Japan Walkthrough (Missions 13 to 21)
Japan is Marvel's Wolverine's longest chapter, Missions 13 to 21, from the Hand's attack on the plane (Jetlag) through Shinjuku, Shiro's penthouse, Harada Garden Tower and the Helix Engine to Mount Haku and Lady Deathstrike. It holds 4 Nightmare Doors, 29 Material Crates and 7 Whisky Bottles.
Japan is the longest chapter of Marvel's Wolverine, nine missions from 13 to 21: Logan and Jean go to Tokyo after the Hand, who have taken Walter, and the trail runs from a crashing plane through the arcades and bars of Shinjuku, Shiro's penthouse and Harada Garden Tower to the Hand's shrine on Mount Haku and the fight with Lady Deathstrike. It holds the most collectibles of any region, 4 Nightmare Doors, 29 Material Crates and 7 Whisky Bottles, and IGN Guides' recorded run of it with every collectible lasts 3 hours 26 minutes. The clip is that run at the moment the plane loses its engines and Logan tells Jean to jump.
Quick facts
| Missions | 13 Jetlag, 14 Get Angry, 15 Bad Blood, 16 In the Shadows, 17 Death Comes to Death, 18 We Were Wrong, 19 Hell Followed With Him, 20 Death's Match, 21 Sinister Tidings |
| Areas | The plane over Tokyo, Kabukicho and Shinjuku, Shiro's penthouse, Harada Garden Tower, Mount Haku |
| Before it | Madripoor Walkthrough (Missions 9 to 12) |
| Next | Return to Madripoor Walkthrough (Missions 22 to 30) |
| Nightmare Doors | 4 |
| Material Crates | 29 |
| Whisky Bottles | 7 |
| Boss | Lady Deathstrike, Mission 20 |
| New power | Helix Claws, from the end of Mission 17 |
| Keypad code | 1924 (Shiro's penthouse, Mission 15) |
Sources: PowerPyx, Sep 14, 2026 (mission names, counts, code); KeenGamer, Sep 18, 2026 (areas and objectives); PowerPyx trophy guide; IGN Guides, Sep 17, 2026.
Japan missions at a glance
| # | Mission | Where | Doors / Crates / Bottles | Trophies on the way |
|---|---|---|---|---|
| 13 | Jetlag | The plane, then Kabukicho | 0 / 0 / 0 | Crash Course, Ground Control |
| 14 | Get Angry | Shinjuku arcades, the bar, the caves | 1 / 5 / 1 | Poseidon's Kiss |
| 15 | Bad Blood | Shiro's building and penthouse | 1 / 4 / 1 | None |
| 16 | In the Shadows | Arcade, rooftops, the Hand's hideouts | 0 / 7 / 2 | That's Cheating, Careful What You Wish For |
| 17 | Death Comes to Death | Harada Garden Tower | 1 / 3 / 1 | The Monster In Me |
| 18 | We Were Wrong | Shinjuku, after the Engine | 0 / 5 / 1 | Saturn Slam |
| 19 | Hell Followed With Him | Mount Haku | 0 / 4 / 1 | None |
| 20 | Death's Match | Mount Haku shrine | 0 / 0 / 0 | Struck Dead |
| 21 | Sinister Tidings | Mount Haku, then Shiro's penthouse | 1 / 1 / 0 | None |
Counts are PowerPyx's, and IGN Guides' run finds the same number in every mission; trophies are matched to missions from PowerPyx's trophy guide. Locations of each collectible: Material Crate Locations, Whisky Bottle Locations, Nightmare Doors and Trials. Mission 16 alone has 7 crates and 2 bottles, the most of any mission in the game.
Mission 13: Jetlag
What happens. Logan and Jean fly to Tokyo, where Logan knows someone who has had "a few run-ins with the Hand", an old Team X teammate he calls complicated. The Hand board the plane mid-flight. Jean has to hold it level in the cockpit while Logan fights through the cabin, gets thrown outside and climbs back in, and the plane loses one engine and then another.
The crash. With the plane going down, Logan sends Jean out first ("When you reach the ground, go straight to Kabukicho") and stays aboard to point it "somewhere less populated". Surviving the crash earns Crash Course. In the cabin fight, push three Hand fighters out through the holes in the fuselage for Ground Control, which is easy to forget once the scripted part starts.
What to do afterwards. Logan walks out of the wreck toward Kabukicho with Jean's voice in his head; she asks him what a "Shinigami" is, which is what the Hand called him. The mission ends with a drive through traffic with the Hand on the road behind.
Collectibles: none.
Mission 14: Get Angry
What happens. Jean has landed somewhere in Shinjuku with a Hand telepath in her head, and Logan searches three arcades for her. When he finds her hiding in a storage room, scared, he gives her the advice that names the mission: "Get angry. Always works for me." From here she fights beside him, and a telepathic duel with the Hand's psychic gives her a lead: a bar with a big face on its sign.
What to do. Clear the Hand snipers in the trees of the park, then find the bar. In its bathroom is the kissing toilet for Poseidon's Kiss. A lift under the bar leads down into man-made caves where the Hand keeps prisoners digging for artifacts.
The incense puzzle. The tunnels loop on themselves: Jean works out that the incense burners make them both open to illusions, and destroying each burner breaks the loop. Look for the burner whenever a corridor seems to repeat. Below, Logan and Jean free chained workers, find a child's locket with the name Eureka, and reach the cell where Walter was held, too late; the coin he left behind is the next lead. The mission ends with a fight up an elevator into the street.
Collectibles: 1 Nightmare Door, 5 Material Crates, 1 Whisky Bottle. PowerPyx notes this door's trial asks for critical strikes.
Mission 15: Bad Blood
What happens. The lead is Shiro, Logan's former teammate, who lives in the gold tower with his family crest on the side. Logan and Jean cross the rooftops, are ambushed by a masked Hand warrior (whose mask Logan takes as a peace offering), and, turned away by the doorman, climb to the penthouse. Inside, everything is open except one closet with a keypad. In IGN Guides' run the clues are Shiro's papers and books; the code is 1924, which PowerPyx gives too.
What to do. Enter 1924 and search the hidden room: a will from Shiro's great-grandfather and Hand warrior garments. Shiro then comes home and explains his family's dark legacy, and the coin turns out to be from his neighborhood arcade with a blue cat outside, which sends you to the next mission.
Collectibles: 1 Nightmare Door, 4 Material Crates, 1 Whisky Bottle.
Mission 16: In the Shadows
What happens. At the arcade Logan finds Walter's blood and evidence that the Hand modified Trask's mutant detectors to search for dormant mutants. His plan: follow the cables to each detector's power box, shut enough of them down to draw the Hand out, and follow one back to their hideout. Jean, who doubts Walter wants to be found, goes her own way.
What to do. The arcade's claw machines are That's Cheating (free the stuffed animals). Destroy the rooftop detectors, let a wounded Hand member run, and track him.
The noodle truck. The hideout has an order slip from an hour before: truck 71 delivers to more Hand hideouts, and one of them must hold Walter. Follow the chili oil scent to the delivery driver, then a construction site, then a club where the Hand is selling people. Jean's psychic disguise gets you through the party, and the trail ends at the place where Walter is.
Walter. What Logan finds is not a rescue. Walter made a deal to go into the Hand's Helix Engine, and he is not the man Logan came for; the fight there, with the Fist among the Hand, ends with Walter out alive, which earns Careful What You Wish For. Jean leaves on her own afterwards.
Collectibles: 0 Nightmare Doors, 7 Material Crates, 2 Whisky Bottles, the most in the game. In IGN Guides' run it takes a little over half an hour with every collectible.
Mission 17: Death Comes to Death
What happens. The Hand's "display of strength" is at Harada Garden Tower, across the street from Shiro's place. Jean goes in among the guests; Logan finds his own way in over the terrace and through a bathhouse, watching the cameras for the Engine. At the ceremony on top, Lady Deathstrike leads the Hand, the Engine is carried to a helicopter, and Logan loses: he is cut down ("Death cuts to death") and stops healing.
The Helix Engine. Jean puts him into the Helix Engine to save him. Inside, a voice calls him "James" and tells him to wake up, and what comes out is closer to a monster than to Logan. The sequence plays out with the new Helix Claws, and getting through it earns The Monster In Me; the Helix Claws stay unlocked for the rest of the game, and killing 100 enemies with them is Cut Just As Deep.
Collectibles: 1 Nightmare Door, 3 Material Crates, 1 Whisky Bottle. PowerPyx notes this door's trial has a 47-second race to the exit.
Mission 18: We Were Wrong
What happens. The Hand used the Engine to make a new mutant strong enough to carry it off, and Logan and Jean follow drag marks and huge footprints through the city, past faceless creatures the Engine made and a Hand ambush, to a warehouse. The chase ends in a fight with the giant Hand mutant, with Jean inside his head looking for where the Engine went.
What to do. In the planet room on the way, drop Saturn onto the Hand for Saturn Slam, which PowerPyx places in this mission. Jean's ability to blind enemies unlocks late in this mission, per PowerPyx, which starts Blindsided (stealth kill 10 blinded enemies).
The House of Tears. What Jean pulls out of the mutant's mind is a name, the House of Tears, which Shiro identifies as the birthplace of the Hand. Essex calls Logan and Jean back to Madripoor; they do not go. Their plan, back at Shiro's: kill Deathstrike and destroy the Engine.
Collectibles: 0 Nightmare Doors, 5 Material Crates, 1 Whisky Bottle.
Mission 19: Hell Followed With Him
What happens. The House of Tears is on Mount Haku. The Hand's stronghold at its foot is nearly empty, its weapon racks bare, with a memorial to the Hand's founders and a note about "100 years of preparation for vengeance". Logan finds his own scent on the cloth there. The climb up the mountain is a long cliff section with Jean, fights with Hand warriors and Hand mutants, and a stretch where you tail Deathstrike without losing her route.
The shrine. At the top, the shrine holds the Shinigami's relics, and Jean reads what the Hand believe: this mountain is where they found the Engine, which they call the cradle, and the Shinigami came for its power and killed almost every member of the Hand. It is the first time the game tells Logan, plainly, who the Hand think he is.
What to do. Stay close to Deathstrike in the tailing section; PowerPyx names this mission as the best place to farm Blindsided.
Collectibles: 0 Nightmare Doors, 4 Material Crates, 1 Whisky Bottle.
Mission 20: Death's Match
Lady Deathstrike waits in the shrine, and the mission is the fight with her; in AFGuidesHD's recording she greets Logan with "Finally, you and I are exactly where we're supposed to be. It's fate." She fights with claws in long combos; the fight is built around parrying her strings and punishing the end of them, dodging the attacks you cannot parry, and spending Rage and the Helix Claws in the openings. Beating her earns Struck Dead. Her phases and every tell are on Lady Deathstrike Boss Fight. No collectibles.
Mission 21: Sinister Tidings
Spoiler warning: Mission 21 opens on one of the story's biggest turns.
What happens. Essex arrives on Mount Haku as the fight ends, and what follows there breaks Team X apart; what it means for the story is on Story and, in full, Ending Explained. Back at Shiro's penthouse, the mission is short: check the bathroom sink to open a hidden room for the next lead, and meet Jean on the balcony, where the Nightmare Door is. A call from Callisto ends the chapter: something is happening in Lowtown, the city is on lockdown, and Shiro's family shipping business is the way back into Madripoor.
Collectibles: 1 Nightmare Door, 1 Material Crate, 0 Whisky Bottles.
How long Japan takes
IGN Guides' Japan run with every collectible lasts 3 hours 26 minutes, longer than its Canada run (2 hours 31 minutes) and nearly twice its Madripoor run (1 hour 53 minutes). Missions 14 and 16 take about half an hour each in that run; Jetlag takes ten minutes. Japan is where the game's pace changes, from tracking and talking to long fights against the Hand.
We think Japan is the chapter where Marvel's Wolverine is most itself and also most repetitive: the Hand fights in the caves, at the tower and on the mountain blur together, while the set pieces (the plane, the Engine, the shrine) are the best in the game. Our advice is to do Mission 16's seven crates on the first pass, because replaying its long tracking chain for one crate is the worst cleanup job in the game, and to leave the Nightmare Trials for later, once the Helix Claws are unlocked.
Frequently asked questions
How many missions are in Japan?
Nine: Missions 13 to 21, from Jetlag to Sinister Tidings. Japan is the longest region of the game. All 30 missions are on Walkthrough and Mission List.
What is the keypad code in Shiro's penthouse?
1924, in Mission 15, Bad Blood.
Where is the kissing toilet trophy?
In the bathroom of the bar with the big face on its sign in Mission 14, Get Angry. Activating the toilet earns Poseidon's Kiss.
Where is the Saturn Slam trophy?
In Mission 18, We Were Wrong, in the planet room: drop the Saturn model onto the Hand. If you missed it, replay the mission from the Nightmare Cabin.
When do you get the Helix Claws?
At the end of Mission 17, Death Comes to Death, after Logan goes through the Helix Engine.
Can I miss collectibles in Japan?
No. Every mission can be replayed after the story with the collectibles you found kept, per PowerPyx; see New Game Plus and Mission Replay.
Sources
- PowerPyx, Sep 14, 2026: Marvel's Wolverine All Collectible Locations Guide
- PowerPyx, Sep 14, 2026: Marvel's Wolverine Trophy Guide and Roadmap
- KeenGamer, Sep 18, 2026: Marvel's Wolverine Walkthrough, All Missions List
- IGN Guides, Sep 17, 2026: Marvel's Wolverine Walkthrough - Japan (All Crates, Doors, Whisky Bottles)
- AFGuidesHD, Sep 14, 2026: Marvel's Wolverine All Bosses and Ending with Cutscenes
Moments
Marvel's Wolverine Walkthrough - Japan (All Crates, Doors, Whisky Bottles)
IGN Guides
- Japan is the longest chapter of Marvel's Wolverine, nine missions from 13 to 21: Logan and Jean go to Tokyo after the…
- What happens. Jean has landed somewhere in Shinjuku with a Hand telepath in her head, and Logan searches three arcades…
- What happens. The lead is Shiro, Logan's former teammate, who lives in the gold tower with his family crest on the…
- What happens. At the arcade Logan finds Walter's blood and evidence that the Hand modified Trask's mutant detectors to…
- The noodle truck. The hideout has an order slip from an hour before: truck 71 delivers to more Hand hideouts, and one…
- What happens. The Hand's "display of strength" is at Harada Garden Tower, across the street from Shiro's place. Jean…
- The Helix Engine. Jean puts him into the Helix Engine to save him. Inside, a voice calls him "James" and tells him to…
- What happens. The Hand used the Engine to make a new mutant strong enough to carry it off, and Logan and Jean follow…
- The House of Tears. What Jean pulls out of the mutant's mind is a name, the House of Tears, which Shiro identifies as…
- What happens. The House of Tears is on Mount Haku. The Hand's stronghold at its foot is nearly empty, its weapon racks…
- The shrine. At the top, the shrine holds the Shinigami's relics, and Jean reads what the Hand believe: this mountain…
- What happens. Essex arrives on Mount Haku as the fight ends, and what follows there breaks Team X apart; what it means…
Marvel's Wolverine PS5 - All Bosses & Ending with Cutscenes (4K 60FPS PS5)
AFGuidesHD
See also
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Madripoor Walkthrough (Missions 9 to 12)Madripoor is Marvel's Wolverine's third chapter, Missions 9 to 12 (Knock Knock, Mutant Detected, For Our Future and One Last Mission): Team X hits Trask in Hightown, fights the Sentinel Prototype, then regroups at Tyger's Princess Bar in Lowtown before the Hand strike. It holds 2 Nightmare Doors, 9 Material Crates and 3 Whisky Bottles.
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Return to Madripoor Walkthrough (Missions 22 to 30)The last chapter of Marvel's Wolverine, Missions 22 to 30 (Way Down Low to Brave New World), takes Logan and Jean back to a Madripoor under Reaver lockdown, through the casino in disguise, the Sentinel attack on Lowtown and the Sabretooth fight to the final battle with Essex. It holds 4 Nightmare Doors, 15 Material Crates and 5 Whisky Bottles, all in Missions 22 to 24, 27 and 28.
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Lady Deathstrike Boss FightLady Deathstrike is the third boss of Marvel's Wolverine, fought in Mission 20, Death's Match, on Mount Haku in Japan. Keep L1 ready, parry her yellow ranged sword slash and her close stabs, counter with short claw strings, and in the second half, once she drops the sword for her claws, parry even more.
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Material Crate LocationsMarvel's Wolverine has 68 Material Crates in 20 missions, from two in the Essex Institute's lab and Victor's room in Homecoming to three in This Was The Dream. Their materials craft suits, every suit raises Logan's health, and all 68 earn the Silver trophy Crate Collector.
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Whisky Bottle LocationsMarvel's Wolverine has 20 Whisky Bottles in 15 missions, from Uncanny Whisky in Homecoming to Ol' Canucklehead in Tyger's bar in I'm Still Here. Each raises Logan's Adaptation progress, the first earns But a Dram, and all 20 earn Full Barrel and the Midnight suit.
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Nightmare Doors and TrialsMarvel's Wolverine has 14 Nightmare Doors, each marked by purple roots, and each opens a Nightmare Trial in Logan's mind (combat, traversal or a 25-wave gauntlet) ranked Bronze to Adamantium. Trials pay Adaptation progress and restore memories; the three gauntlets give three claws and the Future Fugitive and Hellverine suits; and all 14 open a hidden 15th trial, "Best There Is", and a hidden memory.