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WALKTHROUGH: MADRIPOOR · MISSIONS 9–12

Madripoor

Knock Knock, Mutant Detected, For Our Future, One Last Mission

Region Overview

Where: Madripoor, in two halves. Knock Knock and the two missions after it are up in Hightown — the power station, then Trask Tower and the secret facility under it with its Bay 7 — and One Last Mission is down in Lowtown, which is a bar, the streets around it, a rooftop chase and a pier.
Missions: 9. Knock Knock, 10. Mutant Detected, 11. For Our Future, 12. One Last Mission.
Watch for: nine of the game's 68 Material Crates (#16 to #24), three of the 20 Whisky Bottles (#6 Tenth Man, #7 Fist of Legend, #8 The Old Man) and two of the 14 Nightmare Doors (#5 Bad Inhibitions, #6 Last Stand at Cold Pines). For Our Future has none of any kind: it is the region's boss mission. Nothing here is missable — anything you miss can still be collected through chapter select after the story, by interacting with the bed in the Nightmare Cabin, and Mission Select unlocks after the second Nightmare Door, which you passed back in Canada. Two trophies are tied to these missions by name: Kicked the Bucket (silver, defeat the Sentinel Prototype) and A Firm Handshake (bronze, meet The Hand). The Sentinel Prototype is fought in mission 11 and A Firm Handshake pops in mission 12. Keep two keypad codes to hand as you go: 0291 and 5413, both in Mutant Detected.

9. Knock Knock

The way into Madripoor. The mission's job is disabling the power station and reaching Trask Tower, with three beats around it — an armoured vehicle with a laser turret, a server room full of reavers, and a tower that comes down on top of you. Sabretooth fights it with you, destroying the vehicle himself and digging Logan out of the rubble afterwards. Two crates and a bottle, no Nightmare Door.

  • 1

    Past the laser turret, behind the counter

    The first crate is in the first room you enter once the armoured vehicle with the laser turret is dealt with: its destruction opens a hole in the building, and the crate is right in front of you behind the counter of the room straight ahead. You cannot walk past the spot without seeing it.

    • Material Crate #16. Behind the counter of the room you enter after the laser-turret vehicle is destroyed.
  • 2

    The server room: cut the vent, not the panel

    This comes after a descent down an elevator shaft. You come out in a server room and fight a group of reavers, then climb to the next level, where a vent grate sits right in front of you. Careful: the objective panel is right there and interacting with it moves the mission on, so cut the vent open before you touch it.

    • Material Crate #17. Through the vent grate on the upper level of the server room, before the objective panel.
  • 3

    Out of the rubble: follow the scent right

    The mission's set piece ends with Logan buried and a quick-time sequence to get him out. The moment you have control again — the objective on screen has become "Reach Trask Tower" — there is a scent trail to follow, and it goes into the building immediately beside you, next to the debris of the relay tower that came down. The bottle is on a table inside.

    • Whisky Bottle #6: Tenth Man. PowerPyx and Push Square say turn right as soon as you are freed from the rubble and climb into the building beside you; the scent leads to it. Vandal has you turn round instead and climb a wall in the rubble into an office, so if nothing is on your right, look behind you.

10. Mutant Detected

The densest mission of the region: six collectibles, two keypads and the region's first Nightmare Door. The mission takes you through Trask's secret facility and Bay 7, with mutant inhibitors, security systems, control panels to destroy and laser sections to get past. Mystique is your way through the locked half of it: she takes Trask's shape to open doors, and the on-screen objective at the Nightmare Door is "Track and kill Trask". Collect in the order below and you will not have to double back.

  • 1

    The reception desk, straight away

    The first crate is immediately ahead of you as the chapter begins inside Trask Tower, behind the reception desk. One oddity worth flagging: PowerPyx's Material Crate page attaches a door code of 0514 to this crate, while PowerPyx's own Mutant Detected page, Push Square and Vandal give no code here at all. Try the desk first; if something near it wants four digits, that is the number.

    • Material Crate #18. Behind the reception desk at the start of the level.
  • 2

    Immediate right after the door opens

    After the Trask cutscene, a door is opened for you. Take the first right in the corridor beyond it rather than following the objective: the crate is sitting among some other crates, which is exactly the camouflage to watch for throughout the game.

    • Material Crate #19. On the right of the next corridor, in among ordinary crates.
  • 3

    Keypad 0291, past Bay 7

    After the Bay 7 cutscene with the mutant-tracking globe, a door is broken open for you. From there go forward and turn left, and there is a locked door with a keypad. The code is 0291 and the crate is the room's only reason to open it.

    • Material Crate #20. Left after Bay 7, behind the keypad door; code 0291.
  • 4

    After the tunnel run, left past the fire

    When the jet-engine run is over, cross the room on the left; the crate is past the fire.

    • Material Crate #21. To the left in the room after the jet-engine run, beyond the fire.
  • 5

    Nightmare Door #5: Bad Inhibitions

    Still in the corridors after that run, and the guides send you opposite ways to it: PowerPyx says go left through a door from the crate you just took; Push Square and Vandal say enter the corridor on the right and interact with the console on your left, after which the roots leading to the door appear. Try the console first — it names a specific interaction, which the left-hand route does not — and if the roots do not show, sweep the other side. The trial is a fight in which you kill every enemy. Finding the door at all counts toward Pathways of the Mind (silver, discover all 14), and finishing the trial pays in Adaptation XP.

    • Nightmare Door #5: Bad Inhibitions. In the corridor after the jet-engine run, reached through a side door; the roots appear once you find the way in.
  • 6

    Keypad 5413 and the vent

    Past the Nightmare Door corridor, turn left at the entrance of the next area, where a forklift truck sits on the left. The keypad door there takes 5413. Then get into the vent inside that room and crawl it into the room next door, where the bottle is on a table.

    • Whisky Bottle #7: Fist of Legend. Keypad 5413 by the forklift, then through the vent; on a table in the room beyond.

11. For Our Future

Nothing to collect: no crate, no bottle, no door. It is the region's boss mission, and the silver trophy in it is one of the five the game gives for beating a named opponent.

  • 1

    Boss: the Sentinel Prototype

    The Sentinel Prototype is fought here, the second of the game's five named boss fights: a machine that fires lasers from its eyes and pounds the ground, with exposed arm panels and internal components you can damage. Keep hitting the exterior until the cables underneath are exposed, then put everything into the exposed sections and press hardest when the fight staggers it; dodge the laser sweeps and missiles rather than trading through them, and Mystique keeps making openings for you. The trophy is Kicked the Bucket (silver), for defeating the Sentinel Prototype, the sixth story trophy. PowerPyx lists it as unlocking after Mission: Mutant Detected, the mission before this one; KeenGamer, GameRant and Game8 all put the fight itself here, in For Our Future. Difficulty has no bearing on any trophy, so there is no cost to dropping the setting for a fight that is giving you trouble.

12. One Last Mission

Down into Lowtown, and the last mission before the game leaves Madripoor. The job is finding Jean and tracking Walter through the streets, with a rooftop chase in the middle: a bar, an outdoor scent trail, the chase, and a pier at the end. Three crates (PowerPyx and Push Square each describe three distinct ones; Dayngls counts two), a bottle, a Nightmare Door and the bronze trophy for meeting The Hand.

  • 1

    The bar's back room

    You start with control in the bar. Before anything else, go right through the doorway behind the bar into the back room; the crate is in its corner.

    • Material Crate #22. In the corner of the back room, through the doorway behind the bar.
  • 2

    Upstairs, after the arm wrestle

    Go upstairs and interact with Sabretooth, which starts an arm-wrestling sequence; when the cutscene after it ends, the bottle Logan has just put down is on the side of the balcony to your right.

    • Whisky Bottle #8: The Old Man. On the balcony upstairs, right where the conversation leaves it.
  • 3

    Nightmare Door #6: Last Stand at Cold Pines

    Out of the bar and onto Jean's scent: the roots grow along the main path and lead you straight to the door, so this one is hard to walk past. The objective on screen is "Track down Jean", and the trial itself is a multi-wave gauntlet fight. If a higher difficulty is getting in the way, drop the setting to The Man, where death is not possible, long enough to score the points the trial wants, then put the difficulty back up afterwards: no trophy in the game depends on difficulty.

    • Nightmare Door #6: Last Stand at Cold Pines. On the main path outside the bar, at the end of the roots.
  • 4

    Take the other stairs down

    Still tracking Jean. The blue scent trail takes you to a staircase; the crate is at the bottom of the other one, the left-side stairs.

    • Material Crate #23. At the bottom of the left-hand stairs, off the scent trail.
  • 5

    After the rooftop chase: down to the water

    The rooftop chase ends in a fight, and then you pick Walter's trail back up. From the fight, go left down a flight of stairs towards the water and walk the left edge of the pier out; the crate is at its end, on the left side.

    • Material Crate #24. Down the stairs to the water after the rooftop chase, at the left end of the pier.
  • 6

    Trophy: A Firm Handshake

    Bronze, and tied to this mission with a one-line requirement: meet The Hand. It is not a collectible and it is not optional, so it arrives on its own as the mission ends. There are zero missable trophies in the whole game.

Madripoor Completion

✅ Before Moving On...

Cross-checked

Cross-checked on 22 September 2026 and re-checked on 1 October 2026 against the guides of PowerPyx, Push Square, Dayngls' Guides, KeenGamer, GameRant, Game8, Vandal and EliteGuias. 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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