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, make an attempt to take a trip north. Once you finish that, recover the gummy bear from the floor of the cubicle. Then, eat the gummy bear. Got that? Good!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. An ordinary kind of place.
You make out a locker. Oh, great. Here's a shelf. Why don't you take a picture of it, it'll last longer! But the thing is empty. Hm. Oh well
You need an unblocked exit? You should try going north.
There is a scarf on the floor.
You are carrying: a keycard and an American limited edition passkey.

your action:

Response: go north<|im_end|>take gummy bear<|im_end|>eat gummy bear<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could doublecheck that the American limited edition box is unlocked with the American limited edition passkey. After that, make it so that the American limited edition box in the shower is opened. Then, take the candy bar from the American limited edition box. And then, eat the candy bar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower. You begin looking for stuff.
If you haven't noticed it already, there seems to be something there by the wall, it's a American limited edition box. You make out an opened dresser. The dresser contains a shirt. You see a board. The board is standard. Unfortunately, there isn't a thing on it.
There is an unguarded exit to the north.
There is a cucumber and a paper towel on the floor.
You are carrying: a fondue, an American limited edition passkey and a fresh laundry scented passkey.

your action:

Response: unlock American limited edition box with American limited edition passkey<|im_end|>open American limited edition box<|im_end|>take candy bar from American limited edition box<|im_end|>eat candy bar<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be good if you could check that the Henderson's safe within the dish-pit is unlocked with the Henderson's latchkey. After that, open the Henderson's safe inside the dish-pit. And then, take the lavender scented keycard from the Henderson's safe. Then, unlock the lavender scented box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
You are in a dish-pit. You begin to take stock of what's in the room.
You can make out a locked lavender scented box nearby. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Henderson's safe. Were you looking for a spherical box? Because look over there, it's a spherical box. You can make out a spherical chest. You make out a cabinet! The cabinet is empty, what a horrible day!
You need an unblocked exit? You should try going north.
There is a spherical passkey on the floor.
You are carrying: a Henderson's latchkey and a pen.

your action:

Response: unlock Henderson's safe with Henderson's latchkey<|im_end|>open Henderson's safe<|im_end|>take lavender scented keycard from Henderson's safe<|im_end|>unlock lavender scented box with lavender scented 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:
You are now playing a exciting game of TextWorld! Here is how to play! First stop, venture north. With that over with, take the insect from the bed. After that, make an effort to move south. Then, throw the insect on the floor of the bedchamber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. An usual kind of place.
You see a American box. You rest your hand against a wall, but you miss the wall and fall onto a formless chest.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is an American passkey on the floor.
You are carrying: a fondue, a peanut and a Cat Calendar.

your action:

Response: go north<|im_end|>take insect from bed<|im_end|>go south<|im_end|>drop insect<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go to the west. Then, pick up the keycard from the board within the cookhouse. Then, make an effort to take a trip east. After that, check that the locker inside the cubicle is unlocked with the keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You're now in the cubicle. I guess you better just go and list everything you see here.
You can see a locked locker nearby. You can make out an opened safe here. The safe is empty, what a horrible day! You can make out a locked bureau close by. You see a chair. The chair is usual. But oh no! there's nothing on this piece of junk. 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 unguarded.
There is a key on the floor.
You are carrying: a type 8 latchkey.

your action:

Response: go west<|im_end|>take keycard from board<|im_end|>go east<|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. First, it would be a great idea if you could recover the key from the table. After that, assure that the box inside the study is unlocked. And then, ensure that the box is open. After pulling open the box, retrieve the butterfly from the box in the study. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A standard kind of place.
You make out a locked box. If you haven't noticed it already, there seems to be something there by the wall, it's a cabinet. The cabinet contains a Comic Strip Calendar. You can see a table. On the table you can see a key. You can't wait to tell the folks at home about this! You see an armchair. The armchair is typical. On the armchair you can make out an insect.
There is an unguarded exit to the west.
You are carrying: a glove.

your action:

Response: take key from table<|im_end|>unlock box with key<|im_end|>open box<|im_end|>take butterfly 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:
You are now playing a fast paced round of TextWorld! First stop, insert the non-euclidean latchkey into the non-euclidean chest inside the studio's lock to unlock it. Then, ensure that the non-euclidean chest within the studio is open. After you have opened the non-euclidean chest, retrieve the staple from the non-euclidean chest in the studio. After stealing the staple, place the staple on the chair 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.
You arrive in a studio. A normal one.
You can make out a non-euclidean chest. You make out a chair. The chair is standard. On the chair you make out a printer.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is an Advent Calendar and a Comic Strip Calendar on the floor.
You are carrying: a fondue, a non-euclidean latchkey and a rectangular latchkey.

your action:

Response: unlock non-euclidean chest with non-euclidean latchkey<|im_end|>open non-euclidean chest<|im_end|>take staple from non-euclidean chest<|im_end|>put staple on chair<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, try to go north. And then, pick up the printer from the case. And then, make an attempt to take a trip south. Following that, put the printer into the chest. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. A standard kind of place.
You hear a noise behind you and spin around, but you can't see anything other than a chest. The chest is empty, what a horrible day! You can see a closed formless safe nearby. You make out a saucepan. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it? You can make out a chair. Unfortunately, there isn't a thing on it. You can make out a platter. Make a note of this, you might have to put stuff on or in it later on. The platter is usual. The platter appears to be empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a formless latchkey and a monitor.

your action:

Response: go north<|im_end|>take printer from case<|im_end|>go south<|im_end|>insert printer into chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be fantastic if you could make absolutely sure that the locker is unlocked. Then, ensure that the locker inside the cellar is open. Then, retrieve the key from the locker within the cellar. With the key, unlock the safe within the cellar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
Well, here we are in a cellar.
You can make out a safe. The light flickers for a second, but nothing else happens. You make out a locker. Wow, isn't TextWorld just the best? You can make out a table. However, the table, like an empty table, has nothing on it. You make out a workbench. But oh no! there's nothing on this piece of junk. Hm. Oh well
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a loaf of bread on the floor.
You are carrying: a keycard.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First thing I need you to do is to unlock the type J chest with the type J key. And then, open the type J chest within the studio. After that, recover the cuboid key from the type J chest within the studio. Then, doublecheck that the cuboid chest is unlocked with the cuboid key. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. An usual kind of place.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a cuboid chest. You wonder idly who left that here. You can make out a type J chest. You can make out a closed cuboid locker.
You need an unguarded exit? You should try going north.
You are carrying: a type J key.

your action:

Response: unlock type J chest with type J key<|im_end|>open type J chest<|im_end|>take cuboid key from type J chest<|im_end|>unlock cuboid chest with cuboid key<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to recover the key from the rack in the steam room. With the key, try to take a trip east. And then, unlock the locker. Then, open the locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the steam room.
You have walked into a steam room. Not the steam room you'd expect. No, this is a steam room.
You hear a noise behind you and spin around, but you can't see anything other than a case. The case is empty! This is the worst thing that could possibly happen, ever! Oh, great. Here's a rack. The rack is normal. On the rack you see a key.
You need an unguarded exit? You should try going east.
There is a kiwi and a cashew on the floor.
You are carrying: an onion and a Microsoft style key.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! Your first objective is to try to travel south. Then, doublecheck that the type 0 chest inside the launderette is open. And then, recover the vacuum from the type 0 chest. And then, toss the vacuum on the floor of the launderette. That's it!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study. You can barely contain your excitement.
Were you looking for a formless chest? Because look over there, it's a formless chest.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a type 0 keycard and a formless keycard.

your action:

Response: go south<|im_end|>open type 0 chest<|im_end|>take vacuum from type 0 chest<|im_end|>drop vacuum<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is your task for today. Your first objective is to travel east. Okay, and then, assure that the cuboid safe is ajar. And then, take the passkey from the cuboid safe within the bedchamber. And then, check that the locker inside the bedchamber is unlocked with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bar.
You find yourself in a bar. A standard kind of place.
You see an opened dresser. The dresser contains a synthesizer.
There is an exit to the east. Don't worry, it is unblocked.
There is a grape on the floor.
You are carrying: a spork and a fly larva.

your action:

Response: go east<|im_end|>open cuboid safe<|im_end|>take passkey from cuboid safe<|im_end|>unlock locker with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is how to play! First thing I need you to do is to ensure that the type W safe is open. After that, pick up the passkey from the type W safe in the launderette. If you can get your hands on the passkey, make an attempt to go to the east. Then, assure that the safe in the bedchamber is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the launderette.
Look around you. Take it all in. It's not every day someone gets to be in a launderette.
You smell a fine smell, and follow it to a type W safe. You can see an opened case. What a letdown! The case is empty! What's that over there? It looks like it's a counter. The counter is standard. However, the counter, like an empty counter, has nothing on it. Hm. Oh well
You need an unblocked exit? You should try going east.
You are carrying: a type W keycard and a sponge.

your action:

Response: open type W safe<|im_end|>take passkey from type W safe<|im_end|>go east<|im_end|>unlock safe with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, make absolutely sure that the chest is unlocked. And then, open the chest. After that, take the tv from the chest. Then, ditch the tv on the floor of the playroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the playroom.
Well, here we are in the playroom.
You see a locked chest, which looks typical, close by. You can see an opened locker in the room. The locker is empty! What a waste of a day! You can see a locked box in the corner. Look over there! a bench. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going west.
There is a fondue on the floor.
You are carrying: a keycard and a nest of spiders.

your action:

Response: unlock chest with keycard<|im_end|>open chest<|im_end|>take tv from chest<|im_end|>drop tv<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is how to play! First step, unlock the safe inside the recreation zone. After that, ensure that the safe within the recreation zone is open. And then, retrieve the American limited edition passkey from the safe within the recreation zone. After getting the American limited edition passkey, unlock the American limited edition box with the American limited edition passkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've entered a recreation zone.
You hear a noise behind you and spin around, but you can't see anything other than a American limited edition box. You scan the room, seeing a safe. You scan the room for a bookshelf, and you find a bookshelf. But there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a lamp and a bug on the floor.
You are carrying: a loaf of bread, a passkey, a monitor, a nest of ticks and a Quote of the Day Calendar.

your action:

Response: unlock safe with passkey<|im_end|>open safe<|im_end|>take American limited edition passkey from safe<|im_end|>unlock American limited edition box with American limited edition passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to try to go to the east. With that over with, unlock the formless chest inside the garage. After that, open the formless chest. After that, take the shadfly from the formless chest within the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
You are in a cookery. A normal kind of place. The room is well lit.
You see a case. You shudder, but continue examining the room. You see a gleam over in a corner, where you can see a shelf. Looks like someone's already been here and taken everything off it, though. You can see a pan. Looks like someone's already been here and taken everything off it, though. You think about smashing the pan to bits, throwing the bits into a pit, etc, until you get bored. You make out a saucepan. The saucepan is ordinary. 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 cashew and a cookie on the floor.
You are carrying: a formless key.

your action:

Response: go east<|im_end|>unlock formless chest with formless key<|im_end|>open formless chest<|im_end|>take shadfly from formless chest<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could try to travel north. Once you get through with that, pick-up the iron from the floor of the shower. After picking up the iron, move south. Once you get through with that, drop the iron on the floor of the office. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. A standard kind of place.
You can make out a desk. However, the desk, like an empty desk, has nothing on it. It would have been so cool if there was stuff on the desk.
There is an exit to the north. Don't worry, it is unblocked.
There is a sandwich and a legume on the floor.
You are carrying: a salad, a loaf of bread and a rectangular key.

your action:

Response: go north<|im_end|>take iron<|im_end|>go south<|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:
It's time to explore the amazing world of TextWorld! First off, make it so that the safe in the bedchamber is opened. After that, pick up the loaf of bread from the safe inside the bedchamber. Then, eat the loaf of bread. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. An usual kind of place.
You can make out a closed safe in the room. As if things weren't amazing enough already, you can even see a desk. The desk is standard. On the desk you can make out a nest of grubs. You see a bed stand. But oh no! there's nothing on this piece of junk. This always happens, here in TextWorld! Hey, want to see a recliner? Look over there, a recliner. The recliner is standard. But the thing is empty. You can make out a couch. The couch is typical. However, the couch, like an empty couch, has nothing on it. Aw, here you were, all excited for there to be things on it! You can make out a bookshelf. Now why would someone leave that there? However, the bookshelf, like an empty bookshelf, has nothing on it.
You need an unguarded exit? You should try going south.
You are carrying: a cabbage, a passkey and a monitor.

your action:

Response: open safe<|im_end|>take loaf of bread from safe<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, go to the north. Okay, and then, pick-up the fly larva from the floor of the launderette. After that, make an attempt to go south. With that accomplished, rest the fly larva on the table within the attic. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. An usual one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a type 2 box. Make a note of this, you might have to put stuff on or in it later on. You make out a chest. What a letdown! The chest is empty! You see a table. The table is ordinary. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going north.
There is a butterfly and a frisbee on the floor.
You are carrying: a type 2 passkey and a shirt.

your action:

Response: go north<|im_end|>take fly larva<|im_end|>go south<|im_end|>put fly larva 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:
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 go to the north. Once you succeed at that, pick up the fondue from the floor of the salon. After taking the fondue, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You've just sauntered into a canteen.
You see a saucepan. You see a burger on the saucepan.
There is an exit to the north. Don't worry, it is unguarded.
There is a loaf of bread, a chocolate bar and a sandwich on the floor.
You are carrying: a berry.

your action:

Response: go north<|im_end|>take fondue<|im_end|>eat fondue<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! First, it would be good if you could look and see that the box inside the laundromat is unlocked. And then, make it so that the box within the laundromat is open. And then, take the broom from the box within the laundromat. After getting the broom, sit the broom on the board within the laundromat. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundromat.
Well how about that, you are in a place we're calling a laundromat.
Oh, great. Here's a box. You wonder idly who left that here. You can see a board. But the thing hasn't got anything on it. You see a bench. The bench is ordinary. The bench appears to be empty. Look over there! a counter. Wow, isn't TextWorld just the best? The counter is ordinary. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a cauliflower, a garlic clove, a chocolate bar, a key and a textbook.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take broom from box<|im_end|>put broom 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, go east. That done, unlock the formless chest. Then, assure that the formless chest is opened. And then, deposit the broom inside the formless chest inside the chamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in a kitchenette.
You can see a refrigerator. Look out! It's a- oh, never mind, it's just a counter. The counter is ordinary. But there isn't a thing on it.
There is an exit to the east. Don't worry, it is unblocked.
There is a cookie on the floor.
You are carrying: a cucumber, a sandwich, a formless latchkey, a passkey, a broom and a golf ball.

your action:

Response: go east<|im_end|>unlock formless chest with formless latchkey<|im_end|>open formless chest<|im_end|>insert broom into formless chest<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First stop, make sure that the chest in the recreation zone is unlocked. And then, make absolutely sure that the chest is open. After that, recover the cushion from the chest inside the recreation zone. After that, rest the cushion on the mantelpiece. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You arrive in a recreation zone. An usual kind of place.
You can make out a locked chest close by. You see a basket. The basket is empty! What a waste of a day! You can make out a mantelpiece. The mantelpiece is usual. But the thing is empty, unfortunately. You hear a noise behind you and spin around, but you can't see anything other than a couch. The couch is standard. On the couch you make out a shadfly.
There is an exit to the west. Don't worry, it is unblocked.
There is a textbook on the floor.
You are carrying: a latchkey, a sock and a bug.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take cushion from chest<|im_end|>put cushion on mantelpiece<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, make an effort to move west. After that, pick up the TextWorld style key from the non-euclidean safe. Then, make an attempt to go east. With that over with, check that the TextWorld style safe is unlocked with the TextWorld style key. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the washroom.
Ah, the washroom. This is some kind of washroom, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it. You can barely contain your excitement.
You can make out a locked TextWorld style safe right there by you. A closed type Y safe is in the corner. You see a board. On the board you can make out a sandwich. You scan the room for a counter, and you find a counter. The counter is typical. The counter appears to be empty. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going west.
You are carrying: a loaf of bread.

your action:

Response: go west<|im_end|>take TextWorld style key from non-euclidean safe<|im_end|>go east<|im_end|>unlock TextWorld style safe with TextWorld style key<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! Here is your task for today. First of all, try to take a trip west. Okay, and then, recover the butterfly from the drawer within the washroom. Then, make an effort to move east. Next, toss the butterfly on the floor of the attic. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You've entered an attic.
Oh wow! Is that what I think it is? It is! It's a Henderson's safe. You see a locker.
There is an unblocked exit to the west.
There is a keycard on the floor.
You are carrying: an apple, a Henderson's key and a latchkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, make sure that the locker is unlocked. After unlocking the locker, open the locker. Having pulled open the locker, retrieve the American style passkey from the locker inside the kitchenette. After that, Put the American style passkey into the American style chest within the kitchenette to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in the kitchenette. You begin to take stock of what's in the room.
You can make out a closed American style chest. A locked normal looking locker is close by.
There is an unguarded exit to the west.
You are carrying: a latchkey and a tablet.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take American style passkey from locker<|im_end|>lock American style chest with American style passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, attempt to go west. Following that, pick up the paper towel from the board within the shower. And then, venture east. After that, put the paper towel on the bookshelf. And if you do that, you're the winner!

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 standard vibes in this place, a wonderful standard atmosphere.
You make out an opened chest. The chest is empty! What a waste of a day! You see a fresh laundry scented box. You wonder idly who left that here. If you haven't noticed it already, there seems to be something there by the wall, it's a bookshelf. On the bookshelf you see a fresh laundry scented passkey. You can see a shelf. Now why would someone leave that there? The shelf is typical. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a key and a whisk.

your action:

Response: go west<|im_end|>take paper towel from board<|im_end|>go east<|im_end|>put paper towel on bookshelf<|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, open the cuboid box in the kitchen. And then, recover the spherical passkey from the cuboid box. After that, attempt to travel south. And then, unlock the spherical box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. An ordinary one. You begin looking for stuff.
You see a closed cuboid box. You can see a locked typical looking safe in the corner.
You need an unblocked exit? You should try going south.
There is a passkey on the floor.
You are carrying: a cuboid keycard and a manuscript.

your action:

Response: open cuboid box<|im_end|>take spherical passkey from cuboid box<|im_end|>go south<|im_end|>unlock spherical box with spherical 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, pick up the key from the floor of the study. Then, go south. After that, close the box. After that, make it so that the box within the kitchen is locked. That's it!

Here is your interactions so far:
current state: You are now in the study.
You've entered a study.
You can see an opened type 2 chest here. The type 2 chest contains a stick of butter. If you haven't noticed it already, there seems to be something there by the wall, it's a bookshelf. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going south.
There is a key and a type 2 keycard on the floor.
You are carrying: a monitor.

your action:

Response: take key<|im_end|>go south<|im_end|>close box<|im_end|>lock box with key<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First stop, head south. After that, recover the Henderson's style key from the recliner inside the chamber. With the Henderson's style key, unlock the Henderson's style locker. And then, open the Henderson's style locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. A normal one.
You can see a locked Microsoft limited edition locker. You can see a coffer. The coffer is empty! This is the worst thing that could possibly happen, ever! You bend down to tie your shoe. When you stand up, you notice a stand. Unfortunately, there isn't a thing on it. What's the point of an empty stand?
You need an unblocked exit? You should try going south.
There is a stick of butter on the floor.
You are carrying: a Microsoft limited edition passkey.

your action:

Response: go south<|im_end|>take Henderson's style key from recliner<|im_end|>unlock Henderson's style locker with Henderson's style key<|im_end|>open Henderson's style locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting game of TextWorld! Here is how to play! First stop, pick up the Canadian limited edition latchkey from the stand inside the study. And then, make an attempt to head east. Following that, make absolutely sure that the Canadian limited edition safe is closed. After that, lock the Canadian limited edition safe inside the office with the Canadian limited edition latchkey. Alright, thanks!

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 barely contain your excitement.
You can make out a stand. The stand is usual. On the stand you make out a licorice strip, a pear and a Canadian limited edition latchkey. You see a shelf. You see a laptop on the shelf.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a legume and a printer.

your action:

Response: take Canadian limited edition latchkey from stand<|im_end|>go east<|im_end|>close Canadian limited edition safe<|im_end|>lock Canadian limited edition safe with Canadian limited edition 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 step, travel west. After that, pick up the spoon from the bowl. And then, make an effort to move east. Then, toss the spoon on the floor of the bathroom. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You are in a bathroom. A typical kind of place.
You make out a counter. The counter is usual. On the counter you can see a paper towel. You make out a shelf. On the shelf you make out a worm. You smell an interesting smell, and follow it to a rack. The rack is standard. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going west.
There is a sponge on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take spoon from bowl<|im_end|>go east<|im_end|>drop spoon<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is your task for today. Your first objective is to travel south. Next, recover the key from the non-euclidean locker. Then, check that the safe is unlocked with the key. And then, ensure that the safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
Okay, so you're in a salon, cool, but is it ordinary? You better believe it is. You start to take note of what's in the room.
You make out a chest. You see a recliner. The recliner is ordinary. On the recliner you see a passkey and a monitor.
There is an exit to the south. Don't worry, it is unblocked.
There is a fondue on the floor.
You are carrying: a stick of butter, a banana and a non-euclidean passkey.

your action:

Response: go south<|im_end|>take key from non-euclidean locker<|im_end|>unlock safe with key<|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:
You are now playing a exciting episode of TextWorld! First, it would be fantastic if you could lift the Canadian limited edition latchkey from the floor of the launderette. If you can get your hands on the Canadian limited edition latchkey, take a trip east. That done, unlock the Canadian limited edition chest. Then, open the Canadian limited edition chest in the recreation zone. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the launderette.
You are in a launderette. An usual one.
You can make out a American style locker. Huh, weird. You scan the room, seeing a rack. But there isn't a thing on it. Hm. Oh well
There is an unblocked exit to the east.
There is a coconut, a berry, a Canadian limited edition latchkey and an American style keycard on the floor.
You are carrying: a stick of butter.

your action:

Response: take Canadian limited edition latchkey<|im_end|>go east<|im_end|>unlock Canadian limited edition chest with Canadian limited edition latchkey<|im_end|>open Canadian limited edition chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, try to head east. And then, open the chest. After that, take the durian from the chest in the chamber. And then, eat the durian. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A normal one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see an opened normal looking display nearby. The display is empty, what a horrible day! You make out a type 6 locker.
You need an unblocked exit? You should try going east.
There is a candy bar, a burger and a type 6 key on the floor.
You are carrying: a loaf of bread and a bug.

your action:

Response: go east<|im_end|>open chest<|im_end|>take durian from chest<|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:
It's time to explore the amazing world of TextWorld! First off, if it's not too much trouble, I need you to pick up the latchkey from the trunk. And then, check that the locker is unlocked with the latchkey. And then, open the locker within the bedroom. After that, take the blanket from the locker within the bedroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. An usual kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a locker. Now why would someone leave that there? You can see an opened trunk. The trunk contains a latchkey. There's something strange about this thing being here, but you don't have time to worry about that now. You scan the room for a bench, and you find a bench. The bench is usual. Looks like someone's already been here and taken everything off it, though. Hm. Oh well You see a bookshelf. But there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a salad.

your action:

Response: take latchkey from trunk<|im_end|>unlock locker with latchkey<|im_end|>open locker<|im_end|>take blanket from locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. Your first objective is to move north. Then, take the TextWorld limited edition passkey from the bed within the bedchamber. If you can get your hands on the TextWorld limited edition passkey, venture south. Then, make absolutely sure that the TextWorld limited edition box within the cookhouse is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You arrive in a cookhouse. A typical one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked TextWorld limited edition box is nearby. You see a refrigerator. You can't wait to tell the folks at home about this! The refrigerator is empty! What a waste of a day! You smell an awful smell, and follow it to a chair. You see a kettle on the chair. You see a platter. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a blanket.

your action:

Response: go north<|im_end|>take TextWorld limited edition passkey from bed<|im_end|>go south<|im_end|>unlock TextWorld limited edition box with TextWorld limited edition passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! First of all, you could, like, unlock the Canadian chest inside the cookery. Then, doublecheck that the Canadian chest in the cookery is wide open. Then, recover the type 7 latchkey from the Canadian chest in the cookery. After picking up the type 7 latchkey, insert the type 7 latchkey into the type 7 box's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You've just shown up in a cookery.
You see a type 7 box. You make out a locked Canadian chest close by. As if things weren't amazing enough already, you can even see a locker.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a sandwich and a Canadian keycard.

your action:

Response: unlock Canadian chest with Canadian keycard<|im_end|>open Canadian chest<|im_end|>take type 7 latchkey from Canadian chest<|im_end|>unlock type 7 box with type 7 latchkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to go to the south. And then, retrieve the keycard from the floor of the bedchamber. If you can get your hands on the keycard, look and see that the safe is unlocked. Then, doublecheck that the safe in the bedchamber is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the restroom.
You're now in the restroom. You begin to take stock of what's in the room.
You can see a locked spherical locker. You make out a table. But there isn't a thing on it.
You need an unblocked exit? You should try going south.
There is a spherical passkey on the floor.
You are carrying: a Canadian limited edition key.

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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, you could, like, head south. And then, ensure that the locker is open. And then, recover the worm from the locker. If you can get your hands on the worm, place the worm on the floor of the vault. That's it!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in a shower.
You make out a locked box. You see a locked cabinet. You can see a bench. You see a peanut and a key on the bench.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying nothing.

your action:

Response: go south<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>drop worm<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be great if you could insert the type G latchkey into the type G box's lock to unlock it. After that, ensure that the type G box is open. And then, retrieve the passkey from the type G box in the vault. Then, make absolutely sure that the chest is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault. A normal one.
A locked chest is here. You can see a locked type G box. You can make out a locked safe. You see a table. The table is normal. The table appears to be empty.
You need an unguarded exit? You should try going north.
You are carrying: a type G latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, unlock the spherical safe within the workshop with the spherical key. Then, ensure that the spherical safe is open. Then, recover the laptop from the spherical safe. With the laptop, insert the laptop inside the Henderson's chest inside the workshop. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. A typical kind of place.
You can see an opened Henderson's chest nearby. The Henderson's chest contains a key and a Comic Strip Calendar. You bend down to tie your shoe. When you stand up, you notice a spherical safe. Huh, weird. Look out! It's a- oh, never mind, it's just a box. Now that's what I call TextWorld!
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a spherical key, a Henderson's latchkey and a Cat Calendar.

your action:

Response: unlock spherical safe with spherical key<|im_end|>open spherical safe<|im_end|>take laptop from spherical safe<|im_end|>insert laptop into Henderson's chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to take the passkey from the rack within the closet. Then, unlock the locker. And then, open the locker within the closet. Then, take the butterfly from the locker inside the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet. The room is well lit.
You can see a locked locker. You make out an opened case. Empty! What kind of nightmare TextWorld is this? Look over there! a rack. Make a note of this, you might have to put stuff on or in it later on. The rack is typical. On the rack you can see a fondue, a passkey and a glove.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a Henderson's limited edition key and a mop.

your action:

Response: take passkey from rack<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take butterfly from locker<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, lift the Henderson's keycard from the floor of the dish-pit. After you have got the Henderson's keycard, unlock the Henderson's locker in the dish-pit. After that, open the Henderson's locker in the dish-pit. And then, pick up the teaspoon from the Henderson's locker within the dish-pit. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You have walked into a dish-pit. Not the dish-pit you'd expect. No, this is a dish-pit.
You hear a noise behind you and spin around, but you can't see anything other than a Henderson's locker. As if things weren't amazing enough already, you can even see a table. Why don't you take a picture of it, it'll last longer! But the thing hasn't got anything on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a Henderson's keycard and a teapot on the floor.
You are carrying: a burger and an American style passkey.

your action:

Response: take Henderson's keycard<|im_end|>unlock Henderson's locker with Henderson's keycard<|im_end|>open Henderson's locker<|im_end|>take teaspoon from Henderson's locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. First stop, pick-up the Henderson's passkey from the floor of the studio. With the Henderson's passkey, go to the south. With that done, make sure that the Henderson's chest is closed. After closing the Henderson's chest, make it so that the Henderson's chest is locked with the Henderson's passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
I am sorry to announce that you are now in the studio.
You can make out a safe. Something scurries by right in the corner of your eye. Probably nothing.
You need an unblocked exit? You should try going south.
There is a Henderson's passkey on the floor.
You are carrying nothing.

your action:

Response: take Henderson's passkey<|im_end|>go south<|im_end|>close Henderson's chest<|im_end|>lock Henderson's chest with Henderson's passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, pick up the rectangular key from the rack inside the shower. Then, assure that the rectangular box inside the shower is unlocked with the rectangular key. And then, ensure that the rectangular box is open. And then, pick up the broom from the rectangular box within the shower. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal one.
You make out a locked rectangular box. You can see a box. As if things weren't amazing enough already, you can even see a rack. The rack is normal. On the rack you can see a rectangular key, a keycard and a sponge.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a tv.

your action:

Response: take rectangular key from rack<|im_end|>unlock rectangular box with rectangular key<|im_end|>open rectangular box<|im_end|>take broom from rectangular box<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First, it would be fantastic if you could make an effort to venture north. And then, recover the sandwich from the board. And then, eat the sandwich. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. A standard kind of place.
You make out an opened rectangular box. The rectangular box contains a rectangular keycard.
You need an unguarded exit? You should try going north.
There is a butterfly on the floor.
You are carrying: a fondue.

your action:

Response: go north<|im_end|>take sandwich from board<|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:
Welcome to TextWorld! Here is how to play! First stop, attempt to head south. Next, take the latchkey from the case. Then, unlock the chest. After you have unlocked the chest, ensure that the chest in the laundromat is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You've just shown up in a shower. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You hear a noise behind you and spin around, but you can't see anything other than a safe. Hmmm... what else, what else? Oh wow! Is that what I think it is? It is! It's a bench. The bench is normal. On the bench you see a key. Classic TextWorld. You make out a rack. The rack is usual. Unfortunately, there isn't a thing on it.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a fondue.

your action:

Response: go south<|im_end|>take latchkey from case<|im_end|>unlock chest with latchkey<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, go to the east. With that over with, open the chest in the vault. After that, retrieve the latchkey from the chest. After that, lock the locker within the vault with the latchkey. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. A typical one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You rest your hand against a wall, but you miss the wall and fall onto a coffer. The coffer contains a sandwich and a golf ball. I mean, just wow! Isn't TextWorld just the best? Look over there! a case. Classic TextWorld.
You need an unblocked exit? You should try going east.
You are carrying nothing.

your action:

Response: go east<|im_end|>open chest<|im_end|>take latchkey from chest<|im_end|>lock locker with latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to head east. Okay, and then, insert the keycard into the box in the salon's lock to unlock it. Then, doublecheck that the box in the salon is ajar. And then, take the laptop from the box in the salon. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
Fancy seeing you here. Here, by the way, being the studio.
You scan the room, seeing a table. The table is usual. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a candy bar and a shadfly on the floor.
You are carrying: a keycard and an iron.

your action:

Response: go east<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take laptop 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 head west. After that, recover the loaf of bread from the floor of the study. Having got the loaf of bread, eat the loaf of bread. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the lounge.
Well, here we are in the lounge. You begin looking for stuff.
Were you looking for a mantle? Because look over there, it's a mantle. You wonder idly who left that here. The mantle is normal. But oh no! there's nothing on this piece of trash.
You need an unguarded exit? You should try going west.
There is a synthesizer, a monitor and an insect on the floor.
You are carrying: a fly larva, a laptop and a shirt.

your action:

Response: go west<|im_end|>take loaf of bread<|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, it would be fantastic if you could unlock the type M safe within the workshop with the type M keycard. And then, ensure that the type M safe inside the workshop is open. And then, retrieve the keyboard from the type M safe. Then, sit the keyboard on the chair within the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You've just walked into a workshop. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a locked type M safe here. Were you looking for a chair? Because look over there, it's a chair. What a coincidence, weren't you just thinking about a chair? The chair is ordinary. But oh no! there's nothing on this piece of junk. Oh! Why couldn't there just be stuff on it? You scan the room, seeing a mantle. You wonder idly who left that here. However, the mantle, like an empty mantle, has nothing on it. Oh! Why couldn't there just be stuff on it? You can make out a shelf. The shelf is ordinary. On the shelf you see a sandwich.
There is an unguarded exit to the north.
You are carrying: a broccoli, a stick of butter, a type M keycard, a Quote of the Day Calendar and a nest of bugs.

your action:

Response: unlock type M safe with type M keycard<|im_end|>open type M safe<|im_end|>take keyboard from type M safe<|im_end|>put keyboard on chair<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! Your first objective is to attempt to head west. If you can succeed at that, recover the fondue from the floor of the dish-pit. After that, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the garage.
Well, here we are in the garage.
You can see a workbench. The workbench is typical. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going west.
You are carrying: a burger, a mop and a worm.

your action:

Response: go west<|im_end|>take fondue<|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:
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, go east. Following that, ensure that the rectangular box is open. And then, retrieve the salad from the rectangular box within the sauna. 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 workshop.
You find yourself in a workshop. A typical one. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a locked spherical chest nearby. You can make out a cabinet. You wonder idly who left that here. You make out a bookshelf. But the thing is empty, unfortunately.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a rectangular keycard, a spherical latchkey and an iron.

your action:

Response: go east<|im_end|>open rectangular box<|im_end|>take salad from rectangular box<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, open the locker. And then, pick up the Cat Calendar from the locker. After getting the Cat Calendar, venture east. With that done, place the Cat Calendar 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 workshop.
Look around you. Take it all in. It's not every day someone gets to be in a workshop.
You see a closed locker. You can see a bureau. Classic TextWorld. What a letdown! The bureau is empty!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a licorice strip and a latchkey on the floor.
You are carrying nothing.

your action:

Response: open locker<|im_end|>take Cat Calendar from locker<|im_end|>go east<|im_end|>drop Cat Calendar<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced session of TextWorld! Here is how to play! First off, look and see that the American limited edition locker is unlocked. Then, make it so that the American limited edition locker is open. Then, pick up the stapler from the American limited edition locker in the studio. With the stapler, put the stapler on the chair within the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You have come into the most ordinary of all possible studios. You try to gain information on your surroundings by using a technique you call "looking."
You make out a locked American limited edition locker. You can see a locked suitcase in the corner. You see a chair. You see a keyboard on the chair. As if things weren't amazing enough already, you can even see a mantle. The mantle is ordinary. Unfortunately, there isn't a thing on it. Hm. Oh well
There is an exit to the west. Don't worry, it is unblocked.
There is a bug on the floor.
You are carrying: an American limited edition passkey.

your action:

Response: unlock American limited edition locker with American limited edition passkey<|im_end|>open American limited edition locker<|im_end|>take stapler from American limited edition locker<|im_end|>put stapler on chair<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, go west. Then, retrieve the lightbulb from the floor of the spare room. And then, make an attempt to move east. With that done, place the lightbulb on the floor of the steam room. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. An usual kind of place.
You see a cabinet. Empty! What kind of nightmare TextWorld is this? You see a dresser.
You need an unguarded exit? You should try going west.
You are carrying: a candy bar and a type 5 passkey.

your action:

Response: go west<|im_end|>take lightbulb<|im_end|>go east<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, attempt to take a trip west. With that over with, take the mouse from the bookshelf within the office. Then, go east. Then, place the mouse on the plate within the cookery. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
This is going to sound unbelievable, but you've just entered a cookery.
You see a locked American box in the room. You see a plate. You see a stick of butter on the plate.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: an American latchkey.

your action:

Response: go west<|im_end|>take mouse from bookshelf<|im_end|>go east<|im_end|>put mouse on plate<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First stop, retrieve the American style passkey from the floor of the garage. And then, venture south. And then, close the American style safe. Then, make it so that the American style safe inside the playroom is locked with the American style passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
You arrive in a garage. An ordinary kind of place.
You can see a spherical box. You can see a table. The table is typical. On the table you see a spherical passkey. Classic TextWorld.
There is an exit to the south. Don't worry, it is unblocked.
There is an American style passkey and a frisbee on the floor.
You are carrying nothing.

your action:

Response: take American style passkey<|im_end|>go south<|im_end|>close American style safe<|im_end|>lock American style safe with American style passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! Your first objective is to open the non-euclidean box within the bedroom. And then, take the fondue from the non-euclidean box. And then, eat the fondue. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A typical kind of place. You start to take note of what's in the room.
You make out a closed non-euclidean box in the room. You make out a bench. The bench is usual. But the thing hasn't got anything on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a non-euclidean key on the floor.
You are carrying: a latchkey, a keycard and a novel.

your action:

Response: open non-euclidean box<|im_end|>take fondue from non-euclidean box<|im_end|>eat fondue<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, pick up the non-euclidean latchkey from the cabinet inside the basement. After that, make absolutely sure that the non-euclidean locker is unlocked. And then, open the non-euclidean locker in the basement. Then, take the pair of headphones from the non-euclidean locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the basement.
Ah, the basement. This is some kind of basement, really great standard vibes in this place, a wonderful standard atmosphere. And now, well, you're in it.
Were you looking for a non-euclidean locker? Because look over there, it's a non-euclidean locker. Now that's what I call TextWorld! You make out an opened cabinet in the corner. The cabinet contains a non-euclidean latchkey. You see a closed rectangular locker. You see a gleam over in a corner, where you can see a table. Wow, isn't TextWorld just the best? The table is normal. The table appears to be empty. You can make out a workbench. The workbench appears to be empty. You swear loudly.
You need an unguarded exit? You should try going north.
You are carrying: a licorice strip, a rectangular keycard and a mat.

your action:

Response: take non-euclidean latchkey from cabinet<|im_end|>unlock non-euclidean locker with non-euclidean latchkey<|im_end|>open non-euclidean locker<|im_end|>take pair of headphones from non-euclidean locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to recover the printer from the floor of the workshop. After taking the printer, make an attempt to venture south. Okay, and then, assure that the chest in the kitchenette is ajar. Then, you can insert the printer into the chest within the kitchenette. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A standard one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a mantelpiece. The mantelpiece appears to be empty. You see a stand. The stand is standard. But the thing is empty, unfortunately.
There is an unguarded exit to the south.
There is a potato, a printer and a laptop on the floor.
You are carrying: a burger, a latchkey and a lampshade.

your action:

Response: take printer<|im_end|>go south<|im_end|>open chest<|im_end|>insert printer into chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, try to move east. Then, pick up the American keycard from the safe inside the studio. Then, unlock the American safe with the American keycard. And then, look and see that the American safe is wide open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An ordinary one. You begin looking for stuff.
You can see a stand. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the stand.
You need an unguarded exit? You should try going east.
There is a cashew and a Comic Strip Calendar on the floor.
You are carrying: a broccoli, a bug and a butterfly.

your action:

Response: go east<|im_end|>take American keycard from safe<|im_end|>unlock American safe with American keycard<|im_end|>open American 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 off, pick-up the passkey from the floor of the canteen. Then, attempt to travel south. Then, close the box within the kitchen. Once you have shut the box, make sure the box inside the kitchen is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
Look at you, bigshot, walking into a canteen like it isn't some huge deal.
You can see an opened case. The case is empty, what a horrible day! Oh wow! Is that what I think it is? It is! It's a chair. On the chair you can see a potato. You see a shelf. The shelf appears to be empty. It would have been so cool if there was stuff on the shelf.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a passkey, a teapot and an insect on the floor.
You are carrying: a banana and a type 0 keycard.

your action:

Response: take passkey<|im_end|>go south<|im_end|>close box<|im_end|>lock box with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is your task for today. First of all, make sure that the type 7 chest within the closet is unlocked. After that, ensure that the type 7 chest within the closet is open. And then, recover the shadfly from the type 7 chest. If you can get your hands on the shadfly, deposit the shadfly on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the closet.
This might come as a shock to you, but you've just stumbled into a closet. You can barely contain your excitement.
You make out a type 7 chest. You see a locker. Hmmm... what else, what else? If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. The shelf is typical. But there isn't a thing on it.
You need an unguarded exit? You should try going north.
There is a key on the floor.
You are carrying: a cauliflower, a garlic clove, a type 7 latchkey and a fudge scented latchkey.

your action:

Response: unlock type 7 chest with type 7 latchkey<|im_end|>open type 7 chest<|im_end|>take shadfly from type 7 chest<|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:
Welcome to TextWorld! Here is how to play! First stop, look and see that the safe inside the studio is unlocked. And then, make absolutely sure that the safe inside the studio is ajar. Then, take the worm from the safe in the studio. Then, place the worm inside the locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
Well, here we are in the studio. You begin to take stock of what's here.
You see a locker. You shudder, but continue examining the room. The locker contains a banana. There's something strange about this being here, but you can't put your finger on it. You can make out a safe. You make out a rectangular box. Oh wow! Is that what I think it is? It is! It's a trunk.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a keycard.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take worm from safe<|im_end|>insert worm into locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing session of TextWorld! Here is how to play! First, it would be fantastic if you could make an effort to go north. And then, pick up the insect from the floor of the shower. After that, attempt to go to the south. Following that, rest the insect on the stand in the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
Look at that signboard! What does it say? It says Welcome to the garage? Well that's cool.
You make out a locked type 8 safe nearby. You see a gleam over in a corner, where you can see a cabinet. You scan the room for a stand, and you find a stand. The stand is usual. But the thing is empty. It would have been so cool if there was stuff on the stand. You can make out a rack. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the rack.
You need an unguarded exit? You should try going north.
There is a type 8 key on the floor.
You are carrying: a formless passkey and a laptop.

your action:

Response: go north<|im_end|>take insect<|im_end|>go south<|im_end|>put insect on stand<|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 your task for today. First of all, retrieve the American style keycard from the mantelpiece. After that, unlock the American style locker within the cubicle. And then, ensure that the American style locker is open. After that, pick up the laptop from the American style locker within the cubicle. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
I am sorry to announce that you are now in the cubicle.
You can make out a locked American style locker. You make out an opened ordinary looking Canadian style safe here. Empty! What kind of nightmare TextWorld is this? You see a mantelpiece. Wow, isn't TextWorld just the best? On the mantelpiece you see an American style keycard and a Canadian style passkey.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a cookie, a berry and a mop.

your action:

Response: take American style keycard from mantelpiece<|im_end|>unlock American style locker with American style keycard<|im_end|>open American style locker<|im_end|>take laptop from American style locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First, it would be good if you could try to take a trip east. And then, ensure that the type 2 safe within the salon is open. Then, pick up the rectangular passkey from the type 2 safe. With the rectangular passkey, make it so that the rectangular box in the salon is locked with the rectangular passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
Well, here we are in the workshop.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Henderson's style locker. A closed cuboid safe, which looks normal, is close by.
There is an unblocked exit to the east.
There is a stick of butter and a cuboid keycard on the floor.
You are carrying: a pear and a Henderson's style latchkey.

your action:

Response: go east<|im_end|>open type 2 safe<|im_end|>take rectangular passkey from type 2 safe<|im_end|>lock rectangular box with rectangular 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 your task for today. First of all, you could, like, make an attempt to venture south. Once you get through with that, ensure that the chest is open. After that, retrieve the lampshade from the chest in the pantry. Then, place the lampshade on the floor of the pantry. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the scullery.
I am sorry to announce that you are now in the scullery.
There is an exit to the south. Don't worry, it is unblocked.
There is a loaf of bread and a fondue on the floor.
You are carrying: a cauliflower, a gummy bear, a peanut, a latchkey and a worm.

your action:

Response: go south<|im_end|>open chest<|im_end|>take lampshade from chest<|im_end|>drop lampshade<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! First off, head north. And then, pick up the fork from the locker. Then, attempt to head south. Okay, and then, rest the fork 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 spare room.
You are in a spare room. A standard kind of place. You start to take note of what's in the room.
You make out a rack. But oh no! there's nothing on this piece of junk. You see a workbench. The workbench is ordinary. However, the workbench, like an empty workbench, has nothing on it. It would have been so cool if there was stuff on the workbench.
There is an exit to the north. Don't worry, it is unblocked.
There is a lightbulb and a bug on the floor.
You are carrying: a passkey and a soap dispenser.

your action:

Response: go north<|im_end|>take fork from locker<|im_end|>go south<|im_end|>put fork on rack<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make an attempt to head north. Next, pick-up the stick of butter from the floor of the office. 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 parlor.
You are in a parlor. An ordinary one.
Look over there! a spherical box. 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 make out a stand. The stand is ordinary. On the stand you can make out a spherical keycard. You see a bed. The bed is standard. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst.
There is an unguarded exit to the north.
You are carrying: a berry, a Henderson's style key and a binder.

your action:

Response: go north<|im_end|>take stick of butter<|im_end|>eat stick of butter<|im_end|>


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

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

Here is how to win the game:
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 assure that the type M locker is unlocked. And then, doublecheck that the type M locker in the sauna is wide open. And then, take the keycard from the type M locker in the sauna. Then, lock the safe within the sauna with the keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
You are in a sauna. An ordinary one.
You can see a closed typical looking safe close by. You make out a type M locker. Something scurries by right in the corner of your eye. Probably nothing. You make out a locked locker. You can make out a locked Microsoft limited edition chest. You make out a counter. The counter appears to be empty.
There is an unguarded exit to the north.
You are carrying: a type M keycard.

your action:

Response: unlock type M locker with type M keycard<|im_end|>open type M locker<|im_end|>take keycard from type M locker<|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:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to take the keycard from the refrigerator. After that, make it so that the chest is unlocked. And then, make absolutely sure that the chest is opened. After that, recover the coffee cup from the chest within the cookhouse. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
I am sorry to announce that you are now in the cookhouse. You begin looking for stuff.
You make out a chest. Wow, isn't TextWorld just the best? You see a refrigerator. The refrigerator contains a keycard and a teacup. I mean, just wow! Isn't TextWorld just the best?
There is an unblocked exit to the west.
You are carrying: a licorice strip, a worm and a bowl.

your action:

Response: take keycard from refrigerator<|im_end|>unlock chest with keycard<|im_end|>open chest<|im_end|>take coffee cup 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, take the Henderson's limited edition passkey from the table inside the cellar. And then, unlock the Henderson's limited edition safe. Then, open the Henderson's limited edition safe. Then, recover the fly larva from the Henderson's limited edition safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
Look at that notice! What does it say? It says Welcome to the cellar? Well that's cool. You begin looking for stuff.
You make out a locked Henderson's limited edition safe, which looks usual, in the corner. You smell a lovely smell, and follow it to a table. I guess it's true what they say, if you're looking for a table, go to TextWorld. The table is typical. On the table you see a Henderson's limited edition passkey. What's that over there? It looks like it's a workbench. The workbench is usual. But the thing is empty.
You need an unblocked exit? You should try going north.
You are carrying: a potato, a TextWorld limited edition keycard, a passkey and a non-euclidean latchkey.

your action:

Response: take Henderson's limited edition passkey from table<|im_end|>unlock Henderson's limited edition safe with Henderson's limited edition passkey<|im_end|>open Henderson's limited edition safe<|im_end|>take fly larva from Henderson's 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 life changing episode of TextWorld! Here is your task for today. First, it would be fantastic if you could make an attempt to head north. Following that, lift the TextWorld limited edition key from the floor of the canteen. With the TextWorld limited edition key, try to head south. And then, look and see that the TextWorld limited edition box in the cellar is unlocked with the TextWorld 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 cellar.
You are in a cellar. A standard one. Okay, just remember what you're here to do, and everything will go great.
You make out a locked TextWorld limited edition box in the corner. You can see a rack. The rack is standard. However, the rack, like an empty rack, has nothing on it. What, you think everything in TextWorld should have stuff on it? You see a table. 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 unblocked.
There is a sock on the floor.
You are carrying: a bowl.

your action:

Response: go north<|im_end|>take TextWorld limited edition key<|im_end|>go south<|im_end|>unlock TextWorld limited edition box with TextWorld 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:
You are now playing a fast paced episode of TextWorld! First of all, you could, like, go north. Following that, retrieve the pear from the floor of the workshop. With the pear, eat the pear. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
You find yourself in a laundry place. A typical kind of place.
You hear a noise behind you and spin around, but you can't see anything other than a non-euclidean box. The non-euclidean box contains a mat. You can see a bench. The bench is standard. But the thing is empty. You make out a table. The table is typical. Unfortunately, there isn't a thing on it. You can make out a shelf. You shudder, but continue examining the shelf. The shelf is typical. But there isn't a thing on it.
You need an unblocked exit? You should try going north.
There is a non-euclidean latchkey and a sock on the floor.
You are carrying: a gummy bear.

your action:

Response: go north<|im_end|>take pear<|im_end|>eat pear<|im_end|>