Character Creation
When you first connect to Hellmoo, you will begin life as an orphan. To continue on, you will need to visit the museum in Freedom City to enter Dreams of Before. From there, you collect your skill items, and proceed into Dreams of Below.
Life as an orphan
As an orphan, you can screw around in the game world without any serious repercussions. Even if you die, you'll respawn back in the Orphanage without penalty. This is a good way to learn the world layout and combat basics. The downside is that you cannot gain any IP or XP, or do any fun journals.
When you think you have a grasp on things, go to the Freedom City Museum to the west of the crack mansion or, if you still have the flyer in your inventory or took one from a poor scrub, follow flyer to automatically walk there.
Dreams of Before
The Dreams of Before are exactly that, a dream about the way things were before the nuclear bombs hit and destroyed society as we once knew it. This is also the HellMOO character generation stage, where you collect up to 6 items (Four items and BOTH fetish magazines, namely Playgirl and Playboy) which determine your starting skills.
The items you pick up will give you a raw in the skill they would associate with, and decrease the cost of learning that skill throughout the game. After picking up the items you want, type wake.
The item locations are listed below. Note that to get into the Attic and Mom and Dad's room, you need to search.A detailed map with descriptions can be found here.
Skill | Item | Location | Core Stat(s) |
---|---|---|---|
Appraise | City Times | Sunny Sidewalk, 1 east from where you wake. | Brain/Senses |
Blades | Pocketknife | Abandoned Boxcar, 3 west of where you wake. | Cool/Reflexes |
Bombs | Batch of firecrackers | Your Room, 2 east and 1 up from where you wake, in a toy chest. | Cool/Brains |
Chemistry | Chemistry Set | Your Room, 2 east and 1 up from where you wake. | Brains |
Climb | Birds Nest | Top of the Tall Tree, 1 east, 1 south, 1 southeast and 1 up from where you wake. | Reflexes/Endurance |
Clubs | Baseball bat | Vacant Lot, where you wake up. | Brawn/Reflexes |
Craft | Tube of Glue | Suburban Bathroom, 3 east from where you wake, in a medicine cabinet. | Brains |
Fish | Fishing Pole | Down By The River, 1 east, 1 south and 1 southeast from where you wake. | Cool/Endurance |
Fists | Inflatable Boxing Gloves | In the River, 1 east, 1 south, 1 southeast and 1 east from where you wake. | Brawn/Endurance |
Flails | Cup-and-Ball | Vacant Lot, where you wake up. | Brawn/Senses |
Fuck | Pair of panties | Attic, 2 east and 2 up from where you wake. You will need to search your room to find the entrance to the attic. |
Endurance/Senses |
Hack | Unix Book | Public Library, 1 east, 2 north and 1 west from where you wake. | Brains |
Locksmith | Fireproof Lockbox | Mom and Dad's Room, 2 east and 1 north from where you wake. You will need to search the room to find a stepstool to get into the room. |
Brains/Reflexes |
Medic | First Aid Kit | Suburban Bathroom, 3 east from where you wake, in a medicine cabinet. | Brains |
Persuade | Dale Carnegie book | Mom and Dad's Room, 2 east and 1 north from where you wake. You will need to search the room to find a stepstool to get into the room. |
Cool/Brains |
Pilot | Toy Airplane | Your Room, 2 east and 1 up from where you wake, in a toy chest. | Brains/Reflexes |
Pistols | BB Pistol | Your Room, 2 east and 1 up from where you wake, in a toy chest. | Cool/Reflexes |
Quickdraw | Pistol holster | Your Room, 2 east and 1 up from where you wake, in a toy chest. | Cool/Reflexes |
Repair | Socket Wrench | Abandoned Junction, 2 west and 1 north from where you wake. | Brains |
Ride | Bicycle helmet | Your Room, 2 east and 1 up from where you wake. | Cool/Reflexes |
Rifles | Red Ryder Cowboy Carbine | Your Room, 2 east, and 1 up from where you wake, in a toy chest. | Cool/Reflexes |
Scavenge | Metal Detector | Bottom of the River, 1 east, 1 south, 1 southeast, 1 east and 1 down from where you wake. | Endurance/Senses |
Science | Glass beaker | Bedroom, 2 east and 1 up from where you wake, on the floor. | Brains |
Sneak | Ninja Mask | Attic, 2 east and 2 up from where you wake. You will need to search your room to find the entrance to the attic. |
Cool/Senses |
Spears | Broken Shower Rod | Dead End, 1 east and 1 south from where you wake. | Endurance/Reflexes |
Swim | Pair of Swimming Goggles | In the River, 1 east, 1 south, 1 southeast and 1 east from where you wake. | Endurance |
Teach | Paradise Lost book | Public Library, 1 east, 2 north and 1 west from where you wake. | Brains |
Throw | Chewed-up baseball | Spot's doghouse, 2 east, 1 south and in from where you wake. | Brawn/Senses |
Torture | Brass Zippo Lighter | Abandoned Boxcar, 3 west from where you wake. | Cool/Senses |
Track | Scout manual | Public Library, 1 east, 2 north and 1 west from where you wake. | Senses |
Wrestle | Luchador mask | Your Room, 2 east, and 1 up from where you wake, in a toy chest. | Reflexes/Endurance |
Whips | Lil' Indy Leather Bullwhip | Your Room, 2 east and 1 up from where you wake, in a toy chest. | Reflexes , Senses |
Fetish | Item | Location |
---|---|---|
Men | Playgirl Magazine | 1 east, 2 north, 1 west, and 1 down from where you wake. |
Women | Playboy Magazine | 1 east, 2 north, 1 west, and 1 down from where you wake. |
Dreams of Below:
This is the section of your life underground and is where you allocate your stats. All of your stats start at 8, and by using the following items you will gain a raw in the related stat. you get 14 points to allocate between them. Put points toward what your skills use. (Ex; If you use blades, add reflexes and cool, if you use whips, add reflexes and senses)
A detailed maps with descriptions can be found here.
First Room
Brains: Go board
Senses: Magic Eye
East of the First Room
Brawn: Weight Bench
Reflexes: Speed Bag
North of the First Room
Endurance: Stove
Cool: Droid
Character Types
Here a few types of characters that are fairly easy for a newer players.
Fists type: Take the boxing gloves, the socket wrench, the first aid kit, and the metal detector. Add 6 points in brawn and 4 in reflex and endurance. This allows you to always have your weapon attached, and is fairly good for somebody looking to kill stuff with their fists. Plenty of room for advancement with the ripper and abomination mutations.
Reflexes/Cool type: Take the pocket knife, the bb pistol, the first aid kit, and the metal detector. Add 6 in reflex and cool, and 2 in brawn. This build gives you the option between a gun and a blade, and has the brawn required to max speed on pistols. This can generally become a good character for killing zombies and tougher with a few simple mutations. A great choice for a starter character.
Whipper/Crafter type: Take the glass beaker, the lil' indy bullwhip, the metal detector, and the tube of glue. Add 6 in reflex and senses, and 2 in brains. This build gives you strong combat skills, as whip uses the same skills as dodge, and at the same time enables you to gain xp crafting things. Scavenge and science are good to have as the first helps you gain raw materials to craft with, and the second helps you craft and use research simulators. Finally, science weapons can become a second weapon choice. As you get more gym ip, get senses and reflexes to 18, then work on getting brains to 18. (Here is a very extensive guide on this character type.)
Support type: Take the socket wrench, the first aid kit, the tube of glue, and the lil' indy bullwhip. Add 6 points in brains and senses, and 2 in reflex. This build allows you to fix, craft for, and heal your buddies, with a bit of combat ability on the side. A little tougher for a newer player but very valuable overall.
For advanced character building tips, see the Simple character building guide and Character Building 2 - skillsets and starting packages