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Cally99117 (talk | contribs) m (Reverted edits by Cally99117 (Talk) to last version by 120.28.208.21) |
Cally99117 (talk | contribs) m (→Crow's Nest) |
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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, then the first. | 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, then the first. | ||
When you reach the third Johnson (who should be about to board a [[Pelican]]), | 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. | ||
< | <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. | ||
Put a Deployable Cover to stop the third Johnson then melee him to the destroyed Warthogs(once he's near them he won't go to the Pelican) You can now destroy the Deployable cover and melee the other Johnsons, leaving you with three Johnsons to melee to the end of the level. | Put a Deployable Cover to stop the third Johnson then melee him to the destroyed Warthogs(once he's near them he won't go to the Pelican) You can now destroy the Deployable cover and melee the other Johnsons, leaving you with three Johnsons to melee to the end of the level. | ||
==The Fourth Johnson== | ==The Fourth Johnson== |
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