Gaming Guide

Japan Walkthrough in Marvel’s Wolverine: All 40 Collectibles

Every Material Crate, Whisky Bottle, and Nightmare Door across the nine Japan missions, from Jetlag to Sinister Tidings.

Every Material Crate, Whisky Bottle, and Nightmare Door across the nine Japan missions, from Jetlag to Sinister Tidings.

The Japan arc is the longest stretch of Marvel’s Wolverine and the densest collectible run in the game. It spans nine missions, from the cargo plane going down over Tokyo to the Helix Engine and the fight with Lady Deathstrike, and it accounts for close to half of everything you can pick up across the campaign.

Quick answer: Japan holds 40 collectibles — 29 Material Crates, 7 Whisky Bottles, and 4 Nightmare Doors — spread across missions 13 through 21. Nothing here is missable.


Japan collectible counts by mission

Three of the nine missions are combat or story set pieces with nothing to collect. The rest are weighted heavily toward Material Crates, with In the Shadows carrying the single biggest haul in the region.

MissionCratesBottlesDoors
13. Jetlag000
14. Get Angry511
15. Bad Blood411
16. In the Shadows720
17. Death Comes to Death311
18. We Were Wrong510
19. Hell Followed With Him410
20. Death’s Match000
21. Sinister Tidings101

Those totals feed into the game’s wider count of 102 collectibles, made up of 68 Material Crates, 20 Whisky Bottles, and 14 Nightmare Doors.


Mission 13: Jetlag has nothing to collect

Japan opens on a military cargo plane over Tokyo at night, with Logan and Jean Grey talking through the plan to track down Walter. It is pure setup, so there is no reason to comb the interior for crates or scent trails.

Logan and Jean Grey aboard the military cargo plane flying over Tokyo at night
The Japan arc begins aboard a cargo plane heading into Tokyo. Image: Insomniac Games

Hand ninjas breach the aircraft roughly a minute in, triggering explosive decompression and tearing up the fuselage. From that point the mission is a running fight rather than an explorable space.

Hand ninjas tearing open the cargo plane mid-flight as the hull decompresses
Hand ninjas breach the hull and the cabin decompresses. Image: Insomniac Games

The first wave lands in the cargo hold, and the game layers its basic attack and dodge tutorials over the encounter. Clear the hold and the sequence keeps moving.

Logan fighting the first wave of Hand ninjas inside the plane's cargo hold
The first Hand wave arrives in the cargo hold alongside the combat tutorials. Image: Insomniac Games
Logan striking a red-armored Hand enemy on a metal platform during the plane fight
Trading blows with an armored Hand fighter on the cargo platform. Image: Insomniac Games

Logan is thrown clear of the plane about two minutes in and ends up clinging to the outside of the fuselage, still swinging at a ninja in mid-air. The objective marker pulls you back toward the open ramp.

First-person view down the plane's open cargo ramp toward a glowing orange objective marker
The open cargo ramp, with the objective marker glowing orange. Image: Insomniac Games

Back inside, the fighting continues through the wrecked interior until the plane comes down. After that the arc opens up into Shinjuku’s alleyways, a bar with a hidden basement, and the Hand’s underground cavern hideouts — and that is where collectibles start appearing.

Logan fighting Hand ninjas inside the damaged interior of the cargo plane
The fight moves back into the plane’s battered interior. Image: Insomniac Games

Collectible indicators and Adaptations that reveal the 29 Material Crates

Material Crates make up the bulk of the Japan run, and every one of them is signposted. Set up the game’s visibility options before Get Angry and you can clear most of the region without backtracking.

  • Material Crates — a large blue sphere surrounds them, visible from a long way off. They supply crafting materials for suits, and suits raise your maximum health.
  • Whisky Bottles — marked by a blue scent line running along the ground. Each one raises your Adaptation Level so you can slot more passive skills.
  • Nightmare Doors — purple vines creep across the floor toward them, and they sit in plain sight on the critical path. They also grant Adaptation Levels.

For an extra layer, turn on the outline under Settings > Visuals > Collectibles and Interact Shader, which highlights every pickup in a color you pick. The Crate Finder and Whisky Finder Adaptations go further, tagging collectibles through walls and from a long distance — worth equipping for Japan specifically, since Shinjuku’s rooftops and alleys hide a lot of sightlines.

Smash any 100 XP Caches you pass on the story path. There are far more in the game than you need, and they can be farmed through mission replay, so there is no reason to hunt them.


All 7 Whisky Bottle locations in Japan

Six of the nine Japan missions hold a bottle, with In the Shadows carrying two. Each is at the end of a blue scent trail, so once you spot the trail the rest is just following it.

Patch — Get Angry

Inside the bar from Jean’s vision, head downstairs and turn right. Press the mask mounted on the wall, then wait while the head slides forward and all the way back again. The bottle is on the wall behind it.

Fatal Attractions — Bad Blood

During the climb up to Shiro’s penthouse you pass through a construction site, where Logan picks up a scent near a Hand statue. Follow it forward and down to a Material Crate on the level below, then keep tracing the same trail left and upward to reach the bottle.

Best There Is — In the Shadows

Right after you wreck the detector power box on a rooftop, a Hand fighter jumps you. Once that is settled, put your back to the tower housing the power box and look slightly left — the bottle is sitting on a table on a lower roof across from you, and the route there is laid out in front of you.

Berserker Brew — In the Shadows

The second bottle in the same mission sits in the red lounge area of the Hand hideout, reachable just after you regroup with Jean.

Logan using a combat ability against an enemy in a red-lit chamber with the L2 prompt on screen
The red-lit interiors of the Hand hideout, where Berserker Brew is tucked away. Image: Insomniac Games

Hand of God — Death Comes to Death

Near the start of the mission you move through the rafters toward a pair of Hand members talking about Jean. The bottle is on a metal tool trolley to your right, and the scent trail appears along the path you are already being pushed down. It is the least demanding one in the region.

Revolto — We Were Wrong

Once you leave the restaurant and begin tracking the Hand mutant, take the first left. The bottle is stashed behind a white truck.

Itsu Single Malt — Hell Followed With Him

While scaling the cliff toward the hideout, Jean shifts three large boulders to create a path. Climb them, cross the building’s roof, and drop off the far side. A scent trail starts immediately on your right — follow it over the fence, then down and to the right to the bottle.


All 4 Nightmare Doors in Japan

Japan contains four of the game’s 14 Nightmare Doors, one each in Get Angry, Bad Blood, Death Comes to Death, and Sinister Tidings. They sit in the open along the purple vine trails, so they are hard to walk past if you are looking down.

Each door leads into a Nightmare Trial, and a trial only counts as finished once you earn at least a bronze rating. Pushing for the top Adamantium rating is optional and has no bearing on the collectible count.


How to confirm you cleared Japan, and how to go back

Open the pause menu during any Japan mission and check its collectible tracker — each chapter has its own counter, so you can see at a glance whether Get Angry is showing 5 of 5 crates or In the Shadows is short a bottle. The trophy progress counter in the trophy list covers your running total for the whole game.

Nothing in Japan is missable. Chapter select unlocks as soon as you find your second Nightmare Door, which happens well before you land in Tokyo, and you reach it from the title screen by selecting Nightmare Cabin and interacting with the bed. Everything you have already picked up carries over, so a replay only shows you what is still outstanding.

Finishing every Japan pickup pushes you toward Crate Collector, Full Barrel, and Pathways of the Mind, and the crates in particular matter for Adamantium Armory, since suits are what raise your health ceiling. A full 100 percent run lands in the 15 to 20 hour range, and difficulty has no effect on any of it — the easiest setting is fine if you just want the collection done.