Floor Spikes

are recurring traps in. Series: go unnamed in.

ALttP: can be avoided by using the ALttP: in, as ALttP: can walk directly over them without taking damage. The ALttP: is necessary to obtain the ALttP:, as it is preceded by a number of ALttP: that ALttP: would be unable to traverse safely otherwise.

Many OoT3D: are found inside the OoT3D: in, typically blocking passage until the water level rises. In the OoT3D:, certain OoT3D: are invisible, requiring that OoT3D: use the OoT3D: in order to see them. The OoT3D: can also be used to walk above OoT3D:, momentarily avoiding damage, while the OoT3D: causes OoT3D: to take damage less frequently from them.

In, in order to defeat OoS:, the OoS: from the OoS:, OoS: must toss it onto the OoS: found in the center of the room after stunning it with a OoS:.

TWWHD: appear in the TWWHD: and the TWWHD: in, though in the former they are unable to damage TWWHD: and serve only to obstruct his path. In both NaN Dungeons, the TWWHD: can usually be retracted once a certain puzzle is solved or all enemies in the area have been defeated.

TMC: appear in NaN Dungeons and other NaN Caves across TMC: in, both while TMC: is regular-sized and TMC:-sized. They will damage TMC: if he touches them, though they can be leapt over by using TMC:.

TPHD: appear within the TPHD: in, where they emerge from holes in the floor when TPHD: approaches. Several of their locations are also concealed by TPHD:, making it difficult to judge their position and maneuver around them. When they are above the ground, however, TPHD: is able to destroy them permanently using NaN Bombs.

PH: appear inside NaN Dungeons in, where they serve to impede PH:'s progress and will damage him on contact. PH: can usually deactivate them by defeating enemies and solving puzzles. NaN Phantoms are able to move over PH: without taking damage. Some PH: move up and down intermittently, forcing PH: to pass over them quickly while they are briefly inactive.

ST: appear inside NaN Dungeons in, where they serve to impede ST:'s progress and will damage him on contact. ST: can usually deactivate them by defeating enemies and solving puzzles. As NaN Phantoms are unaffected by ST:, ST: can also harness this immunity when she gains the ability to possess NaN Phantoms, and use it to cross over the ST: and help solve puzzles normally out of ST:'s reach.

[[SS -]]
SS: appear within a single room inside the SS: in SS undefined, where they are stealthily concealed by large amounts of sand. They activate quickly when SS: draws near. This requires SS: to work his way through the maze-like room by using the SS: to blow away the sand and find a safe path.

TFH: appear in the TFH: level of the TFH: in. Here, fireballs can be bounced across them using the TFH:, which are used to light NaN Torchs and defeat enemies that are otherwise out of reach.

BotW: can usually be found around some NaN Monster Strongholds in. They block BotW:'s path alongside enemies, damaging him on contact. BotW: are usually made of wood; thus, they can be burned with NaN Fire Arrows, an elemental weapon, or any other fire source.

Floor Spikes appear in.