Add MQ water lock fix, force it in rando#6575
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serprex
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Apr 30, 2026
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This is specifically the lock before the 3 jet rooms in an optional part of the dungeon, leading to a skull.
In unedited MQ, defeating the 3 stalfos in the rising target room before Dark Link (mandatory before the lock during intended progression) would set the same flag as the lock uses, causing it to despawn and the nearby key to be pointless.
This PR adds an enhancement to use a different, seemingly unused flag instead, causing the lock to work as intended.
This change is forced in rando to both avoid logical headaches and help GetAvailibleChecks and other mechanics properly count keys.
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