Crushed In Time rarely asks you to find a conventional inventory item. It asks you to notice which layer of the scene controls that item: a clock can open a dumbwaiter, a prototype cable can lend a property to an object, and a character’s name can become part of a machine. When a puzzle looks inert, the useful question is usually, “What can I stretch, redirect, rotate, or temporarily turn into a tool?”
This spoiler-heavy walkthrough follows that logic from 221B Baker Street through all ten chapters, then separates chapter cleanup from the two full-run achievements. It was checked on July 18, 2026 against the Windows release and Draw Me A Pixel’s v1.0.6037 notes. That patch added post-game chapter selection, revised hints, smoothed several puzzles, and reduced Chapter 9’s requirement to 25 Watson clones. Older routes that insist on 30 are now out of date.

Use the stretch like a verb
A click only selects the elastic action. Hold the input, pull in a meaningful direction, and release. A short pull may nudge an object; a long pull may launch it; a circular gesture may turn a crank. On a controller, release the stick after drawing the motion while keeping the action button held. The white trajectory, highlighted anchor, and the character’s gaze tell you which result is currently possible.
- Reset the relationship, not only the object. If a key keeps flying away, first change what can catch it. If a character blocks a target, move that character with an elastic slap or a distraction.
- Let a sequence finish. Dialogue, sneezes, alarms, water pressure, and rotating props often create a brief interaction window. Pulling early can cancel the state you need.
- Read the live hint after a patch. Version 1.0.6037 adjusted hints and fixed interaction markers in every chapter except Chapter 8. A prompt in the current client is stronger evidence than a launch-week screenshot.
- Keep the final autosave. Chapter selection appears only after the ending. An older completed save may need to replay the ending cutscene once before the menu becomes available.
The route changes its rules ten times
| Chapter | New puzzle language | Main checkpoint |
|---|---|---|
| 1 | Elastic props and timed reactions | Free the road, then pick the manor lock |
| 2 | Power routing and object transfer | Build the TP-Tron from light, power, and the bathtub |
| 3 | Gravity, logic nodes, reflections, and editable text | Restore Alpha and recover the TP-Tron |
| 4 | Prototype properties attached by cables | Reassemble and validate the editor scene |
| 5 | QTE gestures, dialogue fragments, and vectors | Redirect the TP-Tron |
| 6 | Movement across a pre-production board | Collect Watson, Emma, and Emmet |
| 7 | Apps and rhythm-game rules | Recover three cogs |
| 8 | Three-part idea recipes | Rebuild the London hall |
| 9 | Vacuum storage and projectile Watson | Reach the current 25-clone target |
| 10 | Moving-train traversal and attack tells | Regroup at the World Border |
Chapters 1 and 2 turn the house into a machine
Chapter 1: make every obstacle help with the next one
- Wake Sherlock and expose the door key. Remove the study doorknob and move it to the telephone cabinet so it becomes the drawer handle. The drawer contains the plug; connect it to the wall and ring the telephone. Lift the newspaper, knock off Sherlock’s hat, and shift the chair while he bends to retrieve it. The revealed key opens the door for Watson.
- Make the ceiling letter sticky. Downstairs, pull Watson away from the window to reveal the dumbwaiter note. Set the grandfather clock to 8:30, send the full honey jar upstairs, and uncover the dumbwaiter behind the study painting. Help Sherlock wrench open the drawer, then launch the empty jar into the ceiling so it breaks. Put the full jar in the drawer, position the letter above it, and spring the drawer. Throw the honeyed letter onto the open painting, then close the painting to peel it down.
- Use the sheep to create wind. Shake the apple tree, move Watson into Sherlock’s place, and pull the sheep’s wool toward Sherlock. His sneeze drops the apple. Hand it to Watson and send him forward to feed the sheep. Complete the fence gesture only after the animal moves.
- Expose the false wall. Photograph when Mr Wilhelm looks away so the flash moves the bird. Spill flash powder, give it back to Wilhelm, launch the bird, and trigger another flash while it is airborne. The stunned bird hits the wall and proves it is fake.
- Build the lever. Create another sneeze while helping Watson push the wall. Under the crop circle, dismantle the scarecrow in this order: arms, buckle, scarf, hat, jacket, buttons, mask, shirt. Press the four shirt buttons 2-3-1-4 from top to bottom. The shovel becomes the lever arm; the rock hidden behind the sneeze-cleared bush is its fulcrum.
- Clean the manor lock. Turn the fountain toward the cracked paving and wet it. Use the bell and the vehicle horn to change Watson’s facing, then spray him so Sherlock leaves the lock exposed. Wash the mud from the mechanism and lift each pin beyond its marked line.
If you want Chapter 1 cleanup now, ring the telephone ten times for Player phone home, set a clock to noon for Dinner time!, and take five pictures of the false wall for Paparazzi. All three can also be revisited after the ending.
Chapter 2: assemble the TP-Tron in dependency order
Inspect the reverse side of the laboratory board before going downstairs; its orientations are the answer to the basement panel. Drop the shield and place it on the hall’s coat of arms, open the curtain, and aim the reflected sunlight at the fireplace. If Watson blocks the beam, ring the outside bell and splash him with the fountain, then light the hearth while he is away.
In the cellar, carry the candle flame across the darkness, knock the loose fuse into its box, remove the two panel screws, and set the six contacts like this:
| Panel row | Left contact | Right contact |
|---|---|---|
| Top | Horizontal | Vertical |
| Middle | Horizontal | Horizontal |
| Bottom | Vertical | Vertical |
Turn on the red water valve before leaving. For the hanging bulb, raise the left cable, swing the bulb across to the middle, change the pulley so the right cable is highest, and use the swinging wires to transfer the bulb onto the left cable. Lower that cable so Watson can take it. Upstairs, close the bathroom door to uncover the plug, seal the tub, fill it, and repeatedly spring the heavy bath until it breaks through into the lab.
For The good old days, leave the filled bath running for at least 15 seconds before advancing.
Chapters 3 and 4 let you edit the game itself
Chapter 3: repair Alpha from cause to effect
Use the hat as a trampoline for the loose weight: shrink the hat with an upward pull, bounce the weight across the room and onto the table, then time the final bounce into Emma’s satchel. When her key sticks above the lab, place Emma by the board, Watson at the window, and Sherlock over the floor vent. Flip the board to show its hook, knock the key onto it, and use the paired vents plus a sharp board pull to send the key back to Emma.
The cellar’s hidden logic is the first place where the display names matter more than the room. Break through with the water-filled barrel, enter the node view, and make these four edits:
- Set
Name_AccesstoTrue. - Set
DetectivetoS_HOLMES. - Move
Timer Set Asto10. - Turn
Set Scene Angleto90.
In the bathroom, pulse the faucet while moving the obstruction through the red pipe; the shaking pipe is what lets the object round a corner. The object is a cabinet key. Open the cabinet, move Watson’s reflection through the mirror chain to the gold mirror, rotate it there, and return the corrected reflection to the main mirror.
For the manor and portrait sequence, use pumpkins as fountain ammunition: bring Sherlock and Watson down, fire a pumpkin through the upper window, and combine it with Emma’s captured portrait. In the wormhole, use the character names as sentence parts. The safe opening order is Emmet, Sherlock, Watson; later swaps make Watson take the wheel and Emmet catch the TP-Tron. In Deadly Numbers, select Game B, arm the alarm, and save that alarm pull for the moment both sides fill with falling digits.

Chapter 3 also contains three easy-to-miss tests. Remove every name except Emma’s during the pixel sequence for Gravity. Enter the directional action code shown on the nearby post-it for Cheater. Use Game A to evade at least 15 hazards in one Watch&Play session for Dodge this.
Chapter 4: attach properties before moving props
The Prototype scenes have two views. One shows the playable room; the other exposes cables for Interactive, 90 Degree Rotation, Water FX, and later Infinite Rotation. A prop only performs a behavior while the matching cable is attached.
- Open the study. Give Interactive to the sofa and move it, then give the same property to the picture to release the honey. Rotate the sofa to reveal the key. Because the loose key bounces out, rotate the telephone cabinet, balance the honey on it, remove the rotation, and let the jar smash. Drop the key into the sticky patch before sending it to the door.
- Flush out Flat Watson. Rotate the wall, move the cloud, and attach Water FX to force him between hiding spots. Grow a pumpkin, manipulate the bush and fountain, and finish by firing the bush through the hollow tree.
- Recover Watson and Emma. Fill and rotate the bath to wake Watson. Use the door and Flat Sherlock to scare him toward the ledge. In Emma’s scene, use Watson’s looping fall to catch the satchel. Launch each rescued character from the floor vent to the rotated board, then remove the board cable so it throws them to the hub.
- Align the Sherlock-o-Motive. Pull the party platform away, rotate it, return it, then use water and rotation on the tree and wheel until the vehicle faces the platform. Reorient the party platform before docking.
The editor is the risky part because Are you a developer? allows fewer than five failed validations. Use the preview silhouettes before pressing Play:
| Depth | Placement |
|---|---|
| Front, nearest | Sherlock alone |
| Front, center | Watson on a box |
| Front, far | Emma alone |
| Middle | Emmet on a box |
| Back, nearer | W_Draft on a barrel |
| Back, farther | S_Draft alone |
Put the light in front so every shadow falls behind its subject. The two readable walkthrough references label the accepted blue-green background differently – one says teal, the other green – so match the on-screen reference image rather than relying on the color word. Version 1.0.6037 specifically fixed valid character positions being rejected in this editor.
Before leaving Chapter 4, throw the prototype honey out of the study for Toss him Overboard!. In the final outdoor Prototype scene, combine tree rotation with Water FX until the area is soaked for Automatic watering.
Chapters 5 and 6 reward state changes, not speed
Chapter 5: read the QTE before dragging it
The opening is a sequence of gestures, not a reflex test. Fill circular traces in their shown direction; on an Avoid prompt, pull away from the triangle; at the bell, follow the indicated arc. If you want Interactive movie, use the in-game help during this Watson movement sequence. The exact achievement trigger comes from a caution-bannered community cross-check, so confirm the unlock before the next autosave.
During the Emmet conversation, visit every available branch before selecting the answer that advances it. The check marks help protect You talkin’ to me?. After Placeholder, Kidnapping, Woman, the clothing branches, Identity, Hair, Personality, and Description, repair the broken spelling prompts in this order:
SPLEL, then the left choiceTHE STATR.SLELP, then the right choiceTHE MIDEDL.PSELL, then the left choiceFINAL LERTTE.
In the wormhole, rotate the vehicle with Sherlock’s hat, pass the wrench from Flat Sherlock to Flat Watson, change hands with the bag, and rotate back so Sherlock can repair the starter. In Vector, lower the control points around the red fracture, then raise the last approach point as the vehicle reaches it. The target is impact angle and downward force, not a permanent drawing of one curve; later screens use the same rule with different spacing.
Chapter 6: clear a launch path across the board
Throw Sherlock between sticky notes, fold down the obstructing note, and use the red pin as a temporary step. Near Watson, move the lamp first so you can push the pinned note, then raise your current note to reach him. The duster deletes drawn barriers but also changes the landing geometry, so move the characters through each cleaned gap before repositioning it.
At Emma’s file, unfold the Good Ideas sheet until its opening faces the characters, put Sherlock and Watson inside, raise Fix Lab Gravity Bug, slide the pinned sheet, and rotate it once more to release Emma. For the last climb, use Title Image for Promo as a group platform and erase the hourglass and tic-tac-toe obstructions before jumping to Emmet’s hat. Pulling off any removable post-it awards No budget.
Chapters 7 and 8 are built from reusable recipes
Chapter 7: finish the phone loop before entering Blotify again
- In WBBE, yank the loading bar upward three times before it completes, then break all eight bricks. Keep the trophy.
- In Weather, move the forecast to Sunday, place Emmet on the left with the trophy, and squeeze the storm cloud until the cup fills.
- In Cardio Fitness, rotate the central control until Emmet gains enough strength. Stay longer to pass 1,000 calories for Six Pack.
- Return to Blotify, trigger the firewall, and throw the trophy’s water onto it. The Play control can now start the TP-Tron.
For the first cog, move Watson only on the green beat. Push the key onto the central unstable tile, open the unstable tiles, and use the middle tile to launch Watson at the cog. For the second, drop the cog onto the line, stretch the bathtub backward to extend Sherlock’s reach, jump until the cog sits above the tub, then knock it into his hand. During the third fight, turn the cog away whenever it telegraphs an attack so it cannot heal. In phase two, expose Emma’s left hand, face the cog toward it, and let its own attack trigger the hit that removes the thorns.
Billy Mitchell rival needs six consecutive Breakout returns. Do that before deliberately clearing the final bricks.
Chapter 8: preserve ingredients until each three-part idea is proven
The opening recipes are literal groups of three:
- Postman Uniform: postman hat, postman shirt, black pants.
- Postman’s Bag: letters, stamp, satchel.
- Postal Bike: bell, bicycle, Postman’s Bag.
- Country Road: road, fence, countryside.
Place the uniform and bike into the completed road. If you are chasing Brainstorm, leave at least ten idea bubbles floating at once before making these combinations; the achievement is much harder after the useful bubbles have collapsed into recipes.
The London hall requires four reconstructions. Dye the paint can with the spilled blue ink, then combine it with the loose door and dungeon window for the glazed door. Open the dungeon coffin with the vibration lock, then combine the coffin, alarm clock, and pendulum for the grandfather clock. Carry a torch to the fireplace, light it, and return it with the red curtain to reveal the hidden stairs. Finally, lay the red carpet across the dungeon pentagram and pull it out while the lightning pattern is visible to create the checkered carpet.
Chapter 9 ends at 25 clones on the current patch
Fold the leaflet’s left and right sides inward, then fold all four corners until the bunker map appears. At the bunker, vacuum Wilhelm, eject him, then repeat the demonstration with the real Watson. Watson is now both ammunition and a movable counterweight. The bag returns you to the bunker after every five captures.
Do not use an older 30-clone total as the objective. Version 1.0.6037 requires 25. Launch-week routes still identify 30 hiding places, so the current route has slack: use the live counter and stop when the chapter advances. If one interaction marker fails, change rooms and return; the same patch repaired several Chapter 9 markers and state transitions.

Use location loops so the bag fills cleanly
- London street and alley: check the fence, balcony, and lamppost. Use the real Watson to dislodge the balcony clone. In the alley, vacuum the bush; for the masked clone, spill tar under the sign and shoot Watson at it.
- 221B interior: pull the lamp disguise, set the clock to noon, and use 8:30 for the dumbwaiter. Upstairs, check the chimney, sofa, dumbwaiter painting, and telephone drawer. The last drawer trap needs Watson as a projectile, a ringing phone, then a downward drawer pull.
- Countryside: shoot Watson into the parked vehicle until it moves, vacuum the bush, exhaust the apple tree, and drive the bird clone into the powder barrel before vacuuming the barrel.
- Manor grounds and hall: plug the fountain with Watson, drain it, and ring the bell to expose the tree clone. Inside, check the curtain and portrait. Heat a coal in the fireplace, feed it to the armored disguise, and strike the shield with Watson when the helmet opens.
- Manor lab, cellar, and bath: fire Watson through the hooked board and vent, clear the coat rack, transfer a bulb across the cellar cables to knock down the valve clone, and hit the barrel. Turn the water on. Upstairs, close the door for one clone and use a bath puddle to bring the mirror clone within vacuum range.
- Bunker: block one burrow with the real Watson before approaching the other; move the arrow sign for the clone above the entrance.
- Station: fill the coal cart, place it below the roof clone, and knock that clone into it. Repeated hits on the locomotive chimney release the other one.
Inspect every active object in Wilhelm’s bunker before leaving it for the final time for Y-Files. Let the vacuum reach its full five-clone load instead of returning early for Luigi & Co.
Chapter 10 has three moving checkpoints
Cross the outside of the train
Move Watson across the coal-cart hooks and onto the first door. Open the nearby window, rotate the roof flagpole to drop its flag, and use the flag to reach the roof. Shift the toolbox one notch and spring its contents so the saw cuts the tied door. Move the box farther left; after trapping the window clone, spring the tools again so the hammer stuns him.
At the passenger compartment, open the windows and move the clone out of Watson’s path. Take the key from the sheep clone and relay it along the exterior hooks to the cabinet lock. The cabinet contains apples: pass one through the window clone, close that window to launch it into the sheep, and cross while the sheep is distracted. The bird clone becomes the next handhold.
For the curtained window, lengthen the lantern rope, drag the lantern against a wheel until it ignites, raise it, and burn away the curtain. Wait for the flame to die before using the lantern as a safe swinging grip.
Control the bike before reaching for Emma
Rotate the rear wheel for speed. A warning sign announces each rock; pull Emmet downward to jump only as the obstacle reaches the bike. A mistimed jump costs distance, so rebuild speed before trying to grab Emma. Stretch Watson’s hands to hers only when the interaction outline appears. Clear ten rocks during this sequence for Super Bike Bros.
Make the void hands grab each other
Intercept an attacking hand with Watson’s stretched clothing until the hands form a cluster. Move that cluster into a passing Flat character, then complete the elastic prompt to pull the character to Watson. During the second rescue, only the vibrating hand is about to strike; ignore the decoys. Once both Flat characters are held, rotate Watson to build momentum and repel any new hand that interrupts the spin. Clearing three hands together awards The king’s hands.
Clean up by chapter, then start one uninterrupted run
The official Steam page lists 46 achievements. Most story awards unlock on the route above. After the ending, use chapter selection for isolated tasks such as phone rings, photos, bath time, app scores, idea bubbles, bunker inspection, bike jumps, and the editor’s attempt limit. Confirm each unlock before moving to another chapter.
| Chapter | Cleanup worth checking |
|---|---|
| 1 | Player phone home, Paparazzi, Dinner time! |
| 2 | The good old days |
| 3 | Gravity, Cheater, Dodge this |
| 4 | Toss him Overboard!, Automatic watering, Are you a developer? |
| 5 | Interactive movie, You talkin’ to me? |
| 6 | No budget |
| 7 | Six Pack, Billy Mitchell rival |
| 8 | Brainstorm, Garrett would be proud |
| 9 | Y-Files, Luigi & Co |
| 10 | Super Bike Bros, The king’s hands |
Save the two run-wide goals for the same fresh playthrough: never open an in-game hint for It’s a matter of honor, and finish inside five hours for You definitely used a walkthrough!. Cutscene watching, 50 and 100 face slaps, and ordinary story awards can accumulate on the earlier completion run. Because the patch only promises chapter selection after finishing, do not assume a replayed chapter will satisfy either full-adventure condition.
Sources & credits
Game identity, release date, AppID 3858650, official screenshots, achievements, and the July 17 v1.0.6037 boundary were checked through the Crushed In Time Steam page and Draw Me A Pixel’s official Steam announcements. Studio identity and the PC release were cross-checked with the Draw Me A Pixel website. Puzzle order and missable checkpoints were independently reorganized from readable verified walkthrough references and cautious community-guide cross-checks; competitor images were not used.