Gaming Guide

Field Test Collectibles Guide in Marvel’s Wolverine (All 3 Locations)

Where to find both Material Crates and the Captain Terror Whisky Bottle during Mission 24 in Madripoor.

Where to find both Material Crates and the Captain Terror Whisky Bottle during Mission 24 in Madripoor.

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.

#TypeObjectiveWhere to look
1Whisky Bottle (Captain Terror)Get to the fish marketOutside the warehouse exit
2Material CrateMeet Jean at the Dream Street TheatreAlley to the left of a parked car
3Material CrateMeet Jean at the Dream Street TheatreBehind 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.


Whisky Bottle location: Captain Terror

Clear the fight against the Sentinels inside the warehouse. This is the encounter that ends with the cutscene where Logan grabs onto a robot’s leg and is thrown off.
Wait for the objective to change to “get to the fish market,” then head outside through the exit. The Captain Terror bottle is sitting in the open a few steps from the doorway, slightly to your left as you emerge.

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

Once the civilians are freed and the objective marker points you toward the theatre, follow the street downhill rather than sprinting past everything. The route is narrow, so the crate is easy to spot if you slow down.
Logan runs down a Madripoor street toward the objective marker showing 28 metres
Following the objective marker down the street toward the Dream Street Theatre. Image: Insomniac Games
Keep going until you reach the parked car on the street, then turn left into the side alley. The Material Crate is waiting a short way in.

Material Crate 2: Behind the market stalls

Continue along the objective route after the first crate. You’ll run into another fight, including a turret-equipped vehicle and a lone Sentinel that needs finishing off before the area calms down.
Logan heads uphill through a busy Madripoor street with the combat prompts on screen
The street begins to slope upward just past the square where the second crate is hidden. Image: Insomniac Games
Push on to the open square that sits just before the road starts climbing. Market stalls line the left-hand side, and the crate is tucked in behind them, out of sight from the main path.
Logan moves through a covered market corridor lined with stalls in Madripoor
Cutting through the covered market stretch on the left side of the square. Image: Insomniac Games
Interact with the crate to bank the materials. Crates are what fund suit crafting, and crafting enough standard suits is how you permanently raise Logan’s maximum health.
Logan opens a Material Crate beside a potted plant in a covered walkway
Opening the Material Crate hidden off the walkway for a materials payout. Image: Insomniac Games

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.