Bad Blood is the Shinjuku mission where Logan and Jean Grey track down Shiro Yoshida for a lead on their missing friend, Walter. It hides six collectibles across the rooftops, an alley climb, and Shiro’s own penthouse, plus a keypad puzzle that stops most players cold at the locked closet door.
Quick answer: The closet keypad code is 1924. Full completion needs 4 Material Crates, 1 Whisky Bottle, and 1 Nightmare Door, all collectable before the Shiro confrontation.
Bad Blood collectibles: 4 Material Crates, 1 Whisky Bottle, 1 Nightmare Door
Every pickup in the mission sits on the path to the penthouse, so nothing here requires backtracking to a different district. The first crate is the only one you can lose track of, because the game pulls you into a scripted fall right after it.
| Collectible | Where to find it |
|---|---|
| Material Crate 1 | Rooftop with breakable wooden crates, just before the construction lift |
| Nightmare Door | Greenhouse on the rooftops, purple portal (“Shinjuku Shuffle”) |
| Material Crate 2 | Wooden platform partway up the alley scaffolding |
| Material Crate 3 | Workshop floor, past the wire gate on the balcony |
| Whisky Bottle | Blue crate in the same workshop (“Fatal Attractions”) |
| Material Crate 4 | Concrete corridor above the workshop, past the wooden gate |
Each crate is marked with a Hand symbol and pays out materials on opening. The whisky bottle is different: smashing the blue crate that holds it registers a new collectible and awards +1 Strand, which you can immediately spend in the Adaptations menu.

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Add to Google Preferences →Keypad code for Shiro’s locked closet: 1924
Upstairs in the penthouse, a closet door is sealed behind a keypad. Logan notes there are too many fingerprints on it to guess the combination, so the code has to be assembled from two clues in the same room.

Route through Shinjuku to Shiro’s penthouse
The mission opens on a street strewn with bodies next to a police car and an ambulance. Open the locked chain-link gate into the side alley, climb the wooden wall, and take the green scaffolding stairs to the rooftops. From there you leap between buildings, weave past air conditioning units, and use a claw grapple to swing across one wide gap.
Grab the first material crate before stepping onto the construction lift. Hand ninjas cut the lift down and drop Logan back to street level, where a white-clad chunin taunts him and runs. Chase him through the narrow alleys before the escape warning expires, and the pursuit ends in an outdoor dining plaza ambush.
Clear the waves of red and white ninjas, then beat the Oni-masked elite that closes the fight. Logan takes the mask off the body afterwards.
That Oni mask is the peace offering Logan hands Shiro at the elevator once the confrontation is over, so the plaza fight is not optional filler.
Carry the mask back down the street, scale the tiled wall to the upper rooftops, and meet Jean at the building entrance. The doorman refuses to let you in, so the way up is the alley scaffolding, the tiled exterior wall, the workshop balcony, and finally a blue lift and a glass window facade into the penthouse garden.

Shinjuku Shuffle: the Nightmare Door traversal trial
The mission’s single Nightmare Door sits inside a rooftop greenhouse you pass on the way back toward Shiro’s building. Interacting with the glowing purple portal starts Shinjuku Shuffle, a timed traversal course rather than a fight.
The route runs across billboards, poles, and a parked fire truck, mixing running, swinging, and climbing. Reaching the exit portal in just over a minute lands a Silver medal, with Bronze as the lower tier.

Medal tier does not gate the collectible. What counts is the cleanup afterwards: slash the glowing purple roots to free the memory, which plays a cutscene built around a carved wooden Kokeshi doll and Logan’s time in Asahikawa on March 7, 1914. Only then does the Nightmare Door register as collected.
How to confirm Bad Blood is 100% cleared
Pause the game at any point and check the mission panel. It lists Mission Completion as a percentage alongside three counters, and full clear means all three read full before the mission ends.
- Nightmare Doors 1 / 1
- Material Crates 4 / 4
- Whisky Bottles 1 / 1
Every one of those is reachable before you step into the penthouse garden, so the practical checkpoint is the climb. If the panel still shows a missing crate or bottle when you reach the glass facade, drop back into the workshop and the alley below rather than pushing the story forward.
Once the closet is open, Shiro arrives and attacks with fire before Jean blocks it telekinetically. He denies working with the Hand, explains the collection is how he copes with his great-grandfather’s legacy, and identifies the gold coin on the kitchen island as a token from a neighborhood arcade with a blue cat mascot. That arcade is the lead on Walter, and the mission closes with Logan handing over the Oni mask at the elevator.






