Th gash Gagik
NOT TO BE LOSHKA AS I RELIVE CRITICAL BUG CATCH A WONDERFUL FEATURE:Exit to the main menu and go back. This feature allows you to cancel all sorts of sad events of type Unsuccessful fight with a crocodile. Just go to the main menu and load again the save game. You will load last savegame: a place of lodging, the adoption of apes in the pack.
Like after rejoining the game, it formed in the last place where you have formed.
Because about the crafts I have not found any information, offer to throw what we found:
Built:
1) hedge: x4 Dry Branch. (Through the fence one cannot walk).
2) a Place to sleep: x4 Stangeria Woolly.
3) Thickets of a prickly Bush: x4 thorns. (The logic works the same way as a hedge, and only through it you can walk to the monkeys).
To take up thorny Bush to learn the skill of grip items in 2 hands(before that, to learn to stand on 2 legs).
Food bustami:
1) African plate mushroom: Protection from disease.
2) Cat: bone Strength, Protection against the cold.
Crushed Cat: Maximum boost bone Strength and protection from the cold (for about 24 hours, not drinking water).
3) Horsetail: bone Strength.
The leaves of horsetail are: Protection from bleeding.
A paste of horsetail: Protection from bleeding.
4) Snail: Protection from poisoning.
5) cotton tree: Protection from bleeding.
6) Honey: Protection from poison, Protection from bleeding.
7) Broken coconut: Protection from poison, Protection from disease.
8) African turmeric: Protection against poison.
Craft:
1) Dry branch -> Stick -> a Pointy branch.
Sharp branch is created with any stone.
All the branches can be stuck in the enemy.
With a stick you can poke in the holes for the stick falls Scorpio\snail.
With a pointed branch you can fish in special places and to raise the stones(them or other stones, or mushrooms).
2) Basalt -> Basalt cutter (Just hit any stone in the Basalt).
Cutter makes the stick a sharpened branch for 4 beats(faster than any other tool).
3) Granite -> Sharpening stone is made of granite (Just hit any stone on Granite).
Using a Whetstone, you can create a Paste of horsetail, Crushed Cat (possibly something else).
4) Obsidian -> obsidian Scraper (Simply beat any stone to Obsidian).
Faster cut up the carcass.
5) Stangeria Woolly -> Stem Stangeria Woolly.
With the help of the stem can produce honey.
Hunt:
Evasion and Attack are tied to the sound(click like in any other action). If you get the timing(and you're lucky) - you vansunited of the enemy.
1) Uzkogolovyj Mamba.
Preferably before the fight(if you do not understand how to fight) to eat something from a poisoning with poison (snails, drink from the broken coconut)
Any stone is cut, the cutter faster.
Drop: ~1 Meat Oviparous. Replenishes hunger.
2) saber-Toothed tiger (black\white, they are different colors)
Inflicts the bleeding debuff. To cut you twice.
Drop: ~10 Meat of a mammal, x1 Solid bone.
3) a Huge boar
Breaking bones
Drop: ~6 Meat of a mammal, x1 Solid bone.
Ieroglify Python
Drop: ~15 The Meat Of Egg-Laying. To cut you three times.
A small guide how to play
Any poisoning and food treated drinking water.
Running on a clamped gap. After running the jump :(
At the initial stage just study all around and have the maximum possible number of children.
Before you can create a few make sure that the female is fertile, both that of the primacy of a different sex.
To evolution with a mutation of the Metabolism of sense to hunt and eat (mushrooms, crabs, fish, raw meat) no (unless of course it's not about the skills Veit), easier to run\pump perk to bullying.
Ideally, go APE, hung with cubs from all sides to quickly pumped skills.
After use, a generation runs with the cubs on the remains of the ancestors in the camp to quickly fill points of the neural network.
Evolution to use when you have a lot of older monkeys with mutations.
Skill of standing on 2 legs swinging like in a research environment standing)))
Achievement tab Evolution (the evolution of the game, when you have a lot of individuals with genetic modification so that they are preserved in the offspring):
An ambitious Builder.
1) You have organized a place to sleep at least 5 times.
2) You have created thickets of a prickly Bush at least 5 times.
3) You create a hedge at least 5 times.
The fearless leader.
1) You overcame the fear of the unknown at least 5 times.
2) You overcame the fear of the unknown, at least 10 times.
3) You overcame the fear of the unknown at least 15 times.
4) You overcame the fear of the unknown at least 20 times.
Formidable enemy. You must scare all aggressive animals
Only 6 jobs
1) to Scare a huge boar.
A menacing look. You need to scare reptiles
Only 4 of the task
1) to Scare uzkogolovyj Mamba.
A fearsome predator. You need to kill aggressive animals.
Only 6 jobs
1) to Kill a huge boar.
Brave predator. You must kill all the reptiles.
Only 4 assignments.
1) Kill uzkogolovyj snake.
Generous leader. It is necessary to shelter everyone in need of strangers.
A total of 5 jobs
1) You took a flock of poisoned stranger (He asked to drink, give him chopped coconut).
A skilled master of the crocodiles. You need to lure a crocodile or any animal to be directly next to them(On another tree) the attack of the crocodile on the animal.
Only 10 jobs.
1) to Force the crocodile to kill a huge boar.
Novice craftsman.
1) to Make basalt cutter a minimum of 5 times.
2) to Make a sharpened stick at least 5 times.
3) to Make a whetstone of granite at least 5 times.
4) to Make a scraper from obsidian at least 5 times.
Progress in solving problems.
1) to Affect loose stone with a suitable tool at least 2 times.
2) to Affect the hole for the stick with a suitable tool at least 2 times.
3) Use a suitable tool in place for fishing at least 2 times.
4) Not opened yet :(
5) to Affect the beehive with a suitable tool at least 2 times.
6) to Affect any carcass with a suitable tool at least 2 times.
Associative thinking. The use of items that can be applied to the body.
Only 4 of the task
1) Use a poultice of horsetail pasta at least 2 times.
2) Use a poultice made of fiber cotton tree at least 2 times.
Expert tools - stones.
1) Use basalt as a tool at least 2 times.
2) the Use of basalt as the cutter tool at least 2 times.
3) to Use granite as a tool at least 2 times.
4) Use a whetstone as a tool at least 2 times.
5) Use obsidian as a tool at least 2 times.
6) Use a scraper made of obsidian as a tool at least 2 times.
A connoisseur of instruments, trees and plants.
1) Use a dry branch as a tool at least 2 times.
2) Use a stick as a tool at least 2 times.
3) Use a sharpened stick as a tool at least 2 times.
4) Use stangeria woolly as a tool at least 2 times.
5) Use the stem stangeria woolly as a tool at least 2 times.
6) Use thorns as a tool at least 2 times.
Disa_kun
There are many such finds and notes.
The game provides more options than it might seem at first glance.
Two cubs - a ceiling for a loner. After all, there is no one else nearby. This means that the benefits will be strictly the same, far from the limit of the possible.
A flock, even a small one, opens up completely different horizons. From fixation goggles and orders of magnitude accelerated neuron formation to the ability to always switch to a healthy primate, or intimidate anyone to avoid a contraction, etc. etc.
As in life, a group has a greater chance of survival and benefits than one.
The inertia of projects like The Witcher or Prey at first makes it difficult to understand these points. Out of habit, you bet on one primate. Indeed, in other projects we are almost always loners, the edge is changing with someone, but also on our own.
How many of us are there among those who played.
Here is a game about a team and its undeniable advantages over singles. In itself, for Western culture, it is just a breath of fresh air. The authors showed sufficient will, something in the spirit of innovation of Hideo Kojima with his non-standard finds of gameplay.
Voin Bob
From practice, expeditions for meteorites in undeveloped territory and at least one adult in the detachment in total guarantee an "express" of hysteria to the house in a couple of minutes from the farthest point of exit. Conveniently.
At least one senior is responsible for the calmness of all.
Hector15
Well, the flock is of course good. But the risk of losing half of the pack is quite high. I personally find it difficult to bother every time with the inspection after each collision. And so you will meet a couple of kobanchiks, and half of them have at least fractures, and this is despite the fact that each one gave ointment. And if with a jaguar or some other cat, everyone will have a pancake bleeding, and then go and look for something for him ((And this is not to mention that they fall in front of the trees / cliffs and break, I usually do not drag for more than 1). And even then, with children only 1. I only take 2-4 old men for daaaaal outings. Only 1 usually survives to the end (
Yes, and at the beginning, after each collision, the whole flock loses everything that they had in their hands, run and pick up ((
So, of course, it is more profitable to walk in a crowd in terms of development, but in terms of the corpses of your flock, it is also profitable (
Of course, then, as you pump, things are not lost and the flock dodges and kills enemies, but then there is no special sense to drag, all that I wanted has long been taken or unavailable due to mutation gene ((
Ignezis
thought so myself. I literally also saw the game in a flock, "dreary and inconvenient", "useless tail", "a lot of fuss, little use", "and who invented it." However, I decided to double-check, and did not regret it.
Your story lacks fear. A large detachment, for example, a full flock at 12, will frighten any animal on the way. There just won't be a fight. Not with boars, not with cats, not with hippopathames. All scatter. And a sea of ​​neural energy wouldn't hurt. Fright, in the first place of the game in terms of speed and volume of energy collection. With it, no more tedious repetitive actions are required to collect it drop by drop.
Check it out. With the size of the squad, the range of benefits changes.
I don't remember when I lost someone at the exit, and at the very beginning, even before the first step of evolution.
The problems are not because there is “no other way†and “everyone has the sameâ€, just their own approach to the flock, and the methods of a loner give their side difficulties.
Neurons will give their benefits, of course. However, you don't need to sweat at all.
Losing your hands? So we don’t give them anything valuable to the required neuron, a maximum of a branch, and we don’t need more. It's not a pity to lose, finding new ones is not a problem, and there is no better safe defense in the game. All stones, as a tool of "close" fight, do not save from fractures and bleeding. Only tools of "distant" contact, branches, sticks, mb. bones.
Two main ones for the convenience of hiking, - the ability of a member of the pack to defend themselves without weapons and counter-attack him with any weapon, calmly open on the first pair of green mambas, a wild boar and the edge of a pair of encounters with the first cat. At the very beginning, no mountains are required to move. Just act in a pack initially and the experience will be counted. As with the neurons of socialization. The conditions for them are simple, but until you make them a detachment of at least two or the whole flock - socialization - they will not be counted.
And, the experience in the game is just from the difficulties. So, at least for the first time, they are what is needed for development. One, the first two will be enough for neurons, and then it will be much easier.
With an open metabolism (it can be easily opened before the first evolution, https://forums.playground.ru/ancestors_the_humankind_odyssey/gajd_po_meteoritam-982237/#comment-18415388) and knowledge of horsetail paste, we meet a cat, everyone gets bleeding, maximum 12 , bad luck, yes. We look from the other side. We find the nearest thickets of horsetail, or hysteria we return directly to the parking lot. It is safe here and we have our own thickets, the edge of cotton from the nearest trees. We turn to each one in turn and treat everyone. We receive 12 treatments almost simultaneously. For the rapid development of all neurons for bleeding, the very thing. And this is in one go. In comparison, a loner would have to bump into a cat 12 times, seek treatment 12 times, and search for a cat again 12 times. I did it myself for the first time, it took a lot of time.
Suddenly, the problem is not a problem, but a source of rapid development.
This and other such moments make the game even more interesting. It turns out that there are even more ways for development than the "only true" one that we find first, and it may turn out that these new ones are many times faster and more effective than ours.
Hector15
Well, of course, fear works. Only I usually kill (and in order to pump the attack as quickly as possible, and that would not bother), because then (at least cats) come at the most inopportune moment and quite often fatally.
For example: I climbed to the island of crocodiles, after a meteor, nailed crocodiles. I began to examine the meteorite, a cat attacked with my spear in the ridge, how did the hz got there. And then another 1 crawled.
Just in the jungle: I killed the snake, butcher it, and it was ambushed again. And I'm not ready ... whimper (((
And so if I find snakes and wild boars with a survey, then I often don't see the rest. You walk calmly for yourself, and once the cat already jumps for you. And sometimes I miss ordinary animals. Or they run up ((
If controlled I can still dodge (as I pump), then the company ((
About the loss of hands. I don’t bet there’s nothing important, but I usually give all sharpened sticks. And I run away from the base of the day for at least 2 in a group, so after losing or re-sharpening or running to pick up ... And from a stick that is not sharpened ... is there any sense in it at all? I can’t kill anyone.
Well, the branches that are for intimidation that for the attack, I completely pumped. So I know, but the main problem is not when the intimidation is pumped, and the attack is when you download, the problems that you wrote before and arise. Or if the attack is unexpected. ((
Death from falling from trees does not disappear anywhere either from pumping ((
About defense without weapons, etc. Well, personally, I barely figured out the "fight" and more than once in the beginning and beat the boar and stung the mamba. And the tiger ate. I remember that I ran after the mamba more than 10 times, I wanted to understand how to fight, dodge and every time I hunted ((Now I figured it out, of course.
I stumbled with metabolism at the beginning, changed my generation 3 times, the metabolism ran away ((And then I only 3 evolutions Who knew (((And without metabolism, all ointments work extremely little. Well, I know HOW to treat bleeding, I say that it is hard to do so after EVERY battle. And the further the more enemies are. And the more cunning they are, so to speak. When there were fewer problems, but in the beginning and in the middle ...
I didn’t run in a pack of 12 ryhs, I took a maximum of 8, and then half died, although then it frightened everyone. They stupidly returned to their place (and I already had a rear there).
Here, as I understand it, in general, the game is not too calculated for long trips. Rather, a gradual resettlement at a point closer to uncharted lands. And I'm a homebody ((((I’ll just settle in the base, I’ll put on fences and don’t want to leave, especially to some places.
Well, the interest in the game in difficulties is of course yes. I didn’t say that the game is fig, interesting. I just don’t like some moments.
Ps Can you tell me what to do with the thorns? It seems like I read that you can investigate how you pump "standing on 2 legs", and then make barriers, but it seems that I took a few skills out of balance, but I still don't. In theory, from the beginning of the game, research should be available, so all the same I'm doing something wrong, but that's what?
Another question - genes in the metabolism branches:
- to protect against poisons, bleeding, fractures - so that they open, you need to get infected with them, and then cure? Or is it possible to just throw in medicines?
- for food with different types of products - how much should you eat all this? And do you need to eat, for example, different mushrooms or do you need to eat different types of mushrooms?
Ignezis
Spines are interesting. One more type of barrier can be made of them. The only plant in the game that can only be lifted with two hands. And you can only examine objects taken in your hands, from which it hangs a secret, to the necessary experience.
The necessary 4 motor neurons can be opened from the very beginning, no mutations are required.
Evolve three, the last one will be available automatically.
The solution below is far from the fact that the only thing is that the game has no problems with variability.
Spoiler
# 1. "Actions with objects". Practice is our everything. 3 any, even senseless or unsuccessful, attempts to process any object.
# 2. "Upright position and sense organs". In the senses mode, get on our feet, the Z key, three times with conditions.
Or. Once we get up in the mode of smells, then, getting up, we change by ear, the final one in the mode of hearing.
Or. We get up, change the feeling mode to the remaining one, smells / hearing, with it, we get up twice more. You don't need to use the senses themselves.
# 3. "Situational orthostasis". A stumbling block. The description is great to get in the wrong way. In fact, the mind will benefit only after discovery, and physical education will decide. We walk on our feet and learn to work with both hands.
In any order.
For two hands.
* Turn 1 loose stone with a stick, both hands in work.
* Scare the green mamba. also both in the game.
For legs.
* Walk 2 minutes in the river flow on your feet.
Finish. No troubles and tedious analysis with the mind on its feet, the author of the description text is "humorist".
#4. "A sense of balance." 2nd and 3rd will open it automatically.
At the exit # 1 and # 4 unlock the desired one in total, giving "the ability to carry objects" with both hands.
Done.
As you can see, a simple stick is good, in terms of damage it is less sharp and more than a branch. Protects well against injury. And it just helps to open the neuron necessary for development.
Start hikes are difficult for everyone.
The matter is decided by the ability of the flock to scare, dodge and counterattack.
We collect the composition necessary for the effect in terms of quantity, periodically collect branches for all, do not sit up at the site of the attack, quickly leave dangerous places, put everyone in order on neutral ground or trees.
And any exit will pass without losses and difficulties,
When at the very start, really without neurons, even before the first evolution, out of curiosity, I collected all the meteorites, spent a little less than a week of playing time on it. The first time I walked without skills, the second with them. Heaven and earth, a journey full of difficulties and a pleasant walk.
Fear itself creates choice.
If you want to drive it away, you want to attack. We decide for ourselves, conveniently.
Without it, every encounter with a predator is either a fight or a flight.
From a pleasant, fright works more than once, taking away the legs of a predator, you can frighten as much as you have time. The snakes are just perfect, a minute for a full supply of energy.
The radius of the fright is responsible for this. Fortunately for us, it is wider than the attack range of predators. This means that you can always frighten off the threat on the way. You just have to not miss the moment.
We look around more often and monitor the anxiety of primates.
As a reward, you can see sneak animations.
If it's difficult, the "Scare" button itself will help. As soon as it appeared on the left, the first in the list of actions, guests are next to us, we are preparing.
In the new lands, as in life, have advanced a little, appreciated anxiety, listened, sniffed, shook their heads, order? We are moving.
Predators behave differently.
A stalker cat, before attacking, for a while, as expected, sneaks up, crouching to the ground. The animation looks very impressive, cookie specialists.
The squad is standing, she is getting closer. The squad is on the march, she follows him, carefully closing the distance. As soon as there are enough meters to jump, hello attack.
The first salvation from her and others is trees.
With version 1.1, attacks have been slightly reduced. I'm sitting at 1.0 :)
Feature. If you leave the predator with its prey behind and go further, at a certain distance, the adversary will himself lose interest in the prey and leave it alone, and the lucky one will catch up with us. All that remains is to heal his injuries.
Saving time during transitions.
Bleeding, the main cause of death after skirmishes. A primate with him, constantly losing strength, faster or a little slower, the branch of combating metabolic bleeding simplifies matters. On average, everyone has at least 10 hours of playing time to heal, plus it depends on the health of the individual at the time of injury. If you do not move, time will slow down to the speed of real, 1 game = 1 real minute. You can think about how to proceed.
Sleeping in such a situation does not help, and, having reduced the time for searching, practically deprives the poor fellow of chances for success.
Safe, we immediately check all participants in the fight. The victims will stop.
SpoilerFull development of the metabolic bleeding branch requires only 9 injuries. 1 + 3 + 5.
Only an active individual can fall from trees. The rest do not know how. At least so far I could not provoke. There are errors with a sharp change in height and the like, but these are purely technical mistakes of the engine.
It also fell at first, here you need to adapt. It always clings to the tree itself, because it is either there or not, the button is only for the initial jump.
But there is a lot of foliage, it is different and there are options for clinging. The gap is already helping us with it.
In the fall, we squeeze. As soon as we are hooked, we can safely let go. The primate will hang quietly. He can calmly turn, turn his head, use his mind or senses, sway, and only after, repeating a space, jump further.
It's easier on the rocks. The members of the pack never climb on them. Because you cannot rest on the wall and such a "hero" can easily die while we are crawling somewhere without haste. They are either always waiting below, or already immediately above. The simplification was done for us.
Complexities can be completely avoided, which means they are just part of the obstacles to the development of both us, the players, and our primates :)
Asmadeus_pys
Asmadeus_pys wrote:
Another question - genes in the metabolism branch:
- to protect against poisons, bleeding, fractures - in order for them to open, you need to get infected with them, and then cure? Or is it possible to just throw in medicines?
No injury is required for protection. They go in a separate branch.
The main trick is that it is not the number of eaten plants that is counted, or the duration of the benefits, but only the lived facts of receiving protection. Its beginning.
Eaten 3 Horsetails in a row will have a long, but only one effect.
We eat them with interruptions, to terminate the previous one, we already get three separate ones. Many pour in at this moment.
It turns out that 3 lived short ones from simple plants are equivalent to 3 long ones from several plants eaten in a row, or from ointments. The short ones will come off faster, which means it is more convenient for us in time. Simply and easily.
For all protection neurons available up to special mutations, you will need
Spoiler Coconut, 3 horsetails or kata, 1 cotton tree fiber or 1 horsetail paste, a mushroom and any plant with any protective effect on top.
Asmadeus_pys wrote:
- for eating different types of food - how much should you eat all this? And do you need to eat, for example, different mushrooms or do you need to eat different types of mushrooms?
With food.
It is not the amount eaten that is counted, but the experienced indigestion from new food.
End of indigestion. Well done, too.
It is not even necessary to eat the edible whole, it is enough to get indigestion.
The recovery can be accelerated, for example, with running water. Not prevent.
When consuming two new types of food at the same time, priority is given to the latter, i.e. that the last one was eaten will be counted.
When the primate stops, time slows down to real, and with it the course of indigestion and injuries. Movement is life. :)
At the start, variety in food is not necessary, then you will find out for yourself :).
So, no special mutations.
Spoiler * 1 indigestion of mammalian meat, then only with special;
* only with a special person;
* 1 indigestion from mushrooms, after 5 more indigestions are the same, then only with a special one;
* 1 indigestion from eggs, after 5 more indigestions are the same, then only with a special one.
In total, 1 piece of mammalian meat and 6 mushrooms and eggs. It is not required to arrange "genocide".
Switching between defensive-free primates can be a great time saver.
The power repetition mixes up the cards a little so that others cannot repeat after us, give them any object in your right hand. Alternative solution, manual collection of the nearest fruits. Coconuts are even easier, no one can take them without us.
On trauma, the idea works best.
Further growth will require special mutations. Decided either by evolution or by meteorites.
There is no point in trying to open something further while they are gone.
Waste of time. The first time I wasted a lot on it.
SpoilerUntil I figured out in evolution mode to finally read the text descriptions of dark neurons to the end, "You also need a genetic mutation." It turns out that we are not talking about all neurons, but about "special" mutations. The fact that such inaccessibles are displayed in the same way as simple others, apart from the "tail" to a future mutation, I think, is a serious mistake in game design and just one of the traps, reasons for accusations of meaningless grind. For example, they could simply be hidden until the desired mutation was obtained. A lot of questions would disappear by themselves.
For neurons that gradually improve something the same - protection, feelings, mind, etc. - developmental actions are counted only when the neuron of the previous step is open and formed.
Until then, all efforts will be a waste of energy.
Find.
Two special mutations on the first day or in the first generation, instead of one.
SpoilerFirst day. The first generation. Made for those who first gave birth to everyone, and only then took up development.
Spoiler To get, by examining the first meteorite, we fix the first special mutation of the baby, metabolism, with at least 1 baby without mutations in the squad. Done.
In future generations, it will also work if there is not a single mutation manifested, i.e. all mutations of babies were recorded. Now it is clear where the idea came from that the meteorite also reveals mutations.
Any meteorite can be. It is not necessary to carry babies on yourself, the main thing is to be with someone in the squad next to them. Make sure that not a single dark unformed simple neuron is missing or they are already all white. If some branches, social, motor skills, mind, feelings are open, a new one can easily manifest itself in one of them.
First day.
1 baby without mutation + 1 with metabolism.
The first generation.
5 babies without mutation + 1 with metabolism.
One will be enough, but this way there will be more additional points of fixing neurons for the examination.
Then we examine any meteorite in the game.
It will be displayed on the host after listing the new available neurons, in a little less than a minute, or when entering the evolution menu.
And it will manifest itself in evolution when you remove it. As with metabolism.