What does the scanner do in Crime Simulator?
It highlights high-value loot so you stop filling the bag with junk before the cop timer. Recaps unlock it after a finished or failed run, not on day one.
Crime Simulator tools: zip-tie unlock, scanner loot, lockpicks, drone, hack, invisibility. Noise vs bat. CookieDev Steam, not Roblox. Verified October 2026.
Lockpicks, zip ties, scanners, and noisy bats.
~11 min read
Crime Simulator tools on Steam Criminal Simulator (CookieDev, App 2737070) decide whether a house is a quiet steal or a bat fight. This page is the kit table for crime simulator tools, including the two search tails zip ties and scanner. It is not Roblox Criminal Simulator and it has no script shop. Verified October 29, 2026 · Steam.
Match the lock, the camera, and the NPC before you fill the bag. Skills gate some of this kit — spend the leaflet first on skills.
| Fact | Detail |
|---|---|
| Platform | Steam (Windows) · Xbox listing |
| Genre | Action · Indie · Simulation · Roguelite heist |
| Mode | Solo or online co-op up to 4 |
| Official kit (Steam copy) | Lockpicks, crossbow, sleeping gas, baseball bat |
| Search tails | Zip ties · scanner · invisibility · remote hack |
| Death (Standard) | Equipped tools + truck loot drop; hideout / skills / stored cash stay |
| Patch | Live on Steam · Ashen Creek DLC (August 11, 2026) |
| Last checked | October 29, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
Do not buy a violence bar for the first Standard house. Recaps that actually finish early quotas keep four entry tools and leave the rest in the truck: lockpick set, bobby pin, a safe cracker (stethoscope or blowtorch), and a glass entry tool. Everything else is preference until cameras and armed NPCs show up.

| Tool | Job | Skill gate | Noise | When |
|---|---|---|---|---|
| Lockpick Set | Basic mechanical locks | Basic Lockpicking | Low | Every early house |
| Bobby Pin | Advanced mechanical locks / some safes | Advanced Lockpicking | Low | After basic locks stop opening |
| Stethoscope (recap) | Crack safes quietly | TBA | Low | If you skip the blowtorch |
| Blowtorch (recap) | Safes — skips bobby-pin safes | TBA | Mid | If you would rather burn than listen |
| Glass cutter / glass knife | Window entries on some houses | Unverified | Mid | When the door is worse than the pane |
| Crowbar (recap) | Forced entry / melee | None / Strongman | High | Panic or loud jobs only |
| Sleeping gas | Vent knockout for a floor | Related electronics / TBA | Low | Houses with a usable vent |
| Drone | Scout roofs, cameras, patrols (some recaps say Duocopter) | None typical | Low | Before you commit to a door |
| Remote hack | Electronics and shutters at range | Electronics ranks | Low | Keypads, shutters, later jobs |
| Baseball bat | Panic melee | Strongman helps | High | Already spotted — not a plan |
The lockpick opens the cheap doors. The bobby pin is the upgrade when the lockpick refuses, and recaps also use it on some safes until a blowtorch replaces that job. Glass tools skip a locked front door when a side window is the real entrance. That set gets you in and out. A drone is optional but cheap insurance: look at cameras and roofs before you commit a lockpick animation in a doorway.
A lockpick in the bag does nothing if Basic Lockpicking is still locked. Electronics tools wait on leaflets the same way. Buy the tool after the leaflet, not before — the skills page is the spend order. Next question is the one search volume actually asks: zip ties.
Zip ties are not a day-one shop row. Community recaps put them with other “really good” kit that only appears after you win or lose a full run — same bucket as the crossbow, the scanner, the invisibility tool, and a silent pistol. Confirm the live computer / hideout shop after a finished quota cycle. Do not buy a Roblox script that claims an instant unlock.

| Question | What we can say | Status |
|---|---|---|
| Starting item? | No — recaps say not automatically unlocked | Community recap |
| Unlock trigger | Finish or fail a full run, then check the computer | Unverified exact UI |
| Use | Bind a downed NPC so they stay down | Steam/community |
| Noise | Low once the NPC is already down | Inferred from use |
| Shop price / stack size | TBA | Needs a live shop row |
A knockout is temporary. Zip ties turn a downed resident or guard into a bound body that is less likely to get up, walk to a phone, or restart a camera loop while you are still in the jewelry drawer. They do not replace stealth. If you never drop an NPC, you never spend a tie. If you drop one in a busy house, the tie is cheaper than a second fight.
There is no codes menu. Progression is quota, loot, skills, hideout, and world rewards. A page selling “crime simulator zip ties script” is the wrong game. After a run ends, open the truck computer and look for new shop rows before you start the next Standard job. The other high-volume tool in that same unlock bucket is the scanner.
The scanner highlights high-value loot so the bag fills with sellable items instead of junk before the cop timer. Recaps group it with zip ties and invisibility: not starting kit, unlocked after a completed or failed run. Bring it on later houses and on the AI Research Center, not on the first $500 quota if you still lack the row.

| Tool | Marks / affects | Why it matters |
|---|---|---|
| Scanner | High-value loot in the building | Stops stuffing the bag with filler before cops |
| Perception skills | NPC range, cameras, loot values (tiered) | Passive highlight — different spend than a tool slot |
| Drone | Exterior cameras, roofs, patrols | Scout, does not price the drawer |
| Remote hack | Electronics / shutters at range | Gets you into the room the scanner then pays for |
Perception ranks on the skill tree change how far you spot NPCs and how loot values read. The scanner is a carried tool with a similar job: tell you what is worth the weight. They stack. If you only have one skill point, lockpicking still pays first; if you already open doors and keep filling the bag with junk, the scanner is the next purchase once the row exists.
A tiny first-week house with three drawers does not need a scanner. A dense job — jewelry, pharmacy, research, later Ashen Creek interiors — does. Weight and cop timers punish a full bag of junk harder than they punish a half bag of marked items. Extract rules stay on the beginner guide. Noise is the other half of the same decision.
Steam lists the bat next to lockpicks, the crossbow, and sleeping gas because panic melee is part of the fantasy. It is still the wrong default. A bat is the tool you draw after stealth has already failed. Using it as plan A starts the cop clock while you still have a bag to carry.
| Tool | Noise | Use when | Skip when |
|---|---|---|---|
| Lockpick / bobby pin | Low | Doors and containers | Never skip — this is the job |
| Crossbow | Low | Cameras and distant NPCs | You have not unlocked it yet |
| Sleeping gas | Low | A vent covers the floor | No vent, or you cannot spare the item |
| Zip ties | Low | NPC is already down | Nobody is down |
| Scanner / drone | Low | You need information, not a knockout | Tiny starter house |
| Remote hack | Low | Keypads and shutters from cover | The lock is mechanical |
| Glass cutter | Mid | Window is safer than the door | The pane is alarmed (confirm in-job) |
| Crowbar / fire axe (recap) | High | Forced entry after stealth is gone | You still have a silent door |
| Baseball bat | High | NPC is on you and you need a swing | First-house default loadout |
| Invisibility (world reward) | None | Panic extract after a mistake | As a planned first-hour tool |
Official copy names the crossbow for silent cameras and guards, and sleeping gas for a floor via vents. Recaps also lock the crossbow behind a finished or failed run, same as zip ties. Until that row exists, avoid the NPC — do not “practice” with the bat in the living room. A sleeping-gas house is a different route: find the vent, dump the floor, then loot. If the vent is missing, you do not have a gas job.
Steam’s loop is quota → steal → sell → hideout / skills → higher jobs. On top of the shop, recaps describe a second unlock layer: kit that only appears after you complete or fail a run, then check the computer. Treat names below as a recap list, not an official patch note.
| Item (recap) | Role | Unlock note |
|---|---|---|
| Zip ties | Bind downed NPCs | Not starting kit — check after a run |
| Scanner | Mark high-value loot | Same bucket |
| Crossbow | Silent cameras / NPCs | Recap: win or lose a run |
| Invisibility tool | Panic stealth | World reward |
| Silent pistol | Quiet ranged (recap) | Unverified name / ammo |
| Fire axe | Loud melee / entry | Also found in garages in the first area (recap) |
| Stun gun / taser | Non-lethal ranged | Community name — TBA until a HUD still |
After a run, the truck computer is the checklist. If the row is there, buy it before the next job. If it is not, you do not have a missing download — you have not hit that world reward yet. Endless mode recaps start with world rewards already unlocked; Standard does not. Mode differences: game modes.
Toolbar contents recaps carry per character. A teammate with zip ties does not put zip ties on your hotbar. Share roles instead: one player scouts with the drone, one opens locks, one carries the scanner once it exists. Do not import a Roblox “all tools” script into this Steam save.
Most failed jobs are kit mistakes, not “the house was impossible.” Use this as a pre-door checklist.
| Mistake | Fix |
|---|---|
| Bat as the first-house plan | Lockpick + bobby pin + quiet entry; bat stays in the truck |
| Buying zip ties / scanner scripts | Wrong game. Check the truck computer after a run |
| Lockpick without Basic Lockpicking | Spend the leaflet first — skills |
| Filling the bag before a scanner exists on a dense job | Extract a half bag of jewelry, or wait for the scanner row |
| Knockout without zip ties in a busy house | Leave, or bind the body before you loot the next room |
| Remote hack on a mechanical lock | Wrong tool — pick it or find the window |
| Standing in the doorway during a pick | Drone the cameras first; pick from cover |
| Carrying every loud tool “just in case” | Weight and death drops. Take the job’s three tools |
| AI Research as a starter with a bat | Electronics + remote hack, later — AI Research Center |
| Treating invisibility as a floor skip | It is a chase panic button, not a pressure-plate ignore |
In Standard, a cop or guard kill drops equipped tools and whatever was in the truck. Hideout furniture, levels, skills, and stored cash stay. That is why a loud wipe is expensive even when the save is not Hardcore. Bank furniture first on the hideout page, then chase world-reward tools.
Early Standard ranks (lockpick and scanner above the bat) live on the tier list. Letters move; the noise column on this page does not. If a recap names a tool this table lacks, add it only with a HUD name — do not paste a Roblox loadout.
It highlights high-value loot so you stop filling the bag with junk before the cop timer. Recaps unlock it after a finished or failed run, not on day one.
Treat them as a world reward. Recaps: they are not automatically unlocked; check the truck computer after you win or lose a full run. Exact shop price is TBA.
No. Community recaps put it with zip ties, scanner, and crossbow as post-run kit.
As a panic stick, yes. As a first-house plan, no. Steam lists it because melee exists, not because it is efficient.
No. This wiki is Steam Crime Simulator by CookieDev. Do not import Roblox codes or scripts.
Lockpick, bobby pin, a safe tool (stethoscope or blowtorch), and a glass entry tool. Names like “glass knife” vs glass cutter stay Unverified until a HUD still.
October 29, 2026
Matched by build plan, shared topics, and guide progression — not random related links.