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This talk page is only for discussing improvements to the page "Traps".
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Speaking of traps, I can't identify the trap at Fairfax Ruins - there's a stretch of rubble between two tripwires, but no visible explosive. I can only guess that there are grenade bouquets that are hidden in the ventilation shafts that you can't reach. Shadowgm 20:36, 23 December 2008 (UTC)Shadowgm

There's one in Bethesda Ruins I could've figure out; at first it looked like a battering Teddy Bear on a chain, but after entering I saw the rigged shotguns from one direction, and a bouquet of grenades dangling through the hole in the center of the floor, unreachable without serious risk. How was that thing really supposed to work?-- 18:42, 12 January 2009 (UTC)

Trap Tricks

The grenades do in fact fall from the chutes. A similar trap is rigged in the Arlington Library.

That picture of the mine in the raider outpost on the traps page is especially tricky, because the tin cans cover the mine in such a way that it is almost impossible to easily disarm. It is better to shoot it from a distance.

Trapped baby carriages are easily discernable by either the creepy doll head or the antenna on the back. Since they have no swag on disarm, they are always worth remote detonating. It may take a couple of shots with a 10mm to set it off.

Apart from cars, motorcycles and buses, I have also seen floor cleaners, fire extinguishers, and a commonly-encountered type of fixed-installation equipment explode (the type that is seemingly always present in subway service tunnels behind a chain link fence). Lawnmowers, interestingly, count as containers and will not explode. I suspect that there may be a couple of other objects that are possibly explosive, like oxygen tanks.

There is a nasty trap on the DC outskirts involving two grenade bouquets hanging from an overpass that will set off other explosives, just east of Farragut West. It is a very bad tripwire to trip, and proves that there are traps outside as well as in. The only worse trap I've seen so far is the nutso with the wired mini-nukes and mines in the DC alley.

Rigged combat shotguns are a big plus. Not only are they relatively easy to disarm with a skill almost everybody uses (Repair), but they provide spare parts for a weapon that is both very useful and quick to degrade. Expect some energy rifle ammo as a bonus!

Laser pistols, in addition to detonating gas, also make great, accurate trap triggerers if you don't mind carrying around a gun just for that purpose. I usually prefer to disarm manually and use the extra couple of pounds for loot.