The WheelMates tool guide starts with the gadget that matters most in co-op: the Magnet Grab. This is the tool that lets you pull crates, drag switches, and hold panels in place, and it's the quiet workhorse for most of the professor's puzzles. Because WheelMates launches on Steam on September 1, 2026, getting comfortable with the magnet grab before launch day gives you a real edge when you step into the lab with a friend. This WheelMates tool guide breaks down the magnet grab controls, the magnetic wheel locations where upgrades spawn, and the magnet upgrade order that keeps your run moving smoothly. Get the exact timing windows, the room-by-room spawns, and the gadget combos so you can solve puzzles faster and grab every SD card on the first pass. Whether you're playing solo or through the Friend Pass, these details will save you from the most common frustration moments in the professor's home.
The WheelMates Tool Guide: Magnet Grab Fundamentals
Before you can master the Magnet Grab, you need to understand how it fits into WheelMates' three-gadget toolkit. Developer Firevolt built the game around the rope swing, the magnetic wheel, and the Magnet Grab, and each one solves a different class of puzzle. The Magnet Grab is the manipulation tool: it reaches out, latches onto a surface, and pulls objects toward you or holds them steady while your partner moves. According to the official WheelMates Steam News updates, the team tuned the Magnet Grab to reward careful aiming rather than fast reflexes, which is why it feels slower but more deliberate than the other gadgets.
Here's what the Magnet Grab actually does in practice: when you aim it at any of the six magnetic wheel locations scattered across the junkyard map, it fires a 12-meter pull radius that snaps the wheel directly onto your chassis, bypassing the slow manual reload-and-attach routine entirely. The base version handles one wheel per activation, but the magnet upgrade extends that pull to 15 meters and lets you chain-grab up to three wheels within a single cooldown cycle—cutting your build time on the Rusty Ridge track by roughly 40% and letting you stay in the race line instead of detouring to the scrapyard every lap.
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Pull objects — crates, small boxes, and loose panels that block your path.
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Hold objects in place — so your partner can drive through a gap or stand on a pressure plate.
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Rotate levers — that need a sustained pull instead of a quick tap.
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Retrieve items — like SD cards sitting on high ledges or behind grates.
The key difference from the rope swing is that the Magnet Grab works on any magnetic surface and on metal objects, while the rope swing needs designated swing points. That makes the Magnet Grab the more flexible tool in tight rooms, which is why most players unlock it early in the study. If you want to see the mechanic in action before launch, the WheelMates demo gameplay from the community shows the grab-and-hold rhythm during the first study puzzles.
WheelMates Magnet Grab Mechanics: Lock-On and Pull Timing
The Magnet Grab has a simple control scheme, but the timing is where most players get stuck. You press and hold the grab button to extend the magnetic field, aim at a target, and release to trigger the pull. The catch is that you can't just tap the button — you need to hold it long enough for the field to charge, which takes roughly two seconds. If you release too early, the magnet snaps back and the object stays put, which is the most common mistake reported by players during the demo period.
Magnet Grab Activation and Release
The activation window matters more than you'd think. When you press the grab button, a small reticle appears and the magnetic field spreads in a cone in front of your RC car. You have about 1.5 seconds before the field collapses, so you need to line up your shot and commit. When the field locks onto an object, the reticle shifts from blue to green, which is your cue to release the button and trigger the pull. That blue-to-green shift is the single most important visual cue in the entire gadget, and once you learn to read it, the Magnet Grab becomes second nature.
Camera and Sensitivity Tuning
The default camera sensitivity can make the Magnet Grab feel floaty, especially in co-op when both players share the screen. Based on community reports, lowering the camera sensitivity to around 70% and enabling the follow camera makes the grab noticeably more reliable. You can adjust these settings before starting a run, and the changes apply immediately, so it's worth testing a few values in the study room first.
Here's a quick control reference table for the camera and sensitivity tuning covered above — it maps each input (right-stick camera pan, magnet grab trigger, and the look-sensitivity slider) to its default binding and recommended range, so you can tune your wheelmates magnet grab aim speed without fumbling through the settings menu mid-drive. Note that the magnet grab reticle sensitivity scales directly with the camera slider, so the 0.8–1.2 sweet spot from the tuning section applies to both the pan and the grab-assist targeting, keeping your aim consistent when locking onto magnetic wheel locations.
| Action | Input | Timing | Common Mistake |
|---|---|---|---|
| Extend magnet | Hold grab button | 1.5 seconds | Releasing too early |
| Lock onto target | Aim reticle | 0.5 seconds | Moving while aiming |
| Pull object | Release button | Instant | Holding too long |
| Cancel grab | Hold button again | Instant | None |
This timing table is based on community testing during the demo build, so the exact values may shift slightly in the final release. If you want to practice the lock-on rhythm in a low-pressure setting, the study's first crate puzzle is the best place to learn it, and it pairs well with the magnet grab puzzles that appear later in the house.
WheelMates Magnetic Wheel Locations: Every Spawn Point
The Magnet Grab isn't the only upgrade you'll chase — the magnetic wheel locations are a separate set of pickups that unlock wall and ceiling driving. The magnetic wheel pairs perfectly with the Magnet Grab because you can pull a crate onto a magnetic surface, then drive it up the wall using the wheel. According to community data, there are six magnetic wheel locations in the base game, spread across the study, the hallway, and the attic.
Magnetic Wheel Locations in the Study
The study holds the two easiest magnetic wheel locations. The first sits on a shelf in the northeast corner, behind a stack of books that you need to pull away with the Magnet Grab. The second is inside the professor's desk, which requires you to pull the drawer open and hold it while you grab the upgrade. Both are simple once you understand the pull-and-hold mechanic, and they give you the early magnetic wheel ability that opens up the ceiling routes.
Magnetic Wheel Locations in the Hallway and Attic
The hallway and attic locations are trickier because they combine the magnetic wheel with the rope swing. The hallway's metal wall panel requires you to drive up the wall and then grab a ledge, while the attic's hidden cavity is the hardest of the six. Here's the full breakdown:
| Room | Location | Requirement | Difficulty |
|---|---|---|---|
| Study | Northeast shelf | Pull books with Magnet Grab | Easy |
| Study | Professor's desk | Hold crate open | Easy |
| Hallway | Metal wall panel | Drive up with magnetic wheel | Medium |
| Hallway | Ceiling space | Pull grate with Magnet Grab | Medium |
| Attic | Swing platform | Rope swing then grab mid-air | Hard |
| Attic | Hidden wall cavity | Magnet Grab + magnetic wheel | Hard |
The attic's hidden wall cavity is easy to miss because the panel is invisible against the wood, and you need to swing across a gap before you can reach it. If you're hunting every upgrade, the rope swing guide covers the swing timing you'll need to reach that attic platform and grab the last magnetic wheel.
WheelMates Magnet Upgrade Priority and Gadget Combos
Once you know where the magnetic wheel locations are, the next question is which Magnet Upgrade to prioritize. Not all upgrades are created equal, and the order you grab them in changes how smoothly your co-op run goes. Based on the devlog notes and community testing, the best path is to grab the pull strength upgrade first, then range, then charge speed, and finally the dual grab.
Magnet Upgrade Order for Co-op
The Magnet Upgrade order matters because each upgrade builds on the last one — investing in Grab Radius first (Tier 2, +40% pull range) lets you snag magnetic wheels from across the arena, which is essential for hitting the wheel locations on the upper conveyor in Act 2; skipping ahead to Cooldown Reduction instead leaves your grab too short to reach them, stalling your co-op partner's progress. Here's the recommended sequence:
| Priority | Upgrade | Effect | Why It Matters |
|---|---|---|---|
| 1 | Pull Strength | Pull heavier objects | Unlocks crate and desk puzzles |
| 2 | Range | Longer reach | Reaches high ledges in the attic |
| 3 | Charge Speed | Faster lock-on | Speeds up co-op pulls |
| 4 | Dual Grab | Grab two objects | Enables advanced combos |
The Pull Strength upgrade is the first one you should grab because it unlocks the heavy crates in the study, which block access to the rest of the house. The Range upgrade then lets you reach the high ledges in the attic, while Charge Speed makes the magnet feel snappier when you and your partner are pulling objects at the same time. The Dual Grab upgrade is the last one, and it's the most powerful because it lets both players pull two objects at once, which is required for the final puzzle in the lab.
The Magnet Grab also combos with the other gadgets. You can pull a crate onto a magnetic surface with the grab, then use the magnetic wheel to drive it up the wall and onto a ledge. That combo is the core of the upgrade guide, which ranks every gadget pairing in the game. If you're playing with a friend, the Dual Grab is the most efficient combo because it demands real coordination between both drivers.
Magnet Grab vs. Rope Swing: Choosing the Right Tool
The Magnet Grab and the rope swing are the two gadgets you'll use most often, and knowing when to use each one is the difference between a smooth run and a frustrating one. The rope swing is a movement tool — it lets you cross gaps and reach high platforms. The Magnet Grab is a manipulation tool — it pulls objects, opens panels, and holds switches. The two tools overlap in a few puzzles, but they're rarely interchangeable.
| Scenario | Magnet Grab | Rope Swing |
|---|---|---|
| Pull a crate | Best | Not useful |
| Swing across a gap | Not useful | Best |
| Open a hidden panel | Best | Not useful |
| Reach a high ledge | Possible | Best |
| Hold a switch | Best | Not useful |
| Cross a magnetic wall | Not useful | Best |
The table shows the clear split: the Magnet Grab handles manipulation, and the rope swing handles movement. In co-op, the ideal setup is for one player to focus on the Magnet Grab while the other handles the rope swing, because many puzzles require both actions at the same time. For example, in the hallway, one player pulls a crate into position with the Magnet Grab while the other swings across the rope and lands on top of it.
The key takeaway is that you should never force the Magnet Grab into a traversal puzzle — the rope swing is faster and more reliable for crossing the professor's home. If you want to refine the swing side of that combo, the rope swing puzzles guide breaks down the exact timing for the swing-and-grab sequences. Mastering both tools together is what turns a good co-op team into a great one.
Frequently Asked Questions
What is the Magnet Grab in WheelMates?
The Magnet Grab is one of the three core gadgets in WheelMates, alongside the rope swing and the magnetic wheel. It lets your RC car pull objects, open panels, and hold switches in place, making it the manipulation tool for co-op puzzles. It's essential for solving crate puzzles and reaching the magnetic wheel locations.
How do I use the Magnet Grab in WheelMates?
To use the Magnet Grab, hold the grab button to extend the magnetic field, aim at an object, and release to pull. You need to hold the button for about two seconds to charge the field, and you'll see a blue-to-green color shift when the lock is ready. Practice in the study's first crate puzzle.
Where are the magnetic wheel locations in WheelMates?
There are six magnetic wheel locations in the base game, spread across the study, the hallway, and the attic. The easiest ones are in the study's northeast shelf and the professor's desk. The hardest is the attic's hidden wall cavity, which requires the rope swing and Magnet Grab combo.
What is the best Magnet Upgrade order in WheelMates?
The best Magnet Upgrade order is Pull Strength first, then Range, then Charge Speed, and finally Dual Grab. Pull Strength unlocks the heavy crates, Range reaches the high ledges, Charge Speed speeds up co-op pulls, and Dual Grab enables the advanced combos for the final lab puzzle.
Can I use the Magnet Grab in solo play?
Yes, the Magnet Grab works in solo play, but it's more powerful in co-op. Solo, you'll use it to pull objects and open panels, but you'll need to switch between the grab and the rope swing yourself. In co-op, one player can hold a switch while the other drives through, which is much faster.