Editing Three Johnsons glitch

From Halopedia, the Halo wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Status|Gameplay}}
{{Status|Gameplay}}
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.
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 [[Kez'katu-pattern Phantom|Phantom]], and get a loading point and/or checkpoint. Then, return to the first Johnson.
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 [[grenade]]s 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.


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.
Line 16: Line 16:
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 [[Pek-pattern plasma cannon|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.


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 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.
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).

Please note that all contributions to Halopedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Halopedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.

This page is a member of 1 meta category: