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''This is the article for Hazards found in The Division 2. For the Environment Hazards from the [[Tom Clancy's The Division|first game]], go [[Environment Hazards|here]].''
 
''This is the article for Hazards found in The Division 2. For the Environment Hazards from the [[Tom Clancy's The Division|first game]], go [[Environment Hazards|here]].''
   
Below will be a list of the hazardous objects [[Strategic Homeland Division|Agents]] will come across in [[Washington, D.C.|Washington D.C.]] during their missions. These hazards are (usually) a very bright red and extremely noticeable.
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Below will be a list of the hazardous objects [[Strategic Homeland Division|Agents]] will come across in [[Washington, D.C.]] during their missions. These hazards are (usually) a very bright red and extremely noticeable.
   
 
'''NOTICE: Environment Hazards are extremely rare to come across in either of the three [[D.C. Dark Zones|Dark Zones]].'''
 
'''NOTICE: Environment Hazards are extremely rare to come across in either of the three [[D.C. Dark Zones|Dark Zones]].'''

Revision as of 22:17, 24 August 2019

This is the article for Hazards found in The Division 2. For the Environment Hazards from the first game, go here.

Below will be a list of the hazardous objects Agents will come across in Washington, D.C. during their missions. These hazards are (usually) a very bright red and extremely noticeable.

NOTICE: Environment Hazards are extremely rare to come across in either of the three Dark Zones.

Common

Oil Drums

Drums filled with oil, once used by commercial and industrial businesses as fuel.

When shot at, anyone caught near it will be set on fire. The fire from these Drums lingers for some time, and the burning effect more intense and lasts longer.

Mobile Gas Canisters

Small canisters filled with gasoline, once used by civilians to fill up their vehicles while on the go.

When shot at, anyone caught near it will be set on fire. However, unlike with oil drums, this fire does not linger and the burning effect is not as strong.

Fuel and Propane Tanks

Fuel and Propane Tanks are filled with propane, a cheap and very volatile type of fuel; the former being more potent and was once used for wielding, the latter once used by civilians for outdoor barbecues.

When shot at, anyone caught nearby when it explodes will start to bleed out. Fuel Tanks will apply a more powerful and longer bleed.

Fire Extinguishers

Safety devices that were once used inside buildings to help put out different types of fires.

When shot at, anyone caught in the radius will be confused; Fire Extinguishers do not cause direct damage to anyone.

Fuse Boxes

Boxes that are used to control and deliver power to an area and/or a building.

When shot at, anyone caught nearby will be shocked. Any electronic devices nearby will be disrupted for a while.

Mission/Location Unique

Toxic Material Containers

When these containers are shot at, anyone caught in the radius will become poisoned for a while, getting their health directly damaged. The chemicals from these containers linger as well, though how long depends on what chemical it is.

Toxic materials can be found in Laboratory Vials in Hyena Drug Labs (fades away the quickest), Chemical Vats in former CERA/DCD locations (has a longer duration period), and yellow barrels of Liquid DC-62 (only present in the Invaded Mission of Jefferson Plaza, and once shot at, will not go away).

Heavy Weapon Defenses

Heavy weapons are used by hostiles to help defend a location or place from intruders.

In various control points and some missions, hostiles will use a mounted manual turret; these use heavy fire and high damage to quickly do away with their opponents. Those these mounted weapons can also be used by friendlies and even agents themselves.

In the stronghold Tidal Basin and the mission Camp White Oak, automated turrets by the Black Tusk are present. For more information, see here.

Rare

Tripwire

Tripwires are thin wires that run though various locations, setting off a trap and triggering a surprise attack by one of two factions. They are hardly noticeable, extremely rare and appear randomly throughout the entire map. They spawn in whether the agent is exploring when it is night or if they are in the sewers.

If an agent triggers a tripwire at night in the open world, they will be attacked by melee Ambushers.

If an agent triggers a tripwire when they are in the sewers, they will be attacked by a small squad of the Underground.

If an agent is paying extreme attention, they can notice a tripwire and shoot it, disabling the trap.