As only the III is glowing, the hallway is empty until the very end of it, where there's a lot of spike rollers, that rotate around. All of them have one safe spot to land on that appears at different times, so timing on the jumps should be pretty precise. There's no space to go underneath them and there's spikes on the ceiling to stop anyone from flying over them.
Beyond the trap is a door marked with a glowing III.
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Beyond the trap is a door marked with a glowing III.