Traps Traps is a " Fallout " , " Fallout 2 " and " " skill . It was called Find Traps / Secret Doors in " Lionheart " . In " Fallout 3 " , it was split into Explosives and Repair . The Traps skill governs the character ' s ability to find and remove traps . The skill also has an impact on their ability to handle timed explosives properly . This excludes grenades , as they are handled under the Throwing skill . Initial Level . Example : A starting Perception of 5 and Agility of 5 . Using the Traps skill . In all three of the " Fallout " games in which the Traps skill appears , it is handled identically in gameplay . As a Passive skill . In part , the Traps skill is passive , and determines the ability of the player character to spot a trap before setting it off . If they attempt to interact with a trapped object , such as a booby - trapped safe , the game checks the character ' s Traps skill against the difficulty of the trap . If the check succeeds , the interaction is aborted and a prompt notifies that the object may be trapped . If the check fails , the interaction proceeds and the trap is triggered . The other passive application of the Traps skill involves the various types of floor traps found in " Fallout 2 " . In this case , Perception conditions are used to modify the check of Traps skill against difficulty . If the check succeeds , the player character is able to spot the trap prior to setting it off , typically with the warning " You see a raised tile , " or the warning of a land mine . The trap then becomes visible in the play area . If the check fails , the character can still walk over the trapped tile , potentially setting off the trap . As an Active skill . Characters can also actively use the Traps skill from the skills menu . The active use of the Traps skill has two functions : Primarily , it is used to disarm and remove a trap that has already been spotted . However , observant individuals can check objects for traps prior to interacting with them by using the Traps skill . Landmines and floor traps can typically only be spotted passively . Once a trap has been spotted , the character should activate the Traps skill and attempt to use it on the trap . The game then runs a check of the Traps skill against the trap ' s difficulty . Success results in the trap being disarmed . If there is a removable component , such as a bundle of dynamite or a grenade , this is added to the inventory by a script . Failure typically means that the character was unable to disarm the trap , but causes no ill effect . However , a critical failure detonates the trap or mine , usually injuring the disarmer . As a trapping skill . The character can set a trap on some objects by using a set of explosives on it ( hold the left mouse button , select the backpack icon from the drop - down menu , then select the item to use ) . This is very rarely needed and can crash the game . As a demolition skill . The Traps skill also affects the character ' s ability to properly arm timed explosives such as dynamite or plastic explosives . A higher Traps skill yields more accurate results with timer settings . With a poor Traps skill it is best to avoid setting explosives timers for 30 seconds or less due to the very real risk of premature detonation . Applicable perks . Note : These do not apply to " Fallout " . The Demolition Expert perk removes the risk of premature detonation when handling timed explosives , eliminating that aspect of risk when dealing with a low Traps skill . This perk also grants improved damage from explosives . Similarly , the Crazy Bomber perk in " Fallout Tactics " nullifies failed traps tests meaning that traps cannot be set off when attempting to arm or disarm them . Meanwhile , the Light Step perk helps prevent characters from setting off floor - based traps such as land mines and pressure plates by halving the trap difficulty for the purposes of the skill check . However , unlike in " Fallout 3 " and " Fallout : New Vegas " , the Light Step perk in " Fallout " , " Fallout 2 " and " Fallout Tactics " does " not " prevent the triggering of floor traps , but rather only makes that event less likely .