See the instructions above for details of how to do this. This will make learning how to program the system easy. It will also show you the workarounds for any clumsiness in the language. The ability to handle non-player characters. Fuses are scheduled events, such has having the bomb detonate three turns after the fuse is lit.
Daemons are routines that are called once every move.
You need, at least, a reference page. If any one of these procedures returns a true value, then that procedure is assumed to have completed the command handling for that direct object, and processing continues for the next direct object. You might have to learn a whole new programming style if you write your adventure in a language style that you are unfamiliar with. Above all else, the key to learning how to write adventures is to start writing one. You might have to register your system to get this.