Time of Troubles: Walkthrough

The release date of the game ” Trouble ” is April 4, 2024.

Developer: Cyberia Nova LLC . Publisher: Cyberia Nova .

100% completion time for the game is 20-25 hours.

 

System requirements
for Time of Troubles. When was it released?

Characteristic Minimum requirements Recommended requirements
CPU Intel i3
Ryzen 3
Intel i7
Ryzen 9
RAM 16 GB RAM 32 GB RAM
Video card Nvidia GTX 980/1060
DirectX 12
Nvidia RTX 3080
DirectX 12
Hard disk space 50 GB 50 GB
operating system Windows 64-bit: 10 Windows 64-bit: 10

 

Walkthrough

 

 

1. Prologue:
The Time of Troubles. Guide, Tips, and Secrets

  1. When the Rurik dynasty ended, False Dmitry ascended the throne of Rus’ by deception, with the support of Polish invaders. The entire country entered the Time of Troubles. But a Russian militia began to gather in Nizhny Novgorod.

 

  1. Snowpiercer

We play as Boyar Yuri Miloslavsky. We’ll be caught in a snowstorm with our assistant on horseback. We’ll move forward on foot and light a torch (press T). We’ll examine the dead horse. We’ll follow the tracks further down the path on the right. We’ll find a man cornered by wolves in a tree. We’ll drive the animals away with a shot into the air. We’ll meet the Cossack Kirsha. We’ll run back to the horses together. We’ll cross the bridge. Later, at the inn, we’ll talk to the innkeeper. Inside the building, we’ll talk to Kirsha.

 

  1. The First Duel

Kirsha will suggest warming up and swinging sabers. We’ll learn close combat in the process. LMB for quick strikes. RMB for heavy attack. Spacebar for blocking with a steel gauntlet. Spacebar and sideways for dodging.

A detachment of Poles will arrive in the courtyard. We speak with the officer, and a conflict will begin. We engage in combat with three enemies. The officer is armed with a halberd and can perform red attacks that cannot be blocked; you must only dodge.

 

  1. The first day at the Kruchiny estate

We’ll arrive at our teacher Grigory’s estate. We’ll talk to him and discuss Boyar Kruchina, who supports Vladislav’s throne. After the conversation, we’ll have a mock battle.

We go to the other corner of the courtyard and talk to Prokhor. He’ll ask you to find out who’s stealing food from the warehouse. But this isn’t a necessary building, just a secondary one.

 

Prokhor’s request

We speak with the serf Ivan, in green clothes. He’s one of the warehouse guards. We learn that there were no strangers in the warehouse.

Next, we talk to the servant; he took two hares from the warehouse, at the master’s request. We choose whether he’s lying or telling the truth. If we believe him, he’ll tell us about the groom Mitrofan.

We go to the fenced-in yard with the horses and look for the groom. We accuse him of theft. He admits he stole to feed his sister’s children. We return to Prokhor and choose what to report. We tell him about the thief, but he refuses to tell the boyar. Reward: a pendant with Nikita Besogon .

 

We speak with Grigory again; he’ll instruct us to sneak up on the serfs and eavesdrop on their conversation. In stealth mode, we go to the corner of the yard and stand behind the cart and the barn. Then we circle around the fence, stand behind the other side of the barn, and listen to the second conversation. A little to the left is the third conversation. The serfs are unhappy that the master has gotten involved with the Poles. We return and choose whether to tell them about the serfs’ discontent.

In the morning, we speak with Alyona, who advises us to visit Nastenka. We enter the house and speak with Boyar Kruchina, then with his daughter Nastya. We speak with Kruchina again, and he sends us to Nizhny Novgorod to find out about Prince Pozharsky, who is plotting a rebellion.

 

2. Nizhny Novgorod

  1. Arrival in Nizhny Novgorod

We enter the city from the port. We hear rebels speaking in the square. Then we head right along the river. We enter Khariton Yeremeyev’s house. From him, we learn how to arrange a meeting with Prince Pozharsky and Kuzma Minin.

 

  1. Protection from robbers

We head back to the square and talk to Dmitry Filatov to join the local militia. He can arrange a meeting with the village elder, Minin. But first, we need to drive out the “tati” bandits from the boathouses. We exit through the gate back to the port. There, we need to kill three enemies. We return to Filatov and learn about the tavern owner, Vaska Varganov.

 

  1. Connections and Favors

We head to the river and enter a tavern at the start of the path. The owner will tell us that Prokhor Golchin, the head of the Streltsy, is visiting him; he can be used to contact Pozharsky. We head to Prokhor’s large estate. He will agree to accept us into the militia, but will give us a test mission.

 

  1. Problematic mercenaries

We go to the mercenaries and run into trouble. We engage in combat with three enemies. One will shoot from afar, so it’s best to eliminate him at the very beginning. Once we win, the vigilantes will stop us. We go report to Prokhor.

 

  1. An Unexpected Nobleman

We follow the river again to Khariton Yeremeyev’s courtyard. He’ll tell us Kruchina’s further instructions and give us a letter from home. Then he’ll ask us to deliver his letter to a foreign gentleman. We continue running along the river, reaching another location.

We’ll come to an inn in the forest. We’ll wake up on a path, with dead people nearby. Run forward and find more bodies. You can kill a wolf in the dead end on the left. Further along the path are several bandits; you can sneak up on them. You need to kill four of them.

At the end, someone will help us with a shot. It turns out to be a foreign woman. We give Mrs. Irena Khariton’s letter, and she’ll ride on. We mount our horse and ride back to the city. After that, we’ll be able to summon a horse anywhere.

 

3. Nizhny Novgorod. Environs

  1. Meeting Stremoukhov

We ride to Semyon Stemoukhov’s estate. He’ll welcome us and offer us a mock battle. We fight him like a boss. Afterwards, we speak again. He’ll ask us to help the people at the monastery.

 

  1. Monastic affairs

We cross the river into the monastery courtyard nearby. Inside, we speak with Monk Nikodim. We proceed to the cell of the abbot, Father Sveraphim. We learn that nothing has been heard from the distant village of Nikulskaya for a long time, and we need to check on its residents. Outside, we speak with Nikodim again.

We go to the indicated village and talk to the village elder. He’ll start to get cheeky. We’ll engage in battle with three peasants. Once we win, the real villagers and the village elder will emerge from their hiding places. We return to the abbot. At the end of the conversation, we can ask for help, for which we’ll receive a reward: a candle from Trinity Monastery .

 

  1. Wolf hunting

We’ll gallop back to Zarechnaya Outpost to see Semyon. He’ll suggest we go hunting together. We’ll move into the forest, where wolves will attack us and throw us off our horses. We’ll run forward and fight three wolves. It’s hard to hit them with a sword; it’s better to strike with a spear or shoot.

We run to the fallen Semyon, where a bear will attack. It’s best not to engage in close combat, but to run back and shoot from a distance. After defeating him, we speak to the wounded Semyon.

Let’s return to the outpost. We speak with Semyon’s wife, Ustinya Stremoukhova. She’ll blame us for her husband’s injury. We can admit our guilt or refuse. We’ll ride back to the city.

 

4. Nizhny Novgorod. Kremlin
. Time of Troubles. Walkthrough, guide

  1. Deal with the Germans

After exploring the city, we’ll receive the side quest “Raid of Bandits.” We head to the white-stone building and enter the chambers of the Nizhny Novgorod Kremlin. Inside, we speak with Prince Pozharsky. He’ll promise to make us a squad leader. In the meantime, he’ll send us to speak with the commander of the German mercenaries accused of robberies. We’ll also receive the side quest “Mock Fights.”

We navigate the map, head to the southern quarter, and speak with the senior mercenary inside. He refuses to listen to us and wants to meet with the prince. Choose your response. We engage in combat with three enemies. In the courtyard, the mercenary can find a chest containing a talisman. Return to the prince.

 

Raid of robbers

In town, we speak with Prokhor again. He’s found where the bandits are hiding their loot. After the conversation, we need to return to the outskirts of town. There, go to the northwest corner of the area and find the entrance to a cave. Inside are two groups of three enemies. Go to the upper platform with a campfire, cross the bridge, and light the barrel. Then quickly run to the cave exit. Reward: Yakhont amulet , 100 honor.

Fun fights

In town, we go to the tavern by the river and talk to Vaska Varganov. We learn about the local fights. We go to the main pier on the shore and talk to the arena manager. We enter the arena and fight the opponents with weapons:

1. A strong peasant. Armed with a poker. 35 honor.

2. Sagittarius deserter. Armed with a berdysh. 50 honor.

3. Foreign mercenary. Musketeer with a sword. 100 honor.

Reward: Lesser Stun Potion , 50 Honor.

 

  1. Nizhny Novgorod headman

We’ll arrive at the Zarechnaya outpost. We’ll continue south to Minin’s camp. We’ll go to the large tent and speak with Minin. Then we’ll speak with his commander. We’ll be accepted into the militia, we’ll change clothes and a horse, and arm ourselves with a halberd . We’ll receive the side quest “City Guard.”

We go to the edge of the camp and talk to the squad’s rifleman. He’ll teach us how to fight with a new weapon. We switch weapons by pressing V. We hit the scarecrow several times. After training, we’ll receive a reward: the Alatyr amulet .

 

City guard

In the city, you need to get to the Conception Tower. You can only enter while wearing the Sagittarius outfit. Talk to Golchin and explore the three towers. In the last one, you need to kill two bandits. Interrogate the survivor. Return to Golchin. Reward: Kalkan shield for the Warrior .

 

5. Nizhny Novgorod. Minin’s Camp
. Time of Troubles. Walkthrough, guide

 

  1. For a good cause

Minin will send us to speak with three merchants who haven’t donated money to the militia. We travel to the southern village and speak with merchant Kalashnikov. If you killed the bandits earlier in the side quest, choose option 2 in the conversation, and the merchant will agree to pay the militia.

We speak with the merchant Mosin. He’ll tell us all about his misfortunes, which have left him broke. He’s out of money now, and he’ll refuse to pay. We return to Kalashnikov and ask him about this. We learn the merchant has deceived us. Now we need to search the merchant’s estate.

We go to the neighboring yard. Use intuition to scan (Q) and find a highlighted chest. Inside, we’ll find evidence against Mosin. Return to the merchant, show him the evidence, and he’ll agree to pay. In dialogue, you can ask for compensation for yourself or leave without paying.

We need to find the merchant Degtyarev’s warehouse. We head to the neighboring village to the west. The yard will be locked. The game will send us to the guardhouse (a disguised tent) to rest there and change the time of day to evening. After dark, we go to the yard and kill three bandits inside. After defeating them, we return to the guardhouse and wait until morning. In the yard, we speak with Degtyarev, and he promises to pay.

 

Vysokaya Village (south). On the skills screen, upgrade the “Travel” skill by holding down the “E” key and inserting the glove you just received. Magpies will then appear on the map, indicating treasure. The bird will fly from place to place, eventually leading us to the treasure. From the village center, go to the chicken coop on the outskirts. Open the chest on the left wall to find the “Tamga Khanskaya” amulet (max horse speed).
Goods from far away lands

After completing the quest with the merchants, we can speak with Kalashnikov again. We learn that bandits stole his chest of jewels from India.

We ride to the southern clearing. A bear might attack us along the way. The clearing contains a bandit camp called “Cannibal’s Lair.” If we enter, they’ll attack. We face four enemies, including two archers. Open the chest in the center to find the chest. Return to the merchant and give him the chest containing the scarlet flower. Reward: Lesser Accuracy Potion, 100 Honor.

Beauty and…

We learn that the merchant Kalashnikov’s daughter has gone missing. We race to the monastery to question the monk Nikodim. We learn about the forest evil spirits that attack people.

We go search the swamps in the southeast of the map. We’ll find a bandit camp behind the bridge over the river. We defeat three enemies, including a boss: the Bandit in Skins. After defeating him, interrogate the “bear.” We learn that Ataman Styopka Maloy has kidnapped our daughter. We return and tell Kalashnikov. Reward: Lal amulet (+20% weapon effectiveness), 100 honor.

…and the monster

We’re heading to explore the eastern forest, where the chieftain and his daughter have disappeared. We’ll find another bandit lair. There are four enemies inside; you can distract them by throwing rocks and then kill them silently from behind. At the end, the leader will emerge with a club; after the fight, he’ll surrender. (Bug: If the quest doesn’t continue after victory, you need to go to the point above before heading back to camp.)

We speak with the merchant’s daughter, Daria. She escaped her father’s custody, and the ataman merely helped her. We choose: consider her deceived by the ataman, or let the couple go free. Return to Kalashnikov. Either way, reward: Alatyr amulet , 100 honor.

 

  1. Mysterious caves

We report to Minin about the merchants’ situation. Afterward, he’ll send us to look for the missing convoy. We head to the western village of Grabilovo. The quest directs us to the well to recuperate. The local elder will tell us about a bandit attack, their camp in the caves by the river.

We go to the guardhouse in the nearby forest and wait until evening. In the darkness, we sneak up to the bandits’ camp and kill two enemies. A little further, we defeat the third bandit and interrogate him. We choose: tell him a story or intimidate him. We enter the nearby cave.

There are 7 enemies in different locations inside the caves. Some corridors are marked with white crosses; they contain traps. First, go right and kill two enemies near a campfire. You can drink some water nearby. Go left and forward, killing the third. Then, go right, and there are four enemies in a large hall. After defeating them, you need to find a way out of the cave. Return the same way to avoid being killed by the traps.

 

  1. Funds for the militia

We return to Minin’s camp. This time, he’ll task us with escorting the convoy carrying the salt miners’ money. The convoy is already on its way, and we’re heading out to catch up. We leave the location.

We’ll see an unharnessed cart with a chest. We need to check the road ahead. In the clearing, we’ll be surrounded by five enemies, including a warrior with a shield and a rifle. After defeating them, we’ll move forward along the path and automatically return to camp. Minin will send us to rest and visit the wounded Semyon.

 

  1. Monastery treasure

As we leave the camp, we speak with a messenger from Stremoukhov. We ride to Semyon’s estate and enter the house. After sitting at the table, we speak with Ustinya. She refuses to let her wounded husband go into battle. We choose who to support: his wife or Semyon. Semyon’s son will tell us that he read about a treasure in the monks’ book.

Let’s go look for the cave with the treasure. We’ll go through the forest and be attacked by a pack of wolves. Inside the cave, we need to kill the bear. Then we’ll find the chest, loot its contents, and head back. At home, we’ll split the treasure with Semyon. Reward: the “Conspiracy Against Bullets and Sabres” amulet .

 

  1. Relatives of friends

Ustinya’s wife will ask you to deliver her letter to her family. We’ll move on to another location. We’ll see a burning estate, with five enemies in the courtyard; it’s best to kill some of them stealthily. After defeating them, you can drink some water. Near the campfire, inside the tent, we’ll pick up the box and receive the Bloodstone amulet . We’ll head back; more enemies will attack on the path. Upon returning, we’ll speak with Ustinya. We have a choice: tell her about the death of her family or deceive her.

 

  1. Rescue of a Muscovite

We’re heading to the central camp. Prince Pozharsky will instruct us to meet an ambassador with a letter from Moscow. We’ll go talk to the old nobleman; we’ll find her at a fork in the forest. This is Fyodor Ivanovich Vlasyev; we need to escort him to the outpost. We’ll be attacked by bandits along the way, but if we reach the camp quickly, they’ll retreat.

 

  1. Polish agents

We take the letter to Prince Pozharsky. He learns that the Poles have learned of all his plans. The prince will send us into the city to identify the spies. Inside the city, we go to our contact, Vaska Varganov. We choose: Aren’t you afraid to be so impudent to me? And what about strangers?

We speak with Dmitry Filatov. Then with Prokhor Golchin. We learn about a spy who got a strelets drunk and questioned him. We go to the wooden church and speak with the holy fool. He tells us about Vaska Ryaboy, who fits the description.

We leave the city and head south. Ride to the monastery’s abbot, who will tell us about a man who has joined them. We head to the observation point and wait until nightfall. Stealthily follow Vaska; he will emerge into the forest. Along the way, we will be attacked by lone bandits. We enter the cave. Kill four enemies inside. At the end, a boss will emerge: the Senior Mercenary. Reward: War Scythe +1 . Return to camp.

 

6. Zaimka
Smuta. Walkthrough, guide

  1. The clouds are gathering

Let’s return to our teacher’s estate. At home, we speak with Nastenka, then with her father, Kruchina. He’ll suspect we’ve defected, but we’ll convince him otherwise. In conversation, we can ask about his daughter and the Poles. Kruchina will send us on a mission to Yaroslavl.

 

Household chores

This quest will begin automatically upon arrival at Zaimka. You simply need to talk to everyone you know: the house serf, Alyonushka, and Prokhor.

Lost Toys

We talk to Nastya in the courtyard. She’ll ask you to find the rag dolls the children lost. Use your senses and search the entire courtyard:

1. Grief. Between the house and the fence, near the corner of the house, on the window.

2. Yura. Near the corner round tower, under the scaffolding.

3. Nastya. At the stables, under the central canopy.

We’ll ask for Nastya’s doll, but she won’t give it to us. Reward: 100 honor.

 

7. Yaroslavl
Time of Troubles. Walkthrough, guide

 

  1. Arrival in Yaroslavl

We’ll start inside the house and hear a noise. We’ll overhear a conversation between Prince Pozharsky and Ivan Zarutsky. He’s a representative of the Don Cossacks; he wants to take the throne himself and refuses to help under any other conditions. Afterwards, we’ll speak with Semyon Stremoukhov. We’ll then proceed to the prince himself. He’ll give us the task of pacifying the unruly Streltsy and grant us the rank of Voivode. We’ll receive the Seal of Kazan amulet (Kruchina’s serfs and the Cherkasy are more friendly). We’ll exit into the city.

 

Soroka (Yaroslavl). In the northwest of the city. The last point will be in the very northwest corner. The chest contains a regular warscythe .
There is a well marker in the city. A little northwest of this place, we turn on the scan, we will find a chest, inside there is a Bloodstone amulet .
In the village with the well, we go around all the houses on the western side and reach the pier. We’ll find a chest containing the Yakhont amulet .
Magpie (Camp). She’s in the east of the camp. The final point will be to the east, beyond the forest, near the river. Reward: Lesser Poison potion (poisons weapons for 15 seconds).

 

  1. Conflicts among Sagittarians

We leave the city, cross the river over a wooden bridge, and reach the Militia Camp. We speak with the rifleman Vasily Pushkarev, who will tell us about a local troublemaker. In another part of the camp, we speak with Mikhail Ivanovich. The troublemaker, Alyoshka, was in his camp but escaped.

We use our intuition and follow the footprints on the ground. We’ll leave the camp along the path to the northeast. If we’re wearing the Streltsy uniform, the deserters won’t attack us. We speak with the Streltsy and choose one of three options: send them to the prince, let them go, or attack. It’s best to return them to the militia.

In the camp, talk to Pushkarev. In the city, go to Pozharsky’s chambers. Reward: A spell for a firm hand (our arrows cause bleeding).

 

A ruined monastery with a well. It’s halfway to the camp, west of the main road. Inside, climb the scaffolding, open the chest on the bridge, and take the Water of Supper Lake amulet (we extinguish the torches while stealthed).

 

  1. Difficult Allies

The Kazan troops have arrived. Their commander and Shulgin the clerk dream of making Kazan the new capital. Pozharsky will send someone to speak with them. Outside, we ride far to the south.

At the Kazan Camp, we speak with the voivode. Ivan Ivanovich Birkin will offer us a chance to participate in the Kazan attack on the Cherkasy. We’ll join the squad, join them on the campaign, and be transported to the field in front of the enemy fortress. (The “Difficult Allies” quest will be divided into several subquests and will be completed much later.)

 

  1. Battle with the Circassians

We need to sneak into the enemy stronghold and set their gunpowder on fire. Stealthily, we’ll cross the field on the left. There’s one enemy in front of the left gate. Sneak up from behind and kill them silently by pressing E. Inside the camp, we’ll go straight down the path, distract the guard by throwing a rock, extinguish the torch, and kill the enemy. A little further on, there’s a third enemy. There’s a fourth enemy in the large square. We’ll light the gunpowder barrel. After that, we’ll fight off three more enemies. Reward: Nauz (makes it harder for enemies to spot us).

 

  1. Drunken Truth

Let’s return to camp. The soldiers will begin celebrating their victory on the campaign. Listen to three conversations between drunken Kazan citizens. Then, speak with Birkin. Let’s go look for Semyon Stremoukhov; we’ll find him in the center of the area, in the fort. Reward: Seal of the Nobility (Circassians and Poles are more friendly).

 

  1. Provision of provisions

The soldiers didn’t wait for the supply train. We’re heading to the neighboring village of Shilovo. We speak with the village elder, Luka Nemov, who will tell us about the wolf problem. We head to the eastern forest and kill three wolves. We return to the village elder and receive a small protection potion . We head back to the fort to see Semyon.

After leaving Semyon’s house, we’ll meet a boy named Mikitka, who will give us a message from someone. We’ll head to a dead end in the western forest. Bandits may attack along the way. We’ll meet Teacher Grigory in the secret camp.

 

Magpie (Kazan Camp). In the southeast of the camp. To get the bird, go to the clearing in the southwest. Find a Potion of Agility in the chest .
Magpie (Shilovo Village). South of the village. Follow the bird to the southwest, almost to the forest. Find a Swedish-made wheelgun in the chest .
Grigoriy’s Camp, in the forest north of the Kazan Camp. Inside you’ll find a chest containing a Serpentine Stone .

 

  1. Helping Gregory

Our teacher will task us with finding the escaped scribe. First, we’ll travel to the southeastern village of Shilova, but we haven’t encountered any new people there. We can choose what to tell the village elder: it’s none of your business, or we can tell him about the scribe.

We travel to the neighboring village of Tolikovo. Here, the village elder, Nikanor Krivorukov, will let it slip that a man from the city was there. But at that moment, the Poles attack the village. We kill three of them, then three more. We speak with the village elder, and he will hand over the stranger. We return to Grigoriy at the secret camp. Reward: Enchanted Knot (quick item recharge).

 

  1. Kazan messenger

Grigory will send the messenger to the tavern to get him drunk and intercept the letter to the Kazan voivode. We’ll travel to the southern settlement and offer to check the messenger’s letters, but he’ll refuse. We’ll engage in a boss fight with Yakov Alaberdiev. After defeating him, we’ll search the messenger’s horse, take the letters, and bring them to Grigory.

 

  1. Fox squad

We’re heading back to the prison. A boy named Mikitka will meet us at the gate; he’s got the side quest “Difficult Neighbor.” We’re heading to Semyon’s house. He’ll advise us to approach Birkin again and befriend him during the hunt.

We head into the forest, to Birkin’s hunting camp. He’ll offer us a hunt not for animals, but for Mr. Lisowski’s Poles, hidden in the woods. We’ll find the camp beyond the swamp and kill three enemies. We’ll take the letters from the table. We’ll learn that Birkin sent us here to our deaths to curry favor with the Poles.

We return to Birkin and interrogate him. We choose: accuse him or listen. Either way, he’ll acquit himself. Reward: Lal Stone .

 

Difficult neighbor

In the militia camp, we speak with Vasya Pushkarev. We take the evidence from the table. We go and report to the commander that the Cossacks are innocent. There’s a possible bug in the conversation with the commander, preventing the quest from being completed.

 

  1. A lie for the good

We’re going to see Teacher Grigory. He’s created letters from the stolen messenger’s letters, which must be secretly distributed among the Kazan soldiers. We’re heading to the Kazan camp; we can’t let them see us now. It’s best to wait until evening at the guardhouse, quietly make our way around three spots in the camp, and hang the letters there. You can also kill some of the soldiers unnoticed while doing this.

We return to Semyon at the prison. The next day, the Kazan troops will mutiny. Birkin will show us the documents that caused it. They stated that all Kazan leaders would be imprisoned. The entire Kazan army would refuse to cooperate with Pozharsky. Together with Semyon, we will go to the prince to report the situation. We will move on to Yaroslavl. This will complete the “Difficult Allies” quest chain.

 

8. Yaroslavl. Mercenary Time
of Troubles. I can’t get through.

  1. Letter delivery

We leave Pozharsky’s chambers. Mikitka will meet us in town and give us the side quest “Urgent Repairs.” Grigoriy instructs us to look for a man in a hut outside of town. Inside is the boyar Ivan Zarutsky. He will also instruct us to discreetly distribute letters of commendation to three different locations.

Cossack camp. Northwest. Go left, two guards are in the way.

Streltsy camp. Across the river, to the south, two guards, two more to the right by the fire.

Chambers. There are two guards in the backyard, distract them and kill them.

We return to Zarutsky’s hut.

 

Urgent repairs

Go to the tavern in the south. Talk to the kisser. Go to the lumberjack camp. Kill the wolves in the forest. Return to the lumberjack, then to the tavern. Reward: Bloodstone , 100 honor.

 

  1. Elimination of Smolyanin

Zarutsky will ask you to eliminate someone. We choose how to refuse: threaten or deny. But he will remember our oath to Grigori and force us to take on the task. Open the chest in his hut to receive the German mercenary outfit . This will open the third branch of the character menu.

We head to the marked field. We’ll meet a nobleman and his assistant. The assistant will disappear. We’ll engage in a boss fight: Smolyanin. Reward: Sir Tvardovsky’s Ring (+ damage to a stunned enemy).

We’re heading back, heading back to Zarutsky’s hut. That’s where we’ll say goodbye to him; he’ll leave. We’ll head to the designated militia camp, enter the tent, and write a letter to Kruchina expressing our disagreement with his methods. In the morning, we’ll receive a letter from Irena.

 

  1. Irena’s Letters

We’re heading to the village of Vyselki, east of the city. From the gate, head right, to the southeast corner of the village, into an open courtyard. Go through the back door. Irena will ask you to infiltrate the Cossack camp and steal her mistress’s letter.

The Cossack camp is southwest of the city. In the militia camp, you can enter the guardhouse and wait until evening. Among the Cossacks, we move stealthily, reach the table between the tents, and retrieve the letters.

Let’s return to Irena. She’ll take the mistress’s letter, and we need to take the rest of the letters back the same way.

 

  1. A clear path for Irena

We head back to Vyselki, but there, a boy named Filipko will tell us that Irena has left. He’ll give us a new meeting place. We’ll head to the pub, which is far in the center of the area.

We speak with Irena at the site; she’ll ask you to accompany her to the main road because other Poles are hunting her. We walk slowly with her to the edge of the area, almost silently, for over four minutes. Four Poles will attack beyond the narrow opening. Reward: Serpentine Stone . We return to the tavern, where a boy named Filipko will deliver a message from Semyon.

 

 

  1. Deal with the mercenaries

We’ll go to Semyon in the prison. He’ll ask you to find and eliminate the remnants of the German mercenary detachment we drove out of Nizhny Novgorod. We’ll move straight into the forest, speak with the chief rifleman on the left, and discuss the plan to attack the German camp fence. We’ll approach the camp on the right. We can eliminate the enemies stealthily or in open combat, under the cover of the riflemen. After clearing out all the enemies, we’ll exit along the path.

We return to Semyon. Reward: German Glove (if wounded, +damage from Katzbalger attacks). No one’s home, so we read the letter on the table, asking us to take some gifts to his family.

 

  1. Assassination attempt

We’re going to Semyon again. We’ll go with him to Yaroslavl. We’ll witness an assassination attempt on Prince Pozharsky by the scarred strelets, to whom we’d earlier delivered Zarutsky’s letter. Semyon defended the prince and died at the assassin’s hands. The strelets himself fled from the crowd.

We chase the killer from the city to the village of Vyselki. In the village, we’ll be attacked by two enemies and a boss: Semyon’s Killer. Reward: German Potion (poison inflicts more damage to enemies). After this, we’ll realize that Kruchina wanted to destroy the militia with our help. We’ll recall all the acts of sabotage we committed and repent.

 

9. Yaroslavl. Monk
Time of Troubles. I can’t get through.

  1. Blessing for the militia

In Yaroslavl, we go to the chambers. Minin and Pozharsky will task us with finding and bringing back the monk Irinarch the Recluse to boost the troops’ morale. Upon exiting, we’ll receive the side quest “Farewell to a Friend.” We go to the Ruined Monastery and speak with Theophilus in the church. He doesn’t know where to find the monk, but documents may help. (The quest is divided into many subquests and won’t end until much later.)

 

Saying goodbye to a friend

In the Ruined Monastery, in the courtyard, we speak with the deceased’s wife, Ustinya. We explain how Semyon died: he shielded the prince with his body, I would ask for forgiveness. We speak with his son. We receive a reward after entering the temple: the Kinglet amulet .

 

  1. Stolen documents

Feofil’s quest is to find the bandits who stole the documents. Head east to the Bandit Camp. Kill three enemies, stealthily if possible. Recover the documents from the fire and take them to the monastery. They’ll tell us which village the elder monk was seen in.

 

  1. Yaroslavl bandits

We head to the village of Shilovo, in the southeast. For some reason, it’s forbidden to ride a horse at this time, even during the day. In the village, we speak with the village elder and learn that the elder only spoke with Stepan, who lived on the outskirts. We choose: Where is Stepan? and Why did he live there? It turns out he was kidnapped by thieves.

Follow the forest path northeast to the “Yaroslavl Bandit Outpost” point. There are six enemies inside; it’s best to kill them stealthily. Open the chest on the left under the canopy and take the Alatyr Stone . Untie the prisoner from the pole and speak with Stepan. We’ll learn where to find the elder. Reward: Nauz for health (other potions also heal).

 

  1. Fairytale Forest

From the bandit camp, we’ll reach a new location in the forest. Follow the path with the wooden idols. Three Poles stand in the way; they can’t be killed unnoticed. We’ll learn in conversation that these are the Poles Susanin led here. After defeating them, we’ll loot the Poles’ documents from the bushes.

The path will lead us to a hut. We’ll go inside and fall asleep. A noise will wake us. We’ll continue into the forest, killing four wolves. After defeating them, we’ll fall and be brought back to our senses by Elder Irinarkh. We’ll ask him for a blessing for the army; he’ll want to use the cross of Monk Peresvet, from Kulikovo Field, for this. To do this, we’ll have to perform a heroic deed. We’ll respond: “Don’t take me for a coward,” or “If you tell me, I’m ready.”

 

  1. Finding Yourself

We’re heading off to find the old estate. There’s only one way out, across the bridge. Further on, there’s a bear, and we engage in combat. Up ahead, we speak with the old man again. We’ll ask who to support: Kruchina or Pozharsky. Further on, we’ll meet our dark counterpart from the future, had we supported Kruchina.

Boss: Yuri. Our dark side attacks with a purple lightsaber and can summon weak copies. He attacks quickly in close combat, so you should equip a weapon that’s equally fast. Alternatively, you can run away from him and shoot from afar. His shots take a lot of health. Reward: 400 Honor. The Elder will tell you where to find the cross you need. Quest reward: Healing Potion .

 

  1. Ancient history

Further along the forest path, we’ll reach the Old Estate, where the cannibals live. Four enemies are at the entrance, and four more are in the backyard. There’s a well with water to the right. After defeating it, find the required cross on the ground. An old man will appear. Talk to him and you’ll receive the Ring of Vseslav the Sorcerer (which deals more damage with a saber and shield when your health is low).

Bug: If we’re not teleported to Yaroslavl after the conversation, we need to restart the game before the conversation, or before entering the Fairytale Forest. The script might work next time. If it works, go to Pozharsky in Yaroslavl to report everything about the elder. Then we’ll go home and rest.

 

10. Teply Stan
: Time of Troubles. All tasks, quests, and secrets.

  1. Difficult meeting

We’ll see a video from the alpha version. On the way home, we’ll pick up an apple and engage in combat with three bandits. After defeating them, Cossack Kirsha’s squad will arrive. We can hide our destination or reveal the truth about Kruchina.

We’ll arrive at Kruchina’s estate. In the courtyard, you can speak with Grigory and take the Kinglet stone from the chest on the right. Inside the house, we’ll speak with Kruchina himself. We’ll choose how to persuade him: “Even if it were so!” or “The whole Russian land is in trouble.” He’ll refuse to side with Pozharsky and order his guards to imprison us.

Nastya will come to our dungeon that night. We choose what to say: “You shouldn’t have come here,” or “What about you? It’s dangerous for you to stay here!” She’ll give us the key to the dungeon, and we’ll be able to escape the building.

 

  1. Escape

At night, we sneak along the left wall of the courtyard. We’ll approach the main house and hear Grigory try to intercede for us. We’ll overhear Kruchina’s plans. Then, we cross the square diagonally, heading right. At the base of the white stone tower, we’ll descend into a secret passage.

In the forest, we run along the road; the necessary locations are marked with abandoned torches. However, don’t approach the raised torches; they are held by guards looking for us. We’ll reach the Shish Camp and meet Kirsh. We’ll change clothes and unlock the final character class—Shish (Partisan).

 

  1. ​​Shisha camp

Kirsha will tell you that he doesn’t yet have a large army or cannon to storm Kruchina’s estate. It’s best to help his Shisha partisans first. We’ll speak with a skilled Shish. In a training battle, we’ll learn how to use a pitchfork and a throwing axe. Reward: Nauz for a light hand (+damage while the throwing axe is reloading).

We speak with three more Shishs: Sly, Daring, and Kashevr. They will tell us where and how to gather new people, obtain weapons, and obtain provisions. After completing the quest, we inspect the camp and take the Lal Stone from the chest .

 

 

  1. Supply of shishas

From the camp, we ride to the village of Bolshiye Udoly. We’ll meet a frightened peasant who’ll tell us about the bandits. We choose: “I’ll find them,” “Any node.” Immediately after, the village is attacked. We kill 1, 2, 1, 3 bandits one by one.

After the victory, talk to the village elder. Head to the river to kill a group of four bandits who want to steal the fish. It’s best to eliminate them stealthily. Return to the village elder. Choose “More support” or “If anything happens.” If we ask for support, we’ll receive a Qizilbash Dagger .

 

Magpie (Shisha Camp). On the northern path, it will lead to a clearing with a wolf. Kill it, and take the Enchanted Flint from the chest .
Bolshiye Udoly. From the chest nearby, take the Serpentine amulet .

Camp by the river. Take the Bloodstone from the chest .

If we take the eastern road to the next quest, we’ll meet a magpie. It will lead us to a pier near the swamp. Take the Axe +1 from the chest .
Magpie (Camp in the center). North of the camp. Reward: Key to Kudeyar’s Treasure (stealth kills grant more honor).

 

  1. Weapons for shishas

We’ll head to the camp in the center, west of the river. It’s best to take the eastern route and then ford the river. If we drown in the swamp, we’ll earn the “Oh, My Life Is a Tin Can!” achievement. Inside the camp, kill four Poles. After defeating them, set fire to the tent to signal Kirsha. Open the chest in the camp to find the Trophy of the Kalkan Shield . Return to your camp. Reward: Iron Spear +1 weapon .

 

Taxation

At the camp, Shish the Messenger will send us back to the village of Bolshiye Udoly, as the local elder is asking for help. We go there and speak with the elder. Three Kruchina warriors will appear; kill them. Report to the elder, then to Kirsha. Reward: Kinglet stone , 200 honor.

 

  1. Dangerous Liaisons

We’re heading to Mikhailovskaya Sloboda. Inside the settlement, we need to reach the tavern unnoticed. From the southern entrance, take the street on the right. Inside, we’ll meet Prokhor, the manager of Kruchina’s household. We can choose to be offended or buy him a drink. Afterwards, we speak with the ataman nearby. We leave the village stealthily.

 

Magpie (Mikhailovskaya Sloboda). Top left of the village. Inside the chest is a Witch’s Root (potions and poisons last longer).
Magpie (north). The bird will lead you to a pond and a hidden chest. Inside is a Ladanka with Fyodor Stratilates (ranged weapons reload faster).
The Fool. This character is located at the northern ford across the river, near the well icon. You can reset all of his skills and redistribute his development points elsewhere.
Spice Flow

At the camp, Shish the Messenger will contact us again. We head back to Mikhailovskaya Sloboda. On the main street, we take the Bloodstone from the chest . We speak with the tavern owner; the spice convoy hasn’t arrived. We go looking for the convoy and interrogate the peasants along the way. We head north, clear the camp of two bandits, and collect 3-5 sacks of spices. We bring the sacks to the tavern keeper. Reward: Potion of Agility , 200 Honor.

 

  1. Missing Alexey

From the camp, we head to the Zaimka secret passage. At night, we’ll move to the Kruchina courtyard. All the guards are stationed in the center; we follow the walls. Behind the house, we’ll meet Alyonushka and ask her to bring Nastya. We ask Nastya all five questions. We learn that our assistant, Alexei, is being held in the hunting lodge. We return to the secret passage the same way.

Outside, we gallop to the hunting lodge in the southeast. Kill two guards near the lodge. Untie Alexei and send him back to the camp.

 

  1. Hunters of Kruchina

We go to the nearby forest to look for a squad of human hunters. On the path, we’ll encounter three warriors in blue robes, two of them archers.

 

Copper pipes

Shish the contact will send us back to Bolshie Udoly. There, we speak with the village elder and head to the hunting lodge. We kill three of Kruchina’s assistants and speak with the old man. On the way back, we kill another group of assistants. We go to the village elder and receive: Stunning Potion , 300 Honor.

 

  1. Rescue of the Streltsy

We head to the village of Palkino, in the northwest. There are many ambushes along the way, so it’s best to run past them. At the entrance to the camp, we kill three Polish enemies. Open the barn near the burnt-out fence and free a squad of riflemen. Reward: Matchlock Arquebus, Charmed Bullet (Arquebus + ranged damage).

 

11. Teply Stan. Preparing for the assault
. The Time of Troubles. How many tasks?

  1. Rest from labors

Once we bring the squad to camp, we’ll throw a celebration. We’ll talk to Kirsha, then to Alenka. We’ll learn that Kruchina has gathered an army and is preparing to leave. Kirsha and I will plan an assault on the estate.

 

  1. Plans and strategies

We speak with the Daring, Cunning Shish. We’ll discuss the chieftain’s ally; we need to do him a favor so he can create a distraction.

 

The Adventures of a Pole

Shish the contact spotted an unusual Pole in the tavern; we need to check him out. We’re heading north to Mikhailovskaya Sloboda, to the tavern. We’ll change clothes at the guardhouse along the way. The Pole in the tavern will only talk to us in mercenary clothes. We’ll learn about the treasure from him.

We go to the marked spot, kill three wolves, and examine the pit. Someone has already dug up the treasure. Return to the nobleman. Reward: flintlock musket .

More expensive than gold

In the same tavern, we speak with the ataman; he’ll tell us about Mitka Cheremis from Palkino. We go there and kill two bandits near the burnt-out houses. We take the treasure from the chest and return to the aristocrat. Reward: “A Pole’s Adventure” achievement, a “Kopek for Luck ” (using this item recharges your dodge), and 300 honor.

 

  1. Quid pro quo

In the Mikhailovskaya Sloboda tavern, we speak with the ataman. Choose: “Have you decided to betray?” or “Think carefully.” He will agree to help us if we find the traitor from his squad who escaped to the quarry. Inside the quarry are three bandits. Take the Alatyr amulet from the chest .

We return to the ataman. He’ll give us another task. The voivode has been lending money, and he’s accumulated a lot of promissory notes; everyone around him owes him money. We need to steal all the notes.

It’s best to reach the guardhouse and wait until evening. In the dark, we sneak into the fenced-in courtyard, distract one guard, and kill him. We climb the steps and search the house. Return to the chieftain. Choose: “You’re helping yourself” or “Good luck.”

 

  1. Poles-robbers

In the village of Luzhki, we’ll see Poles robbing peasants. Kill three enemies. Later, four more warriors will run out. After defeating them, talk to the village elder. He’ll ask to speak with a local warrior to protect the village. Answer: “Okay” or “Later.” Take a Potion of Protection from the chest nearby .

The hero Mikula lives alone in the forest. He’ll start chasing us away. We respond: “Don’t talk nonsense” or “Are the boyars the only ones to blame for the Time of Troubles?” The hero will refuse to help us. We return to Kirsha. Reward: Pernach weapon .

 

Magpie (Luzhki village). On the northern road. In Chingizov’s Paits chest (chance to avoid ambush attacks).
Crop circles

Shish the contact will send us back to Luzhki village. We speak with the village elder and go inspect the field to the north. We climb the hill, activate our intuition, and see tracks among the wheat. From the hill, follow the tracks northeast. Kill the bandits and return. Reward: Serpentine Stone .

 

  1. Dear Nastya

We talk to Alenka at the camp and instruct her to get Nastya out before the assault begins. We head to the walls of the Zaimka and sound the alarm at night. We head to the secret passage; a guard is patrolling the way.

In the courtyard, we walk along the right wall, and near the well, we approach the building. We overhear Grigory’s conversation and learn that Nastya has been taken to Moscow to marry a nobleman. And they want to punish Alenka. We secretly retreat back to the white tower through the hole.

We run to Bolshiye Udoly to save Alyonka. In the village, we speak with the village elder. Alyonka has already been found here; she fled into the forest, where Kruchina’s guards are searching for her. We kill two guards on the path in the forest and speak with the girl. We return to Kirsha’s camp.

 

  1. Ambush

We’ll move to the forest. Kirsha has prepared an ambush for the convoy carrying Nastenka. All the partisans will attack the soldiers. We’ll only have to defeat three guards. A captured Pole will be in the convoy instead of Nastenka. We say, “Bring the coals” or “It seems you didn’t understand.” We learn that Nastenka is already in Moscow. Reward: Partisan .

 

  1. Final preparations

Just before the attack, we go looking for two mobile enemy units. In the village of Bol’shiye Udoly, we kill four serfs, preferably unnoticed. In the Palkino camp, we kill four more serfs. Return to Kirsha. Reward: Dagger .

 

  1. Justice and Fire

The assault on Kruchina’s Farmstead will begin. We’ll make our way into the courtyard; no one’s in our way, and we’ll make our way into the estate. Inside, we’ll find a box containing forged letters. On the way back, we’ll be attacked by the boss: Grigory. Reward for victory: Kazan Saber .

We sneak back into the hole. If we’re spotted, seven warriors will attack. Once we get out, the partisans will retreat and break camp. Reward: a Swedish-made wheel pistol .

 

  1. Victim

We’ll stay in the Shisha camp to delay the enemies and cover Kirsha’s retreat. We kill three enemies. A second wave of three serfs will attack. The third wave will contain two enemies. The rest will change their minds about attacking.

 

12. Militia Camp Time
of Troubles. Near Moscow

 

  1. Important news

Let’s return to the militia army; they’ve already set up camp near Moscow. We ford the river and gallop to the Cossack camp. Inside, we speak with Kirsha. Together, we’ll enter Pozharsky’s tent and tell him about the false letters.

 

  1. Meeting the monk

Outside, we speak with Pozharsky again. Prince Trubetskoy’s Cossacks are with him, but he doesn’t trust them. There are still many internal conflicts. We need to meet a monk from the Trinity-Sergius Monastery to reconcile everyone.

We go to look for Palitsyn’s wagon train to the east. There’s a camp in the forest along the way, with bandits inside. Further along the road, we’ll find a destroyed wagon train. We kill three bandits. We speak with the surviving peasant. We learn that the monk was taken by the Poles.

Follow the path north, under a stone arch, and find a Polish camp. Kill three enemies. Free the priest, Abraham Palitsyn. Reward: Charmed Stone (throwing the stone reduces your visibility). Return to the Cossacks.

 

  1. Mood in the army

When we return to camp, the monk will instruct us to find out the mood of the rank-and-file Streltsy and Cossacks, not their leaders. We head to the Streltsy’s forward camp. We find three Poles attacking the camp, so we kill them from behind. We speak with the voivode; he asked the prince for money for clothes, but it never came.

 

  1. New caftans

We’ll meet Sly Shish at the Streltsy camp. He’ll tell us where to get cloth to sew new Streltsy clothes. We head to the crossroads and inspect the destroyed wagon train. Continue south, kill three bandits at the campsite, free the captive merchant, and obtain the cloth. Return to the voivode. Reward: Charmed Shirt (we survive the first mortal wound).

 

  1. Get to know the Cossacks

We go to the Cossack camp and talk to Kirsha. At the far end of the camp, a Cossack Bogatyr will approach us. Answer: “I was walking” or “There’s little joy in your voice.” We’ll engage in a boss fight. The opponent is armed with a large club. Reward: Ataman’s Mace . We speak with the Bogatyr again; he’ll ask us to organize a feast for the Cossacks before the fight.

 

  1. A feast for the whole world!

At the camp, we speak with the Cossack merchant and ask where to get spices. We go to the tavern and speak with the merchant Yeremey. He was robbed by bandits, and we need to find his goods.

We travel to the northern camp where the Poles were and kill three enemies, then one leader. We interrogate the bandit and choose whether to intimidate or accuse him. We learn that the bandit chieftain, who has gone into hiding, took the spices.

We return to the camp to see Monk Palitsyn. He’ll offer to replace the feast with spiritual food and begin his sermon. Afterwards, we speak with the hero and the Cossack; they’ll be pleased. Reward: Potion of Accuracy . We return to the monk.

 

  1. Respect for Trubetskoy

The monk plans to test Prince Trubetskoy’s loyalty to the militia. We speak with Trubetskoy in the lower camp. He’ll ask for the return of his banner, which the Poles captured in battle. We’ll receive Batorovk’s sword .

We head to the edge of the location and teleport to Gulyai-Gorod. On the road before the camp, we speak with a peasant; he’ll tell us about the Polish guards. But sneaking isn’t necessary; you can easily enter the Polish camp in your Warrior outfit. We pick up the banner near the campfire. We head back to Trubetskoy.

 

  1. Delivery of the banner

Trubetskoy will send his banner as a gift to the Streltsy Commander. We go to the neighboring camp and hand over the banner. Reward: Tsar’s Charter . As we leave the camp, we encounter three Poles; we kill them.

 

  1. Identifying anonymous letters

We speak with Trubetskoy; he’s also noticed that someone is trying to cause discord among the militia and is also trying to sort things out. Then we speak with Pozharsky about the same thing. We’ll receive Dag’s weapon . Finally, we speak with the monk; he’ll advise us to check whether the letters sent to the princes were forged. We go back to Trubetskoy and ask him to show us the letters.

 

  1. Recognize a fake

We take the prince’s letters to the monk, who advises us to show them to the local scribes so they can recognize the handwriting. We speak with the Cossack scribe, who advises us to buy a magnifying glass. We speak with the merchant in the camp and learn that Hans, a Fryazin merchant, has such a product.

We go to the Tavern in the center of the map. The merchant Hans has a telescope, but it was tempered by the Polish Khan. We respond: “Give it to me for a couple of hours,” “You shouldn’t turn up your nose,” “I’ll give you double.” Afterwards, the client, the Polish Lord, will appear. We respond: “Let’s settle this peacefully,” “By duel,” “Why are you so pale?” If we choose to fight, we’ll fight the Lord. We speak with Hans and receive the lens. Reward: a French-made flintlock musket . We return to the clerk; he will expose the counterfeits. We report to the monk.

 

  1. Search for the distributor of anonymous letters

We’ll tell Prince Trubetskoy that the letters weren’t written by Pozharsky, but by some traitor. We need to question all his closest servants: Frolka, Mikitka, Nikola, Styopka. We’ll learn that Styopka is often absent. By the time we’re questioning the servants, he’ll have already disappeared from the camp.

We follow the tracks from the camp into the forest. On the next road, we’ll catch up with three of Kruchina’s serfs and Styopka. After victory, we’ll automatically return to Trubetskoy. He’ll order the traitor hanged. Pozharsky and Trubetskoy will make peace. We speak with them again.

 

13. Militia Camp. Assault. Time
of Troubles. Complete the mission.

  1. Crossing

We’re heading to inspect the river crossing where the Poles are dug in. There’s a fishing village nearby, and inside, we’ll talk to a resident on the bank and ask him to take us across by boat unnoticed.

 

  1. Cannons

On the enemy shore, we go to the occupied village and talk to the village elder. We respond: “Refusing?” or “Don’t be afraid of the Poles.” We learn that the Poles are exploiting the labor of local peasants. We disguise ourselves as shisha to be allowed into the camp.

Polish battery. Inside the camp, we move along the right wall, go under the overhang, and set fire to the gunpowder storehouse. After that, we fight off three enemies. Once we win, our troops will take the shore. Return to Pozharsky and Kirsha. Reward: Italian-made wheel pistol .

 

  1. Stop the wedding

One of the captives turned out to be one of Kruchina’s men; we go to interrogate him. Choose: “I have no mercy” or “But I remember you.” The captive will tell you about Nastya in Moscow. Her fiancé is already on his way; he can be intercepted en route.

We’ll take the southern road to the estate. We’ll move to a separate village, and inside, in the courtyard, we’ll kill three Poles. Talk to the main Pole (if the conversation doesn’t start, reload). We’ll fight the boss: the Nobleman.

 

  1. Escort of Pozharsky

Pozharsky will ask you to accompany him to the Old Church. He will secretly hold a prayer service in a small church. During this time, we need to defend the courtyard from attacking bandits. 1st wave: 5 enemies. After defeating them, we will find Zarutsky’s letter on the attackers. Reward: Alatyr stone .

 

  1. Problems with the Cossacks

We speak with Minin at the main camp. We’ll receive the Rogatyna Combat Weapon . Some Cossacks have mutinied, and we need to calm them down. We sneak into the upper camp and speak with the monk. He’ll give us a pep talk.

 

 

  1. Zarutsky’s Agents

Pozharsky will instruct us to speak with Cossack Trubetskoy to uncover the machinations of another Cossack, Zarutsky. We learn that one of the atamans has fled the camp after the failed rebellion. We ride on the traitors’ trail. Three serfs are on the way. Further on, three traitors, which we can kill stealthily, are waiting. We interrogate Ataman Pavel. Choose: “Death” or “You’re not Cossacks, but thieves.” He will reveal that Zarutsky’s advisor is to blame for everything.

 

  1. Truth

We’ll ride to Zarutsky’s secret camp. We’ll meet a drunken Zarutsky in the hut. And outside, our boss awaits us: Irena (Marina Mnishek). She’s planning to take the throne herself and will try to eliminate us. Once we defeat her, we’ll let her go alive. We’ll return to Pozharsky and ask to go to Moscow.

 

14. Moscow
Time of Troubles. All tasks

  1. Moscow hospitality

In the new location, we enter the camp near Moscow and speak with the Voivode. We need to stop the Polish breakthrough. On the wide road, we kill two Poles, then four more. Then, two bandits will ambush us. An elite squad of three warriors follows them. After defeating them all, we return to the Voivode. Reward: Serpentine with St. George (enemy shots deal damage).

 

  1. Liberated Moscow

The Voevoda will send us to clear out the area where foreign mercenaries are holed up. We’ll speak with Alexey in the nearby camp and send him on reconnaissance. We’ll speak with the Voevoda again and receive three more missions to choose from.

 

  1. State affairs

Kolymzhansky Dvor. We speak with the chief mercenary; he’ll ask for money for his hire. We choose: intimidate him or bargain down the price. They’ll agree to leave the city if we destroy another mercenary squad, their long-standing enemies.

In the north of the map is a large courtyard with three squads of four mercenaries each. You can negotiate with the yellow-green squad, or kill them all. Return to the mercenary. Reward: Amulet of Mars (+ mercenary armor).

 

  1. Cossacks in a tavern

We go to the pub in the center of the map. A Cossack will try to chase us away. We respond: “I don’t see anyone,” or “Where are you hanging out?” We engage in a boss fight: a Cossack characternik. After defeating him, we learn that the Cossacks have business here.

We go to find the boyar’s court, with whom the Cossacks want to settle accounts. At the gate, we speak with the townsman. Choose: “Who are you calling a thief?” or “Oh, you made me laugh.” We learn about a secret passage in the courtyard wall. We go left, along the outer wall of the courtyard. Then around the corner, into the gap between the city wall and the courtyard wall. We find an opening into the courtyard, and inside, we kill six guards. In the center of the courtyard, there are four more enemies. From inside, we open the gate for the Cossacks.

The boyar will escape through a secret passage; we run to catch up with him on the city streets. Once we catch him, we speak with the Cossack. Reward: Turkish Kılıç .

 

  1. Freedom of trade

We head east to the Trading Rows. Kill a squad of three bandits. Then talk to the marauder leader. Choose: “Sweet songs” or “Oh, I don’t believe you.” In the first option, we’ll part ways peacefully; in the second, we’ll fight. Reward: the Kinglet amulet .

Once we complete all three subquests, the “Moscow Liberated” quest will be completed. The commander will reward us with the weapon, the Strelets’ Partisan .

 

  1. Penetration into the courtyard of Kruchina

We speak with Alexey; he saw Nastya in Kruchina’s house in the capital. We run to the estate, looking for a way into the courtyard. We crawl under the scaffolding and into the opening. Inside, we climb onto the wooden bridges. We go around the barn on the left side and head towards the stone house. We talk to Nastya through the locked door. Choose either “Wait a minute!” or “I’m listening.” Kruchina is not in the city. We’ll agree to free Nastya during the assault.

 

  1. Help for the assault on Kruchina’s courtyard

We talk to Kirsha at the camp. Later, the voivode will advise hiring buffoons as a distraction. We go talk to the merchant; he’ll advise us on how to approach the buffoons.

We dress up as shisha and go to the performers. We talk to the man in the goat costume. We answer: seriously or in response to a joke. We agree that they will help us once we solve their problem.

Go to the traitor merchant’s courtyard. Inside, kill two warriors three times. Reward: Nizhny Novgorod Seal (drinking the potion grants armor for a short time).

 

  1. Liberation

The buffoons will go with us. Together, we’ll make our way into Kruchina’s courtyard and eliminate the guards. Just outside the house, we’ll speak with the serfs; they’ll want to avenge Grigory. Kill five enemies. After defeating them, we’ll break down the door and free Nastya. She’ll remain here to defend her estate until we’ve finished our business. Reward: Siberian Seal .

 

 

  1. The Last Push

We speak with the voivode and Kirsha. The besieged Poles are preparing to attack, and we need to repel them. We catch a squad of five fleeing enemies in the street and kill them. Further along the path are smaller squads.

After the victory, we speak with Alexey. We learn that Nastya’s estate is being stormed by Kruchina’s warriors. We run to help. We encounter Kruchina himself and respond: “Have you fallen so low?” or “Should I surrender?!” We kill four serfs. We engage in a boss fight: Kruchina. During the fight, more serfs will attack. Once we win, Kruchina will apologize to his daughter and be taken to the camp.

 

15. Moscow. The White City
. The Time of Troubles. How the Game Ended

  1. Strike from the Kremlin

Now the entire city will be in flames and smoke. We speak with Pozharsky and the voivode. We go with the prince and talk to the captive Kruchina. We choose: “Don’t rush to bury yourself,” “Any of us,” “The prince spoke correctly.” Afterwards, we go to repel the Polish attacks: three enemies twice. We return to the camp and talk to Kruchina.

 

  1. Fights in the Chertoliye

We need to clear the streets of enemies. Kill 2-3 warriors in three places, preferably stealthily. After that, four enemies will flee from us; we catch up and finish them off. During this, we’ll hear cannon fire. We need to report to Pozharsky. The Cossacks haven’t yet begun their assault on the city; a monk will be sent to join them.

 

  1. Hell’s Kitchen

We’ll talk to the captive Kruchina again. He’ll agree that the Poles won’t make new Varangians and won’t be able to rule peacefully. He’ll tell us how to destroy the Seven-Summit Tower, where the Poles are holed up. We’ll relay everything to Minin and Pozharsky. They’ll send an archer sniper with us. We’ll run to the tower together. We’ll kill 3 or 2 enemies along the way. At the end, we’ll protect the archer from the attackers. The archer will hit the tower’s window on his third attempt and blow it up. We’ll return.

 

  1. The Decisive Battle

Before the final battle, Kruchina will ask for his release so he can also fight the Poles. We hold the line outside, advance forward, and kill three enemies five times.

We’ll hear the ringing of bells. The Cossacks have arrived at the city walls. After that, we’ll switch from defense to offense. We’ll kill three more enemies. When we’re tired, Kirsha will kill an enemy with a shot and repay us.

 

On August 25, 1612, the Militia defeated the forces of the Polish-Lithuanian Commonwealth. The remaining Polish troops surrendered on November 7. The Zemsky Council convened and elected the young Mikhail Feodorovich Romanov as tsar. The Time of Troubles was over.

We’ll see the fates of Yuri and Nastya, Ustinya Stremoukhova, Tyoply Stan, the militia’s enemies, and Kirsha. The end of the game.

 

Questions and Answers

 

Time of Troubles. What kind of game is this?

This action-RPG game from Russian developers was created with public funding from the Institute for Internet Development (IRI).

 

Time of Troubles. What is it, what does it mean?

The period in Russian history from 1598 to 1613. An interregnum that began when the Rurik dynasty ended. This period ended when the first of the Romanov dynasty was appointed tsar.

 

Time of Troubles. Where are the saves?

C:\Users\[name]\AppData\Local\Cyberia\Saved

 

Time of Troubles. What century and year is it in the game?

XVI–XVII (16–17) centuries, 1598–1613.

 

Time of Troubles. What engine?

Unreal Engine 5.

 

Time of Troubles (game). What cities are there?

Nizhny Novgorod, Yaroslavl, Moscow.

 

Leave a Comment

Scroll to Top