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The '''Jelly''' is an amorph/[[flan]]-type enemy in ''[[Final Fantasy XII]]''. It can be found in the [[Henne Mines]]. A large group of Jellies drop down from the ceiling in the Pithead Junction A and Pithead Junction B areas when the blue gates are open.
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The '''Jelly''' is an amorph/[[flan]]-type enemy in ''[[Final Fantasy XII]]''. It can be found in the [[Henne Mines]].
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Casting [[Break (Ability)|Break]] on the Jellies causes them to [[Spawning Enemies|respawn]], thus making it possible for an infinite loop glitch. The glitch is possible with good armor, at least 40 [[Defense (Stat)|Defense]], and the spells [[Osmose|Syphon]] and Break. 8 Jellies are also fought in the ''International Zodiac Job System'' trial mode at stage 12.
 
 
 
==Bestiary Entry==
 
==Bestiary Entry==
 
[[File:Ff12 hennemines pithead junction b.jpg|thumb|left|Jelly cluster.]]
 
[[File:Ff12 hennemines pithead junction b.jpg|thumb|left|Jelly cluster.]]
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===Page 2: Sage Knowledge 74 of 78===
 
===Page 2: Sage Knowledge 74 of 78===
 
{{main|Sage Knowledge 53-78#SK 74: The Henne Magicite Mines}}
 
{{main|Sage Knowledge 53-78#SK 74: The Henne Magicite Mines}}
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==Battle==
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In the Pithead Junction A and Pithead Junction B areas, large groups of Jellies drop from the ceiling when the switch in either area is pressed.
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The Jellies make a popular and convenient level grinding target because if they are killed by [[Break (Ability)|Break]], they [[Spawning Enemies|respawn]], creating an infinite supply of enemies. A simple set-up is to give one party member a [[Gambit]] to cast [[Sleepga]] on the Jellies, and the other two party members Gambits to cast Break on them. At this point all the player needs is a Gambit to restore the party's MP through use of [[Osmose|Syphon]] or [[Charge (Ability)|Charge]], and an infinite loop is achieved with the player needing to do nothing but watch the party automatically fight the Jellies.
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Depending on the party's level, the Jellies may be entirely unable to hurt them, but if they are able the player should set up Gambits to revive KO'd party members and heal injured ones. Priority should go to the party leader for healing, as if they are KO'd and not revived in time the game will prompt the player to manually select a new leader, breaking the loop. The player should also set Gambits to have the party use Smelling Salts on each other, as even if the Jellies cannot hurt the party with their attacks, they can still inflict [[Confuse (Status)|Confuse]]. De-equipping the party's weapons provides further protection against Confusion if it takes effect.
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8 Jellies are also fought in the ''International Zodiac Job System'' trial mode at stage 12.
   
 
==Related Enemies==
 
==Related Enemies==

Revision as of 14:43, August 30, 2013

FFXII wiki icon Template:FFXII Enemies The Jelly is an amorph/flan-type enemy in Final Fantasy XII. It can be found in the Henne Mines.

Bestiary Entry

Ff12 hennemines pithead junction b

Jelly cluster.

Genus: Amorph
Class: Flan

Page 1: Observations

Being a variant of flan covered in a glistening, jewel-like slime. These are known to cluster in areas with machinery and like devices, seeming to derive energy from their operation, which stimulates them to divide and multiply. Because of this flan's odd ecology, they are often found in cities and near residences where people and, more critically, their technologies are found, this proximity creating a real danger of jelly breakouts. Countless are the tales of villages and small towns consumed whole by a mass of quivering slime.

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Page 2: Sage Knowledge 74 of 78

Battle

In the Pithead Junction A and Pithead Junction B areas, large groups of Jellies drop from the ceiling when the switch in either area is pressed.

The Jellies make a popular and convenient level grinding target because if they are killed by Break, they respawn, creating an infinite supply of enemies. A simple set-up is to give one party member a Gambit to cast Sleepga on the Jellies, and the other two party members Gambits to cast Break on them. At this point all the player needs is a Gambit to restore the party's MP through use of Syphon or Charge, and an infinite loop is achieved with the player needing to do nothing but watch the party automatically fight the Jellies.

Depending on the party's level, the Jellies may be entirely unable to hurt them, but if they are able the player should set up Gambits to revive KO'd party members and heal injured ones. Priority should go to the party leader for healing, as if they are KO'd and not revived in time the game will prompt the player to manually select a new leader, breaking the loop. The player should also set Gambits to have the party use Smelling Salts on each other, as even if the Jellies cannot hurt the party with their attacks, they can still inflict Confuse. De-equipping the party's weapons provides further protection against Confusion if it takes effect.

8 Jellies are also fought in the International Zodiac Job System trial mode at stage 12.

Related Enemies

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