Yeah, examine and look are synonymous commands in Quest and most other text adventure games.
I'm just doing this off of the top of my head, but if you're looking to make the examine command provide a more detailed description, it will involve a fair amount of typing, as you'll have to provide 2 different descriptions for every room, object and character in the game. And you'll have to make sure you make it clear to the player that the commands work differently in your game because many people are used to the standard uses of the look and examine commands.
I don't see an examine command in the library elements, so I guess you can just create your own examine command, presumable with the command pattern "examine #object#". Then I would have a script on the command that would display the alternate description. So, for example if you have the expanded description stored in an attribute called ext_desc, the script would be:
msg (object.ext_desc)
Or if you're not using the code editor, you'd select the Print Message script, choose "expression" from the dropdown box and then enter "object.ext_desc" in the text field.
So, it's not too difficult. You'd just have to remember to add the "ext_desc" attribute to all of the rooms and objects, and then add the description to that attribute. Of course, you can call the attribute whatever you want. Does that make sense?