Prismatic Jelly
| Prismatic Jelly | |
|---|---|
| Type | Collection |
| Location | Prismatic Slimes (100% drop) |
The Wizard pins a request on the special orders board for a jar of Prismatic Jelly, and that request is the only reason the stuff exists. While the order is live, a Prismatic Slime can take the place of any ordinary slime underground, and killing one always leaves a jelly behind. Carrying it to the tower on the edge of Cindersap Forest pays out a large sum of gold and the recipe for Monster Musk, which is the real prize, since the musk doubles the monsters on a mine floor and makes every later eradication goal quicker. The hunt itself is the hard part, because the slime is genuinely rare, hits harder than anything else on its floor and only has a week to be found.
Overview
The order appears on the board that stands outside Mayor Lewis's house, which starts taking requests in the autumn of the first year. The board swaps its offers every week, so the Wizard's request may take several seasons to come round, and there is no way to summon it early. Once it has been accepted, the clock gives seven days.
Only one jar is wanted. Anything beyond the first is dead weight, because nobody else in the valley has a use for the jelly and it cannot be sold, and any spares vanish the moment the order is finished or runs out of time.
Prismatic Slimes appear in the Mines, the Quarry Mine and the Skull Cavern, and they replace an ordinary slime rather than spawning on their own. The chance is a little over one slime in a hundred, which means the sensible method is volume: ride the lift down to a floor that is thick with slimes, clear it, and move on. Daily luck shifts the odds noticeably, so a glance at the television before setting out is worth the minute, and a day with bad luck is better spent fishing. Food that raises luck and the Special Charm both help on the days that matter.
Spotting one takes a moment of attention. A Prismatic Slime looks like any other at a glance, but its colour slides slowly through the spectrum, which is easier to notice in the dark than in a brightly lit cavern. It carries far more health than its neighbours and hits considerably harder, so the fight wants an open stretch of floor, a weapon with some reach and enough distance to avoid being slimed. Backing it against rock so it cannot lunge is the usual trick.
Two quirks are worth knowing before the hunt. A Burglar's Ring makes the slime drop two jars instead of one, which is useless for the order but settles any worry about losing the jelly. The Quarry Mine behaves differently from the other caves: it resets at the end of the day rather than when the floor is left, so a Prismatic Slime spotted down there stays put. Walking out and coming back, or even passing out from low health, leaves the slime where it was for another attempt.
One disappointment catches people out. The game sometimes picks a slime that was already special for its own reasons, and a slime like that drops its own loot instead of the jelly. That kill does not advance the order, so the only answer is to keep looking.
Handing the jar over at the Wizard's Tower closes the order for good, since it never comes round a second time. The gold is generous for a week's work, but Monster Musk is the lasting reward. A pinch of it doubles the monsters that spawn on a mine floor for a short while, which turns the Adventurer's Guild's long kill quotas from a chore into a sitting, and makes monster drops like Solar Essence and Bat Wings far easier to stockpile.
Notes
Anyone with a deep save and a strong sword can treat the order as an afternoon's work rather than a week's project. Floors in the middle of the Mines are crowded with slimes, the lift makes hopping between them free, and a single good-luck day often turns up the slime inside a couple of hours of play.
All Collections
Every entry in this group, with its key details.