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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First, it would be fantastic if you could pick up the Canadian keycard from the floor of the cellar. Then, unlock the Canadian safe inside the cellar. After that, make absolutely sure that the Canadian safe in the cellar is opened. After that, pick up the fly larva from the Canadian safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You've just shown up in a cellar.
You see a locked Canadian safe. You hear a noise behind you and spin around, but you can't see anything other than a rack. Now why would someone leave that there? The rack is normal. On the rack you make out a broom. It doesn't get more TextWorld than this! You can see a shelf. The shelf is usual. But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a Canadian keycard and a pair of headphones on the floor.
You are carrying nothing.

your action:

Response: take Canadian keycard<|im_end|>unlock Canadian safe with Canadian keycard<|im_end|>open Canadian safe<|im_end|>take fly larva from Canadian safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, head north. Next, recover the American style key from the floor of the canteen. After you have got the American style key, move south. With that done, insert the American style key into the American style locker's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You're now in a shower.
You can make out a locked American style locker.
There is an unguarded exit to the north.
You are carrying: a honeydew and a cuboid latchkey.

your action:

Response: go north<|im_end|>take American style key<|im_end|>go south<|im_end|>unlock American style locker with American 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to make it so that the Henderson's style safe inside the bathroom is ajar. Then, pick up the lavender scented passkey from the Henderson's style safe. After taking the lavender scented passkey, insert the lavender scented passkey into the lavender scented locker's lock to unlock it. And then, assure that the lavender scented locker inside the bathroom is wide open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom.
You see a locked lavender scented locker. You see a Henderson's style safe. Classic TextWorld. You see an opened box. The box is empty! This is the worst thing that could possibly happen, ever!
You need an unguarded exit? You should try going north.
You are carrying: a berry, a grape, a Henderson's style latchkey and a glove.

your action:

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


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

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

Here is how to win the game:
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 effort to head east. And then, ensure that the safe within the office is open. After that, retrieve the laptop from the safe. After taking the laptop, you can put the laptop into the trunk. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
Well, here we are in the attic.
You need an unguarded exit? You should try going east.
There is a loaf of bread and a hat on the floor.
You are carrying: a fondue, a candy bar and a stick of butter.

your action:

Response: go east<|im_end|>open safe<|im_end|>take laptop from safe<|im_end|>insert laptop into trunk<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, make it so that the Canadian limited edition box is unlocked. And then, make it so that the Canadian limited edition box within the chamber is ajar. After that, recover the worm from the Canadian limited edition box. If you can get your hands on the worm, place the worm on the floor of the chamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Ah, the chamber. This is some kind of chamber, really great ordinary vibes in this place, a wonderful ordinary atmosphere.
You see a locked Canadian limited edition box in the corner. You can make out a type 6 locker. Make a note of this, you might have to put stuff on or in it later on.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a peanut on the floor.
You are carrying: a legume, a Canadian limited edition latchkey, a type 6 latchkey and a latchkey.

your action:

Response: unlock Canadian limited edition box with Canadian limited edition latchkey<|im_end|>open Canadian limited edition box<|im_end|>take worm from Canadian limited edition box<|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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Your first objective is to unlock the locker with the latchkey. Then, ensure that the locker is open. And then, take the key from the locker within the washroom. If you can get your hands on the key, make it so that the chest within the washroom is unlocked with the key. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the washroom.
You arrive in a washroom. A typical kind of place.
If you haven't noticed it already, there seems to be something there by the wall, it's a chest. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You make out a locked locker.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a legume and a cashew on the floor.
You are carrying: a cookie and a latchkey.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take key from locker<|im_end|>unlock chest with key<|im_end|>


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

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

Here is how to win the game:
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 recover the keycard from the recliner in the bedchamber. And then, attempt to go to the east. Next, unlock the safe inside the cookhouse with the keycard. Then, make sure that the safe within the cookhouse is open. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a gleam over in a corner, where you can see a basket. You can see a recliner. The recliner is standard. On the recliner you can see a keycard. You make out a bed. However, the bed, like an empty bed, has nothing on it. It would have been so cool if there was stuff on the bed. You can make out a bookshelf. But the thing hasn't got anything on it.
There is an unguarded exit to the east.
There is a loaf of bread on the floor.
You are carrying nothing.

your action:

Response: take keycard from recliner<|im_end|>go east<|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:
You are now playing a profound session of TextWorld! First off, make absolutely sure that the safe in the laundry place is unlocked. After that, ensure that the safe is open. Once you have opened the safe, pick up the nest of insects from the safe. Then, toss the nest of insects on the floor of the laundry place. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
You've just shown up in a laundry place. You try to gain information on your surroundings by using a technique you call "looking."
You see a safe. Huh, weird. You see an opened Canadian chest. The Canadian chest is empty! This is the worst thing that could possibly happen, ever! You see a gleam over in a corner, where you can see a bench. But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a Canadian passkey on the floor.
You are carrying: a cashew, a key and a keycard.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take nest of insects from safe<|im_end|>drop nest of insects<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
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, head north. And then, recover the TextWorld style key from the saucepan within the canteen. Then, make an attempt to travel south. With that over with, make sure that the TextWorld style chest within the workshop is locked with the TextWorld style key. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A typical kind of place. You start to take note of what's in the room.
You see a closed TextWorld style chest. You can see a closed box close by. You see a gleam over in a corner, where you can see a case. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. The case is empty, what a horrible day!
There is an unblocked exit to the north.
You are carrying: a stick of butter and a durian.

your action:

Response: go north<|im_end|>take TextWorld style key from saucepan<|im_end|>go south<|im_end|>lock TextWorld style chest 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an effort to travel east. Then, recover the TextWorld style latchkey from the bookshelf. After that, look and see that the TextWorld style safe in the bar is unlocked. And then, make it so that the TextWorld style safe is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You're now in a canteen. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see an opened American limited edition box. The American limited edition box is empty! What a waste of a day!
There is an exit to the east. Don't worry, it is unguarded.
There is a legume and a candy bar on the floor.
You are carrying: a cashew, an American limited edition passkey and a Quote of the Day Calendar.

your action:

Response: go east<|im_end|>take TextWorld style latchkey from bookshelf<|im_end|>unlock TextWorld style safe with TextWorld style latchkey<|im_end|>open TextWorld style safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, recover the key from the formless safe inside the canteen. After that, check that the chest inside the canteen is unlocked with the key. Once you have unlocked the chest, ensure that the chest within the canteen is open. After you have opened the chest, recover the bowl from the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
If you're wondering why everything seems so typical all of a sudden, it's because you've just walked into the canteen.
You make out a chest. You rest your hand against a wall, but you miss the wall and fall onto a formless safe. The formless safe contains a key. You scan the room for a box, and you find a box. You can make out a shelf. The shelf is ordinary. On the shelf you see a latchkey. You can see a plate. But the thing is empty.
You need an unblocked exit? You should try going west.
You are carrying: a formless passkey.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to pick up the type 4 key from the workbench. With the type 4 key, make an attempt to venture south. Then, close the type 4 safe. Then, lock the type 4 safe within the attic. Got that? Good!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. A standard one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
As if things weren't amazing enough already, you can even see a locker. You scan the room for a Henderson's style locker, and you find a Henderson's style locker. You can see a workbench. The workbench is normal. On the workbench you see a garlic clove and a type 4 key.
You need an unblocked exit? You should try going south.
You are carrying: a stick of butter, a key and a Henderson's style keycard.

your action:

Response: take type 4 key from workbench<|im_end|>go south<|im_end|>close type 4 safe<|im_end|>lock type 4 safe with type 4 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 exciting episode of TextWorld! First of all, you could, like, take the type Z keycard from the counter. With the type Z keycard, doublecheck that the type Z chest is unlocked. If you have unlocked the type Z chest, open the type Z chest within the cookhouse. And then, take the blender from the type Z chest. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've just sauntered into a cookhouse. Okay, just remember what you're here to do, and everything will go great.
You can see a type Z chest. Were you looking for a counter? Because look over there, it's a counter. You see a type Z keycard on the counter. You can make out a pan. However, the pan, like an empty pan, has nothing on it.
You need an unblocked exit? You should try going west.
You are carrying: a broom.

your action:

Response: take type Z keycard from counter<|im_end|>unlock type Z chest with type Z keycard<|im_end|>open type Z chest<|im_end|>take blender from type Z 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 off, if it's not too much trouble, I need you to make sure that the safe within the laundry place is open. And then, pick up the paper towel from the safe within the laundry place. After that, make an attempt to take a trip east. Once you get through with that, place the paper towel on the rack inside the sauna. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A typical one. You begin to take stock of what's here.
You can see a safe. You can make out a board. However, the board, like an empty board, has nothing on it. You make out a bench. But the thing is empty, unfortunately. You see a counter. The counter is normal. On the counter you can make out a gummy bear. I mean, just wow! Isn't TextWorld just the best?
There is an unblocked exit to the east.
You are carrying: a grape and a keycard.

your action:

Response: open safe<|im_end|>take paper towel from safe<|im_end|>go east<|im_end|>put paper towel on rack<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First of all, you could, like, make an attempt to move south. And then, insert the rectangular latchkey into the rectangular box's lock to unlock it. After unlocking the rectangular box, open the rectangular box. And then, pick up the butterfly from the rectangular box in the bedroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. A standard kind of place.
You see a chair. But oh no! there's nothing on this piece of junk. This always happens! You bend down to tie your shoe. When you stand up, you notice a stand. Unfortunately, there isn't a thing on it. Silly stand, silly, empty, good for nothing stand.
There is an unblocked exit to the south.
There is a stick of butter and a Quote of the Day Calendar on the floor.
You are carrying: a pizza, a rectangular latchkey, a plant and a poem.

your action:

Response: go south<|im_end|>unlock rectangular box with rectangular latchkey<|im_end|>open rectangular box<|im_end|>take butterfly 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to head east. Okay, and then, open the chest. And then, recover the laptop from the chest. Then, sit the laptop on the bed stand inside the chamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. A typical kind of place.
You make out an opened suitcase here. The suitcase is empty! What a waste of a day! You can make out a shelf. On the shelf you can make out a broccoli. Something scurries by right in the corner of your eye. Probably nothing.
There is an unguarded exit to the east.
There is a peanut on the floor.
You are carrying: a teacup.

your action:

Response: go east<|im_end|>open chest<|im_end|>take laptop from chest<|im_end|>put laptop on bed 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to go south. After that, make it so that the type 6 box inside the spare room is unlocked. Then, ensure that the type 6 box is open. And then, pick up the shoe from the type 6 box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
Ah, the bedroom. This is some kind of bedroom, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it.
A locked spherical chest is right there by you. You can make out a dresser. You check the price tag that the dresser's owner still hasn't taken off. Three hundred big ones?! That's ridiculous! You know my pal, they work for the mayor? I'm sure my friend could get you one of those for 40 bucks! You can make out a shelf. But the thing hasn't got anything on it. You bend down to tie your shoe. When you stand up, you notice a couch. But the thing hasn't got anything on it. Hm. Oh well
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a type 6 passkey, a spherical keycard and a teaspoon.

your action:

Response: go south<|im_end|>unlock type 6 box with type 6 passkey<|im_end|>open type 6 box<|im_end|>take shoe from type 6 box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First, it would be good if you could pick up the fudge scented passkey from the floor of the closet. Then, try to travel east. Then, assure that the fudge scented safe is closed. And then, make it so the fudge scented safe inside the laundry place is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
Well I'll be, you are in the place we're calling the closet.
You rest your hand against a wall, but you miss the wall and fall onto a stand. The stand is usual. However, the stand, like an empty stand, has nothing on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a fudge scented passkey and a hat on the floor.
You are carrying: a rectangular passkey and a sponge.

your action:

Response: take fudge scented passkey<|im_end|>go east<|im_end|>close fudge scented safe<|im_end|>lock fudge scented safe with fudge scented passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! First off, take the rectangular latchkey from the chair. And then, look and see that the rectangular chest within the dish-pit is unlocked. After that, open the rectangular chest inside the dish-pit. And then, retrieve the glass from the rectangular chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. An ordinary kind of place.
You can see a rectangular chest. Classic TextWorld. You make out a chair! The chair is normal. On the chair you can make out a licorice strip, a durian and a rectangular latchkey. You see a table. The table appears to be empty. Aw, and here you were, all excited for there to be things on it!
There is an exit to the west. Don't worry, it is unblocked.
There is a cashew on the floor.
You are carrying: a burger, a key and a lamp.

your action:

Response: take rectangular latchkey from chair<|im_end|>unlock rectangular chest with rectangular latchkey<|im_end|>open rectangular chest<|im_end|>take glass from rectangular 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, it would be fantastic if you could make an attempt to go to the south. Then, recover the spherical latchkey from the floor of the scullery. If you can get your hands on the spherical latchkey, check that the spherical safe in the scullery is unlocked with the spherical latchkey. Then, ensure that the spherical safe is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You have stumbled into the most typical of all possible basements.
You can make out a workbench. Looks like someone's already been here and taken everything off it, though. You think about smashing the workbench to bits, throwing the bits in the dump, etc, until you get bored.
There is an unguarded exit to the south.
There is a chocolate bar on the floor.
You are carrying: a controller.

your action:

Response: go south<|im_end|>take spherical latchkey<|im_end|>unlock spherical safe with spherical latchkey<|im_end|>open spherical safe<|im_end|>


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

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

Here is how to win the game:
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, attempt to take a trip west. After that, lift the tv from the floor of the playroom. And then, attempt to venture east. Then, toss the tv on the floor of the shower. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
Guess what, you are in a place we're calling a shower. The room is well lit.
You make out a cabinet. Oh wow! Is that what I think it is? It is! It's a board. What a coincidence, weren't you just thinking about a board? The board is ordinary. On the board you see a shadfly. You make out a bench. The bench is typical. But the thing hasn't got anything on it. You move on, clearly infuriated by your TextWorld experience.
There is an exit to the west. Don't worry, it is unblocked.
There is a mop on the floor.
You are carrying: an onion and a teapot.

your action:

Response: go west<|im_end|>take tv<|im_end|>go east<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First step, head south. After that, open the safe. After that, pick up the glass from the safe within the cookery. And then, place the glass on the pan. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundry place.
You've just sauntered into a laundry place.
You see a cabinet. Empty! What kind of nightmare TextWorld is this? You can make out an opened dresser nearby. The dresser is empty, what a horrible day! You can see a rack. Wow, isn't TextWorld just the best? But the thing hasn't got anything on it.
There is an exit to the south. Don't worry, it is unguarded.
There is a cucumber and a nest of kittens on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open safe<|im_end|>take glass from safe<|im_end|>put glass on pan<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is how to play! Your first objective is to make an effort to go to the north. Then, pick up the formless key from the chest. After that, make an attempt to venture south. After that, make sure that the formless safe is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
Well, here we are in the vault. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a formless safe. Something scurries by right in the corner of your eye. Probably nothing. You hear a noise behind you and spin around, but you can't see anything other than a type 0 box. You can see an opened display. The display is empty! This is the worst thing that could possibly happen, ever!
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 0 keycard on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take formless key from chest<|im_end|>go south<|im_end|>lock formless safe with formless 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 your task for today. First stop, move north. With that accomplished, pick-up the mop from the floor of the washroom. Then, venture south. That done, rest the mop on the shelf in the bar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bar.
Okay, so you're in a bar, cool, but is it ordinary? You better believe it is. The room is well lit.
You can see a shelf. The shelf is standard. On the shelf you can see a pillow. You make out a bed stand. The bed stand appears to be empty. You make a mental note to not get your hopes up the next time you see a bed stand in a room.
There is an exit to the north. Don't worry, it is unblocked.
There is a cushion on the floor.
You are carrying: a latchkey.

your action:

Response: go north<|im_end|>take mop<|im_end|>go south<|im_end|>put mop on shelf<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, pick up the Henderson's style keycard from the floor of the canteen. And then, look and see that the Henderson's style locker is unlocked. Then, make absolutely sure that the Henderson's style locker is wide open. Then, pick up the teacup from the Henderson's style locker in the canteen. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You're now in the canteen.
You see a Henderson's style locker. Hey, want to see a spherical safe? Look over there, a spherical safe. You scan the room, seeing a cabinet. Empty! What kind of nightmare TextWorld is this?
There is an unguarded exit to the north.
There is a Henderson's style keycard on the floor.
You are carrying: a spherical keycard and a formless key.

your action:

Response: take Henderson's style keycard<|im_end|>unlock Henderson's style locker with Henderson's style keycard<|im_end|>open Henderson's style locker<|im_end|>take teacup from 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, pick-up the latchkey from the floor of the kitchen. If you can get your hands on the latchkey, move east. With that accomplished, make absolutely sure that the box within the workshop is unlocked with the latchkey. After that, open the box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You arrive in a kitchen. A standard one. You try to gain information on your surroundings by using a technique you call "looking."
You can see a locked type Y safe nearby. You can see a freezer. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. Empty! What kind of nightmare TextWorld is this? You can make out a chest. Classic TextWorld. What a letdown! The chest is empty!
You need an unguarded exit? You should try going east.
There is a latchkey and a type Y passkey on the floor.
You are carrying: a manuscript.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is your task for today. First, it would be great if you could head west. Then, recover the printer from the floor of the study. Then, try to venture east. Okay, and then, place the printer on the floor of 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 arrive in a shower. A typical one.
You scan the room for a shelf, and you find a shelf. You see a worm on the shelf. You make out a board. But the thing is empty. What's that over there? It looks like it's a counter. But there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a potato and a shadfly.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 make absolutely sure that the safe is opened. And then, take the chocolate bar from the safe. And then, eat the chocolate bar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You make another one of your grand eccentric entrances into a shower.
You can make out a closed safe here. You can see an opened cabinet, which looks normal, in the corner. The cabinet is empty! What a waste of a day!
You need an unblocked exit? You should try going east.
You are carrying: a formless keycard and a keycard.

your action:

Response: open safe<|im_end|>take chocolate bar from safe<|im_end|>eat chocolate 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, travel south. Then, recover the key from the type 7 safe. Then, make absolutely sure that the box is unlocked. Then, make sure that the box within the spare room is ajar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just walked into a bedroom. You can barely contain your excitement.
You bend down to tie your shoe. When you stand up, you notice a non-euclidean safe. What a letdown! The non-euclidean safe is empty! You see a bookshelf. The bookshelf is ordinary. But oh no! there's nothing on this piece of trash. You can make out a desk. However, the desk, like an empty desk, has nothing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a non-euclidean keycard on the floor.
You are carrying: a fondue, a cashew and a legume.

your action:

Response: go south<|im_end|>take key from type 7 safe<|im_end|>unlock box with key<|im_end|>open box<|im_end|>


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

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

Here is how to win the game:
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 great if you could attempt to take a trip east. Following that, ensure that the locker within the garage is open. Once you have pulled open the locker, pick up the bug from the locker. Then, place the bug on the workbench. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic. You begin looking for stuff.
You see a type 7 chest. You wonder idly who left that here. You make out a table. The table is standard. On the table you can make out an insect.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a type 7 latchkey on the floor.
You are carrying: a laptop.

your action:

Response: go east<|im_end|>open locker<|im_end|>take bug from locker<|im_end|>put bug on workbench<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to doublecheck that the locker is unlocked with the latchkey. After that, ensure that the locker is open. After pulling open the locker, take the cake scented latchkey from the locker. After that, unlock the cake scented safe with the cake scented latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
Guess what, you are in a place we're calling a scullery.
You see a gleam over in a corner, where you can see a cake scented safe. You can't wait to tell the folks at home about this! You can make out a locker. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a safe. You check the price tag on the safe. Two hundred bucks?! That's ridiculous! I know a person, their sister works for the internet, who could get you one of those for 30 bucks! You see a counter. I guess it's true what they say, if you're looking for a counter, go to TextWorld. The counter is typical. But the thing is empty.
There is an unblocked exit to the west.
There is a key on the floor.
You are carrying: a legume, a berry and a latchkey.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take cake scented latchkey from locker<|im_end|>unlock cake scented safe with cake scented latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is your task for today. First off, pick-up the type F passkey from the floor of the office. Then, go to the east. Then, assure that the type F locker is closed. And then, lock the type F locker with the type F passkey. That's it!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. A typical kind of place.
You make out a locked chest close by. Look out! It's a- oh, never mind, it's just a bookshelf. On the bookshelf you can make out a licorice strip. You can see a table. The table is usual. Looks like someone's already been here and taken everything off it, though. You swear loudly.
There is an exit to the east. Don't worry, it is unguarded.
There is a carrot and a type F passkey on the floor.
You are carrying: a stick of butter, a key and a cushion.

your action:

Response: take type F passkey<|im_end|>go east<|im_end|>close type F locker<|im_end|>lock type F locker with type F passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, recover the keycard from the floor of the spare room. And then, move south. Okay, and then, close the chest. And then, Place the keycard into the chest to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You are in a spare room. A typical kind of place. The room is well lit.
You make out a cuboid safe. Huh, weird. You rest your hand against a wall, but you miss the wall and fall onto a counter. The counter is normal. However, the counter, like an empty counter, has nothing on it. You smell a lovely smell, and follow it to a rack. On the rack you can see a sandwich.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a cuboid passkey.

your action:

Response: take keycard<|im_end|>go south<|im_end|>close chest<|im_end|>lock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, pick up the key from the table. And then, assure that the safe is unlocked. And then, make absolutely sure that the safe within the office is opened. And then, retrieve the printer from the safe within the office. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. An ordinary kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a locked safe right there by you. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. You see a licorice strip and a key on the table.
There is an exit to the north. Don't worry, it is unblocked.
There is a Cat Calendar on the floor.
You are carrying: a raspberry.

your action:

Response: take key from table<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>take printer from safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First step, move west. After that, retrieve the glass from the board in the scullery. And then, take a trip east. And then, throw the glass on the floor of the bedchamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well, here we are in a bedchamber.
Look over there! a chest. You look around you, at all the containers and supporters, doors and objects, and you think to yourself. Why? Why Textworld?
You need an unblocked exit? You should try going west.
There is a keycard on the floor.
You are carrying: a sandwich.

your action:

Response: go west<|im_end|>take glass from board<|im_end|>go east<|im_end|>drop glass<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, go to the south. Okay, and then, ensure that the type T locker is open. After pulling open the type T locker, take the melon from the type T locker. After you have taken the melon, eat the melon. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
If you're wondering why everything seems so typical all of a sudden, it's because you've just walked into the cubicle. Okay, just remember what you're here to do, and everything will go great.
You make out an armchair. The armchair is usual. But oh no! there's nothing on this piece of trash. You move on, clearly furious with TextWorld.
There is an exit to the south. Don't worry, it is unguarded.
There is a shadfly on the floor.
You are carrying: a candy bar, a cookie, a teaspoon, a ladle and a fly larva.

your action:

Response: go south<|im_end|>open type T locker<|im_end|>take melon from type T locker<|im_end|>eat melon<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 game of TextWorld! Here is your task for today. Your first objective is to take a trip south. After that, take the latchkey from the table within the shower. Then, unlock the chest. And then, make it so that the chest is wide open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You find yourself in a washroom. An usual kind of place.
You make out a rectangular locker. Look out! It's a- oh, never mind, it's just a shelf. The shelf is ordinary. But the thing is empty. Oh, great. Here's a bench. The bench is normal. The bench appears to be empty. If you haven't noticed it already, there seems to be something there by the wall, it's a board. The board is standard. The board appears to be empty. It would have been so cool if there was stuff on the board.
There is an unguarded exit to the south.
You are carrying: a cauliflower and a rectangular key.

your action:

Response: go south<|im_end|>take latchkey from table<|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:
It's time to explore the amazing world of TextWorld! First of all, you could, like, look and see that the locker is ajar. Then, pick up the Canadian limited edition keycard from the locker within the office. After you have taken the Canadian limited edition keycard, move south. And then, unlock the Canadian limited edition chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
You're now in the office. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a locker, so there's that. You see a TextWorld box. The light flickers for a second, but nothing else happens. You make out a cabinet. Look over there! a stand. But the thing is empty. You scan the room for a shelf, and you find a shelf. I guess it's true what they say, if you're looking for a shelf, go to TextWorld. The shelf is normal. But oh no! there's nothing on this piece of trash. You can make out a desk. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a key and a cushion.

your action:

Response: open locker<|im_end|>take Canadian limited edition keycard from locker<|im_end|>go south<|im_end|>unlock Canadian limited edition chest with Canadian limited edition keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting episode of TextWorld! First off, if it's not too much trouble, I need you to retrieve the passkey from the non-euclidean chest. If you can get your hands on the passkey, move east. Then, close the safe. After closing the safe, lock the safe with the passkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. An usual kind of place.
You can make out an opened normal looking non-euclidean chest nearby. The non-euclidean chest contains a passkey and a non-euclidean keycard. You can see a locked Henderson's limited edition box.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a cashew, a burger, a Henderson's limited edition key, a stapler and a bug.

your action:

Response: take passkey from non-euclidean chest<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe with passkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting round of TextWorld! First of all, you could, like, head south. Okay, and then, doublecheck that the spherical chest is opened. If you have opened the spherical chest, retrieve the carrot from the spherical chest inside the attic. And then, eat the carrot. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the scullery.
Look around you. Take it all in. It's not every day someone gets to be in a scullery. 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 freezer. The freezer is empty! What a waste of a day! Oh, great. Here's a bowl. But the thing is empty, unfortunately. Hm. Oh well You make out a rack. I guess it's true what they say, if you're looking for a rack, go to TextWorld. The rack is standard. But oh no! there's nothing on this piece of garbage.
You need an unguarded exit? You should try going south.
There is a teapot on the floor.
You are carrying: a loaf of bread.

your action:

Response: go south<|im_end|>open spherical chest<|im_end|>take carrot from spherical chest<|im_end|>eat carrot<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 game of TextWorld! Here is how to play! First of all, attempt to go east. Then, recover the keycard from the floor of the bedchamber. Then, unlock the locker. And then, ensure that the locker is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
I just think it's awesome that you're in a cookery now. You start to take note of what's in the room.
You can see an opened refrigerator. The refrigerator contains a fondue, a salad and a gummy bear. You see a saucepan. But there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the east.
There is a loaf of bread on the floor.
You are carrying: a spherical latchkey and a plant.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to recover the type K latchkey from the box. And then, venture south. Following that, insert the type K latchkey into the type K box's lock to unlock it. After unlocking the type K box, make it so that the type K box inside the attic is wide open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A typical kind of place.
You can see a box. I mean, just wow! Isn't TextWorld just the best? The box contains a type K latchkey. You make out a locked safe. You rest your hand against a wall, but you miss the wall and fall onto a bench. The bench is normal. However, the bench, like an empty bench, has nothing on it.
You need an unblocked exit? You should try going south.
There is a passkey and a keycard on the floor.
You are carrying: a bug.

your action:

Response: take type K latchkey from box<|im_end|>go south<|im_end|>unlock type K box with type K latchkey<|im_end|>open type K box<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First, it would be a great idea if you could recover the spherical keycard from the freezer in the kitchen. And then, make an attempt to take a trip east. And then, close the spherical safe. And then, make it so that the spherical safe is locked with the spherical keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchen.
You arrive in a kitchen. An usual kind of place.
You can make out an opened freezer here. The freezer contains a spherical keycard and a latchkey. You can make out a locked chest. You see a fridge. You see a gleam over in a corner, where you can see a pan. However, the pan, like an empty pan, has nothing on it. You make a mental note to not get your hopes up the next time you see a pan in a room.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a sandwich on the floor.
You are carrying nothing.

your action:

Response: take spherical keycard from freezer<|im_end|>go east<|im_end|>close spherical safe<|im_end|>lock spherical safe with spherical 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 thing I need you to do is to try to head north. If you can do that, pick up the broom from the drawer in the shower. And then, go south. And then, deposit the broom on the floor of the studio. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You've just walked into a studio. You begin looking for stuff.
You can make out a locker. Oh wow! Is that what I think it is? It is! It's a chair. The chair is standard. On the chair you make out a Cat Calendar.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a pizza, an apple, a latchkey and a teapot.

your action:

Response: go north<|im_end|>take broom from drawer<|im_end|>go south<|im_end|>drop broom<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, move south. Following that, pick-up the cuboid key from the floor of the canteen. And then, unlock the cuboid safe. After that, open the cuboid safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
Ah, the chamber. This is some kind of chamber, really great normal vibes in this place, a wonderful normal atmosphere.
You make out a locker. Now why would someone leave that there? The locker contains a plant. You make out a stand. The stand appears to be empty. Aw, here you were, all excited for there to be things on it! You smell a pungent smell, and follow it to a desk. The desk appears to be empty. Hopefully, this discovery doesn't ruin your TextWorld experience!
There is an exit to the south. Don't worry, it is unblocked.
You are carrying nothing.

your action:

Response: go south<|im_end|>take cuboid key<|im_end|>unlock cuboid safe with cuboid key<|im_end|>open cuboid safe<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make sure that the chest is unlocked. After unlocking the chest, ensure that the chest inside the canteen is open. And then, retrieve the fly larva from the chest. After that, drop the fly larva on the floor of the canteen. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen.
You make out a locked chest. You see a closed TextWorld style safe right there by you. You see a bowl. The bowl is typical. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a TextWorld style keycard on the floor.
You are carrying: a passkey, a latchkey and an insect.

your action:

Response: unlock chest with passkey<|im_end|>open chest<|im_end|>take fly larva from chest<|im_end|>drop fly larva<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing session of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to make an effort to move east. Then, pick-up the Henderson's style passkey from the floor of the canteen. Then, check that the Henderson's style locker in the canteen is unlocked with the Henderson's style passkey. After that, open the Henderson's style locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. An ordinary one.
Look over there! a Canadian style box. You hear a noise behind you and spin around, but you can't see anything other than a coffer. The coffer is empty! What a waste of a day! You see a dresser. The dresser is empty! What a waste of a day!
You need an unblocked exit? You should try going east.
There is a grape, a Canadian style key and a laptop on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take Henderson's style passkey<|im_end|>unlock Henderson's style locker with Henderson's style passkey<|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:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to ensure that the safe is open. Then, recover the folder from the safe in the workshop. And then, make an attempt to go east. If you can get through with that, insert the folder into the trunk inside the attic. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You arrive in a workshop. An ordinary kind of place.
A closed safe, which looks normal, is right there by you. You make out a closed box in the corner.
You need an unguarded exit? You should try going east.
There is a keycard and a fly larva on the floor.
You are carrying: a passkey.

your action:

Response: open safe<|im_end|>take folder from safe<|im_end|>go east<|im_end|>insert folder into trunk<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound game of TextWorld! Here is how to play! Your first objective is to make an attempt to head north. And then, pick up the kettle from the refrigerator in the cookhouse. If you have got the kettle, travel south. Then, ditch the kettle on the floor of the spare room. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. A typical kind of place. You start to take note of what's in the room.
You can see a locker. What a letdown! The locker is empty! Oh, great. Here's a table. You see a shoe on the table. You see a gleam over in a corner, where you can see a workbench. However, the workbench, like an empty workbench, has nothing on it. What, you think everything in TextWorld should have stuff on it? You make out a stand. The stand is normal. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
There is an unblocked exit to the north.
There is a candy bar on the floor.
You are carrying: a sandwich, a binder and a shadfly.

your action:

Response: go north<|im_end|>take kettle from refrigerator<|im_end|>go south<|im_end|>drop kettle<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First thing I need you to do is to take a trip south. With that accomplished, take the passkey from the rack. And then, look and see that the locker inside the sauna is unlocked. And then, make sure that the locker is wide open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A typical 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 shelf. Make a note of this, you might have to put stuff on or in it later on. The shelf is typical. On the shelf you can make out a laptop. You can see a bookshelf. 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 south, that entranceway is unblocked.
You are carrying: a coconut, a stick of butter, a carrot and a pair of pants.

your action:

Response: go south<|im_end|>take passkey from rack<|im_end|>unlock locker with passkey<|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! First stop, recover the type A passkey from the mantelpiece. If you can get your hands on the type A passkey, unlock the type A safe in the workshop. After unlocking the type A safe, open the type A safe in the workshop. If you have opened the type A safe, recover the Cat Calendar from the type A safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You've just shown up in a workshop.
You scan the room, seeing a type A safe. There's something strange about this thing being here, but you don't have time to worry about that now. An open toolbox, which looks typical, is in the corner. The toolbox 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 mantelpiece. Wow, isn't TextWorld just the best? The mantelpiece is normal. On the mantelpiece you see a licorice strip and a type A passkey. You can see an armchair. The armchair is ordinary. On the armchair you see a fondue. Classic TextWorld.
There is an exit to the north. Don't worry, it is unguarded.
There is a folder and a mouse on the floor.
You are carrying nothing.

your action:

Response: take type A passkey from mantelpiece<|im_end|>unlock type A safe with type A passkey<|im_end|>open type A safe<|im_end|>take Cat Calendar from type A safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound game of TextWorld! First, it would be fantastic if you could attempt to go north. And then, recover the keycard from the floor of the playroom. And then, make an attempt to go to the south. And then, lock the chest with the keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You are in a cookhouse. A typical one. You can barely contain your excitement.
You make out a closed chest.
There is an unblocked exit to the north.
You are carrying: a fondue, a sandwich, a formless passkey, a Henderson's limited edition keycard and a blanket.

your action:

Response: go north<|im_end|>take keycard<|im_end|>go south<|im_end|>lock chest with keycard<|im_end|>


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

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

Here is how to win the game:
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 east. Then, retrieve the keycard from the bed stand. And then, make sure that the safe in the parlor is unlocked with the keycard. And then, ensure that the safe in the parlor is open. 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. It seems to be pretty standard here.
You see a shelf. The shelf is usual. But the thing hasn't got anything on it.
There is an unblocked exit to the east.
There is a cookie on the floor.
You are carrying: a book, a mat and a cd.

your action:

Response: go east<|im_end|>take keycard from bed stand<|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 your task for today. First off, if it's not too much trouble, I need you to unlock the non-euclidean safe within the kitchenette with the non-euclidean latchkey. Then, ensure that the non-euclidean safe is open. Once you have opened the non-euclidean safe, retrieve the worm from the non-euclidean safe within the kitchenette. And then, put the worm on the plate inside the kitchenette. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just sauntered into a kitchenette. You begin to take stock of what's here.
You can make out a locked non-euclidean safe close by. You see a plate. You see a shadfly on the plate. You scan the room, seeing a pan. The pan is usual. 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.
You are carrying: a non-euclidean latchkey.

your action:

Response: unlock non-euclidean safe with non-euclidean latchkey<|im_end|>open non-euclidean safe<|im_end|>take worm from non-euclidean safe<|im_end|>put worm 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:
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 head north. With that over with, pick up the Comic Strip Calendar from the floor of the workshop. If you have picked up the Comic Strip Calendar, go south. After that, place the Comic Strip Calendar on the saucepan. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
I am sorry to announce that you are now in the kitchen. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out an opened case. Empty! What kind of nightmare TextWorld is this? You scan the room, seeing a chest. You can see a saucepan. The saucepan is standard. On the saucepan you can make out a salad.
You need an unblocked exit? You should try going north.
You are carrying: a butterfly and a teacup.

your action:

Response: go north<|im_end|>take Comic Strip Calendar<|im_end|>go south<|im_end|>put Comic Strip Calendar on saucepan<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, unlock the locker. Then, make it so that the locker is open. Then, pick up the key from the locker inside the dish-pit. And then, unlock the chest inside 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 are in a dish-pit. A normal one.
You can make out a chest. There's something strange about this thing being here, but you don't have time to worry about that now. You make out a locker. You can see a board. But there isn't a thing on it. Hm. Oh well You see a pan. The pan is typical. On the pan you can see a bug. Classic TextWorld. You can see a plate. The plate is usual. Unfortunately, there isn't a thing on it. You swear loudly.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a sandwich and a latchkey.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take key from locker<|im_end|>unlock chest with key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, make an attempt to travel south. That done, open the locker. Then, retrieve the Microsoft style latchkey from the locker. After that, assure that the Microsoft style locker is unlocked with the Microsoft style latchkey. And once you've done that, you win!

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

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, venture south. Next, ensure that the locker is open. And then, pick up the worm from the locker. After that, sit the worm on the chair. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
You find yourself in a restroom.
You bend down to tie your shoe. When you stand up, you notice a chest. There's something strange about this being here, but you can't put your finger on it.
You need an unblocked exit? You should try going south.
There is a sandwich and a broccoli on the floor.
You are carrying: a key and a keycard.

your action:

Response: go south<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>put worm 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, retrieve the type H latchkey from the bed stand. After that, travel east. That done, insert the type H latchkey into the type H safe's lock to unlock it. After that, open the type H safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
Look around you. Take it all in. It's not every day someone gets to be in a salon. You begin to take stock of what's in the room.
You can make out a box. Now that's what I call TextWorld! What's that over there? It looks like it's a bed stand. The bed stand is normal. On the bed stand you make out a fondue and a type H latchkey.
There is an exit to the east. Don't worry, it is unblocked.
There is a passkey on the floor.
You are carrying: a gummy bear.

your action:

Response: take type H latchkey from bed stand<|im_end|>go east<|im_end|>unlock type H safe with type H latchkey<|im_end|>open type H safe<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First of all, you could, like, ensure that the spherical chest within the studio is open. Then, pick up the pen from the spherical chest. And then, venture south. Okay, and then, put the pen on the plate. That's it!

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 decide to start listing off everything you see in the room, as if you were in a text adventure.
You bend down to tie your shoe. When you stand up, you notice a spherical chest. You see a trunk. What a letdown! The trunk is empty!
You need an unblocked exit? You should try going south.
You are carrying: a spherical keycard.

your action:

Response: open spherical chest<|im_end|>take pen from spherical chest<|im_end|>go south<|im_end|>put pen 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:
Welcome to another life changing round of TextWorld! Your first objective is to pick up the latchkey from the suitcase. Then, make it so that the box within the cellar is unlocked with the latchkey. After that, ensure that the box is open. After that, pick up the shirt from the box inside the cellar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. A typical kind of place.
You make out a box. You wonder idly who left that here. You scan the room, seeing a suitcase. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. The suitcase contains a latchkey. You shudder, but continue examining the room. You make out a workbench. Unfortunately, there isn't a thing on it.
There is an unblocked exit to the north.
You are carrying: a key.

your action:

Response: take latchkey from suitcase<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>take shirt from box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First, it would be a great idea if you could make an effort to go to the east. Next, open the type V safe in the launderette. And then, take the paper towel from the type V safe in the launderette. Once you have taken the paper towel, sit the paper towel on the table. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You're now in a recreation zone.
You see a cuboid chest.
There is an exit to the east. Don't worry, it is unblocked.
There is a cuboid latchkey on the floor.
You are carrying: a coconut and a type V key.

your action:

Response: go east<|im_end|>open type V safe<|im_end|>take paper towel from type V safe<|im_end|>put paper towel on table<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to open the box. After that, retrieve the cd from the box within the chamber. Then, attempt to travel east. And then, rest the cd on the bench within the steam room. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
You're now in a chamber.
You scan the room, seeing a box. You check the price tag that the box's owner still hasn't taken off. 100 bucks? What a deal! You'll have to ask where they got this! You make out a suitcase. You hear a noise behind you and spin around, but you can't see anything other than a stand. The stand is typical. But the thing hasn't got anything on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying nothing.

your action:

Response: open box<|im_end|>take cd from box<|im_end|>go east<|im_end|>put cd on bench<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First of all, you could, like, try to go south. Then, pick-up the TextWorld limited edition key from the floor of the kitchen. And then, unlock the TextWorld limited edition locker with the TextWorld limited edition key. After unlocking the TextWorld limited edition locker, look and see that the TextWorld limited edition locker inside the kitchen is ajar. 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 just shown up in a recreation zone. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a locked cuboid chest in the corner.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a cuboid latchkey, a pencil and a glass.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First off, head south. Next, ensure that the spherical safe in the dish-pit is open. Then, retrieve the Canadian key from the spherical safe within the dish-pit. Then, look and see that the Canadian locker in the dish-pit is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You've come into an usual room. Your mind races to think of what kind of room would be usual. And then it hits you. Of course. You're in the shower. You begin looking for stuff.
You can make out a Henderson's limited edition box.
There is an unguarded exit to the south.
There is a sandwich and a Henderson's limited edition passkey on the floor.
You are carrying: a cauliflower and a spherical keycard.

your action:

Response: go south<|im_end|>open spherical safe<|im_end|>take Canadian key from spherical safe<|im_end|>unlock Canadian locker with Canadian key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an attempt to move north. Okay, and then, take the ladle from the board in the kitchenette. If you can get your hands on the ladle, make an effort to take a trip south. Then, toss the ladle on the floor of the bathroom. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You've entered a bathroom.
You bend down to tie your shoe. When you stand up, you notice a locker. You see a Canadian style safe.
There is an unguarded exit to the north.
There is a key and a Canadian style latchkey on the floor.
You are carrying: a cashew, a stick of butter, a passkey and a mug.

your action:

Response: go north<|im_end|>take ladle from board<|im_end|>go south<|im_end|>drop ladle<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be good if you could unlock the box in the bedchamber with the latchkey. And then, ensure that the box in the bedchamber is open. Then, recover the American latchkey from the box. After that, unlock the American chest in the bedchamber with the American latchkey. 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. An usual one.
You see a American chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a box. You hear a noise behind you and spin around, but you can't see anything other than a safe. The light flickers for a second, but nothing else happens.
There is an unblocked exit to the north.
You are carrying: a coconut, a latchkey and a whisk.

your action:

Response: unlock box with latchkey<|im_end|>open box<|im_end|>take American latchkey from box<|im_end|>unlock American chest with American latchkey<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First off, if it's not too much trouble, I need you to make an attempt to move west. With that over with, recover the TextWorld passkey from the non-euclidean box. After you have taken the TextWorld passkey, try to head east. With that over with, insert the TextWorld passkey into the TextWorld locker within the dish-pit's lock to unlock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A normal kind of place.
You can see a TextWorld locker. You smell an interesting smell, and follow it to a bowl. On the bowl you make out a napkin and a blender.
You need an unguarded exit? You should try going west.
You are carrying: a candy bar and a licorice strip.

your action:

Response: go west<|im_end|>take TextWorld passkey from non-euclidean box<|im_end|>go east<|im_end|>unlock TextWorld locker with TextWorld 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, try to head north. Then, pick up the type 0 latchkey from the floor of the office. After picking up the type 0 latchkey, venture south. With that over with, look and see that the type 0 chest is locked with the type 0 latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. An usual one.
You can see a type 0 chest. You hear a noise behind you and spin around, but you can't see anything other than a box. You hear a noise behind you and spin around, but you can't see anything other than a stand. The stand is usual. But there isn't a thing on it. You see a workbench. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going north.
You are carrying: a fondue, a key and an Advent Calendar.

your action:

Response: go north<|im_end|>take type 0 latchkey<|im_end|>go south<|im_end|>lock type 0 chest with type 0 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! First, it would be a great idea if you could travel west. After that, pick up the passkey from the stand. After that, move east. And then, check that the locker inside the sauna is unlocked with the passkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the sauna.
Well, here we are in a sauna.
What's that over there? It looks like it's a locker. You see a closed Henderson's limited edition locker nearby. Hey, want to see a table? Look over there, a table. On the table you can see a candy bar. You see a shelf. The shelf is usual. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going west.
You are carrying: a Henderson's limited edition keycard and a coffee cup.

your action:

Response: go west<|im_end|>take passkey from stand<|im_end|>go east<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First off, attempt to travel south. And then, retrieve the American style key from the counter. After taking the American style key, doublecheck that the American style locker is unlocked. Then, ensure that the American style locker within the shower is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've entered a kitchenette. You start to take note of what's in the room.
You hear a noise behind you and spin around, but you can't see anything other than a refrigerator. You hear a noise behind you and spin around, but you can't see anything other than a shelf. What a coincidence, weren't you just thinking about a shelf? On the shelf you see a stick of butter.
You need an unguarded exit? You should try going south.
There is a cashew on the floor.
You are carrying: a loaf of bread, a latchkey and a tv.

your action:

Response: go south<|im_end|>take American style key from counter<|im_end|>unlock American style locker with American style key<|im_end|>open American style locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, go east. After that, open the type 7 box. And then, recover the bug from the type 7 box within the garage. Then, rest the bug on the table. Got that? Good!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. An usual kind of place. The room is well lit.
You can make out a safe. You can make out a box. Is this what you came to TextWorld for? This... box? You can see a locked locker.
There is an exit to the east. Don't worry, it is unblocked.
There is a keycard and a passkey on the floor.
You are carrying: a stick of butter and a type 7 latchkey.

your action:

Response: go east<|im_end|>open type 7 box<|im_end|>take bug from type 7 box<|im_end|>put bug on table<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing round of TextWorld! First off, move west. After that, recover the mop from the floor of the steam room. And then, attempt to move east. Okay, and then, place the mop on the platter inside the dish-pit. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. An ordinary one.
You see a gleam over in a corner, where you can see a case. The case contains an insect. I mean, just wow! Isn't TextWorld just the best? You can make out an opened chest. What a letdown! The chest is empty! You hear a noise behind you and spin around, but you can't see anything other than a platter. You see a cookie on the platter. You see a bowl. But the thing is empty. This always happens, here in TextWorld!
You need an unblocked exit? You should try going west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take mop<|im_end|>go east<|im_end|>put mop on platter<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! First of all, insert the key into the safe within the parlor's lock to unlock it. After unlocking the safe, open the safe. And then, recover the garlic clove from the safe in the parlor. After that, eat the garlic clove. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
You've just shown up in a parlor.
You can see a locked safe close by. You make out a chest. The chest is empty! What a waste of a day! You can see a cuboid safe.
You need an unguarded exit? You should try going north.
There is a loaf of bread and a latchkey on the floor.
You are carrying: a fondue, a key, a cuboid passkey, a vacuum and a lightbulb.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take garlic clove from safe<|im_end|>eat garlic clove<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 to the west. With that done, pick up the shadfly from the bed inside the lounge. And then, move east. Okay, and then, sit the shadfly on the bench within the bedchamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well, here we are in a bedchamber.
You see a trunk. Were you looking for a bench? Because look over there, it's a bench! The bench appears to be empty. It would have been so cool if there was stuff on the bench.
There is an unguarded exit to the west.
There is a fondue on the floor.
You are carrying: a type 6 passkey.

your action:

Response: go west<|im_end|>take shadfly from bed<|im_end|>go east<|im_end|>put shadfly on bench<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 pick up the passkey from the table. And then, unlock the locker. And then, open the locker. After that, recover the nest of puppies from the locker inside the vault. Got that? Good!

Here is your interactions so far:
current state: You are now in the vault.
You've just walked into a vault. You can barely contain your excitement.
You can make out a locked locker nearby. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. Make a note of this, you might have to put stuff on or in it later on. The table is typical. On the table you can see a passkey. Oh wow! Is that what I think it is? It is! It's a shelf. But there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying nothing.

your action:

Response: take passkey from table<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take nest of puppies from locker<|im_end|>