|Level||Stats||Resistance (%)||Base XP||Characteristics|
|Item Name||Prospecting Lock|
# players (Min observed PP)
|Drop Rate (%) |
|Kimbo's Precious Stone||(400)||1.5|
|Gigantic Heart Box||(100)||100|
Before weakening Kimbo you must decide which elements you wish to damage it with. You can either go with Fire/Air or Water/Earth. It's best to choose the pair in which you have the best ranged damage, as it can be a nuisance hitting Kimbo.
Once you've decided which element you go for, all players must stand in certain positions. If you go with Fire/Air you must stand on the squares which are an odd number of squares away from the summon, not including the square the summon is on (do not stand directly next to the summon though, it will cast 'Release'), moving out like a chess board. If you choose Water/Earth you must choose the squares an even number away from the summon in the chess board pattern. You should also make sure that all players could, if they were to be knocked back, go at least two squares (So don't position a player one square away from a wall). To reinerate for fire/air damage be odd number of squares from the summon, and for earth/water, be an even number.
Once all players are pre-staged on the correct tiles, hit Kimbo with one of the elements you chose to go with (So either Air/Fire or Earth/Water). At the beginning of its turn, Kimbo's summon should then cast Even Glyph (if you hit Kimbo with Fire or Air) or the Odd Glyph (if you hit Kimbo with Earth or Water), which will place down the glyphs in a Chess board pattern. It will also gain 1 MP, and move over one tile. Once the Chess board glyph pattern has been cast, you need to move Kimbo onto one of the glyphs to weaken him. You must either have all of your team members move onto an active glyph, or push back Kimbo's summon an odd number of tiles.
When Kimbo has its next turn it will activate the summon's glyph, gain 400% weakness to the corresponding elements, and 800% resistance to the other two. Once it's weakened you must then hit it as much as possible in the weakened elements. You also need to repeat the process described above each turn, till Kimbo is dead. If a player of a player's summon starts on a glyph then they will die, if an enemy does they will gain the respective 400% weakness.
It should be noted that hitting Kimbo with any form of damage will trigger its glyphs (such as Kimbo ending on a Snailmet's glyph), irrespective of whether you are in safe spots or not. Neutral damage will not trigger either of the glyphs.
It is generally best to leave Kimbo until last (killing off the Air Pikokos as quickly as possible). Leaving a Snailmet alive can be useful, as Kimbo will take damage from their glyphs (though Snailmet glyphs can be hard to distinguish from Kimbo's).
If Kimbo is bribed, its summon will not cast any glyphs.
PLEASE NOTE THAT THE IMAGE BELOW IS DIFFERENT FROM THE CURRENT LAYOUT OF THE KIMBO ROOM!An image of the Even Glyph. Note that you may not stand directly next to the Disciple (tiles highlighted in red). The Odd Glyph would be the exact opposite of the glyph shown here.