Roll the Dice is the 23rd mission in Marvel’s Wolverine and part of the second Madripoor chapter, where Logan works the floor of a casino in the Patch suit. It is a short mission, but it hides one of each collectible type, and the window to grab two of them closes once the story moves you into the service elevator.
Quick answer: Roll the Dice holds three collectibles — a whisky bottle at the upstairs bar, a material crate beside the service elevator, and a Nightmare Door in the back halls.
All Roll the Dice collectibles and where they sit
| Collectible | Name / number | Location |
|---|---|---|
| Whisky Bottle | #18 — Blood and Bourbon | Balcony bar on the casino’s upper floor |
| Material Crate | #58 | Back service hallway, right of the elevator |
| Nightmare Door | #12 — Run the Tables | Back halls, left of the service elevator |
The order below follows the route you naturally walk during the mission. The bottle comes first, while you still have the run of the casino floor, and the crate and door sit within a few steps of each other once the story sends you toward the back.
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Material Crate #58: Turn right at the service elevator
Later in the mission, the story pushes Logan into the back of the casino toward a service elevator. Just before you ride it up, purple Nightmare Door roots creep across the floor. Those roots are your timer — everything left to collect in Roll the Dice is in that pocket of hallway.

Nightmare Door #12: Finding the Run the Tables entrance
The door sits at the back of the casino, to the left of the service elevator and next to a janitor’s cart. You do not need to hunt for it — the same roots that flag the material crate run along the corridor and lead straight to the barricade.

Run the Tables trial: Objective, route, and AP rewards
Run the Tables is a traversal challenge, not a fight. The single objective is to reach the exit before the timer runs out, and the whole course is built out of the casino turned inside out.
You sprint through stretched hallways, leap between floating poker tables, climb the structures hanging in the void, and zipline across the gaps. Keep moving forward rather than stopping to look around — the layout only reads clearly once you commit to a line.

Clearing the trial pays out ability points across four completion tiers, with the gold tier set at a sub-1:00 run:
- +1 AP (Adamantium)
- +1 AP (Gold)
- +1 AP (Silver)
- +1 AP (Bronze)

How to confirm Roll the Dice is fully cleared
Reaching the purple exit beam inside the time limit ends the trial. Logan then slashes the roots to free the memory, which produces a carved wooden keepsake and a short piece of narrative text about 1918 on the Western Front. Seeing that memory play out is your confirmation that the Nightmare Door is done.
For the other two, watch the on-screen pickup confirmations. The bottle registers as Blood and Bourbon when Logan takes it from the bar, and the crate shows a +50 Materials gain the moment you cut it open.
Marvel’s Wolverine has 102 collectibles in total across whisky bottles, material crates, and Nightmare Doors, so it is worth checking your mission log before advancing past a chapter rather than backtracking later.
Once the memory resolves and you step back out of the nightmare, the casino picks up where it left off and the mission carries on toward Field Test. Nothing else in Roll the Dice is missable, so you can take the elevator without worrying about what you left behind.






