13 min readUpdated 2026-08-10By Torn Intel

Torn Burglary Guide: All 34 Targets, Casing Counts and Tools

Burglary has more targets than any other crime in Crimes 2.0: 34 of them, spread across residential, commercial and industrial locations. It also has the most misleading difficulty curve, because the safety of a target has almost nothing to do with when it unlocks.

The Truckyard unlocks at CS 68 and needs one or two casings. The Apartment unlocks at CS 14 and needs four to six. Knowing which targets are cheap and which are traps is the whole game, and the table below gives you that outright.

How the crime works

Three steps, and the middle one is where players waste the most nerve.

Scout to find a target

Costs 4 nerve and grants a consistent but small amount of skill, roughly a fifth of a successful burglary. There is no known limit on how many targets you can hold, but scouted targets vanish after 72 hours if untouched.

Case it to build confidence

Each target has a confidence gauge, and casing raises it by a random amount that depends on the target. Higher confidence means a higher chance of a successful burglary. Some targets fill almost completely in one attempt, others crawl.

Never burgle at zero confidence. Case at least once or twice regardless of the target.

Burgle it

The payoff step. Your recommended tool for that target unlocks additional outcomes, including every unique.

Why scouting efficiency matters

Scouting pays badly for its nerve cost. That single fact shapes how the crime should be played.

Scouting gives a fifth of a burglary's skill

For 4 nerve, that is poor value. The only way to make it back is to rob each scouted target using as few attempts as possible, which means choosing targets that need one or two casings rather than six.

A safe target beats a valuable one while levelling

A Tool Shed cased once and robbed is far better value than a Funeral Directors cased six times. Save the expensive targets for when you actually want their loot.

The six tools

None are required to attempt the crime, but all except the flashlight are required to reach unique outcomes. All six can be found while burgling, so buying them only speeds things up.

Tools and where to find them
ToolPurposeWhere to find it
FlashlightEnhancer: +5% CE and CS, unlocks better outcomesShoplifting Bits 'n' Bobs; Tool Shed while using lockpicks
JemmyForcing, prying and wrenching openShoplifting Bits 'n' Bobs; burgling the Mobile Home
RopeClimbing up and downJunkyard and beach searches; casing the Mobile Home; Tool Shed and Beach Hut
Credit cardsShimmying open locked doorsBillfolds, old wallets, cardholders and many containers
LockpicksOpening locks of any kindTool Shed, Cottage, Secluded Cabin
Window breakerBreaking windows; opens most housesBeach Hut, Lake House
Skeleton keyAccess to advanced locationsSelf-Storage Facility, Shipyard

All 34 targets

The recommended casing count is how many attempts it takes to reach roughly 50% confidence, drawn from a dataset with per-target samples in the thousands. Read this column before anything else: it is the real cost of a target. Casing success rate sits at around 80% almost everywhere, so it is not a differentiator.

Residential targets
TargetUnlockSafetyCasings needed
Tool ShedCS 1SafeOnce
Beach HutCS 1SafeOnce
Mobile HomeCS 1Safe1, sometimes 2
BungalowCS 1Moderately unsafe1 to 2
CottageCS 3Moderately unsafe2, sometimes 1
ApartmentCS 14Risky4 to 6, sometimes more
Suburban HomeCS 22Moderately unsafe1 to 2
Secluded CabinCS 30Safe1, sometimes 2
FarmhouseCS 38Unsafe2, sometimes 3
Lake HouseCS 46Unsafe3, sometimes more
Luxury VillaCS 69Risky4 or more
Manor HouseCS 100Risky4 to 6

Commercial targets

Unlock from CS 25. Loot is markedly better than residential, with premium consumables and crime components. Recommended range is CS 45 to 80.

Commercial targets
TargetUnlockSafetyCasings needed
Cleaning AgencyCS 27Safe1 to 2
BarbershopCS 35Safe1 to 2, sometimes more
Dentists OfficeCS 47Safe1 to 2
Liquor StoreCS 43Moderately unsafe2, sometimes 3
ChiropractorsCS 56Moderately unsafe2, sometimes 3
Self-Storage FacilityCS 25Unsafe2 to 3
Postal OfficeCS 25Risky4 to 6
MarketCS 25Risky5 or more
Recruitment AgencyCS 77Risky4 to 6, sometimes more
Advertising AgencyCS 100Risky4 to 6, sometimes more
Funeral DirectorsCS 25Dangerous6 or more

Industrial targets

Unlock from CS 50 with the best loot in the crime: supply packs, equipment and rare crime components. The difficulty curve runs backwards here, with the earliest targets being the hardest. Recommended range is CS 85 and up.

Industrial targets
TargetUnlockSafetyCasings needed
TruckyardCS 68Safe1 to 2
Old FactoryCS 76Safe1, sometimes 2
SlaughterhouseCS 84Safe1 to 2, rarely 3
FoundryCS 96Moderately unsafe2, sometimes 3
Paper MillCS 92Unsafe2 to 3
Fertilizer PlantCS 100Unsafe2 to 3
Farm Storage UnitCS 50Risky4 to 6
BreweryCS 60Risky4 to 6
Dockside WarehouseCS 50Dangerous7 or more
ShipyardCS 50Very dangerous8 or more
Printing WorksCS 52Very dangerous8 or more

Reading the safety ratings

These labels describe casing cost, not danger to you. They are the difference between a cheap target and a nerve sink.

What each rating means
RatingMeaning
SafeOne casing is enough. Strongly recommended
Moderately unsafeOne or two casings. Very doable
UnsafeA few casings required
Risky4 to 6 casings. Consider a different target
Dangerous6 or more. Case only at night or switch targets
Very dangerous8 or more. Avoid entirely unless you specifically want the loot

The traps and the bargains

Three observations from the table that will save you a lot of nerve.

The Apartment is the worst early target in the game

It unlocks at CS 14, sits among easy residential targets, and needs four to six casings. Newer players scout it expecting another Cottage and burn their nerve. Skip it.

Industrial gets easier as it goes

The Shipyard and Printing Works unlock at CS 50 and 52 and need eight or more casings. The Truckyard at CS 68 and the Slaughterhouse at CS 84 need one or two. If you unlock industrial and immediately try the first target available, you will conclude the whole category is miserable. Wait for the Truckyard.

Industrial is the only location type where the recommended play is to ignore everything until CS 68.

Commercial has three genuinely cheap targets

The Cleaning Agency, Barbershop and Dentists Office are all rated safe at one to two casings, and commercial loot is far better than residential. They are the best value in the mid game.

Status, and the two things that change it

Beyond confidence, each target carries a status that can help or block you outright.

Too dangerous locks you out

A failed casing attempt can flip the target to Too dangerous, blocking both casing and burglary for 20 to 60 minutes. This is the hidden cost of the high-casing targets: more attempts means more chances to lock yourself out.

All clear is a guaranteed success

Rarely, a casing attempt sets the status to All clear, which guarantees your next burglary within the time window. If you see it, burgle immediately rather than casing further.

Confidence gain improves with skill

Casing raises confidence more as your crime skill rises, so targets rated unsafe at low skill become genuinely manageable later. The table reflects mid-range skill.

How to play it

A route through the crime that respects the casing economics.

Level on the CS 1 residential targets

Tool Shed, Beach Hut and Mobile Home are all one-casing targets available immediately. Scout residential, take these, and skip the Apartment when it appears.

Collect tools as they appear

The Tool Shed alone can yield lockpicks, rope and, with lockpicks in hand, the flashlight. Getting the tools early opens unique outcomes everywhere else.

Move to commercial around CS 45

Head for the Barbershop, Dentists Office and Cleaning Agency specifically. Better loot for the same casing cost as easy residential targets.

Ignore industrial until CS 68

The category unlocks at CS 50, but its first three targets are the most expensive in the game. The Truckyard at CS 68 is where industrial becomes worth doing.

Casing counts, safety ratings and success rates come from community log collection, with per-target samples ranging from a few hundred to over 12,000 attempts. Targets unlocking at maximum skill have the smallest samples and the least reliable figures. Confidence gain improves with crime skill, so ratings shift in your favour as you level. Torn rebalances Crimes 2.0 regularly.