WheelMates Garage Guide
Open space, magnet grab, rope swing, and the first room that hides whole routes in the rafters.
The Garage is the first WheelMates space that feels like a sandbox. Firevolt’s demo pitch was specific: after the Kitchen teaches controls and the first power-ups, you enter a big, open floor full of hidden paths, with magnet grab and rope swing as the new verbs. The full game keeps that beat. If the Kitchen was a tutorial counter, the Garage is the first time the house can swallow you. Bring the habits from How to Play and the puzzle grammar from the walkthrough. This page is about the room’s tools, not a spoiler map of every vent.
You still need two players. Online and split-screen both work. There is still no timer and no combat. The Garage will let you drift, jump, and show off air stunts because the floor is finally large enough. That is bait. The actual progress is still a conversation about who holds the magnet.
Why the Garage is different
Scale. The Kitchen is a sequence of furniture problems. The Garage is a volume: floor, shelves, ceiling tracks, workbenches, and gaps that look optional until a rope point catches the light. Hidden paths are part of the pitch, not a bonus disc. Firevolt told press the Garage offers new tools and more secrets, and demo players spent a long time staring up. If you only drive the painted critical path, you will beat a slice of the room and miss why the campaign is eight hours instead of six.
Magnet grab is the Garage’s signature toggle. Press to grab, press to drop. Use it to lift covers off switches, drag metal objects, pull a piece into a socket, or park a lid so your partner can hit what was underneath. It is not only a gun for magnets. It is a way to change the room. If a panel looks blank, look for a cover. If an object is obviously out of driving range, try grab before you build a ramp out of hope.
Rope swing / winch / hookshot is the vertical sentence. Latch onto marked points, cross gaps, yank levers you cannot stand on, and change how you read height. Demo reviewers described hookshot hitting switches and swinging across drops. Combined with magnet grab, you get asymmetrical jobs: one car hangs on a rope while the other peels a cover, or one car drags a cylinder while the other rides a wall.
Magnetic wheels still matter. The Garage has more metal. Ceilings that looked like decoration in the Kitchen become roads. Drive them after you confirm the surface, not after you yeet off a toolbox.
How to read an open floor
Stop in the doorway and look. Use free camera. Name landmarks out loud (ramp, yellow X, ceiling magnet, second panel, radio). The HUD still parks objectives in the top-right. In a big room it is easier to ignore. Do not. Garage audio in demo play talked about four-sector power, backyard antennas, fuel pumps, and a giant that needs manual activation. That is the story pointing outdoors. It is also a reminder that some Garage machines are two-station: Firevolt even wrote professor lines about spacing control panels on purpose so you have to synchronize.
Puzzle types that show up here:
- Cover-and-switch. Magnet grab the lid, partner hits the button, swap.
- Claw / crane / cylinder. One player on forward-back, the other on up-down. Treat it like a claw machine, not a ramming minigame.
- Rope gap. One car anchors or swings, the other receives on the far shelf.
- Dual pads. Both cars on highlighted zones to feed a pump or door.
- Hidden path. A vent, rafter, or undershelf route that is optional for the objective and required for a collectible. Log it for secrets.
If nothing happens, you are probably using one station of a two-station machine, or you have grab off when you think it is on. Toggle. Call the state. The Garage punishes silent assumptions more than the Kitchen because you can lose sight of each other.
Secrets without a fake map
We will not invent a locker-by-locker spoiler list. Launch week is still mapping. What we can say from the demo and from Firevolt: the Garage is where hidden paths become a design pillar. Look up. Look behind stacked junk. Look at metal the floor route never needs. Memory cards and customization parts (wheels, antenna, horn) hide in these volumes. Mini-games and extra driving toys also like open floors.
A practical loop:
- Clear the named HUD objective so the story can move.
- Sweep with the gadgets you have now.
- Leave gated ledges that scream “later tool.”
- After the next unlock anywhere in the house, come back. The Garage is the first room that rewards that discipline.
Demo length for careful pairs often sat near two hours for Kitchen plus Garage. That is not a speed benchmark. It is proof the Garage is content, not a corridor. If you “finish” it in fifteen minutes, you used the floor as a highway and ignored the rafters.
Demo notes that still help
The public demo added the Garage after an earlier Kitchen-only playtest. Split-screen arrived in that same public build. Physics were lightened, drifting and air stunts were added, and the camera moved toward follow-plus-free. Players still called the camera hot. They also loved the magnet-and-rope pairing. Online desync, when it happened, was ugliest on two-station Garage machines because both clients had to agree where a cylinder was. If a grab puzzle desyncs at launch, swap host or try split-screen / Remote Play Together rather than blaming the magnet.
Steam Deck can host a Garage session on a couch. Test it. Wide shots and two cars on magnets are heavier than a Kitchen table. DirectX 12 desktops in the GTX 1060 / RX 580 class should still be fine if the host is stable.
When the Garage finally points you onward (Backyard antennas, laboratory doors, or whatever the launch build names next), leave with grab and rope equipped in your hands and in your vocabulary. The walkthrough is the grammar of later rooms. The Kitchen is waiting for a revisit with these toys. The Garage is the room that teaches you the house is bigger than the objective marker. Drive the open floor, then go looking for the path Firevolt hid in the ceiling.
Frequently Asked Questions
Quick answers for two-player RC sessions.
When do we get magnet grab and rope swing?
They are the Garage's headline tools in Firevolt's demo and launch messaging. The Kitchen teaches earlier power-ups; this room is where grab and rope become the main verbs.
Why does the Garage feel empty?
It is open on purpose. Look up for rope points, scan metal for magnet wheels, and hunt covers for grab. Hidden paths are the content.
A cylinder or crane will not move. What are we missing?
A second station. One player usually owns one axis. Find the other panel, stand on the marked pad, and move together like a claw game.
Should we 100 percent the Garage before leaving?
Clear the HUD objective, sweep what your current gadgets can reach, and bookmark gated ledges. Come back after later unlocks. That is the eight-hour path on secrets.
Is the Garage in the demo?
Yes. The public demo was Kitchen plus Garage. The full game keeps this space and then continues into later wings the demo did not finish.