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WALKTHROUGH: CANADA · MISSIONS 4–8

Canada

Homecoming, The One That Got Away, Raise Some Hell, Strays, Something Much Stronger

Region Overview

Where: Canada, the frosted Canadian wilderness; the Greased trophy places one mission in a garage in Vancouver, and the five missions between them take in a lab with living quarters above it, a lumberyard and a dockside, a refinery with a furnace building and a container yard, a set of rooms with a laboratory and an armoury, and a stretch of river and lakeside forest ending at a cabin.
Missions: 4. Homecoming, 5. The One That Got Away, 6. Raise Some Hell, 7. Strays, 8. Something Much Stronger.
What to watch for: everything the game has to collect starts here. 15 Material Crates (#1 to #15 of 68), 5 Whisky Bottles (#1 to #5 of 20: Uncanny Whisky, Incredible 181, Cold Lake, Blood Debt, Not Dead Yet) and 4 Nightmare Doors (#1 to #4 of 14: The Enemy of My Enemy, Can't Outrun the Past, Hunting the Hunter, Fallen on Hard Times). What each is for: crates give materials to craft suits, which raise your total health; bottles raise your Adaptation Level so you can equip more passive skills; and the doors lead to trials that also give Adaptation Levels. How they read on screen — a crate shows as a blue sphere from a distance, a bottle sits at the end of blue scent lines on the ground, and a door is marked by purple vines — and an adaptation such as Whisky Finder makes the bottles easier to spot. Seven trophies pop in this region: Suit Up, Greased, Shish Kebab, Road Rage, Recycled, Hell Raisers and Berserker Unleashed. Nothing is missable: there are 0 missable trophies, and Mission Select — started from the bed in the Nightmare Cabin — unlocks the moment you meet the second Nightmare Door, which is in The One That Got Away.

4. Homecoming

2 Material Crates, 1 Whisky Bottle, 1 Nightmare Door — and not one of them is hidden. All four are unmissable and required for story progression, and the main objective marker walks you to each in turn. It is also the mission that teaches suit crafting, which is what the crates are for.

  • 1

    Whisky Bottle #1 — Uncanny Whisky

    The first collectible of the game. On your way to your room you are told your things have been moved, and following the scent to the next objective marker takes you to the bottle, in a storage closet you pass through as part of the main objective while making your way to Logan's room. It is directly on the critical path, so there is nothing to search for.

    • Whisky Bottle #1 of 20: Uncanny Whisky. Follow the scent when you are told your belongings have been moved.
  • 2

    Nightmare Door #1 — The Enemy of My Enemy

    Also automatic: you enter this door on your own after a cutscene with Essex, under the objective of recovering lost memories. A Nightmare Door takes Wolverine to a dreamlike cabin for a timed speed trial that unlocks a forgotten memory from his past. There are 14 doors in the campaign and 15 trials in total, the fifteenth unlocking after the story. This is the first door, so Mission Select is not open yet — it unlocks on the next one.

    • Nightmare Door #1 of 14: The Enemy of My Enemy. Entered automatically; unmissable.
  • 3

    Material Crate #1 — the lab storage room

    Walter asks you to fetch this one as part of the main story while he is fixing your suit; it is behind him, in a storage room in the lab. Walter is a geneticist.

    • Material Crate #1 of 68. The lab's storage room, behind Walter.
  • 4

    Material Crate #2 — Victor's room upstairs

    Upstairs in Victor's room, reached by following the scent, with the objective marker again pointing the way. Victor Creed is Sabretooth, in Team X alongside Wolverine and Mystique.

    • Material Crate #2 of 68. Victor's (Sabretooth's) room, upstairs, on the scent.
  • 5

    Trophy: Suit Up

    Bronze, "Craft your first Suit". An automatic story trophy that cannot be missed; it unlocks during this mission when the suit crafting tutorial finishes. This is the loop the Material Crates feed: crates give materials, materials craft suits, and each suit raises your total health. The customisation itself is limited to Logan's outfits and claw types, with looks that run from casual wear to a helmeted Weapon X style.

5. The One That Got Away

4 Material Crates, 1 Whisky Bottle, 1 Nightmare Door, and the first mission where the collectibles are genuinely off the path: three of the four crates need you to turn round or leave the objective marker. Most of it happens under the objective of tracking the red-haired mutant, and it ends at the docks. Two optional trophies are here as well, and a third pops on its own when the mission ends. The seven pickups come in the order below.

  • 1

    Trophy: Greased, and Whisky Bottle #2 — Incredible 181

    Both are in the same room, so this is one stop. During the tracking objective, after you slide down a pole from a building roof (or stay on ground level instead of using the telephone pole), carry on through the industrial park to the end of the road and cut the graffiti-covered wooden panels marked "Do not enter" with your claws; inside, the diary on the table to the right is the journal, and the bottle is on the left as you go in. The room is small, and the diary and the bottle are together.

    • Trophy: Greased (bronze). "Read Callisto's journal in her Vancouver garage." Read the diary on the table inside the boarded-up room.
    • Whisky Bottle #2 of 20: Incredible 181. Same room.
  • 2

    Trophy: Shish Kebab

    Bronze, "Impale an enemy on an environmental hazard". It is in this mission: after sliding down a zipline, kick an enemy into a forklift. That is the same zipline the next crate sends you back across.

  • 3

    Material Crate #3 — back at the gate you came in by

    After the zipline and the fight that follows it, turn round and go back to the gate: ride the zipline, beat two reavers, then return to the fence you ziplined over, where stacks of wood beside the gate hide the crate. Break what is in front of you at the gate and you will have it.

    • Material Crate #3 of 68. Back at the entry gate, behind the stacked wood.
  • 4

    Material Crate #4 — the tunnel by the boat

    Shortly after the last one. Keep going until you climb to another building with a lone reaver below it, smash through the glass and drop to ground level, where there is a small boat; the crate is in a short tunnel beside it.

    • Material Crate #4 of 68. Ground level below the warehouse, in the tunnel beside the small boat.
  • 5

    Nightmare Door #2 — Can't Outrun the Past, and Mission Select

    After fighting through a few more groups of reavers you reach a small river and come across the door on your own; it is unmissable, and Logan makes a point of mentioning the purple roots. This is the door that matters for the rest of your playthrough: Mission Select unlocks after you encounter the second Nightmare Door and is reached from the title screen, and a replay is started by interacting with the bed in the back corner of the Nightmare Cabin. From this point on, anything you leave behind can be gone back for.

    • Nightmare Door #2 of 14: Can't Outrun the Past. At the small river; unmissable.
  • 6

    Material Crate #5 — along the river, away from the marker

    From the door, ignore the objective marker and go right along the river instead, along the path underneath some tree logs; you will see the crate pulsing in the distance at the far end on the right.

    • Material Crate #5 of 68. Right along the river from the Nightmare Door, at the far end.
  • 7

    Material Crate #6 — up at the docks, before you open the second one

    The last crate of the mission, during the objective of searching the trucks for mutants at the docks. Before you open the second truck, a rope on top of the blue Trask container beside it takes you up a crane-like platform to the crate.

    • Material Crate #6 of 68. Above the docks: ride the rope on the blue container up to the crane top, before opening the second truck.
  • 8

    Trophy: Road Rage

    Bronze, "Complete Canada Highway Chase". An automatic story trophy that cannot be missed, the third story trophy of the game, unlocking after this mission. Nothing to do for it.

6. Raise Some Hell

4 Material Crates, 1 Whisky Bottle, 1 Nightmare Door, under the objective of tracking the captured mutants. The first half is outdoors — snipers, a valley, a stream — and the second half is a refinery with a furnace building and a container yard behind it, where the last three pickups all sit within sight of one another. One optional trophy needs a specific kill during the refinery fight, so read that step before you start it.

  • 1

    Material Crate #7 — the sniper section

    Early in the level, at the section with three snipers: clear the first enemies and jump down into a valley, and the crate is on a ledge on the left side of a rock formation, immediately after the drop.

    • Material Crate #7 of 68. Left after the drop in the sniper section.
  • 2

    Material Crate #8 — the end of the stream

    In the same area. Go up the stream, between the rocks on the right side, and the crate is at the end of that path.

    • Material Crate #8 of 68. At the end of the stream, up from the last crate.
  • 3

    Material Crate #9 — the far corner of the yard

    In the construction yard, the crate is in the back left corner from where you entered, next to some huts. Walk to the back left of the area as you came in and it is there.

    • Material Crate #9 of 68. Back left corner of the yard from your entrance.
  • 4

    Trophy: Recycled

    Bronze, "Defeat a Reaver using molten metal". During the fight at the refinery there is an open vat of molten metal; kick a reaver into it. Reavers are the enemies with blue blades, and the input is holding square. Get it during this fight rather than counting on another vat later — this is the only one known.

  • 5

    Nightmare Door #3 — Hunting the Hunter

    After the furnace building, when you come outside into an area with a lot of containers, drop down and follow the purple roots on the floor to the door. Unlike the first two doors this one is not automatic, so it is the first Nightmare Door you could actually walk past.

    • Nightmare Door #3 of 14: Hunting the Hunter. The container area past the furnace building; drop down and follow the purple roots.
  • 6

    Whisky Bottle #3 (Cold Lake) and Material Crate #10 — both in the container yard

    It does not matter which you do first, because both are in the same yard, a few steps from where you come out of the Nightmare Door. The crate is in the back of a truck immediately outside the door, at the bottom of a crane structure, and you will see it pulsing. The bottle is forward and to the left of the door exit: follow a blue scent trail to a locked door, then turn left and smash through a yellow door, with the bottle in that room.

    • Material Crate #10 of 68. In the back of a truck in the container yard, by the crane.
    • Whisky Bottle #3 of 20: Cold Lake. Forward and left of the Nightmare Door exit, through the yellow door.
  • 7

    Trophy: Hell Raisers

    Bronze, "Destroy the Refinery". An automatic story trophy that cannot be missed, the fourth story trophy, unlocking after this mission. Make sure you have everything above before the refinery goes, and if you have not, Mission Select is open from the previous mission onwards.

7. Strays

The short one: 1 Material Crate, 1 Whisky Bottle, and the only mission in Canada with no Nightmare Door. Both pickups are indoors and both are within a few rooms of each other, off the same hallway. The stretch is tied to an objective of finding four drawings for Leech, working out the solution to his riddle. No source says anything about fights in this mission, so this page does not either.

  • 1

    Whisky Bottle #4 — Blood Debt, in the laboratory

    Go downstairs, take the door on your left into a corridor with the kitchen on your right, and enter the Laboratory on the left; the bottle is in the back-right corner of the room, on the bedside table.

    • Whisky Bottle #4 of 20: Blood Debt. The Laboratory, back-right corner by the bed.
  • 2

    Material Crate #11 — the armoury

    Straight after the bottle. Leave the lab, go back to the hallway with the kitchen and follow it to the Armoury at the end; the crate is immediately beside the door as you enter, on your right. One labelling note, in case it makes you think you have missed something: one guide's page for this mission calls it "Material Crate #2" even though Strays holds only one, while the full crate list numbers it #11 of 68. The list is the one to trust.

    • Material Crate #11 of 68. The Armoury at the end of the kitchen hallway, right beside the door.
  • 3

    No Nightmare Door here

    Strays has 1 crate, 1 bottle and 0 doors. If your door count is still three when the mission ends, that is correct.

8. Something Much Stronger

4 Material Crates, 1 Whisky Bottle, 1 Nightmare Door, and the region's last mission. It is all outdoors — a river with a waterfall, a cave, a lake and forest, a fishing hut — under an objective of getting to the cabin, with the six pickups in the order below. One of the six is described in two ways that cannot both be right, so it is flagged below.

  • 1

    Material Crate #12 — the climbable tree by the stream

    On the way to the cabin, slide down into a river area with a waterfall and look right as you come to the stream: you will see a tree you can climb; from it, jump up the wall next to it for the crate.

    • Material Crate #12 of 68. Up the climbable tree on the right at the first stream, then the wall beside it.
  • 2

    Whisky Bottle #5 — Not Dead Yet, in the cave

    Immediately after the crate. A wolf howls; another stream leads into a cave on the right, and you climb the ledges inside it for the bottle. You take it before the wolf itself.

    • Whisky Bottle #5 of 20: Not Dead Yet. Up inside the cave on the right of the second stream.
  • 3

    Nightmare Door #4 — Fallen on Hard Times

    After you free the wolf from the branches, roots appear and lead to the door; from the viewpoint over the lake, the root markers point right. This is the fourth of the game's 14 doors and the last one in Canada.

    • Nightmare Door #4 of 14: Fallen on Hard Times. On the roots past the wolf, toward the lake.
  • 4

    Material Crate #13 — the fallen tree, and the one disagreement

    PowerPyx puts the crate on the left of the main path before you run up a fallen tree; Push Square below that tree, in a camp area you drop into instead of crossing; Vandal joins the two: turn left before the tree and drop into a small clearing. Check the left of the path as you reach the fallen tree and, if the crate is not there, drop down below the tree before you cross it.

    • Material Crate #13 of 68. At the fallen tree: on the left before running up it, or below it in the clearing.
  • 5

    Material Crate #14 — the fishing hut

    The path splits; take the right-hand branch, back to the lake and across to a fishing hut. The crate is in front of it.

    • Material Crate #14 of 68. In front of the fishing hut, on the right branch of the split path.
  • 6

    Material Crate #15 — in sight of the cabin

    The last collectible in Canada. Climb the cliff, and as the cabin comes into view the crate is off the path to your right.

    • Material Crate #15 of 68. To the right as the cabin comes into view.
  • 7

    Trophy: Berserker Unleashed

    Bronze, "Fly into a Berserker Rage". An automatic story trophy that cannot be missed, the fifth story trophy, unlocking after this mission. It is the state at the top of the Rage meter, where the colour drains out of the scene and your attacks become instant kills.

9. Canada Completion

✅ Before Moving On to Madripoor...

Cross-checked

Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, Push Square, Dayngls, Vandal and EliteGuias, the reviews of GamesRadar+ and GameSpot, Wikipedia, and PlayStation's official game page and blog. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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