Inicio de Partida: Configuración y Primeras Decisiones
Configura tus controles y familiarízate con las mecánicas básicas antes de avanzar.
Thirty missions, a hundred and two things to find, and nothing you can miss.
Primeros pasos, mecánicas fundamentales y misiones introductorias
Configura tus controles y familiarízate con las mecánicas básicas antes de avanzar.
Avanza por la campaña prestando atención a los puntos de corte
Cruza el punto culminante de la trama principal para completar la historia.
Objetivos secundarios que deben completarse antes del clímax
Iniciar el capítulo final puede impedir completar misiones secundarias y coleccionables no guardados.
Recolección de desafíos restantes y desbloqueo del 100%
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.
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.
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.
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.
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.