Switch


 * This article is about the recurring objects in the series. For the game console, see Nintendo Switch.

are recurring NaN Objects in the.

Overview
NaN Switchs appear in many forms and locations throughout the. Effects of activating them include:
 * Opening doors
 * Making NaN Treasure Chests appear
 * Moving walls or other obstacles
 * Opening gates to fill areas with water, or drain them
 * Turning fans on or off
 * Deactivating NaN Armoss statues
 * Opening skylights to allow NaN Light Beams inside
 * Making NaN Enemies appear (if trapped)

Once activated, a Series:'s effect may or may not be permanent:
 * Permanent: The Series:'s action remains in effect indefinitely, or at least until Series: leaves the room, which triggers many puzzles in the series to reset.
 * Timed: The Series:'s action only lasts for a short duration, usually with a musical cue or ticking clock sound effect to indicate this.
 * Momentary: Only applies to floor NaN Switchs. Will stay activated as long as something is on top of it to hold it down, otherwise it will immediately deactivate when something gets off the Series:.

Mechanical Lever
Mechanical Levers are hand-activated levers that perform some function when pushed into a different position. They were fairly common in, especially in the Swamp Palace, but almost unheard of in most other games. They appear in the TMC: in as a method of releasing NaN Light Beams into the TMC: to melt the ice around NaN Small Keies and the TMC:. Two large mechanical levers, requiring TMC: to split himself with the TMC:, also appear in the TMC: that, when released, allow enough NaN Light Beams into the room to melt the ice surrounding the TMC:.

Floor Switch
NaN Floor Switchs normally take the form of a large button or plate, which can be activated by being stepped on by Link, or sometimes by placing a heavy object on top.

Lever
NaN Levers are a variation on the mechanical switch that are recessed into walls. Link must pull on a handle to activate it. These NaN Levers are frequently timed or booby trapped.

Grapple Switch
A Grapple Switch is a ceiling-mounted variation on the pull lever which is activated by Link hanging from it, either by its handle or by using the Clawshot/Grappling Hook. Sometimes they require Link to wear the Iron Boots for extra weight.

Torch Switch
Torches are sometimes used as disguised switches, which are activated by lighting them. Torch switches are frequently timed, their effects lasting only until the flame goes out. When multiple torches are present, Link will usually have to light them all before the first one goes out to trigger the effect. This is much easier with area-effect spells such as Din's Fire, or at least long-range methods like a Fire Arrow.

Shock Switch
Shock Switches are small sphere- or obelisk-shaped Switches that can be activated by being slashed by a sword or hit by another weapon.

Eyeball Switch
An Store: is a wall Switch that looks like an open eye. When hit by an Arrow (or sometimes a Slingshot pellet), the eye closes and is activated. Some of these Eyeball Switches are encased in ice, which must be unfrozen using the Fire Arrow or other flame-based attack. There are two variations: Yellow ones, which are one-time activated, and Silver ones, which could be hit multiple times. They appear in, , , , , , , and SS undefined. Fire Eyes are identical in appearance to Eyeball Switches.

In some Eyeball Switches will "flip" to protect themselves from being activated when Link faces north, so Link have to face south and have something that changes the arrow's direction like an Arrow Orb or a Grappling Hook so Link can activate them when they are open. They appear in the Temple of the Ocean King and the PH:.

Sun Pattern
A Sun Pattern is activated by having Light Beam shone at it, usually by rotating a mirror or by using the Mirror Shield. When activated, they sometimes evaporate. Like Pull Levers, they can sometimes be trapped.

Wind Switch
Wind Switches, also known as Propellers, are objects shaped like miniature windmill propellers appearing in SS undefined. They can be activated by blowing them with the Gust Bellows, causing them to rotate.

Monster Switch
Many rooms are designed so that some invisible effect is triggered when all the monsters in the room are killed. This almost always means opening a door or making a chest (or at least a key) appear. Every non-fairy floor in the Cave of Ordeals in works this way, but examples can be found dating back all the way to the original.