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Trouble in Terrorist Town is a gamemode for Garry's Mod 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 Clue, 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. 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.
This game provides examples of:
Action Bomb: Some servers have the suicide bomb equipment for traitors, which turns you into one.
Batman Gambit: Part of the game is predicting other players' actions- for example, moving an unidentified body into a conspicious 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.
Blatant Lies: Played for Laughs with the end quote: "The Lovable, Innocent Terrorists have won the round."
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 just did hear you but aren't alerting the traitor to the fact that they know. Or they might have muted you.
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.
Demonic Possession/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.
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.
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.
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.
Fiery Coverup: 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.
Griefer: Many players will just start indiscriminately killing everyone, even if they're not traitors. This is ban-worthy offense (termed "RDM" or "random deathmatch") since this undermines the whole point of the game.
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.
Hollywood Silencer: Traitors can purchase silenced pistols. Even better, when they land the final blow on someone, they die silently.
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.
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.
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.
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, it can be rather hard not to engage in some team-killing by mistake.
Kill It with Fire: The only way to get rid of a corpse, aside from putting it somewhere unreachable, is to burn it.
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 Gibsin 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 ttt_67thway 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.
And sometimes non-traitors really like to act like they are one...
Television Is Trying to Kill Us: Or rather, Let's Plays Of The Game Are Trying To Get Us Banned. In short, people like Seananners and Pewdiepie do a lot of things, such as killing people for bad reasons or talking with friends about what's going on through an outside channel like Skype (also known as "ghosting", though this is mainly a problem if you talk after you're dead and give away details), that will get you banned pretty quickly from most servers. In short, most of the people you see online playing this game are the last people you want to emulate when playing it.
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.
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.
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.
Depending on how long the C4 was originally set for. For every 45-second increment, another wire turns lethal, with the max of 10 minutes being certain death.
You Keep Using That Word: Many people assume that the bad guy(s) is called the "terrorist", a mislabeling that is perpetuated by many Let's Play videos. In actuality, all the players are terrorists and they are trying to find the "traitor" among them.