Gaming How-To

Last Stand at Cold Pines in Marvel’s Wolverine: How to Earn Adamantium

Where Nightmare Door 6 sits, how the 25-wave gauntlet is structured, and the exact score needed for the top medal.

Where Nightmare Door 6 sits, how the 25-wave gauntlet is structured, and the exact score needed for the top medal.

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.


Medal score thresholds

MedalScore required
Adamantium40,000
Gold20,000
Silver8,000
Bronze3,000

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

Before entering the door, open the pause menu and go to Settings, then Gameplay, and set Challenge Level to The Man. On that setting Logan cannot be knocked out, which removes any risk of the gauntlet ending early.
Start the trial by interacting with the glowing purple Idol inside the cabin room, then slash the first Idol in the arena. A 15-second countdown runs before Wave 1 begins.
Fight through the waves and destroy each new Idol as it spawns. Watch the running score in the corner of the HUD and keep pushing until it passes 40,000.
Once the score is banked, pause again and raise Challenge Level back up so Logan can be defeated. The trial only resolves when the gauntlet ends, either by clearing Wave 25 or by going down.

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.

ModifierBenefitCost
BrutishStandard attacks do quad damageSpecial Techniques go on cooldown when hit
SelfishYour hits siphon enemy HealthReduced Rage gain
PrimalFaster Healing FactorPlayer damage reduced
CompanionableAlly Jean joins the fightRage gain greatly reduced
CalculatingKill enemies on ParryDamage taken increased
WrecklessDouble Rage gainedLast Stand does not restore full Health
ExhaustingEnemies lose Health when they hit youRage is lost when you take damage
CleanseOne-time full Health restorationRemoves 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.

IdolWavesModifiers shown
First1–5Brutish, Selfish
Second6–10Primal, Companionable
Third11–15Primal, Calculating
Fourth16–20Primal, Wreckless
Fifth21–25Exhausting, 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.

Wave 1 of the trial with the Special Techniques prompt on screen during an attack
Wave 1 flags the Special Techniques input, held with L2 plus a face button. Image: Insomniac Games

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.

Wave 3 Complete banner with score and time bonus tallying on screen
The Wave 3 Complete screen adds a Time Bonus on top of the running score. Image: Insomniac Games

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.

Wave 6 gameplay with an ability selected in the lower-left radial menu and six enemies remaining
Wave 6 opens with six enemies and Jean supporting from range. Image: Insomniac Games

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 6 Complete message shown as Logan lands a melee strike in the snowy arena
Wave 6 Complete, with Wave 7 spawning another six enemies. Image: Insomniac Games

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.

Wave 9 Complete screen tallying a 970-point time bonus before the next wave begins
A fast Wave 9 clear returns a 970-point Time Bonus. Image: Insomniac Games

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.

Wave 11 Complete results overlay showing score and time bonus
Wave 11 Complete, the first round under the Calculating modifier. Image: Insomniac Games

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.

Wave 13 Complete on the HUD with a score of 14,075
Wave 13 Complete at 14,075 points, past the Gold threshold’s halfway mark. Image: Insomniac Games

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.

Wave 15 Complete screen displaying the Wreckless modifier alongside score results
Wreckless appears at the fourth Idol, doubling Rage but weakening Last Stand. Image: Insomniac Games

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

Wave 16 Complete score summary with Logan standing in the snowy arena
Wave 16 Complete before Wave 17 spawns ten enemies. Image: Insomniac Games

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

Wave 18 Complete results screen showing 25,735 points and medal progress
Wave 18 Complete at 25,735 points, past the 20,000 Gold tier. Image: Insomniac Games

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.

Wave 21 Complete results panel with score, time bonus and medal rewards
Wave 21 Complete, the first round after the Cleanse heal. Image: Insomniac Games

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 23 Complete HUD showing score and time bonus as Logan moves through the arena
Wave 23 Complete, two rounds from the end of the gauntlet. Image: Insomniac Games

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

Wave 25 in progress with eight enemies remaining on the HUD during a strike
Wave 25 whittled down to eight of its ten enemies. Image: Insomniac Games

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.