Three Johnsons glitch: Difference between revisions

m
→‎Crow's Nest: Link cleanup + misc fixes, replaced: Type-52 Directed Energy Support Weapon| → Pek-pattern plasma cannon|
m (Link cleanup + misc fixes)
m (→‎Crow's Nest: Link cleanup + misc fixes, replaced: Type-52 Directed Energy Support Weapon| → Pek-pattern plasma cannon|)
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 [[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 [[Pek-pattern plasma cannon|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.