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Maybe something like emoticon/subgraphics enabler for the object/events to know if the quest can be finished or not?
*though that could done manually by setting the variable and items requirements

(+1)

Sorry for the late reply.

I think using variables/switches would definitely be the way to go here.

The problem is that quests aren't linked to specific events so has no context outside of the quest's own start/complete conditions.