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Grunnchipelago 1.1.3
Two logic fixes. The second one could actually make a seed unbeatable, so this one is worth taking.
Fixed
The Sunday night hallway did not open the magic pond. The logic thought it did, going by a portal in the scene data that the player never actually walks through. The hallway has nothing to do with the red chapel: without the Strange Key it dead ends, and with it the door at the far end opens onto the Orb Room, which spits you back out in the garden. The pond has one way in and always did, which is handing the Worm to the fisherman.
The Orb Room polaroids did not ask for the Strange Key. Polaroid: Crypt and Polaroid: GnomeIdol only appear in the start garden after you have talked to the Orb, and the Orb is behind the locked door at the end of the hallway. The logic only asked you to reach the hallway, so a seed could have expected you to grab them without ever being able to open that door.
Install
Unzip Grunnchipelago-client-1.1.3.zip into Grunn/BepInEx/plugins/, and drop grunn.apworld in Archipelago/custom_worlds/ if you're generating.
If you have a 1.1.2 seed in progress with polaroid checks on, regenerating is the safe call.
Setup guides (EN/FR) and the full option list are in the repo.