Marvel's Wolverine Complete Guide
Thirty missions, a hundred and two things to find, and nothing you can miss.
Thirty missions across four countries, every crate, bottle and Nightmare Door where the guides put them, 27 suits and 42 trophies tracked, and all 25 Adaptations explained.
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Walkthrough
Telambang
Back in Action, A Debt Repaid, Last Meal
Canada
Homecoming, The One That Got Away, Raise Some Hell, Strays, Something Much Stronger
Madripoor
Knock Knock, Mutant Detected, For Our Future, One Last Mission
Japan
Jetlag, Get Angry, Bad Blood, In the Shadows, Death Comes to Death, We Were Wrong, Hell Followed With Him, Death’s Match, Sinister Tidings
Madripoor: Second Visit
Way Down Low, Roll The Dice, Field Test, Red Right Hand, Don’t Go Gentle, I’m Still Here, This Was The Dream, No Coming Back, Brave New World
The Nightmare Cabin
Mission Select, the fifteenth trial, the hidden memory, New Game+
Collectibles & Trackers
Material Crates
Sixty-eight, in the by-type list's order and numbering. Crates pay Materials — 50 each — and Materials craft suits, which is what raises Logan's total health; twenty suits crafted is the Adamantium Armory gold. Nothing here is missable: Mission Select opens after the second Nightmare Door and everything can still be collected after the credits, so a crate walked past is a crate collected later. Every count we read agrees at 68. The Crate Finder Adaptation marks them through walls. One caution on the numbers: these follow a by-type list, which runs 1 to 68 across the whole game. Per-mission guide pages number collectibles locally instead — the Strays crate is "Material Crate #2" there and #11 of 68 here — so a number seen on a mission page will not line up with this list.
20 · TrackerWhisky Bottles
Twenty, each with the name the game gives it, in the by-type list's order and numbering. Bottles raise the Adaptation Level, which is how many passive Adaptations Logan can have equipped at once; Adaptation Level 10 is the Secondary Mutations gold, and Nightmare Doors feed the same track. Two missions hold two bottles — In the Shadows and Way Down Low — and every other mission on the list holds one. Nothing is missable: Mission Select opens after the second Nightmare Door and cleanup works after the credits. The Whisky Finder Adaptation marks them through walls. Every count we read agrees at 20. As with the crates, the numbering here is the by-type list's 1-to-20 sequence; per-mission guide pages restart the count within each mission, so the Strays bottle is "Whisky Bottle #1" there and #4 of 20 here.
14 · TrackerNightmare Doors
Fourteen doors, one per mission, each opening a Nightmare Trial — they are all in plain sight, marked by big purple roots running along the ground toward them. Finding all fourteen is Pathways of the Mind. This list holds fourteen, and here is the arithmetic, because one guide's own pages can read two ways. Its per-mission collectible table has 31 rows — the 30 missions plus a post-story row, "Best There Is Trial" at the Nightmare Cabin, carrying a 1 in the Nightmare Doors column — so that column sums to 15. Its stated total is 14 all the same, its door guide says "14 Nightmare Door Locations and 15 Nightmare Trials", the Pathways of the Mind trophy asks for 14, and the 102-collectible total only works at 14. So the fifteenth is a trial and not a door: a figurine on the cabin shelf after the credits, not something found in a mission. We track the fourteen, which is what an in-game counter showing 14 is counting; the Nightmare Trials page covers the fifteenth. Trials pay Adaptation XP toward Adaptation Level 10, are rated bronze, silver, gold and Adamantium, and can all be replayed from the Cabin once the story is done. Nothing is missable, and Mission Select itself unlocks when you reach the second door.
27 · TrackerSuits
Twenty-seven suits, in the order the game makes them available: the base game's full set of 27 — 32 with the Digital Deluxe Edition. Those five (Age of Apocalypse, Incredible, New Leather, Savage and Night Hunt) arrive at the start of The One That Got Away and are not listed here, because they do not count toward Adamantium Armory, the gold for crafting twenty. The Suits menu shows how many you have crafted, in its lower-right corner. Crafting is paid in Materials, 50 to a Material Crate; sixteen suits have a price, from 75 to 300, and the other eleven come with the story, the pre-order, a full set of bottles or a trial rank. Suits are cosmetic, but crafting them raises Logan's maximum health — up to double the base amount — and the game holds more than enough Materials to craft every suit. Where the sources disagree — when Tank Top, Leather Jacket, Feral and Death unlock, and which claws come with Old Man Logan — the card gives each version with its source.
42 · TrackerTrophies
One platinum, four gold, nine silver and twenty-eight bronze. There are zero missable trophies and one playthrough: Mission Select unlocks as soon as you reach the second Nightmare Door, everything carries over, and nothing is lost by walking past it. The estimates are 2/10 difficulty and 15–20 hours. There is no difficulty trophy — any Challenge Level earns the full set — and New Game+ exists but is not needed for any of them. The stated breakdown and the list agree at 42.
102 · TrackerAll Collectibles
Every collectible in one list, mission by mission. Marks are shared with each tracker.
Guides & Reference
Getting Started
What to set before you start, what the opening missions hand you, and the one fact that shapes the whole run: there are zero missable trophies and zero missable collectibles.
GuideCombat
The systems the sources actually describe: the Rage scale and what sits at the top of it, the inputs the trophy list names, and how thin the reviewers found the stealth.
GuideUpgrades
Material Crates pay for suits and suits raise your health; Whisky Bottles and Nightmare Trials raise the Adaptation Level; Player Level buys Techniques — with the counts, prices and caps the sources now give.
GuideAdaptations
The passive perks Whisky Bottles and Nightmare Trials pay for: how Adaptation Level and Strands work, all twenty-five by the level that unlocks them, the ten two guides would equip, and what New Game+ adds on top.
GuideNightmare Trials
The doors are in plain sight behind purple roots, the trials pay Adaptation XP, and the fifteenth one is not a door at all — it is a figurine in the Nightmare Cabin after the credits.
GuideBosses
The five fights with a trophy each, in mission order, with the phases and tells the boss guides describe — parry blue and yellow, dodge red — plus the named fights that carry no trophy and the set pieces that are not fights at all.
GuideTrophy Roadmap
The route in three steps, why the second Nightmare Door is the moment the game stops being able to punish you, and the handful of trophies that need a deliberate detour.
GuideFAQ
Platform, length, missables, chapter select, difficulty, performance modes and New Game+ — each answered with the source that states it, and an honest list of what nobody we read answers.
GuideStory & Cast
The premise, where the thirty missions take you, who is in it, and a deliberate stopping point: nothing beyond the setup is described on this page.
About this guide
Marvel's Wolverine launched on 15 September 2026, PlayStation 5 only, from Insomniac Games with Marvel Games and Sony. This guide covers the whole campaign: its thirty missions across Telambang, Canada, Madripoor, Japan and Madripoor again, with every Material Crate, Whisky Bottle and Nightmare Door in the order you reach them; trackers for the 102 collectibles, the 27 suits and the 42 trophies; and reference pages on combat, upgrades, all 25 Adaptations, the Nightmare Trials and the bosses. Nothing in the game is missable — Mission Select carries everything over — so this is a guide you can read after the credits too. Everything here comes from published guides, the launch reviews and Sony's own material, and every page says so. Nobody here has played it; where the sources stop, the pages stop.