Field Test is the 24th mission in Marvel’s Wolverine, and it drops Logan back into Madripoor for the second time. It’s a short chapter by collectible standards, with only three pickups spread across a linear route, and none of them require any detours worth worrying about.
Quick answer: Field Test contains three collectibles — the Captain Terror Whisky Bottle just outside the warehouse after the Sentinel fight, plus two Material Crates on the way to the Dream Street Theatre.
Field Test collectible checklist (Mission 24)
Grab them in this order and you’ll never have to backtrack. The objective column tells you exactly which part of the mission you should be in when each one appears.
| # | Type | Objective | Where to look |
|---|---|---|---|
| 1 | Whisky Bottle (Captain Terror) | Get to the fish market | Outside the warehouse exit |
| 2 | Material Crate | Meet Jean at the Dream Street Theatre | Alley to the left of a parked car |
| 3 | Material Crate | Meet Jean at the Dream Street Theatre | Behind the market stalls in the square |
Totals for the chapter are 2 Material Crates and 1 Whisky Bottle. There are no unlockable suits tied to this mission.
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Enhanced Senses picks up a blue scent trail when a bottle is nearby, which is the fastest way to confirm you’re looking in the right direction before you move on.
Material Crate locations in Field Test
Both crates land in the same stretch of the mission, after the objective switches to meeting Jean at the Dream Street Theatre. They’re close enough together that you can pick up one and reach the other within a minute.
Material Crate 1: The alley off the main street

Material Crate 2: Behind the market stalls



No Nightmare Doors or Nightmare Trials in Field Test
Mission 24 has zero Nightmare Doors and zero Nightmare Trials, so there is nothing hidden behind a mental barrier here. If you’re still chasing Pathways of the Mind or Repressed Memories, those doors and trials sit in other chapters and this one can be skipped entirely on that front.
The three collectible types feed separate completion goals. Material Crates supply crafting resources, Whisky Bottles push Adaptation progress, and Nightmare Doors count toward their own trophy — so a crate does not fill in for a missing bottle.
How to confirm Field Test is fully cleared
Open the collectible tracker in the pause menu before the mission transitions. Field Test reads as finished when the chapter shows 2 of 2 Material Crates and 1 of 1 Whisky Bottle, with no Nightmare Door entry to worry about.
Watch the counter itself rather than the pickup animation. If a number hasn’t moved, the interaction didn’t register, and it’s far quicker to walk back ten metres now than to replay the chapter later.
Replaying Field Test from the Nightmare Cabin
Nothing in Mission 24 is permanently missable. Once Mission Replay unlocks, interacting with the bed in the Nightmare Cabin lets you jump back into Field Test, and anything you already collected stays collected.
For a cleanup run, check the tracker first so you know which type is short, replay the chapter, and quit out as soon as the counter updates. There’s no need to sweep the whole mission again for a single crate.
Field Test is one of the lighter chapters in the back half of the game, and clearing it in one pass keeps your Crate Collector, Full Barrel, and Adamantium Armory progress moving without adding another entry to your post-campaign to-do list.






