Welcome to Into Indie Games’ walkthrough for Chapter 3 of Crushed in Time.
Sherlock Holmes and Dr. Watson manage to build a TP-Tron to chase after Emmet. But while at first glance the machine doesn’t seem to work, when they get out of the tub, they find a woman sitting on the ceiling.
For more information about the game, check out their official website here.
Table of contents
Getting the Lady Back To the Ground

The chapter begins with Sherlock and Dr. Watson finding a person sitting on the ceiling. You’ll have to figure out a way to bring her down.
First, pull on the hat that’s on the coat rack so that it falls to the ground.

There’s also a weight under the table on your left that you can move around. Make sure to move the hat away from the coat rack.

Then pull the coat upward. It’ll fall to the ground, revealing a satchel underneath.

Interact with the satchel to guide it to the person on the ceiling as she looks at it.

Now you have to figure out a way to place the weight inside the satchel. To do that, you first need to get the satchel on the right side and the hat to the left.
First, pull the hat upward so that it shrinks.

Then push the weight to the right. It’ll bounce off the hat and land on the right side.

From here, push the hat to the left so that it’s near the table. Use the same method to bounce the weight onto the table.

Now wait for the person above you to hold the bag in the correct position and push the weight onto the squished hat below. The weight will bounce off the hat and go inside the satchel, allowing the person to come down.

This will trigger a cutscene, and you’ll learn that this is Emma, the person who sent the letter to 221B Baker Street in the first place.
Recover the Lab Key

At the end of the cutscene, as Emma goes to unlock the door, the key from her satchel flies up and sticks to the ceiling. So now you have to figure out a way to bring it back down.

First you have to move the characters around so that:
- Emma stands near the chalkboard
- Watson stands near the window
- Sherlock stands on top of the vent on the ground.
You can do that simply by pulling on their faces.

Then flip the blackboard behind Emma so that you can see the hook. You can push the key to the hook by interacting with the key.

Next, interact with the vent behind Emma so that she turns toward it. Just open the vent and close it behind her to do so.

While she is facing the vent, pull the chalkboard to the right so that the key flies into the ceiling vent and comes out of the one that Emma is facing.

After Emma unlocks the lab door, follow them to the main hall of the manor to trigger a cutscene. When the cutscene ends, the trio will split up, and you’ll have separate objectives for each of them.
Put the Cellar Right Side Up

First, we’ll head to the cellar to see what Sherlock is up to. The cellar somehow has flipped upside down as well. So we have to figure out a way to bring it right side up.

After the cutscene, interact with the valve on the left to spin it.

This will cause the barrel on the ceiling to slam into the pipe, cracking it and causing it to leak.


Use the pulley on the right, next to the light bulb, to slam the barrel into the wall. The wall doesn’t break, but you can see cracks on it.

Use the valve again and make the barrel slam into the red pipe. This will cause the water to start flowing upwards.

Now push the barrel by stretching it to the left so that it’s right in the middle of the ceiling. Then interact with the crack on the red pipe.

The barrel fills up with water. Use the red valve to slam it into the pipe.

Then, use the pulley one final time to slam it into the wall and break it open.

Interact with the yellow sign on the opening to reach the back end. You need to solve a series of puzzles to reset the cellar room.

Use the arrows on the edge of the box to switch to different boxes. First, go to the Set Value box by going right and down and set the Name_Access to True. Use the cog next to False to change it.

Then return to the Event box and head up. From the Condition box, go left and set the Detective value to S_HOLMES.

Then go back to Events and head to the box all the way to the right and slide the Timer Set As value to 10.

From the Events box, go up and right and change the dial in Set Scene Angle to 90.

Doing so resets the room and fixes its orientation. You’ll also see that you’ve moved up to Alpha 0.4 in the TP-Tron.
Fix the Reflection Problem in the Bathroom

With the cellar fixed, let’s head up to the bathroom to check in on Watson. The problem here is Watson’s reflection in the mirror, which is reversed. So you need to find a way to fix it.


You can pull on the reflection to move it to the next mirror. This is the key to solving the puzzle, but there’s a bit more we have to do first.

Use the faucet to try to turn the water on.

But it’s blocked, and doing so only causes the red pipe to shake. You’ll also see an object inside the pipe that’s causing the blockage. You can move it upwards along the pipe.

However, you can’t turn the corner. Turn the faucet on again, and as the pipe is shaking, move the object along the pipe. As long as the pipe is shaking, you can make the object turn corners.

When you finally manage to guide the object out of the tub, you’ll see that it’s a key.

Close the door to the bathroom by pulling on it. You’ll see a cabinet behind the door. Guide the key into the cabinet to open it.

There’s another mirror inside the cabinet. Now you can guide your reflection along all the mirrors to the golden mirror at the foot of the tub.


When Watson’s reflection is in the golden mirror, pull on it to rotate it. This will flip the reflection and turn it right side up.

Guide the reflection back to the mirror behind Watson to fix the reflection problem in the bathroom.
Recreate Emma’s Portrait – Part 1

Go back to the main hall to find Emma walking up and down the hallway. You need to recreate Emma’s portrait above the fireplace. Drag the portrait to the right and let go.

The portrait will fall and hang by a thread. Pull it down to reset it back to its original spot.

However, doing so dislodges a small painting on the right. Interact with the painting so that it falls to the ground.


Emma will come over to put the painting back in place. As she starts to walk off, interact with the portrait to make it fall on her face.

We’ve managed to capture her face. But to capture her hair, we need to head outside. Use the yellow sign to head out the door.
Bring the Manor back to the Ground

As you exit the manor, you’ll find Sherlock and Watson at the doorstep. On top of that, the manor has lifted off the ground.

Start by interacting with the pumpkin in the garden to make it fall to the ground.

Guide the pumpkin into the fountain to block the vase. Rotate the fountain to face the manor.

Then ring the bell. As Sherlock goes to check the bell, shoot the pumpkin to the floor where Sherlock was standing.

When Sherlock returns, shoot him with water from the fountain to make him fall.

With Sherlock on the ground, Watson will pull the bell to try and bring him back up. Load up the fountain with another pumpkin and shoot it on the ground near Watson.

Interact with the bell, and as Watson becomes unbalanced, splash him with water to make him fall off.

Stretch Watson’s leg and drag it to Sherlock‘s hand.

Then pull on Watson’s cloth upwards three times to bring the manor down to the ground.
Recreate Emma’s Portrait – Part 2

With the manor back on the ground, we can do the second part of fixing Emma’s portrait. Load the water fountain with another pumpkin and shoot it at the window above the door.

Load up the pumpkin again once the window breaks. Aim through the glass and shoot the pumpkin into the house.

Go inside the manor and guide the pumpkin toward the fireplace.

Pull the painting down and toss the pumpkin upward to complete the portrait.
Helping Dr. Watson Reach Emma

After a long cutscene, Sherlock, Watson, Emma, and Emmet will be on the Sherlock-o-Motive going through a wormhole across time and space. We have to help Dr. Watson reach Emma.

First, interact with Watson so that he falls on the left tire.

Then interact with the left tire to lift it back up to the car.

Interact with Sherlock and make him fall onto the tire. But don’t bring the tire back up yet.

Pull Watson to the left so that he goes to the center of the vehicle.

Interact with hanging Sherlock so that he grabs onto Watson’s legs.

Interact with the left tire so that it falls down. Then pull Sherlock to the right so that he grabs the left tire.

Interact with Watson to move him to the right tire and pull it up.

After this segment, you’ll enter an 8-bit world. You have to fix the passage so that our heroes are safe. You can swap the three names around to change what happens in the story.

For the first part, arrange the texts to Emmet first, then Sherlock, and finally Watson. You can pull on Emmet to guide him toward the car.

For the next part, swap Emmet’s name to Watson so that it reads “Watson grabs the vehicle’s wheel…”

After this, Swap Emmet’s name with Sherlock’s and pull on Emmet so that he can catch the TP-Tron.

When the text changes, pull on Sherlock from below so that he flies up and a tool pops out. The text changes again.

Swap Sherlock and Emmet‘s names and end the “manages to catch” section with “A Tool.” Then pull from the back to guide him towards Watson’s hand.
Catch the TP-Tron

After this sequence, a short cutscene triggers and the group is seen flying through the wormhole with the TP-Tron flying around them. You need to catch it.

First interact with Sherlock, and he’ll spew out an insult to Emma.

As Emma is busy yelling at Sherlock, use the starter to push the car to the left side of the screen.

When the TP-Tron flies close, interact with Emmet to catch it.

Another short cutscene triggers, and after that, you’ll be hurled into a retro game called Deadly Numbers.

Switch to Game B on the right and then interact with the Alarm button until the Alarm Bell icon on the top-left corner of the screen lights up.

Then continue moving the Sherlock-o-Motive to avoid the falling 1s and 0s.

At one point, you’ll see the numbers falling on both sides with no way to escape. Pull the Alarm Bell icon to blast away the numbers. Move the vehicle again to grab the TP-Tron.

This triggers another cutscene as you enter the next chapter.
This concludes the third 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.