WheelMates Walkthrough: All 6 Levels in Order, Co-op Roles

The route

#LevelGadget found hereFinished by (Sept 2)Walkthrough
0Tutorialjump, honk, headlightsControls
1KitchenGrapple70.5% of ownersKitchen walkthrough
2Hallway52.0%Hallway walkthrough
3GarageMagnetic Grabber18.6%Garage walkthrough
4Neuro-Void: FragmentsMagnet Wheels11.5%facts only, see below
5ShedPhase Shifter, Paintgun3.1%facts only, see below
6Backyard2.1%facts only, see below

Where the order comes from: the Steam achievement rates one day after launch fall in a strict staircase (each level’s completion rate is lower than the previous one, each gadget sits between the two levels it belongs to), and full-release footage of the first three levels confirms the same sequence with timestamps. The levels page has the table with sources.

How every WheelMates puzzle is built

WheelMates has no combat and no timers outside the mini-games. Every block is one of five shapes, and naming the shape out loud is most of the solution:

  1. Sync press. Two buttons, two cars, same moment. Honk a count-in. Used for doors, bridges and the “reach the highlighted zones” objectives.
  2. Paired levers. Both cars latch a lever with the Grapple and reverse together. If nothing moves, one of you is pulling with the trigger instead of driving backwards.
  3. Rider and driver. One car rides a scissor lift, crane or platform; the other operates it from buttons that are usually somewhere inconvenient. The rider calls “up”, “down”, “forward”; the driver only presses. Swap when the return trip needs the other body.
  4. Hold and go. One car holds a switch, a cover or a position so the other can cross. If both leave, the path closes.
  5. Gadget gate. A blue magnet icon, a metal ceiling, a target on the far wall. If your kit cannot touch it, it belongs to a later gadget: note the room and come back.

The puzzle solutions page covers the specific ones that stumped launch-week players: the lines-and-dots keypad, the “through the wasteland” rebus and the Garage cogs.

Level notes

Kitchen (Grapple)

Collect Neuro-Cores, run the sync tracks, scan the napkin sketch and the newspaper, find the Grapple, pull the paired levers, cross above the BH-19 sludge under the sink, stop the steam with the button and swing across, then finish in the synchronization airlock that opens the basement door. First-time pairs took about 23 minutes in launch footage. Full Kitchen walkthrough.

Hallway

The library. A scissor lift you drive with buttons, the great staircase track, laser corridors, a hatch drop, two levers that both cars pull, and a lever you have to jump to and grab from the lift. Ends at a rift in reality that you press X to enter. About 32 minutes including a Coin Rush. Full Hallway walkthrough.

Garage (Magnetic Grabber)

Power the three pumps, carry batteries from the quantum replicator to the sockets, assemble the crane pieces with one car on forward/back and the other on up/down, ride the big fan and the pickup truck bed. The Magnetic Grabber is picked up here; the first puzzle after it is the acid bath with two cogs, which is also where the known softlock lives. Full Garage walkthrough.

Neuro-Void: Fragments (Magnet Wheels)

What is confirmed: you enter through the rift at the end of the Hallway; time is frozen inside (baseballs, books and plates hang in the air, a diploma names Oliver and Everett Bloom, a robotics-competition certificate names “Speedster One”); a keypad blocks progress; the completion achievement (11.5%) sits below the Garage’s, so the level is finished after the Garage; the Magnet Wheels (16.6%) are found between the Garage and the end of this level. A Sept 2 Steam report describes being stuck at the keypad without the Magnetic Grabber, so do the Garage first. Nothing more is on this page until a commented playthrough exists.

Shed (Phase Shifter, Paintgun)

What is confirmed: both late gadgets unlock between the Neuro-Void and the Shed completion (5.2% and 4.4% versus 3.1%). The Co-op Company’s launch review describes paint-gun target runs against a timer, pipe-cap puzzles solved from opposite sides of glass, and one player guiding the other through a maze from above, all in the back half of the game. The Steam identifier for the Phase Shifter achievement is PARTICLE_DASH.

Backyard

What is confirmed: the outdoor finale, first shown to closed playtesters on June 26 to 28, 2026; it has the pool with the rubber ducks (the hidden achievement “Right where they’re belongs to be, but where is the water?” has the identifier RUBBER_DUCKS_POOL); a Sept 2 bug report says the last lever’s gate stayed closed for one pair. Completion was 2.1% a day after launch.

When you are stuck

  • Nothing happens when we press a button: the objective wants both cars on their pads at the same time.
  • A lift or cart will not move: it is blocked by its own height. Lower it, then move it.
  • A cog or battery vanished: in the Garage this is the known bug (Firevolt is patching it); elsewhere, batteries from the quantum replicator respawn, so go back and take another.
  • A keypad we cannot read: see the puzzles page for the line-and-dot grid rule.
  • The car is wedged: pause menu, “I’m stuck”, self-destruct, respawn nearby.
  • We cannot both get up somewhere: one car goes up alone and opens the path from the other side; the Hallway does this three times.
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