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