Guruguru Bar

Guruguru Bars are a recurring dungeon trap in. They are a spinning bar of flames that commonly appear in areas with holes in the floor or confined spaces, where the swinging flames are hard to avoid. They are identical to the s of the  series.

Characteristics
Guruguru Bars appear as bars of endlessly spinning flames attached to a block or statue. If they touch Link, they will either cause damage to him or even set him on fire. This is especially hazardous in narrow spaces or in areas with nearby pits, as these can make the flames difficult to avoid and the flames may even knock Link down a hole. Guruguru Bars first appear in, and reappear in several other Zelda titles as well. While in A Link to the Past they are always the same length, later games have much longer Guruguru Bars, and even multiple spokes spinning around a single block. In, it is possible to change the direction of the spinning bars of flame by using certain Switches.

As traps, Guruguru Bars cannot be destroyed. They are best avoided through the use of the Roc's Feather or Roc's Cape. In A Link to the Past, it is useful to use the Magic Cape or the Cane of Byrna. However in, their flames can be temporarily doused by the Water Rod. Tri Force Heroes also introduces a variant that more closely resembles a cannon shooting an endless stream of flames. These can also be doused with the Water Rod, and is required to do so in Secret Fortress to press down Switches in their path.

Trivia

 * Guruguru Bars were originally intended to appear in, but were transferred to  instead.
 * In Turtle Rock, it is possible to avoid taking damage from the Guruguru Bars spinning from the Medusa statues by extending the Hookshot, which causes Link to become invincible as the platform moves past the flames.