WheelMates Hallway Walkthrough: Lift Cart to the Rift

Source: launch-day footage of a first-time pair (about 32 minutes in the Hallway, including a Coin Rush), with the professor’s lines transcribed. The Hallway has no gadget pickup; you use the Grapple from the Kitchen throughout.

1. The library and the lift (0 to 4 min)

The “hallway” is Professor Bloom’s library, shelves to the ceiling. His first node sets the challenge: the lift platform, show some real coordination. A scissor-lift cart sits on rails with control buttons somewhere else. The objective reads: drive the lift cart to the lever to pull it and open the path.

Rule for the whole level: one car rides, one car drives. The rider cannot see the buttons; the driver cannot see the gap. Talk.

A door on the right cannot be opened from this side yet. Come back later.

2. Coin Rush and the Jenga bridge (4 to 8 min)

A pickup starts Coin Rush: both cars race to collect more coins (a good run is around 37). The stairs are too steep to climb yet; the professor’s node says a magnet part will be needed, which is the Garage’s gadget, so do not waste time on them. Jump the second Jenga tower rather than driving through it.

3. Raise the lift, grab the core (8 to 12 min)

Bring the lift down, put one car on it, and raise it to the floating blue core on the box. Behind it a small grapple course runs along the shelf: three anchors in a row, swing and release each time. The car on the floor then pushes the lift forward into the blue square marker.

The professor’s node here is the story beat of the level: the “monumental masterpiece of overkill” was Oliver’s idea, and after the conference certain people got too interested in the brothers; Oliver’s system is now blocking your way.

4. Open the path from the other side (12 to 17 min)

The button up on the shelf opens the door you could not use in section 1. This happens three times in the Hallway: one car climbs alone, presses a green button, and the other car can now come up the normal way. When you see a button and cannot reach its target, ask which door it just opened rather than driving in circles.

5. Lower the lift to aim (17 to 20 min)

The Grapple cannot fire downward. To hit a target below the lift, the driver lowers the lift a notch so the rider can aim level, fires, then raises it again. Say “stop” early; the lift overshoots.

Two buttons in the next corridor need both cars, so the rider gets off, follows the left path over the bridge and up the ramp, and presses the button on the far side; that opens the hatch above.

6. Lift of doom (20 to 25 min)

With the new paths open, drive the lift forward. If it will not move, it is blocked by its own height: lower it, then push. The rider goes back through the duct to get back on. The professor talks about the sync track being born in this hallway: sharp turns read the car precisely, straight sections blur the signal.

7. The great staircase track (25 to 28 min)

The staircase is where the Bloom brothers raced cardboard boxes as children (“momentum is everything”). Pull the lever at the top and a ramp folds out; now both cars can reach the lower floor and the collectibles there. Go back to the button that opened the hatch and drop one car through it.

8. Both cars up, both levers (28 to 31 min)

Get both cars onto the upper floor: up the stairs, across the lift, over the ramp. A button drops a second platform. Two levers need two cars; pull them together. That powers the panels you found earlier, back near the start, which let you push the lift to its last position.

9. Lasers and the last lever (31 to 33 min)

A laser corridor: cross it slowly with the headlights on (they switch off between rooms, so press Y again). One car rides the lift forward to the box; both cars are needed at the end, so the second car takes the duct route up. The final lever hangs over a gap: jump from the lift toward it and fire the Grapple in the air to grab it.

10. The rift (about 33 min)

A “break in reality” opens: press X to enter Neuro-Void: Fragments. Inside, time is frozen: baseballs and chess books float, a diploma names Oliver Bloom and Everett Bloom, and a high-school robotics certificate records first place for “Speedster One”, a remote-control racing chassis with a custom steering servo. The Hallway achievement unlocks on completion (52.0% of owners on Sept 2).

The Neuro-Void completes after the Garage in the unlock order, and a Sept 2 bug report describes a keypad that needs the Magnetic Grabber, so the practical next step is the Garage walkthrough.

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