I dunno if there’s any indication towards that in the mission but my headcanon is that Eminem met McGregor at the Gama hospital, who told him about his dream of being killed by 47 in Sgail, then had his own nightmare about the same hitman killing his alternate persona.
All of that because the doctors went a bit heavy on the meds.
I wanna point out a couple bugs found in this update/mission in the hope that IO fixes them before the mission stops being free (@IOI_Artjoms):
Slim Shady’s assistant tie’s material is incorrect
It uses a generic tie material but the UVs don’t match meaning it’s likely meant to have a completely different material + textures but they weren’t included..?
A few of 47’s disguises use the wrong head texture (also visible on the menu images)
Seems to be caused by a property within the outfits replacing 47’s head texture by the actor’s
Here’s a list of disguises that were found having this bug:
This guard in the garage has a voiceline (dr2787_morguekey_civmale10_004) with the wrong soundtag (In-world_Mission_Dream) giving it an echo effect
I’m assuming it should be set to "In-world_Mission_Important" like the rest of the dialogue
The doctor linked to the main opportunity has a whole routine that doesn’t seem to function (intentional or not?)
As I see it, he is meant to start in the garden and as 47 walks out of the bathroom he should then start running to his current position in front of the hospital entrance
(he runs in front of the player which might also be the reason the opposite door is locked so the player is meant to go through that door) then if 47 gets close the phone call starts and after the call he will move to the corner and “hide” and finally there is a whole sequence where he is meant to walk to the window next to the sauna’s maintenance room and do a bunch of things (smoking, looking nervous etc..)
Currently, the bold/highlighted part is the only functional part of the routine:
Underground corridor with aquarium/window can kill NPCs if knocked too close to the wall closest to the water
This is not exclusive to the mission but rather to Hokkaido in general, it seems that (sometimes) knocking NPCs in 603_Corridor_D, 604_Corridor_E or 605_Corridor_F makes them touch a volume box (?) related to the water on the outside, as you can hear a “splash” sound and then it becomes impossible to interact with the body (game thinks body is hidden), fixing it might be as easy as making this box smaller so it doesn’t intersect with the corridor (I wasn’t able to find the culprit but I believe it should be that or similar)
While I’m at it with Hokkaido (this one is unrelated to this patch but would be a very welcome fix!)
“DataPackage_StaffTalksKAI” quest intel has been missing an image ever since the release of the mission back in 2016 I know it’s such a minor and unimportant issue but it doesn’t take very long to fix and might help some beginner players along with making the game just a bit more polished
And to finish I’d like to mention that I and a bunch of others in the community are part of making a community patch mod fixing issues we find with the game and we’d gladly help IO with finding and fixing bugs and nitpicks to help make the game the best it can be
(Some of our fixes have already been officially implemented so maybe the team is aware of our work? )
The mirrors are all pretty easy to get, even SASO, no-KO, and no-loadout. No need for a disguise. Once you get to any one mirror (the restaurant bathoom is convenient), just go from the house through all the rest and immediately back to the house. None have NPCs that will catch you. The one pair of mirrors that doesn’t connect to the house is easy to reach by going upstairs from the incinerator area, no NPCs to dodge there either.
For the garage key, if you want to SASO no-KO it (and you don’t just blow open the garage door with nitroglycerin or something), you can overflow the sink and then distract one doctor with the radio, then turn off the lights to distract the other doctor, which should leave you plenty of time to retrieve the key.
Mixing table overload, SASONKO, No Loadout (also happens to be the default one).
Tried to make it as smooth as possible. Went out of my way to cut the door key out of the cadaver, but it’s not necessary - you can steal a remote masterkey from the security room right near the start and blow that shit open.
I’m the one who’s always pissed about the goofy stuff in the game and wish it was more serious, like the older titles. But when it comes to a cohesive dream mission with cool aesthetics - I’m here for it and whatever lynchian bullshit there is. The best ET so far - really fun and good variety, but not too long or scripted. Also amazing work with the map redesign.
As a bonus, two more ETA SA/NKO runs I did before: spaghetti sandwich and the mission story. Getting that doctor’s getup was quite tricky ngl.
Just finished playing through the mission the first time. I really like that it didn’t bother trying to be realistic at all. I definitely think most of the game should be at least mostly based in reality, and I get how it’s not everyone’s cup of tea, but having a few pieces of very silly side content like this is very welcome, imo :]
I did a bit of a deep dive on Github here, if people want to see the process (Also had to learn UVW mapping in Blender, which was a 30 minute detour).
As an aside, the github also has the projects board; basically every UCP has ever included (some of which are mentioned on Nexus, but not all). See here for that, Arti.
Oh snap, there’s a Nitro right there in the surgical control room? I missed that. So that brings the total to 4 throughout the map, unless I missed more…
I managed to get Slim Shady stuck in his route. I think maybe because I Kalm’d his two roaming bodyguards and stashed them? When Shady went to the surgical room to perform for the cameras, he talked to Mr Chainsaw but then just stood there indefinitely, the music and singing never starting. Wonder why. Anyone care to replicate? I’m running late for work
I’ve done a bit of poking - there’s a 0.625 chance she says the normal “Time to find an exit” and 0.375 chance she says the special line. Looks like they intentionally weighted it to favor Diana remaining professional :p
Spoilered so as to not pull back the curtain on anyone who doesn’t want it :]
(heck, normally I wouldn’t datamine an easter egg at all but it’s not exactly hard to find and it’s already been found here so I don’t see too much issue in this particular case)
Two more SASONKO: the chemicals and the classic fiber wire kill.
47 looks so badass with that pump-action ngl. I wish this one was default, not the bullpup.
I found only 3 myself: in the surgery control room, in the morgue and in the snowmobile garage. There’s a 4th one?
Thanks man!
The way I see it, fever dreams are 100% fine and welcome, especially elaborate ones like this, with its own vibe and aesthetics.
It’s the goofy stuff in the serious missions what actually kills the immersion IMO.
Oh, so it doesn’t always happen after the mirror kill? Glad I got lucky in the ETA run I recorded. The way I understand this, the entire mission is just Eminem playing Hitman in his head, even in the briefing we hear Diana’s voice merging to Marshall’s and back. So it makes sense for her to drop the F-bomb, and kinda fun hearing her breaking the character.
I only just realised that on level one of the Arcade, Slim Shady is highlighted in instinct to make the mission even more n00b proof than it already is so they can at least pass the first level. I guess lots of their target new players were failing on level one, getting locked out and weren’t coming back.
I noticed this but assumed it was because it was unnecessary, what with him loudly announcing where he’s going and all. The Splitter did the same thing, having Valliant highlighted after The Reveal, so there is precedent for this.
That may have been done more because of how many targets there are, so it makes sense to do it. Here? It’s a bit odd, because he’s not exactly hard to locate, and his normal routine isn’t that long.