Traps

Traps is a Fallout, Fallout 2, and Fallout Tactics skill. It was called Find Traps/Secret Doors in Lionheart. In Fallout 3, it was split into Explosives and Repair.

The finding and removal of traps. Also the setting of explosives for demolition purposes.

Initial Level: Starting Traps skill is equal to 20% + (1% x the average of your Perception and Agility). Average characters will have a 25% skill.

Firing mechanisms and initiating actions

 * Tripwire: A wire that is tied to two posts. This trip is very hard to see in combat. Can be avoided by having the Light Step perk. Requires Repair skill of 22 to disarm.


 * Pressure: A common way to set off bear traps and pressure plates. Can be avoided by having the Light Step perk.


 * Movement: All mines including Carriage Trap are triggered by closing to them (proximity fuse). Can be avoided by having the Light Step perk.


 * Usage: Rigged equipment such as computer terminals may be triggered by attempt to use.


 * Remote detonator: Mad Preacher in Seward Square location apparently sets off his minefield remotely.

YouTube video about House of Traps in Fallout 3:
 * http://www.youtube.com/watch?v=VHo8JJKMmVs

Traps

 * Mine: Requires Explosives skill of 25 to disarm. A common explosive that is set off by getting close to it (proximity fuse).


 * Bear trap: Requires Repair skill of 25 to disarm. A trap that snaps shut on the your foot. It can cripple your leg. Set off by stepping. The trap can be reset.


 * Pitching machine: Requires Repair skill of 35 to disarm. A pre-war pitching machine that is rigged to shoot baseballs that cause damage. Set off by a pressure plate or a trip wire.


 * Swing object: Requires Repair skill of 25 to disarm. An object (often a girder, car motor, or rotting Brahmin head) that swings down and hurts anyone who it hits. Set off by by trip wire. Note: this trap can hurt you more than once if you walk into the object or stand in one spot with the object on a angle touching you. Can be disarmed by tripwire or by grabbing and moving it down. Note that even when disarmed, running into the object can cause damage.


 * Rigged baby carriage(aka: baby bomb): Requires Explosives skill of 60 to disarm. An explosive trap that consists of a Baby Carriage containing a toy baby with a bomb and several frag mines strapped to it. Upon approaching the carriage, the toy will emit a crying sound and the whole thing will explode, causing some hefty damage and a scary moment. Once disarmed, it can be rearmed as a time bomb, or a proximity bomb. An example of this trap can be found in the Meresti Service Tunnel.


 * Rigged Shotgun: Requires Repair skill of 45 to disarm. A Combat Shotgun that is rigged to shoot whatever sets off its trigger, either a pressure plate or trip wire. Can be disarmed independently of its associated triggers. Disarming this trap will give your character a Combat Shotgun, 4 Shotgun Shells and 10 Microfusion Cells.


 * Grenade Bouquet Requires Explosives skill of 30 to disarm. A cluster of three frag grenades hanging from a string. Once you walk into it or its trip wire has been set off, the grenades will be released and will detonate after several seconds. Can be disarmed independently of its trigger. Disarming this trap will give your character three Frag Grenades.


 * Rigged Terminal: Requires Explosives skill of 45 to disarm. A computer terminal rigged with a Frag Grenade. The attempt to use the terminal triggers the trap causing slight electrical shock and shortly afterward the detonation of the main charge. The trap can be deactivated by defusing the back panel. Disarming the trap will give the Frag Grenade. An example of this trap can be found in the drainage chamber near Jocko's Pop & Gas Stop (the source of Signal Sierra Victor) or near the entrance to Pinkerton's hideout in Rivet City. Note that after disarming this trap, the terminal can NOT be used for informational purposes; it is only possible to re-arm it with a frag grenade.