innerdude
Legend
Fine, says I. Let it. That's reality for you; and they'll either find another way, or abandon that mission and go do something else, or be stubborn and just keep bashing their heads against the wall.
Just because I write or prep an advanture doesn't give me any right to expect the players to get to it, or get to all of it. For example, I wrote a series of adventures recently the entirety of which hinges on the PCs finding a specific secret door in the first adventure, behind which hides the "clue" that leads to the rest of the series. Miss that, and the whole rest of the series goes out the window.
And that's all cool and groovy, man. Just recognize that Dungeon World specifically and Powered by the Apocalypse generally isn't that kind of game. Actively choosing to play Dungeon World means actively choosing not to GM in the manner you're describing.