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.
Madripoor is the third chapter of Marvel's Wolverine and its shortest after the prologue, four missions from 9 to 12: Team X takes the fight to Bolivar Trask in Hightown, breaks into his secret facility, faces the Sentinel Prototype, then comes down to Lowtown and the Princess Bar, where the Hand make their first move. It holds 2 Nightmare Doors, 9 Material Crates and 3 Whisky Bottles, and IGN Guides' run of it with every collectible lasts 1 hour 53 minutes, the fight with the Sentinel included. The clip is the start of that run, as the team lays out the plan: Trask is underground below his tower, and the power station and a relay antenna stand in the way.
Quick facts
| Missions | 9 Knock Knock, 10 Mutant Detected, 11 For Our Future, 12 One Last Mission |
| Areas | Hightown (power station, Trask Tower, Trask's secret facility), Lowtown (the Princess Bar) |
| Before it | Canada Walkthrough (Missions 4 to 8) |
| Next | Japan Walkthrough (Missions 13 to 21) |
| Nightmare Doors | 2 |
| Material Crates | 9 |
| Whisky Bottles | 3 |
| Boss | Sentinel Prototype, Mission 11 |
| Door codes (Mission 10) | 0514 (reception), 0291 and 5413 (locked rooms) |
| Story trophies | Kicked the Bucket, A Firm Handshake |
Sources: PowerPyx, Sep 14, 2026 (missions, counts, codes); KeenGamer, Sep 18, 2026 (areas and objectives); PowerPyx trophy guide; IGN Guides, Sep 16, 2026.
Madripoor missions at a glance
| # | Mission | Where | Doors / Crates / Bottles | Trophies on the way |
|---|---|---|---|---|
| 9 | Knock Knock | Hightown power station, Trask Tower | 0 / 2 / 1 | None |
| 10 | Mutant Detected | Trask's secret facility | 1 / 4 / 1 | None |
| 11 | For Our Future | Hightown | 0 / 0 / 0 | Kicked the Bucket |
| 12 | One Last Mission | Lowtown, the Princess Bar | 1 / 3 / 1 | A Firm Handshake |
Counts are PowerPyx's, and IGN Guides' chaptered run finds the same in each mission. PowerPyx's trophy guide files Kicked the Bucket under Mutant Detected because its videos cover Missions 10 and 11 together; the fight itself is Mission 11. Where each collectible sits: Material Crate Locations, Whisky Bottle Locations, Nightmare Doors and Trials.
Mission 9: Knock Knock
What happens. Logan, Mystique and Sabretooth hit Trask's Hightown campus head on. Trask's automated defenses run off one power station, so the first job is to break in and destroy its core, which is locked behind blast doors and reached through the server room below. With the turrets down, the next target is the signal relay on top of a tower, whose snipers cover the whole campus; in IGN Guides' run the route runs through a sky lounge across from it and a zipline to the top, and once it falls the snipers stand down and the road to Trask Tower is open.
What to do. Fight through the campus to the power station, destroy the pillars and the core, then climb the building ahead to the zipline and the relay. The fight at the tower's base, with a vehicle dropping mines, ends the mission.
Collectibles: 0 Nightmare Doors, 2 Material Crates, 1 Whisky Bottle; PowerPyx puts the bottle near Trask Tower.
Mission 10: Mutant Detected
What happens. Trask's secret facility is under the tower, and the only way down is a rear elevator behind a code. Inside, Mystique wants to know how Trask found them before anyone kills him, so the mission is half infiltration: clear the security office, cut the power to the inhibitor fields that stop Mystique changing shape, and go down to testing Bay 7.
What to do. The codes, per PowerPyx and IGN Guides: 0514 for the reception desk, then 0291 and 5413 for two locked rooms. Destroy the control panels powering the inhibitors, get through the laser sections, and follow Trask's scent.
The global mutant detector. In Bay 7 Logan and Mystique find what Essex sent them for: plans for Trask's robot and a global mutant detector that could find every mutant in the world, along with how few there are. Then Trask tries to burn Logan in a propulsion tunnel, and the mission ends with a scramble to the hangar.
Collectibles: 1 Nightmare Door, 4 Material Crates, 1 Whisky Bottle.
Mission 11: For Our Future
Trask meets Logan face to face at last and sets his new machine on him: the Sentinel Prototype, the robot Logan saw being built in Vancouver, which announces "Mutant detected. Exterminate." The fight is about its arms. Break the panels on its forearms, dodge the slams, lasers, missiles and marked areas, and use Mystique's support when the game prompts it; once its systems are exposed, finish it. In AFGuidesHD's recording Sabretooth joins the fight in its later part, taking on the Reavers around the robot. Beating it earns Kicked the Bucket. Phases and tells are on Sentinel Prototype Boss Fight.
IGN's reviewer said it boils down to "whacking a metal arm for 15 minutes"; we think that is fair for the first phase and unfair to the second, which is where the fight's help from the team turns it into a set piece. What happens to Trask after it is worth watching rather than skipping, and it is on Story. No collectibles.
Mission 12: One Last Mission
The Princess Bar. The mission opens in Lowtown, Madripoor's mutant quarter, at the Princess Bar run by Tyger, which serves as the team's base here; in IGN Guides' run Tyger asks Logan to talk to the others, "especially Victor", before Victor takes his anger out on her bar. Talk to Victor, Walter, Raven (Mystique) and the rest before you leave; the bar has its own small activities.
IGN's previewer, who played this stretch before launch, singled it out as his favorite part: arm wrestling Sabretooth, a "revealing game of Never Have I Ever with Mystique", and Easter eggs tucked away (Spider-Man Connections and Easter Eggs).
What happens. Walter tells Logan to go and find Jean, and following her scent through Lowtown leads to a quiet talk at a shrine. It is cut short: the Princess Bar is attacked and Walter is taken, and the hunt turns into a rooftop chase after his kidnappers, the Hand, whose first appearance earns A Firm Handshake. Essex wants Logan to stay out of it.
The name. Logan insists, since Walter is a mutant "dormant or not" and he owes him, and Essex gives in: "Very well. One last mission." In IGN Guides' run the chapter ends with Logan's "I hear Japan's nice this time of year", which is where Japan Walkthrough (Missions 13 to 21) picks up.
The Nightmare Door. This mission's trial is a gauntlet of enemy waves rather than a race. PowerPyx warns that on the lowest difficulty, The Man, Logan cannot die, so a gauntlet can only end by beating it or by changing the difficulty. In PowerPyx's own recording, the memory that follows is about a swordsman Logan trained with in Japan in 1902, a hint of where the story goes next.
Collectibles: 1 Nightmare Door, 3 Material Crates, 1 Whisky Bottle.
How long Madripoor takes
IGN Guides' Madripoor run, with all 14 collectibles and the Sentinel, lasts 1 hour 53 minutes; the boss fight alone is about 14 minutes of it. It is the shortest of the four main chapters, and the only one whose middle mission is a boss.
We think Madripoor's first visit is the game's set-up chapter: Hightown is Trask's, Lowtown is the mutants', and the last chapter (Return to Madripoor Walkthrough (Missions 22 to 30)) comes back to both streets changed. Our advice is to spend time in the Princess Bar now, since the people in it matter more by the end, and to keep this page's three keypad codes at hand for Mission 10.
Frequently asked questions
What are the door codes in Mutant Detected?
0514 for the reception desk, 0291 for the first locked room and 5413 for the second, per PowerPyx; IGN Guides' run uses the same three.
Which mission is the Sentinel boss fight?
Mission 11, For Our Future. It is the whole mission, and beating the Sentinel Prototype earns Kicked the Bucket.
What can you do in the Princess Bar?
Talk to the team, arm wrestle Sabretooth and play Never Have I Ever with Mystique, as IGN's preview describes, and look for Easter eggs.
Can I miss anything in Madripoor?
No. Every mission can be replayed from the Nightmare Cabin after the story, with collectibles kept; 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, Aug 13, 2026: Marvel's Wolverine Preview
- IGN, Sep 10, 2026: Marvel's Wolverine Review
- IGN Guides, Sep 16, 2026: Marvel's Wolverine Walkthrough - Madripoor (All Crates, Doors, Whisky Bottles)
- AFGuidesHD, Sep 14, 2026: Marvel's Wolverine All Bosses and Ending with Cutscenes
- PowerPyx, Sep 14, 2026: Marvel's Wolverine Mission 12-13: One Last Mission All Collectible Locations
Moments
Marvel's Wolverine Walkthrough - Madripoor (All Crates, Doors, Whisky Bottles)
IGN Guides
- Madripoor is the third chapter of Marvel's Wolverine and its shortest after the prologue, four missions from 9 to 12…
- What happens. Logan, Mystique and Sabretooth hit Trask's Hightown campus head on. Trask's automated defenses run off…
- What happens. Trask's secret facility is under the tower, and the only way down is a rear elevator behind a code…
- The global mutant detector. In Bay 7 Logan and Mystique find what Essex sent them for: plans for Trask's robot and a…
- The Princess Bar. The mission opens in Lowtown, Madripoor's mutant quarter, at the Princess Bar run by Tyger, which…
- The name. Logan insists, since Walter is a mutant "dormant or not" and he owes him, and Essex gives in: "Very well…
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Marvel's Wolverine Preview: Not The Superhero Revelation That Spider-Man Was, But Still Fun So Far
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Marvel's Wolverine - Mission 12-13: One Last Mission All Collectible Locations
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See also
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Sentinel Prototype Boss FightThe Sentinel Prototype is the second boss of Marvel's Wolverine, fought in Mission 11, For Our Future, in Madripoor's Hightown. Dodge its arm crushes a beat late, attack the arm while it rests on the ground, run from the lasers, call Mystique with R1 to stagger it, and tear off one arm indoors and the other outside.
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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.
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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.
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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.