The Ark Society - SASO master no-KOs no-loadout default start w/Constant - Isle of Sgàil - Hitman 3

The Ark Society - SASO master no-KOs no-loadout default start w/Constant - Isle of Sgàil - Hitman 3

This mission is the third of the three generally considered hardest to SASO, due to the very limited number of ways to kill both sisters and the non-obviousness of the available methods. In this run we take advantage of two things that are probably bugs: First, with the Ambrose mission they made torches legal to carry in most suits, which seems to have been accidentally applied to this mission too. That lets us kill Zoe without having to fetch the flare first. Second, the liminal spaces in between various areas in the maps (e.g. inside doorways) are sometimes not considered trespassing even though the rooms on both sides are. Since the Constant can only be approached when not trespassing, and he never willingly goes anywhere that isn't trespassing for the suit, taking advantage of these spaces is one of the few ways to extract him without knocking him out. If you want to see a run without using those, see    • The Ark Society - SASO master no-KOs no-lo...  . 00:00 - Start 01:41 - First bug: this should be illegal to pick up since we're not wearing the MC disguise. 02:05 - One of the Ark members up here can see 47 depending on his head turning, and even instinct doesn't really help. OTOH, if you're quick you can just barely not be trespassed even if he is looking. 02:10 - ... And if you get to this position he usually won't even come to investigate. I think the inside of the circle has no NPC path mesh. 02:51 - Zoe Washington No NPCs can see her here, and no one ever comes to look for her either. 03:03 - Took a wrong turn. 🙁 03:36 - One of these guards can spot 47 if he happens to walk from right to left as we come up. You can see the indicator a few seconds later as 47 approaches the window. 03:40 - Coming out the window, watch for that tech. Then, other than the two raiders to the left by the helicopter, and two guards who walk through the far end on patrol about every 4 minutes, it's pretty safe to move from cover to cover through here. 04:31 - Depending on the exact timing, sometimes Sophia's bodyguard will follow her in and sometimes he'll wander off without her. If he does come in, the gun placed here will get rid of him. If he wanders off, you can pick up the gun before she comes in. 05:41 - The timing for activating the clock is pretty tight. Too early or too late and you'll lure one of the other NPCs instead. 06:05 - Sophia Washington 06:30 - The Constant changes location to follow 47. He's going to the Hyperborean Showroom now because 47 was hanging out in the clock radio room when he last did a location change. Going over here makes him want to go talk to Block. 07:12 - We have a bit over a minute before the Constant finishes talking to Block and comes back through here to the showroom again. Use that time to find the liminal spot in the doorway, neither inside nor outside. 08:31 - Constant threatened 08:58 - Normally you have to stay within a certain distance of the Constant all the way to the harbor; if you get too far away, the Constant complains and then panics if you don't get back to him. But obviously we can't do that, too many other NPCs along the way will notice 47 trespassing. Little known is that if you quickly get outside of the "stop and complain" zone he'll proceed on his own instead of making you follow. 09:16 - Note here how the objective changes from "Follow the Constant" to "Meet the Constant at the harbor". 10:19 - Be patient here to wait for favorable positions of the moving guards. 11:20 - See, here he is on the way to the harbor. Don't worry about being late, he'll wait seemingly indefinitely.