A Wall-Phasing Glitch Turns Friendly MM2 Duels Into a Running Prank

Rating

Video Reviewed
Rating7.7/10
Using I GOT THAT FEELING to Troll My Friends in MM2…

The glass corridors of Workplace become the perfect setup for a simple Murder Mystery 2 prank: use the “I Got That Feeling” emote to phase through a wall, then convince each opponent that nothing unusual happened. That mechanic gives the session an immediately understandable hook, and the fun comes less from winning the duels than from watching Emma, Sage, and Ashley gradually realize that Techie is getting from one side of the glass to the other impossibly quickly.

Emma makes an effective first target because her confusion establishes exactly why the trick works. Techie repeatedly slips through the glass while she tries to run around normally, eventually appearing behind her for the kill. Her insistence that she never passed him in the hallway creates the central joke, while Techie responds by claiming she simply lost “fair and square.” It is uncomplicated trolling, but the map layout makes the deception easy for viewers to follow.

The second duel expands the idea rather than merely repeating it. Sage notices the same impossible movement and starts accusing Techie of going through the wall, while Emma—now aware of what is happening—joins the deception. Spectator mode also lets the others see more of the trick, creating a funny shift from one person being fooled to several friends actively helping maintain the joke. Sage eventually catches Techie performing the strange-looking emote and sees the wall phase happen, providing a satisfying reveal rather than stretching her confusion indefinitely.

Ashley’s round follows essentially the same formula, with Techie phasing between sides while the others encourage her to keep looking. Her reaction to seeing his body contort during the emote gives this final attempt its own comedic moment, and Techie eventually admits that he is exploiting a glitch. The increasingly elaborate attempts to deny what everyone can plainly see fit the playful tone, although by this stage the structure has become highly predictable.

A useful element of the presentation is that the wall phase is actually shown rather than treated as some unexplained secret. Techie identifies the relevant emote, demonstrates the positioning and rotation involved, and repeatedly fails before succeeding. Those missed attempts make the prank feel more spontaneous and also introduce some risk: several times an opponent is approaching while he struggles to trigger the glitch quickly enough.

That repetition is also the main limitation. All three duels revolve around the same glass wall, the same phase maneuver, similar accusations of “coping,” and essentially the same eventual discovery. The lively Discord banter and distinct reactions keep the sequence entertaining, but a different compatible location, a variation on how the glitch was used, or a more elaborate final setup could have given the concept a stronger sense of escalation. As presented, it is a focused and energetic MM2 prank whose central gimmick works well, even if it has largely exhausted itself by the final round.

Pros

  • Uses Workplace’s glass corridors effectively to make the wall-phasing prank visually clear and easy to understand.
  • Emma, Sage, and Ashley provide distinct enough reactions to keep the repeated trick entertaining.
  • Showing failed wall-phase attempts adds spontaneity and creates some genuine pressure during the duels.
  • Bringing previous targets into the prank gives the later rounds a fun collaborative element.
  • The eventual reveals prevent the deception from being dragged out unnecessarily.

Cons

  • All three duels rely on essentially the same setup, making the final round considerably more predictable.
  • Repeated jokes about opponents “coping” or being bad at the game lose some impact through overuse.
  • The concept could have benefited from another map, wall location, or variation that escalated the glitch beyond repeating the original trick.
  • The duels themselves receive little attention outside the wall-phasing gimmick.

A straightforward exploit becomes an entertaining social prank thanks to clear demonstrations, energetic banter, and increasingly suspicious reactions from the group. The premise becomes repetitive across three similar duels, but the friends’ chemistry and the risk of the glitch failing keep the session lively enough to sustain the joke.

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