Fixes in the file "Zemsta Mutare (corrected)":
1) Instead of "hero camps," I placed the heroes Mutare and Alamar themselves.
2) I removed the Angel Alliance from the Dragon's hand and put it in his backpack.
Fixes in the file "Zemsta Mutare (corrected) 2":
3) I placed 1599 Hellhounds in cell 63,17,1.
4) I placed the Grail in an area inaccessible to enemies.
I strongly recommend playing version 2.
The version that kolotok posted above is the original; don't play it! I just compared it to the original, and it's the same 147954 bytes.
kolotok, Mutare is needed in one place; without her, you can't proceed further into the Blue enemy zone: the passage guardian in cell 114,40,1 requires her. Can you provide a save file and tell me how you got past this point? There are no Teleport, Dimension Door, Tomes of Air, Wizard's Hats, or Angel Wings on the map. And the 1599 Hellhounds also need to be given to the soothsayer to exchange for the artifact needed by the guardian. From your screenshot, I see a miracle: you somehow ended up in the Dungeon in the northeast corner without going through the cities before it. How?
As for the author, on that website, in response to complaints from several players, he wrote something like, "Mutare will appear in the tavern; you have to think logically." In reality, when I started the original, uncorrected version for the first time, I definitely determined that it is impossible to obtain Mutare in it precisely because she is placed in a "hero camp," even when using the HD mod. So, the author is an idiot, and I don't want to communicate with him (if he were reasonable, I would calmly ask how, in his opinion, the Blue enemy should be defeated. Now, he might find your report, translate it into Polish, and, without batting an eye, say that his plan was exactly that).
I'll read your response more carefully and completely now; I was in a hurry to respond to Xaart with the attachment.
(Василь Симоненко. Люди – прекрасні)