Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to lift the key from the floor of the laundry place. Then, venture east. And then, check that the locker is unlocked with the key. Then, open the locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A normal kind of place.
You can make out a safe. The light flickers for a second, but nothing else happens.
There is an exit to the east. Don't worry, it is unguarded.
There is a pear, a berry and a key on the floor.
You are carrying: an onion and a keycard.

your action:

Response: take key<|im_end|>go east<|im_end|>unlock locker with key<|im_end|>open locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to open the American style locker. After pulling open the American style locker, retrieve the mouse from the American style locker. After picking up the mouse, go to the east. Then, drop the mouse on the floor of the washroom. That's it!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. A typical kind of place.
You can see a American style locker. Look over there! an armchair. The armchair is normal. But the thing hasn't got anything on it. You see a gleam over in a corner, where you can see a mantelpiece. The mantelpiece is typical. On the mantelpiece you see a cookie. You can't wait to tell the folks at home about this!
There is an exit to the east. Don't worry, it is unguarded.
There is a peanut and a laptop on the floor.
You are carrying: a spherical key and an American style key.

your action:

Response: open American style locker<|im_end|>take mouse from American style locker<|im_end|>go east<|im_end|>drop mouse<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, pick-up the type G passkey from the floor of the chamber. Having got the type G passkey, insert the type G passkey into the type G chest inside the chamber's lock to unlock it. And then, ensure that the type G chest in the chamber is open. Then, pick up the pillow from the type G chest within the chamber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the chamber.
I am sorry to announce that you are now in the chamber.
You see a type G chest. You can see an opened dresser. What a letdown! The dresser is empty! You make out a closed non-euclidean safe in the room. You scan the room for a recliner, and you find a recliner. The recliner appears to be empty.
There is an unguarded exit to the north.
There is a type G passkey and a non-euclidean latchkey on the floor.
You are carrying nothing.

your action:

Response: take type G passkey<|im_end|>unlock type G chest with type G passkey<|im_end|>open type G chest<|im_end|>take pillow from type G chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, try to venture south. Then, open the box inside the kitchenette. And then, recover the kettle from the box. After that, rest the kettle on the platter inside the kitchenette. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
A decrepit signboard tells you that you are now in the dish-pit.
You make out a pan. The pan is ordinary. On the pan you make out a durian. Hmmm... what else, what else? You see a shelf. The shelf appears to be empty.
There is an exit to the south. Don't worry, it is unblocked.
There is a loaf of bread and a whisk on the floor.
You are carrying: a shoe.

your action:

Response: go south<|im_end|>open box<|im_end|>take kettle from box<|im_end|>put kettle on platter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is how to play! Your first objective is to go to the north. After that, recover the tablet from the floor of the recreation zone. And then, take a trip south. And then, put the tablet on the mantle inside the salon. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. An ordinary kind of place.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Canadian safe. Hmmm... what else, what else? If you haven't noticed it already, there seems to be something there by the wall, it's a mantle. But oh no! there's nothing on this piece of trash.
You need an unblocked exit? You should try going north.
There is a chocolate bar, a fondue and a Canadian keycard on the floor.
You are carrying: a bug.

your action:

Response: go north<|im_end|>take tablet<|im_end|>go south<|im_end|>put tablet on mantle<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to take a trip north. If you can get around to doing that, lift the cane from the floor of the garage. After that, try to head south. And then, put the cane into the safe inside the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. An usual kind of place.
Look over there! a safe. You can't wait to tell the folks at home about this! The safe contains a mop. You make out a counter. The counter is normal. However, the counter, like an empty counter, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a keycard and a sponge on the floor.
You are carrying: a legume, a fresh laundry scented keycard, a fly larva and a frisbee.

your action:

Response: go north<|im_end|>take cane<|im_end|>go south<|im_end|>insert cane into safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Your first objective is to retrieve the latchkey from the board in the sauna. Then, head east. After that, close the locker inside the steam room. Having shut the locker, lock the locker in the steam room with the latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You've come into an ordinary room. Your mind races to think of what kind of room would be ordinary. And then it hits you. Of course. You're in the sauna.
You can make out a drawer. The drawer is empty! What a waste of a day! You can see a cabinet. You can see a board. The board is ordinary. On the board you can make out a latchkey and a broom.
You need an unguarded exit? You should try going east.
You are carrying: a worm.

your action:

Response: take latchkey from board<|im_end|>go east<|im_end|>close locker<|im_end|>lock locker with latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, pick up the keycard from the saucepan. And then, check that the locker within the dish-pit is unlocked with the keycard. And then, make absolutely sure that the locker in the dish-pit is ajar. After opening the locker, take the teaspoon from the locker within the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You have fallen into the most usual of all possible dish-pits. You begin to take stock of what's in the room.
You make out a locker. Classic TextWorld. What's that over there? It looks like it's a chest. The chest is empty! This is the worst thing that could possibly happen, ever! Oh, great. Here's a saucepan. The saucepan is typical. On the saucepan you make out a keycard.
You need an unblocked exit? You should try going north.
You are carrying: a golf ball.

your action:

Response: take keycard from saucepan<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>take teaspoon from locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an effort to venture east. Okay, and then, lift the American style passkey from the floor of the cubicle. And then, unlock the American style locker within the cubicle. Then, ensure that the American style locker inside the cubicle is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber.
You can make out a chest. The chest is empty! What a waste of a day! You can see an opened trunk. The trunk is empty, what a horrible day! You make out a safe.
There is an exit to the east. Don't worry, it is unblocked.
There is a passkey on the floor.
You are carrying: a peanut, a Henderson's style passkey and a bug.

your action:

Response: go east<|im_end|>take American style passkey<|im_end|>unlock American style locker with American style passkey<|im_end|>open American style locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing session of TextWorld! Here is how to play! Your first objective is to try to venture north. And then, recover the nest of ticks from the box. And then, take a trip south. If you can finish that, place the nest of ticks inside the safe in the workshop. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You've entered a workshop.
You can see an opened safe. Empty! What kind of nightmare TextWorld is this?
You need an unguarded exit? You should try going north.
There is a burger, a cucumber, a butterfly and a Cat Calendar on the floor.
You are carrying: a sandwich, a cookie and a worm.

your action:

Response: go north<|im_end|>take nest of ticks from box<|im_end|>go south<|im_end|>insert nest of ticks into safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an effort to take a trip west. And then, retrieve the latchkey from the stand. After stealing the latchkey, make an effort to move east. Next, unlock the chest with the latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the salon.
Well, here we are in the salon.
Were you looking for a chest? Because look over there, it's a chest. You can see a locked safe here.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a cucumber on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take latchkey from stand<|im_end|>go east<|im_end|>unlock chest with latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First of all, you could, like, move east. Then, open the TextWorld limited edition safe within the cellar. After that, retrieve the cucumber from the TextWorld limited edition safe. If you can get your hands on the cucumber, eat the cucumber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
Look out! It's a- oh, never mind, it's just a bench. The bench is ordinary. On the bench you can make out a paper towel. You make out a counter. The counter is ordinary. But the thing hasn't got anything on it. You can see a board. But there isn't a thing on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a bug on the floor.
You are carrying: a TextWorld limited edition key and a shadfly.

your action:

Response: go east<|im_end|>open TextWorld limited edition safe<|im_end|>take cucumber from TextWorld limited edition safe<|im_end|>eat cucumber<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to take a trip south. That done, ensure that the Canadian chest within the closet is open. Having opened the Canadian chest, recover the pair of headphones from the Canadian chest in the closet. And then, place the pair of headphones on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. A typical kind of place.
You can make out a cake scented locker. Empty! What kind of nightmare TextWorld is this? What's that over there? It looks like it's a counter. You wonder idly who left that here. You see a cake scented key on the counter.
There is an unblocked exit to the south.
You are carrying: a candy bar, a controller and a synthesizer.

your action:

Response: go south<|im_end|>open Canadian chest<|im_end|>take pair of headphones from Canadian chest<|im_end|>drop pair of headphones<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an effort to travel west. And then, retrieve the broccoli from the bed stand within the parlor. After that, eat the broccoli. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in the kitchenette.
You make out a box. Look over there! a board. The board is normal. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it? You make out a shelf! But the thing is empty.
You need an unblocked exit? You should try going west.
There is a latchkey on the floor.
You are carrying: a key.

your action:

Response: go west<|im_end|>take broccoli from bed stand<|im_end|>eat broccoli<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to go to the west. And then, pick up the Canadian passkey from the display inside the vault. After taking the Canadian passkey, head east. With that accomplished, lock the Canadian locker within the salon with the Canadian passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
This is going to sound unbelievable, but you've just entered a salon. You can barely contain your excitement.
You scan the room, seeing a Canadian locker. Were you looking for a coffer? Because look over there, it's a coffer. Empty! What kind of nightmare TextWorld is this? You see a gleam over in a corner, where you can see a mantle. The mantle is usual. On the mantle you can see a butterfly. Oh wow! Is that what I think it is? It is! It's a bench. But oh no! there's nothing on this piece of junk. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the west.
There is a manuscript on the floor.
You are carrying: a paper towel.

your action:

Response: go west<|im_end|>take Canadian passkey from display<|im_end|>go east<|im_end|>lock Canadian locker with Canadian passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, move north. After that, retrieve the passkey from the formless locker. After that, take a trip south. Then, look and see that the locker is locked. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. A standard kind of place.
You see a closed locker in the corner. You see a board. But the thing hasn't got anything on it.
There is an unguarded exit to the north.
You are carrying: a formless key.

your action:

Response: go north<|im_end|>take passkey from formless locker<|im_end|>go south<|im_end|>lock locker with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, head west. With that done, pick up the Canadian style passkey from the table. After picking up the Canadian style passkey, try to take a trip east. Next, unlock the Canadian style locker within the workshop with the Canadian style passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. An usual one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
A locked Canadian style locker is here. If you haven't noticed it already, there seems to be something there by the wall, it's a portmanteau. Oh, great. Here's an armchair. The armchair is normal. But the thing is empty, unfortunately.
There is an exit to the west. Don't worry, it is unguarded.
There is a folder on the floor.
You are carrying: a legume and a bug.

your action:

Response: go west<|im_end|>take Canadian style passkey from table<|im_end|>go east<|im_end|>unlock Canadian style locker with Canadian style passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, travel east. After that, ensure that the type 1 locker is open. After that, recover the pillow from the type 1 locker within the bedchamber. And then, rest the pillow on the shelf inside the bedchamber. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
This might come as a shock to you, but you've just walked into a kitchen.
You make out a safe. You shudder, but continue examining the room. You can make out a non-euclidean chest.
You need an unblocked exit? You should try going east.
There is a non-euclidean key on the floor.
You are carrying: a legume and a keycard.

your action:

Response: go east<|im_end|>open type 1 locker<|im_end|>take pillow from type 1 locker<|im_end|>put pillow on shelf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could make an attempt to go north. Next, take the shadfly from the mantelpiece within the cubicle. After taking the shadfly, try to head south. With that accomplished, place the shadfly on the workbench. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. An usual kind of place. I guess you better just go and list everything you see here.
You see a lavender scented locker. You wonder idly who left that here. You can see a workbench. The workbench is standard. On the workbench you can see a fondue. You make out a shelf. But the thing is empty.
There is an unguarded exit to the north.
You are carrying: a sandwich, a lavender scented keycard and a sponge.

your action:

Response: go north<|im_end|>take shadfly from mantelpiece<|im_end|>go south<|im_end|>put shadfly on workbench<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First stop, go to the south. After that, open the non-euclidean safe within the shower. Then, take the towel from the non-euclidean safe. And then, place the towel on the table within the shower. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
Of every workshop you could have sauntered into, you had to show up in an usual one. You begin to take stock of what's in the room.
You can make out a bookshelf. The bookshelf is standard. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a potato and a type Y keycard.

your action:

Response: go south<|im_end|>open non-euclidean safe<|im_end|>take towel from non-euclidean safe<|im_end|>put towel on table<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make an effort to go south. If you can do that, make it so that the non-euclidean safe is open. After that, recover the grape from the non-euclidean safe. After that, eat the grape. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the playroom.
You are in a playroom. An usual one.
You can make out a closed safe.
There is an unguarded exit to the south.
There is a sandwich, a butterfly and a blanket on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open non-euclidean safe<|im_end|>take grape from non-euclidean safe<|im_end|>eat grape<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make an attempt to venture west. Then, retrieve the butterfly from the floor of the attic. Then, venture east. With that done, drop the butterfly on the floor of the salon. Alright, thanks!

Here is your interactions so far:
current state: You are now in the salon.
You've just walked into a salon.
You can make out an opened trunk. The trunk contains a cuboid keycard. Something scurries by right in the corner of your eye. Probably nothing. You can see a closed cuboid box right there by you. You can make out a couch. The couch is usual. But there isn't a thing on it. You think about smashing the couch to bits, throwing the bits in the dump, etc, until you get bored.
There is an exit to the west. Don't worry, it is unguarded.
There is a fondue on the floor.
You are carrying: a loaf of bread and a mop.

your action:

Response: go west<|im_end|>take butterfly<|im_end|>go east<|im_end|>drop butterfly<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to recover the keycard from the chest inside the pantry. And then, unlock the locker within the pantry. After that, open the locker. And then, pick up the frisbee from the locker inside the pantry. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You are in a pantry. An ordinary one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a locked locker. You see an opened chest. The chest contains a potato, a keycard and a passkey. You make out a stand. The stand is normal. But oh no! there's nothing on this piece of trash. Aw, here you were, all excited for there to be things on it! Look out! It's a- oh, never mind, it's just a shelf. What a coincidence, weren't you just thinking about a shelf? Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it? You can see a counter. But the thing hasn't got anything on it.
There is an unguarded exit to the north.
You are carrying: a cuboid latchkey.

your action:

Response: take keycard from chest<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>take frisbee from locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! Here is your task for today. First thing I need you to do is to open the chest inside the laundromat. Then, pick up the nest of bugs from the chest. After taking the nest of bugs, make an attempt to travel east. Then, throw the nest of bugs on the floor of the vault. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundromat.
This might come as a shock to you, but you've just fallen into a laundromat.
You can see a chest. You can't wait to tell the folks at home about this! You see a closed cake scented locker. You see a board. The board is usual. On the board you can see a stick of butter. You shudder, but continue examining the room.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a passkey on the floor.
You are carrying: a fondue and a Comic Strip Calendar.

your action:

Response: open chest<|im_end|>take nest of bugs from chest<|im_end|>go east<|im_end|>drop nest of bugs<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, attempt to head west. Following that, pick up the worm from the floor of the garage. After that, make an effort to go east. If you can succeed at that, you can put the worm inside the box in the spare room. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
Well, here we are in a spare room. You can barely contain your excitement.
You smell an interesting smell, and follow it to a box. There's something strange about this thing being here, but you don't have time to worry about that now. The box contains a legume and a keycard. You can make out a locked non-euclidean safe. You can make out a shelf. You shudder, but continue examining the shelf. You see a non-euclidean keycard on the shelf. You bend down to tie your shoe. When you stand up, you notice a counter. The counter is usual. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a cookie and a passkey.

your action:

Response: go west<|im_end|>take worm<|im_end|>go east<|im_end|>insert worm into box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, make an attempt to venture west. After that, recover the blanket from the basket in the chamber. After that, attempt to go to the east. After that, rest the blanket on the bowl. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A standard kind of place.
Look over there! a chest. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. The chest is empty! This is the worst thing that could possibly happen, ever! You can make out a bowl. The bowl is normal. The bowl appears to be empty. This always happens, here in TextWorld! You scan the room, seeing a counter. Unfortunately, there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
There is a stick of butter on the floor.
You are carrying: a fork.

your action:

Response: go west<|im_end|>take blanket from basket<|im_end|>go east<|im_end|>put blanket on bowl<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! Here is your task for today. First thing I need you to do is to go to the east. With that done, unlock the type 0 safe within the scullery with the type 0 keycard. Then, open the type 0 safe inside the scullery. And then, put the book into the type 0 safe within the scullery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
Well, here we are in the office.
You need an unblocked exit? You should try going east.
There is a shadfly and a printer on the floor.
You are carrying: a potato, a type 0 keycard, a book, a Quote of the Day Calendar and a monitor.

your action:

Response: go east<|im_end|>unlock type 0 safe with type 0 keycard<|im_end|>open type 0 safe<|im_end|>insert book into type 0 safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, make an attempt to head west. With that over with, retrieve the rectangular keycard from the floor of the chamber. With the rectangular keycard, attempt to head east. Then, make absolutely sure that the rectangular chest in the cookery is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You've just shown up in a cookery. You begin to take stock of what's here.
You can make out a closed rectangular chest. You see a closed freezer close by.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a legume, a key and a teacup.

your action:

Response: go west<|im_end|>take rectangular keycard<|im_end|>go east<|im_end|>lock rectangular chest with rectangular keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to make an attempt to travel west. After that, pick up the fondue from the portmanteau inside the cubicle. Then, eat the fondue. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've entered a cookhouse.
As if things weren't amazing enough already, you can even see a plate. You wonder idly who left that here. You see a bug on the plate. As if things weren't amazing enough already, you can even see a chair. The chair is typical. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the chair! oh well. You hear a noise behind you and spin around, but you can't see anything other than a platter. The platter appears to be empty.
You need an unguarded exit? You should try going west.
There is a cucumber on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take fondue from portmanteau<|im_end|>eat fondue<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Your first objective is to try to move east. Once you get around to doing that, retrieve the non-euclidean passkey from the floor of the washroom. Then, look and see that the non-euclidean box inside the washroom is unlocked. And then, make absolutely sure that the non-euclidean box is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. A standard one.
You see a formless box. You make out a type 5 locker. The type 5 locker is empty! This is the worst thing that could possibly happen, ever! As if things weren't amazing enough already, you can even see a counter. The counter is standard. However, the counter, like an empty counter, has nothing on it. Silly counter, silly, empty, good for nothing counter. Were you looking for a stand? Because look over there, it's a stand. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the east.
There is a formless keycard on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take non-euclidean passkey<|im_end|>unlock non-euclidean box with non-euclidean passkey<|im_end|>open non-euclidean box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, go north. And then, pick-up the Advent Calendar from the floor of the study. After that, try to move south. After that, deposit the Advent Calendar inside the type K box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You're now in a launderette.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a type K box. The type K box contains a paper towel. You wonder idly who left that here. You smell a pungent smell, and follow it to a locker. The locker contains a keycard. Something scurries by right in the corner of your eye. Probably nothing. You can see a counter. The counter is typical. But there isn't a thing on it.
There is an unblocked exit to the north.
There is a stick of butter and a sponge on the floor.
You are carrying: a type K key.

your action:

Response: go north<|im_end|>take Advent Calendar<|im_end|>go south<|im_end|>insert Advent Calendar into type K box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, pick up the spherical keycard from the locker in the office. After that, look and see that the spherical safe in the office is unlocked. And then, look and see that the spherical safe inside the office is ajar. And then, retrieve the folder from the spherical safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the office.
You've entered an office. You begin to take stock of what's in the room.
You see a locked spherical safe. You make out an opened locker, which looks ordinary, here. The locker contains a spherical keycard. You can't wait to tell the folks at home about this!
There is an unblocked exit to the north.
You are carrying: a cauliflower, a licorice strip, a berry, a latchkey and a staple.

your action:

Response: take spherical keycard from locker<|im_end|>unlock spherical safe with spherical keycard<|im_end|>open spherical safe<|im_end|>take folder from spherical safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to TextWorld! First, it would be a great idea if you could take the key from the mantle. Then, attempt to go south. After that, close the chest. Then, assure that the chest inside the workshop is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You're now in an office. You try to gain information on your surroundings by using a technique you call "looking."
You see a type F box. You can make out a portmanteau. The portmanteau is empty, what a horrible day! You see a mantle. Make a note of this, you might have to put stuff on or in it later on. The mantle is typical. On the mantle you can see a key. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unblocked exit to the south.
There is a fondue on the floor.
You are carrying: a cabbage, a keycard, a type F key and a lightbulb.

your action:

Response: take key from mantle<|im_end|>go south<|im_end|>close chest<|im_end|>lock chest with key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another life changing round of TextWorld! First of all, you could, like, try to go south. And then, lift the TextWorld limited edition latchkey from the floor of the bedroom. After that, unlock the TextWorld limited edition locker inside the bedroom. Then, open the TextWorld limited edition locker in the bedroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A standard one. You try to gain information on your surroundings by using a technique you call "looking."
You make out an opened safe in the room. Empty! What kind of nightmare TextWorld is this? You make out an opened toolbox in the room. The toolbox is empty, what a horrible day! You can see a counter. But oh no! there's nothing on this piece of trash. Oh! Why couldn't there just be stuff on it? If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. But oh no! there's nothing on this piece of junk.
There is an exit to the south. Don't worry, it is unblocked.
There is a loaf of bread on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>take TextWorld limited edition latchkey<|im_end|>unlock TextWorld limited edition locker with TextWorld limited edition latchkey<|im_end|>open TextWorld limited edition locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is how to play! First of all, retrieve the latchkey from the trunk in the chamber. After that, insert the latchkey into the chest within the chamber's lock to unlock it. Then, ensure that the chest is open. After opening the chest, retrieve the tablet from the chest within the chamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You've just shown up in a chamber.
You make out a locked chest nearby. You can make out a trunk. The trunk contains a latchkey. You see a locked portmanteau. As if things weren't amazing enough already, you can even see a couch. The couch is normal. The couch appears to be empty.
You need an unguarded exit? You should try going west.
There is a gummy bear on the floor.
You are carrying nothing.

your action:

Response: take latchkey from trunk<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take tablet from chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another profound game of TextWorld! Here is how to play! First stop, retrieve the passkey from the case in the canteen. And then, make an attempt to head east. After that, close the chest inside the kitchen. And then, lock the chest with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen.
You can see a case. The case contains a passkey. You can see a board. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a salad.

your action:

Response: take passkey from case<|im_end|>go east<|im_end|>close chest<|im_end|>lock chest with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, try to head north. After that, recover the TextWorld key from the bench. And then, go south. Then, insert the TextWorld key into the TextWorld safe within the bathroom's lock to unlock it. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bathroom.
I am excited to announce that you are now in the bathroom.
You see a locked TextWorld safe. Hey, want to see a dresser? Look over there, a dresser! The dresser is empty! This is the worst thing that could possibly happen, ever! You hear a noise behind you and spin around, but you can't see anything other than a box. Now why would someone leave that there?
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a sandwich, a Canadian style latchkey, a dvd and a disk.

your action:

Response: go north<|im_end|>take TextWorld key from bench<|im_end|>go south<|im_end|>unlock TextWorld safe with TextWorld key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is your task for today. First stop, venture south. After that, ensure that the American style locker is open. And then, take the pillow from the American style locker in the chamber. After that, put the pillow on the recliner. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just walked into a bedchamber. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a Microsoft style safe. You see a locked locker.
There is an unblocked exit to the south.
There is a legume on the floor.
You are carrying: a Microsoft style passkey.

your action:

Response: go south<|im_end|>open American style locker<|im_end|>take pillow from American style locker<|im_end|>put pillow on recliner<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First thing I need you to do is to try to head west. That done, retrieve the dvd from the mantelpiece. Then, go to the east. Okay, and then, deposit the dvd on the floor of the basement. Alright, thanks!

Here is your interactions so far:
current state: You are now in the basement.
You've just shown up in a basement.
You can make out a table. But the thing hasn't got anything on it.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a passkey, a glove and a bug.

your action:

Response: go west<|im_end|>take dvd from mantelpiece<|im_end|>go east<|im_end|>drop dvd<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First of all, you could, like, ensure that the cuboid locker is open. Then, recover the glove from the cuboid locker inside the attic. After that, venture east. Okay, and then, deposit the glove inside the fridge. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. An usual kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a closed cuboid locker in the room. You see a suitcase. The suitcase is empty, what a horrible day! You smell an intriguing smell, and follow it to a crate. You can't wait to tell the folks at home about this! The crate contains a carrot and a latchkey. Now that's what I call TextWorld! You make out a chest.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a keycard and a cuboid passkey.

your action:

Response: open cuboid locker<|im_end|>take glove from cuboid locker<|im_end|>go east<|im_end|>insert glove into fridge<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another exciting episode of TextWorld! First of all, you could, like, attempt to go to the east. With that done, ensure that the type 4 safe is open. And then, pick up the broom from the type 4 safe within the restroom. And then, place the broom on the table. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. Let's see what's in here.
You see a locked locker. A locked case is right there by you.
You need an unguarded exit? You should try going east.
You are carrying: a latchkey, a key and a blender.

your action:

Response: go east<|im_end|>open type 4 safe<|im_end|>take broom from type 4 safe<|im_end|>put broom on table<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is your task for today. First, it would be a great idea if you could unlock the American safe. Then, open the American safe inside the canteen. After that, recover the formless latchkey from the American safe. And then, doublecheck that the formless safe in the canteen is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen. A normal kind of place.
You scan the room for a formless safe, and you find a formless safe. Now why would someone leave that there? You can see a locked American safe. You see a chest. The chest is empty! What a waste of a day!
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a blender on the floor.
You are carrying: a loaf of bread, a burger and an American latchkey.

your action:

Response: unlock American safe with American latchkey<|im_end|>open American safe<|im_end|>take formless latchkey from American safe<|im_end|>lock formless safe with formless latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, pick up the bug from the table. And then, travel south. And then, ensure that the box is open. Then, you can put the bug inside the box. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just sauntered into a kitchenette. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a table. The table is typical. On the table you can see a bug. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can see a board. The board is typical. But the thing is empty, unfortunately.
There is an exit to the south. Don't worry, it is unguarded.
There is a nest of toads and an insect on the floor.
You are carrying: a passkey.

your action:

Response: take bug from table<|im_end|>go south<|im_end|>open box<|im_end|>insert bug into box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First stop, pick up the teacup from the refrigerator. And then, travel east. After that, ensure that the non-euclidean box inside the chamber is open. After that, place the teacup into the non-euclidean box within the chamber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A normal kind of place. You begin to take stock of what's in the room.
Hey, want to see a refrigerator? Look over there, a refrigerator. The refrigerator contains a pizza and a teacup. Now why would someone leave that there?
There is an exit to the east. Don't worry, it is unguarded.
There is a cucumber on the floor.
You are carrying: a non-euclidean latchkey.

your action:

Response: take teacup from refrigerator<|im_end|>go east<|im_end|>open non-euclidean box<|im_end|>insert teacup into non-euclidean box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, unlock the type F chest in the kitchen with the type F passkey. After you have unlocked the type F chest, make it so that the type F chest inside the kitchen is ajar. After opening the type F chest, recover the key from the type F chest. After that, unlock the locker within the kitchen with the key. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. An usual kind of place.
You can make out a locked locker nearby. You can make out a type F chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. You shudder, but continue examining the table. The table is standard. On the table you can see a sandwich.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a knife on the floor.
You are carrying: a type F passkey.

your action:

Response: unlock type F chest with type F passkey<|im_end|>open type F chest<|im_end|>take key from type F chest<|im_end|>unlock locker with key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, try to go to the west. And then, recover the coconut from the table. Then, eat the coconut. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the closet.
You find yourself in a closet. An ordinary one. Let's see what's in here.
You can see a type O box. You make out a counter. The counter is typical. On the counter you see a type O keycard. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You see a shelf. The shelf is ordinary. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going west.
You are carrying: a passkey.

your action:

Response: go west<|im_end|>take coconut from table<|im_end|>eat coconut<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First thing I need you to do is to look and see that the type Z locker is unlocked. And then, make absolutely sure that the type Z locker is wide open. Then, take the coffee cup from the type Z locker. Then, toss the coffee cup on the floor of the kitchenette. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
If you're wondering why everything seems so normal all of a sudden, it's because you've just shown up in the kitchenette.
Look out! It's a- oh, never mind, it's just a type Z locker. You can see a chest. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. The chest is empty! This is the worst thing that could possibly happen, ever! You see an opened freezer. The freezer is empty! This is the worst thing that could possibly happen, ever! Were you looking for a fridge? Because look over there, it's a fridge. Empty! What kind of nightmare TextWorld is this? Were you looking for a board? Because look over there, it's a board. But the thing is empty.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a cashew, a salad, a type Z latchkey and a lamp.

your action:

Response: unlock type Z locker with type Z latchkey<|im_end|>open type Z locker<|im_end|>take coffee cup from type Z locker<|im_end|>drop coffee cup<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to unlock the Microsoft style locker in the vault. And then, look and see that the Microsoft style locker is open. After you have pulled open the Microsoft style locker, recover the keycard from the Microsoft style locker inside the vault. And then, check that the safe inside the vault is unlocked with the keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. An usual kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a safe. You see a Microsoft style locker. You hear a noise behind you and spin around, but you can't see anything other than a locker. You make out an opened trunk here. The trunk is empty, what a horrible day!
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a Microsoft style passkey and a spherical latchkey.

your action:

Response: unlock Microsoft style locker with Microsoft style passkey<|im_end|>open Microsoft style locker<|im_end|>take keycard from Microsoft style locker<|im_end|>unlock safe with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to take the latchkey from the rack inside the washroom. After that, insert the latchkey into the box within the washroom's lock to unlock it. And then, make absolutely sure that the box in the washroom is wide open. After pulling open the box, take the towel from the box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
You arrive in a washroom. An ordinary kind of place.
You make out a locked box. You can make out a safe. You smell a fine smell, and follow it to a rack. The rack is normal. On the rack you see a latchkey.
There is an exit to the west. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a garlic clove and a vacuum.

your action:

Response: take latchkey from rack<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>take towel from box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First thing I need you to do is to make an effort to venture south. And then, ensure that the box in the pantry is open. After that, take the worm from the box inside the pantry. And then, you can put the worm into the suitcase inside the pantry. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You're now in a study. You can barely contain your excitement.
Oh wow! Is that what I think it is? It is! It's a non-euclidean box. The non-euclidean box is empty, what a horrible day! You see a table. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going south.
You are carrying: a non-euclidean keycard.

your action:

Response: go south<|im_end|>open box<|im_end|>take worm from box<|im_end|>insert worm into suitcase<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to take a trip south. Following that, ensure that the fudge scented locker inside the lounge is open. Then, recover the passkey from the fudge scented locker in the lounge. And then, Deposit the passkey into the chest to lock it. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. An usual kind of place.
You see a closed Canadian style box.
There is an unguarded exit to the south.
There is a Canadian style key on the floor.
You are carrying: a fudge scented latchkey and a lampshade.

your action:

Response: go south<|im_end|>open fudge scented locker<|im_end|>take passkey from fudge scented locker<|im_end|>lock chest with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is your task for today. First, it would be fantastic if you could go to the south. And then, assure that the fresh laundry scented box is open. Then, retrieve the plant from the fresh laundry scented box within the bedchamber. And then, put the plant inside the portmanteau. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
Well, here we are in the vault.
You see a safe. You make out an opened chest nearby. Empty! What kind of nightmare TextWorld is this? You see a toolbox. You check the price tag glued to the toolbox. 70 bucks? What a deal! You'll have to ask where they got this! Look over there! a counter. But there isn't a thing on it. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a fresh laundry scented keycard and a passkey.

your action:

Response: go south<|im_end|>open fresh laundry scented box<|im_end|>take plant from fresh laundry scented box<|im_end|>insert plant into portmanteau<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another life changing session of TextWorld! Here is your task for today. First step, unlock the lavender scented safe within the vault. Then, make absolutely sure that the lavender scented safe is ajar. And then, pick up the Henderson's style passkey from the lavender scented safe within the vault. After that, check that the Henderson's style safe is unlocked with the Henderson's style passkey. That's it!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. An usual one.
You see a Henderson's style safe. There's something strange about this being here, but you can't put your finger on it. You make out a locked lavender scented safe. You make out a shelf. But there isn't a thing on it. It would have been so cool if there was stuff on the shelf. You see a workbench. What a great pairing of adjectives and nouns! Unfortunately, there isn't a thing on it. This always happens!
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a worm on the floor.
You are carrying: a lavender scented passkey and a monitor.

your action:

Response: unlock lavender scented safe with lavender scented passkey<|im_end|>open lavender scented safe<|im_end|>take Henderson's style passkey from lavender scented safe<|im_end|>unlock Henderson's style safe with Henderson's style passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to pick-up the Henderson's latchkey from the floor of the laundry place. With the Henderson's latchkey, unlock the Henderson's safe with the Henderson's latchkey. Then, ensure that the Henderson's safe inside the laundry place is open. And then, recover the mop from the Henderson's safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
Well I'll be, you are in a place we're calling a laundry place.
You make out a Henderson's safe. Oh, great. Here's a counter. I guess it's true what they say, if you're looking for a counter, go to TextWorld. The counter is ordinary. But the thing hasn't got anything on it. You move on, clearly upset with your TextWorld experience.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a cauliflower, a Henderson's latchkey and a shirt on the floor.
You are carrying nothing.

your action:

Response: take Henderson's latchkey<|im_end|>unlock Henderson's safe with Henderson's latchkey<|im_end|>open Henderson's safe<|im_end|>take mop from Henderson's safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, try to go to the south. And then, insert the key into the chest in the scullery's lock to unlock it. And then, ensure that the chest within the scullery is open. And then, you can put the whisk into the chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic.
You make out an opened cabinet. The cabinet contains a cookie. You can see a suitcase. What a letdown! The suitcase is empty! You can see a table. The table is typical. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going south.
There is a golf ball on the floor.
You are carrying: a key, a passkey, a whisk and a bug.

your action:

Response: go south<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>insert whisk into chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, make an effort to head south. And then, ensure that the Canadian style safe within the shower is open. Then, recover the broom from the Canadian style safe. Then, toss the broom on the floor of the shower. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen. An usual one. I guess you better just go and list everything you see here.
You can see a locked safe. You smell an interesting smell, and follow it to a fridge.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a fondue, a key and a coffee cup on the floor.
You are carrying: a Canadian style keycard.

your action:

Response: go south<|im_end|>open Canadian style safe<|im_end|>take broom from Canadian style safe<|im_end|>drop broom<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, take the type 5 passkey from the counter. If you can get your hands on the type 5 passkey, make absolutely sure that the type 5 safe within the kitchenette is unlocked. After that, ensure that the type 5 safe inside the kitchenette is open. Then, take the teacup from the type 5 safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You are in a kitchenette. It seems to be pretty ordinary here.
You can see a type 5 safe. There's something strange about this being here, but you can't put your finger on it. You make out a closed box here. You make out a locked case. You see a counter. Wow, isn't TextWorld just the best? The counter is ordinary. On the counter you can see a type 5 passkey and a latchkey.
There is an unblocked exit to the west.
You are carrying: a glass.

your action:

Response: take type 5 passkey from counter<|im_end|>unlock type 5 safe with type 5 passkey<|im_end|>open type 5 safe<|im_end|>take teacup from type 5 safe<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First thing I need you to do is to recover the Henderson's style latchkey from the bookshelf inside the chamber. Then, attempt to move east. Once you accomplish that, close the Henderson's style safe in the kitchen. And then, make it so that the Henderson's style safe within the kitchen is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Well I'll be, you are in the place we're calling the chamber. You begin to take stock of what's here.
You can see a closed safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a bookshelf. Why don't you take a picture of it, it'll last longer! The bookshelf is typical. On the bookshelf you can make out a Henderson's style latchkey. What's that over there? It looks like it's a mantle. On the mantle you see a stick of butter. You can make out a shelf. Make a note of this, you might have to put stuff on or in it later on. The shelf is usual. However, the shelf, like an empty shelf, has nothing on it. It would have been so cool if there was stuff on the shelf.
You need an unblocked exit? You should try going east.
There is a fondue and a passkey on the floor.
You are carrying nothing.

your action:

Response: take Henderson's style latchkey from bookshelf<|im_end|>go east<|im_end|>close Henderson's style safe<|im_end|>lock Henderson's style safe with Henderson's style latchkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make an attempt to head west. And then, take the manuscript from the recliner inside the chamber. After that, make an effort to head east. And then, rest the manuscript on the shelf in the playroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the playroom.
You find yourself in a playroom. A normal kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a shelf. Wow, isn't TextWorld just the best? The shelf is typical. On the shelf you can make out an onion. If you haven't noticed it already, there seems to be something there by the wall, it's a couch. You see a butterfly on the couch.
There is an exit to the west. Don't worry, it is unblocked.
There is a plant on the floor.
You are carrying: a spoon.

your action:

Response: go west<|im_end|>take manuscript from recliner<|im_end|>go east<|im_end|>put manuscript on shelf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First of all, make an attempt to take a trip north. Then, retrieve the sponge from the rack. After that, head south. And then, you can put the sponge into the Henderson's limited edition chest inside the cookhouse. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. An ordinary kind of place.
You make out a Henderson's limited edition chest. Empty! What kind of nightmare TextWorld is this? Hey, want to see a locker? Look over there, a locker. You make out a plate. On the plate you make out a cookie.
There is an unblocked exit to the north.
You are carrying: a key and a Henderson's limited edition keycard.

your action:

Response: go north<|im_end|>take sponge from rack<|im_end|>go south<|im_end|>insert sponge into Henderson's limited edition chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First stop, go south. And then, assure that the spherical locker is unlocked with the spherical keycard. After that, ensure that the spherical locker is open. After that, you can place the disk inside the spherical locker in the basement. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just walked into a kitchenette.
You can make out a American limited edition locker. You see a shelf. I guess it's true what they say, if you're looking for a shelf, go to TextWorld. The shelf is standard. On the shelf you see an American limited edition key and a teaspoon.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a spherical keycard, a key, a disk and a mouse.

your action:

Response: go south<|im_end|>unlock spherical locker with spherical keycard<|im_end|>open spherical locker<|im_end|>insert disk into spherical locker<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, insert the passkey into the locker's lock to unlock it. After you have unlocked the locker, open the locker within the vault. Having opened the locker, take the scarf from the locker within the vault. And then, ditch the scarf on the floor of the vault. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. An usual kind of place.
You see a locker. You can make out a table. But the thing hasn't got anything on it.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a passkey, a disk and a broom.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take scarf from locker<|im_end|>drop scarf<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be great if you could make an attempt to travel north. After that, pick up the vanilla scented key from the floor of the bedchamber. And then, take a trip south. Okay, and then, assure that the vanilla scented chest inside the cubicle is unlocked with the vanilla scented key. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just sauntered into a cubicle.
You scan the room, seeing a vanilla scented chest. You can see a box.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a nest of ticks.

your action:

Response: go north<|im_end|>take vanilla scented key<|im_end|>go south<|im_end|>unlock vanilla scented chest with vanilla scented key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an effort to venture north. And then, retrieve the book from the bookshelf within the salon. Then, make an effort to move south. With that over with, rest the book on the counter within the steam room. Got that? Good!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A standard kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You hear a noise behind you and spin around, but you can't see anything other than a counter. On the counter you can see a banana. There's something strange about this thing being here, but you don't have time to worry about that now. Oh wow! Is that what I think it is? It is! It's a board. The board is usual. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst.
There is an unguarded exit to the north.
There is a shirt on the floor.
You are carrying: a keycard.

your action:

Response: go north<|im_end|>take book from bookshelf<|im_end|>go south<|im_end|>put book on counter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an attempt to go north. After that, take the rectangular key from the box within the cubicle. With the rectangular key, attempt to take a trip south. And then, lock the rectangular locker within the bedroom. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
Guess what, you are in the place we're calling the bedroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a rectangular locker. There's something strange about this thing being here, but you don't have time to worry about that now. You can make out a locked cuboid chest. You can make out a locked dresser, which looks typical, in the corner.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a fondue and a lampshade.

your action:

Response: go north<|im_end|>take rectangular key from box<|im_end|>go south<|im_end|>lock rectangular locker with rectangular key<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! Your first objective is to attempt to travel west. With that over with, retrieve the keycard from the mantle within the bedchamber. After taking the keycard, try to go to the east. And then, lock the chest inside the workshop with the keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
You're now in a workshop. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a chest.
You need an unguarded exit? You should try going west.
There is a stick of butter, a folder and a keyboard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take keycard from mantle<|im_end|>go east<|im_end|>lock chest with keycard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Welcome to another exciting round of TextWorld! First, it would be good if you could make an attempt to venture east. After that, retrieve the American limited edition passkey from the TextWorld limited edition safe in the canteen. Having got the American limited edition passkey, doublecheck that the American limited edition chest is unlocked with the American limited edition passkey. Then, ensure that the American limited edition chest inside the canteen is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You're now in a scullery.
You make out a Microsoft safe. You can see a rectangular chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. Oh wow! Is that what I think it is? It is! It's a shelf. The shelf is standard. But oh no! there's nothing on this piece of junk. What's the point of an empty shelf?
There is an unblocked exit to the east.
There is a Microsoft passkey, a rectangular passkey and a teapot on the floor.
You are carrying: a TextWorld limited edition passkey.

your action:

Response: go east<|im_end|>take American limited edition passkey from TextWorld limited edition safe<|im_end|>unlock American limited edition chest with American limited edition passkey<|im_end|>open American limited edition chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, recover the vanilla scented latchkey from the chest. After stealing the vanilla scented latchkey, doublecheck that the vanilla scented chest in the chamber is unlocked. Then, ensure that the vanilla scented chest is open. After that, you can insert the shirt inside the vanilla scented chest inside the chamber. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
I am sorry to announce that you are now in the chamber. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a locked vanilla scented chest. You make out an opened chest. The chest contains a gummy bear and a vanilla scented latchkey. You can make out an opened portmanteau in the room. The portmanteau is empty! This is the worst thing that could possibly happen, ever!
You need an unblocked exit? You should try going north.
You are carrying: a keycard, a passkey, a Canadian limited edition latchkey and a shirt.

your action:

Response: take vanilla scented latchkey from chest<|im_end|>unlock vanilla scented chest with vanilla scented latchkey<|im_end|>open vanilla scented chest<|im_end|>insert shirt into vanilla scented chest<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! First off, go to the north. And then, retrieve the passkey from the floor of the dish-pit. After you have taken the passkey, try to take a trip south. And then, check that the safe is unlocked with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A normal one. You start to take note of what's in the room.
You smell a sickening smell, and follow it to a safe. You can see a Henderson's box. You can make out a shelf. The shelf is ordinary. On the shelf you can make out a mop. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
There is an unguarded exit to the north.
You are carrying: a stick of butter, a cookie and a Henderson's passkey.

your action:

Response: go north<|im_end|>take passkey<|im_end|>go south<|im_end|>unlock safe with passkey<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make an effort to venture east. And then, open the box within the scullery. After you have pulled open the box, take the bowl from the box. And then, put the bowl on the counter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic. A normal one.
You see a closed chest. Were you looking for a locker? Because look over there, it's a locker.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a key.

your action:

Response: go east<|im_end|>open box<|im_end|>take bowl from box<|im_end|>put bowl on counter<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be a great idea if you could retrieve the latchkey from the locker. And then, look and see that the box is unlocked. After that, ensure that the box inside the basement is open. After pulling open the box, recover the nest of insects from the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You've entered a basement.
You make out a box. Now that's what I call TextWorld! You make out a locker. The locker contains an apple, a latchkey and a worm. If you haven't noticed it already, there seems to be something there by the wall, it's a trunk. There's something strange about this being here, but you can't put your finger on it. What a letdown! The trunk is empty! You can see a table. Unfortunately, there isn't a thing on it. This always happens, here in TextWorld!
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a top hat and a broom.

your action:

Response: take latchkey from locker<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>take nest of insects from box<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, make absolutely sure that the safe is unlocked. And then, open the safe. Then, take the monitor from the safe. Then, drop the monitor on the floor of the bar. Got that? Good!

Here is your interactions so far:
current state: You are now in the bar.
You have walked into a bar. Not the bar you'd expect. No, this is a bar.
You hear a noise behind you and spin around, but you can't see anything other than a safe. You make out a shelf. What a coincidence, weren't you just thinking about a shelf? But oh no! there's nothing on this piece of junk. What's that over there? It looks like it's a recliner. However, the recliner, like an empty recliner, has nothing on it. It would have been so cool if there was stuff on the recliner.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a sandwich, a passkey, a lightbulb, a scarf and a shadfly.

your action:

Response: unlock safe with passkey<|im_end|>open safe<|im_end|>take monitor from safe<|im_end|>drop monitor<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is how to play! First stop, open the type 9 safe inside the closet. And then, recover the hat from the type 9 safe. And then, travel east. And then, rest the hat on the rack within the steam room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
Well, here we are in a closet.
A closed type 9 safe is in the room. A closed Microsoft style box, which looks usual, is close by. What's that over there? It looks like it's a shelf. Now why would someone leave that there? But oh no! there's nothing on this piece of trash. You move on, clearly furious with your TextWorld experience.
You need an unblocked exit? You should try going east.
There is a Microsoft style key on the floor.
You are carrying: a type 9 passkey, a vacuum and a disk.

your action:

Response: open type 9 safe<|im_end|>take hat from type 9 safe<|im_end|>go east<|im_end|>put hat on rack<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is your task for today. First, it would be good if you could go to the east. Then, open the safe inside the spare room. After that, retrieve the broom from the safe. After that, drop the broom on the floor of the spare room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You've just shown up in a kitchen. The room is well lit.
You need an unblocked exit? You should try going east.
There is a fork and a teapot on the floor.
You are carrying: a stick of butter, a keycard and a dvd.

your action:

Response: go east<|im_end|>open safe<|im_end|>take broom from safe<|im_end|>drop broom<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to try to head north. Then, pick up the shadfly from the table within the vault. And then, travel south. Next, sit the shadfly on the chair within the dish-pit. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well, here we are in a dish-pit.
You bend down to tie your shoe. When you stand up, you notice a safe. You see a box. You make out a chair. The chair is standard. On the chair you make out a fondue. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unguarded exit to the north.
There is a keycard and a latchkey on the floor.
You are carrying: a printer.

your action:

Response: go north<|im_end|>take shadfly from table<|im_end|>go south<|im_end|>put shadfly on chair<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First of all, go to the south. With that over with, ensure that the box inside the laundry place is open. And then, take the fondue from the box. And then, eat the fondue. Alright, thanks!

Here is your interactions so far:
current state: You are now in the closet.
You've just shown up in a closet.
Look over there! a safe. You can't wait to tell the folks at home about this! The safe is empty! This is the worst thing that could possibly happen, ever! You see a stand. Looks like someone's already been here and taken everything off it, though. You see a workbench. The workbench is standard. But the thing hasn't got anything on it.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a keycard, a type Q key, a key and a knife.

your action:

Response: go south<|im_end|>open box<|im_end|>take fondue from box<|im_end|>eat fondue<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to winning the game.

End your output sequence with an action starting with a verb. Example: open box.

Here is how to win the game:
You are now playing a fast paced round of TextWorld! First step, try to take a trip west. With that over with, take the loaf of bread from the cabinet. Then, eat the loaf of bread. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
You've entered a cookery. You begin to take stock of what's in the room.
You can make out a closed chest close by. You can see a refrigerator. Empty! What kind of nightmare TextWorld is this? You can see a counter. The counter is usual. Unfortunately, there isn't a thing on it. Hopefully this doesn't make you too upset. You make out a chair. You shudder, but continue examining the chair. But the thing is empty. It would have been so cool if there was stuff on the chair.
There is an unguarded exit to the west.
There is a keycard on the floor.
You are carrying: a glove.

your action:

Response: go west<|im_end|>take loaf of bread from cabinet<|im_end|>eat loaf of bread<|im_end|>