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[Crimes 2.0] Arson: An In-Depth Guide

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    Thread created on 21:59:38 - 20/10/25 (1 year ago)
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    Last replied 03:57:08 - 11/11/26 (2 days ago)

    UPDATE: July 13th 2026 - De-saltpetrification, other updates.

    INTRODUCTION
    This guide aims to cover most of everything related to Arson, the 13th crime in Torn's Crimes 2.0.
    This crime is by far the most complex to date (yes even more than Scamming), with a lot of nuance and interlinked mechanisms that made making this guide a massive pain but also a lot of fun.

    If you already know the basics just skip ahead, I'll try and keep everything organized for clarity's sake.
    If you're just looking for advice on this crime, skip to the "Points Of Interest" section.

    This is the fourteenth of my series of guides on Crimes 2.0, my other guides being
    [Crimes 2.0] A Criminal Primer
    [Crimes 2.0] Search For Cash: An In-Depth Guide
    [Crimes 2.0] Bootlegging: An In-Depth Guide
    [Crimes 2.0] Graffiti: An In-Depth Guide
    [Crimes 2.0] Shoplifting: An In-Depth Guide
    [Crimes 2.0] Pickpocketing: An In-Depth Guide
    [Crimes 2.0] Card Skimming: An In-Depth Guide
    [Crimes 2.0] Burglary: An In-Depth Guide
    [Crimes 2.0] Hustling: An In-Depth Guide
    [Crimes 2.0] Disposal: An In-Depth Guide
    [Crimes 2.0] Cracking: An In-Depth Guide
    [Crimes 2.0] Forgery: An In-Depth Guide
    [Crimes 2.0] Scamming: An In-Depth Guide
    Any and all feedback, corrections and new information is appreciated.

    GLOSSARY:
    CS = Crime Skill, your skill at doing the crime, shown at the top of the crime page.
    Unique = Unique find, marked with a star under the "ATTEMPT" button, can only be found once.
    Crit = Critical failure, leads to loss of CS and sometimes items, sometimes life, sometimes prison time.
    Target = An arson job, defined by location and story. Affects flammability and rurality.
    Area = Each flame on an arson target.
    Accelerant = A combustible or comburent used for starting or strengthening a fire.
    Saltpetre = Potassium Nitrate. Changed it in most of the guide but some images may still display the old name.

     

    Please consider installing OutcomeDB to increase the guide's accuracy and help future readers.

     

    FIRST STEPS (What you need to start)
    Similar to Disposal and Forgery, Arson has a vast array of material components available, 15 in total, as well as a number of miscellaneous items used for particular jobs. You should aim to get a pair of each tool, and a couple hundred of each material (as long as it’s affordable)

     

    ENHANCER
    It increases CE & CS gains.
    enhancer-windproof-lighter

    The Windproof Lighter is the enhancer for this crime. It increases CE & CS gains by 5%. It also replaces the standard Lighter, for the purposes of igniting and stoking. It is theorized to increase success rate in actions involving the Lighter, but this remains unconfirmed. It may be lost upon a critical failure.
    Obtaining: Burglarize the Secluded Cabin (unique) 

     

    TOOLS AND MATERIALS
    There’s a total of 15 tools and materials available for Arson, as well as a bunch of random supplies used for a particular job requirement.

    A spreadsheet with all of them and their sources can be found here.

     

    ARSON 101 (The firestarter's cookbook)
    arson-ui
    (The arson interface with all the important components)

     

    Arson is quite simple. You get a job, break into the target property, carefully place various accelerants, then light them up in a fiery blaze. The goal is fulfilling the client’s requests (which usually boil down to “just raze it entirely”) by starting a fire and tinkering with it over a small window of time. 

     

    The crime is very reactive, so make sure you have at least 2-3 minutes of spare time and enough nerve to clear a job come hell or high water (I suggest 40+ until you know what you’re doing).

     

    THE ACTIONS
    There’s seven actions a player can perform during arson, most will be covered in separate sections but for a brief rundown:
    – INQUIRE: Presents the lore for the target. This costs 0 nerve and only serves to preserve a target (more under “The Jobs”)
    – BREACH: Access the target. This costs 3 nerve and may fail sometimes.
    – PLANT EVIDENCE: Some jobs may have a “Plant Evidence” requirement which will prompt this action which costs 5 nerve and require a miscellaneous item (more under “The Jobs”).
    – PLACE: Add starter fuels before ignition. This must be done at least once before ignition, costs 5N per attempt, and can be done repeatedly (more under “Starters”).
    – IGNITE: Starts the fire, increasing intensity and momentum based on the starters placed. Costs 5 nerve and may fail depending on the accelerants placed and their amounts.
    – STOKE: Adds fuel to the fire. Costs 5 nerve, with its failure rate varying depending on the accelerant used (more under “Stoking”).
    – DAMPEN: Smothers the fire, reducing intensity and momentum. Costs 5 nerve, with its failure rate varying depending on the dampener used (more under “Dampening”).
    – COLLECT: If the job is successful, you’ll get the option to collect your reward. Costs 2 nerve.

     

    DESTRUCTION
    destruction-gauge
    (The destruction gauge progressing after ignition. Source: CloudJumper)

    The main purpose of arson is causing damage to properties, the amount of damage caused is represented by the destruction gauge, showing a drawing of the property increasingly damaged as destruction increases, and a red bar that indicates progress to 100% destruction.

     

    Destruction increases at a variable rate defined by the fire’s current intensity across all areas as well as the target’s flammability rating (more under “The Jobs”). Destruction will only increase until it meets intensity, at which point more fuel will need to be added for destruction to increase further.

     

    Destruction rate will increase as intensity increases up to a cap based on the target’s flammability. To increase this cap, Thermite must be used as a starter or while stoking.

     

    The amount of destruction required to clear a job will depend on the job’s specific requirements. Unless the job states otherwise, any amount of destruction will be considered a successful job, with the final payout varying according to the amount of destruction caused.

     

    THE JOBS
    destruction-gauge
    (The components of a job, enumerated)

    A job is composed of:
    1) A location
    2) A story
    3) The current status of first responders
    4) The destruction caused
    5) The job’s specific requirements
    6) The number of areas

     

    Each day at new day TCT (00:00), a new batch of jobs will be generated. These jobs are synchronized for all players, meaning every player will have the same jobs available. However, some jobs will only be shown if your skill level is high enough, so players with lower skill may find themselves one or a few jobs short compared to someone with high skill.

     

    Jobs not done within the day will time out, so it's strongly advised to do all jobs available every day.
    Once all jobs for the day are finished, no more jobs will spawn until the next day, making this crime extremely time-gated by limiting the amount of crimes you can do every day.

     

    PRESERVING JOBS
    Jobs can be ‘preserved’ by interacting with them at least once, simply inquiring about them will prevent a job from despawning once the day ends. Any jobs preserved will carry over to the next day and will remain available until completed.

     

    BEWARE: While you can preserve jobs and jobs preserved won’t stop new jobs from spawning, if a duplicate of a preserved job was to spawn that day, it’ll be completely blocked from spawning. Keep this in mind and try to clear preserved jobs as soon as possible.

     


    There are hundreds of different jobs differentiated by their location and story. A job’s location will define flammability and rurality of the target as well as the number of areas, while a job’s story will define specific requirements and payout ranges.

     

    FLAMMABILITY
    A location’s flammability will affect the rate at which intensity and momentum grow, both when the fire is ignited and whenever you stoke it, as well as the maximum rate at which destruction increases. Flammability can be separated into five levels (what I refer to as ‘Flammability Rating’), with the lowest flammability targets taking as long as four minutes to fully destroy.

     

    Flammability rating Intensity/Momentum factor Maximum destruction rate Burndown time
    1 x1 0.4% per second 250 seconds
    2 x1.5 0.8% per second 125 seconds
    3 x2 1.2% per second 83 seconds
    4 x2.5 1.6% per second 63 seconds
    5 x3 2% per second 50 seconds


    Flammability is quite easy to guess: Wooden, older buildings are more flammable than buildings made of concrete or metal.

     

    RURALITY
    A location’s rurality will affect both how long it takes for the fire to be reported, and how long it takes first responders to arrive once notified (I’ll refer to this time as ‘response time’ hereafter). More rural locations give you plenty of time to tweak and play around before you’re forcefully stopped, while less rural locations will force you to act quickly and/or use materials that attract less attention.

     

    Rurality level Response time
    1 30
    2 60
    3 120
    4 240
    5 480


    Same as with flammability, rurality can be assessed by intuition: Places with lots of people or business centers are less rural than remote or industrial places.



    Paying attention to both of these metrics is important for some jobs where a high destruction percentage is desired. If response time is too low, some jobs that require total destruction might be impossible without the right combination of accelerants. A catalog of all known locations and their flammability/rurality can be found under "The Numbers".

     

    AREAS
    destruction-gauge
    (Different area sizes and their priority order / enumeration)

    As can be expected, some locations are bigger than others. This is represented by the flames shown to the side as depicted, with each flame representing an area. While flammability and rurality are more important when determining job difficulty, the number of areas can also make jobs harder to complete, needing additional accelerants.

     

    Each area tracks destruction caused independently, so for total destruction all areas must reach maximum intensity and stay there long enough for destruction to catch up. A more detailed explanation on destruction can be found in the previous section.

     

    Most accelerants are applied to the “main area”, normally the left-centermost area, with some intensity and momentum being applied to secondary and ternary areas based on the accelerant’s spread. Gaseous accelerants have the highest spread, while solid ones have the lowest.

     

    Accelerants placed as starter materials will receive a 25% boost to their spread.

     

    JOB REQUIREMENTS
    While most jobs won’t have any requirements, some will. The requirements can range from “keep damage below this amount” to “make sure everyone in the city can see this blaze”. For successful completion, all requirements must be fulfilled. Failing any of the requirements will fail the job, preventing you from collecting a reward.

     

    Icon Requirement Details
    icon-insurance Insurance claim Suspicion must be kept low, use low suspicion accelerants like Oxygen, Potassium Nitrate and Kerosene, or use Methane to remove suspicion.
    icon-total-destruction Total destruction Destruction must reach 100%
    icon-dmg-min Minimum damage / More than X% damage Destruction must go past X% (reaching X% is fine)
    icon-dmg-max Maximum damage / Less than X% damage Destruction must NOT go past X% (reaching X% is fine)
    icon-dmg-range Damage range Destruction must be between X% and Y% (both %s are inclusive)
    icon-evidence Plant evidence A miscellaneous item must be placed in advance. This will vary depending on the job.
    icon-accelerant Specific accelerant Accelerants of a type different from the one specified will fail the job. If the requirement is “Specific accelerant : Gaseous”, then only Oxygen, Methane, and Hydrogen may be used. Igniters and dampeners are allowed regardless.
    icon-accident Accidental cause Same as insurance but less strict, keep suspicion low by using Oxygen, Potassium Nitrate, etc.
    icon-suspicious Highly suspicious Opposite of accidental cause, suspicion must be high. Using Gasoline and Magnesium is recommended.
    icon-visibility High visibility Visibility must be high. Using Magnesium and Diesel is recommended.

     

    Jobs will also have a motive. Currently it is not known if these have any bearing on the job in any capacity, but it's theorized they're only for flavor.
    icon-visibility

     


    THE FIRE
    The main mechanic of arson is the fire. You want this to grow big and strong, and as such you want to feed it all the necessary nutrients for it.

     

    The fire is composed of two main stats: Intensity, and Momentum, as well as two secondary stats: Suspicion, and Visibility.

     

    INTENSITY
    honor-speedrun
    (Intensity, from 0 (unignited) to 11 (max intensity), from left to right)
    Intensity represents how strongly the flames are burning and how much of the target they cover. It limits how much damage the target can sustain, and at high intensity will affect how fast emergency services will be dispatched as well as the potential of accidents while stoking/dampening.

     

    Intensity increases at a linear rate based on any existing momentum, and decays at a fixed rate of 0.2 per second when no momentum remains. Stoking the fire with any accelerant or igniter will increase intensity, with different accelerants increasing it differently.

     

    The target’s average intensity is represented by the background color of the fire, with yellow being the lowest, and red being maximum intensity. It is strongly advised not to stoke or dampen a fire at red intensity, since this is very likely to result in a crit.

     

    Different areas will track intensity independently, with a max of 100 for each. If one area reaches max intensity, any excess intensity applied to it will spill over to adjacent areas. Similarly, if you find your fire struggling to reach 100% destruction, it usually means that one of the areas is struggling to reach max intensity. Gaseous accelerants and the Molotov Cocktail can be useful for such situations.

     

    MOMENTUM
    Momentum represents unburned fuel. It is consumed at a linear rate depending on the target’s flammability, and only increases when stoking. Liquid accelerants give the most momentum, followed closely by solid accelerants, while gaseous accelerants give the least momentum.

     

    Momentum is represented by the movement of the flames, the more they jump around, the more momentum there is. It is recommended to wait for momentum to die down before stoking a fire since any remaining momentum can lead to accidents (picture this: you run in with a gas can, pour it out to stoke the fire, and accidentally ignite a puddle of gas you’re inadvertently standing on, this is Not Good™).

     

    Like intensity, each area tracks momentum independently, with liquid accelerants applying a bit everywhere, solid ones applying a lot to the main area, and gaseous ones applying a little to the main area. Secondary areas will often struggle to gain momentum, so accelerants like Diesel and the Molotov Cocktail can be helpful in targets with a lot of areas that are struggling to light up.

     

    The way momentum spreads is the most interesting: If momentum is at 4 or below, adjacent areas will maintain their momentum, with only the main area going down. If momentum is above 4, adjacent areas will see their momentum increase proportionally to the momentum in the main area. Using accelerants like Kerosene to reach very high momentum can make all areas in a target hit maximum momentum very quickly, at which point you can keep the fire topped up with just Hydrogen.

     

    Using this trick can let you clear total destruction jobs with ease when paired with a bit of Magnesium, so keep it in mind.

     

    SUSPICION
    Suspicion reflects how likely people are to believe this fire was done intentionally. All accelerants except Methane will increase suspicion by different amounts.

     

    Suspicion is only relevant for “Accidental cause”, “Insurance claim”, and “Suspicious fire” jobs, the first two needing low suspicion and the last one, high suspicion.

     

    For each accelerant’s suspicion increase, refer to the following image.
    honor-speedrun
    (Suspicion increase by material used)

     

    Be aware that the 'suspicion limit' will vary according to location and job requirement. Insurance claim jobs have the lowest suspicion limit, while accidental cause jobs have more lenient caps. Likewise, the limit varies according to target size, with bigger targets having a higher suspicion cap.

    Generally, if doing insurance claim jobs, it's safe to assume that the suspicion limit will be 3 times the number of areas, with a few exceptions.

     

    VISIBILITY
    Visibility is straightforward: How visible is the fire. The more visible it is, emergency services will be dispatched sooner. Bear in mind this is the time before they start approaching the target, and NOT their response time.

     

    Outside of its effect on firefighters, visibility is only relevant for the “High visibility” requirement.

     

    Currently, only Diesel, Magnesium Shavings and the Flamethrower increase visibility. There is no known way of reducing visibility.

     

    To successfully clear a “High visibility” job, at least four of any of the previously mentioned accelerants must be used. Dropping three cans of Diesel then igniting with a Flamethrower is the easiest way, but you can also just stoke multiple times with the flamethrower.



    FIRESTARTING (I’m a fire starter, twisted fire starter)
    Right, you’ve picked a job, you’ve inquired about it and breached the target. This is where the fun begins.

     

    Firestarting consists of two stages: Placing starter fuels, and igniting them. Simple enough.

     

    STARTERS
    There’s nine accelerants that can be used as starters, though early on only Gasoline will be available. While every accelerant has a “safety rating” stated in its description, when used as starters these vary wildly.

     

    All accelerants placed as starters receive a 25% increase to their spread. This is useful for targets with many areas, and especially relevant for liquid accelerants like Gasoline and Diesel.

     

    LIQUID STARTERS
    — Liquid starters are usually the best, lowest risk option. They increase momentum across all areas, helping the fire reach high intensity early on, and don’t often crit unless using a lot or paired with other starters.
    — Liquid starters can be paired with each other for specific targets, or with solid starters to make the best use of intensity overflow. Diesel works particularly well on this front since it lowers crit rate on ignition.
    — It is recommended to use plenty of liquid starters for most fires, up to the number of areas + 1 to a maximum of 5. Anything higher than that will start increasing crit rate (except Diesel).

     

    SOLID STARTERS
    — Solid starters are a solid option (heh) for small targets with 3 areas or less. They pair excellently with liquid starters, making the most of intensity overflow to help all areas reach maximum intensity quickly.
    — It’s recommended to avoid using solid starters on their own, or paired with gaseous starters, since both lead to increased risk of critical failures.
    — You should avoid using more than one solid accelerant unless paired with Diesel. Two solids on their own or paired with anything other than Diesel increase crit rate dramatically.
    — Target size matters a lot for solid starters, being a very poor choice for size 1 targets, but remarkably safe for size 4-5 ones.

     

    GASEOUS STARTERS
    — Gaseous accelerants are usually not a great option. They have a high spread by default, so the extra spread from being a starter serves little purpose.
    — For small and big targets, using 2 gaseous starters will usually lead to intermediate intensity in all areas, and using 3 will lead to maximum intensity in all areas. That said, using 2 or more will increase crit rate accordingly.
    — If used as a starter, it’s recommended to save Methane for last since it removes accumulated suspicion.
    — Gaseous starters don’t play particularly well with anything else except Diesel. It’s better to use them for stoking instead. Hydrogen is the only exception to this, being best employed as a starter.

     

    The amount of starters used and their types will determine the fire’s initial intensity and momentum upon ignition, as well as ignition’s crit rate. It’s generally recommended to avoid using more than 5 starters at once.

     

    IGNITION
    Once at least one starter is placed, you’ll have the option to ignite the target. There’s exactly three options for ignition:
    – The Lighter is the simplest option, with its crit rate depending on the number of accelerants used. It doesn't have a significant effect on intensity or momentum.
    – The Molotov Cocktail is an option unlocked at CS30, with a base chance of critting. It’s less dependent on the number of accelerants employed. Igniting with a Molotov will cause the initial momentum to be higher, akin to an extra Gasoline.
    – The Flamethrower is the third option for ignition. It's riskier and quite volatile, adding a random amount of intensity and momentum when employed. Very good for High Visibility jobs.

     

    If ignition succeeds, the fire will start and you’ll be able to start managing it. Ignition can lead to a soft fail (failing to start the fire) when a small amount of fuel is used, and a crit fail (which starts the fire regardless) when too much fuel is used.



    FIRE MANAGEMENT (It’s burning, now what?)
    Once you get the fire going, you’ll want to keep it going, or maybe even stomp it out in some cases. For that, you’ll have the options to stoke and dampen the fire.

     

    STOKING
    Once the fire has started, you’ll have the option to stoke the target, adding additional fuel or igniting smaller areas. While most accelerants are safe as starters, they can become extremely dangerous when stoking, so exercising caution is strongly advised.

     

    The following illustration depicts each of the 9 accelerants and their impact on intensity and momentum, as well as other useful information.

     

    accelerant-reference

     

    Things to note:
    – The intensity percentage shown is the base intensity increase for an accelerant applied while stoking a fire in the main area before other effects like flammability or Potassium Nitrate/Oxygen’s specials are applied. When used as starters, lower intensity by 20% and increase spread by 25%.
    – The spread percentage shows how much of the intensity applied will also be applied to secondary areas if any are present. Ternary areas will receive even less, so keep this in mind for size 4-5 targets.
    – While liquids and solids have about the same momentum, liquids having higher spread will also apply momentum to secondary/ternary areas, whereas solids will only apply momentum to the main area.

     

    One may also stoke with igniters like the Lighter or Molotov Cocktail. 

     

    The Lighter will provide a very small increase in intensity (2.5%) and momentum, making it great for fine-tuning small fires while trying to reach a specific intensity value.

     

    The Molotov Cocktail will provide a moderately high increase in intensity (17.5%) and momentum to the area with the lowest intensity. That said, intensity and momentum will only increase as high as whatever the intensity/momentum in the main area are. If there’s no momentum, then no additional momentum will be added.

     

    Finally, the Flamethrower will provide a random increase in intensity and momentum across all areas, but is also the riskiest choice. If you have to, use it early on when the fire is still small.

     

    DAMPENING
    While for most jobs you want to destroy everything, some require a more controlled approach. For this, you have three options to dampen the fire, reducing its intensity and momentum.

     

    The Blanket is the cheapest method available (since it’s not lost upon use), but also the most dangerous. It’ll lower intensity by about 25% regardless of the target’s flammability, and will crit very often at low skill. Expect one crit roughly every 5 attempts, improving as your skill goes up.

     

    Sand is the second option available unlocked at CS60. Twice as effective and half as risky as the Blanket, one of my friends likes it so it seems pretty good.

     

    honor-speedrun
    (Picture of a nondescript goose appreciating sand)

     

    The Fire Extinguisher is the last dampener available, unlocked at CS90. It seems about as effective as Sand but safer to use (and triple the cost).

     

    Worthy of note is that all dampeners seem to provide "negative momentum", so once momentum dies down and intensity starts decaying, it'll decay faster than usual and increasingly faster as time passes. This might come in handy if you're in a hurry and can't be bothered to wait for first responders to arrive. Speaking of which...

     

    FIRST RESPONDERS
    response-level1 response-level2 response-level3 response-level4 response-level5 response-arrived
    (Animation showing first responders en route at different progress levels)

     

    The main limiting factor in arson isn’t just the nerve cost or the accelerants available to you, but rather the time constraint imposed by first responders.

     

    Once the fire is ignited, after a random amount of time affected by rurality and visibility, first responders will be dispatched. Depending on the location’s rurality, they’ll take more or less time to arrive. The siren icon in the middle represents the current first responders status, blinking faster the closer they get to the target.

     

    First responders’ response has five levels, highlighted by the light beams around the siren, going up at every 20% mark of the total response time. The higher the response level, the higher the risk to be jailed when stoking/dampening.

     

    Once first responders arrive, they’ll start putting out the fire, blocking all further actions. Destruction may keep increasing until intensity/momentum are decreased enough.

     

    First responders will increase the natural decay rate of intensity from 0.2%/second to 1%/second. Using Magnesium Shavings will halve this decay rate, stacking multiplicatively for every unit of Magnesium used. This can be useful for low rurality targets that require total destruction.

     

    Using multiple units of Magnesium and keeping momentum high when firefighters arrive can let the fire remain at max intensity for a very long time.

     

    COLLECTING
    Finally, once the fire’s put out, whether it’s by firefighters or by natural decay, you’ll know the job’s status.

     

    If all requirements are fulfilled, you’ll be able to collect your reward. The payout will vary according to the exact job requirements and the destruction caused, with destruction acting as a direct multiplier on the final reward. A 10% variance will be applied to the final reward, so don’t be surprised if you get less money than your friend even with a bit more destruction.

     

    There's a few simple rules that determine the payout based on the job's requirements:
    — 'Maximum Damage' jobs' payout is directly proportional to the damage done. If the target is 25% and you did 22%, you'll receive 88% of the top reward.
    — 'Minimum Damage' jobs will always pay out the maximum reward regardless of damage done.
    — 'Damage Range' and 'Total Destruction' jobs will, likewise, pay out the full reward upon completion.
    — Jobs with no damage requirements will see their payout multiplied by the destruction caused. 90% destruction = 90% payout.
    And, like stated before, these values will then be increased/decreased by another 10% randomly.



    POINTS OF INTEREST
    CRIME SKILL GAIN
    Each of arson’s actions gives a different amount of CS when performed. Knowing these multipliers will let you maximize your daily CS gain.

    Action CS gain factor CS/N
    Breach 100% 33.33%
    Place 133% 26.60%
    Ignite 300% 60.00%
    Stoke 200% 40.00%
    Dampen 200% 40.00%
    Collect 600% 300.00%

     


    Note, that the actions for placing fuel, stoking and dampening suffer diminishing returns in terms of CS gain. This is to prevent people from grinding CS by repeatedly stoking/dampening a fire or placing an endless amount of fuel in the same job without igniting.

    # Actions Placing Stoking Dampening
    1 133% 200% 200%
    2 99.8% 150.0% 150.0%
    3 74.8% 112.5% 112.5%
    4 56.1% 84.4% 84.4%
    5 42.1% 63.3% 63.3%
    6 31.6% 47.5% 47.5%

     


    Overall, you don’t want to do the same action more than 3 times if you can help it. Starting with a small fire and then stoking/dampening a couple of times will usually lead to faster CS gain.

     

    Something to note is that due to these diminishing returns, the CS lost upon a crit will go down accordingly. This is useful to know if you intend on using arson for self-hospitalization purposes. To minimize CS loss, it’s recommended to repeatedly stoke the fire with low intensity accelerants, and once the fire is at max, start throwing risky accelerants like Gasoline. Note that at max skill, crits rarely happen, so don't be too reliant on arson for that.

     

    THE EFFICIENT PATH
    This approach minimizes nerve cost but takes longer due to the daily nature of this crime.

     

    Start the fire with plenty of accelerant, I like to do 1 Gasoline/Diesel per area + 1 solid depending on the exact target. For more efficiency, use exactly one accelerant rather than multiple. Outside of certain job requirements, this fully maximizes nerve efficiency.

     

    If you have to stoke, only do so if the job requires it. For insurance jobs, stoking with Methane at the end usually makes the job succeed, especially if you used Kerosene+Potassium Nitrate as starter. For total destruction jobs, if the target’s size 3 or lower, stoking with Potassium Nitrate near the end usually is enough to reach total destruction, while for size 4 and above, you may be forced to throw some Diesel, Oxygen, or Molotovs.

     

    You want to limit the amount of actions you take as much as possible, placing fewer starters and stoking/dampening sparingly. This is because collecting gives the most CS, so your goal here is getting to collect the payout while using as little nerve as possible.

     

    This approach is recommended if you’re not willing to drink premium alcohol, don’t work for a company that provides nerve, and/or you're working on other crimes while doing arson.

     

    For even more efficiency, skip jobs that demand multiple accelerants altogether. Things like total destruction, high suspicion/visibility, and minimum damage jobs can force you to use multiple accelerants for a successful clear. Skipping them will save you some nerve and optimize CS gain per nerve spent.

     

    THE FAST PATH
    This approach focuses on daily CS gain, but consumes far more nerve.

     

    Start the fire with just a little accelerant, a single can of liquid fuel. You can use more if the job demands it, like adding a solid or extra fuel for total destruction jobs.

     

    You want to stoke and dampen as much as possible while considering diminishing returns. 3-6 stokes and dampens per target is your goal. 

     

    If the target is size 2 or bigger, this will be even easier: Once you ignite the target, wait five seconds for momentum to die down and immediately dampen. This will put out the secondary area, repeat for each area but DON’T dampen the main one. Stoke with a liquid afterwards (I personally prefer Diesel for this), and once again, dampen each area except the main one. You want to do this until you’ve dampened 3-6 times.

     

    At this point, you want to keep stoking until the target’s goals are achieved or you’ve stoked 3-6 times.

     

    Dampening a secondary area with low intensity has a low crit rate compared to dampening the main area, this is why you want to do this for bigger targets.

     

    If the target is size 1, avoid dampening altogether — It’ll likely crit you. Instead, stoke a few times with any accelerant, even the Lighter works if the goal requires damage below a certain %. You won’t get as much CS from these, but it’s better than risking a crit.

     

    This approach consumes a lot of nerve, requiring you to be in companies like pubs to make it work. If you’re struggling with nerve but want to use this path, limit yourself to 2 placements, 2 stokes and 2 dampens. The bottom line is doing each action at least a few times to make the most of diminishing returns for every target.

     

    Intentionally failing some uniques so you can keep grinding them for days on end is an option if you intend to follow this approach. It'll let you do more jobs per day than normal, increasing your daily CS gain further. Make sure you only omit accelerants that aren't as important, or bigger jobs, like Molotov, Kerosene, Thermite, and Sand.

     

    THE UNIQUES
    There’s a total of 16 uniques, and unlike other crimes, these uniques are focused entirely on progression.

     

    4 uniques will unlock contacts. These contacts will let new, higher paying jobs appear.

    Contact CS Unlock Unique target Advice
    Chase Swindlehurst 1 Shack - Cut to the Chase Easy job, throw a few canisters of Gasoline and you'll be done.
    Marvelous Mudenda 5 Bordello - Hell Fire Similar to Chase's, drop 3-4 canisters of Gasoline and it should be fine.
    Denise David 48 Bookies - Improving the Odds Start with Diesel and Magnesium, then stoke with Diesel throughout.
    Ethan McChad 50 Clock Tower - Cooking Time Same as Denise's.

     


    12 uniques will unlock materials to be used for arsonism.

    Accelerant CS Unlock Unique target Advice
    Oxygen 5 Dental Surgery - A Bitter Taste Plenty of Gasoline should do it.
    Potassium Nitrate 10 Barn - The Bolted Horse You'll need a lot of Oxygen, both for starting and for stoking.
    Diesel 15 Gas Station - Blown to High Heaven This one's quite difficult. I suggest starting with Oxygen and dampening immediately afterwards, don't wait even a second.
    Magnesium 20 Firework Store - Sky High Prices Gasoline + Potassium Nitrate should do it, be ready to stoke with more Potassium Nitrate. You'll also need a Glitter Bomb.
    Methane 25 Restroom - Shit Happens You cannot fail this job even if you tried - and I tried really hard.
    Molotov Cocktail 30 Recording Studio - Roast Beef Either 4 Diesel and get ready to dampen near the end, or 1 Gasoline and stoke with Oxygen twice right after.
    Kerosene 40 Aircraft Hangar - Plane and Simple A combination of Diesel/Methane as openers followed by some Oxygen should do it.
    Thermite 50 Foundry - Hot Under the Collar Low flammability but high rurality, do it however you'd like - time is on your side.
    Sand 60 Raceway - Finish Line A small amount of Kerosene and a single Potassium Nitrate as starters, then stoking with a tank of Methane did it for me. You can probably go even lower if you just want Sand.
    Hydrogen 70 Homeless Camp - Bummed Out Kerosene x3 and stoking once or twice with Methane near the end will do it.
    Flamethrower 80 Pest Control Hub - Bugging Me You will need a LOT of Oxygen for this one. Start the fire with 2 or 3, then stoke it near the end, you might need to do this a few times for total destruction.
    Fire Extinguisher 90 Fire Station - Stop, Drop and Lol The easiest approach is just using two Thermite, three Kerosene and igniting with the Flamethrower. There's alternatives but this one's the most straightforward.

     


    Uniques in arson work in a particular way.
    They’re received once the associated job is completed. There’s no randomness here, soon as you clear it you get it.

     

    If you happen to fail a unique job, you’ll get to do it on the next respawn cycle. Uniques will keep respawning each day until obtained, being a potential source of additional daily CS for those trying to speedrun arson.

     

    THE MERITS
    Just like all other crimes so far, this crime has three honor bars native to it, and all the medals pertaining to its category.

     

    Reaching CS100 will grant one the Hotshot honor bar.
    930d7aab-ae7d-4878-ae5e-5df0c2b54c91-2535044.png

     

    Using all igniters, accelerants and dampeners at least once will grant one the Arsonal honor bar.
    60f43402-5986-46a0-b924-9d4e85a5d32d-2535044.png
    Since the last accelerant is unlocked at CS90, you’ll need to reach this skill level before getting it. Other than that, it’s fairly easy to get.

     

    Destroying a size 5 target in 30 seconds or less will grant one the Cooking With Gas honor bar.

    ff8c5033-7a74-4751-973a-eb2b89c26d23-2535044.png 
    Due to flammability, one cannot achieve this merit without using Thermite, so the first requirement is reaching CS50.

     

    Once that’s achieved and you find a size 5 target to do, you just need to burn it down. Depending on the target’s flammability you’ll need more or less Thermite, but for most cases 5 will do the trick. Pair that with your accelerant of choice (I suggest Kerosene) and be ready with a Molotov or some Oxygen if intensity in the ternary areas refuses to hit 100%. You’ll receive the merit as soon as the fire dies down, regardless of whether you clear it successfully or not.

     

    THE SCRIPTS
    This crime like many others has a lot of userscripts developed by the community to make it easier to tackle and maximize profits. This is a small section to highlight them.

    Note: As I'm not the developer, I can't declare these scripts as completely safe. Install them at your own discretion.

     

    Rurality and flammability helper - KingLouisCLXXII [ 2070312 ]

    [ LINK ]

    Simple script that displays each target's rurality and flammability. Useful if you don't wanna follow a step-by-step guide for each job but could use the QoL of having those values on screen.

     

    Arson Bang for Buck - Para_Thenics [ 2875067 ]

    [ ORIGINAL ] [ NETH'S PATCH ]

    Provides a guide on how to clear each job and highlights them based on how profitable they are. Good for maximizing income.

     

    The Arsonist's Ledger -  Yukio [ 906148 ] 

    [ LINK ]

    A fork of the Bang for Buck script made after the original dev went inactive.

     

    THE NUMBERS
    Running into some issues with data processing so these parts will remain pending for a while longer sadly.
    STARTER RISK BREAKDOWN
    Todo

     

    STOKING RISK BREAKDOWN
    Todo

     

    TARGET REFERENCE SHEET
    Todo: Add payout information.

    Quick reference sheet.
    Contains location, rurality and flammability.


    Full target reference.
    Contains all information about specific targets.

     

     

    ACCELERANT INTENSITY BREAKDOWN
    Todo (just missing Flamethrower data atm)

     

    Last edited by Emforus on 15:39:20 - 14/06/26 (4 months ago)

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    • Emforus [2535044]
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    Posted on 21:59:52 - 20/10/25 (1 year ago)
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    Reserved. Might move final thoughts here if I run out of space.

    Guys, you'll never believe what just happened.

     

    FINAL THOUGHTS
    An excellent crime that was worth the wait, though payouts remain lackluster.
    Overall, I'll likely be doing this one for the rest of the year and then some.

    Some material components are pricey and hard to acquire but others are so easy to get that you can do most jobs without spending an arm and a leg. Gasoline and Potassium Nitrate in particular, with all other materials being very easy to get from SFC and Burglary.

    Profits are alright? We're still early on but if you work focusing exclusively on profit then you can comfortably reach the 4-5k/N range without much hassle. It does limit the materials you can use.


    Thirteenth guide excluding the primer, and it took me around three weeks to get a guide out. Not for lack of trying, but because arson's just that complex, and posting a half-baked guide wasn't something I'd like to do after remaining unsatisfied with the scamming guide.
    Feel like I did an alright job? The general content of the guide feels shallow to me, the truly interesting data like success rates is hard to acquire due to the daily nature of this crime, so I'm still waiting on that. There's also both intensity and momentum affecting success rates making other success rate matrixes difficult to make, but I'll get there.

    DATA GATHERING
    As per usual, these guides require a significant amount of data to be as accurate as possible and find interesting information, average success rates or what subcrimes are more efficient. For that, please consider installing OutcomeDB to gather as much information as possible and make this guide as accurate as possible, both for you and for future readers' experience.

    CREDITS
    Finally, a shoutout to all who contributed in the making of this guide, as well as those who donated towards this and previous projects. This list is due an update so apologies in advance if your name is missing.

    Kerrapht: Double-edged Yasukuni Sword, Expose & Execute Magnum, Comeback 9mm Uzi, Focus Tavor Tar-21, Plunder Frying Pan
    kelfi: 29x Donator Pack
    Maks: $200,000,000, 10x FHC, 50x Bottle of Mistletoe Madness, 50x Bottle of Moonshine
    onlelonely: 10x FHC, 1x Six-Pack of Energy Drink
    Jefersonakl: 10x FHC
    CalzaTheFox: $133,769,420
    MrFancyPants: $100,000,000
    BAXIA: $100,000,000
    tos: $100,000,000
    MonChoon: 100x Xanax
    Erzurum: 100x Xanax
    Hamid448: $60,000,000, 3x E-DVDs, 1x Drug Pack, 1x Six Pack of Alcohol
    BigDaddyLuvsU: $38,000,000, 3x Drug Pack, 1x Donator Pack, 3x Six-Pack of Alcohol
    hugeknight: 60x Lottery Voucher
    Gem: 25x Bottle of Moonshine, 1x FHC
    Sinvetic: $30,000,000, 2x FHC, Quran Script : Ubay Ibn Ka'b
    Kamkool: $50,000,000
    Hemigidius: $50,000,000
    FractalPariah: $50,000,000
    maimunah: $50,000,000
    Wootty2000: $50,000,000
    Aisu: 2x Donator Pack
    MissMary: $1,000,000, 1x Drug Pack, 20x Xanax, 2x FHC
    butts: 50x Xanax
    HemiULose: 23x Six-Pack of Alcohol, 1x Book of Carols
    Amsgaming: $2,000,000, 3x Can of Rockstar Rudolph, 5x Can of X-MASS, 1x FHC
    mahadi: 150x Bottle of Pumpkin Brew, 150x Bottle of Wicked Witch
    Invert: $13,000,000, 1x Xanax, 1x FHC, 20x Bottle of Mistletoe Madness
    Giovanni: 23x Six-Pack of Alcohol
    D3XU5: 48x Bottle of Mistletoe Madness, 100x Bottle of Minty Mayhem
    Paul_Atreides: $30,000,000
    _Me_: 2x FHC
    Endex: 1x Donator Pack, 1x Six-Pack of Alcohol
    RatstaR: 1x Donator Pack
    L4suicide: 1x Donator Pack
    MrSo: 1x Donator Pack
    Dragoonseal: 1x Donator Pack
    lynstly: 1x Donator Pack
    Kincora: 1x Donator Pack
    Mistborn: 1x Donator Pack
    Gandalf: 1x FHC, 20x Bottle of Stinky Swamp Punch
    Svantesvoken: 5x Can of X-MASS
    Jackass_420: $20,000,000
    Lidia: $20,000,000
    Dr_Thycreator: 1x Six-Pack of Energy Drink, 3x Can of Santa Shooters
    BurningWinters: $10,000,000, 5x Six-Pack of Alcohol
    Mottamort: 5x E-DVD
    spiff: 1x Six-Pack of Energy Drink
    monz: 1x Six-Pack of Energy Drink
    ScroogeMcDuck: 1x Six-Pack of Energy Drink
    rOsemiumm: 1,000x Cannabis, 10x Xanax
    illum: 1x FHC
    Teruf: 1x FHC
    Skulll: 1x Drug Pack, 1x Six-Pack of Alcohol, 1x Bottle of Mistletoe Madness, 1x Bottle of Stinky Swamp Punch, 1x Can of Rockstar Rudolph, 1x Can of X-MASS
    Nut2Fast: $12,690,420
    pussy: 100x Bottle of Kandy Kane, 100x Bottle of Pumpkin Brew
    HOU5E: $10,000,000
    Ngongingo: $10,000,000
    RipTheJacker: $800,000, 4x Can of Santa Shooters
    Lexcifer: 10x Xanax
    Sparrow88: $4,000,000, 5x Xanax
    something: $7,500,000
    Allenone: $7,242,987
    Grindspawn: 8x Xanax
    Affluenza: 2x E-DVD
    Bssteig: 1x E-DVD, 1x Can of Rockstar Rudolph, 1x Xanax, 1x Certificate of Awesome
    Matslav: 1x Business Class Ticket
    Obigale: 1x Business Class Ticket
    ZemaLupin: $5,555,555
    Demandred-: 5x Six-Pack of Alcohol
    Tuit: $5,000,000
    Pesko: $5,000,000
    Hwhiskee: 10x Bottle of Mistletoe Madness
    Chimken: 1x Drug Pack
    Bacurau: 1x Drug Pack
    Juna_Warrior: 1x Drug Pack
    Feanaro: 1x Drug Pack
    Timoteo32: 4x Six-Pack of Alcohol
    Rizzzz: $4,000,000
    Jikkar: 1x Erotic DVD
    Gexi: 1x Gift Card
    Dapper_Tramp: 10x Bottle of Wicked Witch
    boyyondgt: 4x Xanax
    -Behemoth: 3x Xanax
    GOODZILLA: 2x Xanax
    badmagicks: 1x High-Speed Drive
    Green_Babz: 1x Can of Santa Shooters
    Knave_of_Hearts: 1x Can of Red Cow
    TheBonebreaker: $1,000,000
    Mr_Bendix: $1,000,000
    GodsFamousG: $1,000,000
    begaydocrimes: $1,000,000
    bcla7: 1x Lottery Voucher
    jimjuice: 50x Bottle of Beer :)
    Anonymous: $29,500,000


    Research collaborators:
    Fetheryhorse6
    -Corvus-
    Lazerpent
    Reshula
    Hemicopter
    Allenone
    MightyGoober
    Hemicopter

    Scripting and materials used
    Skeletron (torn.report reference data)
    Lazerpent (OutcomeDB script)
    Hemicopter (OutcomeDB script)
    Allenone (Arson data visualizer script)

    Other contributors:
    Lose, Demandred-, Hemigidius, Oceane, MagosTaita, Kalends, Hogfather, the people of IMF and HeLa, the torn.report team, Leaky McLeakface in the Arson discussion thread, as well as everyone who I might've missed. My apologies in advance.

    All in the name of science.

    Last edited by Emforus on 17:55:50 - 13/06/26 (5 months ago)

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    • Kanzu [231334]
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    Posted on 22:07:12 - 20/10/25 (1 year ago)
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    Thank you. I’ve been waiting for this and was searching for it just earlier!

    • Proxima [1879587]
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    Posted on 22:08:41 - 20/10/25 (1 year ago)
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    Incredible work. Thanks a lot.

    78c41759-afd6-42ea-b8f7-73d1019c15a0-1564719.gif

    • Apatxe [2813453]
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    Posted on 22:25:27 - 20/10/25 (1 year ago)
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    I see Emforus, I like. 

    6c5fae50-93c2-1bce-2813453.gif?v=1040063

    • Ninja29 [1198956]
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    Posted on 22:47:00 - 20/10/25 (1 year ago)
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    Finally! Been waiting for this haha

     

    Thanks!

    Last edited by Ninja29 on 22:47:16 - 20/10/25 (1 year ago)

    • Fetheryhorse6 [2317488]
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    Posted on 22:59:07 - 20/10/25 (1 year ago)
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    Emforus [2535044]

    Reserved. Might move final thoughts here if I run out of space.

    Guys, you'll never believe what just happened.

     

    FINAL THOUGHTS
    An excellent crime that was worth the wait, though payouts remain lackluster.
    Overall, I'll likely be doing this one for the rest of the year and then some.

    Some material components are pricey and hard to acquire but others are so easy to get that you can do most jobs without spending an arm and a leg. Gasoline and Potassium Nitrate in particular, with all other materials being very easy to get from SFC and Burglary.

    Profits are alright? We're still early on but if you work focusing exclusively on profit then you can comfortably reach the 4-5k/N range without much hassle. It does limit the materials you can use.


    Thirteenth guide excluding the primer, and it took me around three weeks to get a guide out. Not for lack of trying, but because arson's just that complex, and posting a half-baked guide wasn't something I'd like to do after remaining unsatisfied with the scamming guide.
    Feel like I did an alright job? The general content of the guide feels shallow to me, the truly interesting data like success rates is hard to acquire due to the daily nature of this crime, so I'm still waiting on that. There's also both intensity and momentum affecting success rates making other success rate matrixes difficult to make, but I'll get there.

    DATA GATHERING
    As per usual, these guides require a significant amount of data to be as accurate as possible and find interesting information, average success rates or what subcrimes are more efficient. For that, please consider installing OutcomeDB to gather as much information as possible and make this guide as accurate as possible, both for you and for future readers' experience.

    CREDITS
    Finally, a shoutout to all who contributed in the making of this guide, as well as those who donated towards this and previous projects. This list is due an update so apologies in advance if your name is missing.

    Kerrapht: Double-edged Yasukuni Sword, Expose & Execute Magnum, Comeback 9mm Uzi, Focus Tavor Tar-21, Plunder Frying Pan
    kelfi: 29x Donator Pack
    Maks: $200,000,000, 10x FHC, 50x Bottle of Mistletoe Madness, 50x Bottle of Moonshine
    onlelonely: 10x FHC, 1x Six-Pack of Energy Drink
    Jefersonakl: 10x FHC
    CalzaTheFox: $133,769,420
    MrFancyPants: $100,000,000
    BAXIA: $100,000,000
    tos: $100,000,000
    MonChoon: 100x Xanax
    Erzurum: 100x Xanax
    Hamid448: $60,000,000, 3x E-DVDs, 1x Drug Pack, 1x Six Pack of Alcohol
    BigDaddyLuvsU: $38,000,000, 3x Drug Pack, 1x Donator Pack, 3x Six-Pack of Alcohol
    hugeknight: 60x Lottery Voucher
    Gem: 25x Bottle of Moonshine, 1x FHC
    Sinvetic: $30,000,000, 2x FHC, Quran Script : Ubay Ibn Ka'b
    Kamkool: $50,000,000
    Hemigidius: $50,000,000
    FractalPariah: $50,000,000
    maimunah: $50,000,000
    Wootty2000: $50,000,000
    Aisu: 2x Donator Pack
    MissMary: $1,000,000, 1x Drug Pack, 20x Xanax, 2x FHC
    butts: 50x Xanax
    HemiULose: 23x Six-Pack of Alcohol, 1x Book of Carols
    Amsgaming: $2,000,000, 3x Can of Rockstar Rudolph, 5x Can of X-MASS, 1x FHC
    mahadi: 150x Bottle of Pumpkin Brew, 150x Bottle of Wicked Witch
    Invert: $13,000,000, 1x Xanax, 1x FHC, 20x Bottle of Mistletoe Madness
    Giovanni: 23x Six-Pack of Alcohol
    D3XU5: 48x Bottle of Mistletoe Madness, 100x Bottle of Minty Mayhem
    Paul_Atreides: $30,000,000
    _Me_: 2x FHC
    Endex: 1x Donator Pack, 1x Six-Pack of Alcohol
    RatstaR: 1x Donator Pack
    L4suicide: 1x Donator Pack
    MrSo: 1x Donator Pack
    Dragoonseal: 1x Donator Pack
    lynstly: 1x Donator Pack
    Kincora: 1x Donator Pack
    Mistborn: 1x Donator Pack
    Gandalf: 1x FHC, 20x Bottle of Stinky Swamp Punch
    Svantesvoken: 5x Can of X-MASS
    Jackass_420: $20,000,000
    Lidia: $20,000,000
    Dr_Thycreator: 1x Six-Pack of Energy Drink, 3x Can of Santa Shooters
    BurningWinters: $10,000,000, 5x Six-Pack of Alcohol
    Mottamort: 5x E-DVD
    spiff: 1x Six-Pack of Energy Drink
    monz: 1x Six-Pack of Energy Drink
    ScroogeMcDuck: 1x Six-Pack of Energy Drink
    rOsemiumm: 1,000x Cannabis, 10x Xanax
    illum: 1x FHC
    Teruf: 1x FHC
    Skulll: 1x Drug Pack, 1x Six-Pack of Alcohol, 1x Bottle of Mistletoe Madness, 1x Bottle of Stinky Swamp Punch, 1x Can of Rockstar Rudolph, 1x Can of X-MASS
    Nut2Fast: $12,690,420
    pussy: 100x Bottle of Kandy Kane, 100x Bottle of Pumpkin Brew
    HOU5E: $10,000,000
    Ngongingo: $10,000,000
    RipTheJacker: $800,000, 4x Can of Santa Shooters
    Lexcifer: 10x Xanax
    Sparrow88: $4,000,000, 5x Xanax
    something: $7,500,000
    Allenone: $7,242,987
    Grindspawn: 8x Xanax
    Affluenza: 2x E-DVD
    Bssteig: 1x E-DVD, 1x Can of Rockstar Rudolph, 1x Xanax, 1x Certificate of Awesome
    Matslav: 1x Business Class Ticket
    Obigale: 1x Business Class Ticket
    ZemaLupin: $5,555,555
    Demandred-: 5x Six-Pack of Alcohol
    Tuit: $5,000,000
    Pesko: $5,000,000
    Hwhiskee: 10x Bottle of Mistletoe Madness
    Chimken: 1x Drug Pack
    Bacurau: 1x Drug Pack
    Juna_Warrior: 1x Drug Pack
    Feanaro: 1x Drug Pack
    Timoteo32: 4x Six-Pack of Alcohol
    Rizzzz: $4,000,000
    Jikkar: 1x Erotic DVD
    Gexi: 1x Gift Card
    Dapper_Tramp: 10x Bottle of Wicked Witch
    boyyondgt: 4x Xanax
    -Behemoth: 3x Xanax
    GOODZILLA: 2x Xanax
    badmagicks: 1x High-Speed Drive
    Green_Babz: 1x Can of Santa Shooters
    Knave_of_Hearts: 1x Can of Red Cow
    TheBonebreaker: $1,000,000
    Mr_Bendix: $1,000,000
    GodsFamousG: $1,000,000
    begaydocrimes: $1,000,000
    bcla7: 1x Lottery Voucher
    jimjuice: 50x Bottle of Beer :)
    Anonymous: $29,500,000


    Research collaborators:
    Fetheryhorse6
    -Corvus-
    Lazerpent
    Reshula
    Hemicopter
    Allenone
    MightyGoober
    Hemicopter

    Scripting and materials used
    Skeletron (torn.report reference data)
    Lazerpent (OutcomeDB script)
    Hemicopter (OutcomeDB script)
    Allenone (Arson data visualizer script)

    Other contributors:
    Lose, Demandred-, Hemigidius, Oceane, MagosTaita, Kalends, Hogfather, the people of IMF and HeLa, the torn.report team, Leaky McLeakface in the Arson discussion thread, as well as everyone who I might've missed. My apologies in advance.

    All in the name of science.

    how many ducks does it take to burn down a warehouse?

    • _SS_ [2318511]
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    Posted on 23:00:16 - 20/10/25 (1 year ago)
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    Legendary.  Can’t wait to finally see how inefficient I’ve been doing arson crimes 

    • QUEENWOOG [3326198]
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    Posted on 23:14:05 - 20/10/25 (1 year ago)
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    The thread we have all been waiting for

    d11d4968 85fc 4229 b52e 4ce0108abf6f 3770824 

    • Nightrise [1570597]
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    Posted on 23:15:04 - 20/10/25 (1 year ago)
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    Give this man a keepsake 

    Nightrise.gif

    • Magic [2471842]
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    Posted on 23:20:41 - 20/10/25 (1 year ago)
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    My opinion on arson has finally released

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    • Emforus [2535044]
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    Posted on 23:59:36 - 20/10/25 (1 year ago)
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    I'll focus on expanding the "Suspicion" section this week since it seems to be a lot more nuanced than we thought. We know that target size seems to have some bearing on how much suspicion a target can withstand, on top the specific location/story. We also know that unlike what the infographic I posted says, some accelerants provide more suspicion than others.

     

    The Hunting Lodge - Pest Control job is weighing on my mind. For that one, neither Kerosene nor Saltpetre work on their own, while Oxygen does, and you can apparently do whatever you want if you finish with Methane too. I'll try to figure out specific thresholds per job without using Methane, see if I can find a trend.

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    • Pistachio [1595823]
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    Posted on 00:28:24 - 21/10/25 (1 year ago)
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    it looks like ill be dampening everything from now on 

    • Pistachio [1595823]
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    Posted on 00:29:00 - 21/10/25 (1 year ago)
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    _SS_ [2318511]

    Legendary.  Can’t wait to finally see how inefficient I’ve been doing arson crimes 

    i spent 108 N on the foundry the other day 

    • Hogfather [330973]
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    Posted on 00:33:34 - 21/10/25 (1 year ago)
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    Often these guides end up with tons of crime result posts that... really don't have much use.

     

    But what would be really good is if people posted recipes for 100% destruction (no stoking).

     

    Arms warehouse

     

    2 Kerosense + 1 Potassium = 100% destruction.

    Dear family. Please don't read this.

    • flare [2195157]
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    Posted on 00:39:28 - 21/10/25 (1 year ago)
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    Emforus has done it again. Great work!

    If I was at all helpful feel free to add me as a friend!

    If I wasnt my name is Wobbuffet [2199658] 


    "Lightor is the best" - Lightor 2025

    • RapidAssassin [2781031]
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    Posted on 00:39:50 - 21/10/25 (1 year ago)
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    Marking my spot in a legendary thread!

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    • S-I-S [1187574]
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    Posted on 00:45:23 - 21/10/25 (1 year ago)
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    Excellent guide

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    • Kalends [2032147]
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    Posted on 00:48:18 - 21/10/25 (1 year ago)
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    🔥 guide

    • SimbaJack [2441977]
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    Posted on 01:01:09 - 21/10/25 (1 year ago)
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    Hell yeah!   Thanks mate!   You are the 👌 best

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