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Celestial Heavens  → Might & Magic: Heroes VI - Epilogue - Tears such as Angels Weep

by maltz


Welcome to the Epilogue. This mini-campaign contains just two missions, but they are not connected to each other. You have to pick one of the five main characters from the regular campaign. A Tear character plays mission 1, while a Blood character goes through mission 2. (So too bad you won't see all of them appear at the same time like in Heroes5). You can think of the setup as "alternative endings". Hopefully you have at least one characters of each path so you can enjoy both missions.

This walkthrough will use Irina (Magic + Tear) in mission 1, because I think she is the most versatile among the three Tear heroes I have. However, you are welcome to try other characters. This mission is not so difficult that only the best Magic hero can pass. This is a mission 5 with mission 3 enemies. Besides, to make sure you don't wait forever to make a powerful army to fight the final-final boss, Blackhole again dropped a Tear of Asha to be found by the usual routine of collecting four moon disc fragments.

Mission 1 mostly takes place above the clouds with pieces of plateaus connected by portals. You know it is high when the fog or wars are all white! You are against very aggressive Angels, who usually rush straight to you as soon as they can. So whenever you reach a new milestone, be ready for another fight.

Luckily, none of the regular angel heroes are too tough. I don't remember seeing any hero, or any scripted army inside a town that has any 3-digit stack (it probably will if you wait long enough). After you defeat an angel hero, it is a good idea to rush forward to take their home town, which should be very well developed. Steal them!

Warning: Since this mission is very easy, it is possible to over-achieve and trigger the forced final boss battle too early. Please refer to the walkthrough below for how to avoid this.

Epilogue mission 1
Level cap: 30
Difficulty Index: 3/6
Last updated: December 28, 2011 (v1.2)

Dynasty Traits: Again, free first generic hero at this level is a great trait. Hire yet another Might hero (for +1 Wood and Ore per day) as soon as possible anyway. You can also experiment with the campaign-completion reward Dynasty Trait. For Sanctuary, it is +2 Might Power and Defence. Budget will be tight in this mission, so don't get any growth bonuses.

You start the mission in the bottom left corner (start). The first goal is to get you a town to work on. Visit the stable and follow the road east. Defeat and collect everything - you need some building materials to jump boost the town when you get it. There won't be any sawmill or ore pit for quite a while.

In my game, by the time you get close to the first portal (1), the first enemy hero already found Irina. This hero might carry some artifact you can use. While you have a small army, these heroes are nothing of a threat. Use the portal to get to the east side at (1'). Head straight west to claim your first town, Town A, and come back to collect the resources in this area.

To your west, the road branches to north and south. If you are confident with your hero build (such as an ass-kicking Tide Master), it is better to go north. If not, it is better to go south first to allow your army an extra week to grow.

Let's discuss going south first. Going south enables you to flag a Warpath Lodge (W), which greatly accelerates this mission. There is another one to flag later. Continue west to enter the two-way portal at (2-2'). You will arrive at one of the small plateaus northeast. Here you can collect the first Moon Disc Fragment (MF).

When you go north from the branch point, you can take over a very lightly defended Haven Fort, Fort B. This also triggers the counterattack of another angel hero, whom may carry some artifact as well. Get rid off that and clear the nearby area. You can collect the second Moon Fragment here.

When you are ready, push further north to conquer another very weak (and underdeveloped) Haven Town, Town C. It looks like this town is of utmost importance as all the huge paved roads are leading to it, and your intuition may tell you to build an advanced town portal here. Not so fast. There will be three more towns like this. This town is actually the least developed among all. Soon you will take something much better that already has the advanced town portal built for you.

After you take Town C, don't wonder off too far. In my game, two angry Angel heroes came after me, but they are not really difficult. After defeating these two waves of counterattacks, the Haven opponent becomes quite dormant (you can notice that the AI barely think during their turn.) At this point you are free to explore in any directions. Now let's look at the general layout of the map.

Plan A: Tear of Asha. There are two portals, (3) and (6), one on each side of Town C. Through these portals you can collect the remaining two moon fragments through them, and control some mines to finally give you some (poor) resource income.

Plan B: Sacred Kirins and crystals. There are three Forts north of Town C. If you take just one on either side (Fort D or Fort E), the game rewards you with a nice group of Sacred Kirins and a large number of crystals. Sacred Kirins' movement may be nerfed by patch 1.2, but their special attack is extremely powerful (especially for a Magic hero). But don't get too excited...

The final boss fight is triggered A WEEK AFTER you take the middle Fort, which is defended by some mediocre garrison (nothing like you have seen in Necropolis and Sanctuary mission 4). So it is very easy to accidentally take it and trigger the final boss fight. Leave it for the last!

Plan C: Steal two fully built towns. There are two Haven towns, Town F and Town G, one on each side of the central forts. The AI builds them up very quickly, but don't really have enough units to properly defend them. If there is nothing left to build, who cares about having no Wood or Ore?

Thank you, AI!

It sounds like all of the above are top priorities! So let's do a bit of everything - Plan D: all of the above. After defeating two invading angel heroes around Town C, head west and use the portal at (3-3') to get to the western plateau. Collect the third Moon Fragment (MF) and take Fort H. Ship the new week's growth through Fort H, and use the portal (4-4') to emerge just south of Town F. Take Town F.

From Town F, head east and take Fort D to receive you Kirin and crystals. Use the portal north of Town F (5-5') to clear the northwest plateau and take Fort I and some more resource buildings.

Come back to Town F. Travel east to take Fort E (skip the central Fort L). Continue east to take Town G. Sweet! Go south from Town G and use the portal (7-7') to get to the eastern plateau. Go west to take Fort J. Pick up the last Moon Fragment (MF) southeast of the portal, and have a secondary hero to pick up the Tear of Asha (Tear) west of Town A.

If you use the portal in the middle (6') of the eastern plateau, you will return to the east of Town C (6). Instead of leaving this eastern plateau, continue south to use portal (8-8'). This brings you to a small plateau to the northeast, where you can flag the second Warpath Lodge (W).

Return to Town G and use the portal to the north (9-9') to bring you to the northeast plateau. Go northwest to take Fort K, and go south to use the portal (10-10') to sweep another small plateau to the west. You can access an artifact merchant there.

Now you can sit and develop for a while. Use your secondary heroes to pick up resources left on the ground, and if you are Haven, Sanctuary, or Stronghold, buy some artifacts if they are better than what you are using. Don't bother upgrading all creature buildings - you probably don't have enough gold to buy all the creatures anyway.

When you feel "almost" ready to fight the final boss, take Fort L in the middle. The gate to the north should be open. Now you have 7 days to prepare for the final fight. In the meantime, you can challenge the final Haven town in the north, Town M. It should not be difficult at all at this point. If you still have extra days, send your main hero to visit as many one-time battle boosts as you can. I recommend the area around the first portal (1) (which should be a short trip from Town A).

When the seven-day counter is up, Michael shows up and the final fight automatically begins. (Before that, you can actually see an invisible Michael on the expanded world map as a yellow creature dot just north of Fort L).

Final Boss: Michael and Escorts

From the numbers, Michael does not look as tough as Uriel. His Might Power is only 7750. He has only 100K hit points. But like Uriel he is also escorted by guards - 10 strengthened Light Elementals. Good for Tide Master Irina, one wave of Tsunami and they become 10 dizzy and disabled Light Elementals.

But that did not really disable them - they serve as Michael's blood bank. All damages on Michael are transferred to the guards and evenly distributed among them. Each elemental has 10K HP, so that gives Michael 100K extra HP. When that 100K extra HP runs out, all guards die instantly.

Michael does not really have a powerful special attack. Since he uses Might Power, you can cast Mass Stone Skin to make Michael's attack miserable. Cast all your best mass bluffs, keep attacking, and Michael should go down fairly quickly. Congratulations!

Note: There is an achievement that requires at least 4 minions to live when Michael goes down. I don't see how this can be possible if Michael's initial damage taken is transferred to his minions. Maybe the damage transferring will stop after a few turns?

Sir_Toejam at 2013-08-30 02:52 wrote:
zayeban's strategy works perfectly. to speed it up, put your kirin in the corner and cast acid cloud in front of it. just don't kill the last minion before michael, and you'll easily get the achievement as well.

reward for completion of this entire mission.... 50K experience points.

uh.... thanks?

really, that's the best they could come up with? wow.

Edited on Thu, Aug 29 2013, 23:36 by Sir_Toejam

Sir_Toejam at 2013-08-30 01:30 wrote:
yeah, here's what has changed:

-money is much less of a problem, resources are sufficient if not abundant. I'd recommend taking the elite growth dynasty trait, the movement trait, and the merchant trait (most important).
-DO NOT take "free first hero", as there are NO heroes for hire in this mission!
-the armies you will face on hard, are just that: hard. Not anywhere near impossible, but be prepared, and in the first week, expect either of your heroes to be attacked, so don't just put all units on one hero unless you know exactly where the enemy is.
-there are mines you can control in the side areas to towns F and G that will help provide you with needed resources, but both F and G will likely be fully built up when you take them.
-don't build up your starting town too much. pick your favorite upgraded elite building and make that, maybe upgrade a core building. you won't even need to get units from here after the second week. if you're going with Irina, I recommend building yuki onas in the starting town. even 8 of those on irina will carry you far. otherwise, building up to town level 3 eventually just for extra cash.
-set up Irina with ALL ranged attackers, and a handful of spring spirits and a couple dozen wazanimi. use the wazanimi to protect your ranged units, and the spring spirits to cast pain mirror on the elementals or phoenix you will summon endless times. Don't split your ranged stacks when facing enemy heroes, as any of the magic using ones will be casting chain lightning, and you could easily lose all your ranged stacks before being able to heal them.
-I only ever used two staves with Irina: Staff of tides when I needed early defense, and The Oblivion at all other times. The Oblivion is great against enemy heroes that like to cast mass buffs especially.
-set up Changbo with the Blade of Binding, and give him the rest of the armies. split your remaining spring spirts into two groups, one to cast pain mirror on your summoned juggies, the other for your kappas. use reinforcements on your kappas and attack with those and your summoned juggies, and nothing in the first area will withstand it.
-take Irina north as soon as she has reinforcements from the first week town growth, as maltz suggests, and work to take the northern fort before the enemy hero has a chance to react! the enemy hero should then try to take back the fort, which makes that battle cake.
-take changbo south to take the lodge, and eventually to clear the rest of that little area, and head on through the green portal.
-Irina can actually take town C without any further reinforcements.
-Irina CAN even take town G without the reinforcements from a week's growth from town C, but it's tough; in fact, I did it, but it took 3 tries - fun challenge if you're up for it (I did it with 8 yuki ona, 29 priestesses, 30 wazanimi, and 10 spring spirits; ended up with 6 sharks, 3 yukis, and 1 spring spirit left). For the easier route, Take town F first instead; you likely will take few losses there. It has far fewer troops.
-only ONE of the group of three forts in the middle will give you kirin and crystal. for me it was fort E; but it could be that it just gives them to you for whichever fort you take first, and if that's the case, again the fort nearest town F is the easiest of the three.
-if you rush town F or G, you will not be attacked at town C; the heroes will move back to defend their towns. if you wait an extra week, they should come to you at town C.

that's about it really. after you take town F and G, it;s just going through the side portals to take more forts and mines and resources to build up to taking the last fort and opening the final gate.

Edited on Thu, Aug 29 2013, 22:31 by Sir_Toejam

Kalah at 2013-08-29 10:41 wrote:
Or you can just tell me which text needs updating, post the updated text here and I'll edit the article. :)

Sir_Toejam at 2013-08-29 10:32 wrote:
yeah, this walkthrough, other than the map itself, is pretty much out of date. the stacks you have to fight for F and G are actually HARD. no pushovers at all. took three tries to take g without LOSING outright! not just down a few troops, mind.

time for Maltz to replay this one :)


FWIW, I probably should have tried to take F before G, as F had fewer troops even after 2 more weeks than g did when I took it.
Edited on Thu, Aug 29 2013, 10:23 by Sir_Toejam

Sir_Toejam at 2013-08-29 03:51 wrote:

"Kiril got wiped out though."

you must have gone might Kiril. yeah, not a good choice for this map. primary magic user is best for this one. too bad I can't play my blood magic kiril here... 5k armagedon FTW!

Sir_Toejam at 2013-08-29 02:31 wrote:
" Budget will be tight in this mission, so don't get any growth bonuses. "

actually, early budget is quite surplus thanks to all the stacks of gold and chests. you should be able to conver and build at least one elite building before the eo first week. if you pick the elite bonsus dynasty trait, you get two extra, which at this juncture is actually pretty good!

The attack from the second scripted haven army before you take the first town is significant on hard:
a dozen blazing glories and sun crusaders, 2 dozen vestals, and a couple of celestials, supported by a heavy magic using hero. no matter which hero you use, you will take losses guaranteed. hero will start off with chain lightning, then lightning, then fireball, then heal any units that were downed. Just fyi.

a hero with the guardian breastplate is good, but even then I still took some losses before the enemy ran away. Irina with staff of tides would be a better choice (400hp ice barrier is nice!), but the AI chose not to attack her :P Also, the sword that summons juggies works well here. fully upgraded, it will summon a stack of 40 for you. all you need to do is dispel the blindness the glories will put on them.

Oh, btw, there are NO heroes for hire at your starting town, or the next town, or even the next one for that matter. none. zero. zilch. Might want to reconsider the value of the free first hero dynasty trait. pretty much a wasted slot, since the only real value is right in the beginning to build up your first town, and so far as I can tell, you don't actually get ANY heroes available in the first month at least. oh well. yeah, looks like you don't even get to hire heroes at all in this mission.

I think maybe only one of the forts (D and E) give you anything, as I took fort E and received 15 sacred kirin, and 20(?) crystal, but got nothing for D.

Edited on Thu, Aug 29 2013, 12:21 by Sir_Toejam
Naki at 2013-03-16 19:31 wrote:
Question: When do we decide we are ready for the final fight on Normal and Hard?
It seems I was able to upgrade all towns to max & clear the map about just before Month 3 started. :)
(playing on Normal)

EDIT: Suggestion - it would be nice to have an updated walkthrough for patch 1.8/2.0, because there have been quite a lot of big changes since patch 1.2. For example, mass heal spells last fewer turns, but can be cast more then once per battle, plus direct damage spells have been buffed considerably and are much more useful than before/etc.
Edited on Sun, Mar 17 2013, 13:23 by Naki
Naki at 2013-03-16 19:21 wrote:
You said:
Don't bother upgrading all creature buildings - you probably don't have enough gold to buy all the creatures anyway.
----> If you play on Normal, you can upgrade all buildings and buy all creatures. :)

Also, I spotted a minor typo - "the fog or wars" ---> should "the fog of wars".

Ell1e at 2012-10-12 10:29 wrote:
Orcs work pretty well against Haven, I did the mission with a Might Sandor and while I lost a lot of troops at A, I was able to get enough back before the next invasion started. Kiril got wiped out though.
sufficiency at 2012-10-12 04:25 wrote:
This mission feels next to impossible to complete with a Might hero. The hero defending A is an Inquisitor with a lot of high damage spells and a lot of fodders (and Guardian Angel for even more stalling). A Might hero, who does not have a lot of army, feels powerless against her.
sufficiency at 2012-10-11 09:09 wrote:
Michael's Last Wish killed all of my stacks at once :(

I believe Last Wish is activated by using his dead Michael's Guards. Once you stay clear from them it seems to be OK. After all of my other stacks distracted and killed his Guards (and ate all of the Last Wish) I only had my ~40 Celestial left.... but it's pretty easy to just use Stone Skin + Regeneration + Inner Fire to chip his health down.

Anyway, it's definitely not as hard as Uriel. That son of a gun is simply cruel.
Edited on Thu, Oct 11 2012, 05:09 by sufficiency
sylvanllewelyn at 2012-07-08 13:44 wrote:
Disagree with "does not really have a powerful special attack". Last wish deals 12500 damage, 1-hit killed all my stacks caught in the way even at full health! Second time I spent half an hour, pen and paper, planning ahead exactly where the guardians die so I have "safe spots" where I won't be hit by the 10 corpse. Was it meant to be so complilcated though?
Zayeban at 2012-06-13 14:02 wrote:
To win a perfect victory on hard with no losses, do the following thing: Have one stack of creatures so powerful that can instantly kill one minon and have a higher Initiative then Michael (in my game i had 85 Sacred Kirins and some artifacts to boost my initiative). Place them on the battlefield and put all the other creatures away so that they are alone on the field. Since we have the highest initiative we will always start first, every turn. Start with the Petrify spell on your creature so that you can protect them for 4 turns. Now you can defend 3 turns, but on last 4th turn you must press wait so that the petrify spell is still on you. Since you started the turn first you will be the last one to have the move this turn and when you do kill 1 minion and end turn. A new turn begins and you start first, so cast Petrify again. Now you will see Michael using his Last Wish ability, kiling his own minions and damaging himself. From now you recast petrify every 4th turn on yourself and wait for Michael to constantly use Last Wish and damage himself to the point where you can one hit him when he is low. But dont forget to press wait every 4th turn so that you keep the petrify for the whole 4th turn.
Edited on Wed, Jun 13 2012, 10:26 by Zayeban
sparhawk77 at 2012-04-21 02:00 wrote:
Unfortunately I got jumped by 2 heroes right by the portal. Could have used The Shackles as the last one gave my Princesses a cheap shot and then ran away. Had that happen a couple of more times after that. The armies are just big enough that you cannot kill them in the first turn but once they can see the game is over they high tail it out of there. Ah well what can you do
Kregling at 2012-01-27 21:17 wrote:
Petrify is a great idea. I wish I had thought of that
I tried out my strategy and it worked after a few tries. Michael seems to heal his troops on his second attack, every other turn. The one trick is to be careful about where you kill his troops, as Michael's Last Word ability (which shoots out in 8 directions from a corpse) damages his own units as well, which is a royal pain.
Pyroxene at 2012-01-25 00:25 wrote:
You could just cast petrification on a minion before unloading on Michael. Hopefully you are using a magic-affinity hero and have skilled either the petrification or earth elemental spells. If not, it's a long shot at buying the appropriate scroll at the artifact merchant or finding one.
Kregling at 2012-01-23 14:54 wrote:
My guess on how to get the achievement is that you have to take out some of the minions before you attack Michael. I believe each minion absorbs 10% of the damage to Michael, so if you eliminate 1, the other 9 minions still take 90% of the damage dealt to Michael, but at least Michael is now taking 10% of the damage instead of 0%. Anyway, my plan would be to take out 9 of the minions, then start attacking Michael. That way, he's taking 90% of the damage and the one minion is taking 10% of the damage. With some luck, Michael will use his ability to heal the 1 minion. So, given some luck and patience (just like all these boss achievements), this achievement is possible. Now it's time for me to test this theory

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