Fallout 3 traps

List of traps in Fallout 3:


 * Cars and motorcycles: These are highly explosive miscellaneous objects lying around almost everywhere in the Capital Wasteland. They can be triggered after they take a sufficient amount damage and will usually catch on fire before exploding. The explosion is similar to that of a mini nuke because of the flash of light, mushroom cloud, high amount of damage inflicted, and the radiation left over that disperses over time. They are extremely dangerous and can easily result in death at close range. Any other vehicles in direct contact with an exploding one will immediately explode as well, while nearby vehicles will be set on fire which should give you time to get far enough away before they explode (the delay depends on the amount of damage the vehicle receives). During the quest Traversing a Mine Field from the first chapter of the Wasteland Survival Guide, you'll find yourself under sniper fire from Arkansas, who deliberately detonates the cars from a distance. The explosions do more damage than the mines and avoiding them would be best if you plan on making it to the playground alive. Just for reference, cars cannot be disarmed or rearmed at any time.


 * 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.


 * Swing object: Requires Repair skill of 25 to disarm. An object (often a girder, car motor, or rotting Brahmin body parts) that swings down and hurts anyone who it hits. Set off 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. Also can cause damaged when manually moved by the grab action.


 * 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.


 * 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.


 * 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.


 * 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 then 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 Mailbox: Requires Explosives skill of 60 to disarm. A mailbox that is rigged with explosives to explode on proximity and can be rearmed on either a time or proximity detonator. Nearly identical to the rigged baby carriage in interactivity.


 * 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 the terminal can NOT be used for informational purposes, either before or after the trap activates; it is only possible to re-arm it with a frag grenade.


 * Toilet Trap: Tenleytown/Friendship Station's bathroom nearest the Chevy Chase North exit contains a toilet that will harm the player if used to regain health, upon further inspection of the bog, the player should notice two wires coming out of the bowl and into the tank (where the flusher is) apparently connected to several Microfusion Cells, the player can disarm the trap and get the cells. The player could have been warned about this trap by the skeleton on the floor holding the rim of the toilet.

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 25 to disarm.


 * Pressure: A common way to set off bear traps and pressure plates. Can be avoided by having the Light Step perk. Requires Repair skill of 25 to disarm.


 * Movement: All mines including Carriage Trap are triggered by getting close 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. Also, similar to remote detonation is using a sniper rifle to shoot the trap from a distance.

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