Elusive Target #37: EMINƎM vs. SLIM SHADY (Year 6: 27 July - 23 August 2026)

I did a Kill Everyone, and discovered a few things new to me:

  • One of the NPCs in a straight jacket and hockey mask carries three bananas.
  • You can dissect the body in the morgue for a key to the garage in the dream house.
  • There’s a bottle of nitro in the morgue that I’d missed before. I think the map has three: the morgue, the garage, and a medicine cabinet in the guest room next to Yuki’s.
  • The resort staff NPC by the helipad still carries a pack of smokes, although there’s unfortunately no interaction or opportunity for them. Would have been cool if there was an Eminem “smoking kills” kill.
  • Similarly, blowing up Em’s big red limousine with the car bomb that’s right next to it doesn’t draw him out of his route and present a kill. Missed opportunity I think.
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Huh, that’s a… really weird specific change in lines then. I really wonder why they did that?
“Let the boys deal with this”

No diana noooo, please tell me to “get the fuck out of there!” :pleading_face:
I guess I’ll try getting my satisfaction in the Arcade then. (And try those other kill methods, since it seems she has different lines for those too.

I forget, did any of the other CelebrETs have this level of Diana detail? I know the Banker was super in-depth, but apart from that, hmmm

EDIT: Okay now this is weird, this video by AJNguyen does the whole mission story, very start to end, and yet he also gets the standard “time to find an exit”.
Is that just… random chance then? Huh???

I get it, but if you read the description, it does say it’s a car bomb.

Watching this, the only thing I was doing that was largely different (this is relevant to this mission story) is that I waited a little longer before pushing Slim Shady. I was waiting until Marshall says “Do it, 47!” (or something to that effect).

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Uhh, okay, I just played the arcade mission. Followed the Mission Story to the letter, was silent assassin all the way through, waited for Marshall to say “Do it, 47!” that ends their little convo… and still no F-bomb from Diana. Huh.

I’m guessing it really must be a random chance thing.

Like, you know how when Hitman 2 came out, they kind of updated their Key Dialogue philosophy to have different variations of dialogue so NPCs screaming out important details don’t get stale? This might be part of that.

Heck, you can even hear it from the Doctor initiating the mission story. Sometimes he says, “You know stadium pop music? The bouncy bouncy type, the one that makes people happy?” Or “I only have only ideas that can please, or at least make people happy?”

Diana’s exit line after the mirror kill must be one of those random chance things too.

While you’re doing the basement puzzle, it seems Diana has a two different takes of a Failure line for whichever step of the puzzle you’re at.
So if you keep repeating the same mirror, you can hear the different takes of the same line.

“You have taken your first step to unleash… the madness…”

“You have taken your first step… to-unleash-the-MADNESS…”

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I’m sorry, but this was painfully cheesy and lame, from the premise to the dialogue to the mission “structure.” Why does this stuff need to be so gimmicky?

What if these elusive targets were more understated? What if you were thrown into a modified level with little or no information about the target, maybe even no briefing from Diana, and it was just a regular mission, like something out of one of the older games? Dark and mysterious. Imagine exploring a level and discovering what kind of criminal activity the target is up to without Diana telling you, like unexpectedly stumbling into some organ harvesting “facility” or a ritual sacrifice, maybe even discovering that there are more targets once you get down there, unless you manage to take out the primary target somewhere else and miss that entire portion of the level. An air of mystery and discovery–rather than everything laid out on the table and the all-seeing Diana–combined with the darker tone of the older games, would change the experience quite a bit and ratchet up the tension of playing. Imagine if not knowing what you’re walking into was default.

This could even work with celebrity targets if they’re just playing the target rather than being featured as themselves.

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Well played.

20202020

I thought this mission was pretty fun. I did feel like it had way too many references that make no sense if you aren’t intimately familiar with Eminem’s work. A lot of it felt stupid but that doesn’t mean it wasn’t fun.

I didn’t get the full experience, but I did enjoy my time. Also weirdly it’s legal to pick up a golf club as a patient but illegal as a doctor, but holding the golf club is legal. Is this a reference to something? I wouldn’t know.

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Maybe it’s just to mix things up in order to drive home that this mission isn’t based in normal logic.

I haven’t had a chance to play it yet, but from what I’ve gathered, it’s confirmed in-game that this mission is explicitly taking place in Eminem’s head, but is any explanation given on how and why? Like, is Eminem just dreaming and neither 47 nor Diana are really there? Or did they tap into the more sci-fi aspects of the series and use some kind of mental hacking technology (like Hush’s) to go inside Eminem’s head and remove his alter personality from his brain, and what we see is just a Matrix-esque representation of what’s happening?

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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.

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Loving this! :backhand_index_pointing_up:

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What is this florescent green fountain meant to be? My mind is going to Mountain Dew for some reason.

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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:wink:):

  • 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..?

  • Yukata outfits (for both 47 and NPCs) have broken legs that stretch and clip through the robe in certain situations

  • 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:

  • James Batty (Whittleton Creek)
  • Butler (Isle of Sgail)
  • Entertainer (Isle of Sgail)
  • Homeless Person (Chongqing)
  • Tango Musician (Mendoza)
  • Shaman (Santa Fortuna)

  • 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 :sweat_smile: 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

I also wanna thank whoever at IO fixed Agent Smith’s materials for the snow in his hair and ice on the nose which were also missing since 2016 :smiling_face_with_three_hearts: :tada:

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 :face_with_tongue:
(Some of our fixes have already been officially implemented so maybe the team is aware of our work? :man_detective:)

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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.

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Got my official run of the ET done - SA/SO/SSO. Silent Assassin, Suit Only, Spaghetti Sandwich Only.

Just takes one bullet into a NPC to be able to place the sandwich and poison it without getting spotted.

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May the real Slim Shady please die now!

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.

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Awesome!

Thank you so much for the overview. :slight_smile: This is so incredibly helpful.

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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 :]

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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.

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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…

Beautiful run. Thanks for sharing.

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