Trash Day hazards on every run are bear trap, river, rockslide, traffic, active highway, guard dog, and hornet — all "stop, prop up the wagon, build around it" obstacles. The shared counterplay is to slow down, then solve each one with planks, bungee cords, or a distraction before the wagon rolls on.
On this page
Bear traps
Bear traps are listed directly in the Steam store copy alongside rockslides, traffic, and the river.
The demo places bear traps around camps, where humans leave them as a trap for scavengers.
Do not roll the wagon's wheels straight over a trap; disarm it, detour around it, or bridge past it.
What to do next
Stop before the obstacle
Check for traps, loose rock, traffic, a river, or territorial animals.
Choose a physical route
Detour, place planks, or rig bungee cords to move the wagon safely.
Keep the squad coordinated
Have one raccoon distract animals while the others move the cart.
River crossings
The river shows up as a crossing the cart and crew have to bridge rather than wade through.
The named solution is planks and bungee-cord tricks to get the wagon across the water.
Treat the river as a "stop, prop up the wagon, build around it" moment, the same shape as every other terrain hazard.
Rockslides
Rockslides are named alongside bear traps, the river, and traffic on the Steam page.
Rocky slopes and fallen debris stop the wagon cold, even though raccoons themselves can scramble over the loose stone on their own.
The standard physics solve is a plank bridge for smaller rubble, or a seesaw / bungee-cord rig to bounce the cart up and over the slide.
Traffic and active highways
Traffic and active highways are official hazards on the Steam page.
A busy road is framed as one of the situations the game's physics tools were designed for — careening a stalled wagon down a hill can launch it across an intersection.
Planks and bungee cords can be used to propel the cart over a road block instead of waiting for a gap.
The same chaos punishes greed: hit the highway too fast and the trolley scatters its loot across the asphalt.
Practical move: slow the wagon at the shoulder, watch for traffic, then time the dash.
Guard dogs
Guard dogs show up around human campsites as one of the territorial animals the squad has to deal with.
The official wrap-up is that "other animals and humans can get in the way and try to take your stuff; distract them while the rest of the squad keeps the haul moving."
The practical answer is to feed the dogs a distraction so a teammate can clear the camp while everyone else pushes the wagon past before the dog's attention swings back.
Items such as donuts or other junk food work double-duty here as both health snacks and decoy bait.
Hornets
Hornets are listed by the demo write-up as one of the wildlife hazards nested around the camps along the wilderness route, alongside guard dogs and bear traps territories.
They behave like a flying territorial creature: trigger a hornet nest by accident and the swarm makes the immediate area hostile to raccoon and wagon alike, which in practice forces a quick detour.
The supported counterplay matches the broader distraction system — players deliberately provoke hornets so the swarm pulls aggro away from the squad while the rest of the team rolls the cart past their territory.