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 try to head south. Okay, and then, look and see that the chest is opened. If you have pulled open the chest, pick up the stick of butter from the chest within the studio. Then, eat the stick of butter. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic.
If you haven't noticed it already, there seems to be something there by the wall, it's a rectangular locker. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a table. You see a sock on the table. You rest your hand against a wall, but you miss the wall and fall onto a rack. The rack is usual. On the rack you see a rectangular keycard.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a worm on the floor.
You are carrying: a latchkey, a nest of bunnies and a book.

your action:

Response: go south<|im_end|>open chest<|im_end|>take stick of butter from chest<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, try to head east. Then, open the locker. And then, pick up the telephone from the locker. Then, insert the telephone inside the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. A normal 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 box. You can see an opened case. The case is empty! This is the worst thing that could possibly happen, ever! You see a suitcase. Hmmm... what else, what else?
There is an unblocked exit to the east.
There is a legume and a key on the floor.
You are carrying: a latchkey and a worm.

your action:

Response: go east<|im_end|>open locker<|im_end|>take telephone from locker<|im_end|>insert telephone 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be a great idea if you could venture west. With that done, pick up the shadfly from the locker. After you have picked up the shadfly, move east. Then, rest the shadfly on the desk inside the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
Ah, the studio. This is some kind of studio, really great normal vibes in this place, a wonderful normal atmosphere. And now, well, you're in it. You try to gain information on your surroundings by using a technique you call "looking."
Look over there! a display. The display is empty, what a horrible day! You see a gleam over in a corner, where you can see a desk. But the thing hasn't got anything on it. You make out a table. Does this look like anything mentioned in the instructions? You see a stick of butter on the table.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a garlic clove, a keycard and a scarf.

your action:

Response: go west<|im_end|>take shadfly from locker<|im_end|>go east<|im_end|>put shadfly on desk<|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 stop, venture west. After that, lift the coffee cup from the floor of the scullery. And then, attempt to go east. With that over with, you can insert the coffee cup inside the type 7 box inside the restroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the restroom.
Well, here we are in a restroom. The room is well lit.
You smell a hideous smell, and follow it to a type 7 box. The type 7 box contains a type 7 key. You can make out a board. Looks like someone's already been here and taken everything off it, though. What's that over there? It looks like it's a shelf. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a loaf of bread on the floor.
You are carrying: a cucumber.

your action:

Response: go west<|im_end|>take coffee cup<|im_end|>go east<|im_end|>insert coffee cup into type 7 box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, take a trip west. After that, recover the Microsoft limited edition key from the stand. Then, attempt to head east. After that, lock the Microsoft limited edition safe with the Microsoft limited edition key. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
Well, here we are in the vault.
You can see a Microsoft limited edition safe. You can make out a cuboid chest. Now that's what I call TextWorld! You can see a rack. The rack is usual. But oh no! there's nothing on this piece of trash.
There is an unblocked exit to the west.
You are carrying: a TextWorld key.

your action:

Response: go west<|im_end|>take Microsoft limited edition key from stand<|im_end|>go east<|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:
Welcome to TextWorld! First of all, make an attempt to go north. With that accomplished, recover the fresh laundry scented passkey from the board in the washroom. After that, attempt to head south. And then, unlock the fresh laundry scented safe inside the playroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the playroom.
You find yourself in a playroom. An usual one.
You make out a locked fresh laundry scented safe. Oh wow! Is that what I think it is? It is! It's a chest. You shudder, but continue examining the room.
There is an exit to the north. Don't worry, it is unblocked.
There is a latchkey on the floor.
You are carrying: a loaf of bread, a pear and a rectangular keycard.

your action:

Response: go north<|im_end|>take fresh laundry scented passkey from board<|im_end|>go south<|im_end|>unlock fresh laundry scented safe with fresh laundry scented passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, check that the non-euclidean chest inside the cellar is unlocked with the non-euclidean keycard. And then, doublecheck that the non-euclidean chest is opened. And then, take the lightbulb from the non-euclidean chest. After you have got the lightbulb, drop the lightbulb 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're now in a cellar. Okay, just remember what you're here to do, and everything will go great.
You can make out a non-euclidean chest. Make a note of this, you might have to put stuff on or in it later on. You see a trunk.
There is an exit to the north. Don't worry, it is unblocked.
There is a pair of pants on the floor.
You are carrying: a broccoli and a non-euclidean keycard.

your action:

Response: unlock non-euclidean chest with non-euclidean keycard<|im_end|>open non-euclidean chest<|im_end|>take lightbulb from non-euclidean chest<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Your first objective is to recover the type G passkey from the drawer. With the type G passkey, move south. Okay, and then, unlock the type G box in the studio. After that, open the type G box in the studio. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower.
You see a drawer. The drawer contains a type G passkey. You make out a closed safe right there by you. Oh wow! Is that what I think it is? It is! It's a case. Hmmm... what else, what else? The case is empty! This is the worst thing that could possibly happen, ever!
There is an exit to the south. Don't worry, it is unguarded.
There is a key on the floor.
You are carrying: a stick of butter.

your action:

Response: take type G passkey from drawer<|im_end|>go south<|im_end|>unlock type G box with type G passkey<|im_end|>open type G 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 profound round of TextWorld? You do! First off, if it's not too much trouble, I need you to retrieve the keycard from the rectangular box. After that, make an effort to move south. After that, make sure that the safe in the washroom is closed. And then, Put the keycard into the safe inside the washroom to lock it. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've just shown up in a shower.
You see a rectangular box. Something scurries by right in the corner of your eye. Probably nothing. The rectangular box contains a keycard and a rectangular latchkey.
You need an unblocked exit? You should try going south.
There is a legume on the floor.
You are carrying: a loaf of bread.

your action:

Response: take keycard from rectangular box<|im_end|>go south<|im_end|>close safe<|im_end|>lock 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:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to make an effort to head west. After that, pick up the pen from the coffer in the studio. And then, try to travel east. If you can get through with that, place the pen on the floor of the bedroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just shown up in a bedroom. You begin looking for stuff.
A closed chest, which looks normal, is right there by you. You can make out a bookshelf. The bookshelf is typical. However, the bookshelf, like an empty bookshelf, has nothing on it. Sometimes, just sometimes, TextWorld can just be the worst.
You need an unguarded exit? You should try going west.
There is a gummy bear and a tv on the floor.
You are carrying: a loaf of bread and a passkey.

your action:

Response: go west<|im_end|>take pen from coffer<|im_end|>go east<|im_end|>drop pen<|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 step, look and see that the TextWorld locker is unlocked. After that, make absolutely sure that the TextWorld locker inside the vault is wide open. After that, recover the passkey from the TextWorld locker. With the passkey, look and see that the safe inside the vault is locked. That's it!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. A typical one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a closed safe. If you haven't noticed it already, there seems to be something there by the wall, it's a TextWorld locker! You make out a counter. You shudder, but continue examining the counter. However, the counter, like an empty counter, has nothing on it. What, you think everything in TextWorld should have stuff on it? You see a gleam over in a corner, where you can see a shelf. The shelf is usual. On the shelf you can see a stick of butter. You see a table. The table is ordinary. But the thing is empty, unfortunately.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a TextWorld latchkey, an iron and a glove.

your action:

Response: unlock TextWorld locker with TextWorld latchkey<|im_end|>open TextWorld locker<|im_end|>take passkey from TextWorld locker<|im_end|>lock safe with passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, you could, like, recover the spherical latchkey from the chair inside the studio. And then, move south. Then, look and see that the spherical chest within the dish-pit is closed. And then, look and see that the spherical chest inside the dish-pit is locked with the spherical latchkey. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You have entered the most standard of all possible studios.
You make out a bureau. What a letdown! The bureau is empty! You can make out a chair. You see a spherical latchkey on the chair.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a laptop on the floor.
You are carrying: a mop.

your action:

Response: take spherical latchkey from chair<|im_end|>go south<|im_end|>close spherical chest<|im_end|>lock spherical chest with spherical 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 fast paced game of TextWorld! Here is how to play! First thing I need you to do is to doublecheck that the Microsoft limited edition chest within the washroom is unlocked. And then, ensure that the Microsoft limited edition chest in the washroom is open. After pulling open the Microsoft limited edition chest, recover the latchkey from the Microsoft limited edition chest. And then, make sure that the box within the washroom is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You arrive in a washroom. An ordinary kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a box. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Microsoft limited edition chest. You see a locked drawer.
There is an unblocked exit to the west.
There is a broom on the floor.
You are carrying: a loaf of bread, a licorice strip, a Microsoft limited edition keycard and a lightbulb.

your action:

Response: unlock Microsoft limited edition chest with Microsoft limited edition keycard<|im_end|>open Microsoft limited edition chest<|im_end|>take latchkey from Microsoft limited edition chest<|im_end|>lock box 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 fast paced round of TextWorld! Here is how to play! First of all, recover the key from the floor of the office. After that, make an effort to travel east. Then, unlock the box. If you have unlocked the box, open the box. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a closed Canadian style box.
There is an unguarded exit to the east.
There is a key and a Canadian style keycard on the floor.
You are carrying: a stick of butter and a nest of insects.

your action:

Response: take key<|im_end|>go east<|im_end|>unlock box with key<|im_end|>open 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:
You are now playing a exciting round of TextWorld! Here is how to play! First, it would be good if you could pick up the latchkey from the floor of the attic. After that, make an effort to go to the south. That done, close the safe in the study. After that, make sure that the safe in the study is locked. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic. A normal kind of place.
A closed chest is close by. You make out a counter. You see a fly larva on the counter.
There is an exit to the south. Don't worry, it is unblocked.
There is a latchkey and a broom on the floor.
You are carrying nothing.

your action:

Response: take latchkey<|im_end|>go south<|im_end|>close safe<|im_end|>lock safe 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! First of all, you could, like, make an effort to move east. And then, open the type 5 locker. And then, retrieve the salad from the type 5 locker. And then, eat the salad. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
Okay, so you're in a cubicle, cool, but is it usual? You better believe it is.
You need an unblocked exit? You should try going east.
There is a bug on the floor.
You are carrying: a stick of butter, a chocolate bar, a type 5 key, a Henderson's style keycard, a butterfly and a printer.

your action:

Response: go east<|im_end|>open type 5 locker<|im_end|>take salad from type 5 locker<|im_end|>eat salad<|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 step, go north. Then, pick up the Microsoft limited edition keycard from the table within the shower. If you can get your hands on the Microsoft limited edition keycard, move south. Then, check that the Microsoft limited edition locker in the study is unlocked with the Microsoft limited edition keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
Ah, the study. This is some kind of study, really great normal vibes in this place, a wonderful normal atmosphere. And now, well, you're in it. You can barely contain your excitement.
If you haven't noticed it already, there seems to be something there by the wall, it's a Microsoft limited edition locker. You smell a lovely smell, and follow it to a bureau. The bureau is empty! This is the worst thing that could possibly happen, ever! You see a rectangular safe.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a burger and a rectangular passkey.

your action:

Response: go north<|im_end|>take Microsoft limited edition keycard from table<|im_end|>go south<|im_end|>unlock Microsoft limited edition locker with Microsoft limited edition 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! Here is how to play! First off, if it's not too much trouble, I need you to move south. And then, retrieve the type 4 key from the board. After you have picked up the type 4 key, unlock the type 4 box inside the restroom with the type 4 key. Then, ensure that the type 4 box is open. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. An usual kind of place.
You can make out a rack. The rack is normal. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the rack. You see a gleam over in a corner, where you can see a counter. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a broom on the floor.
You are carrying: a keycard and a tablet.

your action:

Response: go south<|im_end|>take type 4 key from board<|im_end|>unlock type 4 box with type 4 key<|im_end|>open type 4 box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to attempt to travel east. After that, ensure that the vanilla scented safe is open. Then, pick up the paper towel from the vanilla scented safe. If you have taken the paper towel, you can put the paper towel inside the cabinet inside the sauna. That's it!

Here is your interactions so far:
current state: You are now in the study.
Look at you, bigshot, walking into a study like it isn't some huge deal.
There is an exit to the east. Don't worry, it is unguarded.
There is a butterfly on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open vanilla scented safe<|im_end|>take paper towel from vanilla scented safe<|im_end|>insert paper towel into cabinet<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, venture west. With that accomplished, pick-up the sandwich from the floor of the cellar. And then, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
Okay, so you're in a study, cool, but is it usual? You better believe it is.
You make out a display. What a letdown! The display is empty! Were you looking for a box? Because look over there, it's a box. The box is empty! What a waste of a day! You make out a toolbox. Something scurries by right in the corner of your eye. Probably nothing. What a letdown! The toolbox is empty! What's that over there? It looks like it's a chair. But oh no! there's nothing on this piece of garbage.
You need an unguarded exit? You should try going west.
There is a mouse on the floor.
You are carrying: a carrot, a cucumber and a key.

your action:

Response: go west<|im_end|>take sandwich<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, take the cuboid passkey from the freezer. With the cuboid passkey, insert the cuboid passkey into the cuboid locker within the cookhouse's lock to unlock it. After that, ensure that the cuboid locker is open. Then, put the broom inside the cuboid locker in the cookhouse. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookhouse.
You're now in the cookhouse. You start to take note of what's in the room.
Oh wow! Is that what I think it is? It is! It's a cuboid locker. You can see an opened typical looking freezer right there by you. The freezer contains a cuboid passkey. If you haven't noticed it already, there seems to be something there by the wall, it's a box. You rest your hand against a wall, but you miss the wall and fall onto a platter. The platter is standard. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a legume and a key on the floor.
You are carrying: a broom.

your action:

Response: take cuboid passkey from freezer<|im_end|>unlock cuboid locker with cuboid passkey<|im_end|>open cuboid locker<|im_end|>insert broom into cuboid 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! Your first objective is to make an effort to head south. Then, unlock the chest. And then, ensure that the chest is open. After pulling open the chest, pick up the soap dispenser from the chest inside the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A standard kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You see a locked box. You see a stand. Looks like someone's already been here and taken everything off it, though. You can see a chair. The chair is typical. On the chair you see a gummy bear. There's something strange about this being here, but you can't put your finger on it.
There is an exit to the south. Don't worry, it is unblocked.
There is a latchkey on the floor.
You are carrying: a cauliflower, a broccoli and a passkey.

your action:

Response: go south<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>take soap dispenser from chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, head south. With that accomplished, assure that the safe inside the cookery is wide open. Then, pick up the shadfly from the safe. And then, drop the shadfly on the floor of the cookery. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom.
You see a shelf. The shelf is normal. On the shelf you can make out a mop. You make out a table. You wonder idly who left that here. The table is typical. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a keycard and a key.

your action:

Response: go south<|im_end|>open safe<|im_end|>take shadfly from safe<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to travel east. With that over with, open the locker in the cookery. Then, pick up the shadfly from the locker. And then, throw the shadfly on the floor of the cookery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the sauna.
Of every sauna you could have shown up in, you had to walk into a typical one. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a type J safe. You make out a rack. The rack appears to be empty. What, you think everything in TextWorld should have stuff on it?
You need an unblocked exit? You should try going east.
You are carrying: a stick of butter, a type J latchkey and a lightbulb.

your action:

Response: go east<|im_end|>open locker<|im_end|>take shadfly from locker<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, go east. Then, open the American locker inside the bedchamber. And then, retrieve the cashew from the American locker. Then, eat the cashew. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You've just walked into a workshop. You begin to take stock of what's here.
You make out a table. On the table you see a chocolate bar, a mouse and a folder.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a stapler and a book on the floor.
You are carrying: an American keycard.

your action:

Response: go east<|im_end|>open American locker<|im_end|>take cashew from American locker<|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:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, retrieve the teacup from the floor of the scullery. With the teacup, make an attempt to head south. And then, open the locker. And then, insert the teacup inside the locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the scullery.
You've just walked into a scullery. Okay, just remember what you're here to do, and everything will go great.
You make out a closed TextWorld style box.
There is an unguarded exit to the south.
There is a TextWorld style passkey and a teacup on the floor.
You are carrying: a candy bar, a passkey, a shadfly and a ladle.

your action:

Response: take teacup<|im_end|>go south<|im_end|>open locker<|im_end|>insert teacup 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:
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 attempt to move south. If you can get around to doing that, make absolutely sure that the locker inside the bedroom is ajar. After that, retrieve the synthesizer from the locker. After that, deposit the synthesizer on the floor of the bedroom. 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. An ordinary kind of place. You begin to take stock of what's here.
Look over there! a rectangular safe. You see a box. Is this it? Is this what you came to TextWorld to see? a box? You see a stand. I guess it's true what they say, if you're looking for a stand, go to TextWorld. You see a rectangular passkey on the stand. Now that's what I call TextWorld! Look out! It's a- oh, never mind, it's just a workbench. The workbench is usual. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the south.
There is a keycard on the floor.
You are carrying: an insect.

your action:

Response: go south<|im_end|>open locker<|im_end|>take synthesizer from locker<|im_end|>drop synthesizer<|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 take a trip west. And then, pick up the key from the plate within the kitchen. Then, move east. After that, unlock the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
You have come into a dish-pit. Not the dish-pit you'd expect. No, this is a dish-pit.
You can make out a locked chest right there by you. As if things weren't amazing enough already, you can even see a shelf. You can't really describe the shelf besides that it's normal. You see a fly larva and a coffee cup on the shelf. If you haven't noticed it already, there seems to be something there by the wall, it's a rack. The rack is usual. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You can make out a chair. The chair is standard. But the thing hasn't got anything on it. Hm. Oh well Oh wow! Is that what I think it is? It is! It's a saucepan. The saucepan is standard. But the thing is empty, unfortunately.
There is an unblocked exit to the west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take key from plate<|im_end|>go east<|im_end|>unlock chest with key<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, make an effort to head west. Following that, pick up the passkey from the desk in the study. And then, try to venture east. That done, insert the passkey into the box's lock to unlock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in a shower. 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 locked box here. You see a gleam over in a corner, where you can see a Canadian style safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a shelf. On the shelf you can see a Canadian style latchkey and a sponge. Were you looking for a table? Because look over there, it's a table. Now why would someone leave that there? Unfortunately, there isn't a thing on it. You see a bench. The bench is typical. But the thing hasn't got anything on it.
There is an unblocked exit to the west.
You are carrying: a peanut.

your action:

Response: go west<|im_end|>take passkey from desk<|im_end|>go east<|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 off, make an attempt to travel south. That done, open the locker. Then, retrieve the Microsoft style latchkey from the locker. After that, assure that the Microsoft style locker is unlocked with the Microsoft style latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
Okay, so you're in a parlor, cool, but is it standard? You better believe it is. You try to gain information on your surroundings by using a technique you call "looking."
You rest your hand against a wall, but you miss the wall and fall onto a chest. The chest is empty! What a waste of a day! You make out a recliner. But oh no! there's nothing on this piece of garbage. What, you think everything in TextWorld should have stuff on it?
You need an unblocked exit? You should try going south.
There is a salad on the floor.
You are carrying: a keycard and a kettle.

your action:

Response: go south<|im_end|>open locker<|im_end|>take Microsoft style latchkey from locker<|im_end|>unlock Microsoft style locker with Microsoft style latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, try to go to the east. And then, make sure that the safe within the spare room is unlocked. After that, make sure that the safe in the spare room is opened. And then, retrieve the pair of headphones from the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. An usual one.
You see a soap scented locker. Hey, want to see a counter? Look over there, a counter. The counter is standard. On the counter you see a mop. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
You need an unguarded exit? You should try going east.
You are carrying: a passkey and a soap scented passkey.

your action:

Response: go east<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>take pair of headphones 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:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to check that the Canadian locker inside the attic is unlocked with the Canadian passkey. After that, open the Canadian locker in the attic. Once you have opened the Canadian locker, take the cloak from the Canadian locker in the attic. And then, rest the cloak on the shelf. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
Look around you. Take it all in. It's not every day someone gets to be in an attic.
A locked ordinary looking Canadian locker is right there by you. You can see a crate. The crate is empty! What a waste of a day! You scan the room for a shelf, and you find a shelf. But the thing is empty. You can see a workbench. You wonder idly who left that here. The workbench is ordinary. But the thing is empty. Silly workbench, silly, empty, good for nothing workbench. You hear a noise behind you and spin around, but you can't see anything other than a rack. On the rack you can make out a cucumber. 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. Hey, want to see a stand? Look over there, a stand. The stand is usual. But the thing is empty, unfortunately. Hopefully, this discovery doesn't ruin your TextWorld experience!
You need an unguarded exit? You should try going west.
You are carrying: a Canadian passkey.

your action:

Response: unlock Canadian locker with Canadian passkey<|im_end|>open Canadian locker<|im_end|>take cloak from Canadian locker<|im_end|>put cloak 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:
Welcome to another profound session of TextWorld! Here is how to play! First of all, you could, like, pick-up the American style keycard from the floor of the bar. And then, go to the east. That done, make sure that the American style chest in the washroom is unlocked with the American style keycard. After unlocking the American style chest, ensure that the American style chest is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bar.
You've entered a bar.
You can make out an opened portmanteau in the corner. The portmanteau is empty! This is the worst thing that could possibly happen, ever! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a stand. The stand is standard. On the stand you see a peanut and a pizza.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is an American style keycard on the floor.
You are carrying: a fondue, a Comic Strip Calendar and a mug.

your action:

Response: take American style keycard<|im_end|>go east<|im_end|>unlock American style chest with American style keycard<|im_end|>open American style chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is how to play! First of all, take the latchkey from the case in the dish-pit. After that, assure that the safe inside the dish-pit is unlocked. After that, make absolutely sure that the safe is ajar. After opening the safe, retrieve the napkin from the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. An usual one.
If you haven't noticed it already, there seems to be something there by the wall, it's a safe. Huh, weird. An open case, which looks usual, is here. The case contains a latchkey. There's something strange about this being here, but you can't put your finger on it. Oh wow! Is that what I think it is? It is! It's a freezer. Were you looking for a table? Because look over there, it's a table. What a coincidence, weren't you just thinking about a table? The table is typical. 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 north, that entranceway is unguarded.
You are carrying: a gummy bear.

your action:

Response: take latchkey from case<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>take napkin 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, it would be a great idea if you could make absolutely sure that the rectangular safe in the garage is unlocked. And then, ensure that the rectangular safe inside the garage is open. And then, take the shirt from the rectangular safe. Then, rest the shirt on the rack. 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.
Oh, great. Here's a rectangular safe. You can make out a box. Huh, weird. The box is empty, what a horrible day! You scan the room, seeing a rack. The rack is usual. Looks like someone's already been here and taken everything off it, though. If you haven't noticed it already, there seems to be something there by the wall, it's a counter. You wonder idly who left that here. But the thing is empty, unfortunately. You move on, clearly furious with TextWorld.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a burger, a rectangular latchkey, a key and a butterfly.

your action:

Response: unlock rectangular safe with rectangular latchkey<|im_end|>open rectangular safe<|im_end|>take shirt from rectangular safe<|im_end|>put shirt 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, go to the west. Then, pick-up the butterfly from the floor of the kitchenette. After that, head east. If you can succeed at that, sit the butterfly on the board within the shower. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You have stumbled into a shower. Not the shower you'd expect. No, this is a shower. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a closed box. You can make out a board. Why don't you take a picture of it, it'll last longer! The board is normal. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You scan the room, seeing a bench. Unfortunately, there isn't a thing on it. Hey, want to see a table? Look over there, a table. The table is normal. But the thing is empty.
You need an unblocked exit? You should try going west.
You are carrying: a keycard.

your action:

Response: go west<|im_end|>take butterfly<|im_end|>go east<|im_end|>put butterfly 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 thing I need you to do is to go to the east. After that, lift the type A latchkey from the floor of the salon. Then, doublecheck that the type A box inside the salon is unlocked. And then, open the type A box in the salon. That's it!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in a shower. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a case. You see a gleam over in a corner, where you can see a board. On the board you can see a paper towel. You see a gleam over in a corner, where you can see a bench. Why don't you take a picture of it, it'll last longer! You see a chocolate bar and a licorice strip on the bench.
There is an unguarded exit to the east.
You are carrying: a legume and a pair of pants.

your action:

Response: go east<|im_end|>take type A latchkey<|im_end|>unlock type A box with type A latchkey<|im_end|>open type A box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, unlock the type 4 safe with the type 4 passkey. After that, ensure that the type 4 safe is open. After that, retrieve the bug from the type 4 safe. After that, sit the bug 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 pantry.
You've just shown up in a pantry.
You can see a locked type 4 safe, which looks normal, nearby. You see a display. The display is empty, what a horrible day! You make out a locked ordinary looking American style box close by. You can see a table. The table is normal. But the thing hasn't got anything on it. As if things weren't amazing enough already, you can even see a stand. The stand is standard. But the thing is empty.
There is an exit to the west. Don't worry, it is unblocked.
There is an American style key on the floor.
You are carrying: a type 4 passkey.

your action:

Response: unlock type 4 safe with type 4 passkey<|im_end|>open type 4 safe<|im_end|>take bug from type 4 safe<|im_end|>put bug 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:
Welcome to another exciting session of TextWorld! Here is how to play! First stop, venture east. With that over with, open the box. And then, take the durian from the box. After stealing the durian, eat the durian. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the washroom.
You have entered the most normal of all possible washrooms.
You can make out a locker. You can make out a non-euclidean locker. You can make out an opened cabinet right there by you. The cabinet is empty! What a waste of a day!
You need an unblocked exit? You should try going east.
There is a key and an iron on the floor.
You are carrying: a non-euclidean key.

your action:

Response: go east<|im_end|>open box<|im_end|>take durian from box<|im_end|>eat durian<|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 the Advent Calendar from the mantelpiece within the office. With the Advent Calendar, venture east. Following that, make sure that the type 6 locker in the scullery is opened. And then, put the Advent Calendar inside the type 6 locker in the scullery. That's it!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. An ordinary one. You can barely contain your excitement.
You can make out a mantelpiece. The mantelpiece is usual. On the mantelpiece you see a gojiberry and an Advent Calendar. You can see a stand. The stand is typical. But the thing is empty. You smell a hideous smell, and follow it to an armchair. Looks like someone's already been here and taken everything off it, though. This always happens, here in TextWorld!
You need an unblocked exit? You should try going east.
There is a berry on the floor.
You are carrying: a lavender scented keycard.

your action:

Response: take Advent Calendar from mantelpiece<|im_end|>go east<|im_end|>open type 6 locker<|im_end|>insert Advent Calendar into type 6 locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to travel east. Then, make it so that the safe within the washroom is unlocked with the latchkey. Then, make it so that the safe inside the washroom is ajar. After opening the safe, recover the sponge from the safe within the washroom. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You arrive in a scullery. An ordinary one. The room is well lit.
There is an unguarded exit to the east.
There is a cookie on the floor.
You are carrying: a latchkey and a laptop.

your action:

Response: go east<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>take sponge 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First of all, you could, like, make absolutely sure that the soap scented locker is opened. After that, pick up the type 6 passkey from the soap scented locker inside the attic. Then, move south. Then, lock the type 6 chest with the type 6 passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. An ordinary one.
You can make out a soap scented locker. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a type M locker. You can see a workbench. On the workbench you make out a type M latchkey.
There is an exit to the south. Don't worry, it is unguarded.
There is a soap scented keycard on the floor.
You are carrying: a cabbage.

your action:

Response: open soap scented locker<|im_end|>take type 6 passkey from soap scented locker<|im_end|>go south<|im_end|>lock type 6 chest with type 6 passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, try to venture east. Then, recover the passkey from the floor of the office. And then, unlock the chest. And then, make it so that the chest is wide open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
I am sorry to announce that you are now in the study.
You can see an opened display in the room. The display contains a telephone. You can make out an armchair. Unfortunately, there isn't a thing on it. You see a gleam over in a corner, where you can see a stand. You see a grape on the stand.
There is an unblocked exit to the east.
You are carrying: a chocolate bar and a peanut.

your action:

Response: go east<|im_end|>take passkey<|im_end|>unlock chest with passkey<|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:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! First, it would be fantastic if you could pick up the type H latchkey from the fridge in the cookery. Then, make an attempt to go to the east. Once you get through with that, unlock the type H chest within the basement. Then, open the type H chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. An usual kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see an opened fridge. The fridge contains a type H latchkey, a Henderson's limited edition keycard and an insect. You bend down to tie your shoe. When you stand up, you notice a Henderson's limited edition locker. There's something strange about this being here, but you can't put your finger on it. You make out a board. The board 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 spoon on the floor.
You are carrying: a grape.

your action:

Response: take type H latchkey from fridge<|im_end|>go east<|im_end|>unlock type H chest with type H latchkey<|im_end|>open 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, retrieve the type 9 key from the couch in the recreation zone. With the type 9 key, attempt to travel south. After that, make it so that the type 9 locker in the restroom is unlocked. After that, ensure that the type 9 locker within the restroom is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
Okay, so you're in a recreation zone, cool, but is it usual? You better believe it is.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a spherical safe. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You hear a noise behind you and spin around, but you can't see anything other than a couch! You see a type 9 key and a spherical latchkey on the couch. You shudder, but continue examining the room. Oh wow! Is that what I think it is? It is! It's a stand. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a stick of butter.

your action:

Response: take type 9 key from couch<|im_end|>go south<|im_end|>unlock type 9 locker with type 9 key<|im_end|>open type 9 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 exciting episode of TextWorld! Here is how to play! First stop, make an effort to head west. Once you accomplish that, pick up the backup calendar from the case within the workshop. And then, move east. And then, throw the backup calendar on the floor of the washroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the washroom.
Welcome to the washroom.
You can see a board. The board is standard. On the board you can see a loaf of bread, a paper towel, a shadfly and an insect.
There is an exit to the west. Don't worry, it is unguarded.
There is a licorice strip on the floor.
You are carrying: a fondue and a type H key.

your action:

Response: go west<|im_end|>take backup calendar from case<|im_end|>go east<|im_end|>drop backup 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go to the south. With that done, open the Henderson's style chest. After opening the Henderson's style chest, pick up the keycard from the Henderson's style chest. After that, unlock the box in the attic with the keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You've just walked into a studio.
As if things weren't amazing enough already, you can even see a locker. Wow, isn't TextWorld just the best?
There is an exit to the south. Don't worry, it is unguarded.
There is a loaf of bread on the floor.
You are carrying: a berry, a stick of butter, a legume, a garlic clove and a latchkey.

your action:

Response: go south<|im_end|>open Henderson's style chest<|im_end|>take keycard from Henderson's style chest<|im_end|>unlock 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:
Welcome to TextWorld! Here is how to play! First of all, you could, like, pick up the type U keycard from the case. After that, unlock the type U safe within the workshop. And then, open the type U safe. Then, pick up the worm from the type U safe in the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You're now in a workshop.
A locked type U safe is in the room. You can see an opened case. The case contains a legume and a type U keycard. Now why would someone leave that there? You see an opened portmanteau. Empty! What kind of nightmare TextWorld is this?
There is an unblocked exit to the west.
You are carrying: a blanket.

your action:

Response: take type U keycard from case<|im_end|>unlock type U safe with type U keycard<|im_end|>open type U safe<|im_end|>take worm from type U safe<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to pick up the key from the box in the study. After getting the key, unlock the chest. Then, ensure that the chest is open. And then, you can place the butterfly inside the chest in the study. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A typical one.
You rest your hand against a wall, but you miss the wall and fall onto a chest. Were you looking for a box? Because look over there, it's a box. The box contains a key. Huh, weird. You see an opened trunk nearby. Empty! What kind of nightmare TextWorld is this?
There is an unguarded exit to the north.
There is a binder on the floor.
You are carrying: a butterfly and a frisbee.

your action:

Response: take key from box<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>insert butterfly 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, unlock the safe in the lounge. After that, ensure that the safe is open. After opening the safe, pick up the passkey from the safe. If you can get your hands on the passkey, insert the passkey into the box inside the lounge's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the lounge.
You are in a lounge. A normal one. You can barely contain your excitement.
You see a box. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a locked ordinary looking safe right there by you. If you haven't noticed it already, there seems to be something there by the wall, it's a Canadian locker. Wow, isn't TextWorld just the best? The Canadian locker is empty, what a horrible day! You make out a couch. The couch is standard. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a stick of butter, a fondue, a keycard, a Canadian passkey and a sponge.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take passkey from safe<|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 off, if it's not too much trouble, I need you to go to the north. With that done, lift the nest of puppies from the floor of the kitchen. After stealing the nest of puppies, head south. With that over with, toss the nest of puppies on the floor of the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. A typical one.
You see a safe. You make out a locked cuboid locker.
You need an unguarded exit? You should try going north.
You are carrying: a keycard and a scarf.

your action:

Response: go north<|im_end|>take nest of puppies<|im_end|>go south<|im_end|>drop nest of puppies<|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, venture east. With that over with, ensure that the type 2 chest is open. Then, pick up the keycard from the type 2 chest inside the bedroom. After stealing the keycard, unlock the locker within the bedroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber. You can barely contain your excitement.
Were you looking for a Canadian limited edition locker? Because look over there, it's a Canadian limited edition locker. You can see an opened portmanteau. What a letdown! The portmanteau is empty! Were you looking for a mantle? Because look over there, it's a mantle. The mantle is ordinary. But oh no! there's nothing on this piece of junk. This always happens, here in TextWorld!
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a type 2 passkey and a Canadian limited edition keycard.

your action:

Response: go east<|im_end|>open type 2 chest<|im_end|>take keycard from type 2 chest<|im_end|>unlock locker 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make absolutely sure that the fudge scented safe within the laundromat is open. And then, pick up the towel from the fudge scented safe. If you can get your hands on the towel, try to venture south. Then, toss the towel on the floor of the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You've just walked into a laundromat.
You scan the room, seeing a fudge scented safe. There's something strange about this thing being here, but you don't have time to worry about that now. You see a closed cuboid safe. You can make out an opened type 7 chest. What a letdown! The type 7 chest is empty!
There is an exit to the south. Don't worry, it is unguarded.
There is a fudge scented passkey and a cuboid keycard on the floor.
You are carrying: a type 7 latchkey.

your action:

Response: open fudge scented safe<|im_end|>take towel from fudge scented safe<|im_end|>go south<|im_end|>drop towel<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First of all, make absolutely sure that the box in the garage is wide open. After that, recover the latchkey from the box within the garage. With the latchkey, head south. After that, assure the safe in the office is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. A typical one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see a closed box. You can make out a spherical box.
There is an unguarded exit to the south.
You are carrying: a keycard.

your action:

Response: open box<|im_end|>take latchkey from box<|im_end|>go south<|im_end|>lock safe 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:
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, look and see that the type I locker is open. And then, take the mouse from the type I locker. And then, head east. Following that, place the mouse inside the locker within the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. 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 scan the room, seeing a type I locker. Huh, weird. You see a table. You wonder idly who left that here. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
You are carrying: a durian, a Microsoft limited edition keycard and a type I latchkey.

your action:

Response: open type I locker<|im_end|>take mouse from type I locker<|im_end|>go east<|im_end|>insert mouse 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:
It's time to explore the amazing world of TextWorld! First, it would be fantastic if you could make an attempt to travel south. Once you get around to doing that, ensure that the chest is open. Then, pick up the loaf of bread from the chest within the cubicle. After that, eat the loaf of bread. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. It seems to be pretty standard here. Let's see what's in here.
Oh, great. Here's a board. The board is usual. On the board you can make out a mop. I mean, just wow! Isn't TextWorld just the best? You see a counter. But there isn't a thing on it. It would have been so cool if there was stuff on the counter.
There is an unblocked exit to the south.
You are carrying: a burger, a spherical keycard and a pair of headphones.

your action:

Response: go south<|im_end|>open chest<|im_end|>take loaf of bread from 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:
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 try to travel south. Then, open the type 1 chest. And then, retrieve the fondue from the type 1 chest in the bar. Then, eat the fondue. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
Well I'll be, you are in the place we're calling the cubicle. You begin to take stock of what's here.
You see a chest. You can make out a closed usual looking locker here.
You need an unblocked exit? You should try going south.
There is a nest of earwigs on the floor.
You are carrying: a type 1 latchkey, a latchkey and a backup calendar.

your action:

Response: go south<|im_end|>open type 1 chest<|im_end|>take fondue from type 1 chest<|im_end|>eat fondue<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could take the latchkey from the shelf within the shower. After that, assure that the chest is unlocked. After that, ensure that the chest is open. Then, you can place the bowl inside the chest inside the shower. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've just walked into a shower. You can barely contain your excitement.
You smell an awful smell, and follow it to a chest. There's something strange about this thing being here, but you don't have time to worry about that now. You can see a locked cabinet, which looks normal, close by. You see a shelf. You see a latchkey on the shelf. Hmmm... what else, what else? As if things weren't amazing enough already, you can even see a table. But the thing hasn't got anything on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a TextWorld style latchkey, a bowl and an iron.

your action:

Response: take latchkey from shelf<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>insert bowl 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! Here is how to play! First step, check that the safe is unlocked with the latchkey. After that, make absolutely sure that the safe within the kitchenette is open. And then, retrieve the potato from the safe within the kitchenette. If you can get your hands on the potato, eat the potato. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A standard one. You can barely contain your excitement.
You see a locked safe. What's that over there? It looks like it's a fridge. The fridge is empty! What a waste of a day!
You need an unguarded exit? You should try going north.
There is a peanut on the floor.
You are carrying: a latchkey.

your action:

Response: unlock safe with latchkey<|im_end|>open safe<|im_end|>take potato from safe<|im_end|>eat potato<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, take the key from the safe in the office. After that, insert the key into the chest's lock to unlock it. Then, ensure that the chest in the office is open. And then, pick up the bug from the chest inside the office. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. A normal one.
You can make out a locked chest, which looks typical, right there by you. You see a safe. The safe contains a key. You can see a shelf. On the shelf you can see a latchkey.
There is an unblocked exit to the west.
You are carrying nothing.

your action:

Response: take key from safe<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take bug from chest<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First, it would be fantastic if you could take the spherical latchkey from the box within the cookery. And then, make sure that the spherical chest in the cookery is unlocked. Then, assure that the spherical chest within the cookery is wide open. After that, deposit the bug into the spherical chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. A standard kind of place.
You make out a locked spherical chest. You can make out an opened box. The box contains a spherical latchkey. You make out a type J locker.
There is an exit to the west. Don't worry, it is unblocked.
There is a type J keycard and a key on the floor.
You are carrying: a licorice strip, a bug and a soap dispenser.

your action:

Response: take spherical latchkey from box<|im_end|>unlock spherical chest with spherical latchkey<|im_end|>open spherical chest<|im_end|>insert bug into spherical chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, check that the type N safe is unlocked with the type N key. Then, ensure that the type N safe inside the kitchenette is open. And then, retrieve the sandwich from the type N safe. And then, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchenette.
This is going to sound unbelievable, but you've just entered a kitchenette.
You can see a type N safe.
There is an unblocked exit to the north.
There is a peanut on the floor.
You are carrying: a type N key, a latchkey and a printer.

your action:

Response: unlock type N safe with type N key<|im_end|>open type N safe<|im_end|>take sandwich from type N safe<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, take the Henderson's latchkey from the safe. And then, assure that the Henderson's safe inside the shower is unlocked. After that, ensure that the Henderson's safe is open. Then, deposit the broom inside the Henderson's safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
You can see a locked Henderson's safe right there by you. You make out a safe. Make a note of this, you might have to put stuff on or in it later on. The safe contains a Henderson's latchkey and a type R key. You can make out a locked type R locker. You can make out a table. You wonder idly who left that here. The table is ordinary. The table appears to be empty.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a sandwich, a berry, a broom and a butterfly.

your action:

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


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

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

Here is how to win the game:
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 off, if it's not too much trouble, I need you to try to venture south. After that, pick up the keycard from the floor of the sauna. With the keycard, insert the keycard into the safe in the sauna's lock to unlock it. And then, ensure that the safe in the sauna is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. An ordinary kind of place.
A locked non-euclidean box, which looks usual, is in the room. You can make out a coffer. You make out a counter. But the thing is empty, unfortunately.
There is an unblocked exit to the south.
There is a non-euclidean passkey on the floor.
You are carrying: a shirt and a lampshade.

your action:

Response: go south<|im_end|>take keycard<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, venture east. Next, recover the non-euclidean latchkey from the floor of the cookery. And then, insert the non-euclidean latchkey into the non-euclidean safe's lock to unlock it. Then, open the non-euclidean safe. And if you do that, you're the winner!

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 locked locker close by. You can make out a closed box right there by you. Hey, want to see a portmanteau? Look over there, a portmanteau. You rest your hand against a wall, but you miss the wall and fall onto a table. But oh no! there's nothing on this piece of garbage. It would have been so cool if there was stuff on the table.
You need an unblocked exit? You should try going east.
You are carrying: a latchkey and a key.

your action:

Response: go east<|im_end|>take non-euclidean latchkey<|im_end|>unlock non-euclidean safe with non-euclidean latchkey<|im_end|>open non-euclidean 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 step, make an attempt to go south. And then, make absolutely sure that the box in the steam room is unlocked. And then, open the box within the steam room. Then, retrieve the paper towel from the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A typical kind of place.
You can see a locked toolbox.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a cookie, a keycard and a mug.

your action:

Response: go south<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take paper towel from box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to venture east. With that over with, open the box. And then, take the pizza from the box in the bar. After that, eat the pizza. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. An usual one.
You see a non-euclidean safe. The non-euclidean safe contains a burger. Now why would someone leave that there? You can make out a workbench. You shudder, but continue examining the workbench. The workbench is normal. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going east.
There is an apple on the floor.
You are carrying: a non-euclidean keycard.

your action:

Response: go east<|im_end|>open box<|im_end|>take pizza from box<|im_end|>eat pizza<|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 off, travel south. After that, make it so that the chest inside the bedroom is ajar. Then, take the type 2 latchkey from the chest in the bedroom. With the type 2 latchkey, make absolutely sure the type 2 safe inside the bedroom is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well, here we are in a bedchamber. You begin to take stock of what's in the room.
You can make out an opened suitcase here. The suitcase contains a garlic clove.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a shadfly on the floor.
You are carrying: a licorice strip.

your action:

Response: go south<|im_end|>open chest<|im_end|>take type 2 latchkey from chest<|im_end|>lock type 2 safe with type 2 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, attempt to travel west. With that done, recover the keycard from the floor of the cookery. After that, make an effort to go east. And then, unlock the box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You've just walked into an attic.
You see a box. Make a note of this, you might have to put stuff on or in it later on. A closed trunk is here.
You need an unblocked exit? You should try going west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take keycard<|im_end|>go east<|im_end|>unlock 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make absolutely sure that the Henderson's limited edition locker inside the launderette is opened. And then, pick up the stick of butter from the Henderson's limited edition locker. After that, eat the stick of butter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You have fallen into the most ordinary of all possible launderettes.
Oh wow! Is that what I think it is? It is! It's a Henderson's limited edition locker. You wonder idly who left that here. You smell an intriguing smell, and follow it to a counter. The counter appears to be empty. You swear loudly. Were you looking for a board? Because look over there, it's a board. You wonder idly who left that here. The board is typical. But oh no! there's nothing on this piece of garbage.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a Henderson's limited edition key on the floor.
You are carrying nothing.

your action:

Response: open Henderson's limited edition locker<|im_end|>take stick of butter from Henderson's limited edition locker<|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:
You are now playing a profound episode of TextWorld! Here is how to play! First stop, go to the east. Then, unlock the American limited edition safe. And then, open the American limited edition safe within the workshop. After opening the American limited edition safe, retrieve the Cat Calendar from the American limited edition safe in the workshop. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. An usual kind of place.
You can see an opened locker. The locker contains a legume. You can see a rack. The rack is normal. The rack appears to be empty. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: an American limited edition passkey and a keycard.

your action:

Response: go east<|im_end|>unlock American limited edition safe with American limited edition passkey<|im_end|>open American limited edition safe<|im_end|>take Cat Calendar from American limited edition 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 round of TextWorld! Here is your task for today. Your first objective is to attempt to go to the west. With that accomplished, recover the tv from the shelf. And then, try to venture east. After that, place the tv on the workbench. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You are in a pantry. A typical kind of place. You start to take note of what's in the room.
You can make out a workbench. You see a butterfly on the workbench.
You need an unguarded exit? You should try going west.
You are carrying: a shadfly.

your action:

Response: go west<|im_end|>take tv from shelf<|im_end|>go east<|im_end|>put tv on workbench<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, try to take a trip east. That done, assure that the spherical locker in the washroom is wide open. Then, take the iron from the spherical locker within the washroom. Then, deposit the iron on the floor of the washroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in a kitchenette.
A closed cuboid safe is nearby. You can make out a freezer. What a letdown! The freezer is empty! Oh, great. Here's a table. I guess it's true what they say, if you're looking for a table, go to TextWorld. The table is ordinary. On the table you can make out a cuboid latchkey.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a butterfly.

your action:

Response: go east<|im_end|>open spherical locker<|im_end|>take iron from spherical locker<|im_end|>drop iron<|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 fantastic if you could open the box. And then, pick up the insect from the box. Then, take a trip east. And then, deposit the insect into the case. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
Fancy seeing you here. Here, by the way, being the sauna.
You can see a closed box in the corner. You make out a locked safe, which looks usual, in the corner.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a keycard and an iron on the floor.
You are carrying: a stick of butter.

your action:

Response: open box<|im_end|>take insect from box<|im_end|>go east<|im_end|>insert insect into case<|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 off, lift the TextWorld limited edition latchkey from the floor of the shower. After that, try to move south. With that over with, unlock the TextWorld limited edition box. Then, open the TextWorld limited edition box within the studio. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. An ordinary one.
You see an opened type 7 locker. The type 7 locker contains a type 7 keycard. You can see a locker.
There is an unguarded exit to the south.
There is a TextWorld limited edition latchkey and a latchkey on the floor.
You are carrying: a fondue and a tv.

your action:

Response: take TextWorld limited edition latchkey<|im_end|>go south<|im_end|>unlock TextWorld limited edition box with TextWorld limited edition latchkey<|im_end|>open TextWorld limited edition 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 profound round of TextWorld? You do! Here is your task for today. First, it would be a great idea if you could insert the key into the box's lock to unlock it. After that, make it so that the box inside the cellar is ajar. Then, take the glove from the box inside the cellar. And then, deposit the glove into the safe. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. 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 lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a safe. Empty! What kind of nightmare TextWorld is this? You can see a locked box.
There is an unblocked exit to the north.
You are carrying: a pizza and a key.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take glove from box<|im_end|>insert glove 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! Here is your task for today. First, it would be good if you could travel west. Then, recover the printer from the floor of the workshop. If you can get your hands on the printer, go east. With that done, deposit the printer into the suitcase. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. An usual one.
You see a suitcase. The suitcase contains a sandwich. You can make out a couch. On the couch you make out a cushion. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a bar. But there isn't a thing on it. You rest your hand against a wall, but you miss the wall and fall onto a mantelpiece. The mantelpiece is usual. On the mantelpiece you make out a textbook. You can't wait to tell the folks at home about this! You see a desk. The desk appears to be empty. Aw, here you were, all excited for there to be things on it!
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a worm.

your action:

Response: go west<|im_end|>take printer<|im_end|>go east<|im_end|>insert printer into suitcase<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, look and see that the safe in the basement is unlocked with the keycard. Then, open the safe inside the basement. Then, recover the cuboid key from the safe. After that, unlock the cuboid safe within the basement. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You've just shown up in a basement.
You can make out a locked cuboid safe. You hear a noise behind you and spin around, but you can't see anything other than a safe. You can make out a closed usual looking fudge scented chest in the room. You see a formless locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a stand. Unfortunately, there isn't a thing on it. You smell an intriguing smell, and follow it to a workbench. The workbench is normal. But the thing is empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a keycard and a formless keycard.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take cuboid key from safe<|im_end|>unlock cuboid safe with cuboid key<|im_end|>