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I cause all of the trouble in terrorist town/But I've never been found out/Never been found
Cause all of the trouble in terrorist T/I could fill up Facebook/With the friends I've deceived.
-"Too Much Fun" by boyinaband and Mangaminx

Trouble in Terrorist Town is a game mode for Garry's Mod created by Bad King Urgrain in which there are a group of ragtag terrorists who happen to have trouble among them. That trouble, as it happens to be, is that some of their group are not as loyal as one might first think. 1 out of every 4 terrorists in the town have turned on the cause, and have united together for a single, simple mission: Let none live.

Gameplay is essentially a cross between the Social Deduction Game Werewolf (1997), Counter-Strike, and the often-forgotten crossover between Die Hard and And Then There Were None. As mentioned earlier, one out of every four terrorists is a traitor. The traitors' goal to is kill off all the remaining players before time runs out. Traitors can buy equipment such as body armor or a C4 with credits, but most importantly, they have the element of surprise. Even though the traitors are the minority of players, the innocents do not know who's a traitor and who isn't. To make up for this, they have a detective for every one in eight players, who is capable of buying equipment and must try to weed out the traitors. It's up to the innocent players to find out who's a traitor using information from corpses and suspicious players to find out who the traitors are and kill them before they're killed themselves.

For more information, you can visit the site here.

There are also numerous modifications and permutations of the game, which include extra weapons, extra roles, and other mechanics. Generally if roles other than Innocent, Detective, and Traitor are mentioned on this page, they are optional extra roles; the same applies to a lot of Detective/Traitor weapons.

Compare with Unfortunate Spacemen, a game with a near-identical premise that is set on a space station.


This game provides examples of:

  • 12 Coins Puzzle: One traitor-exposing machine requires several people to be analyzed at once. This means that the player must find whom amongst them is the traitor.
  • Action Bomb: Some servers have the suicide bomb equipment for traitors, which turns you into one.
  • Alliterative Title: Trouble in Terrorist Town, or "TTT" for short. There's also Trouble in Traitor Town, a Bowdlerised version of the original title that arose from YouTube's stricter content policies in recent years.
  • Always Murder: The traitors will always kill someone on the main team to win. Likewise, the main team can kill the traitors to win.
  • And Now for Someone Completely Different: Certain maps have the players using different models. For example, ttt_whitehouse has everyone playing as a counter-terrorist, even though the flavor text still refers to them as terrorists.
  • Artistic License – Biology: Shooting someone doesn't leave DNA on their corpse; this is a case of Acceptable Breaks from Reality in order to make things fairer.
  • Ascended Glitch: The Yogscast had a game where an innocent and a traitor died simultaneously when they were the last ones alive due to completely different causes of death, but the game glitched out and didn't end (normally a game where all remaining players die is a traitor win). As a result, they declared that "the bees win", as there were a lot of bees (a traitor weapon) hanging around the map, due to being them being the last entities standing. A condition was later added to their variant of the game mode where "THE BEES WIN" if at least two remaining players die simultaneously, but the traitor dies to non-weapon damage (such as environmental damage or, well, bees).
  • Assassination Sidequest: The Assassin role, which sometimes spawns in place of an ordinary traitor. They are assigned a specific target among the innocents, whom they will deal double damage to while dealing only half damage to everyone else. When their target dies (regardless of how or who killed them), they get a new one, right down to the last Innocent player. If they kill anyone who isn't their current target, they break their contract and are stuck doing half damage to everyone for the rest of the round.
  • Asshole Victim: The innocents. While they aren't the traitors murdering people, they still are, you know, terrorists.
  • Awesome, but Impractical: Many weapons.
    • The Jetpack. On the one hand: it's a jetpack. On the other, it's hard enough to maneuver that you could get yourself killed before you put it to any practical use.
    • The Evolve Traitor weapon. It enhances your speed, doubles your health, and gives you nifty Wolverine claws for melee. But you need to kill three people first to get it. Considering the size of a typical TTT party, it's pretty hard to use this one to full effect.
  • Batman Gambit:
    • Part of the game is predicting other players' actions — for example, moving an unidentified body into a conspicuous position so another traitor can light up the innocents that flock to the corpse. Of course, there are always the wild cards that are nearly impossible to predict.
    • The Jester role (a role deliberately aimed at discouraging "RDMing" by either ending the match with a Jester victory or, in the case of the "Swapper" variant, the Jester gets the role of the person who killed them if they're not a traitor) runs entirely on this, as while they can't damage anyone directly, they have to fool an innocent into killing them by convincing them they're a traitor. A bad Jester will give themselves away and end up being ignored for the rest of the match by innocents and have to resort to running into crossfire, while a good Jester will try to be subtle and make themselves look like a traitor without firing a shot, such as deliberately making it look like they're using the traitor item shop menu in a discreet location when an innocent turns up, or trying to "sneak off" with a traitor's body to make it look like they're attempting to revive them.
  • Beneath Suspicion: Skilled traitors are usually able to pull this off.
  • Berserk Button: Killing someone for no reason, also known as Random Death Match ("RDMing" for short), will get you slain for a few rounds or banned from servers.
  • Black Comedy Rape: A particular Traitor weapon known as the Snuggle Struggle locks the attacker and the victim in a brief animation that's rather... unapologetic. The victim is then instantly killed, and any damage the attacker had taken prior is healed. The downside is it's a dead giveaway, and it takes at least thirty seconds to finish. Some folks like to introduce a house rule where the victim must only communicate in muffled speech like a hand is covering their mouth.
  • Blatant Lies: Played for Laughs with the end quote: "The Lovable, Innocent Terrorists have won the round."
  • Boom, Headshot!: Headshots will stop the murder victim from screaming. Sometimes, a headshot is even accompanied by the Unreal Tournament announcer's "HEADSHOT!" for added effect.
  • Boring, but Practical: For all the fancy gadgets available to the Traitors, sometimes all you need is one of the normal guns laying all over the map.
  • Bowdlerise: As a result of YouTube's stricter policies and enforcement against 'questionable' media, some servers have taken to renaming the game mode as Trouble in Traitor Town to make things easier on YouTubers who still want to make videos of the mode, with the terrorists renamed/referred to as 'traitors' instead of terrorist.
  • Brainwashing: The Hypnotist role starts play with a single "Brainwashing Device" which they can use to resurrect a dead player as a Traitor.
  • Cassandra Truth: You can see a guy knife eight others in the back, watch him turn his attention to you, and then scream out his name over the mic multiple times as you're being murdered, and people still may not believe you. Then again, they might just not hear you because you were cut off by dying. Or they didn't understand whose name you said. Or they did hear you, but aren't alerting the traitor to the fact that they know. Or they might have muted you. Or just don't care at all.
  • Combat Pragmatist: The traitors are highly encouraged to be this. Fighting "fair" is a good way to get themselves either killed or called out and risk having a whole swarm of innocents hunting them down.
  • Cowboy Cop: This often happens if a detective or an innocent begins gunning down their colleagues without good reason to be suspicious. This typically leads to the shooter being slain (as in forced to spectate and killed for a round or two) or banned.
  • Crowbar Combatant: All terrorists are given a crowbar with which they can melee people or push them off ledges.
  • Cut Himself Shaving: "I fell." Although, given the Source Engine's touchy relationship with Ladder Physics, the above excuse is often completely true.
  • Death by Falling Over: The crowbar has a 'nudge' attack, allowing Traitors to push unsuspecting innocents off ledges. This can be impractical due to some turning around almost immediately after they're pushed off a ledge and seeing their killer's name, then blurting it out to their fellow innocents. Against AFK players, however, this becomes a fantastic way to eliminate them before they get back without attaching DNA to the body.
  • Demonic Possession:
    • Objects can be possessed by players who died in the round. Certain props can even be manipulated to kill (or at least cripple) people. Some maps even have prop obstacle courses to give spectators something to do while waiting for a new round.
    • There is also a weapon called the 'Poltergeist' which attaches an invisible thruster to any physics prop and sends it flying at other terrorists. If that weren't enough, it also explodes.
  • Difficult, but Awesome: Many of the traitor weapons fall into this:
    • The C4 is incredibly loud, and if defused, it will give you away. However, if planted properly, it is possible to kill everyone that can hear it.
    • The silenced AWP only has two shots and high recoil, but is surprisingly useful in the hands of a skilled marksman as it's a one-shot kill.
    • The Newton Launcher deals no direct damage, but where it hits, it functions as a silent Discombobulator grenade, sending anyone unfortunate enough to be near it flying. On maps with hazards such as lava, long drops, or pitfalls, a good Newton Launcher can be more effective than C4.
  • Disposing of a Body:
    • One particularly useful aspect of the Magneto Stick is allowing traitors to move bodies to more out-of-the-way areas, or where they're entirely unreachable. Like, say, dropping them into death pits.
    • The Flare Gun equipment will burn and completely remove a body, leaving no trace of it, but it makes a distinct sound as it's fired, and it leaves a giant burn mark on the ground. If you try to identify a body while it's burning, the body will be too hot to inspect anyway.
    • Some custom maps include a way to dispose of bodies, such as meat grinders or furnaces, although there is usually some drawback.
  • Eagle-Eye Detection: Detectives can gather more information from inspecting corpses than regular innocents, such as who they last saw or their last words before they died. This isn't always something that works in their favour, since a skilled traitor will shoot someone from behind while they're staring at someone else, make their escape, and let the detective make the wrong conclusion.
  • Eye Remember: Detectives are able to do this.
  • Falling Chandelier of Doom: The Clue map has an activatable chandelier trap that instakills anyone unfortunate enough to be below at the chandelier's location.
  • Fiery Cover-Up: The flare gun allows traitors to dispose of corpses, which contain a lot of evidence, by burning them. The only flaws of burning a body is that the flare gun has a loud, recognizable 'fwip' noise, and the burnt body leaves a large burn mark on the ground.
  • Final Girl: Happens often towards the end of each round as the traitor kills every innocent player except for one.
  • Game Mod: Despite the game mode ostensibly being a mod itself, many mods exist for TTT ranging from simply adding new weapons or equipment, new maps, or even extensive overhaul mods that add new gameplay mechanics and new roles that can change any given round from the usual "few traitors versus many innocents" to a survival horror as innocents are converted by the original zombie into undead minions or the Detective secretly being the round's traitor instead.
  • Griefer: Many players will just start indiscriminately killing everyone, even if they're not traitors. This is a ban-worthy offense (termed "RDM" or "random deathmatch") since this undermines the whole point of the game.
  • The Gadfly: The reason the Jester exists is to trick or provoke people into killing him/her. Depending on which version you play, this either ends the game as a Jester win, kills you and lets the Jester take over your job, or (if you're a traitor) blows your cover with a big confetti cloud. They're simultaneously highly annoying and incredibly amusing.
  • Grievous Harm with a Body:
    • If you attach a Poltergeist to a body. Or use it to break something that causes death when broken (such as a panel that causes an airlock to open on a spaceship map). Taken even further with a traitor item that drops an unidentified body, but explodes upon someone trying to search it.
    • On maps with a destructible environment, since dead bodies being flung around generates physics damage (however small), one can use them to break props or otherwise cause mayhem.
  • Hollywood Silencer: Traitors can purchase silenced pistols. Even better, when they land the final blow on someone, they die silently.
  • Implausible Deniability: It's not unheard of for traitors to claim they're innocent, even if they're shooting at others or their DNA has been found on the body of someone who genuinely wasn't a traitor.
  • Incredibly Obvious Bomb:
    • The C4 gives off a very distinctive beeping noise, signaling anybody who can hear it to get the hell out of wherever they are. Failure to do so will get you killed.
    • Even better, on some servers, right before a C4 or Jihad goes off, the last thing you hear is: "LALALALALALALALALALALA".
    • Sometimes it's LEEEEEEEEEEROOOOOOOY JEEEEENKIIINS, which can be quite fitting considering the traitor has probably just rushed into a field of enemies, potentially getting your traitor buddies killed in the process.
    • The SLAM, a mine with either Remote or Motion-Detect settings, is a large black box that can be attached to the floor or walls. If placed out in the open, it is easy to see and can be destroyed with a couple of gunshots or an incendiary grenade. But clever Traitors tend to hide MD SLAMs around corners where you could not conceivably see them until it is too late, or drop Remote SLAMs behind them if they know they're being chased, so that their victim has no time to react.
    • The Homing Pigeon is a bomb that homes into enemies when thrown. However, it is also very blatant - any Traitor that has it active has a giant pigeon in their hands.
  • I Know You Know I Know: Many discussions quickly degrade into accusations of lying and mind-games. A common rebuttal to some assertion or statement is "That's what you want us to think!" or something similar.
  • Interrogating the Dead: A lot of it.
  • It's Quiet… Too Quiet: A good sign you're the last innocent alive is when no one is talking or using public chat anymore.
  • Joke Weapon: Some maps have a Bubble Gun that fires bubbles. It either spawns normally or can be purchased by anyone through a credit store. This usually results in everyone treating the wielder as a "Traitor" by jokingly proclaiming that they have the strongest weapon in the game.
  • Karma Meter:
    • Serves as a punishment for team-killers. The lower your meter, the less damage you do. Some servers automatically kick or kill players whose karma drops too low. Many people don't care, though, and due to the above-mentioned "element of surprise" factor and trolling, it can be rather hard not to engage in some team-killing by mistake.
    • In practice, the Karma Meter serves to punish the would-be victims of RDM more than it does the person trying to RDM, since in killing the rule-breaker they lose more karma for killing them than their attacker does for wounding them.
  • Kill It with Fire: The only way to get rid of a corpse, aside from putting it somewhere unreachable, is to burn it. (Unless the map happens to contain another disposal method.)
  • Ladder Physics: Many a terrorist has died by trying to go down a ladder and instead plummeting to the ground.
  • Lethal Joke Item: Some servers have these as possible terrorist weapons. Two in particular stand out: a watermelon cannon, and a simple molotov cocktail. The melon cannon is capable of reducing anyone hit with it to Ludicrous Gibs in one hit, and the molotov, while expected to be dangerous, is usually not expected to detonate when thrown with an effect similar to a tactical nuke.
  • Look Both Ways: A certain popular mapnote  has cars endlessly zooming across a road, and many a terrorist has been mercilessly ran over by them. It doesn't help that the cars in question are completely silent and appear out of nowhere.
  • Make It Look Like an Accident: Well, you can certainly try.
  • Massive Multiplayer Crossover: As TTT is part of Garry's Mod, players and server admins can download a myriad of characters and items from all sorts of different things, ranging from franchises to internet memes to real life objects for players to use in-game, although this can become unfair to play against (See: Broken Base entry on this page).
  • The Mole: Some servers also occasionally assign a player the "Spy" or "Glitch" role, which functions identically to a regular Innocent but is seen by the Traitors as one of them. They still have no idea who the real Traitors are. Their job is essentially to pretend to be pretending to be innocent, so the real Traitors will lower their guard and do something incriminating in front of them. For added paranoia, the Traitors are usually alerted that someone is a Glitch.
  • Murder by Mistake: Often the result of assuming people to be traitors when they aren't.
  • Noodle Implements: Since there is almost no plot to the game, the map itself, sometimes. What does a Macro Zone have to do with terrorist organizations?
  • Poltergeist:
    • Objects can be possessed by players who died in the round. Certain props can even be manipulated to kill (or at least cripple) people. Some maps even have prop obstacle courses to give spectators something to do while waiting for a new round.
    • There is also a weapon called the 'Poltergeist' which attaches an invisible thruster to any physics prop and sends it flying at other terrorists. If that weren't enough, it also explodes.
  • Red Herring: The Decoy, which Traitors can buy, is meant to provide innocents and detectives with useless, incorrect information.
  • Red Herring Mole: Happens a lot; most of the time, it's unintentional, but there are exceptions.
  • Right Under Their Noses: How traitors should try to play.
  • Serial Killer: One possible role for a player to be assigned. If you get it, your job is to kill everyone regardless of allegiance, and you win only when you're the last one standing.
  • Short-Range Shotgun: To an extent.
  • Sniper Pistol: Lampshaded in an Honorable Mention Achievement being called "It's Like a Tiny Rifle", given to a player who has killed many other players with the Desert Eagle. You can actually do this, but you have to use ironsights, and it's tricky.
  • Social Deduction Game: It features a terrorist faction in which some members have turned on the cause and aim to kill everyone else. Traitors know who their teammates are, but the terrorist cell at large does not. Meanwhile, innocent players must piece together who the traitors are from corpses left behind and their interactions with other players, with the Detective role — designed to help weed out traitors — randomly assigned to a single player.
  • Somebody Set Up Us the Bomb: The Traitor(s) did. Should the innocents risk their lives to find and defuse it for Detectives to gather the DNA, run, or does everybody fail to know it's there at all?
  • Spotting the Thread: The worst possible way for a Traitor to give themselves away is to kill the Jester when other people are present. Because the Traitor doesn't die when they kill the Jester and the Jester's death is highly conspicuous (potentially alerting the entire server to who killed the Jester), those who understand how the Jester works will immediately figure out who one of the Traitors are.
  • Suicide Attack: There's a common server mod that allow traitors to buy suicide bombs.
  • Suspect Existence Failure: It can have this happen as a traitor kills a suspect or even more likely the innocents killing off a suspect who was actually a innocent.
  • Suspiciously Specific Denial: Some people really like to insist that they aren't a traitor, and sometimes non-traitors really like to act like they are one...
  • Ten Little Murder Victims: The premise, though some traitors unwisely choose to ditch this for an excuse to turn the round into a blast-out.
  • This Banana is Armed: One Traitor-exclusive weapon is an AK-47 that is disguised in such a way that Innocents and Detectives view it as the person wielding a crowbar. This can backfire for the Traitor if other players get suspicious of the one person using their "crowbar" when there would be no reason to.note 
  • Time Bomb: The C4.
  • Villains Act, Heroes React: This is how the game is supposed to be played; however, Griefers subvert this mentality For the Evulz. Another possible subversion is the process of elimination during the endgame when all the deaths have been confirmed and the number of possible suspects is equal to the number of traitors remaining.
  • Villain Protagonist: The Innocents, aka what you are most likely going to be, are the terrorists.
  • We ARE Struggling Together: Teamwork between innocents is regularly undermined since nobody knows who the real innocents are. A sufficiently paranoid and trigger-happy group can often wipe themselves out while the traitors just watch and Pass the Popcorn.
  • Wire Dilemma:
    • Anybody trying to defuse a C4 without a defuse kit has to pick from 1 out of 6 random wires. Killing the traitor that planted the bomb and inspecting the corpse will reveal the correct wire, but cutting the wrong wire will cause the bomb to instantly explode.
    • This depends on how long the C4 was originally set for. For every 45-second increment, another wire turns lethal, with the max of 10 minutes making 5 out of 6 of the wires lethal.
  • Zombie Apocalypse: The Infected role, seperate from innocents and traitors. They can make other players Infected by using their Claws weapon. Some players have a house rule where Infected (aside from maybe the original Infected player) must act like a zombie in chat.


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