10 min readUpdated 2026-08-10By Torn Intel

Torn Search For Cash Guide: Every Location, Key Item and Honor Bar

Search For Cash is the first crime you meet in Crimes 2.0, and it is the one most players misunderstand. It looks like a slot machine, pick a location, spend nerve, hope for the best, but every location runs on its own success-rate cycle, and three of the six are locked behind items you have to find inside the crime itself.

Once you know when each location peaks and what unlocks what, Search For Cash stops being random. This guide covers the mechanics, all six locations, the four items worth chasing, and the three honor bars attached to the crime.

The vocabulary

Four terms come up constantly, both here and in every other Crimes 2.0 guide. Worth knowing before you read on.

Crimes 2.0 shorthand
TermMeaning
CSCrime Skill, your skill at a specific crime, shown at the top of the crime page
SFCSearch For Cash
UniqueA one-time find, marked with a star under the ATTEMPT button
CritCritical failure, costs you crime skill, and sometimes items, hospital time or prison time

How crimes work

Search For Cash is where most players learn the Crimes 2.0 system, so it is worth understanding the four mechanics that apply to every crime in the tree.

Crime Skill grows as you attempt

Every attempt builds Crime Skill for that specific crime. As it climbs, new outcomes and new unique finds start appearing. Several outcomes in Search For Cash are gated behind a skill level, so a location that looks exhausted at CS20 is not the same location at CS85.

Success rates move on a cycle

The coloured bars on each sub-crime are not decoration, they move on a schedule. Some cycle over hours, some over a week, and some over the entire month. This visible-cycle mechanic is specific to Search For Cash; later crimes reuse that slot in the interface for something else.

Check the bars before spending nerve. The same location can swing from near-zero to peak within a single cycle.

Some crimes have entry requirements

Certain crimes need an item before you can attempt them at all, and a few later ones need education courses. In Search For Cash the gates are all items, and every one of them can be found inside the crime itself.

Uniques are one-time finds

A star under the ATTEMPT button marks a unique. There are 34 in Search For Cash, each findable once. They are the main reason to keep working a location you have otherwise outgrown.

The four items worth chasing

One enhancer and three keys. You never need to buy any of them, all four drop from the crime itself, so purchasing is mostly a shortcut for the impatient.

Key items and where they drop
ItemFound bySkill requiredWhat it does
GlassesSearching the subway, or pickpocketing a businesswomanNoneEnhancer: +5% CE and CS gains
Metal DetectorSearching the junkyardCS 30Unlocks the Beach
Cemetery KeySearching the beachCS 50Unlocks the Cemetery
Lost and Found Office KeySearching the subwayCS 85Unlocks extra subway outcomes, including a unique

The six locations

No location is strictly better than the others, they differ in what they drop and when they peak. The table is the short version; the notes below cover what actually matters for each.

Location summary
LocationUnlockCycleBest for
TrashOpenWeeklyCard skimmers and spray cans
SubwayOpenDaily, tracks player activityBillfolds, consistent money
JunkyardOpenPeaks Sunday and Monday morningCrime components, the best item location
BeachMetal DetectorTidal, daily and monthlyCemetery Key, stash boxes, sand
CemeteryCemetery KeyFixed 25% / 75% by time of dayConsistency, hit contracts, car keys
FountainCS 75MonthlySkill grinding and green spray cans

Location notes

The details that decide where your nerve is best spent.

Trash: weekly cycle, mostly filler

The cycle resets Monday at 18:00 TCT at 0% and climbs steadily all week, peaking in the early hours of the following Monday before 08:00 TCT, then drops sharply. Most searches return a small amount of cash; items are the minority. Worth working for card skimmers and spray cans, both of which feed later crimes. Full numbers in the section below.

Subway: the reliable one

Success tracks the number of active players, so it moves over the course of the day rather than the week. Like the trash it leans towards cash over items, but billfolds appear at roughly 9%, which makes it the steadiest earner. At CS 85 the Office Key unlocks additional outcomes here.

Junkyard: the best item location

Highest rate of items over cash, and the place Torn tends to add new crime components when a new crime launches. Spray cans, card skimmers, spy cameras, rope, blank DVDs and computer parts all appear here, along with enhancers and the Metal Detector. Success peaks Sunday and Monday morning and is patchy the rest of the week.

If a new crime has just launched and you need its components, check the junkyard first.

Beach: interesting cycle, dangerous loot

Requires the Metal Detector. Success follows the tide, varying both through the day and across the month. Most finds are junk, and it carries the highest injury values in the crime, it hospitalises new players more than anywhere else. It is still mandatory, because the Cemetery Key drops here, along with stash boxes and sand.

Cemetery: the consistent fallback

Requires the Cemetery Key. Rather than a rolling cycle it has two fixed states: 25% and 75%, depending on time of day. Groundskeeping runs 09:00 to 17:00 on weekdays, which unlocks some outcomes but cuts success sharply. Loot is unremarkable, but hit contracts and car keys appear here, both widely believed to feed future crimes. Its predictability makes it the place to go when everything else is at a low.

Fountain: grinding only

Unlocks at CS 75, needs no key item. The cycle is monthly: 0% on the 1st, climbing to a peak on the 30th or 31st. Loot is mostly containers, spray cans and the odd consumable. Given the high unlock requirement and thin rewards, treat it as a skill-grinding location and a source of green spray cans.

Trash drop rates in detail

Community log collection gives a clear picture of what searching the trash actually returns. The figures below come from a dataset of 32,261 attempts gathered from 60 players over roughly five months. Treat them as strong estimates, not guarantees.

Trash: outcome distribution
OutcomeRate
Money76.14%
Items12.12%
Fails10.66%
Ammo0.69%
Crits0.39%

What the trash actually pays

Money is the common outcome, and the payout is small. This is why the trash is a component farm rather than an earner.

Trash: money and critical failures
MetricValue
Money, minimum$3
Money, maximum$600
Money, average$65.10
Crit, jailed74.80%
Crit, injured24.41%
Crit, hospitalised0.79%
Jail duration range19m 52s to 3h 32m 23s
Life lost range13 to 965 LIFE

Trash item drops

The item table is dominated by junk, which is the point, you are here for the handful of entries that feed later crimes. Card skimmers and spray cans are the ones that matter.

Trash: item drop rates
ItemRateNote
Tin Can18.72%
Insurance Policy9.90%
Moldy Pizza9.84%
Smelly Cheese8.85%
Bank Statement8.67%
Festering Chicken7.98%
Sour Milk7.93%
Rotten Apple7.90%
Stale Bread7.06%
Spoiled Fish6.32%
Morphine x101.61%Unique, requires level 25
Spray Can (Blue/Green/White/Orange)1.46%Feeds Graffiti
Card Skimmer1.38%Feeds Card Skimming
Coin Purse0.36%
Bag of Candy Kisses x40.31%Unique
Old Wallet0.26%
Diamond Ring0.18%

The three honor bars

Search For Cash has three honor bars of its own, and every attempt also counts towards the Theft medal category.

Pay Dirt: reach Crime Skill 100

Pure persistence. No trick to it beyond spending nerve efficiently, which means attempting whichever location is currently peaking rather than whichever one you like.

Spoiled Rotten: find all seven rotten items

Only obtainable by searching the trash, and only items you find yourself count, buying or trading them does nothing. The last two are extremely rare and gated behind CS 45, so this one comes down to volume and patience.

Shore Thing: find sand at the beach

Sand only drops at low tide, meaning 70% or higher on the tide indicator. It is a common outcome rather than a unique, so do not wait for a star, but expect to spend a lot of nerve regardless. Carrying a Bucket raises the chance substantially.

Sand also feeds Forgery, and finding it awards a merit, so it is worth the trip even after the honor bar.

How to actually play it

Putting the mechanics together into something you can follow.

Chase the key items in order

Junkyard to CS 30 for the Metal Detector, then beach to CS 50 for the Cemetery Key, then subway to CS 85 for the Office Key. Each one opens up outcomes that simply are not available to you before then, so delaying them narrows your options for no benefit.

Pick up the Glasses early

A 5% boost to CE and CS gains compounds across every attempt you will ever make. It drops from the subway or from pickpocketing a businesswoman, so grab it before settling into a long grind.

Follow the cycles, not your habits

The single biggest waste of nerve is attempting a favourite location at the bottom of its cycle. Trash peaks early Monday, junkyard on Sunday and Monday morning, fountain at month end, cemetery whenever groundskeeping is off. Spread your attempts to match.

Use the cemetery when everything else is low

Its fixed 25% / 75% split means it never bottoms out the way the cyclical locations do. When the trash has just reset and the fountain is at the start of its month, the cemetery is where your nerve still does something.

Drop rates, skill locks and cycle timings come from large-scale community log collection, over 260,000 logged attempts across the crime, including 32,261 trash searches behind the tables above. Torn rebalances Crimes 2.0 regularly and several outcomes have been added or removed since the data was gathered, so treat exact percentages as strong estimates rather than fixed values.