Where: back in Madripoor, and then wherever the last missions take you. The places named here are the Reaver checkpoints and the clocktower road, the Arsenal, a casino, a warehouse and the fish market, the street to the Dream Street Theater, a market, Tyger’s bar, a noodle bar and a bell tower. The sources do not agree on how these nine missions are filed; this page keeps all nine in one Madripoor block. By place, 22, 24, 25, 27, 28 and 30 are in Lowtown, 23 in Hightown and 29 back in Japan (Shinjuku, Tokyo).
Missions: 22 Way Down Low, 23 Roll The Dice, 24 Field Test, 25 Red Right Hand, 26 Don’t Go Gentle, 27 I’m Still Here, 28 This Was The Dream, 29 No Coming Back, 30 Brave New World.
What to watch for: this is where every collectible count runs out. 15 Material Crates (#54 to #68, the last of the 68), 5 Whisky Bottles (#16 to #20, the last of the 20) and 4 Nightmare Doors (#11 to #14, the last of the 14) are here, spread over only five of the nine missions — 25, 26, 29 and 30 have none at all. Finishing them off pops Crate Collector, Full Barrel and Pathways of the Mind (all silver). Seven more trophies are tied to specific missions in this stretch: Undercover (bronze) at the start of Roll The Dice, Had To Put Him Down (silver) and Harmer’s Market (bronze) in Red Right Hand, A Previous Life (bronze) after Don’t Go Gentle, Small Mercies (bronze) during This Was The Dream, and A Sinister End (silver) plus One More Story (gold) after No Coming Back. Nothing is missable. Mission Select unlocked back at the second Nightmare Door, it still works after the story, and collectibles carry over in mission replays — so a crate you walk past is a five-minute replay, not a second playthrough. Two habits worth keeping from earlier regions: turn on the collectible shaders in the accessibility settings, and remember that bottles show up on the blue scent trails when you are near one (as long as the Whisky Bottle Scent Trails toggle, added in update 1.001.006, is left on), or from further off with the Whisky Finder adaptation. And keep feeding the cumulative counters while you fight — destroying 100+ XP Caches (Cache Crusher), reaching Player Level 36 (Ultimate Predator), parrying 500 times (Parry Perfected), killing 100 enemies with the Helix Claws (Cut Just As Deep) and 75 with Tornado Spin (Spiral Cut). None of them is missable either.
22. Way Down Low
The fullest collectible mission of the nine: 4 Material Crates, 2 Whisky Bottles and a Nightmare Door. You regroup with Jean and reach the Arsenal, through Reaver checkpoints and across rooftops; the objective markers along the way read “meet Jean at the clocktower” and then “Meet Jean at the Arsenal”. The first three crates are all the same idea — a checkpoint, a locked truck, civilians inside, a crate in the back — so once you have seen one you know what the other two look like.
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Three checkpoints, three trucks (Crates #54, #55, #56)
Free the civilians at each checkpoint and then go into the truck you just opened. For the third, PowerPyx has you backtrack a little to a side road and follow it to its end; Push Square has you go left from the second crate, where the street starts to slope upwards. Both end at a checkpoint truck with a crate in the back.
- Material Crate #54. First checkpoint: help the civilians out of the locked truck, then step inside it.
- Material Crate #55. The next checkpoint, during the clocktower objective: another truck with civilians, parked in front of the second checkpoint, crate inside.
- Material Crate #56. A third checkpoint and truck, off the main road — back down to the side road or left up the sloping street.
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Up on the roof: Whisky Bottle #16, Wild Canadian
After the section where you go looking for the Reaver key, you climb a building by the hook cable. The moment you are up, turn around before you carry on: look left and follow the blue scent trail along the short path round the corner.
- Whisky Bottle #16: Wild Canadian. Turn around at the top of the climb and follow the path left, around the corner.
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The radio tower rooftop: Material Crate #57
Carry on along the rooftops. The cue is the camera: when it pans up and points out the radio tower, that is your cue to look right. The roof it means is the one with the satellite dishes on it, and the crate sits on top.
- Material Crate #57. When the radio tower is pointed out, jump to the rooftop on your right with the satellite dishes.
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Nightmare Door #11: Blood in the Jungle
Immediately after the radio tower you ride a zipline down — right after Jean sends a message out to Lowtown over the microphone. When you land, the roots are already there; this one is impossible to miss. The objective marker on screen at the time reads “Meet Jean at the Arsenal”. The trial itself is described as a kill-two-Brute-Reavers-in-under-75-seconds challenge. Bronze is all any trophy needs, and a better score just pays more Adaptation XP.
- Nightmare Door #11: Blood in the Jungle. Follow the roots that appear when you step off the zipline. More on the trials on the Nightmare Trials page.
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Whisky Bottle #17, Little Uncle
Straight after the door. PowerPyx says jump down to the building below; Push Square, across to the next rooftop, then turn around and go down the stairs. If it is not below you, it is across and down the stairs.
- Whisky Bottle #17: Little Uncle. From the Nightmare Door rooftop: down to the building below, or across to the next roof and down the stairs.
23. Roll The Dice
Short, and everything in it is inside one building, in Hightown: Logan walks into a casino in the Patch disguise and works through the restricted backrooms to a service elevator; the objective markers run “Let’s play some slots” and then “Service elevator, going up”. Three collectibles, one crate, one bottle, one door, and a bronze trophy that pops on its own at the start.
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Undercover, and the bar on the second floor
Undercover (bronze, “Dress up as Patch”) pops at the start of this mission — you do not have to do anything for it. Then, before you go anywhere near the backrooms, go up to the balcony bar on the second floor. This bottle is not on the floor: you get it by talking to the bartender.
- Whisky Bottle #18: Blood and Bourbon. As soon as you are in the casino, go up to the second-floor bar and interact with the bartender.
- Trophy: Undercover (bronze). Automatic at the start of the mission.
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The backroom fight: Crate #58 and Nightmare Door #12, Run the Tables
Fight the Reavers in the casino backroom, then stop at the elevator instead of using it: the crate is on the right of it and the roots for the door are on the left. Run the Tables is described as a traversal race with 57 seconds as the mark to beat; the objective marker is “Service elevator, going up”.
- Material Crate #58. Look right at the elevator, after the backroom Reavers are down.
- Nightmare Door #12: Run the Tables. Same spot, left of the elevator: follow the roots.
24. Field Test
A Sentinel mission: defeat Sentinel groups, free civilians and get to the Dream Street Theater; the objective markers are “Get to the fish market” and “Meet Jean at the Dream Street Theater”. No Nightmare Door here. Three collectibles.
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Out of the warehouse: Whisky Bottle #19, Captain Terror
After the third fight of the mission, against a group of Sentinels inside a warehouse, and the cutscene where Logan falls off a robot, you head outside toward the fish market. PowerPyx puts the bottle straight in front of you; Push Square and Vandal on your left, leaning against a duct as you step out onto the roof. Sweep both sides of the doorway.
- Whisky Bottle #19: Captain Terror. Just outside the warehouse, on the way to the fish market: straight ahead or to your left.
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The street to the theater: Material Crate #59
Free the civilians, then run down the main street to a red car parked in the road. Go left at it, down an alley; the crate is in the alley on the left.
- Material Crate #59. Down the main street after the civilians, turn left at the car in the road.
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The market stalls: Material Crate #60
A few enemies, a turret vehicle to destroy, and then a lone Sentinel in a square, just before the road inclines; the crate is on the left of that area, behind the market stalls rather than in front of them.
- Material Crate #60. Left side of the lone-Sentinel area, behind the market stalls.
25. Red Right Hand
No collectibles at all: this mission is one boss fight, in a market, against Sabretooth. The game’s own trophy list names him — Had To Put Him Down (silver) is simply “Defeat Sabretooth” — and the second trophy here is something you have to remember to do during the fight, so read the Harmer’s Market step before you start it.
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Phase one: parry, dodge, and do not let him heal
Sabretooth is a brute who rarely gives you breathing room: parry his standard attacks, dodge anything that cannot be safely countered, and punish him in the recovery window at the end of a combo. The mechanic that decides how long the fight runs is his healing factor — the answer is Stagger. Keep forcing him into vulnerable states instead of leaving long gaps between your attacks; leave him alone and he regenerates what you took off him.
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Trophy: Harmer’s Market (bronze) — destroy every stall
This one is in Red Right Hand: destroy all the vendor stalls during the Sabretooth boss fight. It is the only thing in this mission you can walk away without, so work the stalls into the fight rather than saving them for the end — and if you do miss it, the mission replays from the bed in the Nightmare Cabin.
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The blinded section
Partway through, Sabretooth puts his claws into Logan’s eyes and the fight changes shape: with your vision gone you have to sense where he is and react to his silhouette. This stretch runs on quick-time events and missing an input is fatal, so watch for the prompts rather than mashing: identify the silhouettes and counter-attack, or face the QTEs.
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The last stretch, and Had To Put Him Down (silver)
After the blind section Logan is grabbed by a Sentinel and Sabretooth knocks it out of the sky with a thrown food cart, after which the two of them carry on. The final part goes back to the aggressive parry-and-punish rhythm of the opening — sustained claw pressure, leaning on your own healing factor to absorb what he lands. The silver pops when he goes down.
26. Don’t Go Gentle
Nothing to collect and nothing to look for. Every collectible guide lists this mission only to say it is empty — no crates, no bottle, no door — a story mission, the one about Logan’s past. One trophy comes out of it, and it arrives by itself.
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Trophy: A Previous Life (bronze)
“Learn the truth about your past”; it unlocks after this mission. There is no way to miss it and nothing to do for it. What the mission actually shows you is not on this page.
27. I’m Still Here
The biggest crate haul left in the game: 5 Material Crates, the last Whisky Bottle and a Nightmare Door. It is in Lowtown: working out what happened to Jean, through Sentinel patrols and back past places you have already been. The bottle and one crate can be taken in either order: both sit on the same stretch of street, so sweep it once.
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After the big purple Sentinel: the split path (Crate #61)
The landmark is the big purple Sentinel; beat it, slash the debris away, and the path forks left and right. Left is the main route, so take the right fork first and follow it to its end; the crate is in a building on the left there.
- Material Crate #61. Right at the fork, all the way to the end, in the building on the left.
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The street back to Tyger’s bar: Whisky Bottle #20 and Crate #62
PowerPyx: take the left fork, deal with the next Sentinel, go left into Tyger’s bar and the bottle is upstairs on a table; then from the bottle follow the main path, slash more debris, deal with another Sentinel and go right instead of left for the crate at the end of that path. Push Square: the crate comes first, behind one of two Sentinels patrolling the street; then, on the same road, the objective marker wants you through a ruined building ahead — go left through breakable rubble into the bar instead and up the stairs. Take both off the same street and the order stops mattering. The bottle is the last of the twenty: Full Barrel (silver) pops with it if you have the other nineteen.
- Whisky Bottle #20: Ol’ Canucklehead. Off the main path into Tyger’s bar, upstairs on a table.
- Material Crate #62. On the same street: the right-hand branch off the main path, behind a patrolling Sentinel.
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The noodle bar: Material Crate #63
On the bottom floor of the noodle bar, before you go through the door, turn round and look up: there is a doorway you can climb to, and the crate is in the room behind it.
- Material Crate #63. Noodle bar, ground floor: turn around before the door and climb up to the room above.
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The Sentinel-patrolled area: Material Crate #64
Out of the noodle bar and into a wider area with several Sentinels patrolling it — after the cutscene with Mystique, following Jean’s scent. Do not drop straight into the fight: the crate is below and to the left of the point where you come in, in the rubble of a destroyed building.
- Material Crate #64. Directly below and left of where you enter the Sentinel area, in a destroyed building.
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Nightmare Door #13: Edge of a Knife
With those Sentinels dealt with, the objective marker sends you to a locked door. Do not use it yet: roots appear on the main path in plain sight and lead off to the right — go right of the objective and follow the root. The objective marker on screen at the time is “Find Jean”. The trial is described as a traversal challenge with 50 seconds as the mark.
- Nightmare Door #13: Edge of a Knife. Right of the locked door the marker points at, along the roots.
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Material Crate #65, by the parked car
The last one in the mission, after the cutscene where you first see Jean in the distance. Drop down to the street, go left toward the two Reavers, and the crate is with them, next to a parked car.
- Material Crate #65. Down on the street after the cutscene, left toward the two Reavers, in front of the parked car.
28. This Was The Dream
The last mission with anything to find: 3 Material Crates, the last Nightmare Door, no bottle. Crate #68 is the sixty-eighth of sixty-eight, so Crate Collector (silver) and, once you have spent the materials, Adamantium Armory (gold) both finish here. The mission is a climb up a tower broken up by memory sequences, and the last of the Madripoor chapter. One bronze trophy, Small Mercies, pops during it.
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Nightmare Door #14: Savage Showdown
The last door of the fourteen. PowerPyx and GameRant put it in the starting room after you fall down and fight some Reavers, on the left before the zipline; Push Square after the second enemy encounter, once Logan says he needs a way up, and before you take the central rope. The trial is described as a 25-wave gauntlet of all enemy types with 40,000 points as the top mark — though the secret fifteenth trial is given exactly the same figures, so treat the numbers as indicative rather than measured. Finding it pops Pathways of the Mind (silver) if the other thirteen are already done.
- Nightmare Door #14: Savage Showdown. In the room you land in at the start, after the Reavers there are down.
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Up the tower: Material Crate #66
Ride the bell up the tower, with Jean killing two Reavers on the way; the crate is at the top of the climb, just to the right of the doorway as you step outside.
- Material Crate #66. At the top of the tower, right of the doorway as you come outside.
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The first memory sequence: Material Crate #67
The mission breaks into memory sequences from here. The first one starts in Tyger’s bar and puts you in a facility; after you smash the window, the crate is down there on your left, in the lab area. What these sequences show is not on this page.
- Material Crate #67. After smashing through the window: down, and to your left.
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The second memory sequence: Material Crate #68, the last one
The second sequence takes you to the Team X hideout. You come into a new room through a destroyed wall; turn left immediately and take the stairs, and the crate is up them. That is number 68 of 68 — Crate Collector (silver) pops on pickup, and Adamantium Armory (gold) follows once you have crafted 20 suits with the materials.
- Material Crate #68. In the new room, immediately left as you enter, up the stairs.
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Trophy: Small Mercies (bronze)
“Set Walter free”; it unlocks during this mission. It is the pair to Careful What You Wish For, the bronze back in In the Shadows. No source describes it as missable and none gives a step for it.
29. No Coming Back
No collectibles. This is the last boss fight, against Nathaniel Essex — the trophy list names him too: A Sinister End (silver) is “Defeat Essex”. It breaks into three parts, and the first is a colour-reading fight. Nothing below goes past the mechanics; what the mission shows you is not on this page.
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Read the colours, and do not press into his guard
Watch his attack colours closely, dodge the red lasers rather than trying to block them, and parry what can be parried, purple included, to open him up for counters. There is an airborne stretch where you parry yellow orbs and dodge red ones to bring him down. Do not get greedy while he is defending himself, because his forcefield counter punishes reckless pressure — and he makes copies of himself.
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When Master Mold joins in
Master Mold becomes directly involved later in the encounter, so you are handling two threats at once. Keep moving, fall back on the defensive skills the campaign has been teaching you, and spend your attacks on Essex rather than wasting them on the Sentinel.
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The final stretch, and two trophies
The last part of the fight is a straight test of everything: quick reactions, clean parries, controlled dodging and efficient use of Logan’s abilities, all the learned mechanics at a higher speed. Two trophies come after this mission: A Sinister End (silver) and One More Story (gold, “Complete the Main Story”).
30. Brave New World
The thirtieth and last mission on every list we checked, and the shortest entry on this page because there is nothing in it to find: no crate, no bottle, no door, and no trophy any source attributes to it. It is the last playable mission and carries the epilogue. Play it.
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Then go to the Nightmare Cabin
Everything left after this — the fifteenth Nightmare Trial, the hidden memory behind it, replaying missions for anything you walked past, and New Game+ — happens at the Nightmare Cabin. It has its own page.
Region Completion
✅ Before the Credits Roll...
Cross-checked
Cross-checked on 22 September 2026 and re-checked on 2 October 2026 against the guides of PowerPyx, Push Square, KeenGamer, GameRant, Dayngls, Vandal and EliteGuias, and Insomniac's patch notes for update 1.001.006; the trial targets come from GameRant alone. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.