Marvel's Wolverine out forSince Sep 15, 2026

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Canada Walkthrough (Missions 4 to 8)

Canada is Marvel's Wolverine's second chapter, Missions 4 to 8 (Homecoming, The One That Got Away, Raise Some Hell, Strays and Something Much Stronger), from the Essex Institute in the Yukon to Vancouver's docks, the highway chase and Trask's refinery. It holds 4 Nightmare Doors, 15 Material Crates and 5 Whisky Bottles.

Canada is the second chapter of Marvel's Wolverine and runs five missions, 4 to 8: Logan comes home to the Essex Institute in the Yukon, tracks a red-haired mutant across Vancouver, burns down Trask's refinery, finds a frightened boy's drawings and is hunted at his own cabin. It is where the game's collectibles begin, with 4 Nightmare Doors, 15 Material Crates and 5 Whisky Bottles across the five missions, and it holds the motorcycle highway chase from the June 2026 State of Play. The clip is IGN Guides' Sep 15, 2026 run, at the moment Logan sets off after "the one that got away".

Quick facts

Missions 4 Homecoming, 5 The One That Got Away, 6 Raise Some Hell, 7 Strays, 8 Something Much Stronger
Areas The Yukon (Essex Institute, Logan's cabin), Vancouver (industrial park, docks, highway, refinery)
Before it Telambang Walkthrough (Missions 1 to 3)
Next Madripoor Walkthrough (Missions 9 to 12)
Nightmare Doors 4
Material Crates 15
Whisky Bottles 5
Boss None (the refinery's robot arm is a set piece, not a boss)
Story trophies Suit Up, Road Rage, Hell Raisers, Berserker Unleashed
IGN Guides' full Canada run 2 h 31 min with every collectible

Sources: PowerPyx, Sep 14, 2026 (mission names and counts); KeenGamer, Sep 18, 2026 (areas); PowerPyx trophy guide; IGN Guides, Sep 15, 2026.

Canada missions at a glance

# Mission Where Doors / Crates / Bottles Trophies on the way
4 Homecoming Essex Institute, Yukon 1 / 2 / 1 Suit Up, But a Dram
5 The One That Got Away Vancouver 1 / 4 / 1 Road Rage, Greased, Shish Kebab, Waking Nightmare
6 Raise Some Hell Vancouver refinery 1 / 4 / 1 Hell Raisers, Recycled
7 Strays Essex Institute, Yukon 0 / 1 / 1 None
8 Something Much Stronger Yukon wilderness 1 / 4 / 1 Berserker Unleashed

Counts are PowerPyx's; the trophy column is assembled from PowerPyx's trophy guide, which ties each one to its mission. Where each crate, bottle and door sits is on Material Crate Locations, Whisky Bottle Locations and Nightmare Doors and Trials.

Mission 4: Homecoming

What happens. After Telambang, Logan is back at the Essex Institute, the Team X base he walked out of. This is a quiet, talky mission: Walter is in his lab, Mystique and Victor (Sabretooth) are at each other's throats, and Logan finds his old room has become a supply closet. In IGN Guides' run, Essex then shows Logan his mind for the first time, telling him there are forgotten moments in him "we must ease them into the light", and leaves him in the Nightmare Cabin, the place he will return to between missions to replay them.

What to do. Walk the Institute and talk to everyone; the objects with an interact prompt give lore and a little XP but are not counted collectibles. The first Nightmare Door is part of the story here, so the first trial and the first recovered memory happen whether you look for them or not. Then Walter sends you for supplies for a new suit.

The suit crates. Walter asks for two crates from the store room behind him, and only one is there. In IGN Guides' run the second is in Victor's room, found by following the lock's sound; bringing both back crafts Logan's first suit and earns Suit Up. These two are the mission's Material Crates, which is why PowerPyx calls them story items: you cannot miss them.

Collectibles: 1 Nightmare Door, 2 Material Crates, 1 Whisky Bottle (the first, which earns But a Dram). The mission ends with a briefing: Reavers are raiding North Vancouver, and Essex sends Logan alone, "the lighter touch".

Mission 5: The One That Got Away

What happens. Mystique drops Logan in North Vancouver, where the Reavers have already taken a family of mutants from a house in the middle of a birthday party. One mutant fought back and ran, a woman who tore a Reaver's arm off, and Logan follows her scent: "Redhead might be our only lead." The trail runs through an industrial park, along a river and onto the docks, where, in IGN Guides' run, Logan overhears Reavers loading the captured mutants onto a ship, and the redhead keeps a step ahead of him until they finally fight side by side. She introduces herself as Jean.

What to do. This is the first real tracking mission. Use your Senses to follow the trail and footprints (story scent trails can be switched on and off with the Hint button since update 1.002.001), clear the Reaver patrols in stealth where you can, and search the two trucks at the docks before the ship. Two trophies hide on the way, per PowerPyx: Greased, for reading Callisto's journal in her Vancouver garage behind the "Do not enter" panels, and Shish Kebab, for impaling an enemy on a hazard such as the forklift after the zipline. The mission's door is the first one you find "in the wild", which earns Waking Nightmare; IGN Guides marks its purple roots and saves the trial for later, which you can do too, since every door's trial is replayable from the cabin.

The highway chase. The mission ends on a motorcycle chase after the convoy carrying the rest of the mutants, the set piece from the June 2, 2026 State of Play. It is scripted: keep the bike on the road, take out the vehicles in the way and climb to the truck. Finishing it unlocks Road Rage. In IGN Guides' run it ends at the back of the truck with a child asking "Are you a superhero?" and Logan's "No, kid. I'm Wolverine."

Collectibles: 1 Nightmare Door, 4 Material Crates, 1 Whisky Bottle. This is the longest stretch of the chapter: IGN Guides' run spends about 40 minutes in it with every collectible.

Mission 6: Raise Some Hell

What happens. The convoy leads to a refinery where Trask's Reavers are holding the mutants, and Logan works his way in alone: Reaver scouts outside, a sniper section, a conveyor into the plant, and a long climb as the mutants are moved deeper. On the way Logan and Essex work out that Trask is shipping osmium, "the densest metal", and building something big with it.

The robot factory. Deep in the plant Logan sees what the parts are for: a giant robot with a mutant detector, which announces "Mutant detected" as he passes. Essex's order is to destroy the facility. In IGN Guides' run Jean arrives uninvited before the last fight, having followed him, and the two of them get the mutants to Mystique's pickup.

Burning it down. The mission's name comes from its last section: Logan telling Jean they are "going to raise some hell" and the two of them smashing the consoles that drive the assembly arms while Reavers pour in, then a run out of the collapsing plant. Destroying it earns Hell Raisers. The refinery's vat room is also where PowerPyx places Recycled, for killing a Reaver with molten metal; its guide notes that some players found kicking Reavers into the vat did not count, so if it does not pop, try the round lava pit or replay the mission later.

Collectibles: 1 Nightmare Door, 4 Material Crates, 1 Whisky Bottle. IGN Guides plays two Nightmare Trials at this door, the one opened in Mission 5 and this mission's own.

Mission 7: Strays

What happens. Back at the Institute, the rescued mutants are settling in, and one has run off: Leech, the birthday boy from North Vancouver, who will not give a blood sample to Walter and has locked himself in a room. He wants a password, and the clue is his drawings. Logan and Jean walk the Institute looking for them and talk on the way, the first real conversation between the two, which ends with Jean saying she is tired of running.

What to do. There is no combat. Follow Leech's scent to his four drawings; the answer is the one from his favorite cartoon, the pirate cats of Bobcat Buccaneers, which IGN Guides' run reaches as "A perfect storm". Then walk him to Walter's lab. PowerPyx places the mission's one crate in the armory.

Collectibles: 0 Nightmare Doors, 1 Material Crate, 1 Whisky Bottle. It is the shortest Canada mission, a breather before the cabin.

Mission 8: Something Much Stronger

What happens. Logan heads out alone to his old cabin across the lake. On the way he hears an animal in pain, follows the tracks and frees a wolf pinned under branches, which then follows him; an avalanche closes the old road, so the route runs through a stream bed and a cave, and he has to light a fire against the storm. At the cabin Jean finds him, and this is the mission's name: offered coffee, Logan says he "could go for something much stronger."

The cabin. The scene at the cabin is the game's first long moment between Logan and Jean, and the reason the mission is worth replaying with the sound up. Then the Reavers arrive: Trask's men have a search party in the woods, and the end of the mission is a hunt in the snow, where you can take them one by one from cover or fight in the open. PowerPyx ties Berserker Unleashed, for flying into a Berserker Rage, to this mission.

What to do. Search the cabin for scent clues before you leave, then clear the hunters. Stealth works well in the trees; the open fights near the end are where the game teaches you to lean on Rage (see Combat and Rage).

Collectibles: 1 Nightmare Door, 4 Material Crates, 1 Whisky Bottle. The mission, and the chapter, end with bad news from the Institute and a decision to go after Trask in Madripoor, which is where Madripoor Walkthrough (Missions 9 to 12) picks up.

How long Canada takes

In IGN Guides' recorded run, Canada with every crate, bottle and door took 2 hours 31 minutes, cutscenes included. Without collectibles it is shorter: Homecoming and Strays are mostly talk, and the long missions are 5 and 6. Missing something costs nothing, since PowerPyx confirms that nothing is missable and every mission can be replayed from the Nightmare Cabin after the story, with collectibles kept (New Game Plus and Mission Replay).

We think Canada is the best stretch of the game to do slowly. The Vancouver tracking mission and the refinery are the strongest levels in the first half, and the two Institute missions are where the cast gets its scenes; a player who rushes them for the next fight misses most of what makes Logan and Jean's later missions land. Our advice is to pick up the collectibles as you go here, because the Vancouver missions are long and a replay for one missed crate is a slow walk.

Frequently asked questions

How many missions are in the Canada chapter?

Five: Mission 4 Homecoming, 5 The One That Got Away, 6 Raise Some Hell, 7 Strays and 8 Something Much Stronger. The full list of all 30 is on Walkthrough and Mission List.

Where is the highway chase in Marvel's Wolverine?

At the end of Mission 5, The One That Got Away, after the Vancouver docks. Finishing it unlocks the Road Rage trophy.

How many collectibles are in Canada?

15 Material Crates, 5 Whisky Bottles and 4 Nightmare Doors, per PowerPyx. Strays is the only Canada mission without a Nightmare Door.

Can I miss anything in Canada?

No. Every collectible and trophy can be picked up later through mission replay from the Nightmare Cabin. The two Homecoming crates cannot be skipped anyway, since the story needs them for Logan's first suit.

What is the password for Leech's door?

In IGN Guides' recorded run, the answer from Leech's drawings is "A perfect storm", from the pirate-cat show Bobcat Buccaneers.

Sources

Moments

Marvel's Wolverine Walkthrough - Canada (All Crates, Doors, Whisky Bottles)

IGN Guides

  1. Canada is the second chapter of Marvel's Wolverine and runs five missions, 4 to 8: Logan comes home to the Essex…
  2. What happens. After Telambang, Logan is back at the Essex Institute, the Team X base he walked out of. This is a…
  3. The suit crates. Walter asks for two crates from the store room behind him, and only one is there. In IGN Guides' run…
  4. What happens. Mystique drops Logan in North Vancouver, where the Reavers have already taken a family of mutants from a…
  5. The highway chase. The mission ends on a motorcycle chase after the convoy carrying the rest of the mutants, the set…
  6. What happens. The convoy leads to a refinery where Trask's Reavers are holding the mutants, and Logan works his way in…
  7. The robot factory. Deep in the plant Logan sees what the parts are for: a giant robot with a mutant detector, which…
  8. Burning it down. The mission's name comes from its last section: Logan telling Jean they are "going to raise some…
  9. What happens. Back at the Institute, the rescued mutants are settling in, and one has run off: Leech, the birthday boy…
  10. What happens. Logan heads out alone to his old cabin across the lake. On the way he hears an animal in pain, follows…
  11. The cabin. The scene at the cabin is the game's first long moment between Logan and Jean, and the reason the mission…

See also

About this page

Last updated Nov 7, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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