Three Johnsons glitch: Difference between revisions
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=== 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 | 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 first one first then the second one(before he wants to go back) then go to the [[Barricade]] to close the door to the Ops Center | ||
When you reach the third Johnson (who should be about to board a [[Pelican]]), headshot him after all the nearby [[Marines]] have entered the Pelican. This will prevent Johnson, and also the [[Thel 'Vadam|Arbiter]], from being removed from the level. | When you reach the third Johnson (who should be about to board a [[Pelican]]),<strike> headshot him after all the nearby [[Marines]] have entered the Pelican. This will prevent Johnson, and also the [[Thel 'Vadam|Arbiter]], from being removed from the level.</strike> | ||
<strike>Now you have three Johnsons. However, the third Johnson and the Arbiter will vanish when you reach the room with the [[Plasma Cannon]]s, leaving you with two Johnsons to melee to the end of the level.</strike> | |||
Put a [[Deployable Cover]] to stop the third Johnson then melee him as fast as you can until you are near the destroyed [[Warthogs]]. | |||
You can now destroy the Deployable Cover so you can melee the other two Johnsons, leaving you with three Johnsons to melee to the end of the level. | |||
== Explanation == | == Explanation == |