14 min readUpdated 2026-08-10By Torn Intel

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.

Enhancer and education
RequirementEffectWhere
Ergonomic KeyboardEnhancer: +5% CE and CS gainsShoplift Super Store with checkpoint disabled, CS 60 (unique)
Interpersonal DynamicsShows a visible range for where the pip will landPsychology bachelor
Web Design and DevelopmentUnlocks the Phisher (slow passive email collection)Computer Science bachelor
Web Security and Penetration TestingAdds data breach outcomes when farming, 700 to 1,000 addresses about 10% of the timeComputer Science bachelor
Automated Data Mining & ProcessingUnlocks the Scraper (fast passive collection)Computer Science bachelor

The three stages

Each stage grants crime skill, and the difference between them is enormous.

Skill per action
ActionNerveRelative skillNotes
Scam responsesLowBaseline, best per nerveWhere nearly all your skill comes from
Spam wavesModerate200% of a responseCannot fail, so send them constantly
Email farming8150% of a responseLeast 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.

Passive collection tools
ToolRateLifespan
Phisher50 to 400 per dayOver a week
ScraperAbout 1,000 per day2 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.

Scams by unlock level
ScamUnlockDifficultyAverage payout
DeliveryCS 1Very easy$560
PrizeCS 1Very easy$8,825
FamilyCS 1Easy$15,460
CharityCS 20Easy$25,615
Tech SupportCS 20Moderate$32,800
VacationCS 40Easy$37,950
TaxCS 40Moderate$80,000
Advance-feeCS 60Difficult$67,000
JobCS 60Moderate$93,000
RomanceCS 80Difficult$110,000
InvestmentCS 80Challenging$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 cash multipliers
MarkMultiplier
Young Adult100%
Middle-Aged125%
Senior150%
Professional300%
Affluent1,000%

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.

What raises suspicion
ActionIncrease
Every response sentOnce
Landing on sensitivityOnce extra
Landing on hesitationOnce extra, after the timeout
Each attempt at resolving concernOnce
Successfully resolving concernTwice

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.