Kimbo's Canopy

 is a dungeon. It is part of the Change your constitution quest.

Access
Entrance is located at [-54,16] and is accessed by using a Kimbo Canopy Key.

Room 1

 * 1 Air Pikoko (lvl 103)

Room 2

 * 1 Snailmet (lvl 104)
 * 1 Cheeken (lvl 100)

Room 3

 * 1 Light Treeckler (lvl 113)
 * 1 Air Pikoko (lvl 113)
 * 1 Cheeken (lvl 100)

Room 4

 * 2 Snailmet (lvl 104)
 * 2 Moopet (lvl 80)

Room 5

 * 1 Light Treeckler (lvl 126)
 * 1 Air Pikoko (lvl 113)
 * 2 Cheeken (lvl 112)
 * 1 Moopet (lvl 80)

Room 6

 * 6 Air Pikoko (lvl 113)

Room 7

 * 2 Light Treeckler (lvl 126, 152)
 * 1 Air Pikoko (lvl 133)
 * 1 Snailmet (lvl 132)
 * 1 Cheeken (lvl 118)
 * 2 Moopet (lvl 83, 92)

Room 8

 * 1 Kimbo (lvl 950~990)
 * 1 Air Pikoko (lvl 133)
 * 1 Light Treeckler (lvl 126)
 * 1 Cheeken (lvl 118)
 * 1 Snailmet (lvl 118)
 * 1 Air Pikoko (lvl 113)
 * 1 Snailmet (lvl 111)
 * 1 Moopet (lvl 89)
 * 1 sux/eni (160+lvl)

Strategy
First kill everything without damaging Kimbo or his summon (stealing/removing AP may be a good idea).

Fire and/or Agility based players.
Safe Squares: The ones surrounding summon and moving out like a checker/chess board.

Option 1: Hit Kimbo with any Fire or Air spell. Summon will cast Chess/Checker board and move 1 space over. Push/throw/move Kimbo(without dealing damage to Kimbo)onto a glyph. Since the summon moved one space his glyphs are going to be off set so make sure you move either 1,3,5 (etc) spaces and end on a glyph when they are visible (they only last one turn so if you're on a glyph you'll be safe). Now that Kimbo starts his turn on a glyph Kimbo will gain 400% weakness to Fire and Air and 800% resistance to Water and Earth. Now you can hit with Fire and Air attacks since this weakness only lasts 1 turn.

Option 2: Is the same thing as Option 1, but if you have extra people, move the summon back 1 space so that the rest of the party never has to move off safe spots.

Strength and/or Chance based players.
Safe spots: Diagonal from summon and everything in that chess/checker board pattern

Option 1: Hit Kimbo with any Earth or Water spell. Summon will cast Chess/Checker board and move 1 space over. Push/throw/move Kimbo(without dealing damage to Kimbo)onto a glyph. Since the summon moved one space his glyphs are gonna be off set so make sure you move either 1,3,5 (etc) spaces and end on a glyph when they are visible (they only last one turn so if you're on a glyph you'll be safe). Now that Kimbo starts his turn on a glyph  Kimbo will gain 400% weakness  to Earth and Water and 800% resistance to Fire and Air. Now you can hit with Earth and Water attacks since this weakness only lasts 1 turn.

Option 2: Is the same thing as Option 1, but if you have extra people move the summon back 1 space, so that the rest of the party never have to move off safe spots.