Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 stop, go to the north. After that, take the nest of ticks from the chest. And then, try to venture south. If you can manage that, put the nest of ticks inside the box within the recreation zone. That's it!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. A normal kind of place. You begin looking for stuff.
You can see a box. The box contains a garlic clove and a blanket.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a latchkey and a lavender scented keycard.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First off, go to the south. Once you get around to doing that, open the locker. And then, retrieve the sandwich from the locker. After that, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A standard one.
You scan the room, seeing a chest. You make out a mantelpiece. You shudder, but continue examining the mantelpiece. However, the mantelpiece, like an empty mantelpiece, has nothing on it.
There is an unguarded exit to the south.
There is a latchkey on the floor.
You are carrying: a peanut, a keycard and a worm.

your action:

Response: go south<|im_end|>open locker<|im_end|>take sandwich from locker<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, try to venture east. Then, open the cuboid safe. After that, take the licorice strip from the cuboid safe. After you have picked up the licorice strip, eat the licorice strip. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
A closed chest is right there by you. You make out a chair. Looks like someone's already been here and taken everything off it, though. You can see a bookshelf. The bookshelf is usual. The bookshelf appears to be empty. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. The table is ordinary. However, the table, like an empty table, has nothing on it.
You need an unguarded exit? You should try going east.
There is a pizza and a laptop on the floor.
You are carrying: a cuboid key, a key and a shirt.

your action:

Response: go east<|im_end|>open cuboid safe<|im_end|>take licorice strip from cuboid safe<|im_end|>eat licorice strip<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 check that the rectangular chest is unlocked with the rectangular latchkey. Then, look and see that the rectangular chest is ajar. Then, pick up the mouse from the rectangular chest within the studio. With the mouse, place the mouse on the chair inside the studio. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. A normal kind of place.
You make out a locked rectangular chest, which looks usual, here. You see a chair. The chair appears to be empty. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a desk. Wow, isn't TextWorld just the best? The desk is ordinary. On the desk you make out a sandwich.
You need an unguarded exit? You should try going west.
You are carrying: a rectangular latchkey and a pair of pants.

your action:

Response: unlock rectangular chest with rectangular latchkey<|im_end|>open rectangular chest<|im_end|>take mouse from rectangular chest<|im_end|>put mouse on chair<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, go to the north. If you can get through with that, pick-up the Comic Strip Calendar from the floor of the office. After that, go to the south. Then, place the Comic Strip Calendar into the suitcase within the study. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An ordinary kind of place.
An open suitcase is here. The suitcase is empty, what a horrible day! You see an opened display in the corner. What a letdown! The display is empty! You can see a closed locker. You can make out a locked coffer.
You need an unguarded exit? You should try going north.
You are carrying: a latchkey.

your action:

Response: go north<|im_end|>take Comic Strip Calendar<|im_end|>go south<|im_end|>insert Comic Strip Calendar into suitcase<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, go south. After that, take the latchkey from the cake scented chest. And then, assure that the locker in the parlor is unlocked. After that, ensure that the locker is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A typical one.
If you haven't noticed it already, there seems to be something there by the wall, it's a non-euclidean box. You shudder, but continue examining the room.
You need an unblocked exit? You should try going south.
There is a printer on the floor.
You are carrying: a non-euclidean passkey and a tv.

your action:

Response: go south<|im_end|>take latchkey from cake scented chest<|im_end|>unlock locker with latchkey<|im_end|>open locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, attempt to take a trip north. And then, pick-up the Comic Strip Calendar from the floor of the study. And then, travel south. And then, rest the Comic Strip Calendar on the table. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
Look at you, bigshot, walking into a studio like it isn't some huge deal.
You make out a box. You rest your hand against a wall, but you miss the wall and fall onto a formless box. Hmmm... what else, what else? You scan the room, seeing a table. On the table you see a keycard. You see a desk. 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 cookie and a keyboard.

your action:

Response: go north<|im_end|>take Comic Strip Calendar<|im_end|>go south<|im_end|>put Comic Strip Calendar 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 TextWorld! First thing I need you to do is to ensure that the rectangular locker is open. After that, recover the cuboid key from the rectangular locker. After that, make it so that the cuboid box inside the shower is unlocked. After that, ensure that the cuboid box in the shower is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal one.
You can see a cuboid box. You make out a closed rectangular locker. You can make out a locked TextWorld box. You see a bench. On the bench you see a TextWorld keycard. It doesn't get more TextWorld than this!
There is an unblocked exit to the west.
There is a cabbage, a rectangular passkey and a paper towel on the floor.
You are carrying nothing.

your action:

Response: open rectangular locker<|im_end|>take cuboid key from rectangular locker<|im_end|>unlock cuboid box with cuboid key<|im_end|>open cuboid box<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be great if you could recover the Canadian limited edition latchkey from the shelf in the studio. And then, unlock the Canadian limited edition chest. And then, open the Canadian limited edition chest within the studio. Then, pick up the Quote of the Day Calendar from the Canadian limited edition chest inside the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. An ordinary kind of place.
You bend down to tie your shoe. When you stand up, you notice a Canadian limited edition chest. You make out a shelf. The shelf is ordinary. On the shelf you make out a Canadian limited edition latchkey.
There is an unguarded exit to the north.
There is a desktop computer on the floor.
You are carrying: a vacuum.

your action:

Response: take Canadian limited edition latchkey from shelf<|im_end|>unlock Canadian limited edition chest with Canadian limited edition latchkey<|im_end|>open Canadian limited edition chest<|im_end|>take Quote of the Day Calendar from Canadian limited edition chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make it so that the safe inside the closet is wide open. After that, recover the type K passkey from the safe. And then, move south. Okay, and then, make absolutely sure that the type K box in the bar is locked with the type K passkey. That's it!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. The room is well lit.
You can see a closed safe close by.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a lampshade and a nest of caterpillars on the floor.
You are carrying: a type J passkey, a latchkey, a paper towel and a dvd.

your action:

Response: open safe<|im_end|>take type K passkey from safe<|im_end|>go south<|im_end|>lock type K box with type K passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, venture south. And then, make sure that the safe within the laundry place is wide open. Then, recover the key from the safe inside the laundry place. And then, doublecheck that the box within the laundry place is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You've just walked into a workshop.
You scan the room for a mantle, and you find a mantle. On the mantle you can see a sandwich. Wow! Just like in the movies!
You need an unblocked exit? You should try going south.
You are carrying: a candy bar.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, you could, like, ensure that the box is open. After that, take the American limited edition keycard from the box. And then, make an effort to take a trip south. Then, look and see that the American limited edition locker in the study is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You've just walked into a kitchen.
You can see a box. You can't wait to tell the folks at home about this!
There is an unblocked exit to the south.
There is a stick of butter and a blender on the floor.
You are carrying: a latchkey and a binder.

your action:

Response: open box<|im_end|>take American limited edition keycard from box<|im_end|>go south<|im_end|>unlock American limited edition locker with American 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:
You are now playing a fast paced session of TextWorld! First of all, you could, like, attempt to head north. And then, lift the keycard from the floor of the workshop. After you have got the keycard, head south. Then, lock the safe with the keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've entered a kitchenette.
Oh, great. Here's a safe. You see a cabinet. Empty! What kind of nightmare TextWorld is this? If you haven't noticed it already, there seems to be something there by the wall, it's a platter. Why don't you take a picture of it, it'll last longer! The platter is standard. On the platter you make out a teapot.
There is an unblocked exit to the north.
There is a licorice strip and a fondue on the floor.
You are carrying: a worm.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to go east. Then, open the Canadian box. After that, recover the teaspoon from the Canadian box within the cookery. If you can get your hands on the teaspoon, you can deposit the teaspoon inside the case in the cookery. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. A normal one.
You can see a stand. You see a desktop computer on the stand. You rest your hand against a wall, but you miss the wall and fall onto a desk. The desk is ordinary. But oh no! there's nothing on this piece of garbage. You make out a shelf. The shelf is usual. However, the shelf, like an empty shelf, has nothing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the east.
You are carrying: a Canadian latchkey.

your action:

Response: go east<|im_end|>open Canadian box<|im_end|>take teaspoon from Canadian box<|im_end|>insert teaspoon into case<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, head north. Then, retrieve the peanut from the floor of the dish-pit. After that, eat the peanut. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
Fancy seeing you here. Here, by the way, being the cookhouse. Okay, just remember what you're here to do, and everything will go great.
You make out a box. You see a saucepan. What a coincidence, weren't you just thinking about a saucepan? You see a stick of butter on the saucepan. You can make out a board. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a key on the floor.
You are carrying: a latchkey and a monitor.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 episode of TextWorld! First, it would be great if you could attempt to take a trip east. And then, ensure that the cuboid locker is open. Then, recover the key from the cuboid locker. And then, unlock the box with the key. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
Fancy seeing you here. Here, by the way, being the kitchen.
You see a chest. You can't wait to tell the folks at home about this! You can see a board. On the board you can make out a passkey. Hmmm... what else, what else? Oh wow! Is that what I think it is? It is! It's a rack. But the thing is empty.
You need an unguarded exit? You should try going east.
There is a sandwich on the floor.
You are carrying: a coconut.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, retrieve the latchkey from the pan within the cookhouse. Then, make an attempt to take a trip east. Then, close the chest inside the shower. And then, Put the latchkey into the chest to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
Well how about that, you are in the place we're calling the cookhouse.
Look over there! a locker. You make out a pan. On the pan you see a strawberry and a latchkey.
You need an unblocked exit? You should try going east.
There is a keycard on the floor.
You are carrying: a burger.

your action:

Response: take latchkey from pan<|im_end|>go east<|im_end|>close chest<|im_end|>lock chest with latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is your task for today. First thing I need you to do is to go to the north. With that done, pick up the cuboid keycard from the floor of the pantry. Then, make an attempt to go south. After that, make it so that the cuboid chest is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
You've just walked into a kitchen.
You can see a cuboid chest. You see a case. The case contains a butterfly.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a grape, a mop and a fly larva.

your action:

Response: go north<|im_end|>take cuboid keycard<|im_end|>go south<|im_end|>unlock cuboid chest with cuboid 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 thing I need you to do is to make an effort to travel west. And then, lift the shirt from the floor of the shower. And then, make an effort to venture east. Once you manage that, put the shirt on the stand within the studio. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. A typical kind of place.
You make out a locker. You can make out a bureau. The bureau is empty! This is the worst thing that could possibly happen, ever! You see a stand. On the stand you can see a candy bar and a Comic Strip Calendar.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a latchkey.

your action:

Response: go west<|im_end|>take shirt<|im_end|>go east<|im_end|>put shirt on stand<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to travel north. And then, retrieve the berry from the soap scented chest inside the bedroom. Then, eat the berry. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
Well, here we are in the garage. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You need an unblocked exit? You should try going north.
There is a stick of butter, a banana and a pear on the floor.
You are carrying: a passkey, a soap scented key, a TextWorld limited edition latchkey and a Quote of the Day Calendar.

your action:

Response: go north<|im_end|>take berry from soap scented chest<|im_end|>eat berry<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound episode of TextWorld! Here is your task for today. First step, try to go to the east. Once you manage that, lift the cake scented keycard from the floor of the laundry place. With the cake scented keycard, assure that the cake scented safe in the laundry place is unlocked with the cake scented keycard. And then, make sure that the cake scented safe is opened. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just walked into a dish-pit. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see a freezer. The freezer contains a type 9 passkey. You can see a type 9 safe. Now why would someone leave that there? You can make out a pan. The pan is typical. On the pan you make out a fondue.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a paper towel.

your action:

Response: go east<|im_end|>take cake scented keycard<|im_end|>unlock cake scented safe with cake scented keycard<|im_end|>open cake scented safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing game of TextWorld! Here is how to play! First thing I need you to do is to pick up the rectangular passkey from the safe within the recreation zone. And then, unlock the rectangular chest inside the recreation zone. And then, ensure that the rectangular chest inside the recreation zone is open. And then, take the textbook from the rectangular chest inside the recreation zone. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've entered a recreation zone.
You see a rectangular chest. Hmmm... what else, what else? You can see an opened safe close by. The safe contains a rectangular passkey. You see a desk. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You scan the room for a shelf, and you find a shelf. The shelf is standard. But oh no! there's nothing on this piece of garbage. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a latchkey and a bug on the floor.
You are carrying: a cookie and a Canadian limited edition key.

your action:

Response: take rectangular passkey from safe<|im_end|>unlock rectangular chest with rectangular passkey<|im_end|>open rectangular chest<|im_end|>take textbook 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 off, open the Microsoft style box within the cookery. After that, recover the licorice strip from the Microsoft style box. If you can get your hands on the licorice strip, eat the licorice strip. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You're now in the cookery. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a closed Microsoft style box. You can make out a saucepan. The saucepan is standard. But oh no! there's nothing on this piece of junk.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a cookie, a Microsoft style latchkey and a bowl on the floor.
You are carrying: a loaf of bread and a grape.

your action:

Response: open Microsoft style box<|im_end|>take licorice strip from Microsoft style box<|im_end|>eat licorice strip<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 venture west. After that, take the sponge from the rack inside the restroom. After that, try to go east. After that, you can deposit the sponge into the rectangular chest. That's it!

Here is your interactions so far:
current state: You are now in the recreation zone.
I am required to announce that you are now in the recreation zone.
You can see an opened rectangular chest. The rectangular chest contains a rectangular key. You see an opened trunk. The trunk contains a nest of ticks. Is this it? Is this what you came to TextWorld to see? a trunk? You can make out a box.
There is an exit to the west. Don't worry, it is unguarded.
There is a potato, a cauliflower and a keycard on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take sponge from rack<|im_end|>go east<|im_end|>insert sponge into 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, open the Henderson's limited edition safe inside the playroom. And then, retrieve the laptop from the Henderson's limited edition safe inside the playroom. With the laptop, head east. And then, sit the laptop on the stand in the bedchamber. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. A standard one. Let's see what's in here.
You can make out a Henderson's limited edition safe. Classic TextWorld. You can see an opened box, which looks usual, here. What a letdown! The box is empty!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a Henderson's limited edition keycard on the floor.
You are carrying: a bug.

your action:

Response: open Henderson's limited edition safe<|im_end|>take laptop from Henderson's limited edition safe<|im_end|>go east<|im_end|>put laptop on stand<|im_end|>


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

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

Here is how to win the game:
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 recover the blender from the floor of the kitchenette. If you have got the blender, venture east. And then, ensure that the type M chest in the parlor is open. And then, you can insert the blender inside the type M chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A standard one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a platter. Why don't you take a picture of it, it'll last longer! The platter is standard. On the platter you can see a napkin.
There is an exit to the east. Don't worry, it is unguarded.
There is a stick of butter, a burger, a blender, a kettle and a bug on the floor.
You are carrying: a loaf of bread, a type M latchkey and a latchkey.

your action:

Response: take blender<|im_end|>go east<|im_end|>open type M chest<|im_end|>insert blender into type M chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, go south. And then, unlock the rectangular locker inside the laundry place with the rectangular latchkey. After that, open the rectangular locker. Then, recover the butterfly from the rectangular locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the pantry.
You have come into the most normal of all possible pantrys.
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. This always happens, here in TextWorld!
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a fondue, a rectangular latchkey, a mug, a shirt, a bug and a Quote of the Day Calendar.

your action:

Response: go south<|im_end|>unlock rectangular locker with rectangular latchkey<|im_end|>open rectangular locker<|im_end|>take butterfly from rectangular 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 stop, try to travel east. Then, doublecheck that the safe is open. Then, retrieve the type Y keycard from the safe. Once you have taken the type Y keycard, unlock the type Y safe inside the cubicle with the type Y keycard. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You arrive in a workshop. An usual kind of place.
You make out an opened locker in the corner. What a letdown! The locker is empty! You make out an armchair. But oh no! there's nothing on this piece of garbage.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a candy bar on the floor.
You are carrying: a peanut and a golf club.

your action:

Response: go east<|im_end|>open safe<|im_end|>take type Y keycard from safe<|im_end|>unlock type Y safe with type Y 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 look and see that the safe in the bedroom is unlocked. And then, ensure that the safe is open. And then, recover the blanket from the safe in the bedroom. After that, place the blanket on the recliner inside the bedroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. An usual one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a locked safe. You scan the room for a cuboid safe, and you find a cuboid safe. You see a closed usual looking locker nearby. Look over there! a recliner. The recliner is ordinary. But there isn't a thing on it. Hm. Oh well Were you looking for a desk? Because look over there, it's a desk. The desk is ordinary. Unfortunately, there isn't a thing on it. This always happens, here in TextWorld! You see a gleam over in a corner, where you can see a couch. The couch is typical. On the couch you make out a cuboid passkey. You can see a stand. You wonder idly who left that here. The stand is standard. But there isn't a thing on it.
You need an unblocked exit? You should try going north.
You are carrying: a passkey.

your action:

Response: unlock safe with passkey<|im_end|>open safe<|im_end|>take blanket from safe<|im_end|>put blanket on recliner<|im_end|>


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

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

Here is how to win the game:
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 a great idea if you could take the Henderson's style keycard from the table inside the shower. Then, attempt to head south. After that, make absolutely sure that the Henderson's style chest within the garage is unlocked. After that, look and see that the Henderson's style chest is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. A standard kind of place.
You can see a basket. Empty! What kind of nightmare TextWorld is this? You make out a locked type 7 safe. Look out! It's a- oh, never mind, it's just a table. You see a Henderson's style keycard on the table. You smell a lovely smell, and follow it to a rack. The rack is usual. On the rack you can make out a type 7 keycard. Look over there! a bench. The bench is standard. But the thing is empty, unfortunately. You move on, clearly depressed by your TextWorld experience.
You need an unblocked exit? You should try going south.
You are carrying nothing.

your action:

Response: take Henderson's style keycard from table<|im_end|>go south<|im_end|>unlock Henderson's style chest with Henderson's style keycard<|im_end|>open Henderson's style chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an effort to head north. Then, pick-up the laptop from the floor of the bedroom. And then, take a trip south. And then, place the laptop on the mantle inside the studio. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. A standard kind of place.
You hear a noise behind you and spin around, but you can't see anything other than a type U chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You make out a chest. You can see a mantle. The mantle is standard. On the mantle you can see a burger and a key. Look over there! a stand. On the stand you can make out a type U latchkey and a nest of kittens. You shudder, but continue examining the room.
There is an unguarded exit to the north.
You are carrying: a carrot and a rectangular key.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, insert the Henderson's limited edition passkey into the Henderson's limited edition box's lock to unlock it. After unlocking the Henderson's limited edition box, make it so that the Henderson's limited edition box inside the study is opened. After that, retrieve the shadfly from the Henderson's limited edition box. With the shadfly, sit the shadfly on the bookshelf. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. A normal kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a Henderson's limited edition box. You can make out a locker. You see a bookshelf. The bookshelf is standard. On the bookshelf you can see a latchkey. Were you looking for a chair? Because look over there, it's a chair. The chair is ordinary. But there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a sandwich, a Henderson's limited edition passkey and a Henderson's style key.

your action:

Response: unlock Henderson's limited edition box with Henderson's limited edition passkey<|im_end|>open Henderson's limited edition box<|im_end|>take shadfly from Henderson's limited edition box<|im_end|>put shadfly on bookshelf<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced game of TextWorld! Here is your task for today. First, it would be a great idea if you could insert the key into the chest within the closet's lock to unlock it. Then, open the chest within the closet. Then, recover the lightbulb from the chest. Then, ditch the lightbulb on the floor of the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet.
You can see a locked chest. You see an opened formless safe right there by you. The formless safe contains a cane. What's that over there? It looks like it's a rack. Unfortunately, there isn't a thing on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a bug on the floor.
You are carrying: a key and a shadfly.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take lightbulb from chest<|im_end|>drop lightbulb<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, unlock the spherical locker in the cookhouse. Then, make it so that the spherical locker is ajar. Having opened the spherical locker, retrieve the latchkey from the spherical locker within the cookhouse. And then, unlock the chest in the cookhouse. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
Of every cookhouse you could have walked into, you had to walk into a standard one.
You can see a chest. You can see a locked spherical locker in the corner. You see a refrigerator. You make out a shelf. The shelf is usual. But the thing is empty.
You need an unblocked exit? You should try going north.
You are carrying: a pear and a spherical passkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to attempt to go to the south. And then, make absolutely sure that the Microsoft chest within the closet is unlocked with the Microsoft passkey. And then, make sure that the Microsoft chest is opened. And then, take the pair of headphones from the Microsoft chest. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
Well how about that, you are in the place we're calling the restroom. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a fudge scented box.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a legume, a fudge scented keycard and a nest of puppies on the floor.
You are carrying: a Microsoft passkey and a shadfly.

your action:

Response: go south<|im_end|>unlock Microsoft chest with Microsoft passkey<|im_end|>open Microsoft chest<|im_end|>take pair of headphones from Microsoft chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First stop, move east. With that accomplished, look and see that the formless safe is open. After that, pick up the butterfly from the formless safe inside the steam room. Then, you can put the butterfly into the chest within the steam room. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You're now in the shower.
As if things weren't amazing enough already, you can even see a cabinet. You wonder idly who left that here. You can see a rack. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going east.
You are carrying: a fondue.

your action:

Response: go east<|im_end|>open formless safe<|im_end|>take butterfly from formless safe<|im_end|>insert butterfly into chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing session of TextWorld! Here is how to play! First of all, you could, like, head west. And then, retrieve the printer from the floor of the office. Having got the printer, make an effort to travel east. And then, you can insert the printer into the type 5 chest inside the steam room. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You've entered a steam room.
What's that over there? It looks like it's a type 5 chest. Huh, weird. The type 5 chest contains a cuboid key and a mop. Classic TextWorld. You can see a cuboid safe.
You need an unblocked exit? You should try going west.
You are carrying: a strawberry, a pizza, a type 5 passkey, a lamp and a sponge.

your action:

Response: go west<|im_end|>take printer<|im_end|>go east<|im_end|>insert printer into type 5 chest<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, try to go north. After that, pick up the printer from the Henderson's chest inside the workshop. And then, travel south. After that, toss the printer on the floor of the chamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Well, here we are in the chamber.
Oh, great. Here's a chest. Empty! What kind of nightmare TextWorld is this? As if things weren't amazing enough already, you can even see a bed. The bed is usual. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going north.
There is a butterfly on the floor.
You are carrying: a bug.

your action:

Response: go north<|im_end|>take printer from Henderson's chest<|im_end|>go south<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, go west. After that, recover the burger from the Henderson's locker in the study. If you can get your hands on the burger, eat the burger. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
Ah, the workshop. This is some kind of workshop, really great typical vibes in this place, a wonderful typical atmosphere. You begin looking for stuff.
You smell an intriguing smell, and follow it to a cabinet. The cabinet is empty! This is the worst thing that could possibly happen, ever!
There is an unguarded exit to the west.
There is a loaf of bread, an onion and a coconut on the floor.
You are carrying: a fly larva.

your action:

Response: go west<|im_end|>take burger from Henderson's locker<|im_end|>eat burger<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to go south. With that over with, pick-up the type N passkey from the floor of the vault. After that, make absolutely sure that the type N safe inside the vault is unlocked with the type N passkey. After that, make absolutely sure that the type N safe within the vault is wide open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. A standard kind of place.
You can make out a dresser. What a letdown! The dresser is empty!
There is an unblocked exit to the south.
There is a pizza and a broom on the floor.
You are carrying: a cookie, a bug and a fly larva.

your action:

Response: go south<|im_end|>take type N passkey<|im_end|>unlock type N safe with type N passkey<|im_end|>open type N safe<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First step, retrieve the passkey from the bench in the shower. Then, insert the passkey into the locker's lock to unlock it. And then, doublecheck that the locker is wide open. Then, take the shadfly from the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
I never took you for the sort of person who would show up in a shower, but I guess I was wrong. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a locker. Something scurries by right in the corner of your eye. Probably nothing. You make out a dresser. Now why would someone leave that there? The dresser is empty! This is the worst thing that could possibly happen, ever! You hear a noise behind you and spin around, but you can't see anything other than a box. You see a bench. The bench is usual. On the bench you can see a passkey. Huh, weird.
You need an unblocked exit? You should try going west.
You are carrying nothing.

your action:

Response: take passkey from bench<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take shadfly from locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, you could, like, go to the east. Then, pick up the TextWorld style key from the floor of the dish-pit. And then, unlock the TextWorld style safe in the dish-pit. And then, make absolutely sure that the TextWorld style safe inside the dish-pit is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bar.
You've just walked into a bar. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a mantelpiece. However, the mantelpiece, like an empty mantelpiece, has nothing on it. You see a gleam over in a corner, where you can see a bed. The bed is usual. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the east.
There is a cashew on the floor.
You are carrying: a non-euclidean latchkey and a plant.

your action:

Response: go east<|im_end|>take TextWorld style key<|im_end|>unlock TextWorld style safe with TextWorld style key<|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:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First thing I need you to do is to recover the formless passkey from the case inside the kitchen. After that, unlock the formless box inside the kitchen. After that, open the formless box. And then, retrieve the kettle from the formless box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
I never took you for the sort of person who would show up in a kitchen, but I guess I was wrong.
You can make out a formless box. You shudder, but continue examining the room. You see an opened case. The case contains a formless passkey. You smell an interesting smell, and follow it to a pan. You see a coconut on the pan. You make out a plate. The plate appears to be empty. You see a table. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You need an unblocked exit? You should try going west.
You are carrying: a cauliflower and a cake scented latchkey.

your action:

Response: take formless passkey from case<|im_end|>unlock formless box with formless passkey<|im_end|>open formless box<|im_end|>take kettle from formless 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! Your first objective is to head south. After that, pick up the spherical passkey from the shelf. Then, make sure that the spherical locker inside the restroom is unlocked with the spherical passkey. Then, ensure that the spherical locker inside the restroom is open. 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 a vault. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a crate. The crate contains a legume.
There is an exit to the south. Don't worry, it is unguarded.
There is a pair of headphones on the floor.
You are carrying: a sandwich, a loaf of bread, a candy bar and a lightbulb.

your action:

Response: go south<|im_end|>take spherical passkey from shelf<|im_end|>unlock spherical locker with spherical passkey<|im_end|>open spherical locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is your task for today. First, it would be a great idea if you could check that the safe is unlocked with the key. Then, open the safe. Then, recover the burger from the safe. After that, eat the burger. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A standard one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
A locked safe is in the corner. You can make out a board. You see a peanut on the board. You shudder, but continue examining the room. You see a table. But oh no! there's nothing on this piece of garbage. Aw, and here you were, all excited for there to be things on it!
You need an unguarded exit? You should try going north.
There is a cookie, a ladle and a whisk on the floor.
You are carrying: a key, a butterfly and a worm.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, open the locker. And then, pick up the Cat Calendar from the locker. After getting the Cat Calendar, venture east. With that done, place the Cat Calendar on the floor of the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
Look around you. Take it all in. It's not every day someone gets to be in a workshop.
You see a closed locker. You can see a bureau. Classic TextWorld. What a letdown! The bureau is empty!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a licorice strip and a latchkey on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
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, make it so that the TextWorld style chest is unlocked. After that, ensure that the TextWorld style chest inside the canteen is open. Then, pick up the type P keycard from the TextWorld style chest in the canteen. Then, Insert the type P keycard into the type P locker to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You are in a canteen. An usual kind of place.
You can make out a type P locker. You see a TextWorld style chest. You make out an opened cabinet close by. Empty! What kind of nightmare TextWorld is this? You can make out a closed refrigerator close by. You see a bowl. But oh no! there's nothing on this piece of trash. Hm. Oh well
There is an unguarded exit to the north.
You are carrying: a TextWorld style key.

your action:

Response: unlock TextWorld style chest with TextWorld style key<|im_end|>open TextWorld style chest<|im_end|>take type P keycard from TextWorld style chest<|im_end|>lock type P locker with type P keycard<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is how to play! Your first objective is to recover the type H keycard from the fridge. After that, make sure that the type H chest is unlocked. And then, ensure that the type H chest inside the dish-pit is open. Then, take the knife from the type H chest within the dish-pit. Got that? Good!

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

your action:

Response: take type H keycard from fridge<|im_end|>unlock type H chest with type H keycard<|im_end|>open type H chest<|im_end|>take knife from type H chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be good if you could travel west. Then, recover the printer from the floor of the workshop. If you can get your hands on the printer, go east. With that done, deposit the printer into the suitcase. Alright, thanks!

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

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! First stop, go to the east. Following that, ensure that the type Q chest in the steam room is open. And then, take the American limited edition latchkey from the type Q chest. Then, Insert the American limited edition latchkey into the American limited edition chest inside the steam room to lock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. A normal kind of place.
You can make out a mantle. Looks like someone's already been here and taken everything off it, though. Aw, here you were, all excited for there to be things on it! You see a bookshelf. The bookshelf is ordinary. The bookshelf appears to be empty. This always happens, here in TextWorld!
There is an unblocked exit to the east.
You are carrying: a loaf of bread, a type C latchkey and a pillow.

your action:

Response: go east<|im_end|>open type Q chest<|im_end|>take American limited edition latchkey from type Q chest<|im_end|>lock American limited edition chest with American limited edition latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First thing I need you to do is to pick up the soap scented keycard from the chair in the cookhouse. If you can get your hands on the soap scented keycard, insert the soap scented keycard into the soap scented chest inside the cookhouse's lock to unlock it. And then, ensure that the soap scented chest within the cookhouse is open. And then, put the top hat inside the soap scented chest inside the cookhouse. And if you do that, you're the winner!

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

your action:

Response: take soap scented keycard from chair<|im_end|>unlock soap scented chest with soap scented keycard<|im_end|>open soap scented chest<|im_end|>insert top hat into soap scented chest<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First thing I need you to do is to retrieve the shadfly from the shelf. If you can get your hands on the shadfly, move south. Following that, make sure that the chest in the cookery is open. Then, you can insert the shadfly into the chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. A normal kind of place.
Look out! It's a- oh, never mind, it's just a cabinet. The cabinet is empty! What a waste of a day! You see a shelf. The shelf is usual. On the shelf you see a shadfly. You smell an interesting smell, and follow it to a platter! But oh no! there's nothing on this piece of trash. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a saucepan. The saucepan is normal. But the thing hasn't got anything on it.
There is an unblocked exit to the south.
There is a spork on the floor.
You are carrying: a sock.

your action:

Response: take shadfly from shelf<|im_end|>go south<|im_end|>open chest<|im_end|>insert shadfly into chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to go east. And then, make sure that the Canadian box in the basement is open. Then, take the sock from the Canadian box. And then, sit the sock on the stand. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well, here we are in a dish-pit.
You can see a Henderson's style safe. The Henderson's style safe contains a Henderson's style latchkey.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a stick of butter and a knife on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open Canadian box<|im_end|>take sock from Canadian box<|im_end|>put sock on stand<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to take a trip south. Following that, open the spherical locker. After you have pulled open the spherical locker, retrieve the pair of headphones from the spherical locker inside the basement. Once you have taken the pair of headphones, drop the pair of headphones on the floor of the basement. 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 just sauntered into a shower.
You see a closed non-euclidean box right there by you. You can make out a board. The board is normal. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You see a counter. However, the counter, like an empty counter, has nothing on it. Oh! Why couldn't there just be stuff on it?
There is an exit to the south. Don't worry, it is unguarded.
There is an apple, a non-euclidean key and an iron on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open spherical locker<|im_end|>take pair of headphones from spherical locker<|im_end|>drop pair of headphones<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, make an effort to venture west. If you can get around to doing that, take the loaf of bread from the table. After that, eat the loaf of bread. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
You've just sauntered into a cookery. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a closed type 0 box. Look over there! a pan. 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 west.
There is a carrot and a type 0 passkey on the floor.
You are carrying: a chocolate bar.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, attempt to head east. Then, open the Henderson's style chest within the shower. Then, recover the paper towel from the Henderson's style chest inside the shower. If you can get your hands on the paper towel, you can put the paper towel inside the drawer within the shower. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. It seems to be pretty normal here.
Look over there! a locker.
There is an unguarded exit to the east.
There is a backup calendar on the floor.
You are carrying: a sponge and a Comic Strip Calendar.

your action:

Response: go east<|im_end|>open Henderson's style chest<|im_end|>take paper towel from Henderson's style chest<|im_end|>insert paper towel into drawer<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced session of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to make an attempt to go to the north. With that accomplished, retrieve the synthesizer from the floor of the chamber. Once you have picked up the synthesizer, attempt to venture south. After that, insert the synthesizer inside the chest inside the office. 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.
You can see a chest. The chest contains a candy bar. You wonder idly who left that here. You see a chair. The chair is standard. But there isn't a thing on it. It would have been so cool if there was stuff on the chair.
You need an unblocked exit? You should try going north.
There is a latchkey on the floor.
You are carrying: a peanut, a loaf of bread, an onion and a nest of kittens.

your action:

Response: go north<|im_end|>take synthesizer<|im_end|>go south<|im_end|>insert synthesizer into chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is your task for today. Your first objective is to assure that the non-euclidean box inside the bedroom is unlocked. And then, open the non-euclidean box. Then, pick up the laptop from the non-euclidean box. And then, place the laptop on the shelf within the bedroom. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. A normal one.
You see a non-euclidean box. Wow, isn't TextWorld just the best? You can see a coffer. The coffer contains a controller. You can see a shelf. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the north.
You are carrying: a non-euclidean latchkey.

your action:

Response: unlock non-euclidean box with non-euclidean latchkey<|im_end|>open non-euclidean box<|im_end|>take laptop from non-euclidean box<|im_end|>put laptop 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:
It's time to explore the amazing world of TextWorld! First stop, head south. After that, check that the safe in the basement is unlocked with the passkey. And then, ensure that the safe is open. After you have pulled open the safe, you can put the book inside the safe in the basement. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You find yourself in a laundromat. An usual one.
You see a spherical box. What a letdown! The spherical box is empty! You can see a shelf. The shelf is typical. On the shelf you can see a spherical latchkey.
You need an unguarded exit? You should try going south.
There is a sponge on the floor.
You are carrying: a durian, a cashew, a coconut, a passkey and a book.

your action:

Response: go south<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>insert book into safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to retrieve the key from the floor of the kitchenette. After taking the key, attempt to venture south. Then, unlock the box in the cookery with the key. Then, make it so that the box is wide open. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A standard one.
There is an exit to the south. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: an onion.

your action:

Response: take key<|im_end|>go south<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, check that the safe is unlocked with the latchkey. After that, make absolutely sure that the safe within the kitchenette is open. And then, retrieve the potato from the safe within the kitchenette. If you can get your hands on the potato, eat the potato. Once that's all handled, you can stop!

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

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First of all, you could, like, try to go east. Following that, retrieve the latchkey from the safe. With the latchkey, unlock the chest within the bedroom. Then, look and see that the chest within the bedroom is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookery.
You've just walked into a cookery.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a plate. Make a note of this, you might have to put stuff on or in it later on. But the thing is empty. You can see a chair. What a coincidence, weren't you just thinking about a chair? On the chair you can see a salad.
There is an exit to the east. Don't worry, it is unblocked.
There is a bug on the floor.
You are carrying: a legume.

your action:

Response: go east<|im_end|>take latchkey from safe<|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:
You are now playing a life changing session of TextWorld! Here is how to play! First, it would be good if you could retrieve the cuboid key from the floor of the cookhouse. If you can get your hands on the cuboid key, look and see that the cuboid safe is unlocked. And then, open the cuboid safe. After that, retrieve the fly larva from the cuboid safe within the cookhouse. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've entered a cookhouse. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a locked ordinary looking cuboid safe in the corner. You can make out a locked box. You see a table! The table is normal. On the table you see a latchkey. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You scan the room for a rack, and you find a rack. The rack is normal. But oh no! there's nothing on this piece of garbage. You make a mental note to not get your hopes up the next time you see a rack in a room.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a cuboid key on the floor.
You are carrying nothing.

your action:

Response: take cuboid key<|im_end|>unlock cuboid safe with cuboid key<|im_end|>open cuboid safe<|im_end|>take fly larva from 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First stop, doublecheck that the box is unlocked with the latchkey. And then, make sure that the box is ajar. And then, pick up the shadfly from the box. And then, deposit the shadfly on the floor of the restroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the restroom.
This might come as a shock to you, but you've just come into a restroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a box. You scan the room for a safe, and you find a safe. You can see a locked cake scented box right there by you.
You need an unblocked exit? You should try going west.
You are carrying: a coconut, a latchkey and a key.

your action:

Response: unlock box with latchkey<|im_end|>open box<|im_end|>take shadfly from box<|im_end|>drop shadfly<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to pick-up the non-euclidean key from the floor of the canteen. After taking the non-euclidean key, unlock the non-euclidean locker within the canteen. After unlocking the non-euclidean locker, open the non-euclidean locker within the canteen. Having pulled open the non-euclidean locker, you can place the book inside the non-euclidean locker in the canteen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen.
You hear a noise behind you and spin around, but you can't see anything other than a non-euclidean locker. You check the price tag that the non-euclidean locker's owner still hasn't taken off. Sixty bucks?! That's ridiculous! I got this person, their aunt works for the internet, who could get you one of those for 90 bucks! You see a saucepan! The saucepan is standard. On the saucepan you can see a burger.
You need an unblocked exit? You should try going west.
There is a non-euclidean key and a teaspoon on the floor.
You are carrying: a type 8 latchkey and a book.

your action:

Response: take non-euclidean key<|im_end|>unlock non-euclidean locker with non-euclidean key<|im_end|>open non-euclidean locker<|im_end|>insert book into non-euclidean locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting episode of TextWorld! Your first objective is to try to take a trip west. Then, pick up the potato from the shelf inside the shower. With the potato, eat the potato. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just walked into a bedchamber.
You see a locked safe. You can make out a closed locker. You can see a bench. You see a grape on the bench. You see a couch. The couch is standard. On the couch you can make out a passkey. You see a desk. I guess it's true what they say, if you're looking for a desk, go to TextWorld. You see a keycard on the desk.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying nothing.

your action:

Response: go west<|im_end|>take potato from shelf<|im_end|>eat potato<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Your first objective is to try to head west. If you can get through with that, pick up the keycard from the mantle in the cubicle. Then, make an effort to go east. Following that, make it so the chest is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
This might come as a shock to you, but you've just come into a cookery. You try to gain information on your surroundings by using a technique you call "looking."
Were you looking for a chest? Because look over there, it's a chest. If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. The shelf is typical. But there isn't a thing on it. It would have been so cool if there was stuff on the shelf! oh well. You make out a counter. Why don't you take a picture of it, it'll last longer! But the thing is empty. You bend down to tie your shoe. When you stand up, you notice a bowl. The bowl is normal. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the west.
There is a glass on the floor.
You are carrying: a banana and a nest of spiders.

your action:

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


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

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

Here is how to win the game:
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 go to the west. That done, pick-up the vacuum from the floor of the steam room. After that, attempt to go to the east. Once you manage that, you can place the vacuum into the chest within the cookery. That's it!

Here is your interactions so far:
current state: You are now in the cookery.
You are in a cookery. A typical one.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a chest. You shudder, but continue examining the room. What a letdown! The chest is empty! You see an opened standard looking fridge in the room. The fridge contains a keycard. You see a locked box.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a loaf of bread and a bug on the floor.
You are carrying: a TextWorld limited edition keycard and a tv.

your action:

Response: go west<|im_end|>take vacuum<|im_end|>go east<|im_end|>insert vacuum into chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, attempt to travel west. Next, take the butterfly from the bookshelf inside the salon. And then, try to go to the east. And then, put the butterfly on the table. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. A normal kind of place. You can barely contain your excitement.
You see a drawer. Hmmm... what else, what else? You can see a table. Looks like someone's already been here and taken everything off it, though. You can see a shelf. However, the shelf, like an empty shelf, has nothing on it. You smell a lovely smell, and follow it to a bench. The bench is standard. On the bench you make out a worm. I mean, just wow! Isn't TextWorld just the best?
There is an unguarded exit to the west.
You are carrying nothing.

your action:

Response: go west<|im_end|>take butterfly from bookshelf<|im_end|>go east<|im_end|>put butterfly on table<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First off, if it's not too much trouble, I need you to move south. Then, ensure that the safe is open. After that, take the worm from the safe inside the cookhouse. With the worm, throw the worm on the floor of the cookhouse. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookery.
Guess what, you are in the place we're calling the cookery.
You can make out a chest. You shudder, but continue examining the room. You scan the room for a pan, and you find a pan. But the thing hasn't got anything on it. You see a table. However, the table, like an empty table, has nothing on it.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a pear, a keycard and a ladle on the floor.
You are carrying: a Henderson's limited edition latchkey.

your action:

Response: go south<|im_end|>open safe<|im_end|>take worm from safe<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, go north. After that, recover the Henderson's style keycard from the plate. After that, venture south. And then, doublecheck that the Henderson's style chest within the playroom is locked with the Henderson's style keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
You've entered a playroom.
You can see a closed Henderson's style chest. You see a non-euclidean safe. The non-euclidean safe contains a non-euclidean passkey. There's something strange about this thing being here, but you don't have time to worry about that now. What's that over there? It looks like it's a chest. The chest is empty! What a waste of a day!
There is an unguarded exit to the north.
There is a passkey on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take Henderson's style keycard from plate<|im_end|>go south<|im_end|>lock Henderson's style chest with Henderson's style 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:
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, go to the south. That done, check that the locker is unlocked with the key. After unlocking the locker, ensure that the locker is open. After that, recover the tv from the locker in the salon. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just shown up in a bedroom. Okay, just remember what you're here to do, and everything will go great.
You can see a closed type E box nearby.
You need an unguarded exit? You should try going south.
There is a type E key on the floor.
You are carrying: a key, a keycard and a nest of puppies.

your action:

Response: go south<|im_end|>unlock locker with key<|im_end|>open locker<|im_end|>take tv from locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to ensure that the safe inside the parlor is open. After that, take the plant from the safe in the parlor. If you can get your hands on the plant, move south. After that, deposit the plant into the chest inside the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the parlor.
You arrive in a parlor. A normal one. You begin to take stock of what's in the room.
You see a safe. You make out an opened Henderson's chest here. The Henderson's chest is empty, what a horrible day!
You need an unblocked exit? You should try going south.
There is a passkey on the floor.
You are carrying: a pillow.

your action:

Response: open safe<|im_end|>take plant from safe<|im_end|>go south<|im_end|>insert plant into chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, check that the cuboid box in the washroom is unlocked with the cuboid latchkey. Then, doublecheck that the cuboid box is ajar. And then, take the American style latchkey from the cuboid box. With the American style latchkey, lock the American style box within the washroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the washroom.
You make a grand eccentric entrance into a washroom.
If you haven't noticed it already, there seems to be something there by the wall, it's a American style box. You can make out a locked cuboid box in the room. You see a locked locker here. A locked typical looking non-euclidean box is in the corner. You see a counter. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the west.
There is a latchkey on the floor.
You are carrying: a cuboid latchkey.

your action:

Response: unlock cuboid box with cuboid latchkey<|im_end|>open cuboid box<|im_end|>take American style latchkey from cuboid box<|im_end|>lock American style box with American style latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, open the type 9 locker. After that, retrieve the lavender scented key from the type 9 locker. If you can get your hands on the lavender scented key, make it so that the lavender scented chest is unlocked. After you have unlocked the lavender scented chest, doublecheck that the lavender scented chest in the basement is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement. A standard kind of place.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a lavender scented chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a type 9 locker. 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 workbench. The workbench is standard. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a lightbulb on the floor.
You are carrying: a type 9 passkey.

your action:

Response: open type 9 locker<|im_end|>take lavender scented key from type 9 locker<|im_end|>unlock lavender scented chest with lavender scented key<|im_end|>open lavender scented chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! First of all, make an attempt to move west. And then, take the spherical passkey from the type C box inside the study. And then, try to move east. With that accomplished, Put the spherical passkey into the spherical locker to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just walked into a bedchamber. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a spherical locker.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a coconut, a type C keycard and a bug.

your action:

Response: go west<|im_end|>take spherical passkey from type C box<|im_end|>go east<|im_end|>lock spherical locker with spherical passkey<|im_end|>


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

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

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

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. A typical kind of place. You can barely contain your excitement.
You can make out a stand. The stand is usual. On the stand you make out a licorice strip, a pear and a Canadian limited edition latchkey. You see a shelf. You see a laptop on the shelf.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a legume and a printer.

your action:

Response: take Canadian limited edition latchkey from stand<|im_end|>go east<|im_end|>close Canadian limited edition safe<|im_end|>lock Canadian limited edition safe with Canadian limited edition latchkey<|im_end|>