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100% Free & Keyless ๐ŸŽฎ TTK Testing Aug 23, 2026 Author: Tom

TTK Testing | OPEN SOURCE (TTK Testing) Script Pastebin 2026 - Auto Farm, ESP & Keyless (Arceus X)

Verified and keyless Lua script payload for TTK Testing | OPEN SOURCE. Compatible with Android/iOS mobile executors and Windows PC exploits.

script.lua (Raw Payload)
local Players    = game:GetService("Players")
local RunService = game:GetService("RunService")
local UIS        = game:GetService("UserInputService")
local RS         = game:GetService("ReplicatedStorage")
local Workspace  = game:GetService("Workspace")
local LP         = Players.LocalPlayer

local cfg = {
	esp = false, box = true, names = true, dist = true, head = true, chams = true, enemyOnly = true,
	aim = false, aimHead = true, aimFov = 130, aimSmooth = 0.25, showFov = true, silentAim = false,
	noSpread = false, noRecoil = false, noShake = false, noSway = false,
	infAmmo = false, infReserve = false, noReload = false,
	rapid = false, rapidRate = 0.05, fullAuto = false,
	instantADS = false, infThrow = false,
}
local COL_ENEMY = Color3.fromRGB(255, 70, 70)
local COL_ALLY  = Color3.fromRGB(90, 200, 120)
local aimActive = false
local SWAY_SPRINGS = {
	"MoveLagSpring", "MovementLowerSpring", "GunStrafeRollSpring", "LookFlickSpring",
	"LookPitchTiltSpring", "LandingSpring", "CrouchJerkPosSpring", "CrouchJerkRotSpring",
	"BarrelSnapSpring", "AdsLookaroundSpring", "AimParallaxSpring",
}

local function cam() return Workspace.CurrentCamera end
local function w2s(p)
	local c = cam(); if not c then return nil end
	local v, on = c:WorldToViewportPoint(p)
	return Vector2.new(v.X, v.Y), (on and v.Z > 0), v.Z
end
local function myTeam() return LP.Character and LP.Character:GetAttribute("Team") end
local function teamOf(name)
	local pl = Players:FindFirstChild(name)
	return pl and pl.Character and pl.Character:GetAttribute("Team")
end
local function targets(enemyOnly)
	local mt, out = myTeam(), {}
	local mp = Workspace:FindFirstChild("MercPlayers")
	if not mp then return out end
	for _, vis in ipairs(mp:GetChildren()) do
		local owner = vis:GetAttribute("RigOwner")
		if owner and owner ~= LP.Name and vis.Name:sub(1, 10) == "MercVisual"
			and vis:GetAttribute("RigState") == "Alive" then
			local team = teamOf(owner)
			local enemy = (mt == nil) or (team ~= mt)
			if (not enemyOnly) or enemy then
				local hb = mp:FindFirstChild((vis.Name:gsub("^MercVisual", "MercHitboxes")))
				if hb then
					local head, parts = nil, {}
					for _, d in ipairs(hb:GetDescendants()) do
						if d:IsA("BasePart") then
							parts[#parts + 1] = d
							if d.Name == "Head" then head = d end
						end
					end
					if #parts > 0 then
						out[#out + 1] = { name = owner, hb = hb, visual = vis, head = head, parts = parts, enemy = enemy }
					end
				end
			end
		end
	end
	return out
end

local pool = {}
local function slot(i)
	if pool[i] then return pool[i] end
	local ok, s = pcall(function()
		return { box = Drawing.new("Square"), name = Drawing.new("Text"), dist = Drawing.new("Text"), head = Drawing.new("Circle") }
	end)
	if not ok then return nil end
	s.box.Thickness = 1; s.box.Filled = false; s.box.Transparency = 1
	s.name.Size = 13; s.name.Center = true; s.name.Outline = true
	s.dist.Size = 12; s.dist.Center = true; s.dist.Outline = true
	s.head.Thickness = 1; s.head.Filled = false; s.head.NumSides = 14
	for _, o in pairs(s) do o.Visible = false end
	pool[i] = s
	return s
end
local function hideFrom(n) for i = n, #pool do for _, o in pairs(pool[i]) do o.Visible = false end end end
local function hideAll() hideFrom(1) end

local chamsHolder
pcall(function()
	chamsHolder = Instance.new("Folder"); chamsHolder.Name = "TTK_Chams"
	chamsHolder.Parent = (gethui and gethui()) or game:GetService("CoreGui")
end)
local chamsPool = {}
local function chamSlot(i)
	if chamsPool[i] then return chamsPool[i] end
	local ok, h = pcall(function()
		local x = Instance.new("Highlight")
		x.DepthMode = Enum.HighlightDepthMode.AlwaysOnTop
		x.FillTransparency = 0.55; x.OutlineTransparency = 0
		x.Enabled = false; x.Parent = chamsHolder
		return x
	end)
	if not ok then return nil end
	chamsPool[i] = h; return h
end
local function hideChams(from) for i = from, #chamsPool do chamsPool[i].Enabled = false; chamsPool[i].Adornee = nil end end

RunService.RenderStepped:Connect(function()
	if not cfg.esp then hideAll(); hideChams(1); return end
	local list = targets(cfg.enemyOnly)
	if cfg.chams then
		local c = 0
		for _, t in ipairs(list) do
			if t.visual then
				c = c + 1
				local h = chamSlot(c)
				if h then
					local col = t.enemy and COL_ENEMY or COL_ALLY
					h.Adornee = t.visual; h.FillColor = col; h.OutlineColor = col; h.Enabled = true
				end
			end
		end
		hideChams(c + 1)
	else hideChams(1) end
	if not Drawing then hideAll(); return end
	local eye = cam() and cam().CFrame.Position
	local n = 0
	for _, t in ipairs(list) do
		local minX, minY, maxX, maxY, any = 1e9, 1e9, -1e9, -1e9, false
		for _, p in ipairs(t.parts) do
			local s, on = w2s(p.Position)
			if on then
				any = true
				if s.X < minX then minX = s.X end
				if s.Y < minY then minY = s.Y end
				if s.X > maxX then maxX = s.X end
				if s.Y > maxY then maxY = s.Y end
			end
		end
		if any then
			n = n + 1
			local s = slot(n)
			if s then
				local col = t.enemy and COL_ENEMY or COL_ALLY
				local w, h = (maxX - minX), (maxY - minY)
				local padX, padY = w * 0.15 + 2, h * 0.08 + 2
				if cfg.box then
					s.box.Position = Vector2.new(minX - padX, minY - padY)
					s.box.Size = Vector2.new(w + padX * 2, h + padY * 2)
					s.box.Color = col; s.box.Visible = true
				else s.box.Visible = false end
				if cfg.names then
					s.name.Text = t.name; s.name.Color = col
					s.name.Position = Vector2.new((minX + maxX) / 2, minY - padY - 15); s.name.Visible = true
				else s.name.Visible = false end
				if cfg.dist and eye then
					local ref = (t.head or t.parts[1]).Position
					s.dist.Text = ("%dm"):format((ref - eye).Magnitude)
					s.dist.Color = col
					s.dist.Position = Vector2.new((minX + maxX) / 2, maxY + padY + 1); s.dist.Visible = true
				else s.dist.Visible = false end
				if cfg.head and t.head then
					local hs, on = w2s(t.head.Position)
					if on then s.head.Position = hs; s.head.Radius = math.max(h * 0.06, 2); s.head.Color = col; s.head.Visible = true
					else s.head.Visible = false end
				else s.head.Visible = false end
			end
		end
	end
	hideFrom(n + 1)
end)

local aiming = false
UIS.InputBegan:Connect(function(i, gpe) if not gpe and i.UserInputType == Enum.UserInputType.MouseButton2 then aiming = true end end)
UIS.InputEnded:Connect(function(i) if i.UserInputType == Enum.UserInputType.MouseButton2 then aiming = false end end)
local fovCircle
RunService:BindToRenderStep("TTK_Aim", Enum.RenderPriority.Last.Value + 10, function()
	local c = cam(); if not c then return end
	if Drawing and cfg.aim and cfg.showFov then
		if not fovCircle then
			local ok, x = pcall(function() local o = Drawing.new("Circle"); o.Thickness = 1; o.Filled = false; o.NumSides = 48; o.Color = Color3.fromRGB(255, 255, 255); o.Transparency = 0.5; return o end)
			fovCircle = ok and x or nil
		end
		if fovCircle then fovCircle.Position = c.ViewportSize / 2; fovCircle.Radius = cfg.aimFov; fovCircle.Visible = true end
	elseif fovCircle then fovCircle.Visible = false end
	if not cfg.aim or not aiming then aimActive = false; return end
	local center = c.ViewportSize / 2
	local best, bestD
	for _, t in ipairs(targets(true)) do
		local part = (cfg.aimHead and t.head) or t.parts[1]
		if part then
			local sp, on = w2s(part.Position)
			if on then
				local d = (sp - center).Magnitude
				if d < cfg.aimFov and (not bestD or d < bestD) then bestD, best = d, part.Position end
			end
		end
	end
	aimActive = best ~= nil
	if best then
		local pos = c.CFrame.Position
		local alpha = math.clamp(1 - cfg.aimSmooth, 0.06, 1)
		c.CFrame = c.CFrame:Lerp(CFrame.lookAt(pos, best), alpha)
	end
end)

local localGun, gunObj, camCtrl, firearmClass

task.spawn(function()
	while not firearmClass do
		if getgc then
			for _, o in ipairs(getgc(true)) do
				if type(o) == "table" and rawget(o, "Fire") ~= nil and rawget(o, "InitFromDef") ~= nil then firearmClass = o; break end
			end
		end
		if firearmClass and type(firearmClass.Fire) == "function" then
			local origFire = firearmClass.Fire
			firearmClass.Fire = function(self, ...)
				localGun = self
				if cfg.infAmmo then self.MagAmmo = self.MaxMagSize + 1 end
				if cfg.rapid then self.CanFire = true; self.FireRate = math.min(self.FireRate or 0.1, cfg.rapidRate) end
				return origFire(self, ...)
			end
			local origReserve = firearmClass.GetReserve
			if type(origReserve) == "function" then
				firearmClass.GetReserve = function(self, ...) if cfg.infReserve then return 999 end return origReserve(self, ...) end
			end
		else firearmClass = nil; task.wait(2) end
	end
end)

pcall(function()
	local GC = require(RS.Modules.Client.Controllers.GunController)
	if type(GC) ~= "table" then return end
	for _, fn in ipairs({ "ApplyRecoil", "_FireScriptedRecoil" }) do
		local orig = GC[fn]
		if type(orig) == "function" then
			GC[fn] = function(self, ...) gunObj = self; if cfg.noRecoil then return end return orig(self, ...) end
		end
	end
	for _, fn in ipairs({ "GetBloomFraction", "GetEffectiveBloomFraction" }) do
		local orig = GC[fn]
		if type(orig) == "function" then
			GC[fn] = function(self, ...) if cfg.noSpread then return 0 end return orig(self, ...) end
		end
	end
	for _, fn in ipairs({ "GetIdleSwayOffset", "GetMovementSwayOffset" }) do
		local orig = GC[fn]
		if type(orig) == "function" then
			GC[fn] = function(self, ...) if cfg.noSway or aimActive then return CFrame.new() end return orig(self, ...) end
		end
	end
	local origAim = GC._ApplyAimSpeed
	if type(origAim) == "function" then
		GC._ApplyAimSpeed = function(self, ...)
			local a, b, c = origAim(self, ...)
			if cfg.instantADS and self.AimSpring then pcall(function() self.AimSpring:setStiffness(500, 1) end) end
			return a, b, c
		end
	end
end)

pcall(function()
	local CC = require(RS.Modules.Client.Controllers.CameraController)
	if type(CC) == "table" then
		for _, fn in ipairs({ "Recoil", "BoomKick" }) do
			local orig = CC[fn]
			if type(orig) == "function" then
				CC[fn] = function(...) if cfg.noRecoil then return end return orig(...) end
			end
		end
	end
end)

task.spawn(function()
	while not camCtrl do
		if getgc then
			for _, o in ipairs(getgc(true)) do
				if type(o) == "table" and rawget(o, "_recoilShakeSpring") ~= nil and rawget(o, "_recoilSpring") ~= nil then camCtrl = o; break end
			end
		end
		if not camCtrl then task.wait(2) end
	end
end)

pcall(function()
	local BC = require(RS.Modules.Client.Controllers.BulletController)
	if type(BC) == "table" and type(BC._ClaimMercHit) == "function" then
		local orig = BC._ClaimMercHit
		BC._ClaimMercHit = function(self, a2, a3, a4, ...)
			if cfg.silentAim then
				local c = cam()
				if c then
					local center = c.ViewportSize / 2
					local best, bestD
					for _, t in ipairs(targets(true)) do
						if t.head then
							local sp, on = w2s(t.head.Position)
							if on then local d = (sp - center).Magnitude; if not bestD or d < bestD then bestD, best = d, t.head end end
						end
					end
					if best then a3 = best; a4 = best.Position end
				end
			end
			return orig(self, a2, a3, a4, ...)
		end
	end
end)

local ZERO = Vector3.new(0, 0, 0)
local function rest(sp) if type(sp) == "table" then pcall(function() sp.t = ZERO end); pcall(function() sp.p = ZERO end) end end
RunService:BindToRenderStep("TTK_Weapon", Enum.RenderPriority.First.Value, function()
	if gunObj then
		if cfg.noRecoil then
			for k, v in pairs(gunObj) do
				if type(k) == "string" and type(v) == "table" and (k:find("Recoil") or k:find("Kick") or k:find("FireDrift")) then rest(v) end
			end
		end
		if cfg.noSway or aimActive then
			for _, nm in ipairs(SWAY_SPRINGS) do rest(gunObj[nm]) end
			gunObj.WalkSwayX = 0; gunObj.WalkSwayY = 0
		end
		if cfg.instantADS and gunObj.AimSpring then pcall(function() gunObj.AimSpring:setStiffness(500, 1) end) end
	end
	if camCtrl then
		if cfg.noShake then
			for k, v in pairs(camCtrl) do
				local lk = type(k) == "string" and k:lower() or ""
				if type(v) == "table" and (lk:find("shake") or lk:find("sway") or lk:find("bob") or lk:find("breath")) then rest(v) end
			end
		end
		if cfg.noRecoil then
			for k, v in pairs(camCtrl) do
				if type(k) == "string" and type(v) == "table" and (k:lower():find("recoil")) then rest(v) end
			end
		end
	end
end)

RunService.Heartbeat:Connect(function()
	if not localGun then return end
	if cfg.infAmmo then localGun.MagAmmo = localGun.MaxMagSize + 1 end
	if cfg.noReload then localGun.IsReloading = false end
	if cfg.fullAuto or cfg.rapid then localGun.FireMode = "auto" end
	if cfg.rapid then localGun.CanFire = true end
	if cfg.infReserve and localGun._magazines then
		for i = 1, #localGun._magazines do localGun._magazines[i] = localGun.MaxMagSize end
	end
end)

pcall(function()
	local TC = require(RS.Modules.Client.Controllers.ThrowableController)
	if type(TC) == "table" and type(TC.GetAmmo) == "function" then
		local orig = TC.GetAmmo
		TC.GetAmmo = function(...) if cfg.infThrow then return 99 end return orig(...) end
	end
end)

local VibeUI = loadstring(game:HttpGet("https://sirmemegithub.com/RealSlimShady2000/VibeUI/raw/branch/main/VibeUI.luau"))()
local Window = VibeUI:Window({ Title = "TTK", Keybind = Enum.KeyCode.RightControl, Layout = "Side" })

local T1 = Window:Tab({ Name = "Visuals & Aim", Columns = 2 })
local espS = T1:Section({ Name = "ESP", Side = 1 })
espS:Toggle({ Name = "Enable ESP", Flag = "esp", Default = false, Callback = function(v) cfg.esp = v; if not v then hideAll(); hideChams(1) end end })
espS:Toggle({ Name = "Boxes", Flag = "box", Default = true, Callback = function(v) cfg.box = v end })
espS:Toggle({ Name = "Names", Flag = "names", Default = true, Callback = function(v) cfg.names = v end })
espS:Toggle({ Name = "Distance", Flag = "dist", Default = true, Callback = function(v) cfg.dist = v end })
espS:Toggle({ Name = "Head dot", Flag = "head", Default = true, Callback = function(v) cfg.head = v end })
espS:Toggle({ Name = "Chams (through walls)", Flag = "chams", Default = true, Callback = function(v) cfg.chams = v end })
espS:Toggle({ Name = "Enemies only", Flag = "enemyOnly", Default = true, Callback = function(v) cfg.enemyOnly = v end })

local aimS = T1:Section({ Name = "Aimbot", Side = 2 })
aimS:Toggle({ Name = "Enable Aimbot (hold RMB)", Flag = "aim", Default = false, Callback = function(v) cfg.aim = v end })
aimS:Toggle({ Name = "Silent Aim Wallbang", Flag = "silent", Default = false, Callback = function(v) cfg.silentAim = v end })
aimS:Toggle({ Name = "Target head", Flag = "aimHead", Default = true, Callback = function(v) cfg.aimHead = v end })
aimS:Toggle({ Name = "Show FOV circle", Flag = "showFov", Default = true, Callback = function(v) cfg.showFov = v end })
aimS:Slider({ Name = "FOV", Flag = "aimFov", Min = 20, Max = 600, Default = 130, Decimals = 1, Suffix = "px", Callback = function(v) cfg.aimFov = v end })
aimS:Slider({ Name = "Smoothness", Flag = "aimSmooth", Min = 0, Max = 0.95, Default = 0.25, Decimals = 0.01, Callback = function(v) cfg.aimSmooth = v end })

local T2 = Window:Tab({ Name = "Weapon", Columns = 2 })
local wA = T2:Section({ Name = "Recoil / Aim", Side = 1 })
wA:Toggle({ Name = "No spread", Flag = "noSpread", Default = false, Callback = function(v) cfg.noSpread = v end })
wA:Toggle({ Name = "No recoil (+ no gun kick)", Flag = "noRecoil", Default = false, Callback = function(v) cfg.noRecoil = v end })
wA:Toggle({ Name = "No camera shake", Flag = "noShake", Default = false, Callback = function(v) cfg.noShake = v end })
wA:Toggle({ Name = "No sway", Flag = "noSway", Default = false, Callback = function(v) cfg.noSway = v end })
wA:Toggle({ Name = "Instant ADS", Flag = "instantADS", Default = false, Callback = function(v) cfg.instantADS = v end })

local wB = T2:Section({ Name = "Ammo / Fire", Side = 2 })
wB:Toggle({ Name = "Infinite ammo", Flag = "infAmmo", Default = false, Callback = function(v) cfg.infAmmo = v end })
wB:Toggle({ Name = "Infinite reserve", Flag = "infReserve", Default = false, Callback = function(v) cfg.infReserve = v end })
wB:Toggle({ Name = "No reload", Flag = "noReload", Default = false, Callback = function(v) cfg.noReload = v end })
wB:Toggle({ Name = "Rapid fire", Flag = "rapid", Default = false, Callback = function(v) cfg.rapid = v end })
wB:Slider({ Name = "Fire delay", Flag = "rapidRate", Min = 0.01, Max = 0.2, Default = 0.05, Decimals = 0.01, Suffix = "s", Callback = function(v) cfg.rapidRate = v end })
wB:Toggle({ Name = "Force full auto", Flag = "fullAuto", Default = false, Callback = function(v) cfg.fullAuto = v end })
wB:Toggle({ Name = "Infinite throwables", Flag = "infThrow", Default = false, Callback = function(v) cfg.infThrow = v end })

pcall(function() VibeUI:CreateSettingsPage(Window) end)
VibeUI:Notification({ Title = "TTK loaded", Description = "RightControl to toggle the menu", Type = "success" })
Verified Executor Compatibility

Features of TTK Testing | OPEN SOURCE Script

The TTK Testing | OPEN SOURCE script is an optimized Lua execution payload designed for Roblox players. Built to minimize FPS drops and prevent crashes, it provides essential automated functions:

  • Auto Farm & Level Grinding: Automatically cycles quests and mobs with efficient positioning algorithms.
  • Aimbot & ESP: Accurate enemy targeting and wall visibility for items, chests and players.
  • Teleportation: Seamless movement across game checkpoints, safe zones and dungeons.
  • Direct Keyless Loadstring: Executes directly without third-party key verification links.

How to Execute This Script on Mobile & PC

Follow these steps depending on your platform:

Mobile (Android / iOS)

  1. Install Arceus X NEO or Delta Mobile.
  2. Launch the game inside the executor environment.
  3. Open the floating executor console.
  4. Paste the Lua script copied from above.
  5. Click Execute.

PC (Windows)

  1. Launch your PC exploit (such as Synapse X, KRNL, or Xeno).
  2. Join the Roblox game server.
  3. Click Inject / Attach.
  4. Paste the copied script into the script tab.
  5. Press Execute to run the menu.

Frequently Asked Questions (FAQ)

Is the TTK Testing | OPEN SOURCE script free and keyless?

Yes, this script payload is verified to be 100% free and keyless without linkvertise checkpoints.

Which executors support this script?

Compatible with Arceus X, Delta, Arceus X, Synapse X, KRNL, Fluxus and Xeno.

How do I execute this script safely?

Copy the script payload using the Copy button above, launch your Roblox executor on PC or Mobile, attach to the game client, paste the payload into the editor, and press Execute.

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