Walks through picking a stat ratio to train toward and the special gyms to unlock as your stats grow. Also covers gym bonuses from jobs, factions and the Fitness Centre.
Gym & Stats
Training, stat builds, happy jumps and drugs.
This guide compares gym training with boosters against saving money for Stat Enhancers at mid-game, using tables of monthly stat growth and cost. It shows how patience affects when to spend on cans, FHCs and books.
It explains how addiction and its battle stat penalty build up, and how rehab cost rises with each rehab you do. It also covers the Hot Turkey and Milk yourself sober books.
It explains Hank's Ratio, using two special gyms for three stats with one stat kept very low, and Baldr's Ratio, using them for two stats for a more balanced build. It also lists which gym to use for each stat.
This guide compares jumping and energy training across four starting stat levels, using simulated 60-day results under the new gym gains formula. It concludes that switching from jumps to energy training becomes better somewhere around 200k to 400k stats, depending on the method.
Walks you through setting up a Happy Jump, using Xanax, Erotic DVDs and Ecstasy to train at high happiness. It also covers timing and jobs and faction perks that help.
This guide walks through the Choco Jump, a happy jump variant using Big Boxes of Chocolate, a Xanax and an ecstasy pill. It compares its cost and gains with a standard Happy Jump and includes a twice-daily half-chocolate method.
Explains happy jumping, using booster items to raise your Happy above your property's maximum for bigger gym gains. Walks through several jump methods, from Lollipop to Poison Mistletoe, with items and timing.
Explains why rehab costs rise with each Switzerland visit and offers ways to slow the increase. Covers faction and company specials, timing rehabs around natural addiction decay, and holding back the last rehab.
Explains a cheap happy jump that turns 300 energy into happiness using a 5-star or higher toy or game shop, with xanax, candies and ecstasy. It compares it with e-dvd and regular training and suggests stopping around 220k stats.
This guide walks through several happy jump methods, from lolli-hops to 99k jumps, with step-by-step setup for each. It also explains how happiness affects training and why jumps lose value at high stats.
This starter guide, presented as an infographic, covers happy jumps and links to wiki pages on companies, drugs, Erotic DVDs and the gym. It notes that it is not complete and that you should use your own judgment.
This guide compares the energy can rewards from the Grocer city job with the Sweet Shop and Grocery Store company jobs. It estimates weekly income for each and lists their company star and stat requirements.
This guide covers three low-tier gym training jumps: Noob Lollipop, Choco and Happy jumps. It gives materials, costs and steps for each, and says to start happiness jumps just after a 15-minute mark.
This guide explains how to use the Ignorance Is Bliss book to keep your happiness high for 31 days, covering how to raise happy with e-DVDs and Ecstasy, the overdose risk, and how to train during the month. It also covers energy options such as cans and company jobs that can help.
This guide explains energy and happiness for gym training, and when to boost happy. It also covers drug use with rehab costs and lists passive ways to raise gym gains.
This guide breaks down a community-tested formula for predicting gym training gains, explaining each term, the role of happy, perks, energy and gym dots. It also covers how happy loss works per train and why multiple trains can't be predicted exactly.
This guide explains what Happy Jumps are and how to boost your Happiness with items like Xanax, chocolate and E DVDs before training in the gym. It also walks through a single-stage jump and a multi-stage version spread across the day.
This guide explains how to get battle stats to show five 69 or 420 numbers, both present, to earn the NICE honor. It walks you through using a stat gain calculator to plan gym training and happy levels that land each stat on the digits you need.
This guide explains how Xanax and LSD add addiction points and how rehab costs rise with each rehab you complete. It also covers how addiction affects company efficiency and lists drug cooldown times.
This guide explains the education courses needed to fill and use blood bags, and what filling and using them costs. It also covers blood type compatibility and related honor bars and merits.
This guide explains the 99K happy jump, which raises happiness to 99K before gym training, and when it helps. It covers needed items, choosing a jump service, the steps, and ways to gain more energy.
This guide describes how the author reached 1 billion total battle stats in under a year, mainly through 99k happy jumps. It covers funding the training, stacking drugs and boosters, and the faction, company and gym choices along the way.
Walks through how happy jumps work, including when Happy resets, the candy and Ecstasy methods with rough prices, and managing addiction. It ranks methods from lollipop jumps up to eDvD Xanax runs and argues against Big Box of Chocolate.
This guide walks you through happy jumps, from a cheap lollipop method up to expensive poison mistletoe jumps, with step-by-step instructions for each level. It also explains how properties affect happy and when the happy limit resets each hour.
Compares gym training strategies like choco jumps, happy jumps and Xanax-only training using an equivalent daily energy measure. It shows the battle stat levels where you should switch between them.
This guide explains how to gain work stats faster through city jobs, player companies, and education courses. It also covers ways to cut course time, including merit points, a West Side University stock benefit, and the Education city job.
This guide ranks the drugs in Torn by difficulty for earning the 50 drugs taken honor bar for each one. It explains when to use each drug and notes side effects, overdose risks and tips for speeding up the merit.
This post is an analysis that compares money with gym gains, presented entirely as a long series of images. The post has no written text, so the specific findings are not described here.
This guide shows how to train energy at high happiness by stacking Xanax, using the Console's Hardcore Game action, then taking Ecstasy. It also compares the estimated cost with a standard happy jump.
Compares happy jumps with FHC and natural training at several stat levels using calculated gains. It argues happy jumps can cost early players passive income, and says they may still be worth it in the first few days.
This guide walks you through training battle stats from the start, beginning with a candy jump and then covering happy jumps such as eDVD and candy jumps. It finishes with when to switch to energy training.
This guide analyses the stat gains and cost per million stats from the Ugly Energy book across starting stat levels. It compares the book with standard 150 energy and suggests using it around Halloween.
This guide lists the gyms with their fees, energy use and stat gains, along with an FAQ. It also gives a formula for estimating battle stat gains from gym dots, happiness and energy used.
This cheat sheet lists the cooldown times for boosters, medical items and drugs. It also gives the main effects of each item, such as changes to nerve, energy, happy, life or hospital time.
Models battle stat ratios, comparing lopsided attackers against a balanced defender. Suggests a 32% dexterity, 28% speed, 22% strength, 18% defense split, and notes many real-fight factors are left out.
Compares a full happy jump with cheaper Lolly and Reindeer jumps using cost and gain figures. Suggests candy jumps may be worth it below about 500k total stats.
This guide compares building a defense stat against a dexterity stat, covering the pros and cons of each. It also explains how the special gyms unlock and how Serotonin and Tyrosine affect defense and dexterity.
This guide walks through seven stages of gym training, from starting with Choco jumps to later using stat enhancers at billions of stats. It explains when to switch from happy jumps to normal energy, and how training changes as your battle stats climb past 400k, 50 million and beyond.
This guide lists the steps for a happy jump, using Xanax, Ecstasy, candy or DVDs, and Points, timed to a quarter-hour. It then has you spend all your energy training at the gym.
This guide walks you through timing UK Xan runs with the Travel Planner, using abroad stock tracking to aim your arrival just after a restock. It also covers flight time variation, restock timing, and what to do if you land early or late.
This guide walks through gym training methods for broke new players, including happy jumps, energy training and candy hopping. It also covers insuring Xanax and ecstasy and includes a simulation table comparing daily gains and costs.
This analysis estimates how many energy units of gym training equal one job point spent on company special stat gains, using collected logs and a simulator. It finds the exchange ratio falls as battle stats grow and suggests using the specials early.
This guide explains how to manage drug addiction as a company employee, including where and when to rehab. It covers how addiction affects company effectiveness and battle stats, and how perks, merits and natural decay can reduce rehab costs.
Explains how to claim the free energy voucher from the seasonal newsletter by requesting a resend in settings. It advises clicking the voucher link when your energy bar is empty, as the energy goes straight in.
This guide breaks down the gym gain formula and what affects it, including Gym Dots, energy, happiness and stat totals. It also covers training ratios, happy jumps for stats under and over 400k, and the books and boosters the author lists.
This guide compares ways to grow job stats quickly, including education jobs, buying trains, and owning a 10-star company. It lists the drawbacks and advantages of each option and notes that city jobs or being a director can grow all stats in the same day.
This guide covers gym training for stats under 200,000, explaining how happiness, gym choice, properties, drugs, and boosters affect your gains. It also lists training methods for low cash and high cash.
This guide explains how to use job points from energy-perk companies to earn more from ranked war hits or revives. It also covers ways to manage energy stacking and a plan for saving job points before Halloween.
This guide lays out a daily routine of three Xanax and energy refill gym sessions, with flights timed to keep energy and drug cooldowns in sync. It also covers an optional mugging step while abroad and what the routine amounts to over time.
Lays out a daily schedule for taking Xanax at set times and fitting other drugs into the gap in cooldowns. It also covers working toward drug merits and gaining extra nerve from cannabis.
This guide gives new players quick tips on training, combat, crimes, education, making and protecting money, donator status, and TornTools. Each section is a short set of bullet points.
This guide explains how to choose between cans, FHC and SE for training based on your stats, budget and booster use. It suggests monthly spending levels and when FHC beats cans.
The guide explains when happy-jump training stops being worth it as your stats grow, with caps at several happy levels. It also walks through a step-by-step Xanax, chocolate bar and Ecstasy cycle for stats under 100k.
Walks through using Xanax-stacked energy to watch an Old TV for happiness, boosted with candies and Ecstasy, then training at the gym. Includes the author's test gains and item costs.
Compares the cost per stat gain of Stat Enhancers, FHCs and Energy Cans across stat levels. It suggests Stat Enhancers are better value from around 500m in a single stat.
The guide walks you through boosting stats below 150k by maxing your energy, using Erotic DVDs and Ecstasy, and training and refilling energy around midnight TCT. It assumes donator status and lists the Xanax or Red Cow, DVD, and point costs, saying the method takes one to two days.
This guide explains two ways to do happy jumps during the World Diabetes Day event using candy, with money needed and how to stock candy. It also covers using the cooldown booster and faction perk to fit in a second happy jump.
The author walks through a happy-jump method that combines Ecstasy with Big Boxes of Chocolate before gym training, and shares a stat-gain comparison from their test. The method's costs, including a castle rental and per-train spending, are listed too.
This guide explains wall jumping in faction territory wars and walks through joining a spot on the war screen. It also covers using medical items after being hospitalized and when to stop because of medical cooldown.
This guide compares the daily energy and cost of using FHCs, 30 E cans, and 25 E cans alongside natural energy and Xanax when reading gym books. It concludes that 25 E cans give about 92% of the energy for about 65% of the cost, and suggests topping up happy at an amusement park.
The guide ranks a set of drugs from S tier down to F tier, with a short comment on each one. It covers Xanax, Love Juice, Vicodin, Ecstasy, Cannabis, LSD, Opium, Shrooms, PCP, Ketamine, and Speed.