As you explore the Wasteland you'll come across many dangers. Some of these can be inanimate yet can still hurt you should you get caught up in them. Because of this, it's a good idea to always be observant when exploring new locations in case there are hidden dangers.
Environmental[]
Environmental hazards are dangers that are not intentional by anyone, but will still do you harm regardless. They are usually part of the map.
| Hazard Name | Location | Description | Notes |
|---|---|---|---|
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Almost anywhere | Slows you down and inflicts ~1 radiation every second. Staying underwater for 30 seconds will cause you to start drowning. | Disappears if walls or floor is destroyed. Some water will not inflict radiation. |
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Factory, Department of Special Research, Sewers, Gun Workshop | Slows you down and inflicts ~3.3 radiation every second. Staying underwater for 30 seconds will cause you to start drowning. | Disappears if walls or floor is destroyed. |
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Canterlot ruins, Ministry of Image | Slows you down and deals 10 pink cloud damage every second. Staying underwater for 30 seconds will cause you to start drowning. | Disappears if walls or floor is destroyed. Water in some areas deal increased damage. |
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Almost anywhere | Inflicts up to ~2.5 radiation every second, based on your proximity. | Can be moved around with telekinesis. |
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Technical tunnels, Factory, Department of Special Research, Sewers, M.A.S. tower, Canterlot ruins, Gun Workshop | Inflicts up to ~9 radiation every second, based on your proximity. Large area of effect. | Can be moved around with high levels of telekinesis. |
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Almost anywhere | Deals electric damage if accidentally shocked while disarming. Damage increases after each shock. | Disarmed with Science. Will never fail to disarm after the first deactivation. |
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Almost anywhere | Sticks to the top or bottom of walls. Deals bullet damage based on how fast you were moving towards it, up to a maximum amount based on character level. | Will not damage you unless you're falling towards it. Breaks if the wall it's attached to is broken. |
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Sewers | Deals up to 5 toxic gas damage every second, based on how close you are to the center of the cloud. | |
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Canterlot ruins, Ministry of Image | Deals up to 26 pink cloud damage every second, based on how close you are to the center of the cloud. | |
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Canterlot ruins, Ministry of Image | Deals black magic damage every second based on your proximity. | Can be moved around with telekinesis, but must be torn off its base first. |
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Canterlot ruins, Ministry of Image | Deals black magic damage every second based on your proximity. | Can be moved around with telekinesis. |
Traps[]
Traps are dangers that were created to intentionally cause harm to anyone that gets caught in them. Some of them are harmless on their own, while others can prove to be very dangerous to the unprepared. Most traps are invisible until you see them, surprising you if you get caught in one without noticing.
| Hazard Name | Location | Description | Notes |
|---|---|---|---|
|
Technical tunnels, Surface, Factory, anywhere with Ghouls or Alicorns | Deals natural weapon (teeth and claws) damage if stepped on. Works once. Has high damage threshold, reducing damage it takes. | Can be disarmed with Repair-1, and reset to hurt enemies with Repair-3. |
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Falls Springs, Legion Headquarters, anywhere with Raiders, Slavers, Mercenaries, Robots, Zebras, Steel Rangers or Enclave | Comes in Hoofmade, Fragmentation, Plasma and Balefire forms. When approached, will beep 3 times before exploding. | Disarmed with Explosives, harder mines have a chance to accidentally detonate. Can be moved with telekinesis, but may randomly detonate. Balefire mines only exist in Legion Headquarters. |
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Legion Headquarters | When approached, will beep 3 times before exploding while inflicting Shackles, dragging you closer to the mine. | Disarmed with Explosives, harder mines have a chance to accidentally detonate, but will not inflict Shackles. Can be moved with telekinesis, but may randomly detonate. |
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Anywhere with Ghouls or Alicorns, except Canterlot ruins and Ministry of Image | Explodes into an acid bomb when stepped on, dealing acid damage every second, based on proximity. | Despite being a trap, it's also an enemy and will reward experience and loot. |
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Canterlot ruins, Ministry of Image | Explodes into pink cloud when stepped on, dealing pink cloud damage every second, based on proximity. | Despite being a trap, it's also an enemy and will reward experience and loot. |
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Almost anywhere | Deals high explosive damage if accidentally detonated. | Disarmed with Explosives, harder mines have a chance to accidentally detonate. Crystal Shield can be used to absorb the explosion. |
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Falls Springs, anywhere with Raiders, Slavers, Mercenaries or Zebras | Alerts all nearby enemies if stepped on or destroyed. | Disarmed with Sneak. Harmless if no enemies are nearby. |
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Almost anywhere | Safes, terminals and doors can be alarmed. Alerts all nearby enemies and calls in reinforcements if triggered or destroyed. | Disarmed with Sneak, harder alarms have a chance to accidentally trigger. Can be intentionally triggered. |
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Anywhere with Raiders, Slavers or Mercenaries | Alerts all nearby enemies and calls in reinforcements. Raiders, Slavers and Mercenaries on alert will press the button. | Disarmed with Sneak, harder alarms have a chance to accidentally trigger. Can be intentionally triggered. |
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Legion Headquarters, anywhere with Raiders, Slavers, Mercenaries or Zebras | Activates the trap it's connected to if stepped on or destroyed. Only works once. | Disarmed with Repair. Harmless if the connected trap is already disarmed/destroyed. Does not notify you that a trap has been triggered. |
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Legion Headquarters, anywhere with Raiders, Slavers or Mercenaries | Activates the trap it's connected to if stepped on or destroyed. Works repeatedly. | Disarmed with Repair. Harmless if the connected trap is already disarmed/destroyed. |
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Abandoned stable, Military base, Bunker | Activates the trap it's connected to and alerts all robots if stepped on or destroyed. Works repeatedly. | Disarmed with Science. Harmless if the connected trap is already disarmed/destroyed, and there are no robots nearby. |
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Falls Springs, Legion Headquarters, anywhere with Raiders, Slavers, Mercenaries or Zebras | Drops 3 hoofmade grenades that explode if activated by a tripwire/pressure plate. Explodes instantly if destroyed. | Disarmed with Explosives. Hoofmade grenades can be picked up if disarmed. |
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Anywhere with Raiders, Slavers or Mercenaries | Fires the mounted weapon if activated by a tripwire/pressure plate. | Disarmed with Repair. Drops weapon fragments and ammo if disarmed, or just weapon fragments if destroyed. |
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Technical tunnels, Factory, Legion Headquarters, anywhere with Zebras | Explodes instantly if activated by a tripwire/pressure plate, or destroyed. | Disarmed with Explosives. Drops 3 dynamite if disarmed. |
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Gun Workshop, Electric fence (trial), Wing of Ravagers (boss) | Electrifies all metal walls, metal objects and water in the room, dealing 100 electric damage every half second when touching them. Deals damage every time a metal object is interacted with.
Using Potion of flight will make your flying unstable, and teleporting will shock you and set you on fire. |
Disarmed by turning off the terminal for the electric fence. Ignores armor and damage threshold, but not electrical resistance. Damage is halved while in the air. |
|
Gun Workshop, Fort Rocks, Lightnings (trial) | Periodically damages anything in the beam for 400 electric damage. | Damage is halved while in the air. |
Notes[]
- Many traps will scale their damage based on their level (which is also scaled to player level in grind maps), making traps in later areas or higher levels much more dangerous. Both transmitters, traps, mines (all types) and grenade bouquets are all known to scale upwards. Pink water and clouds, toxic clouds, installed explosives, electric fences and electric traps will not scale, and neither will radiation. Debris scales to player level regardless of location.
Trivia[]
- Due to the way enemy mines and grenade bouquets scale in damage, they can eventually reach a point where they do far more damage then your explosives can.
See also[]
- Environmental Hazards on Fallout: Equestria Wiki



























