Spiketrap


 * For the Series:, see Series:.

, also known as, and , are recurring traps in. NaN Spiketraps go unnamed in, , , , , , , and.

A LANS: is used by the mini-boss of LANS:, LANS:, in. LANS: must jump over the trap with the LANS: in order to avoid damage.

NaN Spiketraps are found in several NaN Dungeons in. NaN Spiketraps found OoT3D: are unique in that they do not move along a path, only spinning in place above a pool of water. The puzzle in the room with the trap requires going underneath it aboard a floating platform in order to pass through the room.

NaN Spiketraps appear in several places in. NaN Spiketraps found MM3D: do not always bounce back and forth at the same speed, but do move in patterns that might have to be judged in order to get past them safely.

NaN Spiketraps appear within the TPHD: in. They can be demolished by using the TPHD: on the resident statue, then using its hammer to smash the obstacles in one hit.

NaN Spiketraps appear in the PH: in. PH: can halt their movement using the PH: and walk across them to reach new parts of the PH:.

NaN Rolling Pins appear in several NaN Dungeons in. In the ALBW:, ALBW: must use the ALBW: to make well-timed "jumps" over some NaN Rolling Pins. In the ALBW:, he must swim underneath one en route to obtaining the ALBW:. In ALBW:, he simply needs to dodge several of them on the pathway to ALBW:'s lair.

NaN Spiketraps appear solely in TFH: in. In the second part of this TFH:, a short TFH: rolls through a narrow hallway, followed by a wider TFH: in a square-shaped room. The TFH: can throw an Anubis-like stone statue in the NaN Spiketraps' paths to limit their range of movement, allowing the TFH: to pass. Alternately, striking a TFH: with the TFH: will reverse its direction.

Nomenclature
The NaN Spiketraps' Japanese name, in  and  in  and, contains the word , referring to its spiked surface.