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[Crimes 2.0] Burglary: An In-Depth Guide

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Emforus [2535044] Wiki Contributor

Updated: February 18th - Updated safety sheet, scouting distribution and droptables, added public spreadsheets.
INTRODUCTION
This guide aims to cover most of everything related to Burglary, the 7th crime in Torn's Crimes 2.0 Early Access.
And yes I'm well aware this is the 6th one to release, whatever the 5th crime is, it has been delayed yet again, so either it was a buggy mess, or it's really huge. Fingers crossed it's the latter.

If you already know the basics just skip ahead, I'll try and keep everything organized for clarity's sake.
If you're just looking for advice on this crime, skip to the "Points Of Interest" section.

This is the sixth of my series of guides on Crimes 2.0, all other guides released to date:
[Crimes 2.0] Search For Cash: An in-depth guide
[Crimes 2.0] Bootlegging: An in-depth guide
[Crimes 2.0] Graffiti: An In-Depth Guide
[Crimes 2.0] Shoplifting: An In-Depth Guide
[Crimes 2.0] Card Skimming: An In-Depth Guide
[Crimes 2.0] Pickpocketing: An In-Depth Guide
[Crimes 2.0] Hustling: An In-Depth Guide
[Crimes 2.0] Disposal: An In-Depth Guide
[Crimes 2.0] Cracking: An In-Depth Guide
[Crimes 2.0] Forgery: An In-Depth Guide
[Crimes 2.0] Scamming: An In-Depth Guide

GLOSSARY:
CS = Crime Skill, your skill at doing the crime, shown at the top of the crime page.
Unique = Unique find, marked with a star under the "ATTEMPT" button, can only be found once.
Crit = Critical failure, leads to loss of CS and sometimes items, sometimes life, sometimes prison time.
Key Item = Recommended item for a location, unlocks new outcomes and is required for uniques to appear.
Casing = Investigating an area to find vulnerabilities, access points and exit routes with the intent to commit a crime.
Burgling = The act of trespassing with the goal of stealing something.

FIRST STEPS (What you need to start)
Burglary is very straightforward: You identify a location that may be unprotected or may hold valuables, reconnoitre the area to make sure it's safe, then break in and steal whatever isn't nailed down.

To do this efficiently, there's a set of tools that you may need to assist you in your crooked tasks. These tools are not consumable, and can be used throughout multiple attempts without issue, but they may be hard to acquire, some more than others.
There's a total of six tools available for this crime, each being used in different locations.

[image: drive.google.com]
The flashlight is the enhancer for this crime. It increases CE & CS gains by 5%, as well as unlocking new outcomes (usually more valuable or more diverse). It can be found as a unique find while shoplifting in Bits 'n' Bobs, and as a unique find when burgling the Tool Shed while using lockpicks.

[image: drive.google.com]
The jemmy is a tool helpful when performing this crime. It unlocks outcomes and uniques in a few locations that require forcing open, prying or wrenching up stuff. It can be found while shoplifting in Bits 'n' Bobs, and while burgling the Mobile Home.

[image: drive.google.com]
Rope is a tool useful for pulling oneself up or climbing down certain locations. It can be found while searching the junkyard and the beach, when casing the Mobile Home or when burgling the Tool Shed and the Beach Hut.

[image: drive.google.com]
Credit cards are extremely common and versatile, and can be used to shimmy open some locked doors. It can be found inside Billfolds, Old Wallets, Cardholders and some other containers, as well as a ton of other forms of acquisition.

[image: drive.google.com]
Lockpicks are the standard tool for the common thief, useful to open locks of any kind. It can be found while burgling the Tool Shed and while burgling the Cottage, as well as burgling the Secluded Cabin.

[image: drive.google.com]
The window breaker is very fitting to its name: It's used to break open windows to grant you access to valuables. Most houses can be broken into with this one. It can be found while burgling in the Beach Hut and while burgling the Lake House.

[image: drive.google.com]
The skeleton key is the sixth and last key item for this crime. It's used to access more advanced locations with ease. It can be found by burgling the Self-Storage Facility, a commercial target, or while burgling the Shipyard, an industrial target.

None of these items are required to do this crime, but all of them are required to access the unique outcomes in any location ('cept the flashlight, which is just nice to have).
All of them can be obtained while doing this crime, so buying them just helps speed things up and get uniques quicker.

They also unlock the more valuable finds in every target, but this is only a concern for the later locations, and by that time you should've found one of more copies of these key items.

SCOUTING (34 targets!?)
[image: drive.google.com]
Scouting is the first step for this crime, it's the process of finding a good target to rob. It costs 4 nerve and gives a consistent amount of CS.

There is no known limit to the amount of targets that can be scouted at once.
Scouted targets will disappear after 72 hours if not robbed.

NOTE: I'll use different terms to distinguish scouting options and burglary options.
- "Location" will refer to scouting places like residential, commercial or industrial. This is the type of location for a target.
- "Target" will refer to the actual target generated after scouting, like a shed or a house. Targets are found in a location, and are categorized as such.

THE LOCATIONS
There's three types of locations that can be scouted, in increasing order of difficulty. Loot found also varies significantly based on location.
[image: drive.google.com]
While there's only three types of locations, there's a grand total of 34 targets that can be scouted in total. When a location type is scouted, a random target of that type will be generated, some of which are locked to certain skill levels.

More details on the specific targets for each location to be found further below

RESIDENTIAL TARGETS
- Tool Shed
- Beach Hut
- Bungalow
- Mobile Home
- Cottage (CS3)
- Apartment (CS14)
- Suburban Home (CS22)
- Secluded Cabin (CS30)
- Farmhouse (CS38)
- Lake House (CS46)
- Luxury Villa (CS69)
- Manor House (CS100)

Most residential targets are safe and easy to case, though few exceptions apply.
Increasing confidence in any of these locations is mostly easy, requiring 1-3 attempts on average to reach acceptable levels.
Loot is junk for the most part though sometimes drugs like xanax and premium consumables may be found.
Difficulty tends to increase linearly, with early targets being easy (except the apartment) and later targets requiring multiple casing attempts.

Recommended CS: 1 to 70

COMMERCIAL TARGETS (CS25)
- Funeral Directors
- Self-Storage Facility
- Postal Office
- Market
- Cleaning Agency (CS27)
- Barbershop (CS35)
- Liquor Store (CS43)
- Dentists Office (CS47)
- Chiropractors (CS56)
- Recruitment Agency (CS77)
- Advertisement Agency (CS100)

Commercial targets are somewhat more difficult, requiring multiple casings to build up confidence.
Loot is remarkably better than residential targets, including plenty of premium consumables and crime components.
Early targets are somewhat difficult, the latest two targets are very difficult, and the ones in-between are easy.

Recommended CS: 45 to 80

INDUSTRIAL TARGETS (CS50)
- Dockside Warehouse
- Farm Storage Unit
- Shipyard
- Printing Works (CS52)
- Brewery (CS60)
- Truckyard (CS68)
- Old Factory (CS76)
- Slaughterhouse (CS84)
- Paper Mill (CS92)
- Foundry (CS96)
- Fertilizer Plant (CS100)

Industrial targets are extremely difficult, requiring a lot of casings to build up confidence.
Loot is significantly better than other locations, including supply packs, equipment and a significant amount of rare crime components.
The difficulty curve of these targets is the opposite of residential targets, with the early ones being fairly difficult and becoming easier the later they are unlocked.

Recommended CS: 85+

CRIME SKILL GAIN
Crime skill gain is consistent regardless of location scouted: Around 1/5th that of burgling a place.
This gain is very insignificant given the nerve cost, meaning to make up for it, you must successfully rob a place while doing as few attempts as possible.

CASING AND BURGLING (The bread and the butter)
With our target identified, it's time to rob the place. Or is it?
[image: drive.google.com]
There's a lot of information and buttons here so some people might get confused, I'll quickly break it down for you.

CASING
[image: drive.google.com]
Casing, or performing reconnaisance, is investigating a target to find weakspots, access points and exit routes. Doing this increases your chances of success dramatically by increasing your confidence.

[image: drive.google.com]
Each target has a confidence gauge. The higher it is, the more likely you are to rob a place successfully. Casing a place increases confidence by a random amount depending on the target, with some targets increasing it very slightly and some increasing it almost fully in a single attempt.

It is ill advised to rob a place with zero confidence. If nothing else, case once or twice before attempting burglary.

The effect of confidence in success rates isn't precisely understood but testing has found the following brackets
- <30% confidence leads to success rates around 70%
- 30-40% confidence leads to roughly 85% success rate
- 40-60% confidence leads to roughly 90% success rate
- 100% confidence leads to roughly 98.5% success rate

In general, increases in confidence show diminishing returns, with 50% being seen as the "sweet spot" where confidence increases start having less effect on success rates.
Casing to 100% in every location, with some requiring over a dozen casings to max, may be wasteful, while maxing it in locations where one or two casings is enough might be a good idea to maximize success rates and avoid failures as much as possible.

[image: drive.google.com][image: drive.google.com][image: drive.google.com]
Besides confidence there's also status. Status changes on two instances:
- When failing a casing attempt, status may change to "Too dangerous" and for a period of 20-60 minutes no further attempts at casing or burglary will be possible.
- Sometimes after casing, although rarely, status will change to "All clear", guaranteeing the next attempt at burglary within the given time window as a success.

BURGLING
[image: drive.google.com]
Burgling, or robbing a place, is the crime proper, where you steal cash or valuables from your target. Depending on your confidence level, success rates of burgling increase accordingly.

[image: drive.google.com]
The recommended item unlocks new outcomes while burgling, including all unique outcomes. Ways of finding these items are listed in the "First Steps" section above.

WHEN TO ROB A PLACE
It is recommended to increase confidence to a safe level before attempting to burgle any target. The "safe level" depending on the exact target, with more difficult targets requiring additional casings to increase confidence enough.

50% appears to be the "sweet spot" for confidence, where further casings won't have a significant impact on success rates. Anything lower than this will reduce success rates incrementally.

Skill level increases confidence gain for each casing attempt, the higher your skill, the more confidence you gain whenever you case, and the less nerve is needed overall to rob certain locations.

And remember, you can still fail or even get a crit with max confidence. Only time you'll succeed 10/10 times is when the status is "All clear".

CRIME SKILL GAIN
CS gain for each crime differs significantly.
For casing, CS gain is about the same as scouting: 1/5th that of burgling. Given the nerve cost, the least attempts you need to rob a place, the better it is.
For burgling, CS gain is consistently high, five times as much as scouting or casing. This is your main way of increasing CS, and the more reliably you can rob a place successfully, the faster you can expect your CS to increase.

Aiming for safe locations that require few casings to burgle successfully is an easy way to increase CS quickly.

Location has no bearing on CS gain.

NEGATIVE OUTCOMES
Both when casing and burgling, the following can occur after a failure:
- The target becomes unavailable for a short period of time (20 to 60 minutes)
- Nothing happens, and another attempt is possible
- The target has no valuables or is deemed impossible to rob, removing this target entirely

Casing is significantly more likely to turn a target "too dangerous", while burgling is more likely to lose the target entirely. All options can occur, though, depending on target some are also more likely than others.

Failures have no effect on confidence.

CRITICAL FAILURES
Crits can only occur when burgling - scouting can never fail and there are no crits when casing - and can lead to a set of outcomes, alongside standard crit penalties:
- Lose some life
- Go to jail
- Lose the related key item
All ranges for life loss, jail times, hospitalizations and items lost vary depending on the exact target being done, with more advanced targets tending to have higher life loss and jail times.

Crits are more likely on more dangerous locations and significantly more likely when confidence is low. Higher confidence reduces crit chance though it does not remove it entirely.
Loss of flashlight on a crit has not been detected yet.


POINTS OF INTEREST

THE UNIQUES
This crime has a total of 34 uniques, one for each target.
All uniques successfully identified as of October 12th. Will update if new uniques release.
[image: drive.google.com]

All uniques require the recommended item to be obtained.
Uniques aren't bound by neither crime skill nor confidence.

INCREASING SKILL LEVEL
There's only one reliable way of increasing skill level: Burgling.
Scouting and casing are too inefficient in terms of CS gain for nerve spent, and scouting is mandatory to burgle anyway.

The only way of doing this efficiently is reducing the amount of casings done as much as possible while making sure you can still commit burglary successfully. This is easier said than done, and only trial an error can help you here.

The safest and easiest locations to do with as few casing attempts as possible are all in the residential targets list, meaning you should always search for residential targets if your only goal is increasing CS quickly.

In a nutshell:
- Case every target at least once, maybe twice.
- Avoid dangerous targets or targets that require way too many casing attempts
- Scouting residential is best for quick CS gain, but more interesting finds are in the other locations.
- Once you're at CS80, residential targets might become too difficult, while easier industrial targets start appearing. It is an alternative to switch to industrial once you're at this point.

IMPORTANT: By "avoiding" I mean either scout locations without dangerous targets or increase your CS level first before tackling them. Letting targets time out is an option only if your goal is increasing skill level fast. Unless the target is very dangerous to the point that you could do two burglaries with the nerve needed to case it and still have a risk of failing burglary, it'll usually be more efficient to burgle every target that comes across your way.

PATH TO MAX SKILL LEVEL
It was mentioned in the patch notes that maxing burglary would require a massive amount of nerve, and having maxed it myself, I can confirm this. It requires more than twice what was required for most older crimes, and depending on how many crits you get and how much you case your target, it might even require more.

I'll use four individuals as a reference, you can use this information to determine which past is best for yourself. The individuals will remain unnamed except myself, which will be the first example.

CASE 1
1,080 scouting attempts were done to CS100
- 447 were residential targets, leading to 962 casings and 458 burglary attempts with 27 failures, 2 of which being crits.
- 161 were commercial targets, leading to 474 casings and 174 burglary attempts with 24 failures, 3 of which being crits.
- 472 were industrial targets, leading to 1,887 casings and 503 burglary attempts with 45 failures, 3 of which being crits.

This led to a total of 4,320 nerve spent on scouting, 6,574 spent casing, and 6,798 spent burgling, with a total of 17,692 nerve spent to reach CS100.

This case in particular only cased up to 50% confidence, with few attempts above or below this amount

CASE 2
This case has some missing data for later levels, missing entirely data for levels 85, 86, 88 and 89. Numbers will be lower than reality.
1,059 scouting attempts were done to CS100
- 520 were residential targets, leading to 1,285 casings and 557 burglary attempts with 50 failures, 7 of which being crits.
- 366 were commercial targets, leading to 736 casings and 449 burglary attempts with 80 failures, 8 of which being crits.
- 173 were industrial targets, leading to 362 casings and 198 burglary attempts, with 32 failures, 5 of which being crits.

This led to a total of 4,236 nerve spent on scouting, 4,766 spent casing, and 7,224 spent burgling, with a total of 16,226 nerve spent to reach CS100.

This case has a significant issue regarding the missing data, but can be used as an example regardless, for this individual cased twice or thrice for each target, leading to low confidence and 20 critical failures overall.

CASE 3
1,147 scouting attempts were done to CS100
- 472 were residential targets, leading to 1,046 casings and 517 burglary attempts with 68 failures, 10 of which being crits.
- 288 were commercial targets, leading to 837 casings and 334 burglary attempts with 50 failures, 3 of which being crits.
- 387 were industrial targets, leading to 1,288 casings and 447 burglary attempts with 71 failures, 10 of which being crits.

This led to a total of 4,588 nerve spent on scouting, 6,342 spent casing, and 7,788 spent burgling, with a total of 18,718 nerve spent to reach CS100.

This individual cased targets up to 30-40% from the looks of it, sometimes going as low as 20%. The difference in nerve isn't too significant, but the amount of fails and crits is much more notable compared to other cases.

CASE 4
1,592 scouting attempts were done to CS100
- 80 were residential targets, leading to 177 casings and 90 burglary attempts with 13 failures, 1 of which being a crit.
- 242 were commercial targets, leading to 391 casings and 287 burglary attempts with 55 failures, 7 of which being crits.
- 1,270 were industrial targets, leading to 2,119 casings and 1,632 burglary attempts with 479 failures, 68 of which being crits.

This led to a total of 6,368 nerve spent on scouting, 5,374 spent casing, and 12,054 spent burgling, with a total of 23,796 nerve spent to reach CS100.

This individual moved to the next available location as soon as it was unlocked, making the figures for residential and commercial a good example on the nerve required to advance to the next scouting location. This individual also cased targets only once or twice. Given that industrial targets tend to require a significant amount of casings more often than not, this led to confidence below 20% constantly, and this can be seen on the total nerve spent and extremely high amount of critical failures.

Consider this the reason for casing to 50% at the very least. Low confidence will severely hinder your progress for this crime, even if saving nerve from casing may seem like a good idea.


CONCLUSION
This crime will require a metric ton of nerve to complete, no matter how you cut it. At least 1k scouting attempts, about 1.1k-1.2k burglary attempts depending how much you case, and 2-3k casing attempts if not more to max this crime. You can expect nerve required to max this crime to be at the very least 16k, twice the amount needed to max graffiti, for example.

Good ways of cutting the nerve required:
- Do residential only: Most targets until you unlock the luxury villa required few casing attempts to reach the 50% confidence mark, which is one of the safer spots. At around the CS80 mark industrial is a viable alternative, once targets like the old factory, truckyard and slaughterhouse get unlocked which require few casings as well.
At CS80 residential targets become increasingly difficult while industrial targets become easier, so switching to industrial at this point is an alternative.
- Always case properly: The nerve you save by not casing is nerve you'll lose after failing or getting a crit. Just case the target to a reasonable amount of confidence, effects on success rate elaborated further above. Casing one or two times every target is a good way of getting dozens of crits on your path to CS100
Case #4 was added, being a prime example on why casing is so important.
- Burgle EVERYTHING: Whether it's safe or dangerous, it'll always be more efficient to case as many times as needed and burgling a target, than letting it time out. You want to do targets with the least amount of casings, sure, so scout locations where you KNOW you'll find safer targets, and not something like industrial as soon as you hit CS50.

Assuming you only use natural regen and daily refill, you can expect to max this crime in roughly 40-50 days.

THE MERITS
Just like all other crimes so far, this crime also has two honor bars native to it, and all the medals pertaining its category.

Reaching CS100 will grant one the Breaking and Entering honor bar.
[image: drive.google.com]

Burgling every distinct target at least once will grant one the Key to the City honor bar
[image: drive.google.com]

31 of the 34 targets are unlocked on your way to CS100, while the last three are CS100 only, meaning you have to first max your skill level before being able to obtain this honor bar.

Finally, all attempts at this crime, regardless of nerve spent, are considered theft crimes in regards of Theft offenses medals.
It is the same category as Search for Cash and Shoplifting, which are more nerve efficient, so nothing to note in this regard.

TIME OF DAY
While it isn't confirmed entirely due to low sample size and possible bias in the samples used, due to the different combinations of time of day and targets, a trend has been identified regarding this, where some targets are better to case at certain times where you can expect less activity there.
[image: drive.google.com]
Do note that this only applies for casing, since scouting and burgling are time-independant.

In summary:
- Residential seems to be best from 9 to 5, while people are at work
- Commercial seems to be best during the evening from 6 to 12, when less people roam the streets and businesses are starting to close.
- Industrial appears to be similar to commercial, being better at night from 9PM to 3AM. I do not know the exact reason for this, and to be honest I remain skeptical on the accuracy of this particular location, for sample size isn't big enough to ignore luck.

The increases for casing at the right time are minor, around 1-2% better, making one think if it's even worth waiting for this time.

ALL TARGETS
To finish up, a breakdown of individual targets for every location including safety assessments and noteworthy loot. Most locations are missing some targets, as they're unlocked by skill level, so this section will be regularly updated as more information comes in.

Regarding safety assessments: Riskier means more casings are needed to increase confidence, the higher the risk the harder it is to increase confidence and thus the harder it is to successfully rob a target without spending massive amounts of nerve.

Confidence increase is better as CS increases, so recommended amount of casings goes down with skill level relative to location CS unlock. Previously "Risky" or "Dangerous" locations can become "Safe" or "Unsafe" when skill level is high enough, so it might be better to leave unsafe locations for later when your skill is high enough to increase confidence with ease.

RESIDENTIAL TARGETS
Tool Shed
Key Item: Lockpicks
Safety assessment: SAFE
Unique: 1x Flashlight
Interesting finds: Lockpicks, Blowtorch, Ammonia, Drill. Generally seemingly useful items.
Advice: Case once then burgle, best place to find lockpicks.

Beach Hut
Key Item: Jemmy
Safety assessment: SAFE
Unique: Money (approx. 160k to 400k)
Interesting finds: Window Breaker
Advice: Case once then burgle. Earliest known place where one can find the window breaker.

Bungalow
Key Item: Window Breaker
Safety assessment: MODERATELY UNSAFE
Unique: 1x Soap on a Rope, 1x Xanax, 1x Vitamins, 1x Toothbrush
Intresting finds: Melatonin.
Advice: Case once or twice. Only melatoning being noteworthy, everything else mostly being common consumables, clothes and weapons.

Mobile Home
Key Item: Rope
Safety assessment: SAFE
Unique: 1x Claymore Mine, 1x Luger, 1x WWII Helmet
Interesting finds: Jemmy, Blowtorch, Drill. Money for the most part.
Advice: Case once, rarely twice. Can find the jemmy here.

Cottage
CS Unlock - 3
Key Item: Window Breaker
Safety assessment: MODERATELY UNSAFE
Unique: 1x Jacket, 1x Lawyer's Business Card
Interesting finds: Lockpicks, Handcuffs, Printer, Bottle of Minty Mayhem.
Advice: Case twice more often than not. Has a lot of noteworthy finds including lockpicks. Can rarely find premium alcohol here.

Apartment
CS Unlock - 14
Key Item: Credit Card
Safety assessment: RISKY
Unique: 1x Personal Computer, 1x High-Speed Drive, 1x Blank DVDs : 250
Interesting finds: Printer, Graver, Paperclips, premium alcohol.
Advice: Either avoid this location or case 4-6 times. Loot is good, mostly items related to forgeries. Can find 2N alcohol here.

Suburban Home
CS Unlock - 22
Key Item: Window Breaker
Safety assessment: MODERATELY UNSAFE
Unique: 1x Lottery Voucher
Interesting finds: Coat Hanger, Drill, Jemmy, Wirecutters, consumables.
Advice: Case once or twice. Many tools used for existing and upcoming crimes.

Secluded Cabin
CS Unlock - 30
Key Item: Jemmy
Safety assessment: SAFE
Unique: 1x Pack of Cuban Cigars, 1x Windproof Lighter, 1x Cigar Cutter
Interesting finds: Lockpicks, Binoculars, Stick of Dynamite, Igniter Cord, Remote Detonator
Advice: Case once, rarely twice. Loot includes mostly weapons and gear, as well as many tools for upcoming crimes.

Farmhouse
CS Unlock - 38
Key Item: Window Breaker
Safety assessment: UNSAFE
Unique: 1x Turkey Baster, 1x Bull Semen
Interesting finds: Razor Wire, Drill, C4 Explosive, Detonator & Ignition Cord, Energy Drinks, Permanent Marker.
Advice: Case twice, maybe thrice. Loot is very interesting, explosively so.

Lake House
CS Unlock - 46
Key Item: Jemmy
Safety assessment: UNSAFE
Unique: 2x Box of Medical Supplies
Interesting finds: Window Breaker, Box of Medical Supplies, Binoculars, Bottle of Mistletoe Madness.
Advice: Case thrice or more. Only other residential location to give the window breaker, loot is mostly consumables and junk, with an extremely lucrative find of premium booze.

Luxury Villa
CS Unlock - 69
Key Item: Window Breaker
Safety assessment: RISKY
Unique: 1x Persian Rug
Interesting finds: Wirecutters, Stash Box, Melatonin, Xanax.
Advice: Case four times or more. Loot is pretty good, mostly money and consumables like xanax, premium booze and melatonin.

Manor House
CS Unlock - 100
Key Item: Lockpicks
Safety assessment: RISKY
Unique: 1x Chandelier
Interesting finds: Special ammunition
Advice: Case four to six times. Can find special ammo here, though other valuable finds remain unknown.

COMMERCIAL TARGETS
Funeral Directors / Funeral Home
Key Item: Lockpicks
Safety assessment: UNSAFE
Unique: 1x Empty Blood Bag, 1x Bone Saw, 1x Bone, 1x Cassock
Interesting finds: Casket, Bone Saw, Chloroform, Small Suitcase, Medical Bill
Advice: Case twice or thrice. Loot seems mostly related to future crimes, including a fairly lucrative small suitcase.

Self-Storage Facility / Self Storage
Key Item: Skeleton Key
Safety assessment: DANGEROUS
Unique: 4x Opium
Interesting finds: Skeleton Key, Binoculars, Ammonia, Potassium Nitrate, Phosphorus, Embosser, Printer, Graver, Paint Mask
Advice: Case as many times as needed, upwards from six. Loot is very good, with items useful for forgeries, bombing, growing plants and stalking targets. The Key Item Skeleton Key can be found here.

Market
Key Item: Jemmy
Safety Assessment: RISKY
Unique: 1x Fanny Pack
Interesting finds: Laptop, Bonded Latex, consumables
Advice: Case four to six times. Loot includes a few crime components and a significant amount of premium consumables.

Postal Office
Key Item: Credit Card
Safety assessment: RISKY
Unique: 1x Stamp Collection
Interesting finds: Advanced Driving Manual, energy drinks, special ammunition
Advice: Case as many times as needed, upwards from five. Loot is mostly lackluster bar a few very good exceptions.

Cleaning Agency / Cleaning Firm
CS Unlock - 27
Key Item: Jemmy
Safety assessment: SAFE
Unique: 1x Tumble Dryer
Interesting finds: Lye, Ammonia, Ladder, Lockpicks
Advice: Case twice. Loot appears to be used for body disposal and as fertilizer/explosive manufacturing, with a ladder for lord knows what reason.

Barbershop
CS Unlock - 35
Key Item: Lockpicks
Safety assessment: MODERATELY UNSAFE
Unique: 1x Cut-Throat Razor
Interesting finds: Mostly junk, some consumables.
Advice: Case once or twice. Loot is either basic components found elsewhere or just junk items, with a few weapons here and there.

Liquor Store
CS Unlock - 43
Key Item: Skeleton Key
Safety assessment: MODERATELY UNSAFE
Unique: 1x Six-Pack of Alcohol
Interesting finds: Premium consumables
Advice: Case twice, rarely thrice. Loot is quite good, mostly junk but a lot of premium alcohol up to 4N drinks, and rarely cans of crocozade as well.

Dentists Office
CS Unlock - 47
Key Item: Credit Card
Safety assessment: SAFE
Unique: 1x Latex Gloves, 6x Golden Tooth
Interesting finds: Grinding Stone, Polishing Pad, Small Suitcase, Epinephirne, Drug Pack
Advice: Case once or twice. Has some forgery-related loot, and multiple extremely lucrative finds. Arguably the best commercial location overall.

Chiropractors
CS Unlock - 56
Key Item: Window Breaker
Safety assessment: MODERATELY UNSAFE
Unique: 3x Xanax
Interesting finds: Small Suitcase, Ketamine, Morphine, Tyrosine
Advice: Case once or twice. Loot is mostly junk but some interesting finds remain, main one being a suitcase.

Recruitment Agency / Temp Agency
CS Unlock - 77
Key Item: Window Breaker
Safety assessment: RISKY
Unique: 1x Jade Buddha, 1x Bowling Trophy
Interesting finds: Printer, Window Breaker, Premium alcohol, Energy drinks
Advice: Case four to six times. Loot is junk for the most part with a few fairly lucrative exceptions.

Advertising Agency / Ad Agency
CS Unlock - 100
Key Item: Skeleton Key
Safery assessment: RISKY
Unique: 2x Can of Damp Valley
Interesting finds: Unknown
Advice: Case four to six times. Money finds are fairly common here, not enough data regarding other interesting finds.

INDUSTRIAL TARGETS
Dockside Warehouse / Docklands
Key Item: Lockpicks
Safety assessment: DANGEROUS
Unique: 1x Erotic DVD
Interesting finds: Consumables, Special Ammunition
Advice: Case as many times as needed, upwards from seven. Loot seems to be weapons, armor, temps and meds, as well as special ammunition and other consumables.

Farm Storage Unit / Farm Storage
Key Item: Jemmy
Safety assessment: RISKY
Unique: 1x Cattle Prod
Interesting finds: Machine Parts, Ammonia, Urea, Phosphorus, Potassium Nitrate, Lye, Crucible, Razor Wire
Advice: Case four to six times. Loot is excellent, mostly fertilizers or explosive components, plus a crucible which can be related to ammunition production paired with shipyard loot.

Shipyard
Key Item: Jemmy
Safety assessment: VERY DANGEROUS
Unique: 1x Anchor
Interesting finds: Skeleton Key, Box of Medical Supplies, C4 Explosive, Brass Ingot, Machine Part, Xanax
Advice: Case as many times as needed, upwards from eight. Loot is very interesting including brass ingots, potentially useful for ammunition production.

Printing Works
CS Unlock - 52
Key Item: Window Breaker
Safety assessment: RISKY
Unique: 1x Hot Foil Stamper
Interesting finds: Blank Credit Cards, Blank Tokens, Certificate Seal, Bond Paper, Wax Seal Stamp, Erotic DVD
Advice: Case 4-6 times. Loot is completely centered on forgery components. Can find E-DVDs here as a common find.

Brewery
CS Unlock - 60
Key Item: Rope
Safety assessment: VERY DANGEROUS
Unique: 1x Empty Box, 6x Bottle of Stinky Swamp Punch
Interesting finds: Premium alcohol, Dynamite, Ignition Cord, Six-Pack of Alcohol.
Advice: Avoid entirely or case upwards from eight. Premium alcohol finds in this location are very lucrative, ranging from 2N to 4N drinks. Can find Six-Packs of Alcohol here as a common find. My personal favourite.

Truckyard
CS Unlock - 68
Key Item: Skeleton Key
Safety assessment: MODERATELY UNSAFE
Unique: 1x Can of Munster
Interesting finds: Binoculars, Wirecutters, Window Breaker, Skeleton Key, special ammunition, temporaries, energy drinks.
Advice: Case once or twice. Loot is extremely interesting, including ammo both standard and special, tools for this and other crimes, temporaries, and other assorted junk.

Old Factory
CS Unlock - 76
Key Item: Window Breaker
Safety assessment: SAFE
Unique: 1x Empty Box, 1x Small Explosive Device
Interesting finds: Brass Ingots, Machine Parts, Sticks of Dynamite, Remote Detonator, Ignition Cord
Advice: Case once, rarely twice. Loot is fairly interesting, mostly future crime components.

Slaughterhouse
CS Unlock - 84
Key Item: Credit Card
Safety assessment: SAFE
Unique: 1x Bloody Apron
Interesting finds: Box of Medical Supplies, Chloroform, Potassium Nitrate, Empty Blood Bag, Tyrosine, Horse's Head
Advice: Case once or twice. Loot seems to be mostly medical items and other components.

Paper Mill
CS Unlock - 92
Key Item: Skeleton Key
Safety assessment: UNSAFE
Unique: Money (approx. 210k-224k?)
Interesting finds: Bond Paper, Machine Parts, Box of Medical Supplies, Skeleton Key
Advice: Case twice or thrice. Loot is mainly stationery, forgery-related items, plus two interesting finds being the skeleton key and a box of medical supplies.

Foundry
CS Unlock - 96
Key Item: Jemmy
Safety assessment: MODERATELY UNSAFE
Unique: 1x Yasukuni Sword
Interesting finds: Machine Parts, Aluminum Plate, Brass Ingot, Phosphorus
Advice: Case twice, rarely thrice. Loot is extremely interesting including multiple materials for future crimes.

Fertilizer Plant
CS Unlock - 100
Key Item: Lockpicks
Safety assessment: UNSAFE
Unique: 1x Truck Nuts
Interesting finds: Fertilizer, Razor Wire, Ignition Cord, Remote Detonator
Advice: Case twice or thrice. Loot is interesting, fertilizer is extremely common, some explosives and cannabis as well.

THE NUMBERS
More in-depth analysis is held here, where actual statistics and number crunching is needed.

LOCATION RISK BREAKDOWN
The following is a "simplified" version of the section above, showing which locations are safer based on confidence gain and success rate. In the end, which locations you wanna do are up to you, this only makes suggestions assuming your goal is maxing CS.
[image: drive.google.com]
Public sheet (better quality) here.

Two things to note here:
- It is speculated that time of day affects casing success rate. This effect is undetermined and may vary from location to location. Go with what's most logical
- The safety assessment proper is only a guideline based on my own experience and that of the samples analyzed. Your results may vary if your CE is high or your CS is significantly higher than that needed to unlock a target.

Location risk does not appear to be entirely related to loot found there, you can find very valuable drug packs at the dentists office, a safe location, just like you can find a handful of 4N alcohol in the brewery, a very dangerous location. If goal is profit choose which area is more down your alley.

When should you leave a target?
While it is true that casing and scouting are worth less in terms of CS than burgling, that's not the main reason to abandon a target.

More attempts needed means more chances of getting a fail, leading to reduced efficiency the lower success rates are. Moreover, some failed casings can lead to abandoning a property, losing the target entirely and making all casings prior an immense waste of nerve.

Focusing on safer targets allows you to increase your CS faster. Keyword: FASTER

All targets that you let time out are a waste of nerve, every additional casing done reduces CS gain efficiency by roughly 1.5%, while scouting twice for a better target is ~14% less efficient. You'll always makes the most out of your nerve by burgling every target that comes your way, but waiting for your CS to increase before doing those targets, even if only by 5-10 CS levels, can lead to a significant reduction on casings needed to burgle consistently (for example apartment, at low skill level it needs 4-6 casings while at high skill level about 3 are enough).

TL;DR: If success rate is low and it requires tons of casings, move on. If success rate is high but requires tons of casings, increase CS and try it later (case once to extend timeout by three days). Practically every location becomes viable once CS is high enough, so considera.

LOCATION TARGET DISTRIBUTION
As one's skill level increases, rarer targets become available, this much is known and undisputed.
However, what isn't as apparent is that as skill level increases, earlier targets become less and less common, in favour of rarer targets with better loot.
[image: drive.google.com]
Public sheet (better quality) here.

As can be seen here, earlier targets become more and more scarce as your skill level increases. This trend remains the same for every location and applies to all targets in the same manner.

If your goal is to obtain all uniques, it is strongly advised to aim for them while your skill level makes the targets providing them common. You don't want to struggle to get a basic target just to get the unique for it when you're already at CS100.

ITEM DROP TABLES
After quite some time and having a total sample size of 358k logs, I've decided to make the droptables public for everyone to see. Instead of using screenshots of each individual table, I've opted for publicizing a sheet with all the drop tables updated as of February 18th 2024.

Burglary droptables can be found here.
Do consider making a copy if you wish to access the droptables directly instead of using the selector provided.

Huge thanks to Lazerpent for helping with the formatting and migration of the tables to a public sheet, 'cause lord knows my toaster would've taken weeks doing that.

Two things to mention:
- A lot of locations are missing outcome requirements. You can find a list of which ones I'm missing here. If you happen to get one please take a screenshot and send it my way ^_^
- Pretty sure some of the ammo outcomes got broken during the last update, so if you see something not displaying correctly... well I ain't gonna fix that now with a new crime on the horizon *shrugs*

FINAL THOUGHTS
Best crime released to date in my opinion. This crime actually makes you think, figure out what's best, how much you wanna risk, how much nerve you wanna invest to rob a place. The loot, variety of key items and different outcomes depending on whether you have them or not is the icing on the cake. As a side note, got my skimmers working in the background while doing this crime :)

Profits are very high at the time of posting due to the novelty of some of these items, key items in particular, but prices will stabilize soon enough as circulation increases. A lot of these finds, though, appear to be useful for later crimes like forgery, assassination, body disposal, bombing, among others. We'll see in the coming months whether they're as useful as they appear.

Sixth guide in the Crimes 2.0 Guides series, and honestly I had a ton of fun making it. This crime has been a blast to research and archive, way more than skimming in my opinion. A lot of locations remain unknown which means I'll need to keep updating it constantly, and it's quite nerve intensive so I don't think I'll get a lot of data soon, yet it just makes me wanna investigate everything further ^_^

DATA GATHERING (Done!)
Data gathering for this crime is finished. Thanks everyone who contributed!

CREDITS
Finally, a shoutout to all who contributed in the making of this guide, as well as those who financed this and previous projects.

Providers of research funds:

kelfi: 11x Donator Pack
onlelonely: 10x FHC
MrFancyPants: $100,000,000
MonChoon: 100x Xanax
Gem: 25x Bottle of Moonshine
Kamkool: $50,000,000
BigDaddyLuvsU: $38,000,000, 3x Drug Pack
Invert: $10,000,000, 1x Xanax, 1x FHC, 20x Bottle of Mistletoe Madness
Sinvetic: 2x FHC, Quran Script : Ubay Ibn Ka'b
Hamid448: $10,000,000, 3x E-DVDs, 1x Drug Pack, 1x Six Pack of Alcohol
RatstaR: 1x Donator Pack
L4suicide: 1x Donator Pack
Jackass_420: $20,000,000
Lidia: $15,000,000
illum: 1x FHC
Gandalf: 1x FHC
hugeknight: 10x Lottery Voucher
maimunah: $10,000,000
Paul_Atreides: $10,000,000
RipTheJacker: $800,000, 4x Can of Santa Shooters
Lexcifer: 10x Xanax
BurningWinters: 5x Six-Pack of Alcohol
something: $7,500,000
Bssteig: 1x E-DVD, 1x Can of Rockstar Rudolph, 1x Xanax, 1x Certificate of Awesome
Giovanni: 3x Six-Pack of Alcohol
MissMary: $1,000,000, 1x Drug Pack
Tuit: $5,000,000
Chimken: 1x Drug Pack
Dapper_Tramp: 10x Bottle of Wicked Witch
-Behemoth: 3x Xanax
Timoteo32: 1x Six-Pack of Alcohol
badmagicks: 1x High-Speed Drive
Green_Babz: 1x Can of Santa Shooters
TheBonebreaker: $1,000,000
bcla7: 1x Lottery Voucher
Anonymous: $29,000,000

Research collaborators:
Fetheryhorse6
Tuit
Bruichladdich
Von_NiXanaX

All contributors:
Jamas, Allenone, Darrellia, gl1tchh, Goldclaw, Ashaline, Antigeno, earthguido, Hamid448, Lithdren, Hugin, MightyGoober, Silmaril, Anblick, Anxiety, Hamburguejas, Kugu, Mizadil, Giovanni, the people of Omni and HeLa, the torn.report team, and the people on the wiki thread for Burglary, as well as others I might've missed. Apologies in advance.

All in the name of science.

Mentions: [Crimes 2.0] Bootlegging: An in-depth guide · [Crimes 2.0] Card Skimming: An In-Depth Guide · [Crimes 2.0] Cracking: An In-Depth Guide · [Crimes 2.0] Disposal: An In-Depth Guide · [Crimes 2.0] Forgery: An In-Depth Guide · [Crimes 2.0] Graffiti: An In-Depth Guide · [Crimes 2.0] Hustling: An In-Depth Guide · [Crimes 2.0] Pickpocketing: An In-Depth Guide · [Crimes 2.0] Scamming: An In-Depth Guide · [Crimes 2.0] Search For Cash: An In-Depth Guide · [Crimes 2.0] Shoplifting: An In-Depth Guide · Wiki : Burglary

gators87 [2036952]
Market unique. Great guides btw!!!!
00:50:40 - 14/09/23 You used 6 nerve successfully burgling an market gaining 1x Fanny Pack (unique)
Indefatigable [2517458]
Nice. But regarding this

"Scouted targets will disappear after 72 hours if not robbed."

My read of the announcement is that the location will disappear 3 days after last interaction. I imagine that includes casing. Guess we will find out
GaryWhyte [5962]
I really admire what you've been able to accomplish in such a short time. Clear, concise, and quite complete. Without this series of guides, we'd be stumbling around in the dark.

Thanks again, I think that I can safely say that we all appreciate the hard work that you and your helpers have put in to this

This may be the best guide I've ever read here.
Emforus [2535044] Wiki Contributor
It's very literal, each distinct target available on each location.
All information in currently known targets is listed in the "Points Of Interest > All Targets" section of this guide.

Burglarizing any of the targets listed there at least once will increase the "Distinct targets burgled" count by one.
Emforus [2535044] Wiki Contributor
If your goal is being efficient with your nerve then yeah, best to let it expire.

If you let it expire you lose 4N

If you try to get it with a decent success rate assuming no fails, that's 18N, and you're expected to fail 25% of all casings there so might as well make it 20+N.
Letting it expire and doing another location instead gets you more CS with less effort and chances of failure.

Loot is great though, so I did it whenever it popped up mostly for the data.
Emforus [2535044] Wiki Contributor
All 34 targets have been identified, planning to work on early drop tables for the first few locations next since most of everyone's looting those anyway.

Plan to work on scouting distribution afterwards, seems like the higher one's skill level is, the harder it is to find earlier locations.