To reach this dungeon, you will need to complete a short journey: the Path to Kimbo's Canopy.
Only one person needs to complete this path β they can then teleport the rest of their group to the dungeon entrance.
Monsters
Light Treeckler
Abrakleur Clair
Lvl 150 to 162
Moopet
Meupette
Lvl 143 to 155
Cheeken
Poolay
Lvl 142 to 158
Air Pikoko
Bitouf AΓ©rien
Lvl 144 to 160
Snailmet
Kaskargo
Lvl 146 to 162
Rooms
Room 1
Light Treeckler
Light Treeckler
Moopet
Cheeken
Room 2
Light Treeckler
Air Pikoko
Moopet
Snailmet
Room 3
Light Treeckler
Snailmet
Air Pikoko
Kimbo
Boss
Kimbo β
Lvl 160
Dungeon mechanics
The Kimbo is quite a technical beast. You need to stay focused throughout the fight. Be careful who you go in with!
To defeat him, start by clearing the room; the Kimbo will hit you, but nothing too hard to handle. One important thing: during this phase, do not hit the Kimbo or his Disciple under any circumstances. Hitting the Kimbo triggers the debuff mechanic, which can prove deadly for you. The Disciple one-shots in melee.
The second step is to strip the Kimbo of his resistances. To do this, you must choose your attack element. There are two combinations: Earth / Water and Fire / Air. For it to work, the Kimbo must start his turn on a glyph placed by his Disciple. If you start your turn on one of the glyphs, you die.
To reduce the Earth / Water resistances, hit the Kimbo with an Earth or Water spell. The checkerboard will then be "Odd": on the Disciple's turn, he covers the whole map with a glyph checkerboard, with a glyph on every cell that is an odd distance from him (so he stands on a glyph-free cell). You must therefore stand on a cell that is an even distance from the Disciple.
To reduce the Fire / Air resistances, hit the Kimbo with a Fire or Air spell. The checkerboard will then be "Even": on the Disciple's turn, he covers the whole map with a glyph checkerboard, with a glyph on every cell that is an even distance from him (so he stands on a glyphed cell). You must therefore stand on a cell that is an odd distance from the Disciple.
Then place the Kimbo on a glyph so you can hit him next turn with the chosen element pair.
The third step is to repeat the second one without dying, as many times as needed.
There are variations for more experienced players. They involve not repositioning the Disciple. Either your allies shift one cell to match the Disciple's movement, or you use both element pairs during the fight, alternating between them. This second method is one way to complete the Duo achievement.
End of the dungeon
At the end of the dungeon, talk to Chachka again to leave.