Torn Bootlegging Guide: DVD Ratios, the Online Store and All Three Honor Bars
Bootlegging is the second crime in Crimes 2.0, and the one that teaches you about consumables and waiting. You copy DVDs, sell them in bulk, and eventually build an online store that sells passively while you do something else.
The counter-intuitive part, and the thing most players get wrong: the online store actively slows your crime skill. It quietly sells the DVDs you needed for bulk sales, and selling is where nearly all the skill in this crime comes from. This guide covers the genre ratio that maximises each sale, the real skill economy, and when the store is worth opening.
What you need to start
Two items to begin, one enhancer worth grabbing, and two education courses if you intend to chase the store honor bar.
| Item | Where | Required? |
|---|---|---|
| Personal Computer or Laptop | Super Store | Yes |
| Blank DVDs | Super Store | Yes, consumed on every copy |
| High-Speed Drive | Item market and many unique outcomes | Optional enhancer: +5% CS, halves copy time |
| CMT1520 and CMT2230 | Computer Science bachelor | Only for the online store and its honor bar |
The three actions
Bootlegging has three things you can do, and they are wildly unequal for crime skill. Understanding this table is most of the crime.
| Action | Skill value | Notes |
|---|---|---|
| Sell DVDs | About 4 copies' worth | Roughly 60% more skill per nerve than copying. The best action |
| Set up the store | About 6 copies' worth | One-off, while building it. Costs 10 nerve per attempt |
| Copy DVDs | Baseline | The bulk of your clicks |
| Collect store money | Under half a copy | Often 0% at high skill. Negligible |
Copying DVDs
All copies grant the same skill and share the same success rate, so no genre is better to copy. Your crime skill controls how many you get and how fast.
Output scales steadily with skill
From a dataset of roughly 15,000 logs, average DVDs per attempt rises about 1.1 every 5 crime skill levels, or 0.22 per level, and that trend holds all the way to CS 100. Early on expect 3 to 5 per attempt.
The spread widens as you level
The gap between your worst and best attempt grows from around 3 at low skill to nearly 20 near maximum. High-skill copying is swingier, not just better.
Copy speed is predictable
Every 5 crime skill levels cuts 2 seconds off the copy time. The High-Speed Drive halves it outright.
You can add multiple packs of blank DVDs at once rather than feeding them in one at a time.
The genre ratio
This is the single most useful number in the crime. Selling a variety moves more DVDs at once, which means more money and more skill per sale. Some genres sell far faster than others, so copying equal amounts leaves you short on the popular ones.
| Genre | Relative rate |
|---|---|
| Action | 10 |
| Fantasy | 7 |
| Comedy | 7 |
| Drama | 5.5 |
| Thriller | 4 |
| Horror | 3 |
| Romance | 3 |
| Sci-Fi | 2 |
Using the ratio
Two practical notes on stocking.
Always keep some of every genre
Variety is what drives a large sale. A stock of 500 Action DVDs and nothing else sells poorly compared with a spread across all eight genres. Never let a category hit zero.
The store shifts the ratio towards comedy
Selling directly needs slightly less comedy than the table suggests. Once the online store is running, it moves more comedy than expected, so top that genre up more often.
Selling, and the crit that hurts
Selling is where the skill is, where all four uniques appear, and where a critical failure can undo weeks of work.
Crits scale with nerve spent
Because selling is the highest-nerve action, its crits are brutal. Logged cases include a player dropping from CS 13 to CS 8, and another from CS 7 to CS 1. At low skill a single bad sale can wipe most of your progress.
Early on, sell in smaller batches. The skill efficiency is slightly worse but a crit will not erase your account's progress in this crime.
All four uniques come from selling
Stock up before you reach each threshold so you can spam sales while the unique is available.
The four uniques
Each unlocks at a crime skill threshold, after which every sale carries a chance of it appearing.
| Skill | Unique |
|---|---|
| CS 55 | Special ammunition |
| CS 70 | Lottery voucher |
| CS 85 | Prayer beads |
| CS 100 | Erotic DVD |
The online store
Unlocked at CS 50 with both education courses completed. You build it from scratch, then it sells your stock passively.
Building it costs real nerve
Each attempt costs 10 nerve and adds 1% to 9% progress, with a success rate around 80%. Reports range from 20 to 40 attempts to launch. Budget for it rather than starting on a whim.
Customer growth is exponential, and stock-gated
The more customers you have, the faster the base grows. The only known factor driving growth is keeping the store stocked, so never run dry in any genre. Reaching the 10,000 customers needed for the honor bar takes roughly 15 and a half days of continuous stock.
You can switch it off
A dial next to the collect button disables the store. This matters more than it sounds, because it lets you stockpile DVDs for bulk selling without the store quietly draining them.
Two crits are possible here: losing all uncollected money, which is confirmed, and losing the store entirely, which appears in the logs but has never been evidenced.
Why the store slows you down
This is the part worth reading twice, because it runs against the instinct to unlock everything as soon as possible.
The store eats your sale inventory
Selling in bulk is the highest-skill action in the crime. The store sells those same DVDs passively for a trickle of skill that is often literally zero. Every DVD it sells is one you cannot include in a large manual sale.
Keep it closed until you are happy with your skill
The efficient route to CS 100 ignores the online store completely: copy a spread of genres, sell in bulk, repeat. Open the store when you are near maximum skill or ready to work the honor bar specifically.
Passive skill does accrue, slowly
Patch notes confirm the store grants passive crime skill while running. One player at CS 93 reported roughly 3% growth over 24 hours. That is real, but far below what active selling delivers.
The three honor bars
Two are long-term projects, so start thinking about them early even if you do not chase them yet.
Box Office: reach CS 100
Standard progression, and fastest with the store closed.
Online Entrepreneur: 10,000 store customers
Build the store, keep every genre stocked, and wait about 15 to 16 days without running out. That works out at roughly 20,000 DVDs sold through the store, so plan your copying around it.
Cinephile: sell 10,000 DVDs of every genre
The long one. Both direct sales and store sales count, and you can track progress from the banner on the bootlegging page. Start with the slow-selling genres such as Sci-Fi, Horror and Romance, because the popular ones accumulate on their own.
Sci-Fi sells at a fifth the rate of Action, so it needs five times the attention to finish at the same time.
Counterfeiting medals
Bootlegging is the only crime in the Counterfeiting category, which makes it the only route to those 15 medals.
Every attempt counts, regardless of nerve
Copying, selling and collecting all count equally towards the 10,000 crimes needed for all 15 medals. The nerve cost of the action is irrelevant to the medal.
Farm them with 1-nerve collections
Set a few DVDs copying and collect from the store immediately whenever a copy sells. At 1 nerve per collection, this is by far the cheapest way to push the medal count.
What it actually pays
Set your expectations before investing heavily.
The money is modest
The store sells DVDs at around $20 each, and a player at CS 100 averages about $25. That is roughly $500 for 2 nerve. With natural nerve regeneration alone, expect somewhere around $50,000 a day.
Play it for the merits, not the income
The three honor bars and the Counterfeiting medals are the real reason to work this crime. Treat the store income as a small bonus that exists rather than a earner.
Copy rates, genre ratios and sale figures come from community log collection totalling roughly 17,500 bootlegging logs, with copy analysis drawn from about 15,000 and sale analysis from around 1,500. Sale data is therefore less precise than copy data. Torn rebalances Crimes 2.0 regularly.