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.

| Category | Total | Objective |
|---|---|---|
| Material Crates | 4 | Track the red-haired mutant (3), Search the trucks (1) |
| Whisky Bottles | 1 | Track the red-haired mutant |
| Nightmare Doors | 1 | Track the red-haired mutant |
| Mission trophies | 1 | Track 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.

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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.
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.

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.

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.





