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Three Johnsons glitch: Difference between revisions

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(Reworded stuff. The "S117 Two Johnsons" note needs clarification that I can't provide. Removed the "Fourth Johnson" section because scripted radio dialogue is not part of this glitch.)
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[[Melee]] and headshot him whenever necessary, until you reach the area where the second Johnson is captured. When you see the second Johnson fleeing from [[Covenant Empire|Covenant]] forces, headshot him with a [[BR55HB SR Battle Rifle|Battle Rifle]] and use a [[Type-25 Grenade Launcher|Brute Shot]] and [[Grenade|grenades]] to knock him off the bridge. Finally, melee both Johnsons to where the third Johnson (held captive by [[Jiralhanae|Brutes]]) resides.
[[Melee]] and headshot him whenever necessary, until you reach the area where the second Johnson is captured. When you see the second Johnson fleeing from [[Covenant Empire|Covenant]] forces, headshot him with a [[BR55HB SR Battle Rifle|Battle Rifle]] and use a [[Type-25 Grenade Launcher|Brute Shot]] and [[Grenade|grenades]] to knock him off the bridge. Finally, melee both Johnsons to where the third Johnson (held captive by [[Jiralhanae|Brutes]]) resides.


Also, you can get two Johnsons at Rally Point Bravo. You will need two controllers to do this glitch. First, have the Master Chief go to the building where Johnson is held captive and go on top. There will be a Loyalist Phantom that will arrive shortly. When it is in range, shoot the gunner and jump into the Phantom and hold the RB button to operate the Plasma Cannon. When the Catch Skull is turned on, Grunts like to throw Plasma Grenades at the Phantom, which is now to be considered temporarily invincible. Oh, but Chief, you aren't. Have the Arbiter kill all enemies. After all this, he should go into the building and release Johnson. The Johnson you saw earlier will now spawn at the Pelican carrying an Assault Rifle. The second Johnson will be carrying the Needler. Now have the Master Chief get off the Phantom, and the Pelican's missile barrage will now do serious damage to the Phantom.
It is also possible to use two controllers to get two Sergeant Johnsons when starting from Rally Point Bravo. First, have the Master Chief climb on top of the building where Johnson is being held captive. A Phantom will arrive shortly; Chief should kill the gunner, jump into the Phantom, and hold RB to operate the Plasma Cannon. This will render the Phantom, but not the Chief, invincible. The Arbiter should protect Chief by killing all enemies, and then enter the building and release the captive Sergeant Johnson. The Johnson seen earlier will spawn at the Pelican carrying an [[Assault Rifle]], and the second Johnson will be carrying a [[Needler]].{{clarify|Where does the second Johnson come from?}} Once the Chief dismounts the Phantom, the Pelican's missile barrage will destroy it.


=== Crow's Nest ===
=== Crow's Nest ===
Start from the beginning to the level. Melee the first Johnson to the hangar; after you clear out the Covenant forces in the hangar, melee him back to the Ops Center, where you will find a second Johnson. Melee both Johnsons into the barracks -- the second, then the first.
Start from the beginning to the level. Melee the first Johnson to the hangar. If you like, you can drop a weapon at his feet, and headshot him to get him to pick it up. After you clear out the Covenant forces in the hangar, melee him back to the Ops Center, where you will find a second Johnson. Melee both Johnsons into the barracks; bring the second Johnson there first, to ensure he isn't deleted.


When you reach the third Johnson (who should be about to board a [[D77H-TCI Pelican|Pelican]]), headshot him after all the nearby [[UNSC Marine Corps|Marines]] have entered the Pelican. This will prevent Johnson, and also the [[Thel 'Vadam|Arbiter]], from being removed from the level.
You'll reach the third Johnson when he is about to board a [[Pelican]]; there are two ways to keep him around.


Now you have three Johnsons. However, the third Johnson and the Arbiter will vanish when you reach the room with the [[Type-52 Directed Energy Support Weapon|Plasma Cannons]], leaving you with two Johnsons to melee to the end of the level.
If you headshot him after all of the nearby [[Marines]] have entered the Pelican, then you will be able to prevent him and the [[Thel 'Vadam|Arbiter]] from being removed from the level. However, if further action isn't taken, then the Arbiter and the third Johnson will vanish when you reach the room with the [[Type-52 Directed Energy Support Weapon|Plasma Cannons]], leaving you with two Johnsons to melee to the end of the level.


Put a Deployable Cover to stop the third Johnson then melee him to the destroyed [[M12 Force Application Vehicle|Warthogs]] (once he's near them he won't go to the [[D77H-TCI Pelican|Pelican]]) You can now destroy the Deployable cover and melee the other Johnsons, leaving you with three Johnsons to melee to the end of the level.
If you use a Deployable Cover to stop the third Johnson from boarding the Pelican, and then melee him to the destroyed [[Warthogs]], then he will stop trying to reach the Pelican. At that point, you can destroy the Deployable Cover and melee the other Johnsons over to the third one, leaving you with three Johnsons to melee to the end of the level.


==The Fourth Johnson==
== Explanation ==
The Fourth Johnson is on the radio (as he normally would be on Crow's Nest.)
When proceeding through these levels normally, Sergeant Johnson is deleted from and re-added to the levels several times. Each time he and the player get separated, Johnson is removed from the level, and each time he and the player are reunited, it is the result of the game spawning a new Sergeant Johnson. Killing Johnson, however, tricks the game and prevents his removal -- either by directly stopping him from being deleted, or by interrupting his behavior and preventing him from performing actions that would lead to his deletion. When the game spawns new Sergeant Johnsons later, it does not check to see if the previous Johnsons were successfully removed.


== Explanation ==
In some cases, it is possible to preserve a Sergeant Johnson by moving him rather than killing him. In Crow's Nest, meleeing the first Sergeant Johnson out of the Ops Center is enough to save him, presumably because the game only attempts to delete Johnsons that exist in that area (rather than deleting all Johnsons on the map).
When proceeding through these levels normally, Sergeant Johnson is deleted from and re-added to the levels several times -- each time he and the player get separated, Johnson is removed from the level. Killing Johnson, however, prevents him from leaving the level. When the game re-adds him later, it does not check to see if the previous Johnson was successfully removed.


This, then, is the exact same glitch as the [[Life After Death]] glitch ''and'' the [[Two Arbiters Glitch]] (when the latter glitch is performed on [[The Ark (level)|The Ark]] or [[Halo (Halo 3 level)|Halo]]).
In any case, this is the same glitch as the [[Life After Death]] glitch and the [[Two Arbiters Glitch]] (when the latter glitch is performed on [[The Ark (level)|The Ark]] or [[Halo (Halo 3 level)|Halo]]).


== Trivia ==
== Trivia ==
The player can kill the Johnsons who spawn with a Battle Rifle anytime, turning them into an infinite supply of Battle Rifle ammo.
The player can kill the Johnsons that spawn with Battle Rifles any time, making them useful as an infinite supply of Battle Rifle ammo.


== External links ==
== External links ==

Revision as of 21:23, November 18, 2013

The Three Johnsons Glitch is a simple glitch that can be performed on the Halo 3 Campaign levels Sierra 117 and Crow's Nest. The glitch causes multiple instances of Sergeant Avery Junior Johnson to spawn on the level.

Walkthrough

Sierra 117

Two of the three Johnson in Kilo 023's troop bay.

Start from the beginning of the level. Go to the waterfall and wait for Johnson. When he stops and looks at you, shoot him in the head. Quickly proceed to kill the enemies that deploy from the first Phantom, and get a loading point and/or checkpoint. Then, return to the first Johnson.

Melee and headshot him whenever necessary, until you reach the area where the second Johnson is captured. When you see the second Johnson fleeing from Covenant forces, headshot him with a Battle Rifle and use a Brute Shot and grenades to knock him off the bridge. Finally, melee both Johnsons to where the third Johnson (held captive by Brutes) resides.

It is also possible to use two controllers to get two Sergeant Johnsons when starting from Rally Point Bravo. First, have the Master Chief climb on top of the building where Johnson is being held captive. A Phantom will arrive shortly; Chief should kill the gunner, jump into the Phantom, and hold RB to operate the Plasma Cannon. This will render the Phantom, but not the Chief, invincible. The Arbiter should protect Chief by killing all enemies, and then enter the building and release the captive Sergeant Johnson. The Johnson seen earlier will spawn at the Pelican carrying an Assault Rifle, and the second Johnson will be carrying a Needler.[clarification needed] Once the Chief dismounts the Phantom, the Pelican's missile barrage will destroy it.

Crow's Nest

Start from the beginning to the level. Melee the first Johnson to the hangar. If you like, you can drop a weapon at his feet, and headshot him to get him to pick it up. After you clear out the Covenant forces in the hangar, melee him back to the Ops Center, where you will find a second Johnson. Melee both Johnsons into the barracks; bring the second Johnson there first, to ensure he isn't deleted.

You'll reach the third Johnson when he is about to board a Pelican; there are two ways to keep him around.

If you headshot him after all of the nearby Marines have entered the Pelican, then you will be able to prevent him and the Arbiter from being removed from the level. However, if further action isn't taken, then the Arbiter and the third Johnson will vanish when you reach the room with the Plasma Cannons, leaving you with two Johnsons to melee to the end of the level.

If you use a Deployable Cover to stop the third Johnson from boarding the Pelican, and then melee him to the destroyed Warthogs, then he will stop trying to reach the Pelican. At that point, you can destroy the Deployable Cover and melee the other Johnsons over to the third one, leaving you with three Johnsons to melee to the end of the level.

Explanation

When proceeding through these levels normally, Sergeant Johnson is deleted from and re-added to the levels several times. Each time he and the player get separated, Johnson is removed from the level, and each time he and the player are reunited, it is the result of the game spawning a new Sergeant Johnson. Killing Johnson, however, tricks the game and prevents his removal -- either by directly stopping him from being deleted, or by interrupting his behavior and preventing him from performing actions that would lead to his deletion. When the game spawns new Sergeant Johnsons later, it does not check to see if the previous Johnsons were successfully removed.

In some cases, it is possible to preserve a Sergeant Johnson by moving him rather than killing him. In Crow's Nest, meleeing the first Sergeant Johnson out of the Ops Center is enough to save him, presumably because the game only attempts to delete Johnsons that exist in that area (rather than deleting all Johnsons on the map).

In any case, this is the same glitch as the Life After Death glitch and the Two Arbiters Glitch (when the latter glitch is performed on The Ark or Halo).

Trivia

The player can kill the Johnsons that spawn with Battle Rifles any time, making them useful as an infinite supply of Battle Rifle ammo.

External links