Crow's Nest: Difference between revisions

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*By dropping a [[Deployable Cover]] in the small stairway that [[Johnson]] and his [[Marines]] use to get to the landing pad, it will completely blocked off the stairway and Johnson and his Marines will cease to move, and therefore, [[Miranda Keyes]]'s [[Pelican]], along with the Arbiter will cease to takeoff.
*By dropping a [[Deployable Cover]] in the small stairway that [[Johnson]] and his [[Marines]] use to get to the landing pad, it will completely blocked off the stairway and Johnson and his Marines will cease to move, and therefore, [[Miranda Keyes]]'s [[Pelican]], along with the Arbiter will cease to takeoff.
*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 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 meleed to different areas. If you take Johnson to the second checkpoint in the Ops center, a second Johnson will be there. You can do the same thing with this Johnson as the first, but he must be meleed 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 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 meleed to different areas. If you take Johnson to the second checkpoint in the Ops center, a second Johnson will be there. You can do the same thing with this Johnson as the first, but he must be meleed through the door he opens and sent to the next area or he will go through the first door and it will close.
*After the battle of the Jump Jet Brutes, run up the stairs near the crates and there will be the Brutes' second wave, if you go in there before the Brutes come out, waiting by the door, they will just be standing around. They won't attack, even if you attack them, but will fire on you once they leave the corridor.
*After the battle of the Jump Jet Brutes, run up the stairs near the crates and there will be the Brutes' second wave, if you go in there before the Brutes come out, waiting by the door, they will just be standing around. They won't attack, even if you attack them, but will fire at you once they leave the corridor.
*On this level, it is possible to find Gunnery Sergeant Stacker or Reynolds in three different places in a short amount of time, although they did not accompany you throughout the base. They can be found holding position after killing the swarm of drones outside the ops centre, then operating the bomb, then being held prisoner in the barracks.
*On this level, it is possible to find Gunnery Sergeant Stacker or Reynolds in three different places in a short amount of time, although they did not accompany you throughout the base. They can be found holding position after killing the swarm of drones outside the ops centre, then operating the bomb, then being held prisoner in the barracks.


====Mistakes====
====Mistakes====
*If you are playing co-op on this level, the Arbiter has a meleeing animation even if he has no weapon. If you press the melee button, (B), he will melee like an [[Elite]]. The melee attack cannot hurt anyone though.
*If you are playing co-op on this level, the Arbiter has a meleeing animation even if he has no weapon. If you press the melee button, (Default: B), he will melee like an [[Elite]]. The melee attack cannot hurt anyone though.
*When playing as the Arbiter or as the other two co-op characters, if you press the "Y" button if the beginning when you're unarmed, your player model will shuffle its feet. This can be seen only by the person playing as the character. However, this hidden action does not apply with [[John-117]].
*When playing as the Arbiter or as the other two co-op characters, if you press the "Y" button if the beginning when you're unarmed, your player model will shuffle its feet. This can be seen only by the person playing as the character. However, this hidden action does not apply with [[John-117]].
*Many of the Marines are the same models with different voices in the opening cutscene, such as one of the injured men and a technician that speaks with the Commander.
*Many of the Marines are the same models with different voices in the opening cutscene, such as one of the injured men and a technician that speaks with the Commander.