But Annabelle doesn't start with her native town — it's a Haven town!
The starting artifact can be chosen and it's given to both heroes simultaneously, and it's the same one — it's a wedding ring (+2 health).
The Pyramid Riddle quest says in its description that you'll find many valuable artifacts there, and the most valuable will be a Town Portal scroll, but I didn't get the scroll!
That was the author's intention, as I understand it. However, with sufficient luck in leveling within the allotted time for returning home, you can manage to go both left and right and get the scroll. To do this, on Hero difficulty you need to achieve such a leveling (roll at the start): basic Machines + Ballista from the very first levels, then basic Logistics + Pathfinding (without it you won't make it in time, and there won't be enough levels for advanced Logistics — you can't sacrifice Machines, otherwise you won't break through the necromancer in the pyramid), then Tent and Flaming Arrows. At the start, go left, clear the desert as much as possible, descend into the dungeon, run down, trying not to go into deep corners (except maybe the secret corner through the wall with the needed resources), emerge to the surface, meet your elven wife, take some of the reinforcements, and rush headlong back through the dungeon, get on the boat, clear the right part of the desert as much as you can, capture the Paladin dwellings, take the quest from the shamans, and on the last day attack the pyramid.
Two things remained (in the screenshots) that I didn't understand how to visit — the necro castle and the blood temple.
The blood temple (which kills you with a Game Over lightning bolt) can be visited if you secure the support of the dark elves. I think you first need to complete the quest where the two sisters share power. But then you can't take the dubious wand with Resurrection from them.
the angels in this game turned out to be completely useless
Of course, in the battle against 5000 Seraphim, our 30 accumulated Archangels won't decide the outcome, given the mana reset of the hero and casters. Here, of course, a big stack of Arbalests + 6 single Peasants + Inspiration + luck.
The Nur joined at the end somehow had no movement points at all
Let me share some tips and little secrets from Zhivaya Zakuska that don't seem to have appeared in guides or Remix's streams.
In the tavern quest, where you get hit over the head and thrown into the basement, you need to escape through the whirlpool, keeping 1 Blood Maiden (to save the mermaid's sister). But as it turns out, that Blood Maiden is the weakest link, and the whirlpool kills her. So you have to dismiss all units except that Blood Maiden. But it's a shame to lose 1 High Druid. Well, you can save him in 2 ways.
1) Let the whirlpool kill the Blood Maiden. Later you'll have the chance to buy a Blood Maiden in the dwelling. The bought Blood Maiden will also pass for the mermaid's sister.
2) Level up "Luck of the Road" in advance. Everyone knows this skill lets you collect more resources and gold from chests, but few know what "the hero becomes generally luckier" means — even the manual doesn't say anything. I discovered two such things. First, "Luck of the Road" reduces the whirlpool's throw-overboard chance from 50% of the weakest stack to 25% (rounded down). So if the weakest stack is a single unit, no one dies. You can even travel through whirlpools with only 7th-level creatures without losses. Second, the Well of Luck, which gives -1, +1, +2, or +3 to Luck, stops rolling the "-1" option when you have "Luck of the Road". Maybe you can discover other secrets.
In the battle with the Seraphim, it's desirable to have +5 Luck from artifacts and map objects. If you don't mind the strongest cheat "Load/Save", you can roll +3 Luck from the well this way. The "random" result depends on the coordinates of all your heroes on the map, including the one approaching the well. So it matters from which side you approach the well. If you move secondary heroes around, the value will change. Similarly, you can roll the desired hero in the tavern at the start of the next week by moving secondary heroes around at the end of the week.
Spell scrolls say "advanced level" in their descriptions, but that's an error in the description and the manual. In fact, scrolls cast spells at the level of no skill — more precisely, at the level of the hero's skill, just like Magic Tomes. But the wand always casts at advanced level with Sorcery 8, regardless of the hero's Sorcery and skill (even if he has expert).
How to roll your leveling at the start is known (enable_cheats, add_exp ...). But how do you roll the needed spells in the town?
@UpgradeTownBuilding(GetObjectNamesByType("TOWN")[0], 6)
0 = this is the town number, 6 = the mage guild (change 0 sequentially to 1, 2, 3, etc. until you find the level of our town increasing, and repeat the command 4 more times to raise the guild to level 5).
If these squiggles are unclear to you, you probably don't need them anyway. All this matters for ultra-hard maps (or having Dodge, of course 😊).
Here, I agree, it's medium difficulty, but the start is very harsh. And the first playthrough is something else. It grabs you with full immersion.
Added after 4 hours 22 minutes
About the blood temple, I think I remembered. You need to take a quest from both sisters to eliminate the rival, but not kill her. Then go to the blood temple, and the great something will judge that the younger sister should be the ruler. Then return to the sisters. I remember the reward is so-so. And the sisters glitch a bit too.