This https://racetime.gg/alttpr/powerful-lostwoods-2200 is a seed where the current logic for pulling the right side of IP into logic when you don't already have the big key creates a logically unbeatable seed.
Mode: Inverted, Beatable Only, Flute Activated on Pickup, No moonpearl
The relevant items to cause the logic issue is:
Quake: Required to beat the seed, IP map chest
Hookshot: As far as I can tell, not available in logic
IPBK: PoD Compass Chest (4 key locked)
IPSK1: crystalroller - In logic with flute (front of SW) + glove (chest minigame) + mitts (spec rock) + mirror (front of SW) + lamp (superbunny) + somaria (front of SW)
PoD SKs:
- hype cave
- c house
- chomps - flute (front of SW) + glove (chest minigame) + mitts (spec rock) + mirror (front of SW)
- IP compass - flippers (front of TT) + firerod (superbunny)
- IP big key chest: same sphere as quake
- harmless hellway
My best guess, the playthrough visits IP with 3 PoD keys and clears out all 6 checks it can reach logically. Then it goes to PoD with 5 keys and picks up IPBK after.
You could have had the IPBK without doing glitches before getting to IP, and you could get it fully in logic by bailing after IP compass chest.

