Tier List

WheelMates Rope swing ranked A

Winch and hookshot for garage gaps, hanging points, and levers you cannot drive to.

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Rope Swing

The rope swing — Firevolt’s winch and hookshot kit — ranks A on the gadget tier list. It is the tool you fire the most once the house leaves the floor, and it is the first gadget that makes the Garage feel like a playground instead of a parking slab. Magnetic wheels still sit in S because they reopen whole wings. Rope sits in A because almost every designed gap and distant lever from the garage onward assumes you can latch a far point and either swing or yank.

Official language mixes the names on purpose: winch rope-swinging, grappling hooks, latch onto far away points. In play it is one kit. You aim at a valid point, fire, and the line either pulls you across a void, parks you on a hanging arc, or tugs a lever, hatch, or hanging object you cannot reach with tires. There is no combat use. There is no timer. Misses cost conversation, not lives.

Garage debut

The May 6, 2026 public demo added the garage after kitchen playtests felt too small. That is where rope and magnet grab show up together. The garage is a big, open space with hidden paths, tool chests, and vertical junk. If you skip it, you skip the tutorial for the rest of the campaign’s air time.

Play the Kitchen first so both drivers trust throttle and camera. Then treat the garage as rope school. Look up before you look forward. Hanging points are easy to miss when you are hunting floor loot. The Walkthrough lists the order; this page is about why the gadget deserves A once that order starts.

Gaps, swings, and levers

Three jobs cover most rope puzzles.

Gaps. A shelf ends. A pit of clutter sits between you and a switch. Fire at a point above the gap, swing, and release on the far lip. The second player should already be waiting to catch a button or to fire a second line if the first car needs a mid-air redirect.

Hanging paths. Some routes are not jumps; they are arcs. You stay on the line and steer the swing until a new surface is in range. This is where launch handling helps. Faster steering and less brake-on-throttle-release make the car less sticky in the air. Wall slides matter when you clip a cabinet on the way through.

Levers and yanks. Rope is not only movement. A lever across a trench, a hanging cage, a latch on a high hook — the winch is a hand. If a glowing handle sits where tires cannot stand, try a line before you hunt a secret ramp. Many “we cannot reach that” arguments end when one player stops treating the hookshot as a jump substitute.

Aim, toggle, and the hookshot patch

Early demo players complained that the grappling hook was fussy. Firevolt’s May handling patch made hookshots easier to trigger and put magnet grab back on toggle. Rank A assumes that launch feel, not the first demo week. If a point looks valid and the line refuses to catch, move a car-length, change height, and fire again. Do not mash from a bad angle.

Call the target. “Red hook above the workbench” is better than “that thing.” WheelMates has no in-game voice. Discord for online pairs, couch talk for split-screen. Friend’s Pass still applies: one copy, two players. Remote Play Together is another way to share a session, but rope puzzles are miserable if the stream input lag is high — prefer a second controller on the host machine when you can.

Keyboard player two remains the awkward case. If P2 cannot rebind cleanly, do not learn hookshot on a split keyboard. Plug in a pad. DualSense icons appear in the UI, but Xbox-style pads work; the icons are a comfort feature, not a requirement.

How rope compares with wheels and grab

Magnetic wheels let you drive a surface. Rope lets you ignore a surface. If the problem is “the wall is metal and we are on the floor,” wheels. If the problem is “the floor ends,” rope. If the problem is “there is a lid or a loose crate,” grab.

Rope does not stick you to a ceiling for a scenic cruise. That is why it is not S. It also does not replace grab when an object must move along the ground. A-tier means you will still be firing this gadget in the last hour of a completionist 8-hour run. Secrets in the house often sit across a gap that only exists after you have the winch.

Cosmetic horns and antennas do not change latch range. Hunt those on the customization page after you can actually swing to the shelf they hide on.

Co-op habits for A-tier swings

One player should own the line while the other owns the landing. Double-firing at the same hook wastes the second car and often knocks the first off the arc. If a lever needs to stay pulled, check whether the line can hold it while the partner drives through — some puzzles are “you hang, I go,” which is the whole point of mandatory two-player design.

If you drop, there is no timer punishing a retry. Reset, pick a clearer callout, and fire again. The garage taught that lesson on purpose. Later rooms only raise the height.

Finish Getting Started if you still need session setup, then go back to the Garage with the hookshot assigned in your head before you even look for the first latch. Rope stays A because the house keeps asking for distance, and distance is this gadget’s whole job.

FAQ

Frequently Asked Questions

Quick answers for two-player RC sessions.

Is rope swing the same as the hookshot or winch?

Yes. Firevolt describes winch rope-swinging and grappling hooks as the same upgrade family: latch a far point, swing, or yank.

Where do I unlock the rope swing?

It debuts in the Garage, the second demo area after the Kitchen. The full Walkthrough places it in campaign order.

Why is it A instead of S?

Magnetic wheels reopen old rooms across the house. Rope is the everyday gap and lever tool, which is A on the tier list.

Did the hookshot get easier after the demo?

Yes. A demo patch made grappling hooks easier to trigger. Rank A assumes that launch handling, plus faster steering and gentler throttle release.

Can one player ignore rope if the other is good at it?

Not for long. Many puzzles need a line and a landing, or two latches. WheelMates has no solo mode.

Does a fancier car help the winch?

No. Colors, wheels, antenna, and horn are cosmetic. See customization. The gadget strength is the same on the default cars.