User:Dany36/Sandbox

Chambers of Insight is a practice stage in Four Swords. The stage features various areas to practice with the game's many items as well as earn the different techniques that will be needed to complete each level and to defeat certain enemies. Throughout the stage are Stray Fairies that will give the Links tips on how to complete their adventure. All of the Links must stand on the warp zones to be transported to the training area they wish to go to. In the middle of the chamber is a test that the Links can take to prove the skills they have learned. The mini-boss that must be defeated at the end is an Ice Wizzrobe.

The Chambers of Insight can be exited at any time by standing on the warp zones in the southern portion.

First Warp Zone
The First Warp Zone of the Chambers of Insight teaches the Links about the basic techniques of gameplay, such as gathering Rupees and pressing switches to open doors.

Techniques Learned

 * Rupee 5.gif Rupees gathered are pooled in a single wallet.
 * If a Link dies, he can be revived for 50 Rupees, although the cost will increase each time a Link fails.
 * The Link that gathers the most Rupees will be acknowledged as the greatest hero by the Stray Fairies.
 * The three different types of Mystical Seeds: Armor Seed, Razor Seed, Pegasus Seed.
 * [[File:Armor Seed FS.gif]]Armor Seeds increase defense.
 * [[File:Razor Seed FS.gif]]Razor Seeds increase offense.
 * [[File:Pegasus Seed FS.gif]]Pegasus Seeds increase speed.
 * A switch must be pressed by a Link to move traps or stones.
 * Blocks can be moved by pressing the Control Pad in the direction the Links wish to move the block.
 * Big blocks can only be moved when everyone cooperates.
 * [[File:Rupee Shard.gif]] When four Rupee Shards are collected, they combine to form a giant Rupee worth 500 Rupees.
 * Torches can be lit up when two Links strike their swords together.
 * Doors can sometimes open if all Links step on switches at the same time. If there are not enough people, statues can be placed on the remaining switches.
 * Some switches will require that all Links step on them to successfully press them down.
 * Locked blocks can be opened with a Small Key.
 * Once the Links enter deep water, they can only climb out of it by going into nearby shallow water.
 * In deep water, the Links can press A to swim and B to dive.
 * Link can swim against currents but not rapids.
 * Striking their swords against cracked walls can cause them to break down.
 * Link can trade items by pressing A next to the item pedestal.
 * [[File:Gnathat(FS).gif]]The Gnat Hat shrinks Link down into the size of a gnat. This allows him to go through tiny holes.
 * There are some colored platforms which only the same-colored Link can go through; anyone else will fall through.
 * Some coloredtiles can only be seen by the same-colored Link, although others that cannot see them can also walk across them.

Enemies

 * Ball & Chain Trooper
 * Bob-omb
 * Gel and Zol
 * Helmasaur
 * Hikkun
 * Nokken
 * Rope
 * Spiked Beetle

Items

 * Bombs
 * Boomerang
 * Gnat Hat
 * Magnetic Glove
 * Roc's Cape
 * Shield

Trivia
Symbols that resemble Jabber Nuts from The Minish Cap appear on switches in the Chambers of Insight. The symbols also slightly resemble the head of a Stray Fairy.