localization (SS 01)** is a neuron located on the Neuronal menu.

## Description

The range for detection of a sound source is increased.

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

## How to mature

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

* Use the sense of hearing to detect sounds that are hostile animals. Be patient as it may take hearing many different animals before this neuron matures.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Sound Localization (SS 01) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Life Expectancy (LF 02)

**Life Expectancy (LF 02)** is a neuron located on the Neuronal menu.

## Description

Life expectancy has increased.

More stamina and energy can be accumulated.

## How to mature

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

* (placeholder)

## Special requirements

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

## Neuron location

The Life Expectancy (LF 02) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Stop Shaking

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

Stop Shaking is the action to stop the shaking action.

## Mechanics

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

You then have to press the appropriate button at the correct time for the shaking action to be successful.

Once shaking starts, the Stop Shaking action will appear. Pressing the appropriate button to stop the shaking process.
Mud

## Where to obtain

 Mud can be found at small patches on the ground in all biomes. However, it becomes more rare once you reach the  Savanna and beyond.

Mud can be also sometimes be found under  Liftable Rocks.

## How to obtain

Mud can be  grabbed from specific patches of wet ground.

## Notes

Mud can be applied to heal   Bleeding and   Heat.

Mud can also be used for protection against bleeding, detection, and heat. Applying Mud will will confer  Bleeding Protection,  Camouflage Protection, and  Heat Protection.

Be aware that the Order Mimic action will not always work when grabbing mud from the ground. None to some to perhaps all of your clan might mimic the action of grabbing mud so take this into account when using this action. This might require switching hominids to grab the needed mud.
Hydro-Dynamics (SW 03)

**Hydro-Dynamics (SW 03)** is a neuron located on the Neuronal menu.

## How to mature

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

* Swim

## Special requirements

This neuron requires Stroke Force (BB SW 01) before it can be matured.

## Neuron location

The Hydro-Dynamics (SW 03) neuron is located on the Swim neuronal branch.

* Detailed Swim Neuronal Branch
Infundibular Pathway (BB DO 03-2)

—

**Infundibular Pathway (BB DO 03-2)** is a genetic mutation neuron located on the Neuronal menu.

## Description

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

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Infundibular Pathway (BB DO 03-2) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Ocean

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

It is the only place where Heron Eggs, Kelp Gull Eggs, and the Miocene Pelican can be found but it is pretty sparse with only a few landmarks. Go for a swim!

## Location

The  Ocean biome is between the  Canyon biome on one side and the wide open ocean on the other side.

## Animals

* African Rock Python
* Black Mamba
* Miocene African Otter
* Miocene Pelican

## Landmarks

* Last Shelter Oasis
* Mussels' Beach
* Sand Garden Oasis
* The Beach Tower
* The Eroded Cliffs
* The Ocean's Arch
Internal Process Speed (FR 08)

—

**Internal Process Speed (FR 08)** is a neuron located on the Neuronal menu.

## Description

Reactions when facing a wildlife animal are faster.

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Internal Process Speed (FR 08) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch

## Notes

While the description of this neuron says "wildlife animal", it is not the overall category of wildlife which encompasses all hostile animals. Instead, wildlife in this case is only the  Dorcas Gazelle and the  Miocene African Horse.
Lower Body Strength (BB AB 04)

—

**Lower Body Strength (BB AB 04)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Jump distance is increased.

HOLD ***(button)*** to sprint, then RELEASE ***(button)*** to jump.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Lower Body Strength (BB AB 04) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Odorant Chemotopy (SO 09)

—

**Odorant Chemotopy (SO 09)** is a neuron located on the Neuronal menu.

## Description

Automatic identification of non-threatening smells of the same species near the target is possible.

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

## How to mature

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

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Odorant Chemotopy (SO 09) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Proprioceptor Efficiency (BB WH 01)

—

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

## Description

The probabilities of inflicting a lethal blow are increased.

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

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Proprioceptor Efficiency (BB WH 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Obsidian

## Description

**Obsidian** is a tool item and weapon.

* A patch of Obsidian.

## Where to obtain

Obsidian is a black, glassy, stone that can be found on the ground or under Liftable Rocks. Obsidian can be found in all biomes.

## How to obtain

Obsidian can be  grabbed from the ground.

## Uses

Obsidian can be altered into anObsidian Scraper by  hitting with most rocks or hard tools.

Obsidian can be used in the following ways:
Kelp Gull Egg

## Where to find

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

## How to obtain

The Kelp Gull Egg can be  grabbed from a nest.

## Uses

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