Crow's Nest: Difference between revisions

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*There are a total of [[List of "Seven" References in Halo|seven]] Marines you can save in the Barracks. Seven is Bungie's favorite number.
*There are a total of [[List of "Seven" References in Halo|seven]] Marines you can save in the Barracks. Seven is Bungie's favorite number.
*At the beginning of the level, you can get the skull and melee Johnson into battle with you. He will not die unless stuck with plasma or spike grenades and can only punch the Covenant forces. If Johnson is killed by being stuck, he will either respawn at the next checkpoint, mount the nearest turret, get up and pick-up the nearest weapon, or he will get up and bring out a Battle Rifle. Johnson cannot move by himself unless dodging grenades and must be melee'd to different areas. If you take Johnson to the second checkpoint in the Op center, a second Johnson will be there. You can do the same thing with this Johnson as the first, but he must be melee'd through the door he opens and sent to the next area or he will go through the first door and it will close.
*At the beginning of the level, you can get the skull and melee Johnson into battle with you. He will not die unless stuck with plasma or spike grenades and can only punch the Covenant forces. If Johnson is killed by being stuck, he will either respawn at the next checkpoint, mount the nearest turret, get up and pick-up the nearest weapon, or he will get up and bring out a Battle Rifle. Johnson cannot move by himself unless dodging grenades and must be melee'd to different areas. If you take Johnson to the second checkpoint in the Op center, a second Johnson will be there. You can do the same thing with this Johnson as the first, but he must be melee'd through the door he opens and sent to the next area or he will go through the first door and it will close.
 
*There are 2 cloaking equipment in this level.
== References ==
== References ==