Gaming Guide

Roll the Dice Collectibles Guide for Marvel’s Wolverine (Mission 23)

Where to find the whisky bottle, material crate, and Nightmare Door inside the Madripoor casino.

Where to find the whisky bottle, material crate, and Nightmare Door inside the Madripoor casino.

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

CollectibleName / numberLocation
Whisky Bottle#18 — Blood and BourbonBalcony bar on the casino’s upper floor
Material Crate#58Back service hallway, right of the elevator
Nightmare Door#12 — Run the TablesBack 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.


Whisky Bottle #18: Blood and Bourbon at the balcony bar

Wait until the objective changes to “Let’s play some slots”. That is your cue that the upper level is open and the bar is active.
Cut across the crowded casino floor and take the staircase up to the balcony. The bar counter sits along the upper level, overlooking the tables below.
Walk up to the counter and use the interaction prompt. Logan orders a whisky neat, drinks it, then tells the bartender to leave the bottle, which registers Blood and Bourbon in your collectible log.
Logan leans on the upstairs casino bar and orders a whisky neat from the bartender
Logan ordering at the balcony bar, the interaction that unlocks Blood and Bourbon. Image: Insomniac Games

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.

When the roots appear on the ground near the elevator, stop instead of stepping in. Turn right and follow the service hallway.
Glowing purple roots trail along the casino back hallway toward a woman waiting by the service elevator
The purple roots spreading near the service elevator mark the point where both remaining collectibles appear. Image: Insomniac Games
Find the metal container tucked in the hallway and pop it open with your claws. The crate hands over +50 Materials and logs Material Crate #58.

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.

Follow the purple vine along the corridor until you reach the boarded-up doorway beside the janitor cart.
Tear through the wooden barricade to open Nightmare Door #12 and drop into the Run the Tables trial.
Logan steps toward a crackling purple Nightmare Door as debris breaks away from the frame
Breaking through the barricade opens Nightmare Door #12 and starts the trial. Image: Insomniac Games

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.

The Run the Tables trial in progress as Logan vaults past stacked pallets on the way to the exit
The Run the Tables course, with the exit objective tracked on screen. Image: Insomniac Games

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)
The Run the Tables results tracker highlighting the sub one-minute gold time tier during the run
The gold time tier requires finishing the course in under a minute. Image: Insomniac Games

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.