Torn Scamming Guide: All 11 Scams, Mark Multipliers and Suspicion
Scamming is the highest-paying crime in Crimes 2.0 and the one with the widest spread between a good run and a bad one. The same Investment scam can pay a few hundred thousand or up to 2.5 million depending entirely on which mark answered your email.
It runs in three stages: farm email addresses, send spam waves, then work the persuasion bar on whoever bites. Nearly all your crime skill comes from that third stage, and nearly all your money comes from a multiplier you cannot control. This guide covers all eleven scam categories, the mark multipliers, how suspicion accelerates against you, and how many addresses each tier of scam actually needs.
What you need
Almost nothing in terms of items. Education is what unlocks the useful parts of this crime.
| Requirement | Effect | Where |
|---|---|---|
| Ergonomic Keyboard | Enhancer: +5% CE and CS gains | Shoplift Super Store with checkpoint disabled, CS 60 (unique) |
| Interpersonal Dynamics | Shows a visible range for where the pip will land | Psychology bachelor |
| Web Design and Development | Unlocks the Phisher (slow passive email collection) | Computer Science bachelor |
| Web Security and Penetration Testing | Adds data breach outcomes when farming, 700 to 1,000 addresses about 10% of the time | Computer Science bachelor |
| Automated Data Mining & Processing | Unlocks the Scraper (fast passive collection) | Computer Science bachelor |
The three stages
Each stage grants crime skill, and the difference between them is enormous.
| Action | Nerve | Relative skill | Notes |
|---|---|---|---|
| Scam responses | Low | Baseline, best per nerve | Where nearly all your skill comes from |
| Spam waves | Moderate | 200% of a response | Cannot fail, so send them constantly |
| Email farming | 8 | 150% of a response | Least efficient by far, but necessary |
Email farming
Addresses are the fuel for everything else. Farming manually is the worst use of nerve in the crime, so the goal is to build a base and then let automation take over.
Aim for 10,000 to 20,000 early
That is enough to send every available spam category daily until diminishment kicks in. Twenty thousand is worth it only if you have nerve to spare and use refills.
CS 40 and above needs 100,000 or more
Advanced scams simply will not generate responses below that. Get there after completing the Computer Science courses so it costs less nerve.
If your goal is crime skill rather than money, stop farming at a comfortable number and let the Phisher and Scraper do the rest while you grind scams.
Occasional paid sources appear
Rarely, farming offers 200 to 700 addresses for a small fee between $250 and $3,000. Always worth taking at that price.
The Phisher and the Scraper
Both collect addresses passively once unlocked, and both need re-activating through farming attempts when they expire. Activation is random and can take over a dozen attempts.
| Tool | Rate | Lifespan |
|---|---|---|
| Phisher | 50 to 400 per day | Over a week |
| Scraper | About 1,000 per day | 2 to 4 days |
How passive collection behaves
One detail worth knowing before you rely on them.
Both follow a bell curve
They start slowly after deployment, accelerate dramatically in the middle of their life, then taper off as they approach expiry. A freshly deployed Scraper is not immediately producing 1,000 a day.
Spam waves
Waves convert addresses into responses. They cannot fail, which makes them free skill, but they suffer from two forms of decay.
Diminishment reduces repeat waves
Send several waves of the same category and each subsequent one generates fewer responses. Rotate categories rather than spamming one.
Target exhaustion is longer-lasting
Eventually a category stops producing responses entirely, even from waves that used to generate a dozen. The only fix is waiting, and sending more waves appears to worsen exhaustion even when nothing comes back. Leave that category alone for a day or more.
Having more addresses shortens how long exhausted targets take to replenish.
Awaiting response means the queue is working
That message means responses are queued and will arrive over an unpredictable period. If an advanced scam generates no queue at all, that is your signal that you need more addresses rather than more waves.
The eleven scam categories
Three are available immediately, with two more unlocking every 20 skill levels. Payouts shown are base averages at low capitalisation, before mark multipliers, which swing the final figure enormously.
| Scam | Unlock | Difficulty | Average payout |
|---|---|---|---|
| Delivery | CS 1 | Very easy | $560 |
| Prize | CS 1 | Very easy | $8,825 |
| Family | CS 1 | Easy | $15,460 |
| Charity | CS 20 | Easy | $25,615 |
| Tech Support | CS 20 | Moderate | $32,800 |
| Vacation | CS 40 | Easy | $37,950 |
| Tax | CS 40 | Moderate | $80,000 |
| Advance-fee | CS 60 | Difficult | $67,000 |
| Job | CS 60 | Moderate | $93,000 |
| Romance | CS 80 | Difficult | $110,000 |
| Investment | CS 80 | Challenging | $230,000 |
Which scams to actually run
Difficulty here means the layout of the persuasion bar, not just the odds. A few categories stand out.
Delivery for early progression
Almost no red cells, concern is rare, and reward zones are very wide. The payout is minimal but it is the safest place to learn the persuasion bar.
Vacation is the best mid-game category
Rated easy despite unlocking at CS 40, with a decent payout. It has plenty of red zones but an equally high number of temptation zones, so you can use temptation to move quickly through it.
Job pays better than Advance-fee at the same tier
Both unlock at CS 60, but Job averages $93,000 against $67,000 and is rated moderate rather than difficult. Advance-fee is heavy on sensitivity with slim reward zones. Prefer Job.
Investment is the ceiling and the hardest
The highest average at $230,000 and capable of 2.5 million with the right mark, but loaded with red and concern zones and thin reward bands. Worth it only once you are confident with the bar.
Tech Support is deceptive: few red zones, but a great deal of concern. The risk is wasted nerve rather than outright failure.
The marks
Once a response is read, a demographic is assigned. This is where most of your final payout is decided, and you have no influence over it.
| Mark | Multiplier |
|---|---|
| Young Adult | 100% |
| Middle-Aged | 125% |
| Senior | 150% |
| Professional | 300% |
| Affluent | 1,000% |
Playing the mark lottery
Two consequences follow from that table.
An Affluent mark is worth ten Young Adults
The multiplier stacks on top of the capitalisation multiplier, so combinations can differ by more than tenfold on the same scam category.
Abandon poor marks without hesitation
The mark only affects payout, never the persuasion bar layout or your odds. If you draw a Young Adult on an Investment scam, abandoning and waiting for a better response is often correct. Click the mark icon to abandon, or swipe right on mobile.
Suspicion
Suspicion is the timer that stops you milking a mark indefinitely. Red cells spread across the persuasion bar as you work, and they accelerate.
| Action | Increase |
|---|---|
| Every response sent | Once |
| Landing on sensitivity | Once extra |
| Landing on hesitation | Once extra, after the timeout |
| Each attempt at resolving concern | Once |
| Successfully resolving concern | Twice |
How suspicion actually behaves
The rules that decide how long you have.
It accelerates rather than ticking up
Red cells spread from the left, adding one more cell each movement than the last: one, then two more, then three more. It never covers the cell you are standing on, but it can fill the rest of the bar and force you to abandon.
The first two responses are free
Suspicion starts at -1 and generates red cells before it starts climbing, so it only begins to bite on your third response. It also does not start at all until the pip leaves the starting cell, so you can accelerate safely at the beginning.
It caps at 8, and you get 10 to 11 increases
Once suspicion hits 8 it stops accelerating and generates eight cells per action. In practice you have around 10 to 11 suspicion increases per attempt before the bar becomes unworkable.
Resolving concern successfully costs two suspicion. Zones that look harmless are often what ends a run.
Failure types
Only one of these actually ends the crime badly.
Concern, sensitivity and hesitation are soft failures
Hesitation blocks further action for an unknown period. Concern must be resolved, is likely to fail, and raises suspicion whether you succeed or not. Neither loses you the target outright.
Landing on a fail cell is an instant crit
Standard penalties apply and the target is removed, but there are no additional consequences beyond that.
The two honor bars
One is progression, the other is largely luck.
Alpha Mail: reach CS 100
Grind responses rather than farming or spamming, since responses give the best skill per nerve.
Decepticon: hit temptation, sensitivity, hesitation and concern in one successful scam
Only the CS 60 and CS 80 scams tend to have all four hazard types present. Reaching CS 60 and getting a favourable bar layout is most of the battle.
Avoid landing on the same hazard twice, and if you fail to resolve concern more than three times, suspicion will almost certainly end the run before you finish.
How to play it
A practical routine.
Build to 10,000 addresses, then stop farming
Farming is the worst skill per nerve in the crime. Get a working base, complete the Computer Science courses, and let the Phisher and Scraper carry you from there.
Send spam waves constantly, rotating categories
They cannot fail and they pay double a response in skill. Rotating avoids diminishment, and spacing them out avoids target exhaustion.
Grind responses for skill, abandon for money
If you want levels, work every mark you get. If you want money, abandon anything below Professional on the high-tier scams and wait for an Affluent draw.
Push to 100,000 addresses before CS 40 scams
Tax, Job, Advance-fee and Investment will not generate responses on a small address pool no matter how many waves you send. Address count, not skill, is the real gate on the profitable scams.
Payout averages are base figures at low capitalisation before mark and capitalisation multipliers, which can multiply the final reward by three to seven and a half times. Several sections rest on limited data and the guide's own author flags the scam category breakdown as incomplete. Torn rebalances Crimes 2.0 regularly.