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.
| Tool | Purpose | Where to find it |
|---|---|---|
| Flashlight | Enhancer: +5% CE and CS, unlocks better outcomes | Shoplifting Bits 'n' Bobs; Tool Shed while using lockpicks |
| Jemmy | Forcing, prying and wrenching open | Shoplifting Bits 'n' Bobs; burgling the Mobile Home |
| Rope | Climbing up and down | Junkyard and beach searches; casing the Mobile Home; Tool Shed and Beach Hut |
| Credit cards | Shimmying open locked doors | Billfolds, old wallets, cardholders and many containers |
| Lockpicks | Opening locks of any kind | Tool Shed, Cottage, Secluded Cabin |
| Window breaker | Breaking windows; opens most houses | Beach Hut, Lake House |
| Skeleton key | Access to advanced locations | Self-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.
| Target | Unlock | Safety | Casings needed |
|---|---|---|---|
| Tool Shed | CS 1 | Safe | Once |
| Beach Hut | CS 1 | Safe | Once |
| Mobile Home | CS 1 | Safe | 1, sometimes 2 |
| Bungalow | CS 1 | Moderately unsafe | 1 to 2 |
| Cottage | CS 3 | Moderately unsafe | 2, sometimes 1 |
| Apartment | CS 14 | Risky | 4 to 6, sometimes more |
| Suburban Home | CS 22 | Moderately unsafe | 1 to 2 |
| Secluded Cabin | CS 30 | Safe | 1, sometimes 2 |
| Farmhouse | CS 38 | Unsafe | 2, sometimes 3 |
| Lake House | CS 46 | Unsafe | 3, sometimes more |
| Luxury Villa | CS 69 | Risky | 4 or more |
| Manor House | CS 100 | Risky | 4 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.
| Target | Unlock | Safety | Casings needed |
|---|---|---|---|
| Cleaning Agency | CS 27 | Safe | 1 to 2 |
| Barbershop | CS 35 | Safe | 1 to 2, sometimes more |
| Dentists Office | CS 47 | Safe | 1 to 2 |
| Liquor Store | CS 43 | Moderately unsafe | 2, sometimes 3 |
| Chiropractors | CS 56 | Moderately unsafe | 2, sometimes 3 |
| Self-Storage Facility | CS 25 | Unsafe | 2 to 3 |
| Postal Office | CS 25 | Risky | 4 to 6 |
| Market | CS 25 | Risky | 5 or more |
| Recruitment Agency | CS 77 | Risky | 4 to 6, sometimes more |
| Advertising Agency | CS 100 | Risky | 4 to 6, sometimes more |
| Funeral Directors | CS 25 | Dangerous | 6 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.
| Target | Unlock | Safety | Casings needed |
|---|---|---|---|
| Truckyard | CS 68 | Safe | 1 to 2 |
| Old Factory | CS 76 | Safe | 1, sometimes 2 |
| Slaughterhouse | CS 84 | Safe | 1 to 2, rarely 3 |
| Foundry | CS 96 | Moderately unsafe | 2, sometimes 3 |
| Paper Mill | CS 92 | Unsafe | 2 to 3 |
| Fertilizer Plant | CS 100 | Unsafe | 2 to 3 |
| Farm Storage Unit | CS 50 | Risky | 4 to 6 |
| Brewery | CS 60 | Risky | 4 to 6 |
| Dockside Warehouse | CS 50 | Dangerous | 7 or more |
| Shipyard | CS 50 | Very dangerous | 8 or more |
| Printing Works | CS 52 | Very dangerous | 8 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.
| Rating | Meaning |
|---|---|
| Safe | One casing is enough. Strongly recommended |
| Moderately unsafe | One or two casings. Very doable |
| Unsafe | A few casings required |
| Risky | 4 to 6 casings. Consider a different target |
| Dangerous | 6 or more. Case only at night or switch targets |
| Very dangerous | 8 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.