Torn Shoplifting Guide: Security Cycles, Notoriety and Every Store
Shoplifting is the fourth crime in Crimes 2.0 and the one that rewards patience most directly. Every store runs security on a schedule, and every theft builds notoriety that raises your failure rate and your jail time. Rob blindly and you will spend hours in jail for candy.
Play it properly and it becomes one of the most useful crimes in the tree: special ammunition from the gun shop, HPCPUs for Cracking from Cyber Force, and Ipecac Syrup from the Pharmacy. This guide covers the security cycles, how notoriety actually behaves, what each of the eight stores is worth, and the awkward honor bar you should grab early.
What you need to start
No consumables are required, which makes this one of the cheapest crimes to enter. Two items change your outcomes enough to be worth chasing.
| Item | Where to get it | Effect |
|---|---|---|
| Mountain Bike | Searching the Junkyard, or pickpocketing a Cyclist | Enhancer: raises CE and CS gains, unlocks valuable outcomes |
| Torn City Times | Unique find from the subway in Search For Cash | Unlocks outcomes in all locations, appears to raise success and lower notoriety gain |
The three security systems
Every store runs one or two security measures. They do two things: raise how fast notoriety climbs after a theft, and raise your chance of failing. All three break down on a schedule, and those windows are when you should be stealing.
Cameras: the mildest, and the most frequent windows
Cameras rarely stop a theft outright, they mostly inflate notoriety gain. They go offline for 30 to 60 minutes per maintenance cycle, and the more cameras a store has, the longer the gap between breakdowns. A single camera drops out around four times a day; a quadruple setup once or twice.
Checkpoints: rare windows, but long ones
Checkpoints stop you leaving with tagged goods and can cause outright failure. They break roughly every 3 to 4 days and stay down for 8 to 12 hours, so the window is generous when it arrives. Found in TC Clothing and the Pharmacy.
A checkpoint outage is the best time to clear a store out, because the window lasts most of a day rather than an hour.
Guards: the most dangerous, with the tightest windows
Guards actively cause failures. They break for only 10 to 15 minutes at a time, every 4 to 8 hours depending on how many are stationed. That makes them the hardest to catch off duty, but also the most predictable if you know when the last break was.
Security by store
How much security a store carries tells you both how risky it is and how often you get a clean window.
| Security | Stores | Downtime frequency | Notoriety impact |
|---|---|---|---|
| Single camera | Sally's Sweet Shop, TC Clothing | About 4 times a day (3 to 10h cycles) | Slight |
| Dual cameras | Bits 'n' Bobs, Super Store, Cyber Force | About 3 times a day (4.5 to 14h cycles) | Moderate |
| Triple cameras | Pharmacy, Jewelry Store | About twice a day (4.5 to 17h cycles) | Significant |
| Quadruple cameras | Big Al's Gun Shop | Once or twice a day (4.5 to 21h cycles) | Dramatic |
| Checkpoint | TC Clothing, Pharmacy | Twice a week, down 8 to 12h | Significant |
| One guard | Cyber Force, Jewelry Store | 5 to 6 breaks a day (3.5 to 5h cycles) | Significant, raises fail rate |
| Two guards | Big Al's Gun Shop | 3 breaks a day (7 to 9h cycles) | Significant, raises fail rate |
How notoriety works
Notoriety is per-location and tracks how well the staff recognise you. It is the single mechanic that decides whether this crime is pleasant or miserable.
Everything raises it, failures raise it more
A successful theft adds a little, a failure adds more, and a critical failure sends it straight to maximum. Active security multiplies all of those gains.
It decays 1% every 5 minutes
Decay is measured from your last attempt in that location, not on a fixed timer like nerve. Going from 100% to zero takes 8 hours and 20 minutes. Walking away is the only way to bring it down.
Rotate between stores rather than hammering one. While one cools off, another is already clean.
The brackets are what matter
Notoriety splits into bands: low around 10%, high above 30%, and very high above 60%. Crossing a threshold raises failure chance, critical failure chance, and jail time. Keep it under 60% as a rule, and under 30% if you want to be careful.
Jail time scales brutally
A jail crit at low notoriety costs roughly an hour. The same crit above 30% can mean 5 to 7 hours, and above 60% it can reach 10 to 17 hours. This is the concrete reason to manage notoriety rather than ignore it.
The eight stores
Risk rises as you go down the list, and so does the value of what you can carry out.
| Store | Risk | Security | Main loot |
|---|---|---|---|
| Sally's Sweet Shop | Minimal | Single camera | Candy, and nothing else |
| Bits 'n' Bobs | Minor | Dual cameras | Junk, gasoline, glow sticks, jemmy bars, spray paint |
| TC Clothing | Low | Single camera, checkpoint | Clothing only |
| Super Store | Moderate | Dual cameras | Electronics, blank DVDs, spy cameras |
| Pharmacy | Moderate | Triple cameras, checkpoint | Medical items, Ipecac Syrup |
| Cyber Force | Moderate | Dual cameras, one guard | Computer parts for Cracking |
| Jewelry Store | High | Triple cameras, one guard | Jewellery, mostly low value |
| Big Al's Gun Shop | Very high | Quadruple cameras, two guards | Weapons, armour, special ammunition |
Which stores are actually worth it
Most locations are filler. Three are genuinely worth planning around, and two are worth knowing for skill grinding.
Cyber Force, for Cracking components
This store carries nothing but Cracking components. Water blocks, HPCPUs and heat sinks all become noticeably more common when the guard is away or the cameras are down. The most efficient Cracking rigs need 30 to 50 HPCPUs, and shoplifting them here beats spending millions on the market.
Big Al's Gun Shop, for special ammunition
The best source of special ammunition in the game, and by far the most dangerous store. Most weapon and armour finds require at least one security system to be down, and special ammunition effectively requires it. With two guards active you will mostly collect broken legs.
Before hitting the gun shop, unequip everything except your best weapon. Special ammo finds follow what you are carrying.
Pharmacy, for Ipecac Syrup
Mediocre with security up, decent with it down. Ipecac Syrup lets you self-hospitalise without an education course and regardless of blood type, which is the main reason to come here.
Sweet Shop and Bits 'n' Bobs, for skill
Every location grants the same crime skill per attempt regardless of notoriety or security. That makes the two safest, lowest-notoriety stores the correct choice for pure skill grinding. Spam them whenever their single security measure is down.
Critical failures
Five outcomes are possible, and how bad they get depends on your notoriety at the time. Crits can still happen at 0%.
| Outcome | Notes |
|---|---|
| Lose life | Mildest result |
| Hospitalised | Common at the gun shop with guards active |
| Jail | 1 hour at low notoriety, up to 17 hours above 60% |
| Lose the Torn City Times | Costs you the outcomes it unlocks |
| Lose the Mountain Bike | Costs you the enhancer bonus |
The notoriety honor bar
There is one honor bar here: reach 100% notoriety in every location. It is far easier at low crime skill, so grab it the moment you start the crime rather than later.
Why it gets harder over time
Notoriety climbs fastest on failures, and a high crime skill means you rarely fail. Starting fresh, 250 to 300 nerve is typical. At maximum skill, one player needed 600 nerve plus several days of preparation. The addition of Cyber Force and the Pharmacy made it harder still.
Stack nerve before you start
Nerve stacks past your maximum the same way energy does, so reach full and keep drinking alcohol. It is slow and slightly wasteful, but it is the reliable route.
Roll your refills
Use a refill near the end of the day and another right after the day rolls over. Depending on your maximum nerve, that alone can carry the attempt.
Use company perks and CBD
Pubs have the best crime perks for this; meat warehouses and candle stores work if less efficiently. A few increments of the CBD stock adds nerve, and lines up well with rolled refills.
Deliberately lower your success rate
Because failures build notoriety faster than successes, move your bike and your newspaper into a display case or a ghost trade first. Removing your own bonuses is the point here.
This is the one time in the game where being worse at a crime is an advantage.
How to play it
A practical order of operations.
Get the notoriety honor bar first
Before your crime skill climbs. Every level you gain makes this harder and more expensive in nerve.
Then grind skill on the two safe stores
Sweet Shop and Bits 'n' Bobs give the same skill as anywhere else with the lowest notoriety cost. Hit them when their camera is down, then let notoriety cool.
Time the valuable stores to security downtime
Cyber Force for HPCPUs, the gun shop for special ammunition, the Pharmacy for Ipecac Syrup. In all three cases the loot that matters is gated behind security being offline, so attempting them at full security wastes nerve.
Rotate stores and watch the 60% line
Notoriety decays 1% per 5 minutes from your last attempt. Move to another store rather than pushing past 60%, where failure rates and jail times both jump.
Security cycle timings, notoriety decay and drop behaviour come from community log collection and testing. Torn adds locations and rebalances Crimes 2.0 regularly, and this crime has changed several times since release, so treat cycle averages as guidance rather than exact schedules.