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Jelly

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Overview

Jelly is a cheerful adult slime girl encountered in the Medieval dungeon. Her route includes recruitment into an assigned Rose & Thorn cell, daily conversations, three personal animations, five shared corridor encounters and the monster care and training system. This guide covers the playable requirements and rewards without retelling encounter outcomes.

Quick Stats

Attribute Value
Age / era / alignment 19 / Medieval / Good
Dungeon enemy Jelly, floors 6–12
Reliable named encounter Floor 10, hidden wall tile (2, 10), after building Cell Corridor
Recruitment roll begins Sixth named Jelly victory, normal dungeon
Home after recruitment Her assigned cell 2–8
Portrait schedule All day, every day, while active and Acknowledged
Favorite stats Taming 40; Charm 50; Stamina 40
Special relationship skill Empathy
Monster specialty / starting skill Slime Embrace / Engulf
Starting tamed / health / stress 70 / 90 / 0
Feeding / daily tamed decay 2 Food / 3 tamed per day
Favorite stat thresholds improve the shared relationship multiplier; Empathy doubles it. Ordinary affection, monster tamed percentage, monster experience, NPC intimacy experience and player Erotic experience are separate values. Listed affection is base before the shared calculation unless described as direct.

Recruiting Jelly

  1. Own the Rose & Thorn and build its Cell Corridor, plus a vacant cell among cells 2–8. Cell 1 is reserved for Bobo and does not count as an available recruitment cell.
  2. Fight the named Jelly enemy in the normal dungeon on floors 6–12. Ordinary Slime enemies are a different entry and do not increase Jelly's defeat counter.
  3. For a reliable named battle, investigate the hidden wall at floor 10, tile (2, 10) after the corridor is built. This encounter remains available while Jelly is not already active.
  4. Win five named Jelly battles. Recruitment rolls begin on the sixth victory. The chance is 10 + 10 × (total victories − 5) + player Taming, capped at 100%: the first roll is 20% + Taming, and each further victory adds ten percentage points.
  5. When the recruitment offer appears with a vacant built cell, choose “Welcome her to the [operation name].” Accepting assigns her to that cell, activates her monster record and gives 10 direct ordinary affection, enough for Acknowledged.
  6. Visit her assigned cell for ordinary Talk and the later personal animations. Use the separate monster-management screen for care and training.
Infinity-mode victories do not increment the counter or offer recruitment. Once she is active, further capture processing stops. If no cell is available, Slime Girl – No Cell does not recruit her; build a vacant cell and win another eligible battle. Choosing Set her free also leaves her unrecruited.
The named enemy is weak to Ice, strong against Light and absorbs Light at 90. Her current skills are Acid Spit, Toxic Cloud and Strike, with 20 magic resistance, 10% damage reduction, 10% dodge chance and 1.5× damage. Use the named encounter rather than counting generic slime fights.

Assigned Cell and Daily Talk

After recruitment, her portrait is eligible 24 hours a day, on every game day, in whichever cell was allocated. She is not permanently assigned to a particular numbered cell, and the dungeon wall is not her home after recruitment.
Talk to Jelly takes 15 minutes, gives 1 base affection, and is allowed five times per game day. Its action advertises Stranger, but the portrait's availability requires Acknowledged; accepting recruitment normally supplies that stage through its direct ten-point reward.
Talk has no configured money, item or Energy cost. Beyond its allowance, the handler records −1 base points with shared over-limit handling. There is no ordinary gift, skill lesson or personal H2H button on this portrait.

Three Personal Animations

All three start from Jelly's assigned cell portrait, require the paid version, and each has its own once-per-game-day allowance.
Action Minimum affection stage Cost Base affection Player Erotic experience Jelly NPC intimacy experience
Jelly Squirt Trick Known 60 minutes; 100 Energy 10 50 20, masturbation classification
Big Jelly Squirt Trick Close Friend 60 minutes; 100 Energy 25 65 20, masturbation classification
Jelly's Favorite Trick Crush 60 minutes; 100 Energy 40 80 25, oral classification
Each also adds 5 tamed, using the shared tamed progression system, and has a 1% chance to increase player Taming by one if that stat already exists. Tamer unlocks the player's Taming stat. These animation rewards do not replace the separate daily care session.
Time reduces each animation's cost to 30 minutes, and Power reduces its Energy cost to 50. There is no separate money or Calm cost configured. The later actions require their affection stages; they do not separately require completion of the earlier tricks.
These are repeatable animations, distinct from one-time corridor encounters and monster training. At Crush, all three are eligible if you can pay their costs and have not used their individual daily allowances.

Five Corridor Encounters

Reach Friend with Jelly and the named partner, then visit the Cell Corridor. Each scene triggers automatically once, with no extra time-of-day window. They are independent encounters rather than a required sequence.
Scene / partner Requirement Base scene reward Choice bonuses for Jelly / partner
Is It Food? / Bobo Both Friend 5 each Caring 4 / 4; Funny 5 / 3; Flirty 5 / 3
The Hug Incident / Myriss Both Friend 5 each Caring 4 / 5; Funny 5 / 3; Flirty 4 / 4
The Serpents Choose / Melanthe Both Friend 5 each Caring 5 / 4; Funny 5 / 3; Flirty 3 / 5
The Climbing Incident / Bessie Both Friend 5 each Caring 4 / 5; Funny 5 / 3; Flirty 3 / 5
Something That Stays / Arachne Both Friend; both monsters recruited and active 5 each Caring 4 / 5; Funny 5 / 3; Flirty 5 / 4
For 10 base Jelly affection, choose Funny or Flirty with Bobo; Funny with Myriss; Caring or Funny with Melanthe; Funny with Bessie; Funny or Flirty with Arachne. Caring often favors the partner instead.
The first four scene registrations use the two affection-stage requirements; Something That Stays additionally checks both active monster records. In ordinary progression, recruiting the partners provides their home interactions for reaching Friend. None of these shared scenes is a prerequisite for Jelly's three personal animations.

Daily Monster Care

Use the monster-management screen to select active Jelly for a care session. Care is unavailable while she is resting or after she has already received that day's care visit. Her initial monster record starts at 70 tamed, 90 Health, 0 Stress and 0 monster experience.
  • Feed consumes 2 Food and adds 10 tamed, normally capped at 100. A failed feeding attempt without enough Food can be retried after obtaining Food.
  • A care session allows one use of each available category: Feed, tool-based Discipline, Teach and Training. Several categories can be used during the same session; their allowances are separate.
  • Teach and Training need at least 30 tamed. Feed first if her tamed value falls below this threshold. Ordinary affection stage does not replace it.
  • Teach selects a dialogue topic; it does not teach the player Engulf, Empathy or a skill lesson.
  • Tool effects differ in tamed, stress, health and experience. Inspect the selected tool's effects; Claw uses the shared higher tamed cap.
  • Ordinary daily decay is 3 tamed per day after the first care visit. The personal animations can also increase tamed by five without replacing daily care.
  • Smelling Salts reduce Stress by 10 for all active monsters through the shared care interface.
The care meter is separate from the portrait's ordinary affection. Feeding and monster training do not have an additional direct Jelly affection reward configured. A high Friend or Crush stage does not prevent tamed decay.

Eight Monster Training Levels

Training begins at level 1, advances by one on each completed training to level 8, and retains earlier choices. Choose one training during the daily care session.
Level / training Monster stat improvement Jelly NPC intimacy experience
1 / Kissing Aura +1 5, kissing
2 / Oral Cunning +1 25, oral
3 / Missionary Allure +1 25, missionary
4 / Cowgirl Vitality +1 25, cowgirl
5 / Doggie Ability +1 25, doggie
6 / Special 1 Agility +1 25, missionary
7 / Special 2 Two different random monster stats +1 each 25, cowgirl
8 / Special 3 Two different random monster stats +1 each 25, cowgirl
The stat increases are capped at 100. Each training also grants monster experience equal to one random roll from 1 to player Taming plus one from 1 to Jelly's Cunning, with each upper bound at least one. You can spend monster experience to raise a stat: the price of one increase is the new stat value.
The current game contains Jelly's complete 19-image care/training set, including all eight training pairs. Training rewards improve her monster record and NPC intimacy progress; no separate player Erotic experience award is configured in this monster training handler.

Current Content and Troubleshooting

Jelly uses the monster system, separate from the numbered Rose & Thorn worker roster. She has no worker recruitment H2H, worker wage/clothing route, Sirena Isle worker vacation, Kupie selection, apartment invitation, personal date or pregnancy route configured.
  • No recruitment offer after five wins: the first roll is victory six, against named Jelly, in the normal dungeon.
  • Hidden-wall battle missing: build Cell Corridor, then check floor 10, tile (2, 10) while Jelly remains unrecruited.
  • Successful roll but she does not move in: build a vacant cell 2–8 and accept the next recruitment offer. Cell 1 is not counted.
  • Cannot find her after recruitment: check her assigned cell, not the dungeon or worker bedroom. Her portrait needs active recruitment and Acknowledged.
  • Later trick missing: check Known / Close Friend / Crush, paid access and the selected animation's daily allowance; the prior trick is not an extra prerequisite.
  • Training locked despite Friend affection: restore 30 tamed, then check resting and daily care status.
  • Corridor event missing: reach Friend with both participants and visit Cell Corridor. Each runs once; Arachne's encounter also requires both active.

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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.