They are all reserved for good reason, and I have chosen not to document the object hierarchy yet because I don't think that beginners need that (yet), and I wanted to give myself space to refine the model, which is granted by being as ambigious as possible.
Anyway, as of today, below is the runtime object hierarcy.
- "back" is a reserved identifier because it's used in gamebook mode to go to the last location (or page) on the stack.
- "root" is a reserved identifier because every object, location, scenery, character, in the game is placed beneath a root node called root.
- "story" is the root element of things that exist in the game (locations, player, objects, etc)
+ root + ether + item_that_does_not_exist_1 + item_that_does_not_exist_2 + story + location_1 + player + iten_id_of_held_object_1 + iten_id_of_held_object_2 + lamp + table + item + location_2 + tree_1 + npc_1 + container_1 + iten_id_of_object_in_container_1