Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 south. If you can accomplish that, make absolutely sure that the safe is ajar. And then, recover the stick of butter from the safe. After taking the stick of butter, eat the stick of butter. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A standard kind of place. Let's see what's in here.
You can make out a locked type 2 locker nearby.
You need an unguarded exit? You should try going south.
There is a burger and a mug on the floor.
You are carrying: a latchkey and a type 2 passkey.

your action:

Response: go south<|im_end|>open safe<|im_end|>take stick of butter from safe<|im_end|>eat stick of butter<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, unlock the type 4 safe with the type 4 passkey. After that, ensure that the type 4 safe is open. After that, retrieve the bug from the type 4 safe. After that, sit the bug on the table. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You've just shown up in a pantry.
You can see a locked type 4 safe, which looks normal, nearby. You see a display. The display is empty, what a horrible day! You make out a locked ordinary looking American style box close by. You can see a table. The table is normal. But the thing hasn't got anything on it. As if things weren't amazing enough already, you can even see a stand. The stand is standard. But the thing is empty.
There is an exit to the west. Don't worry, it is unblocked.
There is an American style key on the floor.
You are carrying: a type 4 passkey.

your action:

Response: unlock type 4 safe with type 4 passkey<|im_end|>open type 4 safe<|im_end|>take bug from type 4 safe<|im_end|>put bug on table<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First of all, go east. With that done, pick-up the passkey from the floor of the kitchen. After you have got the passkey, assure that the safe inside the kitchen is unlocked. Then, doublecheck that the safe is wide open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just walked into a cubicle.
You make out an opened toolbox, which looks standard, in the corner. The toolbox is empty, what a horrible day! You make out a locker. You wonder idly who left that here. The locker is empty, what a horrible day! You make out a stand. The stand is usual. The stand appears to be empty. Oh! Why couldn't there just be stuff on it? Oh, great. Here's a chair. The chair is usual. But the thing hasn't got anything on it. If you haven't noticed it already, there seems to be something there by the wall, it's an armchair. But oh no! there's nothing on this piece of trash. Aw, here you were, all excited for there to be things on it!
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: an American latchkey.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to make an effort to go to the west. Then, recover the laptop from the type 0 chest. Then, go to the east. Then, place the laptop on the rack within the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. An ordinary kind of place.
You can see a chest. You can see a rack. Looks like someone's already been here and taken everything off it, though. You move on, clearly infuriated by TextWorld.
You need an unguarded exit? You should try going west.
You are carrying: a peanut and a passkey.

your action:

Response: go west<|im_end|>take laptop from type 0 chest<|im_end|>go east<|im_end|>put laptop on rack<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First of all, pick-up the spherical latchkey from the floor of the workshop. And then, move east. After that, insert the spherical latchkey into the spherical locker's lock to unlock it. After that, ensure that the spherical locker is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
This might come as a shock to you, but you've just stumbled into a workshop.
You make out a mantelpiece. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it! You make out a table. The table is usual. But the thing is empty. It would have been so cool if there was stuff on the table.
There is an exit to the east. Don't worry, it is unguarded.
There is a spherical latchkey on the floor.
You are carrying: a licorice strip, a legume and a key.

your action:

Response: take spherical latchkey<|im_end|>go east<|im_end|>unlock spherical locker with spherical latchkey<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to head east. And then, retrieve the keycard from the workbench inside the closet. Then, look and see that the locker is unlocked. After that, ensure that the locker inside the closet is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. An usual one.
You scan the room for a bookshelf, and you find a bookshelf. What a coincidence, weren't you just thinking about a bookshelf? But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it? You can make out an armchair! The armchair is normal. The armchair appears to be empty. Hopefully this doesn't make you too upset. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a chair. On the chair you can make out a loaf of bread. You scan the room, seeing a mantelpiece. The mantelpiece is standard. The mantelpiece appears to be empty. Sometimes, just sometimes, TextWorld can just be the worst.
There is an unblocked exit to the east.
You are carrying: a fondue and a bug.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, lift the formless passkey from the floor of the shower. With the formless passkey, look and see that the formless safe within the shower is unlocked. And then, make sure that the formless safe is ajar. And then, you can put the Cat Calendar into the formless safe in the shower. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
You make out a formless safe. You bend down to tie your shoe. When you stand up, you notice a shelf. The shelf appears to be empty.
There is an exit to the west. Don't worry, it is unguarded.
There is a formless passkey, a mop and a broom on the floor.
You are carrying: a Cat Calendar.

your action:

Response: take formless passkey<|im_end|>unlock formless safe with formless passkey<|im_end|>open formless safe<|im_end|>insert Cat Calendar into formless safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, if it's not too much trouble, I need you to ensure that the Microsoft limited edition safe is open. After that, take the rectangular key from the Microsoft limited edition safe. And then, make an attempt to go east. After that, make sure that the rectangular safe in the study is unlocked with the rectangular key. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the lounge.
You've entered a lounge. I guess you better just go and list everything you see here.
Oh wow! Is that what I think it is? It is! It's a Microsoft limited edition safe. You make out an opened box. What a letdown! The box is empty! You hear a noise behind you and spin around, but you can't see anything other than a bookshelf. The bookshelf appears to be empty. You make a mental note to not get your hopes up the next time you see a bookshelf in a room.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a Microsoft limited edition passkey.

your action:

Response: open Microsoft limited edition safe<|im_end|>take rectangular key from Microsoft limited edition safe<|im_end|>go east<|im_end|>unlock rectangular safe with rectangular key<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First step, make absolutely sure that the rectangular locker is unlocked with the rectangular latchkey. After that, ensure that the rectangular locker within the bathroom is open. Then, take the broom from the rectangular locker in the bathroom. And then, drop the broom on the floor of the bathroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom. A standard one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a locked rectangular locker. Were you looking for a shelf? Because look over there, it's a shelf. But the thing hasn't got anything on it.
There is an unblocked exit to the west.
There is a sock on the floor.
You are carrying: a rectangular latchkey.

your action:

Response: unlock rectangular locker with rectangular latchkey<|im_end|>open rectangular locker<|im_end|>take broom from rectangular locker<|im_end|>drop broom<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, head east. And then, pick up the keycard from the table. And then, make it so that the chest is unlocked. And then, open the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
Of every kitchenette you could have sauntered into, you had to come round a normal one.
You make out a TextWorld style chest. You can see a cabinet. What a letdown! The cabinet is empty! You scan the room for a board, and you find a board! The board is ordinary. Unfortunately, there isn't a thing on it. You swear loudly.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a cashew, a carrot, a loaf of bread, a TextWorld style keycard and a glove.

your action:

Response: go east<|im_end|>take keycard from table<|im_end|>unlock chest with keycard<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced episode of TextWorld! Here is how to play! First, it would be a great idea if you could retrieve the non-euclidean passkey from the locker. After that, try to take a trip east. If you can accomplish that, close the non-euclidean chest. And then, Place the non-euclidean passkey into the non-euclidean chest to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen.
You make out an opened locker right there by you. The locker contains a peanut, a non-euclidean passkey and a keycard. An open case is in the room. The case is empty! What a waste of a day! You hear a noise behind you and spin around, but you can't see anything other than a chest.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a bug on the floor.
You are carrying: a shirt.

your action:

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


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

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

Here is how to win the game:
Welcome to another profound round of TextWorld! Here is how to play! First off, go to the west. With that done, pick up the type V passkey from the counter. And then, make an effort to venture east. And then, make sure that the type V locker is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
You arrive in a closet. An ordinary one.
Were you looking for a type V locker? Because look over there, it's a type V locker. You make out an opened locker close by. The locker contains a top hat. You can make out a safe. You check the price tag that the safe's owner still hasn't taken off. 15 bucks? What a deal! You'll have to ask where they got this! The safe contains a scarf. Classic TextWorld.
You need an unguarded exit? You should try going west.
There is a key on the floor.
You are carrying: an insect.

your action:

Response: go west<|im_end|>take type V passkey from counter<|im_end|>go east<|im_end|>lock type V locker with type V passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, unlock the locker with the passkey. Then, open the locker. After pulling open the locker, retrieve the paper towel from the locker. And then, place the paper towel on the table. Once that's all handled, you can stop!

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

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take paper towel from locker<|im_end|>put paper towel on table<|im_end|>


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

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

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

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

your action:

Response: take type H latchkey from fridge<|im_end|>go east<|im_end|>unlock type H chest with type H latchkey<|im_end|>open type H chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, move south. If you can get around to doing that, make sure that the type F chest inside the spare room is opened. After opening the type F chest, recover the bug from the type F chest inside the spare room. If you can get your hands on the bug, you can insert the bug inside the formless box within the spare room. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. An usual kind of place. You begin to take stock of what's in the room.
An open normal looking display is in the room. Empty! What kind of nightmare TextWorld is this? You see a stand. The stand is ordinary. On the stand you can see a stapler.
There is an exit to the south. Don't worry, it is unblocked.
There is a keyboard on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open type F chest<|im_end|>take bug from type F chest<|im_end|>insert bug into 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, retrieve the latchkey from the floor of the parlor. And then, go to the east. With that done, assure that the safe inside the bar is shut. After closing the safe, lock the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the parlor.
You arrive in a parlor. A standard one.
You can see a locked box. Oh wow! Is that what I think it is? It is! It's a locker. You can make out a recliner. But oh no! there's nothing on this piece of trash. What's the point of an empty recliner? Oh, great. Here's a stand. You wonder idly who left that here. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
There is a latchkey and a key on the floor.
You are carrying: a coconut.

your action:

Response: take latchkey<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe with latchkey<|im_end|>


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

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

Here is how to win the game:
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, make sure that the formless chest is unlocked with the formless keycard. After that, make it so that the formless chest is opened. After opening the formless chest, take the lampshade from the formless chest in the attic. Then, sit the lampshade on the workbench inside the attic. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
You're not going to believe this, but you've just entered an attic. You begin looking for stuff.
You can make out a locked formless chest. If you haven't noticed it already, there seems to be something there by the wall, it's a workbench. But the thing is empty.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a durian and a glove on the floor.
You are carrying: a formless keycard and a Cat Calendar.

your action:

Response: unlock formless chest with formless keycard<|im_end|>open formless chest<|im_end|>take lampshade from formless chest<|im_end|>put lampshade on workbench<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to attempt to go to the north. If you can accomplish that, recover the synthesizer from the couch inside the parlor. With the synthesizer, make an effort to travel south. Then, you can deposit the synthesizer into the trunk. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You've just sauntered into a salon.
You can make out an opened trunk. The trunk contains a type S latchkey. Hmmm... what else, what else? If you haven't noticed it already, there seems to be something there by the wall, it's a locker. You see a type S chest. You scan the room, seeing a bar. Looks like someone's already been here and taken everything off it, though. You see a bench. Why don't you take a picture of it, it'll last longer! But there isn't a thing on it. It would have been so cool if there was stuff on the bench.
There is an unblocked exit to the north.
There is a passkey on the floor.
You are carrying nothing.

your action:

Response: go north<|im_end|>take synthesizer from couch<|im_end|>go south<|im_end|>insert synthesizer into trunk<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, go south. And then, retrieve the keycard from the desk within the bedroom. After that, unlock the locker. And then, ensure that the locker in the bedroom is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom.
An open cabinet is in the corner. The cabinet is empty, what a horrible day! Hey, want to see a type H locker? Look over there, a type H locker. You look around you, at all the containers and supporters, doors and objects, and you think to yourself. Why? Why Textworld? Look over there! a table. The table is normal. But there isn't a thing on it.
You need an unguarded exit? You should try going south.
There is a fondue and a type H latchkey on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>take keycard from desk<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First stop, make absolutely sure that the type C box is ajar. After that, retrieve the Cat Calendar from the type C box. After that, make an attempt to move south. Okay, and then, toss the Cat Calendar on the floor of the canteen. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. An ordinary one.
You can make out a type C box. You can see a locked Henderson's style box nearby. You see a gleam over in a corner, where you can see a case. The case is empty, what a horrible day! What's that over there? It looks like it's a mantelpiece. Wow, isn't TextWorld just the best? But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a Henderson's key, a type C latchkey and a Henderson's style keycard.

your action:

Response: open type C box<|im_end|>take Cat Calendar from type C box<|im_end|>go south<|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:
You are now playing a life changing game of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to attempt to take a trip south. Following that, make sure that the chest is unlocked with the keycard. After unlocking the chest, ensure that the chest is open. After that, recover the mop from the chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You're now in a study.
Look over there! a shelf. But the thing hasn't got anything on it. You see a stand. The stand is usual. However, the stand, like an empty stand, has nothing on it. If you haven't noticed it already, there seems to be something there by the wall, it's a mantle. But the thing hasn't got anything on it. You make a mental note to not get your hopes up the next time you see a mantle in a room.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a gummy bear, a fondue, an onion, a licorice strip and a keycard.

your action:

Response: go south<|im_end|>unlock chest with keycard<|im_end|>open chest<|im_end|>take mop from chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is how to play! First of all, you could, like, ensure that the Canadian style locker is open. After pulling open the Canadian style locker, pick up the TextWorld style key from the Canadian style locker. Then, insert the TextWorld style key into the TextWorld style safe's lock to unlock it. And then, make sure that the TextWorld style safe inside the canteen is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. A normal kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a TextWorld style safe. Oh wow! Is that what I think it is? It is! It's a Canadian style locker. Wow, isn't TextWorld just the best? Look over there! a rectangular safe.
There is an exit to the north. Don't worry, it is unguarded.
There is a Canadian style keycard on the floor.
You are carrying: a Comic Strip Calendar.

your action:

Response: open Canadian style locker<|im_end|>take TextWorld style key from Canadian style locker<|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:
Welcome to another fast paced episode of TextWorld! Here is how to play! First stop, recover the TextWorld key from the armchair in the studio. Then, go south. And then, unlock the TextWorld safe in the pantry. After unlocking the TextWorld safe, ensure that the TextWorld safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You've just shown up in a studio.
You can see an armchair. You see a TextWorld key and a pen on the armchair. I mean, just wow! Isn't TextWorld just the best? What's that over there? It looks like it's a desk. Why don't you take a picture of it, it'll last longer! The desk is normal. The desk appears to be empty. Aw, here you were, all excited for there to be things on it!
You need an unguarded exit? You should try going south.
You are carrying: a passkey.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, insert the passkey into the locker inside the launderette's lock to unlock it. After that, doublecheck that the locker is ajar. After that, retrieve the mop from the locker inside the launderette. After that, put the mop into the TextWorld locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the launderette.
This might come as a shock to you, but you've just moved into a launderette.
You see a TextWorld locker. You wonder idly who left that here. What a letdown! The TextWorld locker is empty! You can see a locker. There's something strange about this being here, but you can't put your finger on it. You can see a locked ordinary looking dresser right there by you. You can make out a bench. But oh no! there's nothing on this piece of junk.
There is an unblocked exit to the west.
You are carrying: a pizza, a legume, a passkey and an American keycard.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take mop from locker<|im_end|>insert mop into TextWorld locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to take the keycard from the shelf inside the kitchenette. And then, unlock the box in the kitchenette. And then, look and see that the box is wide open. After pulling open the box, recover the fly larva from the box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You are in a kitchenette. An usual one.
You can make out a box. Wow, isn't TextWorld just the best? You make out a cabinet, so there's that. You make out a shelf. The shelf is normal. On the shelf you make out a keycard. You shudder, but continue examining the room. You scan the room for a board, and you find a board. But oh no! there's nothing on this piece of trash. Aw, here you were, all excited for there to be things on it!
There is an unguarded exit to the north.
There is a grape and a teapot on the floor.
You are carrying: a sandwich and a latchkey.

your action:

Response: take keycard from shelf<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take fly larva from box<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, try to move west. With that done, retrieve the keycard from the table in the washroom. After that, try to travel east. Then, make sure that the chest is unlocked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the pantry.
You find yourself in a pantry. An usual kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a chest. You see a locker. The locker is empty! This is the worst thing that could possibly happen, ever! If you haven't noticed it already, there seems to be something there by the wall, it's a counter. The counter is typical. But oh no! there's nothing on this piece of trash. Hm. Oh well You can see a shelf. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going west.
You are carrying: a gummy bear, a burger, a mug and a broom.

your action:

Response: go west<|im_end|>take keycard from table<|im_end|>go east<|im_end|>unlock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First, it would be good if you could venture east. After that, unlock the locker within the scullery. And then, ensure that the locker is open. Then, pick up the coffee cup from the locker inside the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A standard one. Okay, just remember what you're here to do, and everything will go great.
You hear a noise behind you and spin around, but you can't see anything other than a box. You can see a shelf. But the thing is empty, unfortunately. Hm. Oh well
There is an unblocked exit to the east.
There is a cookie on the floor.
You are carrying: a passkey, a keycard and an iron.

your action:

Response: go east<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>take coffee cup 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. First, it would be good if you could attempt to go west. Once you do that, recover the key from the shelf in the cellar. Then, make an effort to take a trip east. With that over with, lock the locker. Alright, thanks!

Here is your interactions so far:
current state: You are now in the playroom.
You find yourself in a playroom. A normal one.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a locker. As if things weren't amazing enough already, you can even see a trunk. Empty! What kind of nightmare TextWorld is this? Oh, great. Here's a mantle. You see a legume on the mantle. There's something strange about this thing being here, but you don't have time to worry about that now. Hey, want to see a recliner? Look over there, a recliner. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it?
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: an apple and a disk.

your action:

Response: go west<|im_end|>take key from shelf<|im_end|>go east<|im_end|>lock locker with key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, open the Henderson's box within the cubicle. Then, recover the stapler from the Henderson's box in the cubicle. Once you have taken the stapler, make an effort to venture south. And then, put the stapler on the stand in the office. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
Look at you, bigshot, walking into a cubicle like it isn't some huge deal.
You can make out a Henderson's box.
There is an exit to the south. Don't worry, it is unblocked.
There is a staple on the floor.
You are carrying: a gummy bear, a gojiberry, a keycard and a Henderson's latchkey.

your action:

Response: open Henderson's box<|im_end|>take stapler from Henderson's box<|im_end|>go south<|im_end|>put stapler on stand<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. Your first objective is to take the type F latchkey from the formless chest inside the shower. And then, assure that the type F locker inside the shower is unlocked with the type F latchkey. Then, doublecheck that the type F locker is open. And then, pick up the nest of bunnies from the type F locker. Got that? Good!

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 see a type F locker. You can make out an opened formless chest. The formless chest contains a type F latchkey. You scan the room, seeing a box. You can make out a rack. But there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a passkey and a formless keycard.

your action:

Response: take type F latchkey from formless chest<|im_end|>unlock type F locker with type F latchkey<|im_end|>open type F locker<|im_end|>take nest of bunnies from type F locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, check that the non-euclidean chest inside the cellar is unlocked with the non-euclidean keycard. And then, doublecheck that the non-euclidean chest is opened. And then, take the lightbulb from the non-euclidean chest. After you have got the lightbulb, drop the lightbulb on the floor of the cellar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You're now in a cellar. Okay, just remember what you're here to do, and everything will go great.
You can make out a non-euclidean chest. Make a note of this, you might have to put stuff on or in it later on. You see a trunk.
There is an exit to the north. Don't worry, it is unblocked.
There is a pair of pants on the floor.
You are carrying: a broccoli and a non-euclidean keycard.

your action:

Response: unlock non-euclidean chest with non-euclidean keycard<|im_end|>open non-euclidean chest<|im_end|>take lightbulb from non-euclidean chest<|im_end|>drop lightbulb<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, attempt to go west. Then, pick-up the laptop from the floor of the study. After that, attempt to move east. And then, drop the laptop on the floor of the restroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the restroom.
You arrive in a restroom. A typical one.
You rest your hand against a wall, but you miss the wall and fall onto a rack. The rack is usual. Looks like someone's already been here and taken everything off it, though. You make out a shelf. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going west.
There is a stick of butter, a strawberry, a nest of grubs and a mat on the floor.
You are carrying: an insect.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, move south. And then, ensure that the locker inside the bathroom is open. Then, pick up the butterfly from the locker within the bathroom. Having got the butterfly, sit the butterfly on the counter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You have fallen into the most usual of all possible scullerys. I guess you better just go and list everything you see here.
You make out a locked chest, which looks standard, in the room. You see a board. Now why would someone leave that there? Looks like someone's already been here and taken everything off it, though.
There is an exit to the south. Don't worry, it is unguarded.
There is a loaf of bread and a latchkey on the floor.
You are carrying: a coconut, a key and a worm.

your action:

Response: go south<|im_end|>open locker<|im_end|>take butterfly from locker<|im_end|>put butterfly on counter<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting game of TextWorld! Here is how to play! First off, look and see that the chest is open. After opening the chest, retrieve the cuboid passkey from the chest. And then, unlock the cuboid locker within the launderette with the cuboid passkey. Then, look and see that the cuboid locker in the launderette is opened. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the launderette.
Well, here we are in the launderette.
You can see a cuboid locker. You see a chest. You can see a cuboid box. You can make out a board! You see a cuboid latchkey on the board.
There is an unblocked exit to the north.
There is a keycard on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, go to the north. Then, recover the loaf of bread from the floor of the study. With the loaf of bread, eat the loaf of bread. Got that? Good!

Here is your interactions so far:
current state: You are now in the bathroom.
You're now in the bathroom. You begin to take stock of what's here.
You see a type 8 chest. You bend down to tie your shoe. When you stand up, you notice a rack. But oh no! there's nothing on this piece of junk. Look out! It's a- oh, never mind, it's just a counter. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going north.
There is a type 8 latchkey on the floor.
You are carrying: a Cat Calendar and a shoe.

your action:

Response: go north<|im_end|>take loaf of bread<|im_end|>eat loaf of bread<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, move south. And then, ensure that the locker is open. Having opened the locker, recover the passkey from the locker. Then, unlock the box with the passkey. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. An usual one. The room is well lit.
You can make out a bed stand. The bed stand is typical. On the bed stand you can see a sandwich, a stick of butter and a novel.
There is an unblocked exit to the south.
There is a salad and a bug on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced session of TextWorld! First off, make absolutely sure that the lavender scented safe in the canteen is unlocked. Then, doublecheck that the lavender scented safe inside the canteen is ajar. Then, pick up the latchkey from the lavender scented safe within the canteen. And then, make it so that the box is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. A standard one.
You see a box. You can make out a locked standard looking lavender scented safe close by. You can make out a rectangular box.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a garlic clove on the floor.
You are carrying: a lavender scented key and a rectangular latchkey.

your action:

Response: unlock lavender scented safe with lavender scented key<|im_end|>open lavender scented safe<|im_end|>take latchkey from lavender scented safe<|im_end|>lock box with latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, attempt to travel north. After that, pick-up the chocolate bar from the floor of the playroom. And then, eat the chocolate bar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. An ordinary kind of place.
You make out a locked chest. You make out an opened typical looking suitcase nearby. The suitcase contains a stick of butter. Something scurries by right in the corner of your eye. Probably nothing. You make out a closed safe right there by you.
You need an unblocked exit? You should try going north.
There is a passkey on the floor.
You are carrying: a keycard, a latchkey, a paper towel and a tv.

your action:

Response: go north<|im_end|>take chocolate bar<|im_end|>eat chocolate bar<|im_end|>


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

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

Here is how to win the game:
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 check that the chest within the kitchen is unlocked with the key. And then, ensure that the chest within the kitchen is open. If you have opened the chest, take the latchkey from the chest. And then, make absolutely sure that the locker is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. A typical one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a locked locker, which looks standard, nearby. You make out a locked chest.
You need an unblocked exit? You should try going north.
You are carrying: a key and a nest of grubs.

your action:

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


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

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

Here is how to win the game:
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 try to go east. Then, unlock the box with the passkey. After that, look and see that the box is wide open. Having opened the box, you can put the broom into the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. An ordinary one. You can barely contain your excitement.
You can make out a locked chest nearby. You see a rack. On the rack you can see a keycard.
You need an unguarded exit? You should try going east.
There is a shirt and a golf club on the floor.
You are carrying: a passkey, a rectangular key, a broom and a nest of grubs.

your action:

Response: go east<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>insert broom 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, retrieve the formless key from the box. After that, make absolutely sure that the formless chest is unlocked. And then, ensure that the formless chest is open. And then, retrieve the sponge from the formless chest in the laundromat. That's it!

Here is your interactions so far:
current state: You are now in the laundromat.
You've entered a laundromat. You begin to take stock of what's here.
You can make out a locked formless chest. You see an opened box. The box contains a formless key. What's that over there? It looks like it's a board. But there isn't a thing on it.
You need an unblocked exit? You should try going west.
You are carrying: a cd and a top hat.

your action:

Response: take formless key from box<|im_end|>unlock formless chest with formless key<|im_end|>open formless chest<|im_end|>take sponge from formless chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to try to take a trip south. Once you do that, assure that the safe in the bar is opened. And then, retrieve the key from the safe inside the bar. Then, make sure that the box in the bar is unlocked with the key. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
You've entered a cookery. You begin to take stock of what's here.
You can see a locked type E safe. You can see a cabinet. There's something strange about this thing being here, but you don't have time to worry about that now.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a passkey, a cuboid keycard and a type E latchkey.

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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make an effort to move north. After that, retrieve the novel from the mantle within the bedchamber. Then, attempt to go to the south. Following that, place the novel on the floor of the dish-pit. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
Well, here we are in a dish-pit. The room is well lit.
You see a table. The table is typical. On the table you can see a mug.
There is an unblocked exit to the north.
You are carrying: a salad and a fork.

your action:

Response: go north<|im_end|>take novel from mantle<|im_end|>go south<|im_end|>drop novel<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to unlock the chest. And then, open the chest. After you have pulled open the chest, recover the teapot from the chest. After stealing the teapot, place the teapot on the chair inside the canteen. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
You are in a canteen. A standard one. You begin looking for stuff.
You can see a chest. The light flickers for a second, but nothing else happens. You make out a refrigerator. The refrigerator contains a teaspoon. You can see a fridge. You can make out a chair. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a key and a fresh laundry scented key.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take teapot from chest<|im_end|>put teapot 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First off, venture west. Then, take the binder from the shelf inside the cubicle. And then, try to venture east. And then, drop the binder on the floor of the study. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You've just sauntered into a study. Okay, just remember what you're here to do, and everything will go great.
You make out an opened bureau. The bureau is empty! What a waste of a day! You see a table. The table is normal. But the thing is empty. Oh! Why couldn't there just be stuff on it?
There is an unblocked exit to the west.
There is a cookie on the floor.
You are carrying: a Quote of the Day Calendar.

your action:

Response: go west<|im_end|>take binder from shelf<|im_end|>go east<|im_end|>drop binder<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 stop, make an effort to travel south. Next, open the Canadian style box. Then, retrieve the folder from the Canadian style box. After that, place the folder on the desk. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the pantry.
You find yourself in a pantry. A typical kind of place. You begin looking for stuff.
There is an exit to the south. Don't worry, it is unguarded.
There is a candy bar, a pair of pants and an insect on the floor.
You are carrying: a legume.

your action:

Response: go south<|im_end|>open Canadian style box<|im_end|>take folder from Canadian style box<|im_end|>put folder on desk<|im_end|>


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

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

Here is how to win the game:
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 retrieve the type 3 passkey from the crate within the pantry. If you can get your hands on the type 3 passkey, venture east. After that, make sure that the type 3 safe is closed. After that, Place the type 3 passkey into the type 3 safe inside the studio to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. The room is well lit.
You can make out an opened crate here. The crate contains a type 3 passkey. You can make out a locker. The locker is empty, what a horrible day! You make out a chest. The chest is empty, what a horrible day!
There is an unguarded exit to the east.
You are carrying nothing.

your action:

Response: take type 3 passkey from crate<|im_end|>go east<|im_end|>close type 3 safe<|im_end|>lock type 3 safe with type 3 passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, insert the key into the chest inside the bedchamber's lock to unlock it. And then, assure that the chest is ajar. And then, retrieve the Microsoft passkey from the chest. After that, check that the Microsoft safe in the bedchamber is unlocked with the Microsoft passkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. A normal kind of place.
You bend down to tie your shoe. When you stand up, you notice a Microsoft safe. You see a locked chest. You can make out a Henderson's style box. You smell an awful smell, and follow it to a box. Classic TextWorld.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a burger, a key, a Henderson's style passkey and a passkey.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, go to the east. Then, look and see that the safe within the sauna is wide open. Then, recover the paper towel from the safe. If you can get your hands on the paper towel, place the paper towel on the floor of the sauna. 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 make out a chest.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a cabbage and a passkey on the floor.
You are carrying: a sandwich, a legume and a fly larva.

your action:

Response: go east<|im_end|>open safe<|im_end|>take paper towel from safe<|im_end|>drop paper towel<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First step, move south. After that, check that the Microsoft limited edition box inside the basement is unlocked with the Microsoft limited edition passkey. After that, ensure that the Microsoft limited edition box is open. After opening the Microsoft limited edition box, take the top hat from the Microsoft limited edition box in the basement. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
Well, here we are in a steam room.
You can make out a cabinet. What a letdown! The cabinet is empty! You see a bench. On the bench you see a coconut. What's that over there? It looks like it's a board. The board is standard. But oh no! there's nothing on this piece of garbage. What's that over there? It looks like it's a table. The table is usual. The table appears to be empty.
You need an unblocked exit? You should try going south.
You are carrying: a Microsoft limited edition passkey.

your action:

Response: go south<|im_end|>unlock Microsoft limited edition box with Microsoft limited edition passkey<|im_end|>open Microsoft limited edition box<|im_end|>take top hat from Microsoft limited edition box<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, try to go to the east. That done, pick up the TextWorld style key from the stand in the garage. And then, make absolutely sure that the TextWorld style box inside the garage is unlocked with the TextWorld style key. After that, ensure that the TextWorld style box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault. A standard one.
Were you looking for a safe? Because look over there, it's a safe. Were you looking for a table? Because look over there, it's a table. The table is ordinary. However, the table, like an empty table, has nothing on it. Aw, here you were, all excited for there to be things on it! If you haven't noticed it already, there seems to be something there by the wall, it's a workbench. The workbench is typical. The workbench appears to be empty.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a hat on the floor.
You are carrying: a keycard and a Comic Strip Calendar.

your action:

Response: go east<|im_end|>take TextWorld style key from stand<|im_end|>unlock TextWorld style box with TextWorld style key<|im_end|>open TextWorld style box<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, take a trip north. Then, take the keycard from the chair. After that, venture south. After that, make it so the chest is locked. 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. An ordinary one. You can barely contain your excitement.
You can make out a closed chest. You can make out a locked Canadian limited edition locker, which looks ordinary, here. You can see a platter. The platter is ordinary. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the north.
There is a stick of butter on the floor.
You are carrying: a teacup.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First, it would be great if you could look and see that the American style safe in the steam room is open. After pulling open the American style safe, retrieve the passkey from the American style safe. Then, make an effort to travel east. After that, doublecheck that the locker inside the parlor is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. A standard kind of place.
You can see a American style safe. You check the price tag that's still affixed to the American style safe. Eighty big ones?! That's ridiculous! You ever meet my pal, they work for the post office? I'm sure my friend could get you one of those for 35 bucks! You can make out a rack. The rack is usual. On the rack you can see a broom.
There is an unblocked exit to the east.
There is a coconut and an American style passkey on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, attempt to venture south. Then, pick up the type 2 passkey from the floor of the cellar. Then, unlock the type 2 safe. Then, doublecheck that the type 2 safe in the cellar is wide open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
Well, here we are in the steam room. Okay, just remember what you're here to do, and everything will go great.
You see a TextWorld limited edition chest. You can't wait to tell the folks at home about this! You see an opened drawer in the room. The drawer is empty, what a horrible day! You rest your hand against a wall, but you miss the wall and fall onto a shelf. The shelf is typical. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the south.
You are carrying: a TextWorld limited edition passkey.

your action:

Response: go south<|im_end|>take type 2 passkey<|im_end|>unlock type 2 safe with type 2 passkey<|im_end|>open type 2 safe<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be a great idea if you could venture west. After that, lift the passkey from the floor of the recreation zone. And then, attempt to move east. Okay, and then, assure that the locker within the bedchamber is locked with the passkey. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
Well, here we are in the bedchamber.
Oh, great. Here's a locker. Were you looking for a fresh laundry scented box? Because look over there, it's a fresh laundry scented box. I mean, just wow! Isn't TextWorld just the best? You can make out a locked dresser in the corner.
There is an unblocked exit to the west.
There is a cashew and a plant on the floor.
You are carrying: a chocolate bar, a fresh laundry scented passkey and a shadfly.

your action:

Response: go west<|im_end|>take passkey<|im_end|>go east<|im_end|>lock locker with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to check that the box in the chamber is unlocked with the keycard. Then, open the box. Then, take the worm from the box. After stealing the worm, insert the worm into the portmanteau. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. An ordinary one. You try to gain information on your surroundings by using a technique you call "looking."
If you haven't noticed it already, there seems to be something there by the wall, it's a portmanteau. The portmanteau is empty! What a waste of a day! You make out a box. You make out a locked cuboid safe here.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a cushion on the floor.
You are carrying: a gummy bear, a pizza, a keycard and a cuboid keycard.

your action:

Response: unlock box with keycard<|im_end|>open box<|im_end|>take worm from box<|im_end|>insert worm into portmanteau<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, go to the east. And then, ensure that the type A chest within the kitchen is open. Then, recover the legume from the type A chest. After that, eat the legume. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A typical one.
You can make out an opened trunk. The trunk is empty, what a horrible day! You can see an opened display right there by you. The display is empty, what a horrible day! You see an opened portmanteau here. The portmanteau is empty! What a waste of a day! You can make out a locker. What's that over there? It looks like it's a stand. The stand is standard. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the stand.
There is an unguarded exit to the east.
There is a Cat Calendar on the floor.
You are carrying: a type A passkey.

your action:

Response: go east<|im_end|>open type A chest<|im_end|>take legume from type A chest<|im_end|>eat legume<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First thing I need you to do is to attempt to go to the west. Once you succeed at that, take the loaf of bread from the shelf. Then, eat the loaf of bread. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
You find yourself in a playroom. An usual kind of place.
You make out a safe.
There is an unguarded exit to the west.
There is a pillow on the floor.
You are carrying: a cabbage, a type 4 passkey, a synthesizer and a butterfly.

your action:

Response: go west<|im_end|>take loaf of bread from shelf<|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:
You are now playing a profound round of TextWorld! Here is how to play! First, it would be fantastic if you could move west. And then, recover the candy bar from the refrigerator within the cookery. And then, eat the candy bar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. An usual one.
You make out a box. You make out a Henderson's box. You see a table. What a great pairing of adjectives and nouns! The table is ordinary. But the thing hasn't got anything on it. Hm. Oh well
You need an unblocked exit? You should try going west.
There is a burger and an onion on the floor.
You are carrying: a key and a shadfly.

your action:

Response: go west<|im_end|>take candy bar from refrigerator<|im_end|>eat candy bar<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to unlock the chest with the latchkey. And then, ensure that the chest inside the cellar is open. And then, recover the fondue from the chest. Then, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You've entered a cellar. You begin looking for stuff.
You can see a locked chest.
There is an unblocked exit to the west.
There is an onion on the floor.
You are carrying: a peanut and a latchkey.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take fondue from chest<|im_end|>eat fondue<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing game of TextWorld! First, it would be good if you could insert the Henderson's key into the Henderson's box in the recreation zone's lock to unlock it. Then, ensure that the Henderson's box within the recreation zone is open. Then, pick up the legume from the Henderson's box within the recreation zone. Then, eat the legume. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've just walked into a recreation zone. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a Henderson's box. You make out a mantelpiece. The mantelpiece is standard. On the mantelpiece you see an onion and a loaf of bread. Something scurries by right in the corner of your eye. Probably nothing. Hey, want to see a bar? Look over there, a bar. But the thing hasn't got anything on it. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the west.
There is a worm on the floor.
You are carrying: a cucumber, a cashew and a Henderson's key.

your action:

Response: unlock Henderson's box with Henderson's key<|im_end|>open Henderson's box<|im_end|>take legume from Henderson's box<|im_end|>eat legume<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, assure that the box is unlocked. After that, make absolutely sure that the box is ajar. Then, retrieve the spoon from the box. After stealing the spoon, place the spoon on the plate. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You're now in a cookhouse.
You can see a box. Look out! It's a- oh, never mind, it's just a non-euclidean box. The light flickers for a second, but nothing else happens. The non-euclidean box contains a sandwich and a non-euclidean passkey. You make out a plate. But there isn't a thing on it. Hm. Oh well You make out a pan. Why don't you take a picture of it, it'll last longer! The pan is ordinary. However, the pan, like an empty pan, has nothing on it. Aw, and here you were, all excited for there to be things on it! You can see a table. The table is standard. But there isn't a thing on it. You move on, clearly angry about TextWorld.
You need an unguarded exit? You should try going north.
You are carrying: a key.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take spoon from box<|im_end|>put spoon on plate<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be good if you could go to the north. After that, retrieve the mug from the coffer inside the studio. Then, attempt to travel south. Next, place the mug on the saucepan. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've entered a kitchenette. Let's see what's in here.
You see a closed locker nearby. You can make out a saucepan. You see a key on the saucepan. You can't wait to tell the folks at home about this!
There is an unblocked exit to the north.
There is a cucumber, a fondue and a pear on the floor.
You are carrying: a shadfly.

your action:

Response: go north<|im_end|>take mug from coffer<|im_end|>go south<|im_end|>put mug on saucepan<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First, it would be a great idea if you could unlock the spherical safe. Then, open the spherical safe. Then, take the glove from the spherical safe. With the glove, toss the glove on the floor of the garage. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the garage.
I am stoked to announce that you are now in the garage. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a locked spherical safe close by. You smell an awful smell, and follow it to a soap scented locker. You hear a noise behind you and spin around, but you can't see anything other than a chest. You can make out a stand. But oh no! there's nothing on this piece of trash. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a cookie, a spherical latchkey, a nest of ticks and a stapler.

your action:

Response: unlock spherical safe with spherical latchkey<|im_end|>open spherical safe<|im_end|>take glove from spherical safe<|im_end|>drop glove<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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! First of all, you could, like, retrieve the key from the chest. Then, insert the key into the box in the parlor's lock to unlock it. And then, open the box. After that, deposit the shadfly inside the box inside the parlor. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
You arrive in a parlor.
You make out a box. You see a chest. The chest contains a banana and a key. You make out a rectangular box.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a keycard on the floor.
You are carrying: a shadfly.

your action:

Response: take key from chest<|im_end|>unlock box with key<|im_end|>open box<|im_end|>insert shadfly 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:
Welcome to TextWorld! Here is how to play! First of all, travel north. After that, recover the teaspoon from the chair in the dish-pit. Then, attempt to go south. That done, put the teaspoon on the bookshelf inside the study. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. Okay, just remember what you're here to do, and everything will go great.
You make out a closed standard looking safe in the room. You can see a type 0 safe. You make out a bookshelf. But the thing hasn't got anything on it.
There is an unblocked exit to the north.
You are carrying: a key and a type 0 latchkey.

your action:

Response: go north<|im_end|>take teaspoon from chair<|im_end|>go south<|im_end|>put teaspoon on bookshelf<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take the latchkey from the cuboid safe within the cookhouse. And then, venture south. Then, check that the safe is unlocked with the latchkey. And then, open the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
Well, here we are in a cookhouse. Let's see what's in here.
You make out an opened normal looking cuboid safe right there by you. The cuboid safe contains a latchkey. You see a pan. The pan is ordinary. On the pan you make out a cabbage and a glass. There's something strange about this thing being here, but you don't have time to worry about that now.
There is an exit to the south. Don't worry, it is unblocked.
There is a cuboid key and a teaspoon on the floor.
You are carrying: an apple and a fly larva.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, lift the keycard from the floor of the canteen. After that, doublecheck that the safe inside the canteen is unlocked. If you have unlocked the safe, open the safe in the canteen. Then, take the blender from the safe. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
If you're wondering why everything seems so standard all of a sudden, it's because you've just walked into the canteen. Okay, just remember what you're here to do, and everything will go great.
You see a locked normal looking safe right there by you. You make out an opened Canadian style safe. The Canadian style safe is empty! This is the worst thing that could possibly happen, ever! You see a closed ordinary looking freezer nearby.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a keycard and a Canadian style keycard on the floor.
You are carrying: a sandwich, a fondue and a burger.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! First off, recover the passkey from the table inside the cellar. And then, venture south. With that done, unlock the box within the closet with the passkey. Once you have unlocked the box, open the box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You've just sauntered into a cellar.
What's that over there? It looks like it's a table. You see a passkey on the table.
You need an unblocked exit? You should try going south.
There is a stick of butter on the floor.
You are carrying: a fresh laundry scented key.

your action:

Response: take passkey from table<|im_end|>go south<|im_end|>unlock box with passkey<|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:
Welcome to another profound episode of TextWorld! First, it would be good if you could pick-up the Henderson's style passkey from the floor of the basement. If you can get your hands on the Henderson's style passkey, go to the east. Then, close the Henderson's style box. And then, lock the Henderson's style box inside the spare room. Got that? Good!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement. A standard kind of place.
Hey, want to see a shelf? Look over there, a shelf. On the shelf you make out a broom. You see a workbench. You wonder idly who left that here. But there isn't a thing on it.
There is an exit to the east. Don't worry, it is unguarded.
There is a Henderson's style passkey on the floor.
You are carrying: a sandwich and a paper towel.

your action:

Response: take Henderson's style passkey<|im_end|>go east<|im_end|>close Henderson's style box<|im_end|>lock Henderson's style box with Henderson's style passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, venture north. With that done, take the iron from the chest. If you can get your hands on the iron, make an attempt to take a trip south. And then, sit the iron on the desk. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
Well, here we are in the recreation zone. The room is well lit.
You can see a box. You scan the room for a desk, and you find a desk. On the desk you can see a passkey and a butterfly.
There is an unblocked exit to the north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take iron from chest<|im_end|>go south<|im_end|>put iron on desk<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, insert the type 8 passkey into the type 8 chest's lock to unlock it. Then, ensure that the type 8 chest in the study is open. Then, pick up the folder from the type 8 chest within the study. And then, sit the folder on the mantelpiece within the study. That's it!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. An usual one.
You hear a noise behind you and spin around, but you can't see anything other than a type 8 chest. You see a mantelpiece. Unfortunately, there isn't a thing on it.
There is an unguarded exit to the west.
You are carrying: a loaf of bread, an apple, a type 8 passkey, a spherical key and a blanket.

your action:

Response: unlock type 8 chest with type 8 passkey<|im_end|>open type 8 chest<|im_end|>take folder from type 8 chest<|im_end|>put folder on mantelpiece<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First step, retrieve the Henderson's passkey from the toolbox. After getting the Henderson's passkey, make it so that the Henderson's locker inside the studio is unlocked with the Henderson's passkey. After that, make it so that the Henderson's locker in the studio is wide open. And then, take the Comic Strip Calendar from the Henderson's locker in the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
Well, here we are in a studio. The room is well lit.
You make out a locked Henderson's locker here. You make out a toolbox. The toolbox contains a Henderson's passkey. You see an opened cabinet nearby. What a letdown! The cabinet is empty! You can see a closed portmanteau.
There is an unblocked exit to the north.
There is a cucumber on the floor.
You are carrying: an insect.

your action:

Response: take Henderson's passkey from toolbox<|im_end|>unlock Henderson's locker with Henderson's passkey<|im_end|>open Henderson's locker<|im_end|>take Comic Strip Calendar from Henderson's locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, attempt to take a trip north. And then, recover the cauliflower from the shelf within the salon. And then, eat the cauliflower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A typical one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
Were you looking for a formless safe? Because look over there, it's a formless safe. Empty! What kind of nightmare TextWorld is this? What's that over there? It looks like it's an armchair. The armchair is standard. However, the armchair, like an empty armchair, has nothing on it. You hear a noise behind you and spin around, but you can't see anything other than a mantle. But there isn't a thing on it.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a formless key on the floor.
You are carrying: a gummy bear.

your action:

Response: go north<|im_end|>take cauliflower from shelf<|im_end|>eat cauliflower<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 step, head east. Then, ensure that the box is open. After that, retrieve the binder from the box in the office. And then, place the binder on the mantle. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. An usual kind of place. You can barely contain your excitement.
Look out! It's a- oh, never mind, it's just a bookshelf. The bookshelf is standard. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the east.
You are carrying: a burger, a latchkey, a fly larva and a worm.

your action:

Response: go east<|im_end|>open box<|im_end|>take binder from box<|im_end|>put binder 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, make it so that the safe within the basement is wide open. And then, retrieve the Microsoft limited edition key from the safe inside the basement. Then, assure that the Microsoft limited edition chest in the basement is unlocked with the Microsoft limited edition key. And then, ensure that the Microsoft limited edition chest is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
Well, here we are in the basement. You begin to take stock of what's in the room.
You can see a locked Microsoft limited edition chest. You see a closed safe. You see an opened locker. Empty! What kind of nightmare TextWorld is this?
There is an exit to the west. Don't worry, it is unblocked.
There is a key on the floor.
You are carrying: a passkey, a vanilla scented latchkey and a sock.

your action:

Response: open safe<|im_end|>take Microsoft limited edition key from safe<|im_end|>unlock Microsoft limited edition chest with Microsoft limited edition key<|im_end|>open Microsoft 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:
Welcome to another profound game of TextWorld! Here is how to play! First thing I need you to do is to attempt to go west. With that over with, recover the passkey from the safe inside the garage. After that, make an effort to venture east. Next, look and see that the locker inside the spare room is unlocked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the spare room.
Well I'll be, you are in the place we're calling the spare room.
You can make out a locker. You see a gleam over in a corner, where you can see a type T chest. The type T chest contains a type T passkey. The light flickers for a second, but nothing else happens. You see a stand. However, the stand, like an empty stand, has nothing on it.
There is an unblocked exit to the west.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, go east. And then, ensure that the non-euclidean chest is open. After that, recover the fondue from the non-euclidean chest. Then, eat the fondue. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A typical kind of place.
You make out a cabinet. There's something strange about this thing being here, but you don't have time to worry about that now. The cabinet is empty! This is the worst thing that could possibly happen, ever! You see a box. Were you looking for a plate? Because look over there, it's a plate. The plate is normal. On the plate you see a passkey.
You need an unguarded exit? You should try going east.
You are carrying: a non-euclidean keycard.

your action:

Response: go east<|im_end|>open non-euclidean chest<|im_end|>take fondue from non-euclidean chest<|im_end|>eat fondue<|im_end|>