It's great that you've got it all planned out in advance, it can make stuff a lot easier.
If you've got different characters that you select and you're needing to track progress, there's ways to do that fairly easily. I'll try to explain how you might be able to accomplish this, without having to have like a separate set of cards for every possible path.
Let's say you've got a card that's a certain location, and maybe there's one door that you only want a certain character to be able to enter, and another door that you can only enter if you've unlocked it, or something like that. Like in general there's a certain state of the game that you need to be able to keep track of, to know who you are and what you've done so far.
I've found the easiest way to handle this is basically to have a separate hidden card, that's basically filled with checkboxes (and other widgets) that I can use to keep track of and store all this sort of "state" info. Like I might have one that says what character you are currently, and one for each task you might have already completed,or something.
Then on the location card, you can refer to these checkboxes to decide what happens when you click something. Like either entering the door or popping up a box saying it's locked.
The pages in Phield Notes on Referring to Other Widgets and If-Else Statements are probably the best explanation of how to do this.