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.
| Collectible | Where it is | Objective it appears under |
|---|---|---|
| Whisky Bottle #1 (Uncanny Whisky) | Logan’s new room, the supply closet | Investigate the Scent |
| Nightmare Door #1 (The Enemy of My Enemy) | Entered automatically after the Essex cutscene | Recover your lost memories |
| Material Crate #1 | Storage room behind Walter in the lab | Bring the supply crates to Walter |
| Material Crate #2 | Victor’s room upstairs | Bring 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.
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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.

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.

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.
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.
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.





