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)
| Mission | Material Crates | Nightmare Doors | Whisky Bottles |
|---|---|---|---|
| Knock Knock | 2 | 0 | 1 |
| Mutant Detected | 4 | 1 | 1 |
| For Our Future | 0 | 0 | 0 |
| One Last Mission | 3 | 1 | 1 |
| Total | 9 | 2 | 3 |
Madripoor (second visit)
| Mission | Material Crates | Nightmare Doors | Whisky Bottles |
|---|---|---|---|
| Way Down Low | 4 | 1 | 2 |
| Roll the Dice | 1 | 1 | 1 |
| Field Test | 2 | 0 | 1 |
| I’m Still Here | 5 | 1 | 1 |
| This Was the Dream | 3 | 1 | 0 |
| Total | 15 | 4 | 5 |
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.
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Add to Google Preferences →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.
| Type | Visual cue | Reward |
|---|---|---|
| Material Crate | Large blue sphere visible at distance | Suit crafting materials, which raise max health |
| Whisky Bottle | Blue scent line on the ground | Adaptation Level for more passive skills |
| Nightmare Door | Purple vines on the ground, always in plain sight | Adaptation 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, 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.

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.

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.

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.
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.






