I spent my first few Crime Simulator runs using nothing but the crowbar on every door. Loud, slow, and got me caught repeatedly. Better tools changed everything.

Prioritize the lockpick set first. It replaces the noisy crowbar on most locked doors and pays for itself within 2-3 heists.

Tool Overview

Crime Simulator has a growing arsenal of tools for breaking in, disabling security, and escaping. Tools break with use and must be repaired or replaced. Choosing the right tool for each job is the difference between a clean score and an arrest.

Core Tools

Lockpick set -- The bread and butter of every heist. Lets you open locked doors silently. Without it, you rely on the crowbar, which is loud and alerts nearby NPCs. A simple rotation mini-game: turn the pick left or right until the lock gives. Higher-quality sets handle tough locks better and take longer to break.

Crowbar -- Your starter tool. Works on doors, windows, and crates. Loud. Use it only as backup or for breaking into non-essential containers. I stopped carrying a crowbar after getting the basic lockpick set.

Flashlight -- Many interiors are dark. Without it, you miss loot in corners and on shelves. A must-have for every run. The pro version has a wider beam and longer battery.

Sleeping gas -- Neutralizes a single NPC silently. I use it when a guard is patrolling a room I need to search. One can per NPC. Do not use it near other NPCs -- they will notice the gas cloud and raise an alarm.

Advanced Tools

Hacking tool -- Unlocked through the Hacking skill leaflet. Opens electronic door locks and security panels. Without it, electronic locks are impassable. The leaflet drops from special loot boxes in mid-to-high security houses.

Glass knife -- Cuts glass silently for window entry. Quieter than breaking glass. I use it on houses with alarmed windows where a broken window would trigger an instant police response.

Cable ties -- Restrain subdued NPCs so they do not wake up and raise alarms. I carry a few for larger houses with multiple NPCs. One cable tie per NPC. Without cable ties, a sleeping gas victim wakes up in about 5 minutes and calls the police.

Late-Game Tools

Drill -- Opens safes. Slow and noisy. Use only when the safe content justifies the risk. I check the safe value through the job board intel before carrying a drill. A typical safe has $200-$800 in cash or valuables.

Blowtorch -- Cuts through reinforced doors and gates. Heavy, noisy, slow. Late-game tool for high-security targets. Also useful for opening safes faster than a drill.

Master Key (Update 1.3) -- Opens most standard residential locks instantly without a mini-game. Does not work on electronic locks or high-security safes. Available through 1.3 content progression.

Tool Comparison Table

ToolCostNoiseBreak RateUnlockBest For
CrowbarFree (starter)LoudNeverTutorialBackup breaking
Basic Lockpick~$350SilentHighShopEarly heists
Standard Lockpick~$700SilentMediumRank 2-3Mid-game
Pro Lockpick~$1,200SilentLowRank 4-5Endgame
Flashlight~$125NoneLowShopAll runs
Pro Flashlight~$250NoneVery LowRank 3+Endgame runs
Sleeping Gas~$225NoneN/A (one-use)ShopNPC neutralization
Hacking ToolLeafletSilentMediumSkill leafletElectronic locks
Glass Knife~$150Very LowMediumShopWindow entry
Cable Ties~$50NoneN/A (one-use)ShopNPC restraint
Drill~$400LoudMediumRank 5+Safe opening
Blowtorch~$800LoudLowRank 8+Reinforced doors
Master KeyPremiumSilentVery Low1.3 contentStandard locks

My Buy Order

  1. Basic lockpick set ($350) -- silent door opening, core progression tool
  2. Flashlight ($125) -- find loot in dark areas
  3. Sleeping gas (1 can, $225) -- NPC emergency removal
  4. Standard lockpick set ($700) -- lower break rate when available
  5. Hacking tool (rush the leaflet) -- electronic lock access
  6. Cable ties ($50) -- for houses with multiple NPCs
  7. Pro flashlight ($250) -- better visibility in late-game houses
Do not buy the drill or blowtorch early. Safes and reinforced doors are rare in the first few districts. By the time you need them, you will have enough income to buy them without sacrificing essential tools. I bought the drill at Rank 2 on my first playthrough and it sat in my stash unused for 10 heists.

Practical Example: Tool Selection for a Mid-Game Heist

I am targeting a medium-security suburban house. The job board says it has an electronic lock on the basement and a safe in the master bedroom.

Tools I bring:

  • Standard lockpick set (main entry, silent)
  • Hacking tool (basement electronic lock)
  • Flashlight (dark basement corners)
  • Sleeping gas (1 can for NPC patrol)
  • Cable ties (2 for restrained NPCs)
  • Drill (safe opening)

Tools I leave behind:

  • Crowbar (noisy, unnecessary with lockpicks)
  • Blowtorch (too heavy, no reinforced doors expected)
  • Glass knife (front door entry, no window needed)

Result: I spend 10 minutes looting everything. The safe had $600 cash. The basement had a laptop ($280). Total haul: $1,100. Clean extraction, no alarms.

Tool Maintenance

Tools break with use and must be repaired at the tool shop. Repair costs vary by tool quality:

Tool QualityRepair CostBreak Rate
Basic$100-$200Every 2-3 heists
Standard$200-$350Every 5-7 heists
Professional$400-$600Every 10+ heists
Premium (Master Key)$800+Every 20+ heists

The Tool Maintenance skill leaflet reduces break rate by approximately 20-30%. It pays for itself after roughly 10 heists.

Community Verification & Resources

Data values may shift with patches. Cross-check against community resources before building your strategy.