Welcome to Into Indie Games’ walkthrough for Chapter 2 of Crushed in Time.
With the Sherlock-o-Motive taken by the mysterious stranger named Emmet Placeholder, Sherlock and Watson must build their own TP-Tron to go after him. To do so, you need to find a big lightbulb, reactivate the electric power system, and bring a cockpit into the laboratory.
For more information about the game, check out their official website here.
Table of contents
Finding a Light Source

After the cutscene ends, you’ll be in the lab watching Sherlock Holmes working at the table. Interact with the chalkboard on the right.

It will flip over, allowing you to inspect the scribblings. Inspect the board.

It’s mostly gibberish, but on the left side you’ll spot a series of directions. Take a photo or note it down. We’ll need it later.

Head to the next room using the yellow sign. You’ll see Dr. Watson thinking of heading down toward the basement. But he needs a light source. Luckily, there’s a candlestick nearby, but you must light it for him.

Interact with the shield hanging above the painting. The shield will fall to the ground. Then toss it to the coat of arms all the way to the left.


Interact with the curtain above the left door leading outside to move it out and let some light in.

Now you can drag the shield on the coat of arms to focus the light ray on the fireplace. The only problem is Watson is blocking the way.

Head to the front yard of the manor using the yellow sign on the left. Turn the water fountain statue toward the door. Then ring the doorbell.


This will cause Watson to check outside. Wait for Watson to turn toward the statue and splash him with water right in the face.

When he falls, quickly head inside the house and focus the light ray on the fireplace to light it up.

Watson will walk back inside, light up the candlestick, and head down to the basement.
Reactivate the Electric Power System

Follow Dr. Watson to the basement level. It’s dark, but you can move around by dragging the burning fire on the candlestick in different directions. First, head all the way to the right. You’ll spot a fuse on the table.

Interact with the fuse so that it falls off the table. Then toss it all the way to the left. There’s a fuse box here. You have to toss the fuse into the box.

With that out of the way, interact with the box with the tubes sticking out above it behind Dr. Watson. We’ve marked it on the image above.

Interact with the two screws to remove the cover.

You’ll see a series of screws and a switch on the right in the panel underneath. You can flip the switch, but nothing happens. To solve it, you need to arrange the screws in the proper orientation.
The correct orientation is shown on the blackboard in the lab. Set the screws in the following order from left to right.
- Top Row: Horizontal | Vertical
- Middle Row: Horizontal | Horizontal
- Bottom Row: Vertical | Vertical

Flip the switch on the right to get the power up and running.
Finding A Light Bulb

After the cutscene, Dr. Watson will spot a light bulb hanging on a wire in the basement. Unfortunately, it’s way out of his reach.

Before you do anything else, interact with the red valve on the right and turn it on. This will open up the water line, which we’ll need later on.

With that out of the way, we can start focusing on the light bulb. You’ll spot a pulley mechanism on the left side of the basement. Activating the pulley changes the length of the three hanging wires in the basement. However, you can’t lower the wire enough for Dr. Watson to grab the bulb.

Use the pulley so that the left-most cable is all the way up. Then swing the middle and the right wire by stretching them so that the bulb jumps to the middle wire.

Then use the pulley again so that the wire on the right is all the way to the top. Swing the wires again and transfer the bulb to the left-most wire.

Now you can use the pulley to lower the left wire all the way down, and Dr. Watson can grab it. A cutscene will trigger as Dr. Watson takes the light bulb to Sherlock.
Bring a Cockpit To the Laboratory

The only thing left to do is to bring a cockpit to the lab. To do that, first head to the bathroom up the stairs via the main hall of the manor.

Since you’ve opened the valve, use the faucet to fill the tub with water.

Unfortunately, the drain is open, and the water simply drains away when you do so.

You can manipulate the tub to make it jump, causing a crack on the floor, but it’s not heavy enough to break through. You’ll have to plug the drain and fill it up with water.

Close the bathroom door by pulling it to the right. You’ll spot the drain plug on the cabinet behind the door.

Interact with it to drop it to the floor. Then toss it into the tub to block the drain.

Once the tub is filled, manipulate it a few times until it breaks through the floor straight into the laboratory.

This will trigger a cutscene that transitions you to the next chapter of the game.
This concludes the second part of our walkthrough for Crushed in Time. For more interesting articles related to indie games, check out the links below:
- Into Indie Games Homepage
- Witchspire – Walkthrough Hub
- Puni the Florist Walkthrough – All Story Mode Requests
- Medic: Pacific War Walkthrough Hub
- BrokenLore: Follow Complete Walkthrough Hub
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.