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. Your first objective is to pick up the passkey from the chair inside the kitchenette. And then, unlock the safe with the passkey. Then, ensure that the safe inside the kitchenette is open. Then, take the ladle from the safe in the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well how about that, you are in a place we're calling a kitchenette.
You scan the room, seeing a safe. You look at the price tag glued to the safe. Eighty dollars?! Where'd they buy this safe, some kind of expensive store? You can make out a chair. The chair is usual. On the chair you can see a passkey and a blender.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a napkin on the floor.
You are carrying nothing.

your action:

Response: take passkey from chair<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>take ladle from 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First step, try to take a trip north. After that, pick up the Microsoft passkey from the floor of the kitchen. After that, venture south. If you can do that, doublecheck that the Microsoft safe is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. An usual one. You begin to take stock of what's in the room.
You scan the room for a Microsoft safe, and you find a Microsoft safe. You shudder, but continue examining the room. You see a closed Microsoft limited edition box. You can make out a shelf. But the thing is empty. It would have been so cool if there was stuff on the shelf.
There is an unblocked exit to the north.
You are carrying: a Microsoft limited edition key and a passkey.

your action:

Response: go north<|im_end|>take Microsoft passkey<|im_end|>go south<|im_end|>lock Microsoft safe with Microsoft 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First thing I need you to do is to make an effort to travel south. Then, unlock the type E safe with the type E keycard. Then, open the type E safe within the kitchenette. Then, take the fork from the type E safe. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You find yourself in a spare room. A standard one.
You see a chest. You see a gleam over in a corner, where you can see a counter. The counter is typical. However, the counter, like an empty counter, has nothing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the south.
You are carrying: a legume, a type E keycard, a keycard and a shirt.

your action:

Response: go south<|im_end|>unlock type E safe with type E keycard<|im_end|>open type E safe<|im_end|>take fork from type E 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:
You are now playing a life changing round of TextWorld! Here is how to play! First stop, take a trip east. With that accomplished, make it so that the locker is opened. Then, take the loaf of bread from the locker inside the kitchenette. And then, eat the loaf of bread. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
I just think it's great that you've just entered a canteen. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a closed rectangular safe nearby. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a platter. You shudder, but continue examining the platter. The platter is usual. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the platter.
There is an exit to the east. Don't worry, it is unguarded.
There is a rectangular key on the floor.
You are carrying: a huckleberry, a peanut, a sandwich, a chocolate bar and a passkey.

your action:

Response: go east<|im_end|>open locker<|im_end|>take loaf of bread from locker<|im_end|>eat loaf of bread<|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, make an effort to travel north. And then, recover the Microsoft limited edition key from the floor of the cubicle. After that, head south. Then, Place the Microsoft limited edition key into the Microsoft limited edition safe within the studio to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
I never took you for the sort of person who would show up in a studio, but I guess I was wrong.
You see a closed Microsoft limited edition safe. You can make out a bureau. What a letdown! The bureau is empty!
There is an unblocked exit to the north.
There is a strawberry and a berry on the floor.
You are carrying: a fondue and a disk.

your action:

Response: go north<|im_end|>take Microsoft limited edition key<|im_end|>go south<|im_end|>lock Microsoft limited edition safe with Microsoft limited edition 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:
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 thing I need you to do is to make an attempt to go west. With that accomplished, retrieve the iron from the shelf inside the steam room. And then, move east. And then, you can put the iron into the locker in the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
If you're wondering why everything seems so typical all of a sudden, it's because you've just shown up in the studio.
You see a locker. The locker is empty, what a horrible day! You see a chair. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a legume on the floor.
You are carrying: a key and a napkin.

your action:

Response: go west<|im_end|>take iron from shelf<|im_end|>go east<|im_end|>insert iron into 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 fast paced round of TextWorld! Here is how to play! First of all, pick up the latchkey from the table. Then, attempt to go south. And then, close the locker within the studio. Then, lock the locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You are in a kitchen. 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 see a box. You make out a table. You see a latchkey on the table. You see a counter. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going south.
You are carrying: a chocolate bar, a peanut and a passkey.

your action:

Response: take latchkey from table<|im_end|>go south<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, unlock the type Z safe. After that, look and see that the type Z safe is opened. Then, take the book from the type Z safe in the bar. With the book, toss the book on the floor of the bar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bar.
You arrive in a bar. A standard one. Let's see what's in here.
Look over there! a type Z safe. Make a note of this, you might have to put stuff on or in it later on. You make out a locked American safe in the corner. You can see a stand. The stand is usual. On the stand you can see a pillow.
You need an unguarded exit? You should try going west.
There is an American passkey on the floor.
You are carrying: a candy bar, an apple and a type Z key.

your action:

Response: unlock type Z safe with type Z key<|im_end|>open type Z safe<|im_end|>take book from type Z safe<|im_end|>drop book<|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 of all, you could, like, go to the east. With that over with, ensure that the American style box in the closet is open. And then, pick up the shadfly from the American style box in the closet. With the shadfly, drop the shadfly on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You are in a bathroom. An usual kind of place.
You make out an opened drawer. Empty! What kind of nightmare TextWorld is this? You can make out a bench. But there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going east.
You are carrying: a fondue, an American style key and a cuboid latchkey.

your action:

Response: go east<|im_end|>open American style box<|im_end|>take shadfly from American style box<|im_end|>drop shadfly<|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 exciting session of TextWorld! Here is how to play! First, it would be fantastic if you could assure that the chest is unlocked. Then, look and see that the chest is ajar. And then, pick up the key from the chest in the kitchen. Then, Put the key into the safe inside the kitchen to lock it. Once that's all handled, you can stop!

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 make out a closed normal looking safe close by. You can see a chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You smell a hideous smell, and follow it to a counter. But the thing hasn't got anything on it. Hm. Oh well
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a salad on the floor.
You are carrying: a keycard.

your action:

Response: unlock chest with keycard<|im_end|>open chest<|im_end|>take key from chest<|im_end|>lock safe 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:
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 thing I need you to do is to doublecheck that the type 8 safe is unlocked with the type 8 keycard. And then, open the type 8 safe. Then, retrieve the passkey from the type 8 safe. After that, lock the box with the passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the bar.
You're now in the bar. You try to gain information on your surroundings by using a technique you call "looking."
A closed box is close by. You see a locked type 8 safe.
You need an unblocked exit? You should try going west.
There is a peanut on the floor.
You are carrying: a type 8 keycard and a butterfly.

your action:

Response: unlock type 8 safe with type 8 keycard<|im_end|>open type 8 safe<|im_end|>take passkey from type 8 safe<|im_end|>lock box 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First, it would be good if you could take a trip north. With that over with, lift the stick of butter from the floor of the cookery. And then, eat the stick of butter. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You make another one of your grand eccentric entrances into a basement.
You see a safe. Now that's what I call TextWorld! What a letdown! The safe is empty!
There is an unblocked exit to the north.
There is a gummy bear and a passkey on the floor.
You are carrying: a garlic clove, a fly larva, a tv and a mouse.

your action:

Response: go north<|im_end|>take stick of butter<|im_end|>eat stick of butter<|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 ensure that the formless box in the restroom is open. And then, recover the loaf of bread from the formless box in the restroom. Then, eat the loaf of bread. Alright, thanks!

Here is your interactions so far:
current state: You are now in the restroom.
You find yourself in a restroom. An usual kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a closed formless box close by. You can make out a closed American limited edition locker. You see a closed Henderson's limited edition chest, which looks standard, close by.
You need an unguarded exit? You should try going east.
There is a worm on the floor.
You are carrying: a formless key, an American limited edition key and a Henderson's limited edition key.

your action:

Response: open formless box<|im_end|>take loaf of bread from formless box<|im_end|>eat loaf of bread<|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, travel south. And then, ensure that the box is open. Then, pick up the butterfly from the box inside the study. After that, place the butterfly on the mantle. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet. You decide to start listing off everything you see in the room, as if you were in a text adventure.
There is an unguarded exit to the south.
There is a garlic clove and a shoe on the floor.
You are carrying: a burger.

your action:

Response: go south<|im_end|>open box<|im_end|>take butterfly from box<|im_end|>put butterfly 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:
Welcome to another profound session of TextWorld! Here is how to play! First of all, you could, like, make an effort to go south. Okay, and then, assure that the safe in the pantry is opened. And then, take the non-euclidean passkey from the safe. If you have picked up the non-euclidean passkey, doublecheck that the non-euclidean chest is locked with the non-euclidean passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. A normal kind of place. You start to take note of what's in the room.
You make out a box. You can't wait to tell the folks at home about this!
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a burger, a passkey and a keycard.

your action:

Response: go south<|im_end|>open safe<|im_end|>take non-euclidean passkey from safe<|im_end|>lock non-euclidean chest with non-euclidean 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 game of TextWorld! Here is how to play! First of all, you could, like, go to the south. And then, pick up the lavender scented latchkey from the floor of the spare room. Then, insert the lavender scented latchkey into the lavender scented locker's lock to unlock it. And then, look and see that the lavender scented locker is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
Well, here we are in the cubicle.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. What a coincidence, weren't you just thinking about a table? Unfortunately, there isn't a thing on it. You can make out a mantelpiece. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a chocolate bar and a printer on the floor.
You are carrying: a shadfly.

your action:

Response: go south<|im_end|>take lavender scented latchkey<|im_end|>unlock lavender scented locker with lavender scented latchkey<|im_end|>open lavender scented 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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First thing I need you to do is to go south. Then, retrieve the cuboid latchkey from the safe. And then, look and see that the cuboid box inside the studio is unlocked. And then, ensure that the cuboid box is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. An ordinary one.
There is an exit to the south. Don't worry, it is unblocked.
There is a spoon on the floor.
You are carrying: a type C keycard, a blanket, a mouse and a bug.

your action:

Response: go south<|im_end|>take cuboid latchkey from safe<|im_end|>unlock cuboid box with cuboid latchkey<|im_end|>open cuboid 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! Here is your task for today. Your first objective is to make an effort to take a trip west. Once you finish that, pick up the paper towel from the trunk within the steam room. Then, go east. With that done, place the paper towel on the board. Got that? Good!

Here is your interactions so far:
current state: You are now in the bathroom.
Guess what, you are in a place we're calling a bathroom.
You can make out a closed soap scented safe here. You can make out a cabinet. You wonder idly who left that here. You see a board. The board is ordinary. But the thing is empty.
There is an unguarded exit to the west.
There is a sandwich and a shirt on the floor.
You are carrying: a cookie and a soap scented keycard.

your action:

Response: go west<|im_end|>take paper towel from trunk<|im_end|>go east<|im_end|>put paper towel on board<|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 off, retrieve the formless keycard from the floor of the laundromat. After that, take a trip east. If you can finish that, unlock the formless chest within the parlor with the formless keycard. And then, open the formless chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundromat.
You're now in the laundromat.
As if things weren't amazing enough already, you can even see a box. As if things weren't amazing enough already, you can even see a board. The board is standard. On the board you can see a broom. You can make out a shelf. I guess it's true what they say, if you're looking for a shelf, go to TextWorld. But the thing hasn't got anything on it.
There is an exit to the east. Don't worry, it is unguarded.
There is a stick of butter and a formless keycard on the floor.
You are carrying: a type T passkey and an iron.

your action:

Response: take formless keycard<|im_end|>go east<|im_end|>unlock formless chest with formless keycard<|im_end|>open formless 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 off, if it's not too much trouble, I need you to take a trip south. With that accomplished, doublecheck that the chest is wide open. And then, retrieve the telephone from the chest inside the studio. And then, sit the telephone on the armchair within the studio. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You can see a locked cuboid box. You can make out a bench. The bench is usual. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a cuboid passkey on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open chest<|im_end|>take telephone from chest<|im_end|>put telephone on armchair<|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 session of TextWorld! Here is how to play! First stop, make an attempt to go to the east. Following that, look and see that the cuboid chest is opened. After that, retrieve the loaf of bread from the cuboid chest. With the loaf of bread, eat the loaf of bread. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You have fallen into the most typical of all possible chambers. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a Microsoft chest. You make out a closed portmanteau.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a cashew, a Microsoft key, a novel and a manuscript on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open cuboid chest<|im_end|>take loaf of bread from cuboid chest<|im_end|>eat loaf of bread<|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 off, if it's not too much trouble, I need you to take the latchkey from the shelf. And then, go to the east. Then, close the locker in the office. After that, look and see the locker is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Of every chamber you could have walked into, you had to show up in an ordinary one.
Oh wow! Is that what I think it is? It is! It's a type 4 locker. Wow, check out the price tag that's still affixed to the type 4 locker! Three hundred big ones! You make out a shelf. The shelf is standard. On the shelf you can see a latchkey.
You need an unguarded exit? You should try going east.
You are carrying: a type 4 passkey.

your action:

Response: take latchkey from shelf<|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:
Welcome to another profound round of TextWorld! Here is how to play! First of all, you could, like, make an attempt to venture north. After that, recover the insect from the floor of the chamber. If you have picked up the insect, go south. Once you manage that, deposit the insect inside the chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. An ordinary kind of place.
What's that over there? It looks like it's a chest. The chest contains a passkey.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a fondue and an onion on the floor.
You are carrying: a peanut and a fudge scented latchkey.

your action:

Response: go north<|im_end|>take insect<|im_end|>go south<|im_end|>insert insect 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:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to ensure that the Microsoft style box in the canteen is open. And then, recover the keycard from the Microsoft style box. After that, unlock the locker. If you have unlocked the locker, ensure that the locker is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen. A normal one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked typical looking locker is in the room. You scan the room, seeing a Microsoft style box. An open fridge is nearby. The fridge is empty! What a waste of a day! Oh wow! Is that what I think it is? It is! It's a pan. The pan is ordinary. But there isn't a thing on it. It would have been so cool if there was stuff on the pan! oh well.
You need an unguarded exit? You should try going north.
There is a Microsoft style keycard and a kettle on the floor.
You are carrying: a fondue.

your action:

Response: open Microsoft style box<|im_end|>take keycard from Microsoft style box<|im_end|>unlock locker with keycard<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, make an attempt to take a trip east. If you can accomplish that, lift the type A latchkey from the floor of the dish-pit. After that, unlock the type A safe with the type A latchkey. And then, open the type A safe in the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. It seems to be pretty ordinary here.
You can make out a non-euclidean locker. Now why would someone leave that there? The non-euclidean locker is empty! What a waste of a day! You make out a desk. The desk is typical. However, the desk, like an empty desk, has nothing on it. Aw, here you were, all excited for there to be things on it! What's that over there? It looks like it's a mantelpiece. The mantelpiece is normal. But the thing is empty. You make a mental note to not get your hopes up the next time you see a mantelpiece in a room.
There is an exit to the east. Don't worry, it is unguarded.
There is a non-euclidean passkey on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take type A latchkey<|im_end|>unlock type A safe with type A latchkey<|im_end|>open type A 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 another exciting game of TextWorld! Here is how to play! First step, recover the keycard from the floor of the recreation zone. If you can get your hands on the keycard, make it so that the locker in the recreation zone is unlocked. And then, ensure that the locker is open. And then, pick up the dvd from the locker within the recreation zone. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the recreation zone.
You find yourself in a recreation zone. A standard one. The room is well lit.
You can see a locked typical looking locker in the room. You can see an opened basket. What a letdown! The basket is empty! You make out a bed. The bed appears to be empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a keycard on the floor.
You are carrying: a type Z passkey.

your action:

Response: take keycard<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>take dvd 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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First stop, make sure that the locker inside the chamber is unlocked. After that, open the locker in the chamber. Then, take the loaf of bread from the locker inside the chamber. Then, eat the loaf of bread. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. An usual one.
You hear a noise behind you and spin around, but you can't see anything other than a locker. As if things weren't amazing enough already, you can even see a type T box. Oh wow! Is that what I think it is? It is! It's a box. The box is empty! What a waste of a day!
There is an exit to the north. Don't worry, it is unguarded.
There is a type T keycard and a key on the floor.
You are carrying: a passkey, a type P key and a golf ball.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take loaf of bread from locker<|im_end|>eat loaf of bread<|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, travel north. Once you finish that, pick up the broom from the floor of the attic. Then, attempt to travel south. And then, you can put the broom inside the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in a basement. An ordinary one. Let's see what's in here.
You make out an opened safe. What a letdown! The safe is empty!
There is an exit to the north. Don't worry, it is unblocked.
There is a key and a hat on the floor.
You are carrying: a ladle.

your action:

Response: go north<|im_end|>take broom<|im_end|>go south<|im_end|>insert broom 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:
Welcome to TextWorld! First step, go to the east. And then, doublecheck that the type 1 locker within the office is wide open. And then, retrieve the Comic Strip Calendar from the type 1 locker. And then, throw the Comic Strip Calendar on the floor of the office. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. A typical kind of place. The room is well lit.
You can make out an opened box. The box contains a latchkey. A locked usual looking safe is nearby.
You need an unguarded exit? You should try going east.
There is a stick of butter on the floor.
You are carrying: a candy bar and a type 1 keycard.

your action:

Response: go east<|im_end|>open type 1 locker<|im_end|>take Comic Strip Calendar from type 1 locker<|im_end|>drop Comic Strip Calendar<|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 your task for today. First off, if it's not too much trouble, I need you to unlock the type Z chest in the cubicle. After that, assure that the type Z chest is wide open. After opening the type Z chest, recover the passkey from the type Z chest. With the passkey, unlock the box within the cubicle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. A normal kind of place.
You make out a locked box. You scan the room for a type Z chest, and you find a type Z chest. As if things weren't amazing enough already, you can even see a shelf. The shelf is ordinary. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going west.
There is a sandwich and a burger on the floor.
You are carrying: a peanut, a type Z keycard, a keycard and a nest of bunnies.

your action:

Response: unlock type Z chest with type Z keycard<|im_end|>open type Z chest<|im_end|>take passkey from type Z chest<|im_end|>unlock box 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 of all, you could, like, make an effort to venture west. Then, retrieve the desktop computer from the locker. Then, make an attempt to travel east. Then, place the desktop computer on the floor of the canteen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. An usual one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
If you haven't noticed it already, there seems to be something there by the wall, it's a chest. There's something strange about this thing being here, but you don't have time to worry about that now.
There is an exit to the west. Don't worry, it is unguarded.
There is a cabbage and a key on the floor.
You are carrying: a durian and a frisbee.

your action:

Response: go west<|im_end|>take desktop computer from locker<|im_end|>go east<|im_end|>drop desktop computer<|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 how to play! First thing I need you to do is to assure that the soap scented box is unlocked. Then, open the soap scented box within the garage. Once you have opened the soap scented box, retrieve the burger from the soap scented box within the garage. After that, eat the burger. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A typical kind of place.
Were you looking for a soap scented box? Because look over there, it's a soap scented box. You see a cuboid locker. Now why would someone leave that there? You see a toolbox.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a soap scented passkey and a pair of pants.

your action:

Response: unlock soap scented box with soap scented passkey<|im_end|>open soap scented box<|im_end|>take burger from soap scented box<|im_end|>eat burger<|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 session of TextWorld! Here is how to play! First step, make an attempt to move west. Then, recover the soap dispenser from the floor of the laundry place. After picking up the soap dispenser, attempt to go to the east. And then, insert the soap dispenser inside the locker within the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
This is going to sound unbelievable, but you've just entered a workshop. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a locker. The locker is empty! What a waste of a day! An open display is right there by you. The display contains a key. Make a note of this, you might have to put stuff on or in it later on. Oh wow! Is that what I think it is? It is! It's a case. The case contains a fly larva! You make out a chest. You make out a table. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying nothing.

your action:

Response: go west<|im_end|>take soap dispenser<|im_end|>go east<|im_end|>insert soap dispenser into 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 game of TextWorld! First off, if it's not too much trouble, I need you to check that the chest is unlocked with the key. Then, look and see that the chest is ajar. Then, recover the scarf from the chest inside the cellar. With the scarf, toss the scarf on the floor of the cellar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. A standard one.
You see a locked chest. You make out a locked usual looking non-euclidean box in the corner. You rest your hand against a wall, but you miss the wall and fall onto a rack. The rack is normal. But the thing is empty.
There is an exit to the west. Don't worry, it is unguarded.
There is a non-euclidean key and a cane on the floor.
You are carrying: a chocolate bar, a gummy bear and a key.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take scarf from chest<|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:
Welcome to TextWorld! First off, make an attempt to travel west. If you can finish that, pick up the cashew from the floor of the cookery. And then, eat the cashew. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You've entered an attic.
You make out a type J chest. You see a safe. What a letdown! The safe is empty! Were you looking for a rack? Because look over there, it's a rack. The rack is typical. The rack appears to be empty. You see a gleam over in a corner, where you can see a counter! The counter is usual. Looks like someone's already been here and taken everything off it, though. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a sandwich, a type J latchkey and a key.

your action:

Response: go west<|im_end|>take cashew<|im_end|>eat cashew<|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, it would be great if you could recover the keycard from the floor of the bar. After that, make an attempt to go to the south. Once you accomplish that, make sure that the chest is unlocked with the keycard. Then, ensure that the chest is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bar.
You arrive in a bar. A normal one.
You make out a locked locker nearby. Oh wow! Is that what I think it is? It is! It's a desk. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a keycard, a passkey and a textbook on the floor.
You are carrying: a cabbage, a licorice strip and a loaf of bread.

your action:

Response: take keycard<|im_end|>go south<|im_end|>unlock chest with keycard<|im_end|>open 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 off, pick up the American style key from the floor of the washroom. And then, unlock the American style locker. After that, ensure that the American style locker is open. And then, pick up the soap dispenser from the American style locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom. You can barely contain your excitement.
You can see a locked American style locker. An open basket, which looks standard, is close by. The basket is empty! What a waste of a day! You see a table. But the thing is empty. It would have been so cool if there was stuff on the table.
You need an unguarded exit? You should try going north.
There is an American style key and a bug on the floor.
You are carrying: a cookie, a TextWorld style latchkey, a cushion and a tv.

your action:

Response: take American style key<|im_end|>unlock American style locker with American style key<|im_end|>open American style locker<|im_end|>take soap dispenser from 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:
It's time to explore the amazing world of TextWorld! Your first objective is to make it so that the Canadian locker is unlocked. Then, make sure that the Canadian locker within the garage is open. Once you have opened the Canadian locker, pick up the rectangular keycard from the Canadian locker. Then, lock the rectangular box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. A normal kind of place.
You can make out a closed rectangular box. You see a locked Canadian locker, which looks typical, close by. You see a gleam over in a corner, where you can see a workbench. The workbench is ordinary. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the workbench.
There is an unblocked exit to the north.
There is a stick of butter and a shirt on the floor.
You are carrying: a Canadian latchkey and a key.

your action:

Response: unlock Canadian locker with Canadian latchkey<|im_end|>open Canadian locker<|im_end|>take rectangular keycard from Canadian locker<|im_end|>lock rectangular box 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be good if you could pick up the key from the floor of the launderette. After that, unlock the safe inside the launderette with the key. Then, ensure that the safe inside the launderette is open. After pulling open the safe, recover the sock from the safe inside the launderette. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the launderette.
You've entered a launderette. 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 safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Canadian limited edition safe.
You need an unblocked exit? You should try going west.
There is a key and a sponge on the floor.
You are carrying: a gummy bear, a keycard, a bug and a laptop.

your action:

Response: take key<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>take sock from 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 of all, unlock the chest. Then, open the chest in the dish-pit. And then, retrieve the whisk from the chest. After that, sit the whisk on the pan. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well, here we are in a dish-pit.
A locked chest, which looks ordinary, is right there by you. You bend down to tie your shoe. When you stand up, you notice a pan. The pan is usual. But there isn't a thing on it. Oh wow! Is that what I think it is? It is! It's a board. Now why would someone leave that there? However, the board, like an empty board, has nothing on it.
You need an unguarded exit? You should try going north.
There is a fondue on the floor.
You are carrying: a latchkey, a formless latchkey and a nest of grubs.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take whisk from chest<|im_end|>put whisk on pan<|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 step, unlock the locker with the passkey. Then, open the locker. After pulling open the locker, retrieve the paper towel from the locker. And then, place the paper towel on the table. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in a shower. 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 locker. You make out an opened standard looking dresser in the room. The dresser is empty! This is the worst thing that could possibly happen, ever! You make out an opened typical looking safe right there by you. The safe is empty, what a horrible day! You can see a table. The table is typical. On the table you can see a keycard. You can see a rack. The rack is typical. But oh no! there's nothing on this piece of junk.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a fondue on the floor.
You are carrying: a grape, a passkey and a rectangular latchkey.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take paper towel from locker<|im_end|>put paper 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, make an effort to go west. And then, lift the sponge from the floor of the shower. After picking up the sponge, take a trip east. With that done, insert the sponge into the chest in the bedchamber. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see an opened chest. The chest contains a cabbage and a stick of butter. Were you looking for a spherical locker? Because look over there, it's a spherical locker. There's something strange about this thing being here, but you don't have time to worry about that now.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a licorice strip on the floor.
You are carrying: a sandwich, a loaf of bread and a spherical keycard.

your action:

Response: go west<|im_end|>take sponge<|im_end|>go east<|im_end|>insert sponge 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:
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 move south. Once you manage that, take the passkey from the board in the cookhouse. After taking the passkey, unlock the safe within the cookhouse with the passkey. And then, ensure that the safe is open. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. A standard one. You begin to take stock of what's here.
An open locker is in the room. The locker is empty, what a horrible day! You make out a recliner. The recliner is standard. On the recliner you can make out a peanut.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a gummy bear and a licorice strip.

your action:

Response: go south<|im_end|>take passkey from board<|im_end|>unlock safe with passkey<|im_end|>open 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 thing I need you to do is to pick up the soap scented keycard from the chair in the cookhouse. If you can get your hands on the soap scented keycard, insert the soap scented keycard into the soap scented chest inside the cookhouse's lock to unlock it. And then, ensure that the soap scented chest within the cookhouse is open. And then, put the top hat inside the soap scented chest inside the cookhouse. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've just walked into a cookhouse.
You can make out a locked soap scented chest. Oh wow! Is that what I think it is? It is! It's a TextWorld limited edition safe. You can see an opened freezer, which looks ordinary, in the room. The freezer is empty! What a waste of a day! You can see a chair. You see a soap scented keycard and a TextWorld limited edition passkey on the chair.
There is an unblocked exit to the north.
You are carrying: a loaf of bread, a keycard and a top hat.

your action:

Response: take soap scented keycard from chair<|im_end|>unlock soap scented chest with soap scented keycard<|im_end|>open soap scented chest<|im_end|>insert top hat into soap 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:
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 stop, retrieve the latchkey from the mantelpiece in the cubicle. Then, attempt to move east. Then, make it so that the chest within the closet is shut. After that, lock the chest within the closet with the latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. An usual one.
Were you looking for a rectangular safe? Because look over there, it's a rectangular safe. Look over there! a mantelpiece. Why don't you take a picture of it, it'll last longer! You see a latchkey on the mantelpiece. Now that's what I call TextWorld! You make out a stand. But there isn't a thing on it. You see a bookshelf. On the bookshelf you see a potato.
There is an unblocked exit to the east.
You are carrying: a rectangular key.

your action:

Response: take latchkey from mantelpiece<|im_end|>go east<|im_end|>close chest<|im_end|>lock 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to pick-up the type C passkey from the floor of the study. If you can get your hands on the type C passkey, take a trip south. Then, make it so that the type C box within the salon is shut. Then, lock the type C box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study.
Oh, great. Here's a box. The box is empty! This is the worst thing that could possibly happen, ever! You rest your hand against a wall, but you miss the wall and fall onto an armchair. What a coincidence, weren't you just thinking about an armchair? The armchair is typical. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the armchair! oh well. You see a stand. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You make out a chair. But the thing is empty. You can see a bookshelf. But the thing is empty.
You need an unblocked exit? You should try going south.
There is a type C passkey on the floor.
You are carrying: a pair of headphones.

your action:

Response: take type C passkey<|im_end|>go south<|im_end|>close type C box<|im_end|>lock type C box with type C 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! First off, if it's not too much trouble, I need you to go north. Then, pick up the Advent Calendar from the mantelpiece within the workshop. After that, try to move south. Okay, and then, insert the Advent Calendar into the safe. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
Well, here we are in a playroom.
You make out an opened safe in the room. The safe contains a latchkey.
There is an exit to the north. Don't worry, it is unguarded.
There is a tv on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take Advent Calendar from mantelpiece<|im_end|>go south<|im_end|>insert Advent Calendar 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:
It's time to explore the amazing world of TextWorld! First off, if it's not too much trouble, I need you to doublecheck that the locker in the studio is unlocked. And then, ensure that the locker inside the studio is open. After pulling open the locker, retrieve the boysenberry from the locker inside the studio. With the boysenberry, eat the boysenberry. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
Well, here we are in a studio.
You make out a locker. You make out a chest. Empty! What kind of nightmare TextWorld is this? You can make out a closed portmanteau in the room.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a keyboard on the floor.
You are carrying: a fondue, a stick of butter and a passkey.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take boysenberry from locker<|im_end|>eat boysenberry<|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! Your first objective is to go south. With that accomplished, retrieve the rectangular passkey from the floor of the bedchamber. And then, make sure that the rectangular box is unlocked. And then, make absolutely sure that the rectangular box inside the bedchamber is opened. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
Look out! It's a- oh, never mind, it's just a locker. You can make out a case. 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 case is empty, what a horrible day! You make out a refrigerator. You hear a noise behind you and spin around, but you can't see anything other than a counter. But 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 south, that entranceway is unguarded.
You are carrying: a keycard.

your action:

Response: go south<|im_end|>take rectangular passkey<|im_end|>unlock rectangular box with rectangular passkey<|im_end|>open rectangular 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, venture west. After that, retrieve the rectangular keycard from the cabinet. And then, move east. Okay, and then, make sure the rectangular locker in the bar is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bar.
I am so happy to announce that you are now in the bar. 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 rectangular locker. You can make out a chest.
There is an exit to the west. Don't worry, it is unguarded.
There is a loaf of bread on the floor.
You are carrying: a key.

your action:

Response: go west<|im_end|>take rectangular keycard from cabinet<|im_end|>go east<|im_end|>lock rectangular locker 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:
Welcome to TextWorld! First stop, assure that the box within the playroom is unlocked. Then, ensure that the box is open. Then, recover the non-euclidean passkey from the box in the playroom. After stealing the non-euclidean passkey, Put the non-euclidean passkey into the non-euclidean chest to lock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the playroom.
You are in a playroom. A typical kind of place.
You can make out a non-euclidean chest. You can make out a box. The light flickers for a second, but nothing else happens. You see a locked formless box. A locked portmanteau is right there by you.
There is an unguarded exit to the north.
There is a formless keycard on the floor.
You are carrying: a passkey and a key.

your action:

Response: unlock box with passkey<|im_end|>open box<|im_end|>take non-euclidean passkey from box<|im_end|>lock non-euclidean chest with non-euclidean 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, move north. Then, retrieve the passkey from the dresser. And then, try to go south. With that over with, doublecheck that the box in the attic is locked. 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. A normal one.
You see a box. You can see a chest. Hey, want to see a stand? Look over there, a stand. But the thing is empty, unfortunately. You see a counter. The counter is normal. However, the counter, like an empty counter, has nothing on it. Silly counter, silly, empty, good for nothing counter. You can see a shelf. Why don't you take a picture of it, it'll last longer! The shelf is typical. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the north.
You are carrying: a keycard and an American key.

your action:

Response: go north<|im_end|>take passkey from dresser<|im_end|>go south<|im_end|>lock box 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 TextWorld! Your first objective is to go west. After that, retrieve the insect from the board in the laundromat. And then, try to travel east. That done, deposit the insect on the floor of the basement. That's it!

Here is your interactions so far:
current state: You are now in the basement.
Look at you, bigshot, walking into a basement like it isn't some huge deal.
You make out an opened locker here. The locker contains a keycard and a scarf.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a candy bar on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take insect from board<|im_end|>go east<|im_end|>drop insect<|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 attempt to move west. And then, pick-up the nest of ticks from the floor of the cubicle. And then, take a trip east. With that accomplished, drop the nest of ticks on the floor of the restroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the restroom.
You've entered a restroom.
Oh, great. Here's a bench. The bench is usual. But oh no! there's nothing on this piece of junk. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a cashew, a burger, a mop and a mat on the floor.
You are carrying: a lamp and a broom.

your action:

Response: go west<|im_end|>take nest of ticks<|im_end|>go east<|im_end|>drop nest of ticks<|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 how to play! Your first objective is to recover the type H keycard from the fridge. After that, make sure that the type H chest is unlocked. And then, ensure that the type H chest inside the dish-pit is open. Then, take the knife from the type H chest within the dish-pit. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well, here we are in a dish-pit.
You can see a type H chest. Now that's what I call TextWorld! You see a fridge. You can't wait to tell the folks at home about this! The fridge contains a type H keycard. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
You need an unguarded exit? You should try going west.
You are carrying: a bug.

your action:

Response: take type H keycard from fridge<|im_end|>unlock type H chest with type H keycard<|im_end|>open type H chest<|im_end|>take knife from type H 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:
You are now playing a profound episode of TextWorld! Here is how to play! First stop, go to the north. After that, retrieve the latchkey from the floor of the vault. After that, go south. And then, look and see that the chest within the bathroom is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bathroom.
You're now in a bathroom. Let's see what's in here.
You can make out a closed chest, which looks standard, here. You can see a safe. There's something strange about this thing being here, but you don't have time to worry about that now. You bend down to tie your shoe. When you stand up, you notice a bench. I guess it's true what they say, if you're looking for a bench, go to TextWorld. The bench is ordinary. However, the bench, like an empty bench, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying nothing.

your action:

Response: go north<|im_end|>take latchkey<|im_end|>go south<|im_end|>lock 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:
You are now playing a profound session of TextWorld! Here is your task for today. First of all, make an attempt to venture west. That done, take the insect from the case inside the canteen. And then, make an attempt to head east. After that, put the insect on the shelf in the shower. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal one.
Were you looking for a locker? Because look over there, it's a locker. You bend down to tie your shoe. When you stand up, you notice a shelf. The shelf is ordinary. However, the shelf, like an empty shelf, has nothing on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a sandwich, a cashew and a keycard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take insect from case<|im_end|>go east<|im_end|>put insect 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:
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, try to move east. Next, ensure that the type 5 locker within the steam room is open. And then, take the key from the type 5 locker. After that, insert the key into the box'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 sauna.
Here we are in the sauna.
If you haven't noticed it already, there seems to be something there by the wall, it's a type 8 box. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You make out a rack. You see a type 8 passkey on the rack. You see a gleam over in a corner, where you can see a bench. However, the bench, like an empty bench, has nothing on it. Hm. Oh well
There is an unblocked exit to the east.
There is a legume on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open type 5 locker<|im_end|>take key from type 5 locker<|im_end|>unlock box 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 your task for today. First step, retrieve the fudge scented passkey from the shelf within the steam room. Then, check that the fudge scented box within the steam room is unlocked with the fudge scented passkey. After that, assure that the fudge scented box is wide open. And then, retrieve the shirt from the fudge scented box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. An ordinary one. You begin looking for stuff.
You make out a fudge scented box. If you haven't noticed it already, there seems to be something there by the wall, it's a formless box, so there's that. You rest your hand against a wall, but you miss the wall and fall onto a shelf. The shelf is ordinary. On the shelf you can make out a fudge scented passkey.
You need an unblocked exit? You should try going north.
There is an iron on the floor.
You are carrying: a burger, a formless key, a keycard and a broom.

your action:

Response: take fudge scented passkey from shelf<|im_end|>unlock fudge scented box with fudge scented passkey<|im_end|>open fudge scented box<|im_end|>take shirt from fudge scented 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 thing I need you to do is to try to go south. With that over with, make it so that the locker is opened. After that, retrieve the cuboid key from the locker. After getting the cuboid key, doublecheck the cuboid chest within the cellar is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in a basement. An ordinary kind of place.
You can see a locked chest.
You need an unguarded exit? You should try going south.
There is a cookie and a shadfly on the floor.
You are carrying: a burger, a durian and a passkey.

your action:

Response: go south<|im_end|>open locker<|im_end|>take cuboid key from locker<|im_end|>lock cuboid chest with cuboid 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 TextWorld! Here is your task for today. First off, head north. After that, lift the keycard from the floor of the laundry place. Then, go south. And then, lock the box with the keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. A normal one.
You make out a closed box right there by you. You can see a locked spherical locker nearby. You make out a board. The board is standard. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a loaf of bread, a stick of butter, a salad, a spherical latchkey and an American limited edition passkey.

your action:

Response: go north<|im_end|>take keycard<|im_end|>go south<|im_end|>lock box 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:
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 off, take the blanket from the box in the salon. Once you have got the blanket, move south. Then, open the safe in the playroom. Then, deposit the blanket into the safe. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You've just shown up in a salon.
You see a box. The box contains a stick of butter and a blanket. You can see a Microsoft limited edition chest. You can see a recliner. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the south.
There is a Microsoft limited edition keycard on the floor.
You are carrying: a keycard and a passkey.

your action:

Response: take blanket from box<|im_end|>go south<|im_end|>open safe<|im_end|>insert blanket 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:
You are now playing a fast paced game of TextWorld! Here is how to play! First off, ensure that the Henderson's style safe inside the kitchen is open. After that, recover the keycard from the Henderson's style safe within the kitchen. With the keycard, doublecheck that the safe is unlocked with the keycard. Then, open the safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
I am sorry to announce that you are now in the kitchen. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a safe. Look out! It's a- oh, never mind, it's just a Henderson's style safe. You make out a freezer. You make out a chair. But there isn't a thing on it.
You need an unblocked exit? You should try going north.
There is a fondue, a candy bar and a Henderson's style latchkey on the floor.
You are carrying nothing.

your action:

Response: open Henderson's style safe<|im_end|>take keycard from Henderson's style safe<|im_end|>unlock safe with keycard<|im_end|>open 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First step, retrieve the key from the bench. After picking up the key, head east. Next, make absolutely sure that the safe is shut. And then, Place the key into the safe inside the scullery to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. An usual one.
You can make out a chest. You shudder, but continue examining the room. You see a Canadian style locker. You bend down to tie your shoe. When you stand up, you notice a bench. On the bench you can see a key and a bug. You can make out a mantelpiece. The mantelpiece is typical. Unfortunately, there isn't a thing on it.
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 formless passkey and a Canadian style key.

your action:

Response: take key from bench<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe 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:
You are now playing a profound round of TextWorld! First stop, make an attempt to venture west. If you can get through with that, recover the cashew from the pan within the dish-pit. Once you have got the cashew, eat the cashew. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A normal one.
You can see a shelf. The shelf is ordinary. But there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
There is a licorice strip on the floor.
You are carrying: a garlic clove, a shoe and a poem.

your action:

Response: go west<|im_end|>take cashew from pan<|im_end|>eat cashew<|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, it would be good if you could attempt to go to the west. With that done, retrieve the kettle from the floor of the scullery. Then, head east. With that over with, you can deposit the kettle into the cake scented chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You're now in the laundromat. You begin to take stock of what's here.
You can see a cake scented chest. The cake scented chest contains an insect. You see a locked locker.
There is an exit to the west. Don't worry, it is unguarded.
There is a latchkey and a sock on the floor.
You are carrying: a chocolate bar, a cake scented passkey and a bug.

your action:

Response: go west<|im_end|>take kettle<|im_end|>go east<|im_end|>insert kettle into cake 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:
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 take a trip south. Then, insert the formless keycard into the formless locker within the office's lock to unlock it. Then, open the formless locker. After that, deposit the nest of ticks into the formless locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You've just sauntered into a workshop.
You can make out a box. A box... Is that really what you were looking for? You can see a closed locker.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a formless keycard, a keycard, a nest of ticks and a pair of pants.

your action:

Response: go south<|im_end|>unlock formless locker with formless keycard<|im_end|>open formless locker<|im_end|>insert nest of ticks into formless 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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First step, go to the west. And then, take the whisk from the chair. And then, go east. With that accomplished, you can place the whisk into the box within the cellar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
Well, here we are in the cellar.
You can make out an opened box in the corner. Empty! What kind of nightmare TextWorld is this? You see an opened suitcase. Empty! What kind of nightmare TextWorld is this? You can make out a closed cabinet. You can make out a counter. The counter is ordinary. But the thing is empty, unfortunately. You make out a table. You shudder, but continue examining the table. The table is normal. But the thing is empty. It would have been so cool if there was stuff on the table. You scan the room for a shelf, and you find a shelf. The shelf is standard. But the thing is empty, unfortunately. Hm. Oh well
You need an unguarded exit? You should try going west.
You are carrying: a key.

your action:

Response: go west<|im_end|>take whisk from chair<|im_end|>go east<|im_end|>insert whisk 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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First of all, you could, like, take a trip south. With that accomplished, open the TextWorld style box within the attic. And then, pick up the butterfly from the TextWorld style box. Once you have picked up the butterfly, ditch the butterfly on the floor of the attic. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You're now in the cookhouse.
You see a locked TextWorld limited edition chest. You make out a pan. The pan is ordinary. On the pan you see a coffee cup, so there's that.
There is an unblocked exit to the south.
There is a peanut and a TextWorld limited edition keycard on the floor.
You are carrying: a TextWorld style latchkey.

your action:

Response: go south<|im_end|>open TextWorld style box<|im_end|>take butterfly from TextWorld style box<|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:
Welcome to another life changing session of TextWorld! First, it would be good if you could go east. After that, ensure that the type 5 chest in the bathroom is open. And then, recover the sponge from the type 5 chest inside the bathroom. Then, sit the sponge on the rack. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in the kitchenette.
You smell an awful smell, and follow it to a cuboid safe. The light flickers for a second, but nothing else happens.
There is an unblocked exit to the east.
There is a sandwich on the floor.
You are carrying: a keycard and a cuboid passkey.

your action:

Response: go east<|im_end|>open type 5 chest<|im_end|>take sponge from type 5 chest<|im_end|>put sponge 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, go north. Following that, recover the lightbulb from the locker. Then, make an attempt to go to the south. Then, toss the lightbulb on the floor of the spare room. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
I am obligated to announce that you are now in the spare room. You start to take note of what's in the room.
You can make out a safe. Empty! What kind of nightmare TextWorld is this? You can see a shelf. The shelf is normal. The shelf appears to be empty.
You need an unblocked exit? You should try going north.
There is a pair of headphones on the floor.
You are carrying: a cashew.

your action:

Response: go north<|im_end|>take lightbulb from locker<|im_end|>go south<|im_end|>drop lightbulb<|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 session of TextWorld! Here is your task for today. Your first objective is to move west. Then, pick-up the keycard from the floor of the workshop. And then, make an attempt to go to the east. Then, check that the safe inside the cubicle is unlocked with the keycard. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. An ordinary kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a safe. Now why would someone leave that there? You can make out a desk. The desk is ordinary. But the thing is empty, unfortunately. You scan the room for a stand, and you find a stand! But the thing is empty. You swear loudly. You can see a bookshelf. Make a note of this, you might have to put stuff on or in it later on. The bookshelf is normal. But the thing is empty. You make out a mantelpiece. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going west.
You are carrying: a nest of bats, a whisk and a nest of toads.

your action:

Response: go west<|im_end|>take keycard<|im_end|>go east<|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! Here is how to play! Your first objective is to make absolutely sure that the formless chest in the study is ajar. After that, take the latchkey from the formless chest within the study. After that, head south. After that, make sure that the chest is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A normal one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a formless chest. You can make out a toolbox.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a formless key on the floor.
You are carrying: a burger and a cashew.

your action:

Response: open formless chest<|im_end|>take latchkey from formless chest<|im_end|>go south<|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:
Welcome to TextWorld! Here is how to play! First of all, you could, like, make an attempt to go east. That done, open the locker inside the kitchen. After you have pulled open the locker, pick up the TextWorld style passkey from the locker inside the kitchen. Then, look and see the TextWorld style safe inside the kitchen is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
I never took you for the sort of person who would show up in a cookhouse, but I guess I was wrong. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a rack. Wow, isn't TextWorld just the best? The rack appears to be empty.
There is an unguarded exit to the east.
There is a loaf of bread and a ladle on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open locker<|im_end|>take TextWorld style passkey from locker<|im_end|>lock TextWorld style safe with TextWorld 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:
Welcome to another life changing episode of TextWorld! First, it would be great if you could attempt to venture north. Following that, take the formless latchkey from the box inside the chamber. After that, attempt to move south. And then, look and see that the formless chest within the garage is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. An usual one. You try to gain information on your surroundings by using a technique you call "looking."
You make out a locked formless chest right there by you. You see a non-euclidean safe.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a keycard.

your action:

Response: go north<|im_end|>take formless latchkey from box<|im_end|>go south<|im_end|>unlock formless chest 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, recover the key from the floor of the attic. And then, venture south. If you can get around to doing that, doublecheck that the box is closed. After closing the box, lock the box within the cubicle. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
Well, here we are in the attic.
You can make out a closed locker right there by you.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a key and a passkey on the floor.
You are carrying: a candy bar, a TextWorld latchkey, a paper towel and a glass.

your action:

Response: take key<|im_end|>go south<|im_end|>close box<|im_end|>lock box 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:
You are now playing a fast paced round of TextWorld! First of all, make an attempt to venture west. Then, retrieve the paper towel from the board inside the shower. And then, take a trip east. Okay, and then, rest the paper towel on the counter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the garage.
You've just sauntered into a garage.
You can see a locked crate here. Oh wow! Is that what I think it is? It is! It's a counter. However, the counter, like an empty counter, has nothing on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a broccoli on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take paper towel from board<|im_end|>go east<|im_end|>put paper towel 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:
You are now playing a fast paced episode of TextWorld! Here is how to play! Your first objective is to pick-up the rectangular latchkey from the floor of the bedroom. Then, venture south. With that accomplished, close the rectangular safe in the bedchamber. And then, assure that the rectangular safe in the bedchamber is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom.
You can see a recliner. You wonder idly who left that here. However, the recliner, like an empty recliner, has nothing on it. Aw, here you were, all excited for there to be things on it! Oh wow! Is that what I think it is? It is! It's a stand. The stand is normal. Unfortunately, there isn't a thing on it. Hopefully, this discovery doesn't ruin your TextWorld experience! You see a desk. The desk is normal. The desk appears to be empty. You swear loudly.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a rectangular latchkey and a novel on the floor.
You are carrying: a stick of butter and a backup calendar.

your action:

Response: take rectangular latchkey<|im_end|>go south<|im_end|>close rectangular safe<|im_end|>lock rectangular safe with rectangular 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, go to the east. Then, ensure that the TextWorld limited edition safe is open. Then, take the shirt from the TextWorld limited edition safe inside the attic. Then, rest the shirt on the table. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A normal one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out an armchair. You wonder idly who left that here. You see a fly larva and a pen on the armchair. You make out a bookshelf. But the thing is empty.
You need an unguarded exit? You should try going east.
You are carrying: a TextWorld limited edition key, a broom and a kettle.

your action:

Response: go east<|im_end|>open TextWorld limited edition safe<|im_end|>take shirt from TextWorld limited edition safe<|im_end|>put shirt on table<|im_end|>