J: HP: Defeat Chilli Billi & Chilly Willi J: GI: Waste Compactor (This or Snooze Pack) J: JRL: Inside the Big Fish (collect inside Jolly Roger's) (Likely skipable with submarine)ĬK: Skip Toxic (This or Sack Pack) (essential)
3 Doublones (jump pad) (Appear to be not necessary) JRL: Open Split Pad? (appears to be unnecessary) J: WW: Test your Strength? (Do Clockwork Kazooie Eggs work, too?) J2: Waste Disposal Plant Ground of Toxic MT: 20 Notes in Rock (this or large T-Rex) J2: HP: Defeat Chilli Billi & Chilly Willi J: MT: Targitzan's Temple(Really Sacred Chamber) J: MT: Targitzan's Temple(Slightly Sacred Chamber) I skipped Jinjos, Cheeto Pages and Honeycombs because they will not be collected at all anyway: Here's a list of dependencies I have compiled while rewatching the 100% run hosted on SDA. My say would be to treat both equally and trying to minimize the sum of moves learned and glowbos collected while going for least Jiggies/Notes. Glowbos are required to make use of Wumba and Mumbo whereas Moves enhance the abilities of the two protagonists.
Thus the final conclusion to be made is how to handle moves and glowbos. Reaching Cauldron Keep without the Claw Clamber Boots looks even more impossible than glitching through the 70 Jiggies Door. However, that's pure speculation and likely not going to happen. Taxi Pack is required for far too many jiggies to be skipable in a 70 Jiggies run (although it is skipable on its own in non-low%-settings), but if we were to find a way to also skip the final door it could be dropped as well. If it were possible to get up there without the Claw Clamber Boots we could just barely skip them in a 70 jiggies run, too, and with one or two more discoveries for (currently impossible) jiggies we could drop Hatch, too. The later appears to be fairly high in the air with no immediatly apperant way to climb up elsewhere, but I'm not dismissing this option just yet.
Claw Clamber Boots seem to be required both to access the second floor of Grunty Industries (which most likely cannot be skipped due to necessary Jiggies up there, but there very well might be a way to get up there without them) and finally to reach the Door to Cauldron Keep. Cutting off another 15 Jiggies would most definitly allow some more interesting ideas for route planning. Considering that the final door looks to be made up of lasers it might be possible to clip through somehow or find another trick to bypass it somehow. There are 70 Jiggies needed for the final door to the last fight and 505 Notes required for the last move you need to beat the game (Claw Clamber Boots), although neither of those are set in stone. Jiggies and Notes should be as low as required to beat the game, obviously. All Honeycombo, Cheeto Pages and Jinjos are obviously skipped because none of them are required (thus removing the total of theoretically accessible Jiggies to 81). The Game's Status screen keeps track of: Jiggies, Notes, Jinjos, Glowbos, Honeycombs, Cheeto Pages and Moves. Recently having played through most of the game again I had some fun trying some weird sequence breaks and tricks and this lead to this idea. Okay, this idea just randomly popped in my mind some days ago.