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I was talking about the room before that, with 3 Satyrs, one of which is trapped.

The apple room is a bit unintuitive to solve since you have to realize you can safely run into spikes if they get disabled by the time your turn comes back.

I understand the confuson, that's the second iteration of the spike logic – before that it would be more intuitive when you stepped on them, but then you would stay on visually active spikes without being damaged which looked even worse