Gaming Guide

Marvel’s Wolverine: One Last Mission Walkthrough (Fully Cleared)

Every Princess Bar objective, all three collectible types, and the Last Stand at Cold Pines trial, in the order you hit them.

Every Princess Bar objective, all three collectible types, and the Last Stand at Cold Pines trial, in the order you hit them.

One Last Mission is the fourth and final mission of Madripoor on Logan’s first visit, and it is mostly a walking-and-talking chapter set inside the Princess Bar in Lowtown. It is also one of the easier missions to finish at 100%, because the three collectibles are packed into a small space and the combat is limited to a single scrap with the Hand.

Quick answer: One Last Mission is fully cleared when the pause-menu tracker reads 3/3 Material Crates, 1/1 Whisky Bottle and 1/1 Nightmare Door. Nothing is missable, so chapter select can fill any gaps.


What One Last Mission tracks for 100%

Each mission has its own collectible counter, visible in the pause menu and again in chapter select from the Nightmare Cabin. For this mission, the totals are small.

CollectibleCountHow to spot it
Material Crates3Blue sphere glow, visible from range
Whisky Bottles1Blue scent line on the ground
Nightmare Doors1Purple vines spreading from the doorway

Material Crates feed the suit crafting that raises Logan’s maximum health. Whisky Bottles and Nightmare Doors both raise your Adaptation Level, which is what lets you slot more passive skills.

If you want the glow to be even more obvious, turn on the collectible outline under Settings > Visuals > Collectibles and Interact Shader, and equip the Crate Finder and Whisky Finder adaptations to mark pickups through walls.


Talk to Raven, Victor, and Walter in the Princess Bar

The mission opens with Logan walking a wet, neon-lit alley in Lowtown toward the Princess Bar, the mutant safe house run by Tyger. She tells you that Raven is cleaning up and that Victor is somewhere around, then the quest log posts three objectives: talk to Raven, talk to Victor, and talk to Walter. You can clear them in any order, and the bar is worth a slow lap first — Caliban is crying beside a framed drawing of Leech upstairs, Callisto and Annalee are trading memories of him at a table, and Skids and Toad are playing darts in the corner.

Logan walks toward the warmly lit counter of the Princess Bar in Lowtown as patrons talk nearby
The Princess Bar counter, where Tyger points Logan toward Raven and Victor. Image: Insomniac Games

Victor on the balcony, plus The Old Man whisky

Head upstairs and out onto the balcony, where Victor is drinking alone. The conversation turns into an arm-wrestling match with prompts, and it ends badly either way — he slams Logan’s hand down, pins him against the wall, and leaves.
Before you go back inside, grab the bottle he leaves on the balcony railing. That is The Old Man, the only Whisky Bottle in the mission, and picking it up pops the new collectible banner.
The Old Man whisky bottle sitting on the Princess Bar balcony railing after the fight with Victor
The Old Man whisky bottle, left on the balcony railing where Victor was drinking. Image: Insomniac Games

Walter’s record puzzle in the upstairs office

Walter is digging through crates of records in the back office on the upper floor, and he will not properly talk until you find the one he is after. There are three record sleeves to inspect, and only one is correct.

RecordArtistResult
Exclusive BlendKeith MansfieldWrong record
Modern ArtGerhard TredeWrong record
The Dark End of the StreetJames CarrCorrect — play it

Put The Dark End of the Street on the record player and Walter’s mood lifts, which opens the conversation about Logan’s birthday and Essex. While you are in here, there is also an Ace of Spades card on the table with an “I.O.U. Remy LeBeau” note attached, worth inspecting on the way past.

Never Have I Ever with Raven

Raven waits at the downstairs counter in her natural blue form. Her scene is a round of Never Have I Ever, with dialogue picks that let Logan drink to things like annoying people and letting anyone get close, and she uses it to press him on the fallout from Trask’s death. After that, Walter calls Logan over to the jukebox, explains Essex’s plan, and tells him to go find Jean.


Material Crate locations in the bar and at the docks

Two of the three crates sit on the obvious path, so sweep them as you move rather than backtracking later. The first is behind the bead curtain in the ground-floor back hallway — a green metal chest tucked against the wall, worth +50 Materials. The second turns up outdoors, on the Jean section of the mission, in the form of a Trask Industries crate near the water down by the docks, also +50 Materials. Both give the usual blue glow from a distance, and both stay collected if you leave and come back.

Logan steps through open weathered wooden doors into a back room of the Princess Bar
The back rooms of the Princess Bar, where the first Material Crate is hidden past the curtain. Image: Insomniac Games

Track down Jean, then chase Walter’s kidnappers

Leave the bar and use feral senses to follow Jean’s scent, shown as a green trail running through the streets. The route climbs and doubles back a few times, and it ends on a balcony looking out over the Madripoor skyline where Jean is waiting.
Once the conversation is interrupted by an explosion back at the Princess Bar, the objective flips to pursuing Walter’s kidnappers. Jean stays behind to deal with the rest while you take the rooftops, using zip-lines and jumps to keep pace with the Hand ninjas.
Fight through the wave of Hand ninjas waiting in the courtyard below. The outcome is fixed — a speedboat pulls away with Walter regardless, and “The Hand got away!” flashes up before the scene moves to Nathaniel Essex’s office at Trask Industries, where he argues that Walter is essential to Team X and pushes Logan into the rescue.

Last Stand at Cold Pines: The Nightmare Door trial and Idol choices

The mission’s single Nightmare Door is the purple portal in the dark room, and stepping through it starts Last Stand at Cold Pines. This one is a Gauntlet rather than a puzzle: you survive waves of high-tech soldiers in a snowy forest, and between waves you pick an Idol that changes the rules for the rest of the run. Most Idols hand you an advantage and a cost at the same time.

Wave 4 of the Last Stand at Cold Pines Gauntlet, with Logan attacking a soldier and the L2 ability prompt on screen
Wave 4 of Last Stand at Cold Pines, with the L2 ability prompt active mid-fight. Image: Insomniac Games
IdolEffect
EruptiveEnemies drop a grenade when killed
CompanionableJean fights alongside you; Rage gain heavily reduced
PrimalFaster Healing Factor; your damage reduced
CleanseOne full Health restore; clears earlier Idol effects
WrathfulGain Rage on wave clear; lose Health on wave clear
CalculatingParries kill enemies; damage taken increased
DoomedNext Last Stand kills every enemy; no further Last Stand

Cleanse is the reset button, so treat it as a way out of a stacked penalty rather than a free heal. Doomed is a single huge wave clear followed by no safety net at all, which is why it is best saved for a wave you know you cannot survive. Failing out is not a problem for completion — the run ends with a results screen and a score, and you can take another attempt.

Wave 14 of the Cold Pines Gauntlet with five enemies remaining and the L2 prompt highlighted
Wave 14 of the Gauntlet, down to the last five soldiers of the wave. Image: Insomniac Games

For trophy purposes a Nightmare Trial only needs a bronze rating to count as completed. The top Adamantium rating is not required for the platinum.


Suit and claw unlocks after the trial

Leaving the Gauntlet drops Logan back in the Nightmare Cabin. Interacting with the wooden sword carving there unlocks the Future Past suit along with the Flat-edged Claws option, both of which you can equip straight away from the Gear menu. Suit options in that menu include Dressed Down and Future Past, with Notched Claws and Flat-edged Claws as the claw styles, and adaptations such as Savage Sprinter, Spiral Strike and Stagger Ender sitting alongside them.


How to confirm the mission is 100% cleared

Open the pause menu during the mission and check the Madripoor tracker. One Last Mission is done when it shows Material Crates 3/3, Whisky Bottles 1/1 and Nightmare Doors 1/1. The same per-mission counters appear in chapter select, and the game-wide totals sit in the trophy progress counter, working toward 102 collectibles across the campaign — 68 Material Crates, 20 Whisky Bottles and 14 Nightmare Doors.

If any of those numbers are short, nothing is lost. Chapter select unlocks once you have found your second Nightmare Door, and you reach it from the title screen by choosing Nightmare Cabin and interacting with the bed. Everything you pick up on a replay carries over to your main totals, and Nightmare Trials can be re-run from the cabin as well, so a missed crate here costs a few minutes rather than a playthrough.