There aren't many lists or wikis that clearly list the games' statuses. Most say "ongoing" even if they're discontinued, and I can't easily find the last update.
So I did some digging to try and figure out which games were complete, discontinued/abandoned, or ongoing (meaning the creator is active). I also tried to figure out which were unplayable.
However, I couldn't figure out all of them, so if I made a mistake or you have information on one that I don't, please let me know!
Chapter 1 is up! Previous Next(Soon) I don't own Hetalia. My OC's belong to me. If you want to ask a question for the ask blog go ahead Rules: 1. Keep it friendly. Asks are about fun, don't make th...
"My name is.... Olivia Kirkland..." The girl mutters to herself, knuckles turned white as her nails dug into the flesh of her hand "the personification of Principality of Wy..." She jumps slightly as a loud banging comes from the door downstairs, a tiny gasp escaping her lips. She freezes then. And waits. Again, a loud thump comes from the door, then again, and again. It's rhythmic, so it's not from one of those... Things... Hurrying down the flight of stairs, her hands still shaking slightly, she opens the door to let a taller figure through. They turn back to her and... ((Hi! So I was playing hetapocalypse and fell in love with the story. I'm only a few chapters in but like I'm sold. Anyway, I was thinking about Wy, who is one of my favourites, and realised that it would be interesting to imagine how she would fare in a similar situation, so I wanted to create this blog to explore that idea. ((It can be like a choose your own adventure in a way, the ask box is always open for questions, directions, input and stuff. Also, if you want to pitch in with your own characters, that's cool too. I'm gonna post up some rules in a little while, but yeah... ((I really love this idea, and I hope other people will get behind it as well. All photos will be of me unless specified))
Jeezzeee this game is really hard. Hetapocalypse, but it is really fun. I can figure it out I'm sure. CorpseTalia was sad. I'm just playing all these games for the hell of it.
As a note: This will be updated as the game progresses. Also, if you find a spelling error (I go by Canadian spelling, please bear that in mind), please alert me so I can immediately correct it. I do not, under any circumstances, like spelling errors
Hetapocalypse
WALKTHROUGH
So, you seem to be having some troubles with Hetapocalypse, right? Well, it's bound to happen to the best of gamers. It took me two days to perfect the first two chapters; now I can play the first two chapters, prologue and introduction included, in under an hour. And now, without further ado, I'll explain how to get through the Prologue and Chapters 1 and 2 without dying!
INTRO
There's nothing to do here, just sit back, relax, and listen to the last World Meeting unfold.
PROLOGUE
Here's where we get to do some work!
-The first thing you wanna do when you get control of America is check the bookshelf in the top left corner of the room. You'll be given the option to read a piece of paper on top of it. It's optional to read this, so do so if you wish.
-Next thing, leave the room. A cutscene will occur. After the cutscene, go left and follow the path to get to the Laboratory.
-After you get to where the door should be, America'll try to open it. only to realize that he forgot his ID somewhere in the mansion. It'll be sitting in the lobby (backtrack to America's starting room and keep going right) by the newspaper (bottom right corner of the lobby, shining object)
[+OPTIONAL: Pick up the newspaper. It won't have any effect, but America will state that he'll want to show the others when they get there.]
-After you get the ID, America will also state that he's hungry, and that there should be a Hamburger somewhere in the mansion. That burger is passed the Library (North of the Lobby). Now, here's a little tidbit: Both doors in the Library lead to the same place, so take either one (Left or Right corners). Next area, take the door on the left. On the table will be a Hamburger. [This will be useful for the upcoming events.]
-Now, you're ready to go to the Laboratory! Backtrack all the way down the stairs, where another cutscene will occur. This time, America will call England once more and ask him to call the others and alert them of the meeting in two days. After a bit of dialogue, you'll get the option to either say "Love you!" or "Thanks for the help!". One will trigger a funny reaction, the other will play out as normal. You will then be given free reign over America once more, continue going to the Lab. ADVISORY: SAVE BEFORE YOU LEAVE THIS AREA!
-As soon as you step into the next area, you'll lose control of America. He'll automatically walk to the door and ID his way in. Before he steps in, his test subject will come onto the scene. A few words will be exchanged before a battle occurs (hence why I said that burger was gonna be useful)
Enemy: Zombie (1)
Hp: ~3040
Threats: None
This is only the beginning. I don't believe you can die in this fight, but I could be proven wrong, so go all out. One thing: Unless you need to, try to avoid using the Hamburger.
I'll explain myself after you get out of the Prologue.
Anyways, first things first, use America's only power, The Hero's Fate. This will give you a major advantage in Attack and Speed; more damage done to the enemy with slightly less chances to be hit. After the enemy is defeated, there will be an unavoidable cutscene. You will now lose control of America...
CHAPTER 1
... only to gain control of Italy!
-The first order of business as Italy, when you get control of him, is to check your inventory. You'll notice that the items that America picked up (Hamburger and Newspaper) will now be in your possession. Having the Hamburger is a good thing; the more healing items you have, the better! Now you should go to the mansion The mansion, by England's instructions, is the first house you see. To make this less confusing, go into the next area and go up the stairs. Italy will note that it's locked, prompting a cutscene.
-After the cutscene, Italy will be sent to retrieve a key somewhere around the mansion. There's a reference to a person if you follow the walls of the mansion, but if you wish to proceed with the game, go back down the stairs and to the garbage bin on the left. Investigate it and go back to Germany.
-As a group decision, they'll leave to look for the others. At the centre of the stairs, Japan will get a call from England, telling him that he's at the Inn. Go into he next area to the right of the mansion.
-Talk to Japan, this will make him depart from the group and go into the Shopping District. Meanwhile, Italy and Germany will go into the part of town where the Inn really is. First door on the left is the Inn; enter.
-Once you have control of Italy again, go to the largest table (located in the back) and check the glass on the left (closest to the window). Another cutscene will occur between Germany and Italy. (Note: It's unsettling)
-After the (lengthy) cutscene, you'll have gotten yourself into a scrap between not one, but two enemies.
Enemy: Zombie (2&3)
HP: ~1522-2321 each (Approximate total: ~3843)
Threats: None
For me, this battle has no real strategy. Just bash their skulls in and proceed and heal when absolutely required.
-After the battle, another unavoidable cutscene will occur. Once it's done, leave the Inn and go north of the Inn. That very pathway will lead you to the Graveyard. Follow the path north until you run into England, where another cutscene will happen, mostly between Germany and England.
-After the cutscene, start running for the town. Once there, swing an immediate right and look on the bench in the next area (the bench before you turn to go up to the church). You will then find a key.
-Use the key you just picked up in the last area you went through (the area with the Inn). The house you're looking for is the house on the top right corner of the screen. Enter and behold.
-As soon as you take a step in, you'll listen to Italy talk about recently cooked food, and the fact that he's hungry. You'll be given two choices: Eat, or Don't Eat.
--Eat: You regain all you HP and MP. Smart choice? Perhaps.
--Don't Eat: He'll think about how Germany would have told him not to eat the first thing he saw.
-Either way, head into the room next to the Kitchen (Bedroom) and inspect the top right corner. Freaky things will start happening, such as HELL written in blood, and (if you go far enough) a sink filling with blood; you know, the regular horror activity. Run out the door (there's no threat here, just go)
-You will now end up in the... eh, I thought this was supposed to go back outside? Oh well. Go up from your current position; there's nothing to the sides anyway. Italy will find some notes on the back wall about missing people, some of which include... well, I'll let you discover that one.
-Now is where things get creepier. You're not in an empty room, you're in (if you check the menu) a Nightmare (which explains the random empty room) Go north and check the fountain.
-After a bit of dialogue between Italy and a voice, you'll get two options: Look In, or Don't Look In.
--Look In: You'll get a relatively creepy sight in the dialogue box, but you'll be able to leave the Nightmare quicker if you look at it and get it over with.
--Don't Look In: Italy will be too scared to look in, so he'll be taken to another part of the Nightmare. Follow the carpet and read the broken tombstone. His heartbeat will increase as he puts the letters together. After checking, go back to where you started to see what you should've seen in the fountain; a dead Italy. He'll be standing in front of you, rather than being your reflection. [This is purely a theory as to what happens as the picture is displayed, but I think the living Italy gets killed by the undead Italy, bringing us into...]
CHAPTER 2
... where Italy is being woken up by someone?
-Eh, it's only Germany. Anyways, Germany and England will fill you in on what happened while you were “asleep”. Guess what? Italy doesn't remember what day it is, he wants to go home, and he's been asleep for a solid two weeks. Now that's what I call “sleeping like you're dead”.
-After the explanation, go to the Kitchen. The Kitchen will be located to the right of the Lobby (From your current standpoint, leave the room via door on the right, go south, go south, go south, go east, and go into the closest door to you.)
-In the Kitchen, there will be a five dollar bill sitting in the wooden drawer nearest to the chimney. If you wish to, you may pick it up.
-Go to the sink. There will be clear water there. The glasses are in the green cupboard in the furthest corner of the Dining Room.
-Afterwards, go to the stove with the pot on it to make yourself some Pasta (Figures he'd make Pasta). Go ahead and leave the Kitchen afterwards.
-Now Italy will want to do some exploring, which would make a certain German very enraged, of the mansion. To save you some time, I'd recommend going to the Laboratory like America did. As soon as you pass the corner of the wall before the door, however...
-You will get chased up the stairs into America's Office. You now have FIVE choices as to where to hide and FIFTEEN seconds to choose well: the Wardrobe, the Desk, the Bench, the Chimney, or Don't Hide At All.
--Hide in the Wardrobe: He wont find you, seeing as you're hidden from sight.
--Hide Under the Desk: He'll find you; your blue uniform will give your hiding place away. A crunch, a bloodcurdling scream, then nothing.
--Hide Under the Bench: He'll find you; your blue uniform will give your hiding place away. A crunch, a bloodcurdling scream, then nothing.
--Hide in the Chimney: He won't find you, seeing as you're hidden from sight.
--Don't Hide At All: This is really cruel, but it has to happen. You don't have a hiding place and you're in the open space of the room. It'll find you after Italy apologizes to Germany, a roar, a bloodcurdling scream, and then nothing but the game over screen and sad music.
-After you've chosen the proper hiding spot, Italy will rejoice in the fact that he's still alive. Now's the time to return to Germany and England, since attempting to go back to the Laboratory will cause Italy to say that the zombie “might still be there”.
-Talk to both of them. Germany will tell you that you shouldn't have wandered around, while England will take pity on you. As soon as they hear mentions of a zombie roaming around, they'll do some immediate investigating. Now, we'll be losing Italy in favour of England and Germany.
-As England and Germany, go to the Laboratory. This time, before you even get down the staircase, England will stop and think. Right when you least expect it...
Enemy: Zombie (4)
HP: ~3572-3653
Threats: Poison, Dual Attack
... this guy happens.
This guy is a real pain. Although I have only one major note:
KEEP ENGLAND ALIVE. You'll see why later.
As soon as you get into the fight, have England use his first power, Soft Breeze, which deals a fair amount of damage, and have Germany attack or use his power, Unbreakable, which increases his defence and speed. Honestly, I don't even use Germany's power because I find it to be useless in a fight. Why bulk up your tank when he can clear a field like a well-played Queen in Chess?
Heal when necessary, which will be often, and beat him to a pulp to continue. If you get poisoned, don't worry about it. You'll get something to clear that up in a little bit.
-After the battle, you will get a key to the Church. You can go to the Laboratory if you wish, but there's nothing in there. What you wanna do is go back to Italy to report that the zombie has been disposed of.
-This guy really does take the meaning of “sleeping like you're dead” to heart. Germany will decide to go to the same room where America found his burger (I'll call it the Living Room from now on), while England will decide to look for the other nations.
[+OPTIONAL: You can go to the Living Room to see Germany and aid him in his endeavours. He can't get the radio to work, so England will offer to assist in the matter. When England gets it working, he'll hear parts of an SOS. Reporting to Germany, he'll have heard it too and thank England for his help.]
-Before you leave the mansion, I'd advise that you eat some Pasta or a Hamburger first (if you have any left). Remember where Italy found that key for the house that he hid in? Go back to that place. The path to the North will take you to the Church. England will say that he can see the Church in the distance, and yet again...
Enemy: Zombie (5)
HP: ~1586
Threats: Poison, Dual Attack
Rewards: 25 Dollars
... another one.
I don't think these guys will ever give up; at least, not until you're dead. Treat this one like the zombie you fought as America and Soft Breeze him in until he understands the definition of “six feet under”. If you get poisoned in this fight, don't worry about it. You'll get something to clear that up in a few moments.
-Continue making your way up to the Church after the fight. Guess what? No, it's not another zombie. Go to the top left corner to find...
-... everyone's favourite Frenchman! He's been attacked pretty badly and has been there for two weeks. After the conversation, you'll get a choice in what England says: “It was nothing” or “I could have walked away”
--It was nothing: You will be thanked by the Frenchman. Nothing more, nothing less.
--I could have walked away: He'll come back with a remark that'll make you, the player, happy. England wouldn't be that cruel to leave him there to die, right? ... Only if he calls him Caterpillar Brows.
-Either way, take him back to the mansion. Seeing as Italy will still be asleep, take France to the room across from him. England will make him explain what happened while they were separated, and the explanation will ensue.
-Now, depending on which path you took during Italy's Nightmare, this can go one of two ways: Having Looked In and Not Having Looked In.
--Having Looked In: You'll now be in the Hall of Memories, where you can hear a music box version of Carry On My Wayward Son. Go North until you see a tree with a clock infused into it, and investigate it. The voice will speak to Italy again, telling him that he was brave. It will also give him something for his bravery once he closes his eyes: A memory from before this all began, between himself and Germany. Such a sweet sight. Enjoy it, because it'll jump right to the cutscene leading out of Chapter 2 afterwards.
--Not Having Looked In: You'll skip right to the cutscene leading out of Chapter 2.