Gaming Guide

Marvel’s Wolverine: Madripoor Walkthrough (All Collectible Locations)

Mission-by-mission objectives for Madripoor plus every Material Crate, Nightmare Door, and Whisky Bottle count you need to clear the region.

Mission-by-mission objectives for Madripoor plus every Material Crate, Nightmare Door, and Whisky Bottle count you need to clear the region.

Madripoor is where the hunt for Trask stops being a chase and turns into a siege. Logan, Sabretooth, and Mystique arrive with one goal — tear down the global mutant detector buried inside Trask Industries’ facility in Hightown — and the region’s four missions run from a street-level push toward Trask Tower all the way to a Sentinel Prototype boss fight. Along the way sit 14 collectibles, and all of them are worth grabbing because they feed directly into Logan’s health and passive skill slots.

Quick answer: Madripoor’s first visit contains 14 collectibles across four missions — 9 Material Crates, 3 Whisky Bottles, and 2 Nightmare Doors. Nothing is missable, and Chapter Select lets you return for anything you skipped.


Madripoor collectible counts by mission

Logan visits Madripoor twice, and the two trips are tracked as separate chapter groups. Use the per-chapter collectible tracker in the pause menu to confirm what you are missing before moving on.

Madripoor (first visit)

MissionMaterial CratesNightmare DoorsWhisky Bottles
Knock Knock201
Mutant Detected411
For Our Future000
One Last Mission311
Total923

Madripoor (second visit)

MissionMaterial CratesNightmare DoorsWhisky Bottles
Way Down Low412
Roll the Dice111
Field Test201
I’m Still Here511
This Was the Dream310
Total1545

Red Right Hand, Don’t Go Gentle, No Coming Back, and Brave New World contain no collectibles at all, so you can play those missions straight through.


What each collectible looks like and what it gives you

Every collectible type has its own visual tell, which is why Madripoor rarely requires hunting blind. Learn the three signals and the crates start jumping out at you from across a rooftop.

TypeVisual cueReward
Material CrateLarge blue sphere visible at distanceSuit crafting materials, which raise max health
Whisky BottleBlue scent line on the groundAdaptation Level for more passive skills
Nightmare DoorPurple vines on the ground, always in plain sightAdaptation Level after the trial

Nightmare Doors lead into memory trials rather than a pickup. You only need a bronze rating for a trial to register as completed — chasing the top Adamantium rating is optional.


Knock Knock: Fight to Trask Tower

The region opens with a van pulling up outside the Princess bar down in Lowtown, and a short beat inside with Logan and Jean Grey before the doors open. Tyger meets the group at the entrance.

Logan and Jean Grey inside the van as it pulls up outside the Princess bar in Madripoor
The van arrives at the Princess bar in Lowtown, with Logan and Jean Grey riding in the back. Image: Insomniac Games

Logan, Jean, Mystique, Sabretooth, and the rest of the group pile out onto the street, and control hands back to you almost immediately. There are 2 Material Crates and 1 Whisky Bottle scattered through this mission, both easy to spot with the blue indicators.

Logan, Jean Grey, Mystique and Sabretooth stepping out of the van on a Madripoor street
The team steps out of the van and moves off into the street before the push toward Trask Tower. Image: Insomniac Games
Push toward Trask Tower and disable the power station blocking your route. The fighting here is dense but standard, so use the space to warm up on parries.
Destroy the power station core by taking out the core pillars supporting it. The core goes down once the pillars are gone.
Destroy the signal relay, then continue on to Trask Tower itself.
Survive Trask’s forces at the tower. This is a hold-out fight rather than a boss, so keep moving and clear the waves.

Explosive barrels are scattered around the arena and trigger Hot Claws, which shreds most of Trask’s rank-and-file enemies in a couple of swings.


Mutant Detected: Inside Trask’s secret facility

This is the biggest collectible haul in Madripoor’s first visit, with 4 Material Crates, 1 Whisky Bottle, and 1 Nightmare Door. It is also the mission built around keypads and vertical descent, so sweep each floor before you drop to the next one.

Find the secret facility. Head around to the elevator at the rear of the area and locate the keypad code before you smash through the back door and slide down the shaft.
Track Trask to the security office and wipe out the assault team he sends at you.
Logan mid-fight inside the Trask Industries facility in Madripoor's Hightown
Logan cuts through Trask’s security inside the Hightown facility. Image: Insomniac Games
Cut power to the mutant inhibitors by destroying the control panels. Leaving them active makes the following fights far harder than they need to be.
Work your way down to the bottom floor and find Bay 7.
Survive the laser sequence. Keep fighting through the enemy waves, but give Mystique room to aim the laser she has taken control of — let her cook a share of the Reavers instead of crowding every target yourself.
Explore Bay 7, then escape through the propulsion tunnel and keep following Trask.

For Our Future: The Sentinel Prototype fight

For Our Future is a single-objective mission against the Sentinel Prototype, a towering machine that closes out Madripoor’s opening arc. There are no collectibles here, so there is no reason to comb the arena.

The aftermath is where the story turns. Bolivar Trask dies at the hands of Nathaniel Essex, and Logan heads back down to the Princess bar in Lowtown.


One Last Mission: The Princess bar and the hunt for Walter

The mission begins as a quiet hub sequence inside the bar and ends with a rooftop chase. It holds 3 Material Crates, 1 Whisky Bottle, and 1 Nightmare Door.

Talk to the whole team before anything else. Victor is upstairs on the balcony, and Walter is at the far end of the upstairs corridor playing music.
Save Mystique for last. She is downstairs behind the bar with Tyger, and speaking to her closes out the hub section.
Speak to Walter again, then find Jean by following her scent trail out through the Madripoor streets.
Logan tracking a scent trail through the streets of Madripoor at night
Logan follows a scent trail out of the Princess bar and into the Madripoor streets. Image: Insomniac Games
Rescue Walter, then pick his trail back up after the rooftop chase. The scent drops out at that point — keep pushing forward until you reach a small white pickup van and grab the blood trail leading away from it.
Clear out the Hand and continue searching for Walter to finish the mission.

Settings and Adaptations that make Madripoor collectibles easier to spot

Two options turn a full sweep of Madripoor into a formality, and both are worth switching on before Knock Knock.

  • Open Settings > Visuals > Collectibles and Interact Shader to outline every collectible in a color of your choosing.
  • Equip the Crate Finder Adaptation to flag Material Crates from long range and through walls.
  • Equip Whisky Finder to do the same for bottles, which are otherwise tucked into side rooms.
  • Check the pause menu tracker at the end of each mission to see the chapter’s remaining count.

How to go back for missed Madripoor collectibles

Nothing in Madripoor is missable. Chapter Select unlocks once you have found the second Nightmare Door, which happens well before you reach the region, and everything you collect on a replay carries over to your main save.

From the title screen, select Nightmare Cabin.
Interact with the bed to open Chapter Select, which has its own collectible tracker for every mission.
Load Knock Knock, Mutant Detected, or One Last Mission and pick up whatever the tracker still lists as missing. Nightmare Trials can also be replayed directly from the cabin.

Confirming Madripoor is fully cleared

You know a Madripoor mission is finished when its chapter tracker in the pause menu or Chapter Select shows zero remaining for all three collectible types. Total progress across the game is easiest to read from the trophy counters — Crate Collector tracks all 68 Material Crates, Full Barrel tracks all 20 Whisky Bottles, and Pathways of the Mind covers all 14 Nightmare Doors, for 102 collectibles overall.

Crates are the ones that actually change how Madripoor plays. Each batch of materials feeds a new suit, and crafting enough suits fully upgrades Logan’s health — which matters a great deal by the time the Sentinel Prototype is standing over you in For Our Future.