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Passo a passobeginnerAtualizado: 19/08/2026

WheelMates How To Beat The House: Complete Route Guide &

Master WheelMates with our full walkthrough covering the hardest sections, all SD Cards & Memory Cards, and the optimal route order for Professor Bloom's lab. Includes co-op tips for the Friend's Pass.

The professor's house in WheelMates isn't just a backdrop—it's a giant, physics-based puzzle box where every bookshelf, kitchen counter, and ceiling fan becomes a potential route or a deadly trap. Developed by Firevolt Studio and launching September 1, 2026 on Steam (moved up from Sept 7), this 2-player co-op RC car adventure demands more than just throttle control. You need to understand the Rope-Swing, Magnetic Wheels, and Magnet Grab gadgets inside out, coordinate with your partner, and know exactly where to drive to find every SD Card, Memory Card, Scannable Object, and Journal entry. This guide breaks down the entire WheelMates how to beat the house challenge into a logical, collectible-complete route that minimizes backtracking and frustration.

The Core Loop: Understanding the Three Gadgets Before You Drive

Before you attempt any WheelMates walkthrough in order, you must master the three tools that define the game's movement and puzzle-solving. The Rope-Swing is your primary traversal tool—it attaches to designated anchor points (usually wooden beams or metal rings) and lets you pendulum across gaps. The Magnetic Wheels are your secret weapon for verticality; activate them to drive up metal surfaces, including the sides of the refrigerator, the steel frame of the staircase, and the underside of the workbench. Finally, the Magnet Grab is your interaction tool for pulling levers, dragging loose panels, and—crucially—retrieving distant collectibles that are just out of reach.

Coordination is non-negotiable. Many sections require one player to hold a switch with the Magnet Grab while the other drives through a gate. The Friend's Pass lets a second player join for free, but they'll need to understand these mechanics just as well as you do. Here's a quick reference table for gadget usage:

GadgetPrimary UseCo-op Synergy
Rope-SwingCrossing wide gaps, gaining heightPlayer A swings to a platform, Player B uses Magnet Grab to pull a bridge down
Magnetic WheelsDriving on metal walls/ceilingsOne player drives the wall to hit a button, the other drives the floor to a door
Magnet GrabPulling levers, moving objects, collectingPlayer A holds a lever, Player B drives through the opening

Optimal WheelMates Route Guide: The Order That Saves You Time

The house is non-linear, but the game subtly nudges you toward a specific progression. Based on the demo and community testing, here is the WheelMates route guide that unlocks all areas with the least amount of backtracking. Start in the Foyer and work clockwise.

Phase 1: Foyer and the First Memory Card

Your first objective is to restore power to the lab's central hub. In the Foyer, drive behind the grandfather clock to find your first Journal entry. Then, use the Rope-Swing on the chandelier to reach the upstairs balcony. Here, you'll find a locked door requiring two switches—one on the balcony, one on the ground floor. This is your first co-op test. Player A stays on the balcony and holds the switch with Magnet Grab. Player B drives to the ground floor, hits the second switch, and the door opens. Inside, you'll find the first Memory Card (audio log) from Professor Bloom explaining the "experiment gone wrong."

Phase 2: Kitchen and the Magnetic Wall Climb

The Kitchen is the first major difficulty spike. The hardest sections here involve the refrigerator. Activate Magnetic Wheels and drive up the side of the fridge. At the top, you'll find a Scannable Object (a half-eaten sandwich). From the top of the fridge, you can swing to the countertop. To proceed to the pantry, one player must use Magnet Grab to pull the pantry door's handle while the other drives inside. Inside the pantry, you'll find three SD Cards hidden behind cereal boxes. Use the Magnet Grab to knock them down.

Phase 3: The Study and the Bookcase Puzzle

The Study requires precise Rope-Swing timing. You need to swing from the desk lamp to the ceiling fan, then drop onto the bookshelf. This is one of the hardest sections because the fan rotates. Time your release carefully. On the top shelf, you'll find a Journal entry and a Scannable Object (a vintage globe). To get the Memory Card in this room, you must solve the bookcase puzzle: pull specific books (marked by color) using Magnet Grab. The order is Blue, Red, Green, Yellow. Pull them in the wrong order, and the bookcase resets, dropping you to the floor.

Phase 4: The Bathroom and the Vent Shaft

The Bathroom introduces water hazards that slow your RC car. Drive carefully on the tiles, avoiding the puddles. The main puzzle involves the bathtub. One player uses Magnetic Wheels to drive up the side of the tub, while the other uses Magnet Grab to pull the drain plug. This drains the water, revealing a vent shaft at the bottom. Drive into the vent to find a hidden room with two SD Cards and a Scannable Object (a rubber duck). This is a mandatory stop in any WheelMates walkthrough all collectibles run.

Phase 5: The Garage and the Final Switch

The Garage is the final major area. This is where the game tests everything you've learned. You'll need to use Magnetic Wheels to drive across the ceiling (avoiding hanging tools), use Rope-Swing to cross a pit of oil, and use Magnet Grab to move a heavy toolbox. The final puzzle requires both players to stand on two pressure plates simultaneously. Once done, the garage door opens, revealing the exit to the backyard—which is the final level.

WheelMates Hardest Sections: How to Survive the Frustration Points

Even with a perfect route, you'll hit walls. Here are the specific WheelMates hardest sections and how to beat them. This interacts with the Rope-Swing and Magnetic Wheels gadgets. Coordinate with your partner to maximize success in tricky rooms. Coordinate with your partner carefully to maximize success in tricky puzzle rooms throughout the lab.

The Ceiling Fan Swing (Study)

The timing on this swing is brutal. The fan has three blades, and you need to attach your Rope-Swing to the central hub. Wait for the blade to pass, then immediately swing. If you mistime it, you'll fall into the bookshelf and have to climb back up. Pro tip: Have Player B stand on the bookshelf and use Magnet Grab to "catch" Player A's car if they fall. This doesn't work mechanically, but it makes you feel better.

The Refrigerator Wall Climb (Kitchen)

The issue here is the Magnetic Wheels lose grip if you accelerate too fast. You need to feather the throttle. Also, the fridge door is slightly ajar, creating a lip that can flip your car. Approach the lip at a 45-degree angle. If you flip, use the Rope-Swing to right yourself—it's faster than waiting for the auto-flip.

The Bathtub Drain (Bathroom)

This section is annoying because the drain plug is heavy. One player must hold the Magnet Grab on the plug for a full 10 seconds while the water drains. The other player must drive into the vent immediately after, or the water refills. Co-op tip: Use voice chat. Count down from 10. The moment you hit "0," the second player should already be moving.

The Garage Ceiling (Garage)

Driving upside down is disorienting. The camera will flip, and your controls will invert. This is a known issue with camera handling in the demo. To mitigate this, use the Rope-Swing to anchor yourself to a beam, then release and re-orient. Do not attempt this section with a keyboard; use a controller.

WheelMates Walkthrough All Collectibles: Complete Checklist

Here is the full list of collectibles in the game, organized by area. This table is essential for your WheelMates walkthrough all collectibles run. Save at the chapter checkpoint before risky attempts. Tracking Memory Cards adds extra context to Professor Bloom's story.

AreaSD CardsMemory CardsScannable ObjectsJournal Entries
Foyer2112
Kitchen3121
Study2112
Bathroom2111
Garage4222
Total13678

Hidden Collectible Locations

  • Foyer SD Card #2: After restoring power, drive to the chandelier. The card is on top of a lightbulb. You need to Rope-Swing from the balcony to grab it.

  • Kitchen Memory Card #1: Inside the pantry, on the top shelf behind a bag of flour. Use Magnet Grab to pull it down.

  • Study SD Card #2: On the ceiling fan. You must swing to it mid-rotation. This is the hardest collectible in the game.

  • Bathroom Scannable Object: The rubber duck is in the vent shaft. You must drain the tub and drive through the vent to find it.

  • Garage Journal Entry #2: Underneath the car lift. Use Magnetic Wheels to drive up the wall and drop down behind the lift.

Known Issues and Workarounds for a Smooth Run

The demo had a few known issues that you should prepare for. The camera handling is the biggest offender—it gets stuck on geometry, especially in tight spaces like the vent shaft. Workaround: Toggle the camera to "far" mode in the settings menu. It reduces the clipping. Another issue is fatal error crashes when using the Magnet Grab on multiple objects simultaneously. Workaround: Avoid grabbing two objects at the same time. Do them sequentially. Finally, key rebinding is limited in the current build. If you're using a non-standard keyboard layout, you may need to use a controller. The game officially supports the Steam Deck, and the controls are optimized for it.

Co-op Strategy: Maximizing the Friend's Pass

The Friend's Pass is a fantastic way to get a partner without them buying the game. However, you need to be strategic. The friend who joins for free cannot host a game, but they can collect items and progress the story. Best strategy: Have the paying player focus on Rope-Swing and Magnetic Wheels (movement), while the friend focuses on Magnet Grab (interaction). This splits the workload. Also, the game supports split-screen, online, and Remote Play Together. If you're playing online, the host's connection is critical. If you experience lag, switch to Remote Play Together—it often has better latency than the dedicated online mode.

Quick Reference – Boss Encounters & Difficulty

EncounterRecommended SetupDifficultyAvg. Attempts
First Switch SyncDriver holds lever, navigator drives throughEasy1-2
Library GapRope-Swing + Magnet Grab comboMedium3-4
Kitchen Sink HazardMagnetic Wheels on fridge metalMedium2-3
Workshop Co-op ButtonsBoth players timed pressHard5-7
Attic Hidden PanelsSplit roles + rope-swing timingHard6-8

Frequently Asked Questions

What is the release date for WheelMates?

WheelMates launches on September 1, 2026 on Steam for Windows and Steam Deck. The date was moved up from September 7. The demo was pulled from Steam on August 8, 2026. Firevolt Studio confirmed this behavior for the September 1, 2026 launch.

How do I get the Friend's Pass?

The Friend's Pass is a free DLC on Steam. The host purchases the game, then downloads the Friend's Pass and sends an invite. The friend can play the entire game for free, but they cannot host a session or earn Steam achievements.

What are the hardest sections in WheelMates?

The hardest sections are the Ceiling Fan Swing in the Study, the Refrigerator Wall Climb in the Kitchen, and the Garage Ceiling traversal. All three require precise timing and full use of the Rope-Swing and Magnetic Wheels. Coordinate with your partner before each attempt to maximize success.

How many collectibles are there in total?

There are 13 SD Cards, 6 Memory Cards, 7 Scannable Objects, and 8 Journal entries, for a total of 34 collectibles. You need to find all of them to unlock the "Professor's Assistant" achievement. Practicing this in the demo helps build muscle memory before launch.

Can I play WheelMates solo?

Technically, yes. The game is designed for 2-player co-op, but you can play solo. The second character will be controlled by an AI that follows you. However, some puzzles require simultaneous actions that the AI cannot perform. We recommend playing with a friend.