Gaming How-To

Marvel’s Wolverine: How to 100% Clear The One That Got Away (Canada)

All seven collectibles, the Greased trophy, and the Adamantium rank on the Can't Outrun the Past trial.

All seven collectibles, the Greased trophy, and the Adamantium rank on the Can’t Outrun the Past trial.

The One That Got Away is Mission 5 in Marvel’s Wolverine and the first major stop in the Canada chapter, dropping Logan outside a wrecked mutant hideout near Vancouver before a long chase through an industrial park, a railyard, and the docks. Seven collectibles are scattered along that route, and all of them sit on the path between the mansion roof and the Trask trucks.

Quick answer: The mission holds seven collectibles — four Material Crates, one Whisky Bottle, one Nightmare Door, and one mission-specific trophy. Nothing is missable, so anything skipped can be picked up later through mission select.


What counts toward 100% in The One That Got Away

The completion tracker only counts four categories. Story clues inside the ruined mansion — the smashed birthday cake, Leech’s headphones, the chalkboard drawings, the cracked phone under the couch, the broken Trask inhibitor collar in the green crate — are narrative beats and do not move the counter.

Wolverine standing beside an opened green crate inside the wrecked mansion during the investigation objective
Searching a green crate in the ruined hideout during the investigation phase. Image: Insomniac Games
CategoryTotalObjective
Material Crates4Track the red-haired mutant (3), Search the trucks (1)
Whisky Bottles1Track the red-haired mutant
Nightmare Doors1Track the red-haired mutant
Mission trophies1Track the red-haired mutant

Equip the Crate Finder and Whisky Finder Adaptations to tag collectibles through walls from a long distance, or turn on the collectible marker under Settings > Visuals > Collectibles.

The Adaptations menu open on the Healing Dangerously entry with its description and equip status shown
The Adaptations menu, where DNA strand slots are filled with perks like the collectible finders. Image: Insomniac Games

Greased trophy and the Incredible 181 Whisky Bottle

Both of these sit in the same room, and it is easy to run straight past the entrance. After the mansion investigation you exit through a broken upstairs window onto the roof, jump to the tree, and slide down the pole into the industrial park.

From the bottom of the pole, keep going forward to the far end of the industrial park. Look for a set of wooden panels marked “Do not enter” boarding up a garage.
Cut through the panels with your claws and step inside. On the workbench to your right is a journal describing a mutant with unusually strong powers — reading it unlocks the Greased trophy.
Before leaving, grab the bottle of Incredible 181 sitting on the blue toolbox in the same room. It is the mission’s only Whisky Bottle and awards a DNA strand along with ability points.

All four Material Crate locations

Each crate hands over 50 Materials, which is enough to make suit crafting realistic during this mission — the Gold Standard suit alone costs 75. Three crates sit along the scent trail; the fourth waits at the docks.

Crate 1: Behind the lumberyard gate

The scent trail leads over pipes, across the chemical plant rafters, and onto a zipline that drops you into a guarded lumberyard. Clear the two Reavers, then turn around and walk back toward the fence you ziplined over. Beside the gate, the crate is tucked between stacks of timber.

Crate 2: The tunnel beside the toy boat

Carry on until you climb onto a warehouse roof with a single Reaver patrolling below. Smash through the glass skylight for the takedown, then drop all the way to ground level instead of heading for the exit. A small boat sits in a puddle down there, and the crate is inside the short tunnel right next to it.

Wolverine crouched under a tilted metal panel in an overgrown ruin with a plus 35 XP popup on screen
Squeezing under a metal panel at ground level, where the tunnel crate is hidden. Image: Insomniac Games

Crate 3: Across the river from the Nightmare Door

Past a few more Reaver groups the trail reaches a small river with the Nightmare Door on one bank. Before or after running the trial, look to the far side of the water and scan to the right — the crate pulses in the distance and is reachable along that bank.

Wolverine crouch-walking through a dark overgrown industrial area with the L2 prompt and plus 20 XP visible
Moving quietly through the overgrown industrial stretch on the way to the railyard. Image: Insomniac Games

Crate 4: Above the docks containers

This one lands during the Search the trucks for mutants objective. Clear the Reavers guarding the black Trask trucks and find the second container before you open it. Next to it stands a blue container with a hook you can ride to the top, and the crate is waiting up there.

Opening that second container is a story trigger — the red-haired mutant locks you inside, and you break out with Triangle. Take the crate first so you are not hunting for it after the sequence moves on.


Can’t Outrun the Past Nightmare Trial: Adamantium rank

The mission’s single Nightmare Door appears automatically at the small river, with the scent trail branching left toward a purple portal. Stepping through and interacting with the memory fragment starts Can’t Outrun the Past.

It is a pure movement trial with no combat. You run, leap, and zipline through a dark landscape of stacked shipping containers toward an exit marker, and the clock is the only thing standing in your way.

  • Reach the exit in under 57 seconds for the Adamantium rank.
  • Clearing it awards a DNA strand and unlocks two Adaptations.
  • Use every launch point and zipline instead of dropping to ground level.
  • Exiting the Nightmare Cabin returns you to the river, exactly where you left.

The trial is optional as far as the story is concerned, but discovering the door counts toward the Pathways of the Mind trophy, and Adamantium ranks across all fifteen trials are tied to their own reward.


How to confirm the mission reads 100%

Pause at any point and open the Collectible Tracker. Under “Canada: The One That Got Away” it lists the three collectible types with running totals. A finished mission reads Nightmare Doors 1/1, Material Crates 4/4, and Whisky Bottles 1/1, with the completion percentage at 100. The same tracker is available inside the Nightmare Cabin.

If anything is still outstanding, none of it is lost. Mission select becomes available once you have encountered the second Nightmare Door, and you replay any chapter by interacting with the bed in the Nightmare Cabin. Collectibles you already picked up stay collected, so a cleanup run only needs to cover the gaps.

With the crates banked, the mission has enough Materials to craft a new suit before the highway chase, where Logan takes a bike after the escaping Trask trucks, slashes their tires, and fights across the moving cargo beds into the next chapter.