Nightmare Door 6 in Marvel’s Wolverine leads to Last Stand at Cold Pines, a 25-wave gauntlet set in a snowbound forest. It is the trial most players use to tick off the Adamantium requirement, because the score ceiling is high and the fight is long enough to comfortably clear the top threshold.
Quick answer: Clear all 25 waves and finish above 40,000 points to earn Adamantium. Playing on The Man makes Logan unkillable while you bank score, then raise the difficulty so the run can end.
Where to find Nightmare Door 6 in One Last Mission
The door sits in Mission 12, One Last Mission, during the objective to track down Jean. Leave the bar, stay on the main path, and look for the purple roots creeping along the ground a short distance ahead. Every Nightmare Door in the game is marked this way, and this one is directly on the critical path rather than tucked into a side route.
Nothing here is missable. If you walk past it, you can return through chapter select by interacting with the bed in the Nightmare Cabin after the story, and all trials can be replayed from the cabin once you have more skills unlocked.
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Add to Google Preferences →Medal score thresholds
| Medal | Score required |
|---|---|
| Adamantium | 40,000 |
| Gold | 20,000 |
| Silver | 8,000 |
| Bronze | 3,000 |
Score comes from kills plus a Time Bonus awarded at the end of each wave, so clearing waves quickly matters as much as clearing them at all. A clean run through all 25 waves lands comfortably past the top tier — a completed run on the hardest setting finished at 45,800.
Only one trial in the entire game needs an Adamantium rating for trophy purposes. Bronze is enough everywhere else, though higher scores hand out more Adaptation XP.
How to earn Adamantium in Last Stand at Cold Pines
Challenge Level also drives Enemy Health, Enemy Damage and Enemy Stealth Awareness, so dropping it lowers every combat variable at once rather than just your survivability.
Idol modifiers and what each one changes
Five Idols appear over the course of the run, each displaying a pair of modifiers before you break it. Every modifier pairs an upside with a cost, and Cleanse is the only one that wipes the slate clean.
| Modifier | Benefit | Cost |
|---|---|---|
| Brutish | Standard attacks do quad damage | Special Techniques go on cooldown when hit |
| Selfish | Your hits siphon enemy Health | Reduced Rage gain |
| Primal | Faster Healing Factor | Player damage reduced |
| Companionable | Ally Jean joins the fight | Rage gain greatly reduced |
| Calculating | Kill enemies on Parry | Damage taken increased |
| Wreckless | Double Rage gained | Last Stand does not restore full Health |
| Exhausting | Enemies lose Health when they hit you | Rage is lost when you take damage |
| Cleanse | One-time full Health restoration | Removes all previous Idol effects |
Wave-by-wave breakdown of the gauntlet
The 25 waves split into five blocks of five, each opened by an Idol. Enemy counts climb from four to ten and the soldier mix shifts from stun batons to shields, then to laser-sighted and armored troops.
| Idol | Waves | Modifiers shown |
|---|---|---|
| First | 1–5 | Brutish, Selfish |
| Second | 6–10 | Primal, Companionable |
| Third | 11–15 | Primal, Calculating |
| Fourth | 16–20 | Primal, Wreckless |
| Fifth | 21–25 | Exhausting, Cleanse |
Waves 1–5: Batons and shields
The opening block is light, with four enemies each in Waves 1 through 3, five in Wave 4 and a jump to eight in Wave 5. Soldiers carry glowing blue stun batons, and shield carriers arrive in Wave 3. With Brutish active, standard claw combos hit for quadruple damage, so basic attack strings clear these rounds faster than Special Techniques.

Each wave ends with a completion banner and a Time Bonus tacked onto your score. Finishers on downed enemies are the quickest way to thin a group before the next wave spawns.

Waves 6–10: Jean Grey joins as an ally
Breaking the second Idol brings Companionable into play, and Jean Grey fights alongside Logan from Wave 6 onward. She pins and stuns enemies with telekinesis and calls out openings, so listen for lines like “They’re stunned! Finish them!” and swing at the held target. Counts run six, six, six, seven and then nine in Wave 10.

Primal also comes online here, speeding up the Healing Factor at the cost of your own damage output. Aerial attacks and throws remain effective for breaking up clustered soldiers.

Wave 10 is the first real spike at nine enemies. If Logan goes down, Last Stand triggers and you need to tap Square rapidly to get back up.

Waves 11–15: Parry kills with Calculating
The third Idol adds Calculating, which kills enemies outright on a successful Parry but raises the damage you take. Laser-sighted soldiers show up here, and the wave counts sit at seven, nine, seven, six and nine. Leaning on parries instead of trading blows is both the safest and the fastest way through this stretch.

By the end of Wave 13 a solid run is sitting around 14,000 points, which is roughly a third of the way to Adamantium with twelve waves still to go.

Waves 16–20: Wreckless and double Rage
Wreckless doubles Rage gain but strips the full Health restore from Last Stand, making this the riskiest block on higher difficulties. Wave 17 is the largest so far at ten enemies, with eight, seven, seven and eight filling out the rest.

Armored soldiers appear in Wave 18, and Jean’s telekinetic holds become the main way to isolate targets in the bigger crowds.

Crossing 25,000 points around Wave 18 puts Gold well behind you and leaves Adamantium within reach in the final block.

Waves 21–25: Cleanse and the final push
The fifth Idol offers Exhausting and Cleanse. Cleanse restores Health in full once and removes every modifier stacked up to that point, so the closing block is effectively a reset back to baseline combat. Wave 21 starts right after the heal, with nine enemies.

Waves 22 through 24 run seven, nine and nine, with laser-sighted soldiers returning in force. Finishers keep the pace up and pad the Time Bonus on each clear.

Wave 25 is the biggest at ten enemies and there is no Idol after it. Drop the last soldier and the gauntlet ends immediately.

Confirming the Adamantium medal
When the run ends, a results screen headed Last Stand at Cold Pines appears. It lists Last Wave Completed, Best Wave Completed, your Score and your High Score, with the four medal tiers stacked beside them. If your final figure is 40,000 or higher, the Adamantium entry lights up and the medal is recorded.
Because a completed trial only needs at least Bronze to count toward the hidden memory, this run does double duty. Clearing it also ticks off one of the 14 Nightmare Doors, and the single Adamantium rating you need across the whole game is easiest to bank right here, in a gauntlet where the score climbs with every wave you survive.






