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"How to Link a certain key to a certain chest" - I would rename a particular key as for instance "Mysterious Key" and when the players are next to the chest, if they tell me that they want to use this key to open the chest then as a GM I open it for them. They do not need to open it like you would do in the solo/coop game.
"How to Link a door to a continuation of a level" - When players are next to the door. Maybe show a vignette to give some information, like noise behind the door or a smell, and provide them the possibility to open the door and continue, break it, knock on it...
"How to edit a person's dialogue or activities" - well, for the dialogue the GM needs to play the character, so you don't need to write anything in the GM mode. I'm not sure what you mean by "edit a person's activities".
"How to give the players quests" - I guess you're referring to the log where all quests are displayed: active, failed and completed ones. Well, I would hope that my players write down what the information the find out to remember that. But generally in a GM campaign, there's not a lot of additional quests if any.
To finish, maybe you want to make a custom adventure playable without any Game Master. You can do it by using the Divinity Engine 2, the same tool used to make the original game. Read the doc here: https://docs.larian.game/Main_Page
(hope my english is not too bad ^^)