|Roy: There always seem to be traps where legendary weapons lie.
Elffin: ...Perhaps they are meant to keep the unworthy from wielding them.
Roy: Maybe so... But the traps are so intricate. I feel there must be something more to them than that.
— Roy and Elffin
Occasionally, a map will include a hazard where the terrain or architecture of a map itself can cause harm to the units participating in a battle. Hazards effectively trigger themselves independent of what either participating army wants, often at random or in a pattern, and have a variety of effects which range from simple damage to inflicting status effects.
Examples of hazards
These were introduced in Fire Emblem: Thracia 776 and appear only in it and Fates. Warp traps look like ordinary ground tiles, but if a unit ends their turn on one of these tiles, they will be warped to a certain point on the map. In Thracia 776 they remain invisible no matter how many times they are triggered, but in Fates they instead become visible once they are first triggered.
The following maps features warp traps:
These are a hazard present in volcanic locations, and were introduced in Fire Emblem: The Binding Blade. Geysers are normal ground terrain tiles which can be crossed as usual by any unit, but are distinguished with a red pattern. At the end of each turn, geysers will erupt and inflict 10 damage to units standing on them; in most games, any geyser that is stood on will erupt, while in The Binding Blade, which geysers erupt is random.
The following maps feature lava geysers:
- Fire Emblem: The Binding Blade: Chapter 8x
- Fire Emblem: The Blazing Blade: Chapter 28E
- Fire Emblem: The Sacred Stones: Chapter 18, subsequent skirmishes at Neleras Peak, Lagdou Ruins 9
- Fire Emblem: Radiant Dawn: Part III, Chapter 8
- Fire Emblem Awakening: Chapter 18 has a variation on this hazard, where portions of the map will collapse and start to sink into the lava every few turns, transforming them into lava geyser-like terrain which inflicts 10 damage on any unit standing on them at the start of player phase.
Poison jets were introduced in Fire Emblem: The Binding Blade and are a feature of maps set in dank caverns. These protrude from the walls of these caverns, and at the end of each turn, jets will blast poisonous gas in a straight line of three tiles; in The Binding Blade, two random jets go off each turn—in other games, all jets that would hit a unit go off. Any units who are hit with a jet suffer 3 damage[In Engage too?] and are afflicted with the poison status.
The following maps feature poison jets:
- Fire Emblem: The Binding Blade: Chapter 12x
- Fire Emblem: The Blazing Blade: Chapter 30H
- Fire Emblem: The Sacred Stones: Lagdou Ruins 5
- Fire Emblem Engage: The Brash General (DLC)
The Heavenly Arrows were introduced in Fire Emblem: The Binding Blade as a minor element in the Aureola side quest. At the end of each turn, a Heavenly Arrow will rain down the length of the map in a straight, one-tile-wide vertical line, inflicting 10 damage on every unit in its path. Each turn will have its Heavenly Arrow descend from a different point across the map.
The following maps feature Heavenly Arrows:
These simple traps in Fire Emblem: The Binding Blade are invisible and indistinguishable from ordinary terrain. When a mine trap is waited on by a player unit, it will explode, dealing 10 damage to the unit who treads on it. However, Thieves will automatically disarm the trap before it explodes if they are the ones to step on it. While pre-set mine traps do not return in subsequent games, the Mine item behaves nearly identically when set in the latter two Game Boy Advance games.
The following map features mine traps:
These traps in Fire Emblem: The Binding Blade are built into the walls of narrow corridors. If a unit waits next to a trapped wall, a spear will shoot out of the wall and injure them, attacking with 10 physical attack; unlike other traps, the trap's damage can be protected against by the victim's defense stat, and can even be completely nullified if the victim has at least 10 defense. Thieves will automatically disarm the trap before it activates if they are the ones to step into it.
The following map features spike traps:
Pitfalls were introduced in Fire Emblem: Path of Radiance and appear it in at Radiant Dawn. In both appearances, they are only used at the same location: Oribes Bridge, in Daein. Pitfall tiles are scattered across the respective maps, completely unmarked, and when a unit of either affiliation steps on one they will fall into it and sustain stun status for a single turn. Triggering a pitfall turns that tile into uncrossable hole terrain, and while the unit who triggered the trap is able to move out of the hole after the stun wears off, nobody can stand on it afterward; non-flying units cannot pass the hole at all, and flying units are not allowed to stand on it.
Untriggered pitfalls can be avoided entirely if a flying unit is stationed on top of the trap's location. Flying units will not trigger pitfalls, and non-flying units passing through a flying ally's space will not trigger a pitfall either.
In Radiant Dawn, holes act like a lower plane of altitude while a unit is still in them, so anybody attacking a unit trapped in a pitfall gains the standard height-advantage bonuses on top of the pitfall victim's inability to retaliate.
The following maps feature pitfalls:
This hazard appears only in a single DLC episode in Fire Emblem Awakening, where most of the map's terrain is lined with distinct spiked tiles. At the end of each enemy phase, a dark explosion occurs that instantly reduces the HP of all units standing on the spiked floor to 1, regardless of affiliation; units who stand on the proper ground surrounding the spikes are unharmed.
The following map features spiked floors:
- ghast et al., Do hallway traps exist in FE7?, Fire Emblem Universe, Published: April 5, 2016, Retrieved: April 7, 2016