Editing Three Johnsons glitch
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{{ | {{Era|RW}} | ||
The ''' | The '''Three Johnsons Glitch''' is a simple [[Glitches|glitch]] that can be performed on the ''[[Halo 3]]'' [[Campaign]] levels ''[[Sierra 117]]'' and ''[[Crow's Nest (level) |Crow's Nest]]''. The glitch causes multiple instances of [[Sergeant]] [[Avery Junior Johnson]] to spawn on the level. | ||
==Walkthrough== | ==Walkthrough== | ||
=== Sierra 117 === | === Sierra 117 === | ||
[[File:TwoJohnsons.jpg|thumb|250px|Two of the three Johnson in [[Kilo 023]]'s troop bay.]] | [[File:TwoJohnsons.jpg|thumb|250px|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 [[ | 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 [[Type-52 Troop Carrier|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 Empire|Covenant]] forces, headshot him with a [[BR55HB SR Battle Rifle|Battle Rifle]] and use a [[Type-25 Grenade Launcher|Brute Shot]] and [[ | [[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. | ||
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. | 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. | ||
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You'll reach the third Johnson when he is about to board a [[Pelican]]; there are two ways to keep him around. | 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 [[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 [[ | 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. | ||
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. | 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 == | == 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 | 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 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 | 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 == | ||
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[[Category:Halo 3 glitches]] | [[Category:Halo 3 glitches]] | ||
[[Category:Tricks and cheats]] | [[Category:Tricks and cheats]] | ||
[[Category:Halo 3 | [[Category:Halo 3 Tricks and Cheats]] |