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Here's one I figured out all by myself. Woohoo! The first two pics are from
the walkway above the red armour room, just before the yellow armour. You will
notice that the first two pics are pointing at the piece of wall that meets with
the walkway. Walk up and press yourself against the wall, and then slide off the walkway
sideways while you are still pressing forward. You will notice a very peculiar thing
thing indeed, you don't fall at the normal speed. Instead you kinda slide down as if
you were squished between the walkway and the nearby slanted wall, a'la pictures 3 and 4. "And to what end?"
you may ask. The point is that you can drop from the walkway to the room below
without making the normal "ugh" sound. And if your opponent plays by sounds,
he'll think you are still on the top walkway. To extend the effect,
walk down the stairs to the red armour slowly, so you don't make some more "ugh"sounds.
Now that you've made it down without making any sounds, your opponent will have less time to
set up for an attack
when you pick up the RA and RL and run through the teleporter.
Oh yeah, if you aren't on full health, and don't really need more (ie. 98 or 99), don't go down the right hand side,
'cos you'll pick up the health (ie. make the health pickup sound) and screw it all up.
A note from Jeff "legssus" Blaine: You can also use this
trick on DM6 to convert a damaging crunch fall into a standard "ugh" fall. On the central top level, with the
big hole over the tele and the secret door to the LG, there are four pole type support structures from the rim of the hole
to the roof. You can wedge yourself between the pole and the rim, and get the same slidey effect as the silent fall.
bezerk says: I dunno how he goes about doing it, but the best way (and only way I know) of doing it consistently
is to jump from the other side of the hole, into the wedge. Oh, and make sure you know for sure that the other
guy ain't around, 'cos you're a sitting duck visible from many places while you're doing it. |