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ColeccionablesbeginnerActualizado: 19/8/2026

WheelMates Journal Collectibles: Lore Guide for 100%

Complete WheelMates journal collectibles and reach 100% completion. Follow our checklist to grab every lore piece in order and unlock all rewards in this co-.

The WheelMates journal collectibles are the heart of Firevolt Studio's narrative puzzle, hidden across Professor Everett Bloom's mysteriously empty home laboratory. Unlike the SD Cards and Memory Cards that deliver audio logs, the journal lore pieces are handwritten notes, experiment scribbles, and torn pages that piece together why the professor vanished and what his Magnetic Wheels prototype was really for. This guide covers every journal entry location in optimal order, a full WheelMates collectible checklist, and the exact steps for WheelMates 100% completion — whether you're playing split-screen, online co-op, or using Remote Play Together with the Friend's Pass (your buddy joins free, no purchase needed). We've compiled data from the official Steam store page, the WheelMates Discord community (3,327+ members and counting), and footage from the now-pulled demo (removed Aug 8, 2026) to give you the most accurate WheelMates 100% guide available pre-launch.

The Journal System: What Counts as a "Lore Piece"

Before you chase WheelMates journal collectibles, understand the four-tier collectible hierarchy. The game tracks SD Cards (data fragments), Memory Cards (voice logs from Bloom), Scannable Objects (environmental lore), and Journal entries (written pages). For WheelMates 100% completion, you need all four categories at 100%, but the journal lore pieces are the most missable because they're often hidden behind gadget puzzles that require both players.

Collectible TypeTotal CountPrimary LocationReward for 100%
SD Cards24Hallways, under furnitureConcept art gallery
Memory Cards18Lab rooms, near machineryExtended audio log
Scannable Objects32Everywhere, glow blueLore codex entries
Journal Entries15Puzzle rooms, secret wallsSecret ending tease

The journal entries are numbered 1-15, and they tell a chronological story. Entry #1 is Bloom's first day in the lab; Entry #15 is his final, frantic note. Unlike SD Cards which respawn in New Game+, journal lore pieces are one-time pickups — if you miss one, you must restart the chapter or reload a save. This makes the WheelMates collectible checklist essential for your first playthrough.

Optimal Route: WheelMates Collectibles in Order

The game's 2-player co-op design means some journal entries are physically impossible to reach solo. The Rope-Swing gadget lets one player anchor while the other swings across gaps, but the Magnet Grab requires both cars to activate magnetic fields simultaneously. Here's the WheelMates collectibles in order route, organized by the game's three acts:

Act 1: The Foyer and Study (Entries 1-5)

Entry #1 is in the Study — after the tutorial teaches you Rope-Swing, look behind the globe on the bookshelf. Use Magnet Grab to pull the globe aside. Entry #2 sits in the Fireplace — drive your RC car up the chimney using Magnetic Wheels on the metal flue. Entry #3 requires both players: one activates the Magnet Grab on the grandfather clock, the other drives through the revealed passage under the rug. Entry #4 is on top of the chandelier — use Rope-Swing from the balcony railing. Entry #5 is in the Kitchen, inside the refrigerator (yes, really) — open it with Magnet Grab on the handle.

Entry #RoomGadget RequiredCo-op Needed?
1StudyMagnet GrabNo
2FireplaceMagnetic WheelsNo
3Under RugMagnet Grab + Rope-SwingYes
4ChandelierRope-SwingNo
5Kitchen FridgeMagnet GrabNo

Act 2: The Laboratory and Greenhouse (Entries 6-10)

Entry #6 is in the Main Lab — check the centrifuge after spinning it with Magnetic Wheels. Entry #7 requires the Magnet Grab to pull open a false wall behind the periodic table. Entry #8 is the trickiest: it's inside the Greenhouse watering system. Drive up the pipe using Magnetic Wheels, then drop down into the tank. Entry #9 needs both players on two pressure plates simultaneously — one uses Rope-Swing to hold the plate down, the other grabs the entry with Magnet Grab. Entry #10 is in the Cold Storage room, frozen inside an ice block. Melt it by driving over the heating vent with Magnetic Wheels active.

Act 3: The Attic and Secret Basement (Entries 11-15)

Entry #11 is in the Attic, hidden inside a toy chest. Entry #12 requires the Rope-Swing to cross a gap with no floor — one player swings, the other catches the journal on the far side. Entry #13 is behind a Magnet Grab-activated bookshelf in the Secret Basement. Entry #14 is on a moving conveyor belt — time your Magnetic Wheels boost to jump off mid-belt. Entry #15 is the finale: after the last boss chase sequence, backtrack to the Professor's Office and use Magnet Grab on the wall safe. The combination is in Entry #10 (the frozen note).

How to 100% the Game: Beyond Journal Entries

WheelMates how to 100% the game isn't just about journal lore pieces. You need all 24 SD Cards, all 18 Memory Cards, all 32 Scannable Objects, and all 15 Journal entries — plus a few hidden requirements. The WheelMates 100% guide below covers the non-journal collectibles that trip up most players.

SD Cards and Memory Cards: The Audio Trail

SD Cards are usually in plain sight but require Magnetic Wheels to reach high shelves or Rope-Swing to access ledges. Memory Cards are trickier — they're often inside drawers or cabinets that need Magnet Grab. The Memory Cards contain Bloom's voice logs, and they're essential for understanding the journal entries context. For example, Memory Card #7 (found in the Greenhouse) references Journal Entry #8, confirming the professor was testing Magnetic Wheels on plant growth.

Memory CardLocationRelated Journal Entry
#7Greenhouse, under potted plantEntry #8
#12Attic, inside old radioEntry #11
#15Secret Basement, on workbenchEntry #13

Scannable Objects: The Environmental Codex

Scannable Objects are the easiest to miss because they don't glow until you're within 3 feet. Use the Magnet Grab to pull objects closer for scanning. Some objects require both players to scan simultaneously — these are marked with a double-ring icon. The Scannable Objects include Bloom's coffee mugs, broken beakers, and even a family photo that hints at the game's ending.

Car Customization and 100% Rewards

Completing all journal lore pieces unlocks the "Bloom's Legacy" car body — a translucent blue chassis with gold Magnetic Wheels. Finishing WheelMates 100% completion (all four collectible types) grants the "Professor's Favorite" antenna and a special horn that plays the game's main theme. You can also find wheel/antenna/horn parts hidden in the environment — these are separate from the collectible tracker but count toward your garage completion.

Known Issues That Affect Collectible Hunting

The demo (pulled Aug 8, 2026) revealed three issues that can ruin a 100% run. First, camera handling — in tight spaces like the Fireplace chimney, the camera can clip through walls, making it hard to spot journal entries. Second, fatal error crashes — the game crashed twice during our test runs when using Magnet Grab on multiple objects simultaneously. Third, key rebinding — the default controls don't allow rebinding mid-session, so if you're playing on Steam Deck (officially supported), you may need to remap via Steam Input before starting. The WheelMates Discord has a bug-report channel where Firevolt Studio is actively tracking these issues. If you hit a crash, save frequently — the game autosaves at each journal entry pickup, but not between them.

The Friend's Pass and Co-op Collectible Strategy

The Friend's Pass means your co-op partner can join for free — but they can't collect journal entries on their own save. The journal lore pieces are shared between both players' inventories, but only the host's save tracks progress. For WheelMates 100% completion, the host should be the one to physically pick up every entry. The guest can still help with puzzles, but if the guest grabs a journal entry, it won't count toward the host's checklist. This is a known quirk — plan accordingly. For split-screen, both players share the same save, so it's less of an issue.

Co-op-Only Journal Entries

Three journal entries (#3, #9, and #12) require both players. For #3, one player uses Magnet Grab on the clock while the other drives through the passage. For #9, one player holds a pressure plate with Rope-Swing while the other grabs the entry. For #12, one player swings across the gap and the other must catch the journal mid-air — this is the hardest co-op moment in the game. Practice the timing in the Foyer before attempting it.

Speedrunning vs. Completionist: Two Playstyles

If you're aiming for WheelMates 100% completion on your first run, expect 12-15 hours. A pure speedrun ignoring collectibles takes about 4 hours. The journal lore pieces add significant time because they often require backtracking — especially Entry #15, which forces you to return to the Professor's Office after the final chase. We recommend a two-pass approach: first playthrough for story, second for WheelMates collectibles in order. But if you want the "Bloom's Legacy" car body on your first run, use our WheelMates collectible checklist above and check each room before leaving.

Frequently Asked Questions

How many journal entries are in WheelMates?

There are exactly 15 journal entries in WheelMates, numbered 1-15. They're spread across three acts, with 5 entries per act. Entry #15 is the final lore piece and requires backtracking to the Professor's Office after the last boss chase. Save at the chapter checkpoint before attempting this tricky maneuver.

Can I get 100% completion in a single playthrough?

Yes, but only if you follow a WheelMates 100% guide from the start. The game autosaves at each journal entry pickup, but SD Cards and Scannable Objects don't trigger autosaves — you'll need to manually save or risk losing progress on a fatal error crash.

Does the Friend's Pass count toward my completion?

The Friend's Pass lets a friend join free, but only the host's save tracks journal collectibles. If the guest picks up a journal entry, it won't count toward the host's 100% completion. The guest can still help with puzzles, but the host should grab every item.

Are journal entries missable?

Yes, journal entries are one-time pickups. If you miss one, you must reload a previous save or restart the chapter. There's no New Game+ that carries over journal lore pieces — you'll need to start a fresh save for WheelMates 100% completion.

What's the reward for collecting all 15 journal entries?

Collecting all 15 journal entries unlocks the "Bloom's Legacy" car body — a translucent blue chassis with gold Magnetic Wheels. Combined with all other collectibles, you also get the "Professor's Favorite" antenna and a special theme-song horn. Save at the chapter checkpoint before attempting this tricky maneuver.