Video Game: Trouble In Terrorist Town

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 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. To make up for this, they have a detective for every one in four 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.

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This game provides examples of:

  • Action Bomb: Some servers have the suicide bomb equipment for traitors, which turns you into one.
  • Added Alliterative Appeal/Alliterative Title
  • Ascended Game Mod: Was originally just a mod before Garry made it an official game mode.
  • Always Murder: Duh.
  • 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.
  • Because I'm Jonesy: As a traitor, one way to figure out the identity of the detective(s) is simply to claim to be one (and possibly start giving out false leads). Either the real detectives reveal themselves so the traitors can pick them off later or they have to stay silent, allowing the traitors to continue misinforming everyone else. This is one of many potential mindgames that can occur.
  • Blatant Lies: Played for Laughs with the end quote: "The Lovable, Innocent Terrorists have won the round."
  • Beneath Suspicion: Skilled traitors are usually able to pull this off.
  • 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.
  • 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.
  • Cut Himself Shaving: "I fell." Although, given Garry's Mod's terrible 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.
  • 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.
  • Difficult but Awesome: Many of the traitor weapons fall into this:
    • The C4 is incredibly loud, and if defused 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.
  • 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.
    • 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 sometihng 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.
  • 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.
  • 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. Taken even further with a traitor item that drops an unidentified body, but explodes upon someone trying to search it.
  • 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. 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.
  • 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.
  • 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 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.
  • Murder by Mistake: Often the result of assuming people to be traitors when they aren't.
  • Nice Hat: Other than the fact that they're clearly labeled DETECTIVE, Detectives can usually be identified by the stereotypical deerstalker hat they're given.
  • 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?
  • 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 killed many other players with the Desert Eagle. You can actually do this, but you have to use ironsights, and it's tricky.
  • 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?
  • Suicide Attack: There's a common server mod that allow traitors buy suicide bombs.
  • 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.
  • 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...
  • 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.
  • Time Bomb: The C4.
  • Traitors Act, Innocents 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.
  • 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.