Gaming Guide

Marvel’s Wolverine: How to Clear Homecoming in the Canada Chapter

Every Homecoming collectible, the Enemy of My Enemy trial rating, and the crates Walter needs for the Battle Reborn suit.

Every Homecoming collectible, the Enemy of My Enemy trial rating, and the crates Walter needs for the Battle Reborn suit.

Homecoming is the fourth mission in Marvel’s Wolverine and the opening beat of the Canada chapter, set inside a hidden mutant base in the Yukon. It is also the first mission in the game that has any collectibles at all, since the three Telambang missions before it contain none. The good news for anyone chasing a clean tracker is that Homecoming cannot be failed on the collectible front.

Quick answer: Homecoming contains four collectibles — one Whisky Bottle, one Nightmare Door, and two Material Crates — and all four are forced by story objectives. Simply finish the mission and the chapter tracker reads 100 percent.


Homecoming collectibles: 1 Whisky Bottle, 1 Nightmare Door, 2 Material Crates

Each of the three collectible types in Marvel’s Wolverine does something different. Material Crates supply the parts Walter uses to craft suits, and every crafted suit raises Logan’s maximum health. Whisky Bottles and Nightmare Doors both push up your Adaptation Level, which is what lets you slot more passive skills at once.

CollectibleWhere it isObjective it appears under
Whisky Bottle #1 (Uncanny Whisky)Logan’s new room, the supply closetInvestigate the Scent
Nightmare Door #1 (The Enemy of My Enemy)Entered automatically after the Essex cutsceneRecover your lost memories
Material Crate #1Storage room behind Walter in the labBring the supply crates to Walter
Material Crate #2Victor’s room upstairsBring the supply crates to Walter

If you want collectibles to stand out for the rest of the game, turn on the Collectibles and Interact Shader option under Settings > Visuals and pick an outline color. Crates already glow with a blue sphere from a distance, whisky is marked by a blue scent line on the floor, and Nightmare Doors trail purple vines.


Uncanny Whisky: Follow the scent trail to your new room

The mission opens with the transport landing in the Yukon hangar, where Walter Langkowski is waiting and Mystique and Sabretooth pile out ahead of Logan. Once you have control, walk through the hangar doors into the corridor marked YUKON – Homecoming and head toward the lab.
The team's transport touching down inside the Yukon hangar with Walter Langkowski waiting below
The Yukon base hangar at the start of Homecoming, where Walter meets the returning team.
Past the wreckage Sabretooth has left in the kitchen, Walter asks for a hand with the refrigerator he knocked over. Lift it back upright, then follow him into the laboratory.
Logan hauling the tipped-over refrigerator upright in the base kitchen while Walter watches
Righting the fridge Sabretooth knocked over is the small favor that opens the lab section.
In the lab you can read the yellow research file on the desk, then speak to Walter at his laptop. The voice recorders sitting on the work surfaces play Walter’s logs about Essex, the Helix Engine, and Omega Red. None of this is required, but it is the only place the setup for the chapter is spelled out.
A handheld voice recorder in the lab playing a transcript of Walter's log with Look, Zoom and Leave prompts
Examining one of Walter’s voice recorders in the lab; the transcript plays on screen with Look, Zoom and Leave controls.
Leave the lab, turn right, and push through the large black door into the main lobby. Logan takes a psychic head spasm here. Talk to Mystique on the stairs, then go up to the second floor.
Try the door to Logan’s old room and you will find it packed with storage boxes, with Mystique shouting that his things were moved. Use Logan’s senses and follow the blue scent trail to the supply closet that is now his room.
The bottle of Uncanny Whisky is in the crate beside the bed. Interact with it and Logan takes a drink, which logs the collectible and pops the But a Dram trophy before the next cutscene rolls.

The Enemy of My Enemy: Homecoming’s Nightmare Door trial

You cannot walk past this one. Logan lies down to rest, a psychic projection of Essex wakes him, and following that projection through the lobby drops you into the first Nightmare Door of the game.

After the cutscene with Essex, follow the torch-lit path through the snowy forest. It is a single linear route and ends at a cabin.
Inside the cabin, interact with the purple memory node to begin the trial. Nightmare Door #1 is logged the moment you enter the door itself, so the collectible is already banked.
The purple flame memory node burning inside the forest cabin at the end of the Nightmare Door path
The memory node inside the cabin starts The Enemy of My Enemy trial.
The trial condition is combat-based. You need to kill four enemies while in Rage Tier 3, fighting waves of Reavers in the clearing outside. Build rage on the first enemies you meet, then hold the tier while you clear the rest.
Finish in under 55 seconds for the Adamantium rating, the highest rank. Adamantium is not required for any trophy, and a bronze rating is enough for the trial to register as completed.
Cut the roots holding the memory node to free the memory. Logan relives 1878, when he fell into a subzero sinkhole roughly 30 feet deep in the Rockies, lost his feet to frostbite, and clawed his way out when spring came.

Adaptations unlocked after the trial

Clearing the trial opens the Adaptations menu with four new passives to slot. Healing Dangerously and Enraging Sprint are the two worth equipping straight away, alongside Barrage Recharge and Expanded Crit. Savage Sprinter and Sprint Block also sit on the same screen. Every Whisky Bottle and Nightmare Door you pick up from here raises your Adaptation Level, which is how many of these you can run at once.

The Adaptations screen showing a pop-up explaining the new passive skills with Continue highlighted
The Adaptations screen opens for the first time once the trial is cleared.

Two Adaptations unlocked later, Crate Finder and Whisky Finder, mark those collectibles from a long distance and through walls. They are worth a slot if you are running a single 100 percent playthrough.


Both Material Crates and the Battle Reborn suit

Logan wakes up back in the lab, where Walter explains he is building a new suit but is short on parts. The objective reads “Bring the supply crates to Walter,” and the two crates it points you to are the only Material Crates in Homecoming.

Head into the storage room at the back of the lab, directly behind Walter, and take the materials from the silver crate. Bring them straight back to him.
Walter asks for a second batch. Follow the scent upstairs to Victor’s room, where Sabretooth is asleep. Crouch and move past him, then collect the materials from the bathroom.

Waking Victor is the one thing that can go wrong in this stretch. Stay crouched the whole way through his room rather than cutting straight across it.

Hand the second crate to Walter and he finishes the assembly. Open the Gear menu and craft the Battle Reborn suit — the classic yellow-and-blue outfit with the black-winged cowl — then equip it along with the Adamantium Claws. Crafting it pops the Suit Up trophy.

Because crafted suits raise Logan’s maximum health, skipping crates has a real cost later. Collecting every Material Crate in the game is what lets you craft enough suits for the Adamantium Armory trophy.


How to confirm Homecoming is at 100 percent

Open the pause menu and check the collectible tracker, which counts each chapter separately. Homecoming should read one Whisky Bottle, one Nightmare Door, and two Material Crates. The two trophies tied to the mission, But a Dram and Suit Up, are a second confirmation that the whisky and the suit both registered.

Nothing in Homecoming is missable. If a counter looks wrong, the mission can be replayed later through Chapter Select, which unlocks once you find the second Nightmare Door in the next mission. It is reached from the title screen by choosing Nightmare Cabin and interacting with the bed, and all collectibles carry over.

With the suit crafted, the mission closes in the war room, where the team gathers around the holo-table to plan a response to Trask’s mutant raids in North Vancouver. That briefing leads directly into The One That Got Away, the first Canada mission where collectibles are genuinely hidden rather than handed to you.