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The only two events I've strung together have been sound effects and dialogue, and you are likely trying something more complex, but honeslty that is all I know to stringing events.
As for cutscenes, they are basically just one or multiple events, stringing together a large amount of event commands. All events (barring those set to Parallel Processing) will freeze the player's input when run, so you can orchestrate things without the player being able to interfere.
Switches:
Have each event that will use a key item turn on their own switch as well as a self switch. on the second page of each of those two events make the condition for activation be that particular self switch is On. This will prevent repeats. For the event that is the door have a blank first page with a closed door icon. On the second page have the condition be for Both of those switches to be active, and an open door image. As soon as both switches are active then the door sill switch to the second page.
Variable:
Essentially the same as with the switches however each key item event will increase the variable by 1, and then disable themselves. The door event will have it's second condition be that the variable is equal to 2. Disabling the key events is very important in this case because unlike the switches this will make it to where you can use the same key event twice to make the variable equal 2 whereas the switches would just turn on a switch that is already on.
I gave you both methods because you can't have more than 2 switches as a requirement. this means that if you have an event dialouge that is supposed to happen after you have killed 5 wolves then you'd need a variable to track all of the wolves rather than just oe switch for a boss monster.