Some clarification and then a response with a follow-up question, better stated.
When I route them to Exit to Map, I'm sometimes getting the Map swished aside with a white screen where the Menu is and they have to swish the Map over to make it full screen and bring the menus back. I am interpreting this result as that the focus of the Exit target is on the Menu Tabs, of which the Map is one of the defaults, and that we get stuck on the Tabbed Menu at times rather than purely proceeding through to the actual page/object directed to. Sometimes they do go purely to the Map on a full screen (which is what is intuitive and comfortable for the user, since they already have the nice little button in the upper left as a way to get back to the Menu whenever they're on the Map). So that is what I meant to imply by not routing them to the Tab but to the Map itself. I haven't been able to fully ascertain what is different about the two instances in my cases, except that I am noticing stuff accessed through the Menu, rather than from the Map, tends to get stuck on the Menu with an inelegant side-swipe that confuses our users (and me!).
I am noticing that as I gain more familiarity with the guts of the Tabbed Menu that it is sort of this thing that plays by slightly different hierarchical rules than everything else when it comes to Exiting stuff that may be nested within a Conversation that appeared/s on the Tabbed Menu. In a way, this makes sense. In another way, this has become somewhat frustrating.
Right now I am actually in the process of repurposing the Quests tab as a more functional menu within the context of our game experience. This is partly because I have discovered the tile display feature and it offers the most visually appealing interface when in tile mode, and so we are trying to nest a lot of the functions of the game through this so that they can be easily tucked away without overloading the Menu with stuff that the user doesn't need within each site challenge but does need to navigate the entire game. I am partway there. We are then using the Tabbed Menu as a way for sub-challenge features to come up and be anchored there while the player is within one site or one trek, which are the two geographic scene-scale elements of our game; the Quests tab then becomes their interface to switch scenes and pursue other sites or treks (the subcategories of our scavenger hunt across the city).
(I would consider throwing this code into the Continue button function, but the problem doing this from Quests is that the button is stuck being called "Begin Quest" not "Continue" and I don't want to confuse our user. I know of no way to customize the text on the Continue or Begin Quest button, though I seem to recall another person posting about that some time ago but could not find the thread.)