Roll the Dice is the casino mission in the second Madripoor stretch of Marvel’s Wolverine, sitting at number 23 of the game’s 30 main missions. Logan goes undercover as Patch with an eyepatch and a telepathic assist from Jean, and the whole thing plays out inside one Hightown casino before the fight spills into the penthouse. Everything worth collecting is packed into the first half, and once you step into the service elevator, that half is gone for good.
Quick answer: Grab the Blood and Bourbon whisky bottle at the upstairs bar during the “Let’s play some slots” objective, then take the Material Crate and the Run the Tables Nightmare Door beside the service elevator before riding up.
| Collectible | Where | Objective window |
|---|---|---|
| Whisky Bottle: Blood and Bourbon | Upper balcony bar, behind the counter | “Let’s play some slots” |
| Material Crate (+50 Materials) | Service hallway, right of the elevator | After the casino brawl |
| Nightmare Door: Run the Tables | Back halls, left of the service elevator near a janitor cart | After the casino brawl |
Mission setup: the casino disguise and the slots objective
The mission opens on the docks outside the casino at night. Jean hands Logan an eyepatch and masks both of them telepathically, and pushing through the double doors triggers the Hightown: Roll The Dice title card. From there you are free to wander the floor while the two of them talk telepathically about tracking Mystique and Essex.

This stretch is where the optional flavor lives. You can inspect a place card at the central bar reserved for Mr. Worthington III, join Jean on the dance floor, and use enhanced hearing to pick up the bartender explaining that management cleared the penthouse for a private meeting between Essex and Mystique. None of it is required, but the mission does not push you forward until you take the slot machine objective.
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Head back down and let Jean rig a slot machine with telekinesis once you have the bottle. The jackpot chaos pulls security away so Logan can introduce himself to VIP Liu Wo-Han at the bar while Jean lifts the penthouse keycard.
Material Crate location near the service elevator
Stealth ends at the VIP elevator. Reavers block the way, Jean’s mind control fails, and the security AI flags both of them as mutants. A guard shoots Logan in the back, the pair go over the railing into the main hall, and the claws come out against wave after wave of cybernetic guards before you fight through the corridors and cash counting room.

Run the Tables Nightmare Trial: route and rank rewards
The mission’s only Nightmare Door is on the opposite side of the same elevator, tucked into the casino back halls near a janitor cart. The roots lead straight to it, so follow them the other way once the crate is in your pocket.
| Rank | Reward |
|---|---|
| Bronze | +1 AP |
| Silver | +1 AP |
| Gold | +1 AP |
| Adamantium | +1 AP |
Each rank tier carries its own +1 AP payout, so clearing at Adamantium hands over the full set at once. After the run, slash the roots wrapped around the memory node to free it. That triggers a 1918 Western Front sequence where a wood carving turns into a metal flask, and finishing it drops you back in the service hallway with the door marked complete.
The service elevator is the point of no return
Calling the elevator locks the collectible count for Roll the Dice. The cables give out mid-ride, Jean throws up a kinetic barrier, and the two of them break into the laundry room. From there it is a straight line to the penthouse, where Logan smashes through the doors into Mystique already trading fire with Reaver guards.
There is no way back down to the casino floor. Confirm the bottle, the crate, and the Nightmare Door are all done before you press the call button.
The penthouse fight is the toughest stretch of the mission. Laser sniper fire can drop Logan quickly during the Reaver squad wave, and a military VTOL gunship eventually hovers outside pouring rockets and machine gun fire into the suite while you clear the last troops. Essex teleports out mid-conversation about Tyger Tiger, Mystique leaps onto the gunship and takes out the pilot, and Jean catches the spinning VTOL with telekinesis and sets it down on the roof.

Roll the Dice wraps with Jean reading Mystique’s mind and pulling out Essex’s plan to use the Helix Engine on Lowtown, then a cut to the night skyline. If the whisky bottle, the Material Crate, and the Run the Tables trial were all cleared before the elevator, the mission is fully done and Field Test is next. Anything missed is a New Game Plus problem, since levels, Adaptations, and Suits carry over into a second run.






