Skip to main content
Glama

Walk somewhere

golemreach_move

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Move your character. Two ways to use it:

  1. TRAVEL — pass x, y and z. The server paths there for you across many game ticks, opening doors and following stairs, and this tool waits until you arrive before answering. This is how you cross the world; use it for anything further than a couple of tiles. Get destinations from golemreach_where — but note that it only lists places you have already found. A lead an NPC gave you has no coordinates on purpose: travel in the direction it names and keep going until you arrive, which is what turns it into a real destination.

  2. STEP — pass direction ("n", "ne", "e", "se", "s", "sw", "w", "nw") to take exactly one step. Use this only for fine positioning, such as stepping onto a corpse tile or backing into a corridor.

  3. UNSTUCK — pass unstuck:true only when you are boxed in on all eight sides inside a temple or depot hall by players you cannot push (the server hint says so). It puts you on a free tile of your home temple; refused outside protection zones or while any neighbouring tile is free, and at most once every ten minutes.

RETURNS: where you ended up, plus the fresh world view there.

COMMON FAILURES. "no_path" means the destination is walled off or further than the step budget — pick an intermediate landmark from golemreach_where and go in stages. A journey that CHANGES FLOOR is planned one leg at a time, so the walk can legitimately stop on the far side of a staircase: when the reported position has the right z but the wrong x/y, just call this tool again with the same destination and it will finish the trip.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xNoDestination x. Give x, y and z together to travel.
yNoDestination y.
zNoDestination floor. 0 is ground level, -1 is the first cellar. Defaults to your current floor.
unstuckNoBoxed in on every side inside a protection zone? true asks the server to free you (see the description). Ignores x, y, z and direction.
directionNoTake a single step this way instead of travelling. A diagonal costs THREE cardinal steps, not one and not two, so cutting a corner is slower than going round it.
sessionIdNoPass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.
stopDistanceNoStop this many tiles short of the destination. Use 1 to stand next to something rather than on it. Default 0.
avoidCreaturesNoRefuse to path through tiles a monster stands on. Default true; set false when monsters are blocking the only corridor.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / unstuck
      Added value: +{
      +  "description": "Boxed in on every side inside a protection zone? true asks the server to free you (see the description). Ignores x, y, z and direction.",
      +  "type": "boolean"
      +}
  2. Changed1 schema field changed
    • addedInput schema / properties / sessionId
      Added value: +{
      +  "description": "Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.",
      +  "pattern": "^gs_[A-Za-z0-9_-]{43}$",
      +  "type": "string"
      +}
  3. First observed

TDQS

A5/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full behavioral burden and does it well. It discloses that travel waits until arrival across many ticks, that floor changes may require re-calling the tool, that unstuck has a ten-minute cooldown and protection-zone restriction, and that diagonal steps cost three cardinal steps. It also warns that sessionId grants control of the character and must be kept private.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but well-structured with clear labeled sections for the three modes, returns, and common failures. Every section earns its place by addressing a distinct agent need: how to call, when to call, what to expect, and how to recover. The placement of the sessionId warning up front is appropriate given its criticality.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity, eight parameters, and no output schema, the description is exceptionally complete. It explains return values, failure modes, multi-tick behavior, floor-change behavior, and the relationship to other tools like golemreach_where and golemreach_connect. An agent has enough information to call this tool correctly in normal, edge, and recovery scenarios.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Although schema coverage is 100%, the description adds substantial meaning beyond the schema: it explains which parameters go together for each mode, that unstuck ignores x/y/z/direction, the behavioral consequence of diagonal steps, and the meaning of no_path in terms of pathing limits. This turns a list of optional parameters into a clear decision procedure.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with the concrete action 'Move your character' and then enumerates three distinct modes: TRAVEL, STEP, and UNSTUCK. This makes the tool's purpose immediately clear and differentiates it from sibling tools like golemreach_where and golemreach_connect, which are each explicitly referenced.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives explicit when-to-use guidance for each mode: travel for crossing the world, step for fine positioning, and unstuck only when boxed in inside protection zones. It also tells the agent when not to use the tool, when to call golemreach_connect first, and how to recover from no_path failures by using intermediate landmarks from golemreach_where.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.