Gaming Guide

Marvel’s Wolverine: Raise Some Hell Collectibles Walkthrough

Every Material Crate, the Cold Lake bottle, the Nightmare Door trial, and both trophies in Mission 6.

Every Material Crate, the Cold Lake bottle, the Nightmare Door trial, and both trophies in Mission 6.

Raise Some Hell is Mission 6 of Marvel’s Wolverine and the third Canada chapter mission, picking up after the truck convoy crash and sending Logan through a snowed-in Trask Industries refinery to find the captured mutants. It is a long level with a lot of vertical climbing, but the collectibles are packed into three fairly small pockets of the map.

Quick answer: Raise Some Hell has seven tracked items — four Material Crates, one Nightmare Door, one Whisky Bottle, and the Recycled trophy. Nothing is missable, so anything you skip can be picked up through chapter select.

Opening cutscene where Skullbuster argues with Trask over comms while Leech is shoved to the ground
The mission opens with Skullbuster and Trask arguing over the captured mutants, including Leech. Image: Insomniac Games

What counts toward 100% in Raise Some Hell

The mission splits its collectibles across two objectives. The first three Material Crates all land during “Get to the refinery to find the mutants,” and everything else sits inside “Track the captured mutants.”

ItemCountObjective stage
Material Crates4Refinery approach, yard, post-trial courtyard
Nightmare Door1Track the captured mutants
Whisky Bottle (Cold Lake)1Track the captured mutants
Mission trophy (Recycled)1Inside the refinery smelting area

Each crate hands over +50 Materials, which is the currency for crafting suits, and crafting enough suits is what raises Logan’s maximum health. The Whisky Bottle and the Nightmare Door both feed Adaptation Levels instead, letting you slot more passive perks.

The per-chapter tracker in the pause menu shows exactly how many of each type you have picked up in this mission, so you can check your count before the point of no return rather than after.


All four Material Crate locations

Crates glow with a blue sphere from a distance and give off a faint clicking sound that Logan’s senses latch onto, so if you hear him comment on one being nearby, stop and sweep the edges of the area before moving on.

Material Crate 1 — the sniper clearing

Early in the level you reach the open snowy stretch guarded by three Reaver snipers. Clear it however you like, then drop down and look to the left side of the arena. The crate sits on a small raised cliff platform above the fighting ground.

Material Crate 2 — end of the stream

Stay in the same area for this one. From the first crate, return to ground level and head into the gap between the two cliffs on the right, following the frozen stream to its end. The second crate is tucked against the rock at the back.

Material Crate 3 — the construction yard huts

Logan smashes through a set of yellow doors into a run-down building and comes out on a balcony overlooking the Trask container yard. Drop into the yard and head to the back left corner relative to where you entered, near the small huts and the crane structure. The crate is wedged in beside them.

Material Crate 4 — the truck bed after the trial

This one comes much later, after the molten-metal building where you unlock Hot Claws and after you step back out of the Nightmare Door. In the outdoor courtyard full of containers, look to the right for a parked truck. The crate is pulsing in the back of it.


Recycled trophy: kick a Reaver into the molten vat

The only mission-specific trophy here is an environmental kill inside the refinery, and it is easy to walk past if you clear the room quietly.

Enter the refinery smelting floor and head toward the back, where there is a large open vat filled with molten metal. Take note of where it sits before you engage anyone.
Deliberately break stealth so the guards spot you and open combat. The kick you need does not work as a stealth takedown, so you have to be in an active fight.
Line up a Reaver — the enemies carrying blue blades — with the vat and hold Square to kick him in. The trophy pops as soon as he hits the metal.

Throwing an enemy into molten metal is also how Hot Claws activates later in the same building, so the mechanic gets reused whether or not you are chasing the trophy.


Nightmare Door: the Hunting the Hunter trial

Once you are past the furnace building and back outside in the area crowded with shipping containers, drop down to ground level and follow the purple roots running along the floor. They lead straight to the door, which glows purple and is in plain sight — you cannot really lose it if you are tracking the vines.

Logan standing in front of the glowing purple Nightmare Door with the Enter Trial prompt on screen
The purple portal with the “Enter Trial” prompt marks the chapter’s only Nightmare Door. Image: Insomniac Games

The trial inside is a combat challenge called Hunting the Hunter, and the objective is simple: kill the Reaver Snipers. Your rank is decided purely by how fast you do it.

RankTime
AdamantiumUnder 0:45
GoldUnder 0:50
SilverUnder 1:00
Bronze1:00 or slower

For completion purposes, Bronze is enough — the door counts as discovered and the trial as completed regardless of medal, so there is no need to grind for Adamantium unless you want it. When you come back out, cut the purple roots to free the memory attached to the door, which unlocks the text log tied to it. That memory unlock is separate from simply finishing the trial.


Cold Lake Whisky Bottle location

The chapter’s single bottle, Cold Lake, is in the same courtyard as the fourth Material Crate. From where you stepped back out of the Nightmare Door, go forward and to the left until you reach the corner of the area. There is a yellow door there you can smash through, with a blue scent line on the ground nearby confirming you are in the right spot.

Bottles each unlock a memory from Logan’s past that you can read in the pause menu, and they raise your Adaptation Level so you can equip more passive perks at once.

Adaptations menu with Healing Dangerously selected, showing its health restore effect description
Adaptation Levels from bottles and Nightmare Doors let you slot passives such as Healing Dangerously. Image: Insomniac Games

Finishing the mission and the Hell Raisers trophy

With the collectibles cleared, the rest of the level is a straight run. You climb to the high window into the main laboratory, read the notes on Trask’s plans, and smash the monitor he taunts you through. That triggers the drop into the arena where Jean Grey is shielding the caged mutants.

Trask guards firing on a purple energy shield during the arena fight alongside Jean Grey
The arena fight where Logan and Jean hold off Trask’s forces around the mutant cage. Image: Insomniac Games

The fight runs through several waves before a heavily armored Reaver Crusher shows up. Watch for the tutorial prompt about Coordinated Assault, since enemies here will call each other in. Once the arena is clear, slice open the metal cage to free Leech and the rest, then defend the group on the run to Mystique’s jet.

Smashing the console disables the Sentinel’s weapons and starts the facility going up. Skullbuster ambushes you on the catwalk and Jean throws him into the machinery below, and the mission closes with the leap onto the jet. The Hell Raisers trophy unlocks on the outro as the refinery burns behind you, which is your confirmation the chapter is complete.


Cleaning up anything you missed

Nothing in Raise Some Hell locks you out. After the story, head to the title screen, pick Nightmare Cabin, and interact with the bed to open chapter select. Replaying the mission keeps everything you already collected, and the trial can be re-run from the cabin as well. Chapter select becomes available once you have found the second Nightmare Door, which happens in the previous mission.

If crates and bottles are hard to spot on your display, the option under Settings > Visuals > Collectibles and Interact Shader outlines every pickup in a color you choose. The Crate Finder and Whisky Finder Adaptations do something similar, marking items from a long distance and through walls, which makes a cleanup pass through this mission very quick.