Gaming Guide

Mission 13: Jetlag Collectibles Guide in Marvel’s Wolverine

How Mission 13's pickups fit into the campaign's three collectible categories and the full 102-item total on PS5.

How Mission 13’s pickups fit into the campaign’s three collectible categories and the full 102-item total on PS5.

Collectible hunting in Marvel’s Wolverine works the same way in every mission, including Mission 13. Each mission holds a share of the campaign’s pickups, and each pickup belongs to one of three categories that the game tracks separately. Knowing which category you are short on is usually faster than re-running an entire mission blind.

Quick answer: Mission 13 uses the same three collectible categories as the rest of the game — Material Crates, Nightmare Doors, and Whisky Bottles — which add up to 102 collectibles across the full campaign.


Mission 13 collectible types in Marvel’s Wolverine

There are only three things worth picking up, and they look nothing alike, which makes a sweep easier than the raw count suggests. Anything else you interact with during the mission is either story progression or combat.

CollectibleWhat to look for
Material CratesCrates placed in side rooms and off-path corners
Nightmare DoorsDoorways that open into a separate encounter space
Whisky BottlesSingle bottles tucked into the environment

Because the game groups its 102 pickups by type rather than by mission alone, it is worth checking all three counters before you decide Mission 13 is the problem area. A missing Whisky Bottle and a missing Material Crate are separate hunts, even if they sit in the same room.


Mission 13 in the Marvel’s Wolverine mission order

The campaign runs for 20 missions split across four story blocks, and mission numbering follows that order from start to finish. If you are trying to work out which stretch of the game you are cleaning up, the block breakdown below is the fastest reference.

Story blockMissions in order
CanadaHomecoming, The One That Got Away, Raise Some Hell, Strays, Something Much Stronger
Madripoor (First Visit)Knock Knock, Mutant Detected, One Last Mission
JapanGet Angry, Bad Blood, In the Shadows, Death Comes to Death, We Were Wrong, Hell Followed With Him, Sinister Tidings
Madripoor (Second Visit)Way Down Low, Roll the Dice, Field Test, I’m Still Here, This Was the Dream

Collectibles stay inside the mission they belong to, so a gap in your total always points back to one specific mission’s map rather than to an open-world area you can revisit freely.


Interaction prompts are not collectibles

Scripted moments in Marvel’s Wolverine use the same style of on-screen button prompt that pickups do, which is where a lot of accidental misses come from. A hold prompt attached to a doorway, a ledge, or a set-piece moment moves the mission forward and does not add anything to your collectible totals, so clear the surrounding rooms before you trigger it.

Hold-L2 prompt on screen as Logan reaches toward an open aircraft doorway
The L2 hold prompt appears as Logan reaches for the open aircraft doorway, a story action rather than a collectible pickup. Image: Insomniac Games

Some routes also run through keypad-locked doors. Those need the correct passcode rather than a fight, and the rooms behind them are ordinary parts of the level layout, so treat them as places to search rather than as rewards in themselves.


Confirming you cleared Mission 13’s collectibles

Verification comes down to the counters. Check each of the three categories individually and compare them against the 102-item campaign total. If one category is behind, you know exactly what shape of object you are looking for on the next pass, which cuts out most of the wandering.

Mission 13 itself is short on unique rules, and that is the useful part. Anything you can pick up there falls into one of the three categories, anything that prompts a hold input during a set piece does not, and a full sweep of the side rooms along the mission’s path is what closes the gap toward 100 percent.