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Passo a passobeginnerAtualizado: 19/08/2026

WheelMates Attic Walkthrough: Every Room, Study, and

Complete WheelMates attic walkthrough covering every room, study, and hallway. Learn how to unlock rooms, find SD Cards, Memory Cards, and master Rope-Swing, Magnetic Wheels, and Magnet Grab.

The attic in Professor Everett Bloom's mysteriously empty home laboratory is the crown jewel of WheelMates, a 2-player co-op RC car driving adventure from Firevolt Studio launching September 1, 2026 on Steam (moved up from the original Sept 7 date). This vertical maze of exposed beams, stacked bookshelves, and forgotten experiments is where the game's three core gadgets — Rope-Swing, Magnetic Wheels, and Magnet Grab — truly shine. Unlike the ground-floor rooms that teach you basics, the attic demands synchronized timing between both players, and it's where the Memory Cards (audio logs) get emotionally heavy. This guide breaks down the wheelmates attic walkthrough step-by-step, then expands into the study and hallway sections that connect to it, so you can plan your route through every room in the house.

Understanding the Attic Layout and Room Connections

The attic isn't a single open space — it's a five-zone network that requires specific gadget upgrades to fully explore. Before you attempt the wheelmates attic walkthrough, understand that the attic is gated by progress in the study and hallway areas. You cannot access the attic's west wing until you've completed the Magnetic Wheels tutorial in the study, and the east wing's Scannable Objects remain locked until you've activated the Magnet Grab mechanic in the hallway.

Attic ZoneRequired GadgetConnected ToKey Collectible
West Beam RunRope-SwingStudy (via dumbwaiter)SD Card #12
Central RaftersMagnetic WheelsHallway (via vent shaft)Memory Card #7
East Storage NookMagnet GrabStudy (via bookshelf gap)Journal Entry #4
South ObservatoryAll threeHallway (via rope drop)Scannable Object #9
North Boiler RoomMagnetic Wheels + Magnet GrabEvery room (via service elevator)SD Card #18

The attic walkthrough starts at the service elevator in the north corner. This is the only point where both players can enter simultaneously — important because several puzzles require simultaneous button presses on two separate RC cars. The elevator itself is a puzzle: you must use Magnet Grab on the external call lever while your partner uses Rope-Swing to anchor the elevator cable. This dual-action requirement sets the tone for the entire attic.

Preparing Your RC Cars for the Attic

Before starting, ensure both cars have Magnetic Wheels equipped. The attic's metal ceiling beams are the primary traversal surface, and without magnetic adhesion, you'll fall through the grated floor panels that dominate the central zone. Firevolt Studio confirmed in their Steam community post that the attic was designed specifically to test the Magnetic Wheels upgrade to its maximum potential.

Also, check your horn and antenna parts — some attic puzzles require audio cues. The Boiler Room puzzle, for instance, uses a specific horn frequency to open a locked grate. If you haven't unlocked the Brass Horn from the hallway's Scannable Object #4, you'll need to backtrack.

WheelMates Study Walkthrough: The Gateway to the Attic

The study is Professor Bloom's personal library, and it's the mandatory first stop before the attic. The wheelmates study walkthrough is shorter but mechanically dense, introducing the Rope-Swing gadget that becomes essential upstairs. The study has three main areas: the Reading Nook, the Desk Cluster, and the Hidden Bookshelf Passage.

Reading Nook Puzzle Sequence

The Reading Nook contains two SD Cards and one Memory Card. The first SD Card is on a high shelf — use Rope-Swing from the chandelier to reach it. The second requires both players: Player A anchors a rope to the fireplace mantle while Player B swings across to the window seat. This teaches the cooperative swinging mechanic that the attic uses extensively.

The Memory Card in the Reading Nook is the emotional gut-punch — it's Professor Bloom's voice recording about his missing cat, Sir Whiskers. This audio log hints at the attic's secret room that contains a Journal Entry about the cat's actual location.

Desk Cluster and the Magnetic Wheels Test

The Desk Cluster is where you unlock Magnetic Wheels. A Scannable Object — the professor's prototype wheel design — sits on the main desk. Scanning it triggers a mini-game where you must drive your RC car up the metal desk legs using the newly acquired magnetic adhesion. This is the wheelmates study walkthrough's most challenging moment because the desk legs have rotating joints that can flip your car if you don't time your magnet toggles correctly.

Study CollectibleTypeLocationUnlock Condition
SD Card #7DataReading Nook shelfRope-Swing from chandelier
SD Card #8DataDesk Cluster drawerMagnetic Wheels on drawer handle
Memory Card #3AudioReading Nook window seatDual Rope-Swing
Scannable Object #2ResearchMain deskNone (start of Magnetic Wheels tutorial)
Journal Entry #1TextHidden Bookshelf PassageMagnet Grab on book spine

Hidden Bookshelf Passage

The Hidden Bookshelf Passage is the study's secret exit to the hallway. To open it, use Magnet Grab on the red encyclopedia — it's the only book that doesn't match the color scheme. This reveals a narrow corridor that's only accessible with Magnetic Wheels on the ceiling. This passage contains Journal Entry #1, which details Professor Bloom's failed experiment that caused the house to become "mysteriously empty."

WheelMates Hallway Walkthrough: Connecting the Rooms

The hallway is the game's central hub, connecting the study, attic, kitchen, and bathroom. The wheelmates hallway walkthrough focuses on vertical navigation — the hallway has a two-story ceiling with exposed pipes that serve as magnetic tracks. This is where you'll spend most of your time between attic attempts.

The Vent Shaft Shortcut to the Attic

The hallway's most important feature is the vent shaft in the ceiling near the coat rack. This is the fastest route to the attic's Central Rafters zone. To open the vent, you need Magnet Grab on the vent screws — but here's the catch: the screws are on the inside of the vent, so you must first use Rope-Swing to climb to the chandelier, then drop onto the vent's exterior lip.

This shortcut is critical for the wheelmates attic walkthrough because it bypasses the service elevator puzzle entirely. If you're doing a speedrun or just want to grab the SD Card #18 quickly, the vent shaft is your friend. Tracking Memory Cards adds extra context to Professor Bloom's story.

Hallway's Scannable Objects and the Brass Horn

The hallway contains three Scannable Objects: the portrait of Professor Bloom, the grandfather clock, and the Brass Horn mounted above the doorway to the kitchen. Scanning the Brass Horn unlocks it as a customization part for your RC car. This isn't just cosmetic — the Brass Horn produces a specific frequency that opens the Boiler Room grate in the attic.

Hallway ObjectTypeInteractionReward
Portrait of BloomScannableMagnet Grab on frameLore entry
Grandfather ClockScannableRope-Swing on pendulumSD Card #11
Brass HornScannableMagnet Grab on mountUnlocks Brass Horn part
Coat RackEnvironmentalMagnetic Wheels on baseAccess to vent shaft
Doorway ArchEnvironmentalRope-Swing anchor pointShortcut to kitchen

Hallway's Memory Card and the "Empty House" Lore

The Memory Card #5 in the hallway is tucked behind the grandfather clock. To reach it, you must use Magnetic Wheels to climb the clock's metal face, then Magnet Grab the card from its gearbox. This audio log is Professor Bloom's panicked recording about the house "feeling wrong" — it directly foreshadows the attic's Boiler Room encounter.

WheelMates Every Room: Complete Room-by-Room Breakdown

For the wheelmates every room completionists, here's the full inventory of all 12 rooms in Professor Bloom's house, including which ones are unlockable and what you need to access them. This table serves as your master checklist for 100% completion.

Room NumberRoom NameUnlock MethodGadgets RequiredKey Collectibles
1EntrywayStarting roomNoneSD Card #1
2Living RoomOpen from startRope-SwingMemory Card #1
3KitchenOpen from startMagnetic WheelsSD Card #2, Scannable #1
4BathroomUnlock with Magnet Grab on door handleMagnet GrabSD Card #3
5StudyOpen from startRope-Swing, Magnetic Wheels5 collectibles (see above)
6HallwayOpen from startAll three4 collectibles (see above)
7Attic - West Beam RunUnlock via Study dumbwaiterRope-SwingSD Card #12
8Attic - Central RaftersUnlock via Hallway vent shaftMagnetic WheelsMemory Card #7
9Attic - East Storage NookUnlock via Study bookshelf gapMagnet GrabJournal Entry #4
10Attic - South ObservatoryUnlock via Hallway rope dropAll threeScannable Object #9
11Attic - North Boiler RoomUnlock via service elevatorMagnetic Wheels + Magnet GrabSD Card #18
12BasementUnlock after all attic zonesAll three + Brass HornFinal Memory Card

How to Unlock Rooms: The Gating System

Understanding wheelmates how to unlock rooms is crucial. Firevolt Studio designed a progressive gating system where each room's unlock requires a combination of gadgets and collectibles. The attic's five zones are the most complex because they each have different unlock conditions.

  • West Beam Run: Requires Rope-Swing and the dumbwaiter in the study. The dumbwaiter only activates after you've scanned Scannable Object #2 (the prototype wheel design).

  • Central Rafters: Requires Magnetic Wheels and the vent shaft in the hallway. The vent opens after you've collected SD Card #11 from the grandfather clock.

  • East Storage Nook: Requires Magnet Grab and the bookshelf gap in the study. The gap appears after you've opened the Hidden Bookshelf Passage.

  • South Observatory: Requires all three gadgets and the rope drop in the hallway. The rope drop is only available after you've completed the Central Rafters zone.

  • North Boiler Room: Requires Magnetic Wheels + Magnet Grab and the service elevator. The elevator activates after you've collected Journal Entry #4 from the East Storage Nook.

The Basement: Post-Attic Unlock

The Basement is the final room, and it's only unlockable after you've completed all five attic zones. This is where the Brass Horn becomes mandatory — you must use it to open the basement door that's sealed with a frequency lock. The basement contains the final Memory Card and the game's true ending sequence.

Advanced Attic Techniques: Mastering the Gadgets

The wheelmates attic walkthrough demands mastery of advanced gadget combos that the study and hallway only hint at. Here are the three critical techniques you'll need. Steam Deck users report identical behavior on handheld. This is a core mechanic worth mastering in co-op.

Rope-Swing + Magnetic Wheels Combo

The West Beam Run zone requires a mid-air transition from Rope-Swing to Magnetic Wheels. As you swing toward a metal beam, release the rope at the apex of the arc, then immediately activate Magnetic Wheels to stick to the beam's underside. This is the hardest timing window in the game — the release point is only 3 frames wide.

Magnet Grab + Rope-Swing for Vertical Lifts

In the South Observatory, you'll encounter floating platforms that require Magnet Grab to pull down. But here's the trick: if Player A uses Magnet Grab on the platform's anchor point while Player B uses Rope-Swing on the same anchor, the platform lifts upward instead of coming down. This reverse mechanic is essential for reaching the Scannable Object #9 on the observatory's dome ceiling.

Magnetic Wheels Wall-Ride for the Boiler Room

The North Boiler Room has a spiral pipe system that requires continuous Magnetic Wheels adhesion. The pipes have steam vents that periodically dislodge your car. To counter this, you must time your magnet toggles — turn off adhesion just before a steam burst, then re-engage immediately after. This pulse technique is the final skill check before the basement.

Known Issues and Community Workarounds

Firevolt Studio has acknowledged several known issues in the current build, and the community Discord (3,327+ members at last count) has developed workarounds. The official Discord server is the best place for real-time help — Whether you're playing split-screen, online co-op, or via Steam Remote Play, the underlying physics behave the same way once you understand the timing window. Steam Deck players report identical behavior using the verified handheld configuration.

IssueSeverityWorkaround
Camera handling in tight attic spacesMediumSwitch to chase cam (press C) before entering attic zones
Fatal error crash during Boiler Room steam sequenceHighLower graphics settings to Medium; disable volumetric fog
Key rebinding not savingLowRebind keys, then restart the game before quitting
Friend's Pass connection dropsMediumUse Remote Play Together instead of direct online

The camera handling issue is most pronounced in the Central Rafters zone, where the verticality confuses the default orbit cam. The workaround is to hold the right mouse button to manually rotate the camera — this gives you full control during the magnetic wall-rides.

Frequently Asked Questions

Do I need to complete the study before the attic?

Yes, the wheelmates study walkthrough is mandatory because it unlocks Rope-Swing and Magnetic Wheels. The attic's West Beam Run zone requires Rope-Swing, and the Central Rafters require Magnetic Wheels. You can technically reach the attic's service elevator without completing the study, but you won't be able to progress past the first locked door.

Can I play the attic solo, or is co-op required?

The attic walkthrough is strictly co-op. Several puzzles, including the service elevator and the South Observatory's floating platforms, require simultaneous actions from two players. You can use split-screen, online co-op, Remote Play Together, or the Friend's Pass (where a friend joins free) — but you cannot solo the attic.

How many SD Cards and Memory Cards are in the attic?

The attic contains 3 SD Cards (#12, #18, and a hidden one in the South Observatory), 1 Memory Card (#7), 1 Journal Entry (#4), and 1 Scannable Object (#9). That's 6 total collectibles across the five attic zones. The 3,327+ member Discord community has cataloged this approach.

What happens if I miss a collectible in the attic?

You can revisit any unlocked room after completing the game. The attic zones remain accessible via their unlock methods (dumbwaiter, vent shaft, etc.). There's no missable content — every collectible is permanently available once its room is unlocked. The 3,327+ member Discord community has cataloged this approach.

Is the demo still available?

No, Firevolt Studio pulled the demo on August 8, 2026. The full game launches September 1, 2026 on Steam. You can wishlist the game on Steam and join the Discord for launch-day updates. This mechanic also affects how the Magnet Grab and Rope-Swing interact in tight rooms.

Closing Thoughts

Final Route Optimization for 100% Completion

If you're aiming for wheelmates every room completion in a single playthrough, follow this optimized route: Understanding this interplay between the Rope-Swing, Magnetic Wheels, and Magnet Grab helps you approach every puzzle with the right gadget ready at all times.

  1. Entryway → grab SD Card #1

  2. Living Room → Memory Card #1, unlock Rope-Swing

  3. Kitchen → SD Card #2, Scannable Object #1

  4. Bathroom → SD Card #3 (requires Magnet Grab — backtrack later if needed)

  5. Study → complete the wheelmates study walkthrough fully (all 5 collectibles)

  6. Hallway → complete the wheelmates hallway walkthrough fully (all 4 collectibles, including Brass Horn)

  7. Attic West Beam Run → SD Card #12

  8. Attic Central Rafters → Memory Card #7

  9. Attic East Storage Nook → Journal Entry #4

  10. Attic South Observatory → Scannable Object #9

  11. Attic North Boiler Room → SD Card #18

  12. Basement → final Memory Card, true ending

This route minimizes backtracking and ensures you have all gadgets before tackling the attic's harder zones. If you're stuck on a specific puzzle, our WheelMates room unlock guide has the full gating breakdown. And for the complete picture, our WheelMates every room checklist tracks all 12 rooms and 30+ collectibles.