Welcome to the Into Indie Games walkthrough for Chapter 8 of Crushed in Time.
After learning the truth about Emmet and finding their way out of the rhythm game world, the gang gets hurled to the very beginning of it all in world 00000000.
For more information about the game, check out their official website here.
Table of contents
Helping Emmet Become a Postman

Your first task after the cutscene is to create a Postman Uniform for Emmet. To do so, you have to move around the objects inside the bubble.
You have to connect three matching objects to create a new one.

For the uniform, you need to connect the Postman Hat, the Postman Shirt, and the Black Pants. Check the image above for the correct combination.

Next, we have to recreate a Postal Bike. To do so, first you have to connect the Stack of Letters, the Stamp, and the Satchel to create a Postman’s Bag.

Then combine the Bell, the Bicycle, and the Postman’s Bag to create the Postal Bike.

The last part is to create a destination for Emmet to travel to. You’ll have to combine the Road, the Fence, and the Countryside. This will recreate the Country Road that you traveled across in Chapter 1.

Push the Postman’s Uniform and Postal Bike into the Country Road to trigger a cutscene where you see Emma hand over the first mail to Emmet to deliver.
Redecorating the Hall of the London House

With Emmet gone, Sherlock, Watson, and Emma still have to figure out a way to get back home. The TP-Tron is busted, but Emma comes up with an idea to get everyone back safely. But to do that, you need to recreate the elements in the entrance hall of 221B Baker Street.
You’ll need to add four items:
- Stairs
- Blue Glazed Door
- Red Checkered Carpet
- Grandfather Clock

You can use the yellow signs on the tunnels to switch to different scenes where you can find elements to combine and create the ones you need. You can do them in any order you like.
Adding the Blue Glazed Door

To make the Blue Glazed Door, first head to the scene of the Scottish Manor. There’s a Red Carpet on the floor and a Torch next to it that we can use later.

For now, interact with the Ink Pot on the table a few times to make it spill to the ground.

Then head to the scene with a Fireplace. Grab the Door from this scene. You can also grab the Red Curtain beside the door, the Alarm Clock over the fireplace, and the Pendulum hung above it.

After this, move over to the Dungeon scene where you can find a Window. There’s also a Pulley here that you can use, a locked Coffin that you can unlock, and a Paint Can on the ground.
If you wait a few seconds, you’ll also see thunder flash, creating a pattern on the ground over the pentagram. Grab the Window and the Paint Can for now.

Return to the Scottish Manor room and insert the Paint Can into the scene. Then grab the Paint Can and drag it to the blue ink on the ground.

Combine the Blue Paint Can, the Window, and the Door to create the Blue Glazed Door.

Return to the main scene and add it in.
Adding the Grandfather Clock

Return to the Dungeon scene and interact with the Coffin.

This will pull up a puzzle window where you need to lockpick the door before the timer at the top runs out. To do so, grab the center of the lock and drag it around until the lock starts to vibrate.

Find the spot where it vibrates the most and hold it until the lock opens. Repeat the process four times before the timer runs out, and the Coffin will unlock.

Now that the Coffin is free, you can take it out of the scene. Combine the Alarm Clock and Pendulum from the Fireplace scene, and you’ll have your Grandfather Clock.

Take it to the main scene and push it into place.
Adding the Stairs

Take the Torch from the Scottish Manor to the room with the Fireplace and push it into the scene.

Then drag the tip of the Torch to the burning fire to light it up.

Take the Red Curtains from the Fireplace scene and the Burning Torch to the Scottish Manor and push them into the scene. As they go in, they’ll light up the dark corner where you can see a set of stairs.

Pull it out of the scene and take it to the main scene to insert it into place.
Adding the Red Checkered Carpet

Take the Red Carpet from the Scottish Manor scene to the Dungeon room and push it into place.

Wait for the thunder to flash, and as soon as there’s a white pattern on the Red Carpet, pull it out of the scene. You’ll have your Red Checkered Carpet.

Return to the main scene and push it in to trigger another cutscene, which leads you directly to the next chapter.
This concludes the eighth 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.