12 min readUpdated 2026-08-10By Torn Intel

Torn Disposal Guide: Daily Jobs, Methods and Skill Multipliers

Disposal is the ninth crime in Crimes 2.0 and the only one where nerve is not your limiting factor. A fresh batch of jobs appears at 00:00 TCT, the same for every player, and when they are gone they are gone. Nothing else spawns until the next day.

That single rule inverts how you should play. In every other crime you optimise skill per nerve. Here you optimise skill per job, because jobs are the scarce resource and nerve is not. This guide covers the job and method multipliers, the component list you will need, and why chasing uniques early is a mistake.

The daily job cycle

Understanding the timing is more important than any component list.

Jobs refresh at 00:00 TCT and are shared by everyone

Every player sees the same batch. There is no rerolling and no personal luck involved in which jobs appear.

Higher skill shows you more jobs

Some jobs are hidden below a skill threshold, so a low-skill player will see fewer jobs than a high-skill one on the same day. Levelling literally gives you more crime to do.

Unfinished jobs expire

Anything left undone at the end of the day is lost. Once the batch is cleared, nothing more spawns.

Log in daily and clear every job. A missed day is progress you cannot make up later.

The twelve jobs

Each job carries a complexity multiplier that scales your crime skill gain. General Waste is the baseline at 100%. These figures come from observation rather than a published formula, but they are close enough to plan around.

Jobs by skill multiplier and rarity
JobMultiplierRarityComponent needed
Dead Body550%Extremely rareAnchor and rope to sink, bonesaw to dissolve
Body Part350%Extremely rareLye to bury
Firearm220%Very rareDouble cut file, handkerchief to abandon
Murder Weapon212.5%Very rareBleach and paper towels to abandon
Biological Waste175%RareDisposable mask, all methods
Industrial Waste160%UncommonWheelbarrow
Documents145%UncommonNone
Vehicle130%UncommonBleach and paper towels to abandon, bricks to sink
Building Debris115%Very commonWheelbarrow
Old Furniture107.5%CommonNone
Broken Appliance107.5%CommonNone
General Waste100%Very commonNone

The five methods

Each job allows a subset of methods. Skill gain rises with nerve cost, roughly 20% per 2 nerve, and the increase compounds. Your final gain is the job multiplier times the method multiplier.

Methods by cost and skill multiplier
MethodNerveMultiplierNotes
Abandon6100%Cheapest and least reliable. Below-average success across the board
Bury8120%Available for most jobs except Vehicles. Always needs a shovel
Burn10144%Surprisingly safe, especially for combustibles. Always consumes a gas can
Sink12173%Available for every known job. Excellent for heavy items, poor for anything that floats
Dissolve14207%Fails almost always except on Body Part and Dead Body. Consumes hydrochloric acid

The dissolve trap

Dissolve has the highest multiplier in the crime, which makes it look like the obvious choice. It is not.

It fails close to 100% of the time on most jobs

Despite the 207% multiplier, dissolving is only known to work on Body Part and Dead Body jobs. Attempting it on anything else burns 14 nerve and a dose of hydrochloric acid for nothing.

Sink is usually the real answer

At 173% and available for every job, sinking is the highest multiplier you can actually land reliably. Just avoid it for anything that would float.

Match the method to the physics. You cannot bury a car, burn concrete, or sink a bag of rubbish.

Why nerve efficiency does not apply

This is the mental shift that makes Disposal click, and it contradicts how every other crime works.

Time gates you, not nerve

With a fixed number of jobs per day, your nerve bar will almost never be the constraint. Spending 14 nerve instead of 6 on the same job costs you nothing you were going to use anyway.

So pick the most expensive method that still succeeds

For every job, choose the method with the highest success rate. Where several are safe, take the one with the highest nerve cost, because it carries the higher multiplier. This is the opposite of correct play in every other crime.

Do not chase uniques early

There are 11 uniques, one for each job except Biological Waste, and none are skill-locked. Since higher skill reveals more jobs per day, which compounds into faster progress, levelling first and backtracking for uniques later is strictly better.

The enhancer and tools

Tools are permanent and only one of each is needed. Consumables are used on every attempt, which is where the real logistics live.

Enhancer and permanent tools
ItemNeeded forWhere to find it
Latex GlovesEnhancer: +5% CE and CSShoplifting the Jewelry Store, burgling the Dentists Office (both unique)
ShovelAll Bury jobsSFC Cemetery 3.5%; Burglary Tool Shed 6.25%, Beach Hut 4.2%, Luxury Villa 4.8%, Foundry 4.3%
WheelbarrowBuilding Debris and Industrial WasteRecycling Center at times; SFC Junkyard
HandkerchiefAbandoning FirearmsPickpocketing Homeless Person 9%, Businessman 5.5%; Burglary Beach Hut 4%
Double Cut FileAll Firearm jobs except DissolvePickpocketing Homeless Person 4.9%, Laborer 2.9%; Burglary Tool Shed 5.6%

Consumables and where to farm them

These are spent on every attempt, so stockpiling matters. The Cleaning Agency burglary is the standout source, carrying three different consumables at high rates.

Consumables by best source
ConsumableNeeded forBest sources
Gas CanEvery Burn jobShoplifting Bits 'n' Bobs 3.85%; Burglary Farmhouse 5.2%, Farm Storage 4.9%, Brewery 4.55%
BleachAbandoning Vehicles and Murder WeaponsBurglary Cleaning Agency 22.5% (x1-3), Suburban Home 6.5%, Slaughterhouse 5.5% (x4)
Hydrochloric AcidEvery Dissolve jobBurglary Cleaning Agency 12.3% (x3-6), Foundry 2.9% (x10); Pickpocketing Mobster 4.7% (x4)
LyeBurying Body Parts and Dead BodiesBurglary Cleaning Agency 8.3% (x1-10), Farm Storage 4.7% (x4)
Paper TowelsAbandoning Vehicles and Murder WeaponsBurglary Paper Mill 3.73% (x20), Dentists Office 4.8% (x10), Cleaning Agency 4.65% (x5)
BonesawDissolving a Dead BodyBurglary Funeral Directors 4.7%, Secluded Cabin 3.7%, Slaughterhouse 2.1%
AnchorSinking a Dead BodyBurgling the Shipyard (unique)
RopeSinking a Dead BodySFC Junkyard 2.1% (x2); many burglary targets
BricksSinking a VehicleBits 'n' Bobs, and many crime outcomes
Disposable MaskAll Biological Waste jobsPharmacy. No known crime source

Stocking up efficiently

Two shortcuts worth knowing.

The Cleaning Agency is the single best burglary target for this crime

It drops bleach at 22.5%, hydrochloric acid at 12.3% in batches of three to six, lye at 8.3% in batches up to ten, and paper towels at 4.65%. It is also rated safe at one to two casings, so it is cheap to farm.

Some outcomes need a car

Three known uniques and several outcomes require any car in your inventory. The model does not matter, and neither a driving nor a racing licence is needed. Simply owning one unlocks them.

The two honor bars

One is a grind, the other is a waiting game.

Trash Bandit: reach CS 100

Slow by design, since your daily progress is capped by the job batch. Clearing every job every day with the best method is the only lever you have.

Dissolving Agent: dissolve a dead body in acid

Dead Body jobs are extremely rare and appear more often at higher skill, but they are random. Keep levelling and wait. When one appears, dissolving is generally safe on this job, so take the shot rather than playing it cautious.

Keep hydrochloric acid and a bonesaw in reserve permanently. A Dead Body job you cannot action is a wasted opportunity that may not return for weeks.

Illicit Service medals

Disposal shares its category with the older assassination and drug deal crimes.

It is a poor medal farm

High nerve costs combined with a small daily job cap make this the worst crime in the tree for pushing medal counts. Do the jobs for the skill and the honor bars, and get your Illicit Service medals elsewhere.

How to play it

A short daily routine.

Clear the full batch every single day

Missed jobs are gone permanently. This is the one crime where logging in daily matters more than how much nerve you have.

Take the safest method, then the most expensive safe one

Success rate first, nerve cost second. Sinking at 173% is usually the best landable multiplier; skip dissolve unless the job is a Body Part or Dead Body.

Farm components from other crimes in the background

Run the Cleaning Agency burglary regularly and keep gas cans, bleach, acid and lye stocked. Turning up to a rare high-multiplier job without its component is the most avoidable loss in this crime.

Level first, collect uniques later

More skill means more jobs per day, which compounds. The 11 uniques have no skill locks, so nothing is lost by going back for them once you are near maximum.

Job and method multipliers are observational estimates rather than published values, and the daily job cap means sample sizes for this crime are far smaller than for others. Success rates by job and method combination remain incomplete. Torn rebalances Crimes 2.0 regularly.