Getting Started in Torn
Day-1, day-3, and day-14 checklists: tutorial, housing, protection, donator status, factions, and the first money and gym habits.
By Weav3r
Overview
Torn does not hand you a main quest. Early mistakes are cheap if you know the few systems that matter in the first two weeks: tutorial, housing happy, wallet safety, donator energy, a faction that fits, and a path to level 15.
Factions and protection
Join a faction early for armory, perks, and advice, but check how often they war. New-player protection ( greenleaf) is suspended during faction wars, and you cannot leave mid ranked war. Vetting checklist: Choosing a faction.
Clear day 1
- Finish the Torn tutorial / starter missions. Done properly you should land around level 3.
- Open City → Estate Agent and rent something better than the shack when you can afford a short lease. Happy multiplies gym gains.
- Take any city job so you are employed, then open Newspaper → Jobs and find a job/company that fits your interests (Jobs and companies).
- Keep $0 in your wallet. Stash everything (ghost trade, bank, vault, stocks) and only withdraw right when you are about to spend (Keeping money safe). Even $1 on a mug is incentive for someone to keep hunting you.
- Gym with whatever energy you have. Eat candy / sweets so happy is high before the :00 / :15 / :30 / :45 reset ticks.
Get donator status when you can
Donator status is the biggest early multiplier that is not a playstyle choice. Without it you cap at 100 energy and regen 5 every 15 minutes (~480e/day if you never waste a bar). With it you cap at 150 and regen 5 every 10 minutes (~720e/day). More energy means more gym, more leveling attacks, and a fuller daily points refill (+150 instead of +100). Many factions expect you to be on donator or working toward it.
- Energy bar - 100 → 150 max.
- Regen - 5e / 15 min → 5e / 10 min (~50% more natural energy).
- Extras - advanced search, notebook, and donator forums.
- How to get it - City → Donator House: a Donator Pack is ~$5 USD for 31 days + 60 points (use the pack from Items). Or buy packs on the Item Market with in-game cash once you can afford them.
- Subscriber option - monthly/annual sub gives the same energy perks, more points, monthly special items (often books), and prize draws. See Donator (wiki).
Not required on day 1
Play without it if money is tight. Prioritize it as soon as real-money or travel income allows - the gap compounds every day you gym and level.
Settle day 3
- Gym every natural energy bar. Battle stats matter more than level for how strong you are. Levels unlock things; stats win fights.
- Find a faction that fits your interests (Choosing a faction).
- Buy out city shops each day (beer and plushies are usually the most profitable). That scrapes early cash without random mugging.
- Do not panic-level. The 14-day protection window is there for you to learn at your own pace without much risk. (Leveling).
- Start Education if you have not: Intravenous Therapy (blood bags) is the usual first useful unlock.
Spend the 14-day window
Your first 14 days are new-player protection, shown by the green leaf icon (players call you a greenleaf because of it). Stronger players generally cannot attack you. Use that runway to build habits, not to sit idle — and still keep your wallet empty; other greenleaves can mug you.
- Push toward level 15 with Leave attacks on easy targets (Baldr list / FF Scouter). Stop dumping XP once travel unlocks unless your faction needs the level.
- Keep renting. Do not buy a property until you have a stable income. After 15, rent a PI with airstrip and hire a pilot.
- Lock a money loop: city flips → company specials → then travel shopping once you can fly (Making money).
Do this
- Tutorial done → around level 3.
- Better rental than the shack; gym with candy before the happy tick.
- Wallet empty; stash plan ready; withdraw only to spend.
- Get on donator status when you can (150e bar, faster regen).
- Vet and join a faction.
- City shop flips daily; education started.
- Level toward 15, then start the travel loop.
Sources
Related guides
Faction · Safety
Choosing a Faction
Why join early, how to vet leaders and payouts, vault risk, protection during wars, and what ranked wars expect from members.
Leveling · Travel
Leveling Guide (to 15 and Beyond)
Prep stats and gear, dump energy into Leave attacks on weak high-level targets, hit 15 for travel, then stop forcing levels.
Money · Travel · Trading
Making Money in Torn
Stage-by-stage income: pre-15 scrapes, travel after 15, then five midgame methods, bank, and stocks.
Safety · Stocks
Keeping Your Money Safe
Decision tree for where to park cash: ghost trades, banks, vaults, stocks, and points, plus the after-sale stash ritual.
Gym · Money · Travel
Properties and Housing
Happy ladder for gym, rent vs buy, PI with airstrip (base travel capacity 10→15), vaults, and when buying an island makes sense.
Money · Education · Gym
Jobs and Companies
Employee path first: placeholder city job, job points and stars, early company picks by playstyle, how to apply, and directing as a later project.
Gym · Leveling · Education
Gym Training and Battle Stats
Vladar gym gains, happy drain, happy vs energy eras, whoring ratios, Xanax baselines, and interactive calculators - without treating the old 50m soft cap as current.
Travel · TornW3B
Travel and Abroad Flying
Unlock flights at 15, flight methods, carry capacity (airstrip 10→15, suitcases, Excursion), one shopping-run workflow, plus Tourism Day appendix.
TornW3B · Trading
Beginners Guide to TornW3B
What TornW3B is, then the main task flow: login, search prices, set a pricelist, find deals, and use the Trading Companion.