Defusing
Don't cut the wrong wire!
Another form of protection against other prisoners are traps and explosives. They can be planted, armed, and placed out in the open, or buried so they are harder to spot. Suicide puppets and doors inside the Killbox also have wires that need cutting. With that in mind, defusing is a crucial element and, if successful, it provides a big advantage.

Arming An Explosive
Most traps and explosives need to be armed after being placed on the ground. The Stake Pit Trap needs to be re-armed with a car battery each time it has been triggered. The only exception to these rules is the Barbed Spike Trap, which is ready to go as soon as it's placed and crafted.
Some explosives (Claymores, Pressure Cooker Bomb) require one of 2 detonators to be attached to them: Laser Detonator or Motion Sensor Detonator. The laser detonator triggers when the player steps over the laser pointing in a direction, while the motion sensor encompasses the explosive.
IMPORTANT - Burying an explosive automatically arms it as well. IMPORTANT - To be the owner of an armed trap or an explosive, it needs to be armed inside the Flag area (look in the Base Building category). If that's not the case, anyone, including the player who armed it, can trigger the explosive.
All owned traps can be seen in the Focus mode by holding [Right click].
Disarming An Explosive
To try defusing a bomb or a trap you will need wire cutters in your hands. Hold [F] on the explosive you want to disarm and choose "Disarm Trap". After an introductory screen where the procedure is explained, the minigame begins.
You need to pair the green light on the right side with the corresponding wires on the left side and then cut that wire. Cut the correct wires by pressing [Left click] on them. If done in time, the bomb is defused. If the timer runs out or a wire connected to a red light is cut, boom!
Official SCUM in-game content (the game’s own text, translated by the studio).