Marvel’s Wolverine Walkthrough: All 30 Missions, Bosses and Ending

Official key art for Marvel's Wolverine

Start with Back in Action in Telambang, then follow the chapter links below through Canada, Madripoor and Japan to the final fight with Essex. This Marvel’s Wolverine walkthrough covers the main story, its required investigations and boss fights, the epilogue, and the postgame route to the secret memory. Optional bottles and trials appear where they offer a useful detour; this is not a checklist for every collectible or trophy. Story spoilers begin with the chapter you open.

Controls and upgrades that affect the route

With the default PS5 controls, L2+R2 draws Logan’s claws. Use Square to shred, Triangle to leap at enemies, L1 to parry and Circle to dodge. Hold R2 to sprint and press R2+X for the longer jumps between rooftops. Hold Circle to slide beneath obstacles. During an investigation, R3 reveals the scent trail; check the objects marked in cyan when the objective asks Logan to search the area.

Hold Square for a Thrust Kick when a shield blocks your attacks. Against enemies with a Stagger meter, parries and suitable techniques fill that meter. A staggered enemy gives you a Triangle opening for Staggered Barrage, followed by Square attacks. Yellow Reckless Attack warnings offer a parry opportunity. A large glint and a distinct sound identify red Power Attacks, which must be dodged. Some other red strikes can still be blocked. The Get Angry illusion has its own blade-catching mechanic, explained in that chapter.

Rage Tier 3 lets you use L2+R2 Critical Attacks on vulnerable enemies. Look for the red effect around the target, including enemies Jean has lifted, before pressing the buttons. Kills help sustain Rage. If an inhibitor shuts down your healing or Rage, destroy its devices before trying to win a long exchange. Last Stand also depends on Rage, so an inhibitor can remove the protection you were relying on. When Last Stand triggers, repeatedly press Square to recover more health.

Stagger Leap and Knee Breaker are useful purchases for bosses that can be staggered. Tornado Spin gives you a way to hit clustered reinforcements. At the Essex Institute, crafting Gear increases Logan’s maximum health even if you wear another outfit afterward. Whisky supplies AP for Adaptations, while Material Crates fund crafting. Grab the nearby examples described below without turning every story chapter into a collectible sweep.

Act 1: Telambang

1. Back in Action

Draw your claws and follow the combat tutorial through the forest. When the anti-air gun becomes your target, leap to it with Triangle and follow the L2/R2 prompts. Sabretooth joins the fighting afterward. Use the new Tornado Spin when soldiers surround you, then cut through the small trees to the right of the wreckage to reach the climbing route.

Climb the pale handholds, cross the helicopter wreckage and use a held-Square Thrust Kick against shields and the obstacles the tutorial marks. At the watchtower, climb the tree and wall to drop onto the roof. Inspect the corpse inside, then destroy the mutant detector. The investigation sends you into the settlement to find three more.

Logan striking a glowing detector on a village wall.
The glowing wall unit is one of the village detectors. Destroy it before moving on. Gameplay screenshot from the supplied walkthrough footage.

Search the yellow house’s upper floor, checking left after the stairs. The next yellow house has its detector downstairs, near the staircase. The last detector is inside the Market: use the partly open entrance and check the wall on the right. Finish any detours before destroying the last required detector, because the bombardment forces you out of the area.

Sprint through the diner window and across the wrecked cars during the attack. At the sewer opening, hold Circle to slide inside. If you keep running into the rim, stand in front of the glowing opening and start the slide from the approach, rather than jumping at it.

2. A Debt Repaid

Follow the scent through the sewer, taking the right passage and then the left climbing route. Cross the ramp near the bodies and break through the cracked concrete and grate. Mystique waits beyond the fighting; follow her to the security entrance.

The laboratory introduces Rage Tier 3 and Critical Attacks. Kill the guards on both levels, then take the stairs left of the central mutant tanks into the curved yellow corridor. Approach Mystique at the door when you are ready to leave this room. In the inhibitor chamber, destroy the devices around its corners so Logan can heal and build Rage again.

Use the yellow door beside the desk, then turn left into the stasis room. Interact with the occupied tank and fight the awakened enemies while Mystique works on the overload. Use the computer when the fight ends. The escape route leads to Sabretooth’s cell; slide through its low opening to reach him.

Kick the shield Reavers to expose them, and use a dodge roll to escape grenade blasts. Cut through the No Access panel, then take the yellow door into the octagonal room. Leap to the gunmen above you before fighting the remaining guards. Another inhibitor corridor requires you to break its devices and access panel before reaching Essex on the moving walkway.

The on-screen Thrust Kick tutorial beside Logan and a Reaver.
Hold Square for a Thrust Kick. Kicking enemies into surfaces builds Stagger. Gameplay screenshot from the supplied walkthrough footage.

Free Essex by cutting the beams, then take the door beneath the Exit sign. Fight toward the helicopter, slightly right from the cover ahead. When Essex falls behind or needs help, return to his Triangle prompt instead of pushing into the next group alone.

3. Last Meal: Omega Red

Omega Red has two phases, with a checkpoint when the battle moves outside. During the indoor phase, parry his ordinary coil swings to build Stagger. His melee chain includes a delayed overhead hit, so watch the next swing instead of tapping L1 at a fixed rhythm. Dodge the red coil attacks and the debris he throws.

Omega Red with raised coils and a red attack warning.
Omega Red draws back his coils during the indoor phase. Wait for the attack to resolve before closing in. Gameplay screenshot from the supplied walkthrough footage.

When he wraps himself in his coils, use a Thrust Kick to break his guard. Stagger Leap and Knee Breaker help fill his meter between parries. Once he drops into a staggered posture, close the distance, press Triangle and attack with Square during the Barrage. Keep that damage for an opening rather than attacking through a red warning.

The outdoor phase restores Logan’s health and adds a life-draining grab. Watch for Omega Red to pull his coils back before sending them straight toward you; dodge the lunge. If he catches you, mash Square to escape. His boulder throws and jumping slam can arrive in a chain, so stay clear until the sequence finishes, then return to melee range.

Keep filling Omega Red’s Stagger meter and use Barrage whenever he drops to his knees. Finish the fight with the on-screen prompts. If he kills Logan outdoors, the checkpoint restarts that phase instead of sending you back inside.

Act 2: Canada

4. Homecoming

Visit the Armoury and move around the fallen fridge to put it back with Triangle. Speak to Walter in the lab, then go upstairs to Logan’s old room and the storage area. In the new room, follow the scent to Uncanny Whisky in the right corner. Pick it up with Triangle, drink with X, and open the menu with the Touchpad when prompted.

Follow Essex’s projection to the office. At the Nightmare Cabin, interact with the roots and start The Enemy of My Enemy. You must kill four enemies while in Rage Tier 3. Parry the baton attacks, build Stagger and use Barrage or Tornado Spin to build Rage; finish vulnerable enemies with L2+R2 once Tier 3 is active. Bronze is enough to move the story forward. You can pursue faster ranks separately.

The Enemy of My Enemy objective showing Rage Tier 3 kills.
The first Nightmare Trial tracks kills made in Rage Tier 3 at the top of the screen. Gameplay screenshot from the supplied walkthrough footage.

The memory afterward unlocks Adaptations. On the following morning, Walter needs two Material Crates before you can craft Gear. The first is in the lab’s storage room, beyond the glass. For the second, go upstairs to Victor’s room on the left, recognizable by claw marks and dirty clothes, and search the bathroom.

Return to Walter and craft Battle Reborn or Gold Standard. Gold Standard also unlocks Bone Claws. Crafting gives you the health increase even if you change out of the outfit, so choose a recipe you can afford before leaving the Institute.

5. The One That Got Away

The mansion search begins with headphones in the rubble by the chalkboard. Inspect those, the phone beneath the green couch and the mechanical arm in the open crate. Upstairs, read the journal under the Vancouver map. Through the next doorway, a hanging bar above Logan leads to the painted wall and the way outside.

Inspect the pink traces in the crater, then follow the trail toward the fallen pole. The garage beyond the Do Not Enter sign is an optional detour for Incredible 181 Whisky. The main route uses the pole resting on the red pipe, a lamppost and a circular drum walkway to reach the roofs.

When the trail climbs toward the Sancomb tank, look for the separate building on the right. A yellow container beside its fence gives you a route to the roof and hanging cable. Climb up to the zipline into the lumberyard. Cut through the yellow timber and follow the white climbing marks over the branches and roof beams.

Clear the Reavers, then follow the shallow river and climb the tree handholds to the docks. Investigate the two Trask trucks: one is near the Sancomb Osmium area, and the other is across the bridge among the shipping containers and dead dockworkers. Leap to the guards on the containers before searching the trailers.

Logan overlooking the dockyard trucks from a container roof.
The container roofs overlook the Trask trucks in the dockyard investigation area. Gameplay screenshot from the supplied walkthrough footage.

The closed trailer has a Triangle interaction. Afterward, finish any dock detours before taking the cable and steel beam onto the ship. Investigate the shackles among the gray containers, then open the mutant transport. Jean helps during the fight; enemies she suspends are good Critical Attack targets.

The motorcycle chase uses R2 to accelerate and L2 to brake. Take the off-road route at the Rest Area. After the braking tutorial, ignore the ramp on the right and catch the flatbed to slash its tires. Close on the next armed transport, dodge its gunfire and grenades, then slash that vehicle’s tires too. Follow the grassy route across the gap and steer onto the fallen tree.

Once Logan lands on a truck, kill its Reaver and sprint-jump to the truck on the left with Triangle. Clear the pair there, jump right to the next truck and fight the security guards, watching their grenades. Swing from the yellow crane arm on the left to the garbage truck, then jump right once more. Defeat the Chainsaw Reaver and follow the L2, L2 and repeated-Triangle prompts to reach the refinery.

Logan running toward the edge of a moving convoy truck.
Clear the truck, then sprint toward its edge to transfer to the next vehicle. Gameplay screenshot from the supplied walkthrough footage.

6. Raise Some Hell

Use the tilted log to reach the trees above the first Reaver Scout, then perform a stealth takedown. The snipers’ red sight lines show which patches they are watching. Work between grass and branches to remove the elevated Scouts before clearing the riflemen below; fighting the ground group first leaves you exposed to several sniper angles.

At the refinery entrance, the Osmium door will resist Logan’s claws. Take the conveyor attached to the large yellow structure instead. When the trail reaches another locked door, look down between that door and the yellow forklift. Triangle opens the floor grate, which leads beneath the wall to the next room.

In the smelting room, use the cable on the right and the ramp above it to reach the second deck. Take out both snipers, then clear the reinforcements around the molten press. The next corridor gives Logan Hot Claws. Later, L2+R2 beside the nearly lit barrels can ignite them again.

Outside, Hunting the Hunter is an optional Nightmare Door. Cold Lake Whisky is in the break room, atop the second green generator on the left near the blackboard. To continue, approach door 5, turn right and climb the stairs by the Trask truck. Use the blue-covered boxes to reach the yellow crane, swing across its white bars and land on the suspended crate.

When the suspended crate falls onto the robotic head, climb the crate to reach the wall duct. Walk along the duct and enter the open office window. Break the detector and use the two-monitor console. In the fight below, skull icons identify the Leaders directing coordinated attacks. Kill those Leaders and the Scouts above the cage, survive the remaining waves, then cut the cage open.

9Puz schematic: Refinery: reach all three consoles. 1. Left console: Activate it, then take the left ramp and overhead bar. 2. Jean's pipe: Jump to the floating pipe, then the yellow mechanical arm. 3. Moving arms: Wait for the laser arm's handhold; transfer to the second arm. 4. Second console: Reach Jean's catwalk and activate the console. 5. Flame pipe: Climb the white-marked pipe; wait for Jean to block the flames. 6. Final console: Cross to the platform in front of the unfinished Sentinel.
9Puz original schematic: Refinery: reach all three consoles. Sequence guide, not a floor plan.

For the sabotage sequence, use the first yellow console on the left, then immediately take the ramp and overhead bar to the upper platform. Jean holds a pipe for you. Jump to it, drop onto the yellow mechanical arm and wait for the moving laser arm’s handhold to reach you. Transfer to the next arm, then jump to Jean’s catwalk and use the second console.

Climb the white-marked pipe to the left. Wait for Jean to stop the flame jet before swinging across, clear the guards and reach the final console in front of the unfinished Sentinel. During the conveyor escape, keep Barrage finishers clear of the laser beams. First reach door 9 via the left ledge; on the next conveyor, head toward the guards pulling at the door on the right.

Logan crossing a pipe beside the refinery flame jets.
Wait for Jean to stop the flame jet before crossing the refinery pipe. Gameplay screenshot from the supplied walkthrough footage.

Climb the white pipe and clear the cramped platforms, watching the holes in the floor. Jean drops a catwalk that becomes your exit. The collapsing route then runs through overhead bars, Jean’s purple pipe, a breaking bridge and the Sentinel’s chest plate. Jump the next gap, slide under the steel beam, climb the pipe Jean provides and sprint-jump to the zipline.

7. Strays

Leech’s cat drawing on the door starts the search for four drawings in total. Inspect that first picture, then find the other three around the Institute. Check the bookcase across from the living-room fireplace, the Armoury column near Logan’s locker, and Essex’s office beside the ivy-covered pillar to the left of the fireplace.

Logan beside Leech's drawing on an Armoury column.
The Armoury drawing is attached to the column beside Logan's locker. Gameplay screenshot from the supplied walkthrough footage.
9Puz schematic: Strays: inspect four drawings. 1. Shiro's door: Inspect Leech's picture at the start of the search. 2. Living room: Bookcase across from the fireplace. 3. Armoury: Column near Logan's locker. 4. Essex's office: Left of the fireplace, by the ivy-covered pillar.
9Puz original schematic: Strays: inspect four drawings. The door picture counts toward the total.

Return to Shiro’s upstairs door after inspecting all four. The conversation supplies the password; you do not need to guess a code. Visit Walter in the lab afterward. The nightmare sends red-highlighted enemies at Logan. Fight through them in Rage Tier 3 until the obscured figure appears and the scene advances.

8. Something Much Stronger

Free the wolf caught in the branches and follow its tracks. At the lake, the right path leads to an optional Nightmare Door; the wolf’s route continues left. Cross the fallen tree, follow the paw prints to the short wall and climb the branches and white handholds toward the cabin.

The whisky search requires several objects. Check the cabinet left of the sink, then the sake above the workbench. Search the books to the left of the fireplace for the key and use it on the footlocker at the end of the bed. Read anything else in the cabin before opening the chest, since that interaction moves you into the next scene.

Books and an investigation marker beside the cabin fireplace.
Search the books beside the fireplace for the key before opening the footlocker. Gameplay screenshot from the supplied walkthrough footage.

Hunters attack on the return trip. Watch their outlines and footsteps, and avoid the mines that suppress healing. Use the trees and grass to get above them, then attack when they are visible. Clear elevated Scouts when they arrive so you can deal with the Hunters and Crusher without sniper fire. Continue up the northwestern ledge along the handholds and fight through the final rush back to the Institute.

Act 3: Madripoor

9. Knock Knock

Advance with Victor through the plaza, cutting the gate he holds open. Leap onto the turret and follow its prompts, then repeat this against the APC turrets. Enter the power station and take the elevator shaft into the blue corridor. Victor breaks the keypad door here, so no passcode is required.

Destroy the four glowing pillars around the central power core, then interact with the core. Logan loses health during the shutdown, so move straight from pillar to pillar once you start. Afterward, sprint between cover across the sniper plaza.

Logan approaching a glowing power-station pillar.
One glowing pillar beside the central core. Break all four before interacting with the core. Gameplay screenshot from the supplied walkthrough footage.

Choose a tower approach before climbing; pickups on the other branch will be left behind. To take the right route, climb the white holds over the entrance and clear the guards and Scout. The wall by the waterfall leads to a doorway on the right. Climb its stairs, follow the balcony past the bamboo and use the ramps and bars to reach the upper route.

Use the zipline to reach the tower. Its exterior lights become handholds: climb around to the next set, fight the Chainsaw Reaver and enter the elevator shaft. Follow more light fixtures to the antenna’s yellow Triangle prompt. Complete that interaction, survive the Hunters and mines in the crater, and wait for the rescue scene.

10. Mutant Detected

The elevator passcode is 0514. Enter it, ride down and follow Mystique into the security room. Use the computer, clear the guards and move into Testing Bay 1. Holographic structures provide cover while you approach the inhibitor controls.

9Puz schematic: Two story keypads. Mutant Detected: 0514: Elevator keypad at Trask's facility. Bad Blood: 1924: Penthouse closet. The protruding manga volumes supply the digits.
9Puz original schematic: Two story keypads. Match the code to the chapter.

Three panels must be destroyed in the first testing bay. One is downstairs by the yellow grate, another is in the upstairs room reached by the right staircase, and the third is downstairs near the unfinished Sentinel’s hand. Clear the remaining guards and leave after all three are broken.

Logan breaking a wall-mounted panel in the testing bay.
Break the testing-bay panels as you clear the room; the wall-mounted unit shown here is one target. Gameplay screenshot from the supplied walkthrough footage.

In the laser test, hide behind the walls during each burst. Blue targeting rays warn of the next shot. Once cover breaks, keep moving until you can reach the next wall. When Mystique takes control of the turrets, aim at enemies and use R1 to mark them; prioritize the Crusher.

Continue through Testing Bay 7 and the triangular teleporter. The propulsion tunnel deliberately damages Logan as he approaches the turbine. Hold R2 to push forward even when he initially struggles to walk, then complete the claw prompts at the fan. Waiting at the entrance for the damage to stop will not advance this sequence.

Logan braced on the grated walkway in front of the turbine.
Keep pushing toward the turbine during the damaging propulsion test. Gameplay screenshot from the supplied walkthrough footage.

After Logan recovers, the Bad Inhibitions trial is behind the access panel on the left. For the story, follow Trask’s scent to the right and enter the prototype Sentinel’s arena.

11. For Our Future: prototype Sentinel

The prototype has no normal Stagger opening. Wait for its arm to rest after a slam sequence, then attack the exposed arm until it pulls away. You can parry ordinary blows, but dodge red attacks and give the longer slam chains time to finish.

Logan beside the prototype Sentinel's exposed arm.
The prototype's arm is within reach after its attack. Use these openings for damage. Gameplay screenshot from the supplied walkthrough footage.

For the tracking eye lasers, sprint from the middle of the arena toward a northern corner. When the laser sequence ends and the R1 prompt appears, call Mystique to disable the prototype and create another damage window. Missile impacts are marked by orange circles on the ground. Move clear of those circles before committing to an arm attack.

Use Triangle when the damaged right arm gives you an opening, then finish the prompts to sever it. The fight checkpoints here. The left arm has longer combinations, so wait for it to settle before attacking. Hide behind Sabretooth’s APC while the prototype charges its large attack, then return to the arm and finish the remaining prompts.

12. One Last Mission

At the Princess Bar, Victor is on the upper-right balcony for the arm-wrestling sequence. Walter is in the last room along the upstairs hall. Play the two wrong records before the correct one becomes available: one is on the armour table and another is across the desk. The final record is on the bookshelf near the door.

Logan holding a record beside Walter's bookshelf.
The last record is on the bookshelf near Walter's door, after the two wrong records. Gameplay screenshot from the supplied walkthrough footage.

Join Raven downstairs for Never Have I Ever, then use Walter’s jukebox. Follow Jean’s scent outside; Last Stand at Cold Pines is an optional trial on the way. Jean herself is upstairs. The interruption sends you after Walter’s kidnappers.

Both initial ziplines lead into the chase. Cross the Beer rooftop, take the narrow passage and use the stairs beside the red pickup to reach the Hand. From the Brass Monkey doorway, sprint after the ninja’s red trail and use R3 if you lose it. Falling too far behind restarts the chase.

After the fight, inspect the blood near the white pickup. Break through the Do Not Enter wall and follow the scent through the water. At the white shipping container near the yellow caution sign, cut through the boxes and inspect Walter’s cardigan. Survive the ensuing Rage Tier 3 ambush to leave Madripoor.

Act 4: Japan

13. Jetlag

Fight the Hand aboard the plane, parrying their ordinary chains and yellow Reckless Attacks. Follow the prompts outside the fuselage, then survive the next fight while Jean gets the parachute into position.

The road chase has two route changes that can catch you at full speed. At the tunnel pileup, move right first, then brake and take the ramp on the left. Later, the cones and oncoming truck require you to brake toward the right and take the stairs into the mall. Complete the jump prompts to reach Shinjuku.

Logan airborne on a motorcycle during the Tokyo chase.
Follow the raised road into the jump during the Tokyo motorcycle chase. Gameplay screenshot from the supplied walkthrough footage.

14. Get Angry

From the Kabukicho gate, pass the police car and turn right. Look left by the firetruck and inspect the three civilians to work out where Jean landed. Head toward the arcade with the pink rabbit and ninja standee, follow the alley fence to the street and circle left. Jean is behind the parked car at the far end of the chain-link fence.

Clear the park’s archers with Leap Attacks before fighting the enemies beneath them. The large red mask marks the Super Kiss bar. Inside, take the left basement door and ride the elevator down. Destroy the glowing incense burner beside Jean; the hidden passage appears when it breaks.

9Puz schematic: Get Angry: break the illusion loop. Before the loop: Destroy the glowing burner beside Jean to reveal the passage. Loop burner 1: At the far torch, turn left. Search behind the crates and partition. Loop burner 2: Use the doorway beside the torch. The burner is on the left. Exit: Destroy both loop burners, then take the far-right door.
9Puz original schematic: Get Angry: break the illusion loop. Object guide, not a floor plan.

Two more burners sustain the looping room. From the torch at its far end, turn left and search behind the crates and partition for the first. The doorway beside the torch leads to the second burner on the left. Once both are destroyed, the far-right door leads onward. If the corridor keeps returning you to the same room, one of those burners is still intact.

Logan destroying a glowing incense burner in the illusion room.
Breaking the second loop burner clears the illusion and opens the way onward. Gameplay screenshot from the supplied walkthrough footage.

Ride the elevator into the cavern and wait for Jean to move the rocks. Follow the painted walls and timber beams to the prisoner cage. Kill the Leaders and archers, then cut open the cage. Jean escorts the captives while you take the torch-lit route; when the log bridge breaks, grab the white climbing holds.

In the illusion, follow the silhouettes through the shoji screens. Ordinary slashes do not finish the ghost ninjas. Let a blade lodge in Logan, then use L2+R2 for Impaling Strike. The strike kills the attacker and restores health. Continue until the stairway opens, then approach the telepath and complete the prompts.

In Walter’s room, inspect the food on the left desk, the artifact on the black table and the mattress at the far left. Follow the resulting scent to the cabinet beneath the whiteboard and open it. The discovery triggers the fight outside.

15. Bad Blood

Cut through the ninja at the blue construction lift to start the chase. Follow the red trail across the roofs. Use the edges of the glass canopy, and if Logan falls, take the other cable back up. Finish any courtyard pickups before killing the last enemy and leaving.

The doorman at Yoshida’s building will refuse entry. Go left past the blue barrier, climb the white scaffolding and lights, and reach the yellow gate. Jean holds the blue lift in place so you can climb the glass handholds to the penthouse.

Investigate the coins on the kitchen island, the letters in the gold tray opposite it and the burned newspaper on the floor near the television. Upstairs, the keypad has too many fingerprints to reveal the code. Check the manga shelf instead: the four protruding volumes read 1924. Enter those digits to open the closet.

A manga shelf with volumes 1, 9, 2 and 4 protruding.
The protruding manga volumes supply the closet code: 1924. Gameplay screenshot from the supplied walkthrough footage.

Inside, inspect the kunai and the ring box beneath the grandfather’s portrait. Shiro’s conversation gives you the arcade coin needed for the next investigation.

16. In the Shadows

Jean opens the arcade beneath the blue neon cat sign. Move the powered Epoch Voyager cabinet at the far right to uncover the hidden room. Inspect the artifact sketch above the desk, the blood vials on the blue cart, Jean’s modified detector and the map with four marked circles.

To disable the three city detectors, trace their yellow cables to the power supplies and destroy those supplies. Slashing a detector leaves it active. The first supply sits behind the air-conditioning unit under the Bocce House ad. Find the second on the white building beside the arcade’s ninja standee, near the intersection with the Eiffel ad.

A highlighted detector power supply on the wall beside Logan.
Attack the cable's power supply. The detector housing itself is not the target. Gameplay screenshot from the supplied walkthrough footage.

For the detector above the red Lattestead sign, follow its cable through the garden on the right. Climb the white wall and roof bars to reach the supply. After the third detector is disabled, the ninja encounter leads toward CityVision’s radio tower.

9Puz schematic: In the Shadows: two hidden buttons. Blood-trail alley: Gray brick wall: Triangle, hand DOWN + LEFT, then R2. Kitchen wall: Between the unlit torches: Triangle, hand UP + RIGHT, then R2.
9Puz original schematic: In the Shadows: two hidden buttons. Face the wall before moving Logan's hand.

Follow the escaping ninja’s blood to the gray brick wall in the alley. Use Triangle, move Logan’s hand down and left, then press R2 on the hidden button. In the hideout, inspect the journal on the right shelves and the two audio logs near the barrel and corkboard. Read the stone tablet beneath the statue, then investigate the takeout bowl by the right doorway to identify the food truck.

Ride the truck to the construction site and climb the white-marked walls to the elevator. In the lower room, inspect the tapestry and laptop footage. Climb the rope into the kitchen, then head toward the yellow music building near the Alchemax advertisement to find the secret entrance.

Logan inspecting a tapestry in the lower hideout room.
Inspect the tapestry in the lower room, then check the laptop footage nearby. Gameplay screenshot from the supplied walkthrough footage.

Jean’s Psychic Glamour lets you mingle with the guests and obtain access to Harada Tower. The kitchen has another concealed switch in the wall between the unlit torches. Use Triangle, move Logan’s hand up and right, and press R2. Take the cave route, clearing archers above you before using the elevator.

The Chosen Brute encounter mixes psychic shots with long melee combinations. Change direction as the shots approach, or close in and concentrate on parrying his melee chain to build Stagger. Dodge the red vomit and ground-pound attacks. Knee Breaker helps secure a Barrage opening. After Jean rescues Logan, follow the ziplines and pipes back toward Shiro’s building.

17. Death Comes to Death

Take the roof paths and blue lift toward Harada Garden Tower. Grass on the terrace provides a stealth approach to the restaurant. At the restaurant wall, the central exhaust-fan area triggers the ambush. Fight through the kitchen, climb over the freezer gate and take the vents down to the security office. Use its computer.

Check the bathhouse’s right side for a burned corpse in the gap separating pillars two and three. After the fight, follow the drag marks to the foliage on the wall right of the enemy entrance. Slash through it and climb the lift cable to the top grate.

The Chosen Kusarigama enemy uses a chain weapon with white glints before ordinary strikes. Wait for the whole combination before counterattacking, and move away from the spot he leaves when teleporting because the afterimage explodes. Parry his chains or use Knee Breaker to create Stagger openings.

The Deathstrike chase runs through rooftops and clubs. Take the left zipline, climb Fujiyama Electronics and use Triangle when she tackles Logan. Slash through the barriers at the sushi shop and hold Circle beneath its shelves. Continue over the bars and the giant dinosaur roof, then use the yellow-covered boxes and arrow sign to reach the next cable.

Logan reaching for a white overhead bar during the Deathstrike chase.
The white overhead bar continues the route through the Deathstrike chase. Gameplay screenshot from the supplied walkthrough footage.

At the helicopter, follow the tail-rotor prompt. The Helix Engine sequence unlocks Helix Claws on R1. Use them against the ghost ninjas in the visions so you can reach Jean and return to the city.

18. We Were Wrong

Follow Jean through the convenience store, then examine the drag marks to the left. The route passes the white-and-yellow Alchemax truck on the right. At the chained door, Jean reveals the climbing route; use the LED board and grate to enter.

In the restaurant, a yellow rope on the left holds the hanging planet. Cutting it is an optional opportunity for Saturn Slam. For the story, inspect the Helix imprint on the floor and follow the heavy footprints back into the streets. Fight the leader, then reach the yard’s far-right window past the containers.

Jean’s R1 ability now staggers enemies during stealth. Use it on clustered guards, then remove the high-ground enemies before fighting the Chosen Kusarigama. Another pair attacks near the next gate; parry the white-glint strikes and focus your damage on one enemy at a time.

The Hand Invoker remains protected while his summoned allies are alive. Kill the Shadow Hand with Helix Claws and area attacks, then rush the exposed Invoker for Staggered Barrage. Move away from his red attacks between waves and repeat until you can continue toward the House of Tears.

Glowing Shadow Hand enemies and blue Helix Claw effects.
Use Helix Claws against the glowing Shadow Hand enemies before concentrating on the Invoker. Gameplay screenshot from the supplied walkthrough footage.

19. Hell Followed With Him

Inspect the statue’s etchings and red cloth, then follow Jean into the forest. Her R1 stagger and the branches above the grass let you approach the patrols before they surround Logan. Kill the Chosen Brute and climb the tower. After the second handhold, break left; when the branch collapses, grab the cliff holds and reach the boulders Jean suspends.

The right-hand path near the upper shack leads to Itsu Whisky. The story route continues through the wooden tower; slash it to open the shortcut. In the courtyard, kill the Invoker’s summoned enemies before attacking him.

At the shrine, investigate Logan’s statue on the left, the pedestal on the right and the pedestal opposite it. Inspect the inscribed slab in the floor and the symbol near the right doorway. Jean opens the route after the investigation is complete. If she waits at the door, return to the floor markings as well as the raised objects.

Blue inscriptions on the shrine floor slab.
Inspect the markings in the shrine floor as well as the nearby pedestals. Gameplay screenshot from the supplied walkthrough footage.

Cross the bridge and defeat the Chosen Kusarigama. The next garden combines a Brute and a Kusarigama, with archers above them. Remove those archers first, then clear the courtyard and enter the doors beyond it.

20. Death’s Match: Lady Deathstrike

Marvel's Wolverine screenshot showing Lady Deathstrike and Wolverine in combat
Lady Deathstrike fights with extended claws. Official screenshot: Sony Interactive Entertainment / Insomniac Games / Marvel.

During the sword phase, parry Deathstrike’s ordinary melee attacks and projectiles, but dodge the red leap. Knee Breaker helps build Stagger for Barrage damage. Keep watching her weapon after the first parry because several swings can follow before she pauses.

The midpoint creates a checkpoint and she switches to her claws. Her melee combinations now end with a red attack, so stop parrying when that warning appears and dodge away. When she darts between two positions, wait for the final Power Attack instead of chasing the first movement. Explosives can interrupt the rhythm of her claw chains; move clear and resume attacking after the blast.

Lady Deathstrike attacking Logan with a red combat warning.
The red warning at the end of Deathstrike's claw combination calls for a dodge. Gameplay screenshot from the supplied walkthrough footage.

Continue using staggered openings and complete the finishing prompts. A death after the midpoint restarts the claw phase.

21. Sinister Tidings

Search the bottle cart beside the bed, then go to the bathroom sink to the left of the bed. The mirror interaction advances the scene. Before leaving the penthouse, the balcony’s Crucible of Tears trial is optional, and the closet opened with 1924 contains a Material Crate.

Logan leaning over the apartment sink in front of the mirror.
After the apartment search, inspect the sink and mirror to continue. Gameplay screenshot from the supplied walkthrough footage.

Go downstairs to Jean and Shiro at the coffee area. Their conversation points you toward the sliding terrace door. Open it to begin the return to Madripoor.

Act 5: Madripoor revisited

22. Way Down Low

At the checkpoint, leap onto the turrets and follow the Square prompts to destroy them. Open the prisoner truck and let Jean break the fence. The clocktower entrance is locked; use scent to locate the dead Reaver carrying its access key.

Logan examining a dead Reaver near the clocktower.
Investigate the marked Reaver bodies around the clocktower to locate its access key. Gameplay screenshot from the supplied walkthrough footage.

Search the three corpse groups around the entrance: the group left of the door, the bodies down the stairs watched by a sniper, and the alley beside the door with another sniper above it. Investigate the marked bodies with Triangle. Once you have the key, return to the entrance and survive the Crusher ambush.

A Crusher emerging from the opened clocktower entrance.
Opening the clocktower door triggers a Crusher ambush. Be ready to fight after using the key. Gameplay screenshot from the supplied walkthrough footage.

Climb toward the radio equipment, watching for mines on the rooftops. Enter the green building, climb over the security gate and clear the Reavers so Jean can broadcast. Take the zipline to the arsenal afterward.

Open all three yellow weapon crates for Jean to move their contents. During the waves, leap to the vehicle turret and use its attack prompt to remove it. Clear the remaining reinforcements to continue to the casino.

23. Roll the Dice

Dance with Jean to listen to the three conversations: the man upstairs by the stair landing, the group above the slot machines and the bartenders at the central bar. The last conversation gives you the penthouse lead.

To distract the staff, investigate the winning table on the left, the singer and the slots against the far wall. Jean overloads the machines. Return to the central bar to collect the VIP keycard while the staff are distracted. If you want Blood & Bourbon Whisky, order it at the upstairs bar above the entrance before using the elevator and losing your cover.

Jean using her power on the casino slot machines.
Jean overloads the slot machines after the investigation. Return to the central bar for the VIP keycard. Gameplay screenshot from the supplied walkthrough footage.
Marvel's Wolverine screenshot showing Wolverine holding an enemy Reaver while wearing a white tuxedo
Logan in his white tuxedo fighting a Reaver during the casino mission. Official screenshot: Sony Interactive Entertainment / Insomniac Games / Marvel.

After combat begins, the service elevator is in the ground-floor back room left of the grand staircase. At the penthouse, fight through the gray double doors, climb the stairs and follow Mystique’s scent to the yellow double doors marked Spa.

Clear the shooters on the upper level, then use the staircase behind the counter. Jumping toward the windows will not reach Mystique. The VTOL fight brings Hunters, a Crusher and missile impact circles; keep moving between attack openings. Checkpoints separate the waves.

24. Field Test

Marvel's Wolverine screenshot showing Wolverine fighting a Sentinel
A humanoid Sentinel encountered in Madripoor, distinct from the earlier prototype. Official screenshot: Sony Interactive Entertainment / Insomniac Games / Marvel.

The MK1 Sentinels are much smaller than the prototype. Parry their yellow Reckless Attacks to create counterattack openings. Listen for self-destruct warnings and move clear of the blast, especially after a grab or while another enemy keeps you occupied.

At Hotel Royale, climb upstairs, break through the wall and rescue the captives. Follow the smoking flying Sentinel across the roofs. When the truck crashes through the building, use the nearby barrel to light Hot Claws. At the fish market, take out the Sentinel from stealth before fighting around the prisoner cage, then free the captives.

On the road to Dream Street Theatre, deal with the turret and roof sniper first. The theatre has three people to rescue. From the entrance, use the right stairs, break the debris upstairs and carry the first person outside. Those stairs then collapse.

Logan carrying a civilian through the burning theatre.
Carry each rescued person outside before returning for the next one. Gameplay screenshot from the supplied walkthrough footage.

Return by the left staircase, kill the Sentinels and use the opening they create to reach the second person. Carry them out by dropping from the left side of the upper floor. For the third, take the left stairs again, jump over the broken floor and defeat the Sentinel that opens the next route. Bring the last person outside to finish the rescue.

The surviving staircase inside Dream Street Theatre.
Use the remaining left staircase after the right stairs collapse. Gameplay screenshot from the supplied walkthrough footage.

25. Red Right Hand: Sabretooth

Sabretooth can recover health during the fight. Fill his Stagger meter to interrupt that healing, and save Knee Breaker for the moment he starts regenerating. Ordinary parries build the meter; dodge the red leaps and heavy attacks. Throwing damage at him without completing Stagger can leave you watching his health climb again.

Sabretooth with a blue Stagger meter and the Stagger tutorial.
Build Sabretooth's Stagger meter to interrupt his regeneration and create an attack opening. Gameplay screenshot from the supplied walkthrough footage.

The blinding interlude begins near the middle of the battle. It contains three ambushes. Turn toward the sound and camera cues, then dodge with Circle as he pounces. If he catches Logan, follow the Square, L2 and R2 escape prompts.

A checkpoint starts the second phase in the ruins. Sabretooth adds leaps and thrown palm-tree debris to his melee chains. Dodge the debris and attack while he recovers, keeping a Stagger technique available to interrupt his next heal. Follow the finishing prompts once his health runs out.

A red attack warning around Sabretooth in the ruins.
During the ruins phase, dodge the red attack warning before returning to melee range. Gameplay screenshot from the supplied walkthrough footage.

26. Don’t Go Gentle

Fight the first ghost Reavers, then follow Shinigami’s shadow and the torch-lit climbing path. Break the purple roots. When the route opens into the void, jump: the fall into the water is part of the mission.

Ghost figures and a distant light across the dream water.
After falling into the water, follow the ghosts toward the distant light. Gameplay screenshot from the supplied walkthrough footage.

Follow the ghosts and lights to the farm. The dog interaction is optional; the water well beyond the fence advances the route. Continue along the sunflower and paw-print trail, inspect the car, then return toward the yellow-lit barn.

Logan standing beside the farm well with its cover lifted.
The well beyond the farm fence advances the dream route; the dog interaction is optional. Gameplay screenshot from the supplied walkthrough footage.

The route turns through a sideways forest toward the diner. Follow the branches, rocks, logs and lit posts to Jean. Speak to Essex at the cabin on the left, survive the ninja encounters and approach the fiery Phoenix. Continue pressing the interaction prompt as the scene repeats; it leads to the campfire conversation.

Follow Essex to the cabin and return to Jean’s body. The final stretch passes the burning circle, roots and floating platforms, then a log toward the truck. In the last field, the pool of light by the large Hand gate is your destination. You can head toward it without clearing every ninja in the field.

27. I’m Still Here

Break free of the rubble and cross the cave’s broken floors. The MK2 Sentinels add tentacle attacks; parry the yellow counter opportunities and move away from their red attacks. After the first MK2, take the main road left at the yellow debris.

At the Noodle Bar, climb the low broken wall at the back left and slide down through the floors. In the lower room, investigate the Sentinel fuel scent, then use the green door to find Mystique. After the next zipline, clear the Sentinels on the hill and enter the lower doorway.

Interact with the half-built Sentinel inside to trigger the fight. Remove the small enemies before concentrating on the MK2. Use the yellow door, climb the far wall and cross to the next roof. Jean flies ahead while Logan takes the cable and drops through the broken skylight.

A glowing cable beside the factory stairs to the portal control.
Follow the glowing cable along the stairs to reach a portal power box. Gameplay screenshot from the supplied walkthrough footage.
9Puz schematic: Two portal sequences, two targets. I'm Still Here: Four portals. Trace an active cable to its power box. L2+R2, then mash Square. This Was The Dream: Power cells rise from the platforms. Slash each exposed cell repeatedly.
9Puz original schematic: Two portal sequences, two targets. Use the interaction for your current chapter.

When Jean repels Logan beyond the double doors, walk toward her and parry the incoming debris. In the factory, shut down four portals. Each active portal has a glowing power cable leading to its power box. Reach the box, press L2+R2 and mash Square to destroy it. A checkpoint follows each shutdown.

Logan interacting with a red-lit portal power box.
An active portal power box in I'm Still Here. Use L2+R2 and the repeated Square prompt. Gameplay screenshot from the supplied walkthrough footage.

The central generators can help you kill enemies with Thrust Kicks, but the portal boxes are the required targets. After all four are disabled, clear the remaining enemies and crawl through the opening Jean makes.

28. This Was The Dream

On the Master Link approach, remove the Reavers on the upper platforms before the ground enemies. Hunters ambush Jean at the terminal. After that fight, climb the rope. Savage Showdown is an optional trial to the left before this ascent.

Climb the exterior wall, break back inside and cross the stair gap. Follow Jean to the right beneath the scaffolding. The flying Sentinel sequence ends with Jean removing Logan’s collar. The next fight unlocks Hot Claws Parry, which lets you counter the Sentinel’s yellow laser attacks. That counter is unavailable during the earlier Sentinel fights.

Clear the hangar and use the freight-elevator terminal beside Jean. Cross the hanging bar and zipline to the yellow metal gate. In the Princess Bar illusion, take the stairs on the left toward Essex and keep advancing against the pushback, following the Square prompt.

At Jean’s next terminal, break the window shutters. Inspect the centrifuge’s orange-lit area and the mutants in the tanks, then examine the body in the center. The following terminal leads into the burning-house illusion. Keep walking until it breaks and Jean creates an opening; climb to Walter’s chamber and the Helix Engine.

Logan and Jean facing the illuminated Helix Engine.
The Helix Engine chamber marks the route through Walter's laboratory. Gameplay screenshot from the supplied walkthrough footage.

Fight across the Sentinel platforms, then use the metal platform Jean raises. Survive the elevator waves and take the tunnel into the next cabin vision. After it ends, the zipline reaches the portal-control platforms.

Here, slash the power cells as they rise from the platforms. The wall-box interaction from I’m Still Here does not apply. Destroying a cell checkpoints your progress before the next wave. The story allows some Sentinels to escape; keep fighting instead of reloading to stop every escape. Survive the last group of MK2s and smaller enemies until Jean takes Logan through the portal.

Logan on the linked portal-control platforms.
Fight across the linked platforms during the portal-control waves. Gameplay screenshot from the supplied walkthrough footage.

29. No Coming Back: Essex

The final battle returns to Japan. Essex has three combat phases, with checkpoints after the transitions. Parry his ordinary purple attacks and the yellow Reckless warnings. Dodge the red Power Attacks, then use Stagger openings to land Barrage damage.

When clones join the fight, several attackers can contribute to the same combination. Follow the next active attacker with the camera instead of committing to one clone throughout the chain. Dodge the red shockwave at the end, then move in while Essex recovers.

9Puz schematic: No Coming Back: the Sentinel climbs. First climb: Thigh to shoulder: follow white circular holds and rescue Shiro. Second climb: Back to head: follow white holds and finish the Hot Claws prompts. Moving armor: Wait until a plate exposes the next handhold before jumping. Back to Essex: Complete the climbing prompts, then resume the final boss fight.
9Puz original schematic: No Coming Back: the Sentinel climbs. Route guide, not a model of the Sentinel.

The colossal Sentinel interrupts the fight with climbing sequences. Follow the white circular handholds up its thigh toward the shoulder. Wait for moving armor plates to expose the next hold; jumping while the plate covers it can send Logan back down. Complete the rescue prompts when you reach Shiro.

Logan climbing the Sentinel's leg beside white circular handholds.
The white circular holds mark the first climb up the colossal Sentinel. Gameplay screenshot from the supplied walkthrough footage.
The L2 rescue prompt beside Shiro on the Sentinel.
Complete the rescue prompt after reaching Shiro on the Sentinel. Gameplay screenshot from the supplied walkthrough footage.

The next climb goes up the Sentinel’s back toward its head. Again, follow the white holds and wait for the moving plates before transferring. Complete the Hot Claws prompts at the top, then return to the Essex fight.

During the cabin vision, keep moving and follow the interaction prompts even though Logan’s healing is suppressed. In the final combat phase, use a double-Circle dodge roll to clear the red lightning attacks. As Rage Tier 3 becomes available near the end, use Critical Attacks on the vulnerable clones and complete the finishing sequence. Jean’s Phoenix scene leads into the ending.

Red lightning approaching Logan during the final Essex fight.
Use a dodge roll to clear the red lightning attacks in the final Essex phase. Gameplay screenshot from the supplied walkthrough footage.

30. Brave New World

Let the epilogue and the scene after the credits play. Brave New World is the closing story sequence, so there is no additional combat objective to hunt for under that chapter name. The campaign’s final scenes are separate from the playable secret memory available through Nightmare Trials.

Unlock the secret memory before New Game Plus

After the epilogue, return to the Nightmare Cabin and interact with the Phoenix carving to start Best There Is. Earn at least the Bronze target of 4,000 points to unlock the final playable memory. Adamantium’s higher target is unnecessary for this memory.

For the trial, bring upgraded techniques that cover both groups and durable enemies. Tornado Spin and Relentless help against packed waves, while Knee Breaker gives you a way to stagger the larger targets. Remove snipers before brawling on the ground. Against an Invoker, kill his summoned allies before attacking him; use the cover to separate a MK2 from the smaller enemies around it.

Enter the memory after meeting the Bronze requirement. Leave the cabin, follow the stream and climb the tree. Take the cliff route and leap from the log toward the sunflowers. Continue through the wooden gate, use the side gate into the farm and approach the house door for the final scene and Repressed Memories trophy.

Once the story reaches the epilogue, quit to the title screen. Select the completed red save marked NG+ and press Square. The new run uses the next empty slot, leaving your completed save intact. If NG+ disappears after you load an earlier save, load an epilogue save to make it available again.

Gear, XP, AP, Techniques, Adaptations and collectibles carry over, but XP Caches do not respawn. The Nightmare Cabin becomes available again during The One That Got Away, and Best There Is remains locked until the new run’s epilogue. Finish the secret memory on your completed save first if you want to see it without replaying the campaign.