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[Crimes 2.0] A Criminal Primer

Started by Emforus [2535044] Wiki Contributor on in Tutorials & Guides.

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Emforus [2535044] Wiki Contributor

Update: January 18th - Updated medal grinding, added Scamming.
INTRODUCTION
This guide is going to be less of a “deep dive” (like the crime specific guides) and more of a comprehensive overview of the whole Crimes 2.0 system. This specifically is designed to be a good starting point for all players (new and experienced) who are looking to start getting into Crimes 2.0.

Links to each individual crime guide will be available on the section covering said crime, while this guide will only cover the superficial aspects of the crimes.

Everything up to “The crimes” is an attempt at summarizing points of interest across the entire crime system. Everything under “The crimes” is a summary of each crime’s mechanics, material components, merits and some advice. If you want an even more summarized version, check the wiki page for Crimes 2.0.

TABLE OF CONTENTS (For ease of skipping)
NEW CRIME SYSTEM
- MECHANICS
- REWARDS
- MERITS
CRIMINAL SUMMARY
- PROFITABILITY
- PROGRESSION
- TIPS AND TRICKS
- COMPANIES AND CRIME PERKS
- 1.0 VS 2.0
USEFUL SITES AND TOOLS
THE CRIMES
CLOSING THOUGHTS


THE NEW CRIME SYSTEM
[image: drive.google.com]
Crimes 2.0 was announced a long time ago, to the extent that memes regarding how it was coming “soon™” have been a thing long before I even started playing. The most remarkable features compared to the old system are the increased interactivity and complexity, as well as a progression system parallel to the well-known Crime Experience system.

The release date of Crimes 2.0 was teased long before the actual release, three months in advance as a matter of fact by visiting this page. Initially thought to be an April Fools’ joke given the date it was discovered, the page included a timer that counted down the time left before release, with time running out the 20th of June 2023.

This guide is an attempt at summarizing every feature implemented with the new crime system, breaking them down and consolidating points of interest for old and new players alike. This includes basic components like Crime Experience and Natural Nerve Bar, up to crime progression, material components and recommended NNB for crimes.

MECHANICS
CRIME EXPERIENCE AND NNB
Similar to the old crimes system, there is a hidden “experience” counter which dictates a few important things.
This experience counter is called Crime Experience (CE for short), and it affects all crimes and organized crimes’ success rates, amongst other things.

One of those things being your Natural Nerve Bar (better known as NNB). Your natural nerve bar is the primary contributor to your maximum nerve (the amount you can have before you don’t generate one every five minutes). The NNB is determined by that hidden crime experience, starting at 15NNB for new players under 2.0. Increases to NNB are semi-random - happening eventually after you acquire the required crime experience to trigger it, while decreases on the other hand happen immediately (i.e. if you have enough crime experience for 30 NNB, it will eventually increase from 25, but if you suddenly don’t have enough for 30 it will drop instantly).
[image: drive.google.com]
(calculating NNB based on maximum nerve and applied perks)

Unlike 1.0 where NNB was capped to 60, NNB in 2.0 will grow indefinitely, with further increases requiring exponentially more CE to occur. The highest known NNB as far as I'm aware is 105.

Your crime experience also determines what crimes you should/should not attempt, with low CE leading to reduced success rates. Since CE is hidden, NNB is normally used when determining recommended experience before attempting advanced crimes/OCs.

Your CE gain varies depending on many different factors such as what crime you’re doing, how much nerve was spent and what your progression bonus is, amongst other yet to be determined factors.

Rule of thumb: The more advanced a crime is, the more CE per nerve spent you can expect to gain, with more advanced crimes being positioned lower in the crime page. The CE you’ll get from spending 100N in Search for Cash will always be lower than what you’ll get from spending 100N in Disposal.

CRIME SKILL
[image: drive.google.com]
(an image of the crime skill bar, hovering over it will show you your current skill level and progress towards the next)

On top of your crime experience (which will partly dictate how much you succeed / fail at different crimes), each individual crime has a separate counter called Crime Skill (normally referred to as CS). Your crime skill starts at 1, and can be increased up to 100. Increases in crime skill will usually reflect as increases in success rates, unlocking new unique outcomes and unlocking new subcrimes within that crime.

Crime skill is per-crime, i.e. you could have skill level 50 in Search For Cash, and skill level 1 in Shoplifting, with the former not affecting the latter at all. Your skill in one crime has no bearing on your success rate or other factors related to other crimes, it is self-contained, only CE has an effect across all crimes.

Crime skill is not a linear progression. It will initially increase quickly, slowing down as you get closer to 100. Think of it this way: CS50 is 25% of the way to max skill, CS80 is 50% of the way and CS91 is 75% of the way, this is an oversimplification, but is close enough to reality in terms of nerve required to reach max skill.

Your crime skill will not visibly increase past 100, however you will still gain skill past 100 though it currently has no effect, and it is possible to drop back down to 99 (normally this will only happen shortly after you reach 100).

CRIME OUTCOMES
The new crimes have 3 different possible outcomes upon each attempt:
Success - Green
A success is the best possible outcome, and hopefully the one you get most. Successful outcomes will increase your crime experience (by a hidden value), and increase your crime skill. A success will also increase your crime chain by a set amount (see below). Successes may have a cash/item reward, or may do something else in that specific crime.

Failure (“soft fail” or just “fail”) - Yellow
A failure will happen sometimes, and really has no terrible impact. A failure will NOT decrease your crime experience or crime skill, however it will reduce your crime chain by 50% (cutting it in half). You will not lose items/money when you receive a failure, however some effects may occur in some crimes after a failure.

Critical Failure (“crit fail” or just “crit”) - Red
A critical failure will immediately reduce your crime experience and crime skill by an amount (ten times the expected gain) and cause your crime chain to be set to zero. These are called “standard penalties”.

A crit fail will also cause you to lose life, be hospitalized, be jailed, lose items, or something else related to the crime attempted, with the exact outcome depending on the crime/subcrime you got the crit fail on. If the player’s life is lower than the amount of life lost after a critical failure, then an injury may become a hospitalization.

Critically failing will also cause you to be demoralized, which will reduce your experience & skill gain for a few attempts. Demoralization wears off for each successful crime attempt regardless of nerve spent. Your demoralization can be seen by the color of your crime skill bar (when you are not 100 skill). Bright green means there is no demoralization, and the more reddish/yellow it is, the more demoralized you are.
Example of demoralization bar (old colouring)


Success rates and thus the odds of succeeding/failing/critting are determined by three known factors and possibly other unknown factors: The player's CE, current skill level for the crime, and other crime-internal components like Shoplifting's notoriety, Burglary's confidence, Disposal's methods, etc.

UNIQUE OUTCOMES
Most of the crimes have Unique Outcomes (better known as uniques). A unique outcome is exactly that - an outcome you can achieve exactly once for your entire Torn life. Uniques provide (sometimes) rare/valuable rewards, key items for the current or other crimes, and in some cases are the trigger for a specific crime merit. Unique outcomes when obtained will grant a larger skill increase (five times the expected gain) when compared to a regular success, so they should be targeted when possible.
[image: drive.google.com]
(a unique outcome being obtained, as shown by the star to the right on the "ATTEMPT" button)

A unique is displayed using a small star below the button to attempt the crime. It may take multiple attempts to obtain a specific unique, or you may get it on the first try. The average chance of obtaining an unique outcome depends on the exact crime, being more common on crimes with higher nerve requirements. Overall though, you can expect to get an unique outcome after 30 attempts on average, given that the requirements for it are met.
[image: drive.google.com]
(note the star under the "SHOPLIFT" button, this represents a unique outcome being available)

Unique outcomes usually have one or more requirements to be obtained, normally this is a crime skill requirement where the availability of this outcome is dependent on your current skill level. Other unique outcomes may require a particular item to be in your inventory, like a crime enhancer or a special item. Finally some unique outcomes have crime-internal requirements, like Graffiti uniques requiring a certain reputation level, Shoplifting uniques requiring certain security statuses, and Disposal uniques requiring a particular method, amongst others.

PROGRESSION BONUS
Your progression bonus can be viewed by clicking the banner in each crime at the top of the page. This will open up a list of different stats like crime outcomes, uniques found/to find, etc.

Your progression bonus is a percentage “increase” to your normal skill gain. You want this number to be as high as possible. Progression bonuses can be obtained from:
- Merits: Crime Progression - Increases crime experience and skill gain by 1% (up to 10%)
- Faction: Criminality branch, the “Crimes #” upgrade". Note that this can be set up to 25% but only the first 10% increases skill gain for Crimes 2.0 users.
- Law City Job: This bonus is acquired after becoming a Federal Judge (which takes 21 days if you have the required workstats initially) giving you +5% progression bonus. This bonus is permanent and you do not need to stay in this job to keep the bonus
- Education: Completing the Bachelor of Psychological Sciences will grant you +10% progression bonus.
- Enhancer: Crime Enhancers are special items specific to each individual crime that provide +5% progression bonus to the related crime. These can be found further down in each crime subsection.
- Company Perk: Some companies will provide a +15% progression bonus to a particular crime, while Amusement Parks will provide a +10% progression bonus to all crimes. The companies that give progression bonus are:
--- Car Dealership (7*, Fraud crimes)
--- Furniture Store (5*, Theft crimes)
--- Nightclub (3*, Illicit services)
--- Software Corporation (7*, Cybercrimes)
--- Theater (7*, Counterfeiting crimes)
--- Flower Shop (3*, Illegal production crimes, currently disabled)
--- Television Network (7*, Extortion crimes, currently disabled)

Most folk will reach up to 40% progression bonus, while being in the right company can increase this as high as 55%.

CRIME CHAIN
The Crime Chain is a hidden stat that increases as you succeed at crimes. Each success will increase the “length” of your crime chain by one, with failures halving the current length of the chain, and critical failures resetting the chain entirely.

Your crime chain is hidden and not directly available in Torn, however there are external tools that display this value based on your logs.

Depending on the length of your chain, further successes will receive a bonus to crime experience and skill gains, up to a maximum of +20% CE & CS gains. The chain length required to reach this cap is currently unknown.

The crime chain increases regardless of crime done or nerve spent, and the bonus applies to all crimes equally. This means that doing low nerve crimes to increase your chain length before tackling crimes with higher nerve requirements is an option if one seeks to increase experience/skill gains as efficiently as possible.


NEW REWARDS
Unlike crimes in 1.0, rewards from crimes 2.0 are significantly more varied, with some crimes having mainly monetary rewards, others giving mainly items, and others having a mix of the two.

Exact drop tables and item finds can be found in the crime specific guides and the wiki, while this guide will only have the highest/most stable income source and how big it is in terms of money per nerve spent.

Common crime rewards include though are not limited to:
- Money
- Junk (which can be sold at the Recycling Center)
- Crime components
- Basic consumables (cheap alcohol, candies and drugs)
- Medical items
- Weapons and armor
- Special ammunition
- Supply packs (billfolds, coin purses, and rarely six-packs of alcohol and drug packs)
- Premium consumables (expensive alcohol and candy, xanax, energy drinks, E-DVDs)

Having a lot more item rewards means the market rate for some of the rewards will affect how profitable a particular crime/subcrime is, so keep that in mind.


NEW MERITS
Crimes 2.0 introduces a vast array of new honor bars and medals to obtain. Upon migration, players may obtain/lose some merits, however they’ll be able to obtain a lot more while progressing through the crimes.

Firstly, each crime category will have a set of 15 medals obtained through committing criminal offenses. There’s a total of eight categories, five of which are migrated from crimes 1.0 and three brand new ones.
[image: drive.google.com]

Each medal is obtained at a certain milestone regardless of crime done, starting from 100 and ending at 10,000, with increasingly higher requirements.
[image: drive.google.com]
(medal levels and the required amount of offenses)

There’s also two honor bars for each crime, one obtained by reaching skill level 100, and another obtained by completing a specific task. The task varies depending on the crime, though it’s usually closely related to the crime’s “gimmick”.
[image: drive.google.com]
(all new honor bars as of Apr-21)

Ways of earning these honor bars can be found further down in the "Crimes" section.


CRIMINAL SUMMARY
The following is a recap of all points of interest for crimes, like which ones are the most profitable, which ones are the safest, unique outcomes of note and other recommendations. More information for particular crimes can be found further down.

PROFITABILITY
One of the most discussed aspects of 2.0 is how (un)profitable it is compared to 1.0. This section will look into the different crimes and determine which ones are best for moneymaking.

Profitability is normally measured in money earned per nerve spent, $/N for short. For reference, hacking in 1.0 had ~18k/N while arsons had ~1k/N.

 

UPDATE: Since I couldn't be arsed with updating this section constantly, I've made a sheet that updates automatically with all of this information and more. Check out the Crime Profitability Index.

RAW CASH
Disposal (~4k-18k/N)
Disposal of dead bodies is usually only seen past CS75 and pays 120k-140k on average. While exact $/N depends on the method employed, abandoning is the cheapest and very reliable. It is also very rare, appearing once every three days on average. Other disposal jobs, namely body parts, murder weapons and firearms are also fairly profitable though nowhere near dead bodies.

Accounting for success rate, abandoning dead bodies is the most profitable at ~18k/N, followed closely by burial of dead bodies at ~12.5k/N.

Cracking (~5k-10k/N)
Cracking income has high variability, depending mostly on the BFS of your rig and the job you’re doing. With this in mind, a very limited number of jobs pay 8k-10k/N, with most others paying closer to 5k/N. A strong rig and guessing characters may increase this.

The full list of jobs can be found here, just look for the ones with the most average payout and least encryption layers.

Card Skimming (Varying)
Card skimming is a passive crime and as such the money you get will vary according to the amount of details accumulated before collecting and how many are sold at once, with higher orders of magnitude paying more. Rule of thumb: Selling at 10k details is ideal, and collecting at 500-1,000 details will lead to very high $/N.
That said, collecting this many details at a safe location can take months, making this an unreliable but solid source of income.

VALUABLE ITEMS
Payouts here will vary regularly depending on current market trends, so keep it in mind.

Pickpocketing - Cyclist (~10k/N)
Cyclists give xanax very regularly, roughly once every 15 attempts. This is the most reliable but also the riskiest source of income, with a success rate of ~90% and crit rate of ~3%. It is only advised to use this for income once your pickpocketing skill is maxed, otherwise your profits may diminish and you may jeopardize your CE growth.

Shoplifting (Varying)
Shoplifting hosts a wide array of crime materials, some easier to get than others. Cyber Force is great for cracking components, Bits 'n' Bobs is fairly good for general supplies, while other locations may also have some useful materials when security measures are down.

There's also seasonal outcomes that often appear in shoplifting. Doing shoplifting whenever a short event (St. Paddy's, 420 Day, etc.) is ongoing is a good way or earning a pretty penny, although not as reliable as other crimes.

Burglary (Varying)

Burglary is arguably the crime with the most fluctuating $/N, given that 90% of outcomes are items. The value of items burgled can range from scrap metal or other worthless junk all the way to drug packs and six-packs of alcohol. At higher skill levels, targets with more valuable rewards start appearing and become more common, but given the random nature of targets generated, it’s also not a reliable source of income. You can expect anywhere from 2k/N to 30k/N on average, with commercial and industrial targets tending to give better profits.

Forgery (~3k-5k/N)
Forgery is the newest crime as of Mar-19 and one of the few consistent ones in terms of pay. All outcomes are items so money per nerve may vary depending on market trends, plus it consumes different materials which can also impact profitability.

Projects at the CS25 bracket are around 2k/N, at CS50 they're around 3k/N, while at CS75 they're around 5k/N. Of course, if sold to other players you can expect the value per nerve to increase, and given that many of these components are expected to be used in future crimes, there's plenty of room to speculate and potentially make a solid profit way higher than what's listed here.

 


MEDAL GRINDING 

With the migration to Crimes 2.0, new medal categories got added and old ones got merged into new ones. 

[image: torn-wiki-uploads.s3.amazonaws.com]

Overall it costs less nerve to obtain medals under the new crimes system. Given that each of the listed categories requires 10,000 offenses to obtain the maximum medal tier, some people may want to get these as efficiently as possible.

 

The following is a brief summary on which crimes contribute towards a medal category and wwhich crime/subcrime allows one to obtain it the fastest.

 

Counterfeiting

Valid crimes: Bootlegging, Forgery

Most efficient path: Bootlegging - Collect from Online Store costs 1N per attempt and can be spammed with ease, effectively costing 27N for 26 offenses on average. Assuming you're using 300N/day, you'll be getting this medal in slightly over a month.

 

Advice: Forgery requires 4,000-5,000 attempts to reach max skill, if you plan to max that one, only grind Bootlegging up to 5,000 offenses and finish the medal category with Forgery.

 

Cybercrime

Valid crimes: Cracking

Most efficient path: For least nerve usage, you want very high BFS on your Cracking rig and to only work on targets with low or no encryption, cracking as many targets as possible but limiting your bruteforcing attempts. For faster results, you want to do the exact opposite - either aim exclusively for high encryption targets or go for low BFS or no rig at all, bruteforce everything.

 

Advice: Even with all this said, it'll still take you over six months to get to 10,000 cybercrimes done if only using natural regen, so strap in for the ride or cough up some refills and premium booze.

 

Fraud

Valid crimes: Card Skimming, Hustling, Scamming.

Most efficient path: Hustling, easy. Just get a single audience member and keep demonstrating games one after the other - not even playing them, just demonstrating. Costs 2N/attempt.

 

Advice: If you did arsons in 1.0 you probably already have this medal. If you didn't do arsons though, getting it shouldn't take too long.

 

Scamming uses a massive amount of nerve, so it may not even be worth grinding for this medal through hustling. You'll likely get it by the time you have Card Skimming, Hustling and Scamming maxed.

 

Illicit services

Valid crimes: Disposal

Most efficient path: Just do every disposal job every day regardless of difficulty, try to abandon those who are safe to abandon, bury those who are safe to bury, etc.. Go with the method with lowest nerve usage and highest success rate.

 

Advice: Only disposal gives this, and it is a daily crime. Until a new crime with the same category drops, you'll have to grind this medal category slowly. It can take well over a year to reach 10,000 offenses.

 

Theft

Valid crimes: SFC, Shoplifting, Pickpocketing, Burglary

Most efficient path: Spam SFC with whatever location has the highest opportunity rate every day. With a cost of 2N/attempt, no crime gets any better than this.

 

Advice: Don't even bother grinding for this medal category. You'll get to 10,000 offenses just by maxing all of the valid crimes, or while obtaining the uniques if you don't get it by then.

 

Vandalism

Valid crimes: Graffiti

Most efficient path: Graffiti.

 

Advice: Graffiti.


CRIME EXPERIENCE PROGRESSION
I’ll divide this section into two: First, which crimes are best for increasing CE, then what’s the recommended path for a brand new player to increase their CE reliably.

GAINING EXPERIENCE
For increasing CE, the most important factors are
- How safe the crime is
- How complex the crime is
Obviously, the safer the crime the less CE you'll lose due to critical failures. Graffiti is by far the safest early on when your CE is still starting out, with Hustling being the next big step before tackling the big crimes, finishing with Cracking. These three crimes have extremely high success rates, over 97% on average, making them great for both building your crime chain and grinding CE.
In terms of complexity: Crimes are organized in order of complexity, from left to right and top to bottom. Higher complexity means higher CE gained per nerve spent, and thus more efficient CE growth.

For new players it’s advised to grind Graffiti for a while, up to 5,000 attempts, before moving onto anything past Burglary. Cracking is the closest equivalent to 1.0 arsons that 2.0 has, so it’s recommended for new and old players alike looking to increase their CE and NNB. Hustling is an intermediary step, think of it as planting stealth viruses before doing arsons; the low nerve cost makes it one of the best crimes for building a crime chain, but you shouldn’t have to stick longer than necessary here.

RECOMMENDED PATH FOR NEW PLAYERS
For new players the path to increasing their CE and NNB is long and arduous but worth doing. Skipping to the later crimes without increasing your CE first will make your success rate very close to zero, so building up your experience is a necessary step.

The best path is always doing every single crime and maxing it in order, starting from Search For Cash, then onto Bootlegging and so on, however if you just want to skip to the higher crimes as fast as possible, the following path is an idea:

- Skip both Search for Cash and Bootlegging, start straight away with Graffiti and stick to it. Graffiti is the earliest crime 2.0 users can tackle without a significant impact on their success rates. You want to do this one all the way to max skill and maybe even all the way to 5,000 Vandalism offenses.
- Set up skimmers in the bus station for Card Skimming somewhere along the way, either when Graffiti is maxed or when you’re ready to move on from Graffiti. Those will remain there for a few months.
- Start with Hustling, it’s the safest crime with the highest CE gain you can reliably do at this stage. If you’re feeling ballsy or grinded Graffiti a lot, then give Disposal a shot while you’re at it, and if your success rate is solid, do both Hustling and Disposal simultaneously (with focus on Disposal).
- Once both Disposal and Hustling are maxed, you should be ready to tackle Cracking. This one will use plenty of nerve, but it’s also a very reliable and consistent way of growing your CE.
- At this point your CE should be more than good enough for everything released to date, you now can start backtracking other crimes to get all the related honor bars or keep grinding Cracking until a newer, better way of increasing CE is released.

This is based on progression from a selected amount of new players, sample size is obviously very limited and due to changes in CE we can't know exactly how accurate this is. Consider this a suggestion more than an instruction.

OTHER TIPS AND TRICKS
General tips for particular crimes that may come in handy while you’re progressing through crimes.


- Before doing any Shoplifting, try to get the “Notorious” honor bar. It’s one of the hardest honor bars to get after the addition of two stores, and the lower your crime skill is, the easier it is to get. Check the Shoplifting guide for the best ways of getting this merit.

- Skimming works in the background and can be finished while using very little nerve. Set up some skimmers in the bus station or post office then leave them be until 250-500 details are accumulated, then start collecting. Bonus points if you wait for 1,000+ details.

- Burglary is pretty good for obtaining crime components, but it will also butcher your crime chain. If you’re grinding another crime in parallel, it’s strongly advised not to do Burglary at all.

- As stated before, Graffiti and Hustling are the best crimes for building a crime chain and removing demoralization after a crit. Each attempt will increase it by 1, so hustling will tend to be better due to the lower nerve cost if done right.

- Disposal is a daily crime and one of the most time-gated ones to date. Whenever you’re at the CE range to attempt it, try to do at least one or a few Disposal jobs every day while you’re grinding other crimes.

- Most enhancers and crime components can be found in the crime system itself. You don’t have to buy anything for the most part, so accumulate crime items you find and avoid selling them, use them whenever you start grinding the related crime.

- Crime components are often found by searching the junkyard, shoplifting Bits ‘n’ Bobs, or burglarizing industrial targets. Doing these crimes during your run can allow you to sustain yourself using only items you find.

- Understanding the market when a new crime is released is fairly easy: New items will be high in value after release before promptly going down as supply increases; Crime components will tend to spike in price the week before release and the first few days of release, with lower skill components tending to stay higher for longer; Enhancers from 1.0 are sometimes recycled into new crimes, whether as tools or enhancers, and prices will increase accordingly.

- For Organized Crimes 2.0, crime skill is tied to certain roles. Increasing your crime skill across all crimes to a decent level (say, 50) before increasing it further becomes exponentially more difficult is an idea if you intend to be an all-rounder. CS past 100 also has bearing on OC roles, so if you want to focus on a particular role, you can always grind one crime to hell and back.

- Pickpocketing is the drug crimes of 2.0 - No one wants to do it, it’ll land you in jail more often than not, but it’s necessary for the merits and you’ll eventually have to go through it.

- If you've maxed everything and don't know what to do anymore, grind some Cracking for CE or burglarize some industrial targets for crime components for either forgery or other future crimes.

COMPANIES AND CRIME PERKS
There's dozens of companies on Torn, yet only a handful of them provide direct benefits associated with crimes. I'll make a brief list showcasing the three best ones for crime progression (in my opinion) and the reasoning behind it.

#1: Pub
Extra nerve: 5* - Progression bonus: 0* - Other perks: 2*
Great nerve perks with refills, +50% alcohol effect and +15 max nerve at 10*, arguably the best company for crime progression due to the sheer amount of nerve you'll get, however the pay is insignificant or nonexistant, the other perks are mediocre at best and to make the most out of the alcohol boost you'll need to be drinking premium alcohol regularly, which may do a number on your finances.

#2: Meat Warehouse
Extra nerve: 4* - Progression bonus: 0* - Other perks: 3*
Great crime progression but for a different reason, meat warehouses give 2N/JP and +10 max nerve while requiring a low rating, but most importantly they reduce the CE & CS lost after a crit fail by 50% (down to 5 times the expected gain). This is particularly good when grinding dangerous crimes like pickpocketing or when experimenting with a new crime.

#3: Amusement Park
Extra nerve: 4* - Progression bonus: 5* - Other perks: 1*
A very underrated company with some amazing perks, provides 2N/JP and +10 max nerve with a low rating, but also an extra +10% crime progression bonus to all crimes, reducing the total number of attempts required to reach max skill. This is particularly good for time-gated crimes or crimes with high nerve costs. Amusement Parks, unlike other companies, have very high entry requirements, however the perks they provide are (in my opinion) worth getting and there's very little competition amongst them.

Other companies with crime perks
Car Dealership (fraud progression) - Furniture Store (theft progression) - Nightclub (illicit services progression) - Software Corporation (cybercrime progression) - Theater (counterfeiting progression) - Flower Shop (illegal production progression) - Television Network (extortion progression, press pass CE & Nerve) - Candle Shop (2N/JP) - Fireworks Stand (2N/JP) - Game Shop (1N + 5E + 50H per JP)

SHOULD YOU STAY ON CRIMES 1.0?
Now, this particular topic has been discussed thoroughly time and time again. New players are automatically placed on 2.0, but older players that haven’t migrated yet still remain on Crimes 1.0 with the option to migrate whenever they feel like it. This will be a summary on the pros and cons of each crime system, so you can choose whether you want to remain in 1.0 or migrate to 2.0. Bear in mind this is coming mostly from my own personal experience and I am quite biased, so take this with a grain of salt.

  Crimes 1.0 Crimes 2.0
Progression Everything regarding progression in 1.0 is well known, your goal is grinding arsons to increase your CE and partake in PAs. CE gain for 1.0 is well established but mostly uneven, with some crimes being completely unviable for growth or profit. It’s currently assumed that gains for 1.0 are slightly better than gains in 2.0 when doing arsons. Progression in 2.0 is mostly unknown, with the general goal being increasing your CS for every crime and in turn increasing your CE. There’s not much information regarding CE gains for 2.0, in general it’s assumed that gains are more even across crimes instead of having just one “meta” crime.
Organized Crimes

In 1.0 the only goal is increasing CE to get into a PA team. With OCs 2.0 available now, 1.0 users are at a severe disadvantage for success rates, and may find it hard to find a spot in the PA-level OCs.

1.0 players may have to move to OCs 1.0 factions.

With OCs 2.0 released, 2.0 players will find it far easier to join profitable OCs early on and have an easier time joining the top-level OCs so long as their crime skills are high.

Overall, Crimes 2.0 users get an advantage under OCs 2.0 and may expect to see higher profits, especially if they're not already on a PA team.

Profitability In the current state of the game, three crimes are worth doing for cash: Shoplifting boxes of chocolate bars for new players, car theft with the goal of finding a Sierra Cosworth, and hacking FBI giving up to 7M/day. No crime in 2.0 gets anywhere close in terms of consistent profitability. Crimes in 2.0 are mostly unprofitable compared to 1.0, the income is more “flat” in a way that makes early crimes a somewhat alright source of income for new players. The only instance where 2.0 can be considered more profitable than 1.0 is when a new crime item is released since market prices are overinflated for the first few hours/days.
Merits Merits from 1.0 require more nerve to obtain overall, since most merits are from medals and crimes in 1.0 are more expensive in general. In addition, some medal categories get merged in 2.0 (like drug deals and murders), making the acquisition of these medals redundant. 2.0 has more merits in general compared to 1.0, only considering what’s currently available and not pending crimes. Crimes in 2.0 also tend to cost less nerve, so grinding criminal offenses medals is significantly cheaper in terms of nerve required. In summary, more merits and easier to obtain as well.



Again, I tried to be as objective as possible, but I am very biased regarding this (heavily discussed) topic, so do consider checking out the different forum threads for any of the dozens of times this has been discussed and make your own conclusions. For the most part, if your goal is obtaining cash then staying in 1.0 tends to be better, while 2.0 is better for long term crime progression and obtaining merits.


USEFUL SITES AND TOOLS
Since long ago users have developed tools and external websites to assist people with gameplay mechanics, with things like Doctorn and TornTools being the most popular ones, TornStats and YATA as well, and plenty of others. This section will highlight those sites and tools related to the new crime system, whether they're focused on a single crime or provide information regarding all crimes.

MAIN SITES OF INTEREST
Sites that I use almost on a daily basis due to how useful they are.
TORN.REPORT (LINK)
torn.report is an excellent site that provides consolidated information regarding a wide variety of mechanics, like how much energy you've spent, what you've obtained from all the drug packs you've opened, and how well you did during last year's halloweek.

In particular, the Nerve page is great for anyone tracking their crime information, what their success rates are, how much money they've earned and nerve they've spent on a particular crime, as well as their current crime chain bonus. I cannot recommend this site enough if you want to know everything you've achieved in crimes 2.0

TORN CITY PARK (DISCORD SERVER)
A server I like, they do a lot of giveaways there amongst other things, but the reason I'm linking it here is their Torn Watch bot.

The bot tracks public crime information like SFC opportunity rates and Shoplifting security statuses, and you can subscribe to any of them at your leisure so you receive pings whenever the status is active. It's an excellent tool to acquire unique outcomes you're missing in those particular crimes, and potentially future crimes that also have said public information.

GENERAL USERSCRIPTS
Userscripts that provide assistance for all crimes in one way or another. Requires tampermonkey installed.

OutcomeDB (LINK)
This script doesn't help players directly, instead it collects crime attempt data and sends it to me for analysis. Having it installed immediately contributes to all data gathering projects, making guides more accurate in the long term. Do consider installing it.

Crime Rewards Value (LINK)
A neat little script, shows market value of items found through crimes. Small QoL addition that some folk may like.

Open Supply Packs Faster (LINK)
May not seem like much but after you've spent enough time searching for cash or pickpocketing people you'll see how ridiculously useful it is. Highly recommended.

Display Crime Chain (LINK)
A great script to show you what your current crime chain is without having to leave the page.

Remove Flavor Text (LINK)
Not a fan of this one myself given that I archive these texts, but I can see why some folk may find it useful, so I'm adding it here :P

CRIME-SPECIFIC USERSCRIPTS
Userscripts designed for a particular crime, providing additional information.
Completely unsorted 'cause I'm lazy :)

BURGLARY - Sorter + Safety Assessments (LINK)
Solid script all around, shows recommended casing amounts for each burglary target as well as other interesting information.

PICKPOCKETING - JARVIS (LINK)
A great script, simple as that. Provides information on target safety, maximizing skill gains. Given how painful this crime is, I can't recommend it enough.

DISPOSAL - JARVIS (LINK)
Same developer and concept as the previous script, provides information on the jobs available and which methods work best.

DISPOSAL - Value Per Nerve (LINK)
Self-explanatory really, shows the expected payout per nerve spent, letting you maximize your potential income.

CRACKING - Value Per Nerve (LINK)

Same as above but for cracking, also a solid tool.

PICKPOCKETING - Cyclist Alert (LINK)
A small script but great nonetheless, notifies you whenever a cyclist pops up in pickpocketing. Good for farming xanax while being semi-afk on a lazy morning.

CRACKING - Prompt Helper (LINK)
Script that assists for guessing characters in cracking, pretty good.

CRACKING - Nerve Estimate (LINK)
A good way of measuring how much nerve you'll need for all of your targets and thus select which ones you wanna do for the day. Pretty solid overall.

SHOPLIFTING - Watcher (LINK)
Notifies you when certain shoplifting security statuses are active/inactive, good for farming special ammunition or collecting unique outcomes.


Many other scripts yet to be added, feel free to post any potential additions!


THE CRIMES
Moved to another post 'cause this post on its own was hitting the character limit, you can find it further down.

This section is designed to be a "summary" of sorts of all the information posted in the guides and forums, like recommended NNB before attempting, estimated nerve to reach max skill, material components and where to find them, and little bits of advice on how to efficiently complete the crime, so do give it a read!


CLOSING THOUGHTS
Hope this was of any use to you. The first half of this guide is mostly geared towards those folk that are only starting with Crimes 2.0 and find the mechanics too complex or hard to understand, and attempt to break them down in simple terms, while the second half is a summary for the folk that cannot be arsed to read ten or more guides and forums posts detailing every single aspect of each individual crime currently released.

For further reading do consider checking the Torn wiki where most interesting information regarding crimes can be found like recommended items, how to do crimes and what outcomes you can expect. There’s also the many guides detailing each individual crime, those are way longer but should dispel any queries you may have after reading this.

Finally feel free to contact me if you have any additional questions regarding Crimes 2.0, I always have time to spare to answer a question or two ^_^

ACKNOWLEDGEMENTS
Fetheryhorse6 - Crime Records collaborator, Crime analysis, Archival contributions
Tuit - Crime Records collaborator, Archival contributions
NyanMango - Crime Records collaborator, Archival contributions
5h4d0w - Crime Records collaborator, Archival contributions
-Corvus- - Crime Records collaborator, Crime analysis, Archival contributions
Tuit - Crime Records collaborator, Archival contributions
Reshula - Crime Records collaborator, Crime analysis, Archival contributions
mahadi - Crime Records collaborator, Archival contributions
Silmaril - Crime Records collaborator, Data Gathering assistance, Scripting assistance
Lazerpent - Crime Records collaborator, Data Analysis assistance, Scripting assistance
Hemicopter - Crime Records collaborator, Data Mining contributions, Archival contributions
Skeletron - torn.report developer, Data Gathering assistance

Proofreading and editing
Fetheryhorse6, Lazerpent, Hemicopter, mahadi.

Special mentions (just people I think are neat, in no particular order)
damaster, Hemigidius, Hemidonk, Invert, Prynce, onlyelmosaints, six31167, Hamid448, forestmuse, Earthcuake, Yongsteezy, user, maimunah, Jamas, MightyGoober, Allenone, Toxic, FractalPariah, Bug, Lithdren, Anblick, kelfi, Ratstar, Antigeno, Niconicolas, Lyncz, GenaroM, Garrincha, Rhiannone, LoveLlama, gl1tchh, Gandalf, Lex, python, masky, ImNerdy, ImSteve, Toes, NutBurger, H4D35, Trudeny, DocFox, flirt, GojoSatoru, Bandit, BadassBaxia, flare, ArttisGod, Mizadil, Adobi, WhackedMaki, Messi, Indefatigable, MIA, Gem, a lot of other people that I can’t be arsed to list, and everyone who has made a contribution to the guides whether as data, donation, corrections or encouragement.

All in the name of science.

Mentions: [Crime2.0] Cracking Prompt Helper (Fix #324) · [Crimes2.0] Shoplifting Watcher v0.3 · [Deleted Userscript] Disposal Value Per Nerve · [SCRIPT + PDA] Display Crime Chain - Finally! · [Script] [+PDA] Open your supply packs faster · [Script] Burglary Advanced · [Script] Cracking Nerve Estimate · [Script] Crimes 2.0 - Pickpocket JARVIS · [Script] Crimes Rewards Value · [Script] Remove Crimes 2.0 flavor text · [Script] RETIRED -- Crimes 2.0 - Disposal JARVIS · [Userscript] Crime Profitability · [Userscript] Cyclist Alert (Pickpocketing) · OutcomeDB - Contribute to Crimes 2.0 Research! · Torn City Park, giveaways and community

Emforus [2535044] Wiki Contributor

THE CRIMES
This section only covers the crimes released thus far. Up to 30 crimes are planned, so expect this section to be updated accordingly upon a new release.
Crimes 2.0 introduces new crimes as well as reworks of older crimes, most of them carrying their own gimmick that makes them unique and some that borrow aspects from other crimes. For the most part though, no two crimes are exactly the same, and choosing which crimes to do depends heavily on what your goals are.

This section focuses on summarizing the main points of interest for each crime, excluding the details of each mechanic, possible drops and other similar factors. The full guide can be found at the top of each crime subsection.

Recommended NNB is based on very limited information for a recently released crime system, I tried to be as accurate as possible but understand that the randomness in NNB increases makes a proper assessment very difficult. Try to err on the side of caution here, if you had 30NNB in 1.0 you'll have more than enough CE for everything up to cracking after migration.

Clarification: Material = Lost on use; Tool = Kept after use.

All in-depth guides in order of release:
[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] Burglary: 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

Links will also be found in the summary of each individual crime.


SEARCH FOR CASH

Full guide
Released June 20th 2023
Category: Theft
Recommended NNB: Any
Estimated nerve to CS100: 6,000


Search For Cash, often called SFC for short, is the most basic of crimes and the first one new and migrating players should tackle to get familiar with the mechanics.

There are six different locations where you can search for cash, three of which have a requirement to attempt. Opportunity rate for each particular location is visible on the page itself, hovering over the gauge in the middle will show what the current opportunity rate is and how it changes over time.

Note that opportunity rate is only one of the factors that affect success rates, the others being crime skill and crime experience. You can succeed at 0% opportunity rate, although rarely.

Items obtained in this crime are junk for the most part, though some crime components can be found as well. Most early crime components can be found in this crime with ease, so it is advised to just obtain them through this crime instead of buying them.

RELATED ITEMS
Enhancer: Glasses (found by searching the subway and pickpocketing a businesswoman)
Materials: None for this crime
Tools:
- Metal Detector (found in the junkyard, unlocks the beach)
- Cemetery Key (found in the beach, unlocks the cemetery)
- Lost and Found Office Key (found in the subway, unlocks additional outcomes)
All materials can be found from this crime as unique outcomes, so purchasing them is not recommended.

MERITS
Pay Dirt: Reach skill level 100
[image: awardimages.torn.com]

Spoiled Rotten: Find 7 rotten items. These items have to be found through crimes, they cannot be bought. These items are found by searching the trash.
[image: awardimages.torn.com]

PROFITABILITY
This crime as can be expected provides little to no profit. It is designed to be a starter crime, so money per nerve hovers in the $300 to $700 range. The best location for a quick buck is by far the junkyard, with a wide selection of crime components available.

ADVICE
All locations give the exact same CS gain, the only difference is opportunity rate and drop table. Aim for whatever has the highest opportunity rate, this is usually the subway on weekdays and junkyard/trash on weekends.

Some uniques require opportunity rates to be in a particular range (<25%, <50%, 50% to 75%, etc.). If you have the nerve and the patience, do try and get them whenever you have the chance.

BOOTLEGGING

Full guide
Released July 4th 2023
Category: Counterfeiting

Recommended NNB: Any
Estimated nerve to CS100: 7,000


Bootlegging consists of copying DVDs and selling them, either by hand or through an online store.

Copying costs 2N and requires blank DVDs, you can select a category to copy though having diversity is usually better. Selling costs 5N and is quite risky, but also nets more CS per nerve spent. The online store is unlocked at CS50, requires plenty of nerve to set up and then sells DVDs passively for $20 each, it’s required for an honor bar and little else.

Increases in skill level lead to more copies queued/sold per attempt and unlock unique outcomes at skill levels 55, 70, 85 and 100, as well as reduced copying time.

RELATED ITEMS
Enhancer: High-Speed Drive (found by searching the junkyard and a bunch of other crimes)
Materials:
- Blank DVDs (50, 100, 250, can be bought in the Super Store and found through crimes)
Tools:
- Personal Computer/Laptop (can be bought in the Super Store and found through crimes)
All materials can be found from searching the junkyard, shoplifting the Super Store and many burglary outcomes.

MERITS
Box Office: Reach skill level 100
[image: awardimages.torn.com]

Online Entrepreneur: Acquire 10,000 customers for your online store. This requires 20,000 DVDs and roughly 15 days with an active online store constantly selling.
[image: awardimages.torn.com]

PROFITABILITY
This crime is less profitable than SFC, roughly $250/N at max skill. It’s fairly safe and good for progression and counterfeiting medals, but not much more than that.

ADVICE
Some DVD categories sell more than others, you can find the exact ratio in the full guide but in short it’s action and comedy. Having the online store is an easy merit to get, so you should aim to get it whenever possible.

Selling DVDs by hand will let you rush to CS100 and will be more efficient than copying or using the online store. It’s fairly risky, but also the easiest way to progress through this crime.

You’ll need to complete two education courses to open the online store: CMT1520 Introduction to Computing and CMT2230 Web Design and Development, both found under the Computer Science bachelor.

This is also the best crime to grind Counterfeiting medals: Set up the online store, copy some DVDs and collect every time a single DVD is sold. Each collection attempt will count towards counterfeiting offenses, making this the medal with the least amount of nerve required to obtain.

GRAFFITI

Full guide
Released July 25th 2023
Category: Vandalism

Recommended NNB: Any
Estimated nerve to CS100: 8,000


Graffiti consists of spraying your name across different locations in Torn to increase your reputation and doing random gigs for payment.

Three locations are unlocked from the get-go, two are unlocked at CS50 in eastside and westside respectively, and the last two require joining a crew. The lower a location is on the list, the more dangerous it tends to be and more graffiti is cleaned on a daily basis.

Increasing reputation will increase average rewards and unlock new unique outcomes, with one unique outcome for each area for each reputation level.

RELATED ITEMS
Enhancer: Paint Mask (found by spraying graffiti in eastside and burglarizing a self-storage facility)
Materials:
- Spraycans (Any/All colors, found in the Print Store and crimes)
Tools:
- Ladder (found by spraying graffiti in westside)
- Wirecutters (found by spraying graffiti in northside)

MERITS
Let Us Spray: Reach skill level 100
[image: awardimages.torn.com]

Fresh Blud: Join a crew. This requires skill level 70 and reputation 5* (500+) in any area, then obtaining the unique outcome to join a crew.
[image: awardimages.torn.com]

PROFITABILITY
Profits for this crime can reach up to 1k/N at max skill and reputation, but it depends a lot on luck. Having a paint mask is required to unlock the high-paying outcomes, so make sure you have one while grinding through this crime.

ADVICE
This is arguably the safest crime for early CE growth, and the one with the easiest merits to obtain for older players. Progressing through it normally and maxing all areas’ reputation should give you most medals for vandalism offenses and increase your CE to the point where you can reliably attempt Hustling.

Color is said to have an impact on potential outcomes, how significant this is can be found in the full guide though for the most part the color used has a marginal effect on the end result.

SHOPLIFTING

Full guide
Released August 8th 2023
Category: Theft

Recommended NNB: 20
Estimated nerve to CS100: 10,000


Shoplifting is pretty self-explanatory, you go into a store, grab something and bolt out before store security catches you.

Shoplifting the same location repeatedly will increase your notoriety, making future attempts more likely to lead to failure. Notoriety decays slowly over time, forcing you to wait or switch targets for better odds.

There are eight locations to shoplift from, each with one or two security statuses. Every so often, security may become disabled for a short span of time, reducing notoriety gains and unlocking better rewards.

RELATED ITEMS
Enhancer: Mountain Bike (found by searching the junkyard, shoplifting Bits ‘n’ Bobs and pickpocketing a cyclist)
Materials: None for this crime.
Tools:
- Torn City Times (found by searching the subway)

MERITS
Retail Therapy: Reach skill level 100
[image: awardimages.torn.com]

Notorious: Max notoriety in all eight stores simultaneously. This requires a lot of nerve and is better done with low skill. Read the full guide for recommendations on how to acquire this honor bar.
[image: awardimages.torn.com]

PROFITABILITY
Profits for this crime vary a lot depending on the market rate of goods and the store being shoplifted as well as security statuses at the time. For the most part, more security down = better payouts. At the time of posting, shoplifting the pharmacy and Cyber Force are the best options for profit, while the gun shop is preferred if you’re looking for special ammo.

ADVICE
Keep notoriety low, ideally under 60%, avoid shoplifting with maxed notoriety if at all possible. Security down is the best opportunity to get valuable or interesting loot while also limiting notoriety gain.

The first two locations are the best for increasing skill level, even more so with security down, everything else is better for profit or obtaining crime components, with the gun shop being great for getting special ammunition.

PICKPOCKETING

Full guide
Released October 10th 2023
Category: Theft

Recommended NNB: 20-25
Estimated nerve to CS100: 10,000


Pickpocketing is a fast-paced crime where random targets will be generated every few seconds, where the exact mark, the activity they’re doing and even their build will have an impact on your odds of success.

Selecting the right mark for your skill level is very important, given that all marks are available from the get-go yet the more advanced ones have extremely high crit rates at low skill level. Going with what you think is safe at your skill level is the way to go.

RELATED ITEMS
Enhancer: Cut-Throat Razor (found by shoplifting Bits ‘n’ Bobs, pickpocketing a gang member and burglarizing a barbershop)
Materials: None for this crime
Tools: None for this crime

MERITS
Pocketeer: Reach skill level 100
[image: torn-wiki-uploads.s3.amazonaws.com]

Pig Rustler: Pickpocket a police officer and steal their badge. This can be done at low or high skill, however the lower your skill level the more likely you are to get a crit. Waiting until you reach max skill is recommended for this honor bar.
[image: awardimages.torn.com]

PROFITABILITY
Profits for this crime are surprisingly some of the most consistent, though only for a single target: Cyclists have a 6-7% chance to drop a xanax with a 90% success rate and 3% crit rate at max skill. Cyclists appear on average once every minute or two, which means that to bank on this potential profit one may need to stare at the pickpocketing page for extended periods of time tackling any cyclists that turn up.

ADVICE
Pay close attention to who you are pickpocketing and what they are currently doing. Distracted marks are easier to pickpocket, while those moving quickly or aware of their surroundings tend to be riskier.

Cops are extremely difficult and I advise you to avoid them until you hit max skill level. This crime has one of the highest crit rates across all currently released crimes, so going only for safer marks (i.e. drunk folk, elderly folk, young folk et al.) avoiding crits as much as possible is an idea.

Cyclists sometimes give xanax, making them one of the best sources of early income and one that I strongly advise new players to aim for whenever they're comfortable with their current CE.

CARD SKIMMING

Full guide
Released August 29th 2023
Category: Fraud

Recommended NNB: 30
Estimated nerve to CS100: 1,000 to 10,000


Card Skimming, often called just “Skimming”, consists of the installation of card skimmers in ATMs across different locations in Torn city, collecting card details from unsuspecting victims and selling them through the web.

It’s mostly a passive crime, where you place skimmers and forget this crime even exists for a month or a few, then come back to it and collect whatever remains active.

Four locations are unlocked at the start, with more advanced ones being unlocked at higher skill levels. Gas stations are the safest but also the slowest, everything else increases in risk and skimming rate as you go down the list.

RELATED ITEMS
Enhancer: Duct Tape (found by shoplifting Bits ‘n’ Bobs)
Materials:
- Card Skimmer (bought in Mexico and found in crimes)
- Spy Camera (found by searching the junkyard and shoplifting the Super Store)
Tools: None for this crime

MERITS
King PIN: Reach skill level 100
[image: awardimages.torn.com]

Zero Liability: Collect a skimmer with 250 or more details. This is extremely easy to achieve by simply installing a skimmer somewhere like a bus station or post office and leaving it be for a few weeks up to a month.
[image: awardimages.torn.com]

PROFITABILITY
Profits for this crime are very slow but also very efficient, with the $/N being directly proportional to the details collected at once and as such, how many are collected over time. Given that, you’re looking at a few thousands every day per skimmer installed, which isn’t a lot but it’s created in the background so can’t really complain.

ADVICE
As soon as you have the required CE/NNB, install skimmers wherever you think is best for you and leave them running for a long time. The more details collected at once, the more CS is gained, so you can max this crime’s skill level while using a minuscule amount of nerve by letting skimmers rack up hundreds of details.

Skimmers in the gas station are rarely found, followed by the bus station and post office, in that order. Player activity affects how often skimmers are found, so make sure NOT to leave uncollected skimmers if you’re going away for an extended period of time.

BURGLARY

Full guide
Released September 12th 2023
Category: Theft

Recommended NNB: 30-35
Estimated nerve to CS100: 16,000 to 20,000


Burglary consists of breaking and entering into a variety of properties while searching for valuables.

First you'll need to scout for a property in one of three locations (residential, commercial and industrial), then perform reconnaisance of the target to increase your confidence, before finally breaking in and leaving with some goodies.

RELATED ITEMS
Enhancer: Flashlight (found by shoplifting Bits ‘n’ Bobs and burglarizing a tool shed)
Materials: None for this crime
Tools:
- Rope (found by searching the junkyard and some burglary outcomes)
- Credit Card (found in wallets and other supply packs)
- Jemmy (found by shoplifting Bits ‘n’ Bobs and some burglary outcomes)
- Lockpicks (found by burglarizing a tool shed, cottage and some other targets)
- Window Breaker (found by burglarizing a beach hut and some other targets)
- Skeleton Key (found by burglarizing a self-storage facility and some other targets)

MERITS
Breaking And Entering: Reach skill level 100
[image: awardimages.torn.com]

Key to the City: Burglarize each distinct target at least once. You’ll find them all while advancing through this crime evenly distributed for each location, with the last three being restricted to CS100, one for each location.
[image: awardimages.torn.com]

PROFITABILITY
This crime gives items almost exclusively, with monetary rewards being very rare, and thus rewards are very volatile depending on the whims of the market. Residential targets will normally give consumables and cheap items that the player itself may use, commercial targets can give consumables and basic crime components fairly regularly, while industrial targets tend to give mostly advanced crime components and premium consumables, albeit requiring more casings to reach acceptable confidence levels.

ADVICE
Residential is best for increasing skill but terrible for profit; Commercial is a pretty good all-rounder, with good gains and payouts; Industrial is great for profit but also consumes a lot of nerve, consider doing this one when a new crime is close to being released.

Confidence is very important: 40-60% confidence leads to ~90% success rate, lower than 30% confidence can lead to success rates as low as 70%, while 100% confidence will lead to 98-99% success rate. Consider yourself if the extra nerve spent casing is worth the additional safety.

Casing has an average success rate of 80% and will absolutely annihilate your crime chain if you have one. If you’re grinding another crime with a higher nerve usage, like disposal or cracking, I strongly advise you to avoid doing Burglary in its entirety.

Also, if you don’t want to backtrack and struggle to get the uniques once you’re already done with Burglary, just buy the recommended items before you start the crime. Get them as you go along, your future self will thank me.

HUSTLING

Full guide
Released October 31st 2023
Category: Fraud

Recommended NNB: 35
Estimated nerve to CS100: 6,000


Hustling consists of gathering an audience and convincing them to play your absolutely legit and definitely not rigged games.

You’ll have to grab the attention of the gathered audience by demonstrating and hyping one of four games, and eventually play against the audience for cash bets. During play you’ll get the options to lose intentionally, increasing audience attention at the cost of some cash, or play to win, earning whatever’s in the betting pool.

Winning too much will make your audience grow suspicious and eventually leave, so this crime requires balancing the audience’s attention and their suspicion to maximize profits. You can also hire a shill to mitigate your losses, and hire a pickpocket to increase your profits based on the audience’s attention.

RELATED ITEMS
Enhancer: Megaphone (found by pickpocketing a laborer)
Materials: None for this crime
Tools: None for this crime

MERITS
Crowd Teaser: Reach skill level 100
[image: torn-wiki-uploads.s3.amazonaws.com]

Tekkers: Reach max technique level in all games. Winning games increases technique the most, losing increases technique by a little, no other action increases technique.
[image: torn-wiki-uploads.s3.amazonaws.com]

PROFITABILITY
Profits for this crime aren’t anything remarkable - Depending on how exactly you do it, it can even lead to loss of cash! If you do it right and have maxed skill and technique for all games, you can expect up to $3,000/N. This amount isn’t the best by far, but it’s fairly okay for new players that are grinding hustling for the sake of their CE or to build their crime chain.

ADVICE
If an audience member has a heart over their head, it means you’re currently playing their favorite game, leading to increased attention gains. These folk will also keep playing until their attention fully runs out, making them ideal for both obtaining cash and grinding crime skill. Abuse them as much as you can.

When playing with hearts, you can get away with one loss every two wins. Doing it like this will maximize both technique gain, skill gain and money made. There may be a better way to go about it, but this has worked best for myself.

Always have cash on hand when doing hustling, and make sure to have 100N or more at the ready to make the most of the gathered audience and hired individuals.

Shills and pickpockets increase the potential profit per nerve by a significant amount, shills based on money lost and pickpockets by overall audience attention and wealth.

Finally this is the best crime to obtain fraud medals by far, requiring very little nerve per attempt.

DISPOSAL

Full guide
Released November 21st 2023
Category: Illicit Services

Recommended NNB: 35-40
Estimated nerve to CS100: 5,000 to 6,000


Disposal is the first crime with a vast array of material components associated, consisting on receiving a set of jobs every day and selecting a disposal method for each of them.

Some disposal methods are more likely to work than others, depending on the job being performed. Common sense reigns supreme in this regard, with logical methods tending to work best. The full table of recommended methods can be found here.

You’ll receive a set amount of jobs every day based on your skill level at the start of the day. More complex jobs are unlocked at higher skill levels.

RELATED ITEMS
Enhancer: Latex Gloves (found by shoplifting the jewelry store and burglarizing a dentist’s office)
Materials:
- Anchor (found by burglarizing a shipyard)
- Bleach (found by burglarizing many locations, mainly commercial and industrial targets)
- Brick (can be bought at Bits ‘n’ Bobs)
- Disposable Mask (found by shoplifting the pharmacy)
- Gas Can (can be bought at Bits ‘n’ Bobs and found from crimes)
- Hydrochloric Acid (found by burglarizing a cleaning agency and a foundry amongst other targets)
- Lye (found by burglarizing a cleaning agency and a farm storage unit)
- Paper Towels (found by burglarizing some commercial and industrial targets)
- Rope (found by searching the junkyard and burglarizing many targets)

Tools:
- Shovel (found by searching the cemetery and burglarizing many targets)
- Wheelbarrow (found by searching the junkyard and burglarizing many targets)
- Handkerchief (found by searching the cemetery and other crimes)
- Double Cut File (found by pickpocketing a laborer or a homeless person, as well as burglarizing a tool shed)
- Bone Saw (found by burglarizing a secluded cabin, funeral directors or slaughterhouse)

MERITS
Trash Bandit: Reach skill level 100
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Dissolving Agent: Dissolve a dead body in acid. Dead body jobs require a skill level of at least 75 and appear once every three days on average. Dissolving works best, so as soon as you get the job, just dissolve the body and you’ll obtain the merit with ease.
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PROFITABILITY
Profits for this crime are excellent but also inconsistent: Dead body jobs can pay consistently up to $20,000/N, but as stated above only appear once every three days on average. Other high paying jobs also tend to be fairly uncommon, and the method with the least nerve usage isn’t necessarily the best for it.

ADVICE
More complex jobs (lower on the list) tend to give more CS per nerve spent. With this being a daily crime and as such extremely time-gated, aiming for the methods with the highest nerve usage and highest success rate tends to be the way to go if you intend to max this crime in any reasonable time.

Alternatively, this crime doesn’t require a particularly high amount of nerve, meaning you can do this crime parallel to another one (I personally suggest hustling) without having to aim for the most expensive option constantly.

CRACKING

Full guide
Released December 19th 2023
Category: Cybercrime

Recommended NNB: 40
Estimated nerve to CS100: 20,000 to 25,000


Cracking consists of revealing passwords by brute forcing individual characters and receiving payment for our troubles, eventually assembling an advanced cracking rig to increase our efficiency.

Just like disposal, every day a random set of jobs will be generated. The target will affect password length and complexity, while the targeted service will affect job payout, with more valuable services (i.e. financial portals and bank details) paying more.

At high skill, cracking rigs will be unlocked, where you can install an assortment of computer parts to increase brute forcing strength (BFS), revealing more characters at once and reducing nerve required.

RELATED ITEMS
Enhancer: Office Chair (found by shoplifting Cyber Force)
Materials: None for this crime
Tools:
- Fan
- Waterblock
- Heatsink
- eCPU
- CPU
- HPCPU
- PSU

MERITS
Cryptographer: Reach skill level 100
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Character Assassination: Guess 250 characters. Guessing is very easy by simply using one of many tools designed for it. It’s even easier while doing unencrypted jobs.
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PROFITABILITY
Profits for this crime are fairly good but depend a lot on the exact job being done. Mediocre jobs can pay as little as $2,000-4,000/N, while on the other hand a few jobs can pay in the range of $8,000-10,000/N. The exact BFS of the rig you’re using will also have a massive impact on the expected profits you’ll be seeing, with better rigs leading to higher $/N.

ADVICE
For most efficient CS gain, you want to crack as much as possible and bruteforce as little as possible. This does mean it’ll take longer to max your crime skill, but you can lower the nerve required to 20,000 or even lower.

For fast gains on the other hand, you can brute force everything and skip assembling a rig altogether. This will lead to higher nerve costs, but it’ll take less time to reach max skill. Only recommended if you’re chugging premium alcohol and work in a pub.

Cracking has a grand total of four associated education courses:
- CMT1520: Introduction to Computing (required to access this crime)
- CMT2570: Fundamentals of Computer Architecture (reduces heat gain for rig components by 20%)
- CMT2128: Overclocking (unlocks rig overclocking up to 30%)
- CMT2129: Advanced Overclocking (unlocks rig overclocking up to 50%)
All courses can be found under the Computer Science bachelor and take a cumulative total of five weeks to complete.

The full guide includes a list of recommended rig layouts and many resources to assist with this crime, so do give that a look if you have time to spare.


FORGERY

Full guide
Released March 12th 2024
Category: Counterfeiting

Recommended NNB: 40
Estimated nerve to CS100: 20,000


Forgery consists of making fake documents step-by-step using a wide array of tools and materials at our disposal. Oddly enough this is the only "crime" that has been decriminalized.

There's twelve different projects available, three unlocked from the get-go and nine unlocked as skill increases. More advanced projects require more uncommon components and take more steps to complete, however they're also more valuable.

RELATED ITEMS
Enhancer: Magnifying Glass (found by shoplifting the Jewelry Store)
Tools and Materials: Too many to list, check here for the full list.

MERITS
Documented Success: Reach skill level 100
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Assembly Line: Have ten of the same project in cooldown simultaneously. "Cooldown" does not apply to printing, meaning the easiest way to get it is doing birth certificates or license plates at CS25.
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PROFITABILITY
Profits for this crime are interesting, depending on the cost of materials you can see anything between $100/N and $10,000/N. More advanced projects are more profitable, and some items are expected to be used for future crimes, being a good place to speculate values.

Profits per nerve are assuming you sell directly to the Print Store, if you sell them to other players or use them in future crimes this value will be higher obviously.

ADVICE
More steps in a project = More CS gained on average, the final step has a multiplier to CS gain so you wanna avoid abandoning projects whenever possible.

Some projects have "risky" or "dangerous" steps, you wanna avoid those, you'll get an explicit warning when these steps are in your way. These steps have fairly high crit rates compared to all other steps.
The "safe" projects known so far are Drivers' Licenses and Diplomas at low skill. Prescriptions are the safest at intermediate skill followed closely by Birth Certificates. At high skill, any of Travel Visa, Bank Check or Passport are good options.

For profits given current market trends you may want to make birth certificates and license plates almost exclusively, or if you want to speculate you may want to start collecting some of these items for the future: License Plates, Birth Certificates, Prescriptions, Travel Visas, Bank Checks and Passports are the most likely to be used eventually so consider keeping these at hand and hoarding them for the distant future.

 

 

SCAMMING

Full guide
Released August 27th 2024
Category: Fraud

Recommended NNB: 40
Estimated nerve to CS100: 30,000-35,000


Ever wanted to be a nigerian prince? Scamming deals with online scams, from small time prize scams, all the way to investment scams worth millions.

There's 11 scam categories available, three unlocked from the get-go and eight unlockable, two every 20 levels. More advanced scams may require more persuasion to complete, but the payout will increase accordingly.

RELATED ITEMS
Enhancer: Ergonomic Keyboard (found by shoplifting the Super Store)
Materials: None for this crime
Tools: None for this crime

MERITS
Alpha Mail: Reach skill level 100
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Decepticon: Land on a target's Temptation, Sensitivity, Concern, and Hesitation zones within a single scam attempt and capitalize. All four at once are only found in CS60 scams and above, and it may take plenty of effort and luck to get, so brace yourself.
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PROFITABILITY
This crime is surprisingly profitable at the top level, but does have a caveat: The amount of responses, and thus targets, you can get every day is dependant on the amount of email addresses you have available. If you want more responses, you need to grind for more addresses, which can take you months if you rely on a Phisher and Scraper, or a massive amount of nerve if you attempt to do it manually.

Overall, profits per nerve are somewhere on the 8-12k/N range, with higher values being obtained through more advanced scams and more affluent marks. Getting a good mark for a very advanced scam can net you a couple million in one go.

ADVICE
Get the edu courses completed before you start grinding this one if you don't want to suffer.

You can do this crime somewhat passively by installing scraper/phisher whenever they go down while you grind other crimes. Doing this way is best early on so you don't run into a lack of targets while grinding for CS100.


Don't be afraid of soft failures. Hitting one or a couple of Concern, Sensitivity and Hesitation should not discourage you to complete a scam. That said, be ready to abandon a scam if it seems impossible to complete or you're looking for profit and you get an unprofitable mark.

If you're struggling to reach CS100 and getting crits constantly, there's a strat where you get a dozen scams to a capitalization zone, and before capitalizing them you accelerate five times in a row. This will let you increase your crime chain and thus your progression multiplier before getting all of the CS that capitalizing gives (psst... it's like x3 the normal amount).

 

Mentions: [Crimes 2.0] Bootlegging: An in-depth guide · [Crimes 2.0] Burglary: 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

Emforus [2535044] Wiki Contributor
Reserved 2 - Will use this for the latter half of all 30 crimes expected to be released, when the time comes, in the meantime some background to this thing.


For a while now I've wanted to make a more "centralized" post that new players could use to understand the mechanics of crimes, since I kept seeing the same questions in Q&A regularly. Stuff like what is NNB and why you keep failing a certain crime with low skill, which is something quite obvious for us older folk, was something was popped up once a week at the very least.

I also tried to include what I thought would be information that people could find useful regarding the entire crimes system, like what crimes pays best, what crime gives the most CE, and how should a new player start building their CE. Of course, there's other things that could be added so do make suggestions for any topics that weren't covered here and you think are worthy of mention, 'cause after splitting this thing I have like 20k characters to spare on the main thread and I'd rather have it full.


First things first, I'll add something regarding "useful tools and external sites" since having easy access to the lot of them seems convenient.
Ninja29 [1198956]
I got the Notorious honor (shoplifting) yesterday with 0 CS, 220 Nerve used. Did get 3 crits.

Was expecting to use closer to 300, so was quite happy with it
Emforus [2535044] Wiki Contributor
It's 20k/N when abandoning, since it has no material requirements and success rates are fairly high at 81%. Burying is safer at 93% but does consume 5x Lye and that does cut into your profits by quite a lot, while dissolving has almost 100% and uses 5x Hydrochloric Acid, leading to almost no profit.

EDIT: Accounting for success rates and material cost
- Abandoning nets 17.5k/N (81%, 6N)
- Burying nets 12.5k/N (20k cost, 93%, 8N)
- Dissolving nets 4k/N (75k cost, ~100%, 14N)

So yes, it's not actually 20k/N and I'll correct that sometime today, but it's still the most profitable and I should definitely mention that abandoning/burying are the way to go.
Emforus [2535044] Wiki Contributor
Based on CockyNudist's thread regarding this topic, 100+ ideally. Assume every 1 in chain length equals a +0.1% to progression bonus, capped at 20%.

This is the currently best guess that lines up with other known information.
Emforus [2535044] Wiki Contributor
Did a small update in the crime section by adding information regarding forgery while I'm working on the full guide.
Honor bars are shown very clearly there so spoilers beware.

For those that'd rather not check: Drivers' Licenses and Diplomas are the safe options early on, still trying to unlock CS50 projects to get some data.
Emforus [2535044] Wiki Contributor
Yup, they're listed in the "Companies and Crime Perks" subsection under "Criminal Summary".

They are severely underrated imo, but for good reason: The perks they provide aren't as "tangible" as meat warehouses' -50% crit standard penalties and pubs' nerve refills and alcohol boost. The +10% progression bonus and +10 max nerve are great, but the progression bonus is felt less overall compared to lower crit CS loss or just straight up more nerve, plus high workstat entry requirements for the 10* ones.
stax [1132977]
Emforus,

Thank you as always for your hard work on the subject of crimes. I have a general question for you, so the general guide seemed best. I had heard, back in the Crimes 1.0 (the Wiki still has the old wording: "Crime Experience: Boosts crime experience by +3%."), that you reached a NNB level where the CE merits no longer served a purpose/gave any real benefit. However, with the many shifts of Crimes 2.0, do we have data confirming if CE merits now lend value forever?

From the new/current wording ("Increases crime experience and skill gain by 1%"), I assume they certainly help your CS with new crimes, which is nice enough when a new crime drops. But (assuming you're 100 CS on everything and/or don't care about that aspect) do they provide ongoing CE benefits ad infinitum, regardless of your NNB level?