This is it. The final screen for this first section of the tutorial! Let's end things by creating a screen to rescue Zelda like in the original The Legend of Zelda.
Draw this screen on Map 3→Screen 44.
Door Combo Sets and Placing Doors
Set the Room Type (Screen→Room Type or R) as Zelda. The only thing this does is spawn four fire enemies in front of the Guy. It doesn't even set the invisible barrier that is normally set with Guy rooms.
Setting up the Cave Information
And with that, the Zelda Room should be almost finished. We just have one last step. But here is how the Zelda room should look at the moment.
The ending sequence is almost entirely hard-coded and unchangeable for the most part. It's pretty much identical to the original The Legend of Zelda. The most you can really do to it if you try hard is change the sprites that show up before the credits start rolling by directly editing some tiles. But there is one part of it that ZQuest allows you to change rather easily: the End String.
First off, let's go over some rules regarding the end string, or rather strings.
With those rules in mind…
Go to Quest→Misc Data→End String.
Select the first of the two strings you created and press OK.
Once you have this set up, everything should be finished and ready to go.