Crushed in Time
Hints and Tips:
---------------
Submitted by: David K.
-= Stretch controls =-
* Clicking alone does nothing, including menus. Hold left mouse, drag/stretch,
release.
* Pull direction and distance change results: projectiles, falls, wobble, hidden
reveals.
* Drag objects aside to uncover new interactables behind them.
* Built-in hint system exists; use it before a full spoiler walkthrough.
-= General play =-
* Stop spinners or wheels in highlighted zones when puzzles ask for timing.
* Fountain water sprays are reused for knockback, cleaning, and distraction
tricks.
* Sheep sneezes (via Holmes) move apples, dust, bushes, and walls in several
outdoor scenes.
-= Prologue and Chapter 1 - key beats =-
* Baker Street: pull door handle onto floor drawer, plug socket, ring phone, lift
paper and hat to expose chair key.
* Holmes house: set clock to 8:30 for dumb waiter; honey on ceiling letter, send
through open portrait to reach it downstairs.
* Field: apple via sheep sneeze chain; fence repair needs three releases in the
green timing zone; scarecrow shirt buttons pop in order third, second, first,
fourth.
* Manor door: grease lock, clean with fountain, align lock pieces; ring bell and
spray Watson twice to bump Holmes off the door.
-= Chapter 2 - cellar and bathroom =-
* Shine shield light into fireplace after knocking Watson down with doorbell +
fountain.
* Fuse cellar contraption dials (blackboard upstairs): top-left to bottom-right
pattern is horizontal, vertical, horizontal, horizontal, vertical, vertical.
* Fill bath via plug and tap (three timed stops), crash through floor; swap
hanging bulbs so the lit bulb lowers within Watson's reach.
-= Chapter 3 - glitched house and car =-
* Upside-down cellar: tilt room with crank, leak pipe upward into barrel, pulley
barrel through right wall.
* Logic grid: set Name_Access true; set detective to S_Holmes; drag timer right,
open new timer path before expiry, flip rotation switch.
* Bathroom pipe lump: wiggle until key emerges; route Watson's reflection through
mirrors to the bath spinner.
* Entry makeup transfer: knock side painting into Emma into main portrait;
pumpkin + fountain window smash twice for orange transfer.
* Car 8-bit: put Emmett on wheel, swap names on text screens, Game B + alarm bell
for Watch and Play dodge section until TP-Tron is caught.
-= Chapter 4 - Proto prototype (Wrench toolbar) =-
* Commands: Interactive (move), 90 degree (launch/rotate), Water FX, Rotation.
* Escape Holmes room: open dumbwaiter honey; 90 degree phone table flings Holmes
aside; launch honey from table; key sticks in honey goo, launch to door, drag
Holmes off edge.
* Reveal Flat Watson: 90 degree wall for rain cloud; Water FX rain moves him;
bell + bush + fountain spray turns Holmes; pumpkin through tree knocks him off
ledge.
* Wake real Watson: fill bath, 90 degree splash; door knock + 90 degree reveals
Flat Sherlock; move bath so Watson hangs on ledge.
* Emma platform: shift climbing Watson left twice, drop him to knock satchel
loose.
* Cross gap: Interactive vent + 90 degree blackboard launches Watson, then Emma.
* Flat Sherlock jump: double bath splash sequence across platforms.
* Align car: move cube, rotate tree, Water FX on wheel until car slips into
place.
* Editor scene (under 5 play attempts for achievement hunters): teal background
palette; camera one notch up; adjust sun until character shadows show; place
props then characters: barrel back-left, crate front-center, box middle, Watson
on crate, Emma front-right, Sherlock front-left, Emmett on box, Flat Sherlock
back-right, Flat Watson on barrel.
* Free wheel: timed tire spin, rotate lights to blind Holmes then Watson (Flat
duo chain), then stretch wheel.
-= Chapter 5 - Remaster QTE and dialogue =-
* Stretch each prompt until the square fills; walking uses circular mouse motion
through white circles.
* Avoid puddle: quick stretch on center triangle before red meter empties.
* Doorbell: rapid left-right stretch; lockpick follows scattered white dots.
* Dialogue tree to learn Emma's name - branch through kidnapping / woman / dress
/ identity questions, then spell SPELL (not SPLEL / PSELL / SLELP).
* Pull down sky The End title with three stretches (like opening logo).
* Time limbo: crank engine three times to overheat; rotate hat, pull wrench from
bag, pass wrench to Flat Watson's left hand, crank once, Holmes grabs wrench.
* Vector TP-Tron: three launch lines - lower red segment each time, stretch
from marked dots, release at peak so car lands in red zone (line 3 may loop
back).
-= Chapter 6 - Wall of Fate whiteboard =-
* Jump post-it notes left across Proto into Alpha; remove folded-corner post-it
blocking path.
* Magnetic pin left at Puzzle Design to reach Emma Files note; peel Dialog System
post- it, drop to Watson Chara Test.
* Clear pin obstacle (timed release), lower red pin, counter-clockwise crank,
raise pin to reach Watson.
* Erase gap in first black line; long jump to All Characters Modeling under
Alpha.
* Lob jumps over second black line to crashed Sherlock-O-Motive.
* Red pin down via Fix Lab Gravity Bug to Emma's jail note.
* Unfold blue note clockwise, flip upside down; both heroes jump in; lift
gravity-bug note, slide blue note to jail, rotate sideways to bridge Emma.
* Remove New Game+ post-it under jail; cross hourglass one character at a time;
pin down from Title Image promo; erase Tic-Tac-Toe doodle to reach Emmett's
hat.
Secrets:
--------
* Moving scenery sometimes hides keys, plugs, or fuse pieces until stretched
aside.
* Some achievements are missable (no hints run, under-five-hours, editor
retries); skipped here per cheat policy (no trophy dump).
Solutions:
----------
-= Stuck early =-
1. Every action is stretch-release, not single click.
2. Prologue key: chair move while Holmes bends for fallen hat.
3. Ch1 wall: time Holmes sneeze with Watson pushing wall (timing wheel in
marker).
4. Ch2 dials: H, V, H, H, V, V then flip cellar switch.
5. Ch3 coding room: Name_Access true, S_Holmes, extend timer branch before
switch.
6. Ch4 editor: teal BG, camera up one, sun shadows, place all nine figures, then
play.
7. Ch5 name dialogue: reach SPELL; Vector TP-Tron needs three red-segment
launches.
8. Ch6 board: erase line gaps, flip blue note bridge to Emma, erase Tic-Tac-Toe
to Emmett.
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