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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is your task for today. First off, move south. Then, make it so that the safe within the kitchen is unlocked. Then, ensure that the safe is open. After that, pick up the teaspoon from the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the washroom.
You are in a washroom. A standard kind of place. You can barely contain your excitement.
You smell an interesting smell, and follow it to a trunk. The trunk is empty! What a waste of a day! You make out a cabinet. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
You need an unguarded exit? You should try going south.
There is a licorice strip and a fondue on the floor.
You are carrying: a cucumber and a key.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to doublecheck that the TextWorld style safe is open. And then, recover the passkey from the TextWorld style safe. If you have got the passkey, make an effort to venture south. And then, make absolutely sure that the locker inside the cubicle is locked. That's it!

Here is your interactions so far:
current state: You are now in the study.
You're now in the study. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a TextWorld style safe. You make out a cabinet. What a letdown! The cabinet is empty! You can make out an opened trunk, which looks normal, close by. The trunk is empty, what a horrible day!
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a TextWorld style latchkey.

your action:

Response: open TextWorld style safe<|im_end|>take passkey from TextWorld style safe<|im_end|>go south<|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:
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 unlock the chest in the workshop with the key. And then, ensure that the chest inside the workshop is open. Then, take the insect from the chest. And then, place the insect on the bookshelf inside the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You've entered a workshop.
As if things weren't amazing enough already, you can even see a chest, so there's that. You see a gleam over in a corner, where you can see a trunk. Now that's what I call TextWorld! Were you looking for a bookshelf? Because look over there, it's a bookshelf. But there isn't a thing on it.
There is an unblocked exit to the west.
There is a Cat Calendar and a folder on the floor.
You are carrying: a key.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take insect from chest<|im_end|>put insect on bookshelf<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to unlock the Canadian style box. And then, ensure that the Canadian style box within the bar is open. After that, recover the blanket from the Canadian style box in the bar. And then, deposit the blanket on the floor of the bar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bar.
You are in a bar. An usual kind of place.
You can see a locked Canadian style box. You see a closed safe in the corner. You see a gleam over in a corner, where you can see a dresser. What a letdown! The dresser is empty! Were you looking for a shelf? Because look over there, it's a shelf. The shelf is usual. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the shelf.
You need an unguarded exit? You should try going west.
You are carrying: a Canadian style latchkey and a passkey.

your action:

Response: unlock Canadian style box with Canadian style latchkey<|im_end|>open Canadian style box<|im_end|>take blanket from Canadian style box<|im_end|>drop blanket<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, ensure that the Microsoft style safe is open. After that, pick up the key from the Microsoft style safe inside the kitchenette. With the key, unlock the locker in the kitchenette. And then, assure that the locker in the kitchenette is ajar. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just sauntered into a kitchenette.
You can see a locked locker. You see a Microsoft style safe. You can see a locked cabinet. You see a shelf. The shelf is standard. 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 banana, a Microsoft style latchkey and a fly larva.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First off, if it's not too much trouble, I need you to travel south. And then, ensure that the TextWorld chest is open. After that, pick up the shoe from the TextWorld chest. After that, sit the shoe on the shelf in the garage. Alright, thanks!

Here is your interactions so far:
current state: You are now in the closet.
Well, here we are in a closet.
You scan the room for a fudge scented safe, and you find a fudge scented safe. Now that's what I call TextWorld!
There is an exit to the south. Don't worry, it is unblocked.
There is a shirt on the floor.
You are carrying: a fudge scented keycard and a shadfly.

your action:

Response: go south<|im_end|>open TextWorld chest<|im_end|>take shoe from TextWorld chest<|im_end|>put shoe on shelf<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to go to the north. And then, retrieve the non-euclidean keycard from the shelf. And then, make an attempt to head south. After that, make sure the non-euclidean box in the canteen is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
Look around you. Take it all in. It's not every day someone gets to be in a canteen. You try to gain information on your surroundings by using a technique you call "looking."
You can see a non-euclidean box.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a soap dispenser.

your action:

Response: go north<|im_end|>take non-euclidean keycard from shelf<|im_end|>go south<|im_end|>lock non-euclidean box with non-euclidean 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 of all, you could, like, try to go south. And then, open the box. Then, pick up the Quote of the Day Calendar from the box. Then, you can place the Quote of the Day Calendar inside the cabinet. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the playroom.
You are in a playroom. A typical kind of place.
You can make out a formless safe. You see a gleam over in a corner, where you can see a safe.
You need an unblocked exit? You should try going south.
There is a latchkey and a monitor on the floor.
You are carrying: a fondue and a formless latchkey.

your action:

Response: go south<|im_end|>open box<|im_end|>take Quote of the Day Calendar from box<|im_end|>insert Quote of the Day Calendar into cabinet<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! First off, if it's not too much trouble, I need you to attempt to venture east. After that, pick up the keycard from the floor of the kitchen. Once you have picked up the keycard, insert the keycard into the chest's lock to unlock it. After that, make absolutely sure that the chest is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the salon.
You've seen better salons, but at least this one seems pretty typical. You begin looking for stuff.
You can make out a safe. You check the price tag that the safe's owner still hasn't taken off. Forty bucks?! That's ridiculous! You ever meet my pal, they work for the government? I'm sure my friend could get you one of those for 55 bucks! Empty! What kind of nightmare TextWorld is this? What's that over there? It looks like it's a bookshelf. The bookshelf is normal. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You make out a shelf. Why don't you take a picture of it, it'll last longer! But there isn't a thing on it. You make out a bed. The bed is typical. But the thing is empty. You can make out a desk. But oh no! there's nothing on this piece of trash.
There is an exit to the east. Don't worry, it is unblocked.
There is an insect on the floor.
You are carrying: a garlic clove and a latchkey.

your action:

Response: go east<|im_end|>take keycard<|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 TextWorld! Here is how to play! First stop, attempt to move east. Then, open the type 9 locker. And then, pick up the nest of bugs from the type 9 locker. And then, drop the nest of bugs on the floor of the canteen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You arrive in a basement. An usual one.
A locked safe is right there by you. You see a rack. Make a note of this, you might have to put stuff on or in it later on. But the thing is empty, unfortunately. This always happens!
You need an unblocked exit? You should try going east.
There is a key on the floor.
You are carrying: a latchkey.

your action:

Response: go east<|im_end|>open type 9 locker<|im_end|>take nest of bugs from type 9 locker<|im_end|>drop nest of bugs<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to try to go south. With that done, make it so that the box is ajar. And then, retrieve the passkey from the box within the study. And then, unlock the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the dish-pit.
You are in a dish-pit. A normal kind of place.
You can make out an opened chest. The chest contains a non-euclidean latchkey. If you haven't noticed it already, there seems to be something there by the wall, it's a non-euclidean box. Oh, great. Here's a refrigerator. The refrigerator is empty! This is the worst thing that could possibly happen, ever! You can make out a shelf! Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it? You can make out a platter. You shudder, but continue examining the platter. The platter is standard. But the thing is empty.
There is an unguarded exit to the south.
You are carrying: a stick of butter.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, recover the Microsoft style latchkey from the floor of the steam room. With the Microsoft style latchkey, make an attempt to move south. And then, make sure that the Microsoft style box is shut. Then, lock the Microsoft style box with the Microsoft style latchkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the steam room.
Well how about that, you are in the place we're calling the steam room.
You see a locked cabinet nearby. Hey, want to see a board? Look over there, a board. The board is ordinary. However, the board, like an empty board, has nothing on it. You can see a counter. The counter is typical. But the thing is empty, unfortunately.
There is an unblocked exit to the south.
There is a Microsoft style latchkey on the floor.
You are carrying: a fondue, a stick of butter and a teapot.

your action:

Response: take Microsoft style latchkey<|im_end|>go south<|im_end|>close Microsoft style box<|im_end|>lock Microsoft style box with Microsoft style latchkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing game of TextWorld! First of all, you could, like, attempt to travel east. With that accomplished, open the box. And then, take the loaf of bread from the box in the shower. And then, eat the loaf of bread. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. An usual kind of place.
What's that over there? It looks like it's a desk. The desk is typical. On the desk you can see a pen. You see a table. You see a berry on the table. You make out a mantelpiece. The mantelpiece is standard. But the thing hasn't got anything on it. You make out an armchair. Unfortunately, there isn't a thing on it. This always happens!
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a passkey.

your action:

Response: go east<|im_end|>open box<|im_end|>take loaf of bread from box<|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 exciting game of TextWorld! Here is your task for today. First stop, retrieve the key from the shelf inside the launderette. Then, unlock the chest with the key. And then, ensure that the chest is open. Then, recover the paper towel from the chest inside the launderette. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the launderette.
Fancy seeing you here. Here, by the way, being the launderette.
You bend down to tie your shoe. When you stand up, you notice a chest. You make out a shelf. You see a key on the shelf. You hear a noise behind you and spin around, but you can't see anything other than a rack. The rack is usual. But there isn't a thing on it. You can see a table. Unfortunately, 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 garlic clove.

your action:

Response: take key from shelf<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>take paper towel 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First step, make an effort to head east. Okay, and then, make sure that the chest in the sauna is wide open. Then, take the mop from the chest. After picking up the mop, throw the mop on the floor of the sauna. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in a basement. A typical kind of place.
You can make out a workbench. But the thing is empty. Aw, here you were, all excited for there to be things on it! You see a table. The table is usual. The table appears to be empty.
You need an unguarded exit? You should try going east.
You are carrying nothing.

your action:

Response: go east<|im_end|>open chest<|im_end|>take mop from chest<|im_end|>drop mop<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, you could, like, ensure that the type 4 box is open. And then, pick up the cuboid latchkey from the type 4 box. And then, take a trip south. Once you get through with that, lock the cuboid box inside the bedchamber with the cuboid latchkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. An ordinary one.
You make out a type 4 box. You can see a TextWorld locker. I mean, just wow! Isn't TextWorld just the best?
There is an exit to the south. Don't worry, it is unblocked.
There is a TextWorld passkey on the floor.
You are carrying: a stick of butter, a cauliflower, a type 4 latchkey and a nest of beetles.

your action:

Response: open type 4 box<|im_end|>take cuboid latchkey from type 4 box<|im_end|>go south<|im_end|>lock cuboid box with cuboid latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to go to the north. Then, retrieve the tv from the trunk within the bedroom. After taking the tv, try to move south. And then, you can put the tv into the TextWorld limited edition safe inside the cubicle. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
This might come as a shock to you, but you've just fallen into a cubicle. Okay, just remember what you're here to do, and everything will go great.
You make out a TextWorld limited edition safe. Hmmm... what else, what else? The TextWorld limited edition safe contains a TextWorld limited edition keycard. You see a closed chest. You smell a wretched smell, and follow it to a bookshelf. Wow, isn't TextWorld just the best? However, the bookshelf, like an empty bookshelf, has nothing on it. You see a stand. However, the stand, like an empty stand, has nothing on it. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a key on the floor.
You are carrying: a fondue and a stick of butter.

your action:

Response: go north<|im_end|>take tv from trunk<|im_end|>go south<|im_end|>insert tv into TextWorld limited edition safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First step, move north. With that done, take the American latchkey from the stand. Then, go to the south. Then, insert the American latchkey into the American locker's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You've just sauntered into an attic.
You can see a American locker.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a candy bar, a nest of bats and a pair of pants on the floor.
You are carrying: an insect.

your action:

Response: go north<|im_end|>take American latchkey from stand<|im_end|>go south<|im_end|>unlock American locker with American latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is your task for today. First of all, unlock the type W box within the office. After that, ensure that the type W box is open. And then, pick up the book from the type W box. And then, rest the book on the armchair inside the office. That's it!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. An usual one. I guess you better just go and list everything you see here.
You make out a locked type W box. You make out a Microsoft limited edition box! Look out! It's a- oh, never mind, it's just a display. What's that over there? It looks like it's an armchair. The armchair is ordinary. On the armchair you can see a bug. Something scurries by right in the corner of your eye. Probably nothing.
There is an exit to the west. Don't worry, it is unblocked.
There is a Microsoft limited edition passkey on the floor.
You are carrying: a type W latchkey and an insect.

your action:

Response: unlock type W box with type W latchkey<|im_end|>open type W box<|im_end|>take book from type W box<|im_end|>put book on armchair<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, go east. Then, take the passkey from the chair in the dish-pit. And then, check that the safe within the dish-pit is unlocked with the passkey. After that, doublecheck that the safe inside the dish-pit is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
This might come as a shock to you, but you've just entered a closet. You start to take note of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a non-euclidean chest. The non-euclidean chest is empty! What a waste of a day!
You need an unblocked exit? You should try going east.
There is a non-euclidean latchkey on the floor.
You are carrying: a loaf of bread.

your action:

Response: go east<|im_end|>take passkey from chair<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, venture west. With that accomplished, retrieve the butterfly from the bench. Then, attempt to travel east. With that done, put the butterfly on the rack inside the laundry place. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
Well, here we are in the laundry place. You start to take note of what's in the room.
You see an opened dresser. The dresser contains a peanut. You see a rack. The rack is ordinary. On the rack you see a garlic clove and a stick of butter. Hmmm... what else, what else?
You need an unguarded exit? You should try going west.
There is a sponge on the floor.
You are carrying: a loganberry.

your action:

Response: go west<|im_end|>take butterfly from bench<|im_end|>go east<|im_end|>put butterfly 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:
You are now playing a fast paced session of TextWorld! Here is your task for today. First of all, you could, like, recover the type U keycard from the floor of the bedchamber. Having taken the type U keycard, unlock the type U chest. After you have unlocked the type U chest, ensure that the type U chest inside the bedchamber is open. And then, recover the cushion from the type U chest within the bedchamber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. An usual one.
You can see a type U chest. What's that over there? It looks like it's a trunk. The trunk contains a sandwich. You can make out a bed. But there isn't a thing on it. You see a desk. Now why would someone leave that there? The desk appears to be empty. You make a mental note to not get your hopes up the next time you see a desk in a room.
There is an exit to the north. Don't worry, it is unblocked.
There is a type U keycard on the floor.
You are carrying nothing.

your action:

Response: take type U keycard<|im_end|>unlock type U chest with type U keycard<|im_end|>open type U chest<|im_end|>take cushion from type U chest<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is your task for today. First of all, recover the passkey from the chest within the parlor. Then, look and see that the box in the parlor is unlocked. Then, make sure that the box in the parlor is wide open. After opening the box, pick up the textbook from the box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
You find yourself in a parlor. A standard kind of place. Okay, just remember what you're here to do, and everything will go great.
Hey, want to see a box? Look over there, a box. You make out a chest. The chest contains a cashew and a passkey. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You see a mantelpiece. Why don't you take a picture of it, it'll last longer! The mantelpiece is ordinary. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the north.
You are carrying: a berry, a key and a coffee cup.

your action:

Response: take passkey from chest<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>take textbook 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:
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 step, make an attempt to take a trip south. Then, open the type I chest inside the kitchen. Then, retrieve the latchkey from the type I chest. Then, make sure that the locker within the kitchen is locked. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. An usual kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a trunk. The trunk contains a book. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out an opened usual looking suitcase right there by you. The suitcase is empty, what a horrible day! Hey, want to see a bookshelf? Look over there, a bookshelf. But the thing hasn't got anything on it. Hopefully this doesn't make you too upset.
There is an unblocked exit to the south.
There is a legume and a durian on the floor.
You are carrying: a Comic Strip Calendar.

your action:

Response: go south<|im_end|>open type I chest<|im_end|>take latchkey from type I chest<|im_end|>lock locker with latchkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First of all, take the keycard from the suitcase. And then, unlock the box within the workshop. After that, open the box. And then, retrieve the Quote of the Day Calendar from the box within the workshop. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop.
You can make out a box. Now why would someone leave that there? You can see a suitcase. Wow, isn't TextWorld just the best? The suitcase contains a keycard. A suitcase... Is that really what you were looking for? You can see a rectangular locker. The rectangular locker is empty, what a horrible day! As if things weren't amazing enough already, you can even see a bureau. The bureau contains a rectangular latchkey. The light flickers for a second, but nothing else happens. You see a mantelpiece. The mantelpiece is usual. Unfortunately, there isn't a thing on it. You make out a table. But the thing is empty, unfortunately.
There is an unblocked exit to the north.
You are carrying: a fondue and a kettle.

your action:

Response: take keycard from suitcase<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take Quote of the Day Calendar from box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First thing I need you to do is to take a trip east. And then, open the rectangular locker within the kitchen. After that, pick up the butterfly from the rectangular locker within the kitchen. Then, ditch the butterfly on the floor of the kitchen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. An usual kind of place.
Look out! It's a- oh, never mind, it's just a locker. Wow, isn't TextWorld just the best? You see a table. On the table you see a frisbee.
There is an unblocked exit to the east.
There is a sandwich and a legume on the floor.
You are carrying: a rectangular keycard, a keycard and a bug.

your action:

Response: go east<|im_end|>open rectangular locker<|im_end|>take butterfly from rectangular locker<|im_end|>drop butterfly<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! First, it would be a great idea if you could make an effort to travel west. Next, pick-up the kettle from the floor of the cookhouse. After that, try to go to the east. And then, rest the kettle on the table. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. A standard one. You start to take note of what's in the room.
You see a closed formless safe. You see a table. The table is normal. On the table you can see a pair of headphones and a nest of spiders. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can make out a shelf. You see a formless key and a fly larva on the shelf. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. Look out! It's a- oh, never mind, it's just a stand. But the thing hasn't got anything on it.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a blanket.

your action:

Response: go west<|im_end|>take kettle<|im_end|>go east<|im_end|>put kettle on table<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to make an effort to venture east. Then, recover the passkey from the recliner. And then, insert the passkey into the box within the salon's lock to unlock it. After that, make absolutely sure that the box is ajar. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A standard one.
You see a stand. On the stand you can make out a staple and a binder. You see an armchair. However, the armchair, like an empty armchair, has nothing on it.
There is an unblocked exit to the east.
You are carrying: a stick of butter.

your action:

Response: go east<|im_end|>take passkey from recliner<|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 TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to pick up the American limited edition passkey from the table. After getting the American limited edition passkey, check that the American limited edition chest inside the shower is unlocked with the American limited edition passkey. Then, make it so that the American limited edition chest is wide open. And then, recover the shirt from the American limited edition chest inside the shower. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
Well I'll be, you are in a place we're calling a shower.
You hear a noise behind you and spin around, but you can't see anything other than a American limited edition chest. As if things weren't amazing enough already, you can even see a chest. Wow, isn't TextWorld just the best? You can see a table. Wow, isn't TextWorld just the best? On the table you can make out an American limited edition passkey. You can make out a bench. On the bench you see a broom.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a garlic clove and a type Z keycard.

your action:

Response: take American limited edition passkey from table<|im_end|>unlock American limited edition chest with American limited edition passkey<|im_end|>open American limited edition chest<|im_end|>take shirt from American 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 life changing round of TextWorld! Here is your task for today. First stop, make an effort to take a trip south. With that done, ensure that the locker in the chamber is open. Then, pick up the fondue from the locker. If you have picked up the fondue, eat the fondue. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You've just sauntered into a bedroom.
As if things weren't amazing enough already, you can even see a Henderson's safe. Make a note of this, you might have to put stuff on or in it later on. The Henderson's safe contains a cashew and a Henderson's key. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You can see a bed. You see a novel on the bed. What's that over there? It looks like it's a bookshelf. You wonder idly who left that here. The bookshelf is typical. But the thing hasn't got anything on it. You scan the room for a shelf, and you find a shelf. The shelf is standard. But oh no! there's nothing on this piece of garbage.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a sandwich and a passkey.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, attempt to head north. Next, retrieve the binder from the floor of the study. Then, head south. And then, deposit the binder on the floor of the bedroom. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
I am sorry to announce that you are now in the bedroom. You decide to start listing off everything you see in the room, as if you were in a text adventure.
There is an exit to the north. Don't worry, it is unguarded.
There is a pizza on the floor.
You are carrying: a candy bar, a fondue, a broccoli, a chocolate bar, a keycard and a mug.

your action:

Response: go north<|im_end|>take binder<|im_end|>go south<|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:
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 venture east. And then, ensure that the type 4 box is open. Then, retrieve the cashew from the type 4 box. Then, eat the cashew. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a typical kind of place. That is to say, you're in a study.
You can see a box. You can make out a chair. You see a cantaloupe and a keycard on the chair. You can see a desk. The desk is normal. On the desk you can see a desktop computer.
You need an unblocked exit? You should try going east.
There is a loaf of bread on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open type 4 box<|im_end|>take cashew from type 4 box<|im_end|>eat cashew<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, unlock the locker inside the attic. Then, open the locker. After you have opened the locker, pick up the type R keycard from the locker. After taking the type R keycard, unlock the type R safe. That's it!

Here is your interactions so far:
current state: You are now in the attic.
Ah, the attic. This is some kind of attic, really great usual vibes in this place, a wonderful usual atmosphere. And now, well, you're in it.
You can make out a locked type R safe close by. You can make out a locked locker. You see an opened trunk. The trunk is empty, what a horrible day! You see a stand. The stand is ordinary. But oh no! there's nothing on this piece of junk.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a latchkey and a soap scented keycard.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take type R keycard from locker<|im_end|>unlock type R safe with type R keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, go to the north. With that done, take the insect from the desk. If you can get your hands on the insect, make an attempt to venture south. And then, rest the insect on the rack. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You are in a laundromat. A normal kind of place.
You make out a safe. You can make out a rectangular chest. You make out a rack. On the rack you can see a pizza and a rectangular passkey.
You need an unblocked exit? You should try going north.
You are carrying: a passkey and a bowl.

your action:

Response: go north<|im_end|>take insect from desk<|im_end|>go south<|im_end|>put insect on rack<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, go to the south. Once you finish that, take the latchkey from the stand. After taking the latchkey, make absolutely sure that the box is unlocked. Then, doublecheck that the box is ajar. That's it!

Here is your interactions so far:
current state: You are now in the kitchen.
I am sorry to announce that you are now in the kitchen. You start to take note of what's in the room.
You make out a cuboid locker. The cuboid locker is empty! This is the worst thing that could possibly happen, ever! You can make out a table. But the thing is empty.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a cuboid keycard.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, look and see that the safe in the bedroom is open. And then, take the tablet from the safe inside the bedroom. After that, head east. That done, place the tablet inside the case. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. You can barely contain your excitement.
Oh, great. Here's a safe.
There is an exit to the east. Don't worry, it is unguarded.
There is a legume on the floor.
You are carrying: a salad and a latchkey.

your action:

Response: open safe<|im_end|>take tablet from safe<|im_end|>go east<|im_end|>insert tablet into case<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, attempt to head north. With that accomplished, pick up the laptop from the mantle. And then, attempt to take a trip south. After that, place the laptop inside the trunk in the cellar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cellar.
You've entered a cellar.
You can make out a trunk. The light flickers for a second, but nothing else happens. The trunk contains a broom. You see a table. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going north.
There is a sock on the floor.
You are carrying: a kiwi and a folder.

your action:

Response: go north<|im_end|>take laptop from mantle<|im_end|>go south<|im_end|>insert laptop into trunk<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, go to the east. That done, ensure that the spherical chest is open. Then, recover the novel from the spherical chest. After that, throw the novel on the floor of the salon. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. A normal one.
You rest your hand against a wall, but you miss the wall and fall onto a chest. You see a bureau. The bureau is empty! This is the worst thing that could possibly happen, ever! You scan the room for a chair, and you find a chair! Looks like someone's already been here and taken everything off it, though. You make out a desk. What a coincidence, weren't you just thinking about a desk? But oh no! there's nothing on this piece of trash. Oh! Why couldn't there just be stuff on it?
There is an exit to the east. Don't worry, it is unguarded.
There is a coconut on the floor.
You are carrying: a loaf of bread, a spherical keycard and a key.

your action:

Response: go east<|im_end|>open spherical chest<|im_end|>take novel from spherical chest<|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:
It's time to explore the amazing world of TextWorld! Here is your task for today. Your first objective is to head south. With that accomplished, make sure that the TextWorld style box within the washroom is open. Then, take the iron from the TextWorld style box. And then, deposit the iron on the floor of the washroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the sauna.
You arrive in a sauna. An usual one.
Oh wow! Is that what I think it is? It is! It's a chest. Wow, isn't TextWorld just the best? The chest is empty! What a waste of a day! You make out a cuboid chest. You see a drawer. The drawer is empty, what a horrible day! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a shelf. The shelf is ordinary. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a cuboid keycard and a latchkey.

your action:

Response: go south<|im_end|>open TextWorld style box<|im_end|>take iron from TextWorld style box<|im_end|>drop iron<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First of all, take a trip north. Then, pick up the laptop from the floor of the bedchamber. And then, move south. That done, drop the laptop on the floor of the basement. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You arrive in a basement. A standard kind of place.
As if things weren't amazing enough already, you can even see a stand. You wonder idly who left that here. The stand is typical. On the stand you make out a gummy bear. You hear a noise behind you and spin around, but you can't see anything other than a rack. What a coincidence, weren't you just thinking about a rack? However, the rack, like an empty rack, has nothing on it. Aw, here you were, all excited for there to be things on it! You hear a noise behind you and spin around, but you can't see anything other than a table. The table is ordinary. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take laptop<|im_end|>go south<|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:
Welcome to TextWorld! First off, make sure that the safe inside the cellar is unlocked. Then, ensure that the safe in the cellar is open. Then, take the latchkey from the safe within the cellar. Having picked up the latchkey, insert the latchkey into the chest's lock to unlock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
I am required to announce that you are now in the cellar. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a locked chest, which looks typical, here. You see a safe. You make out a American limited edition box.
You need an unblocked exit? You should try going west.
You are carrying: a pear and a keycard.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to venture south. Then, lift the American style key from the floor of the office. And then, unlock the American style box. Then, doublecheck that the American style box is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault. A standard kind of place.
You can make out a cake scented box. There's something strange about this being here, but you can't put your finger on it. You can make out a closed Henderson's locker. Look over there! a rack. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a loaf of bread on the floor.
You are carrying: a chocolate bar, a cake scented passkey, a Henderson's passkey and a printer.

your action:

Response: go south<|im_end|>take American style key<|im_end|>unlock American style box with American style key<|im_end|>open American 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:
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 thing I need you to do is to recover the type 1 keycard from the counter. After that, unlock the type 1 safe inside the pantry with the type 1 keycard. After that, make it so that the type 1 safe is wide open. And then, retrieve the shadfly from the type 1 safe. 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 sauntered into a pantry.
You can see a type 1 safe. You can see an opened box close by. The box is empty, what a horrible day! You see a rectangular safe. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a counter. You see a type 1 keycard on the counter, so there's that. You see a shelf. The shelf is standard. However, the shelf, like an empty shelf, has nothing on it.
You need an unguarded exit? You should try going west.
There is a latchkey on the floor.
You are carrying: a mouse.

your action:

Response: take type 1 keycard from counter<|im_end|>unlock type 1 safe with type 1 keycard<|im_end|>open type 1 safe<|im_end|>take shadfly from type 1 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 how to play! First of all, you could, like, take the spherical latchkey from the cuboid box. And then, head east. Okay, and then, make absolutely sure that the spherical box inside the kitchen is closed. And then, assure the spherical box within the kitchen is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
Well, here we are in a shower.
You see an opened cuboid box nearby. The cuboid box contains a spherical latchkey! You make out a box. You make out a bench. The bench is usual. On the bench you can make out a gooseberry. You make out a board. But there isn't a thing on it.
There is an unblocked exit to the east.
There is a sandwich, a cuboid passkey and a passkey on the floor.
You are carrying nothing.

your action:

Response: take spherical latchkey from cuboid box<|im_end|>go east<|im_end|>close spherical box<|im_end|>lock spherical box with spherical latchkey<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First, it would be a great idea if you could insert the key into the box's lock to unlock it. After that, make it so that the box inside the cellar is ajar. Then, take the glove from the box inside the cellar. And then, deposit the glove into the safe. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. An ordinary kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a safe. Empty! What kind of nightmare TextWorld is this? You can see a locked box.
There is an unblocked exit to the north.
You are carrying: a pizza and a key.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take glove from box<|im_end|>insert glove into safe<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, if it's not too much trouble, I need you to make an effort to head south. That done, recover the keycard from the safe within the office. With the keycard, insert the keycard into the box in the office's lock to unlock it. And then, open the box in the office. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
You're now in the studio.
As if things weren't amazing enough already, you can even see a table. The table is normal. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going south, that entranceway is unblocked.
There is an onion and a sandwich on the floor.
You are carrying: a fondue.

your action:

Response: go south<|im_end|>take keycard from safe<|im_end|>unlock box with keycard<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, venture east. Next, open the spherical chest inside the bedroom. After you have pulled open the spherical chest, recover the cd from the spherical chest inside the bedroom. Then, sit the cd on the desk within the bedroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. An ordinary one.
You see an opened case. The case is empty! This is the worst thing that could possibly happen, ever! You can see a shelf. The shelf is normal. But there isn't a thing on it. Silly shelf, silly, empty, good for nothing shelf.
There is an exit to the east. Don't worry, it is unblocked.
There is a shadfly on the floor.
You are carrying: a sock.

your action:

Response: go east<|im_end|>open spherical chest<|im_end|>take cd from spherical chest<|im_end|>put cd 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:
You are now playing a profound episode of TextWorld! Here is your task for today. First thing I need you to do is to take the formless passkey from the locker inside the closet. After that, travel south. And then, close the formless box. Then, lock the formless box with the formless passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. An ordinary kind of place.
You can see an opened locker. The locker contains a formless passkey. I mean, just wow! Isn't TextWorld just the best? You hear a noise behind you and spin around, but you can't see anything other than a safe.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a licorice strip, a passkey and a pair of headphones.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! First step, go east. Then, make sure that the box is unlocked with the key. After you have unlocked the box, make absolutely sure that the box in the chamber is ajar. After opening the box, recover the bug from the box inside the chamber. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
Well how about that, you are in a place we're calling a workshop. You try to gain information on your surroundings by using a technique you call "looking."
You scan the room, seeing a locker. You bend down to tie your shoe. When you stand up, you notice a formless safe. You can see a coffer. Look out! It's a- oh, never mind, it's just a chair. You see a formless key on the chair.
You need an unblocked exit? You should try going east.
You are carrying: a key and a keycard.

your action:

Response: go east<|im_end|>unlock box with key<|im_end|>open box<|im_end|>take bug 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:
Welcome to another fast paced episode of TextWorld! Here is your task for today. First off, try to go east. After that, ensure that the type 6 chest in the cookery is open. If you have pulled open the type 6 chest, retrieve the insect from the type 6 chest. After that, drop the insect on the floor of the cookery. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
Well, here we are in the cookhouse. I guess you better just go and list everything you see here.
You see a Canadian safe.
You need an unguarded exit? You should try going east.
There is a loganberry, a Canadian keycard and a teacup on the floor.
You are carrying: a cookie, a berry, a type 6 passkey and a key.

your action:

Response: go east<|im_end|>open type 6 chest<|im_end|>take insect from type 6 chest<|im_end|>drop insect<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! Your first objective is to take a trip north. Okay, and then, lift the book from the floor of the study. Then, take a trip south. With that over with, drop the book on the floor of the cellar. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You find yourself in a cellar. An usual one.
You can see an opened suitcase close by. What a letdown! The suitcase is empty! You make out a Henderson's box.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a cashew, a Henderson's keycard, a passkey and a worm.

your action:

Response: go north<|im_end|>take book<|im_end|>go south<|im_end|>drop book<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 your task for today. First of all, you could, like, try to go east. After that, recover the formless latchkey from the bar. And then, unlock the formless locker. After unlocking the formless locker, ensure that the formless locker within the parlor is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchenette.
You are in a kitchenette. A normal one.
You can make out a cabinet. Empty! What kind of nightmare TextWorld is this? You can make out a counter. What a coincidence, weren't you just thinking about a counter? The counter is standard. On the counter you can make out a sandwich.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a peanut and an insect.

your action:

Response: go east<|im_end|>take formless latchkey from bar<|im_end|>unlock formless locker with formless latchkey<|im_end|>open formless 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! Your first objective is to recover the Henderson's style keycard from the floor of the canteen. After that, unlock the Henderson's style box. Then, open the Henderson's style box in the canteen. If you have opened the Henderson's style box, you can deposit the binder into the Henderson's style box within the canteen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen.
Oh, great. Here's a Henderson's style box. You can make out a fudge scented safe. As if things weren't amazing enough already, you can even see a freezer. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. The freezer is empty! This is the worst thing that could possibly happen, ever!
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a Henderson's style keycard and a fudge scented key on the floor.
You are carrying: a potato and a binder.

your action:

Response: take Henderson's style keycard<|im_end|>unlock Henderson's style box with Henderson's style keycard<|im_end|>open Henderson's style box<|im_end|>insert binder into Henderson's 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:
You are now playing a fast paced session of TextWorld! Here is your task for today. First, it would be great if you could venture east. Once you get around to doing that, open the chest inside the washroom. And then, recover the Henderson's latchkey from the chest in the washroom. After that, check that the Henderson's chest in the washroom is unlocked with the Henderson's latchkey. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You've seen better basements, but at least this one seems pretty normal.
You can make out a closed safe. You can make out a case.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a key and a keycard.

your action:

Response: go east<|im_end|>open chest<|im_end|>take Henderson's latchkey from chest<|im_end|>unlock Henderson's chest with Henderson's latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an effort to go to the east. Following that, open the type 7 safe. And then, retrieve the cloak from the type 7 safe in the closet. After that, put the cloak on the stand. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. A normal kind of place.
You see a chest. The chest contains a loaf of bread and a latchkey. You shudder, but continue examining the room. Look over there! a shelf. The shelf is ordinary. The shelf appears to be empty. What, you think everything in TextWorld should have stuff on it? You see a gleam over in a corner, where you can see a counter. The counter is ordinary. But the thing is empty, unfortunately.
There is an unguarded exit to the east.
You are carrying nothing.

your action:

Response: go east<|im_end|>open type 7 safe<|im_end|>take cloak from type 7 safe<|im_end|>put cloak on stand<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting episode of TextWorld! Here is your task for today. First, it would be a great idea if you could doublecheck that the chest is unlocked. Then, open the chest. After that, retrieve the onion from the chest within the playroom. If you can get your hands on the onion, eat the onion. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
Of every playroom you could have walked into, you had to saunter into a standard 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 chest, which looks ordinary, in the corner. You make out an opened locker. Empty! What kind of nightmare TextWorld is this? You bend down to tie your shoe. When you stand up, you notice a formless box. Huh, weird.
There is an unguarded exit to the north.
There is a garlic clove and a formless key on the floor.
You are carrying: a sandwich, a burger, a latchkey, a type A keycard and a fly larva.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, try to go to the south. Next, open the safe in the canteen. After that, take the mug from the safe within the canteen. Then, place the mug on the floor of the canteen. That's it!

Here is your interactions so far:
current state: You are now in the study.
You've just shown up in a study. Let's see what's in here.
You see an opened suitcase here. What a letdown! The suitcase is empty! You can make out a locked toolbox right there by you. You can make out a desk. You see a fondue on the desk.
There is an unblocked exit to the south.
There is a nest of ticks on the floor.
You are carrying nothing.

your action:

Response: go south<|im_end|>open safe<|im_end|>take mug from safe<|im_end|>drop mug<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 head south. If you can succeed at that, assure that the Microsoft safe within the scullery is unlocked. After that, ensure that the Microsoft safe in the scullery is open. After that, pick up the ladle from the Microsoft safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You've seen better studys, but at least this one seems pretty ordinary.
You can make out an opened locker right there by you. Empty! What kind of nightmare TextWorld is this?
You need an unguarded exit? You should try going south.
There is a stick of butter and a key on the floor.
You are carrying: a Microsoft passkey and a top hat.

your action:

Response: go south<|im_end|>unlock Microsoft safe with Microsoft passkey<|im_end|>open Microsoft safe<|im_end|>take ladle from Microsoft 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 how to play! First of all, make an attempt to head east. Following that, ensure that the box in the studio is open. And then, pick up the passkey from the box. And then, make it so that the safe is unlocked with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the parlor.
Fancy seeing you here. Here, by the way, being the parlor. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
Hey, want to see a mantle? Look over there, a mantle. The mantle is usual. On the mantle you see a loaf of bread.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a legume, a kettle and a glass.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! Here is your task for today. First off, make an effort to head west. Following that, recover the nest of earwigs from the desk. If you can get your hands on the nest of earwigs, make an effort to head east. Next, you can put the nest of earwigs into the cabinet within the washroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the washroom.
You are in a washroom. A typical one.
You can see an opened cabinet. The cabinet contains a legume. A cabinet... Is that really what you were looking for? You can see a rack. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is an iron on the floor.
You are carrying: a sandwich and a cashew.

your action:

Response: go west<|im_end|>take nest of earwigs from desk<|im_end|>go east<|im_end|>insert nest of earwigs into cabinet<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting game of TextWorld! First thing I need you to do is to make an effort to go to the north. And then, retrieve the sponge from the shelf in the sauna. And then, attempt to go south. And then, rest the sponge on the bench within the laundromat. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundromat.
You find yourself in a laundromat. An ordinary one. You begin to take stock of what's here.
You can make out a rectangular box. Hey, want to see a bench? Look over there, a bench. The bench is standard. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unguarded.
There is a fondue, a rectangular keycard and a mop on the floor.
You are carrying: a cookie.

your action:

Response: go north<|im_end|>take sponge from shelf<|im_end|>go south<|im_end|>put sponge on bench<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! First step, try to head south. After that, take the passkey from the box. And then, check that the safe inside the laundry place is unlocked with the passkey. If you have unlocked the safe, make sure that the safe in the laundry place is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. An ordinary kind of place.
There is an unblocked exit to the south.
There is an insect on the floor.
You are carrying: a legume.

your action:

Response: go south<|im_end|>take passkey from box<|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:
Welcome to TextWorld! First, it would be great if you could recover the latchkey from the cuboid locker. Then, assure that the chest within the salon is unlocked. After that, make absolutely sure that the chest in the salon is wide open. After that, take the plant from the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. A typical kind of place. You begin to take stock of what's in the room.
You can make out a chest. You can see an opened cuboid locker. The cuboid locker contains a latchkey. Oh, great. Here's a coffer.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a cuboid passkey on the floor.
You are carrying: a bug.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, unlock the spherical locker within the vault. And then, look and see that the spherical locker is ajar. After that, take the top hat from the spherical locker. And then, put the top hat on the counter inside the vault. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the vault.
You've entered a vault.
You can see a locked spherical locker. You see an opened toolbox. The toolbox is empty! This is the worst thing that could possibly happen, ever! You can make out a trunk. You can make out a counter. However, the counter, like an empty counter, has nothing on it.
You need an unblocked exit? You should try going north.
You are carrying: a sandwich, a pear, a fondue and a spherical latchkey.

your action:

Response: unlock spherical locker with spherical latchkey<|im_end|>open spherical locker<|im_end|>take top hat from spherical locker<|im_end|>put top hat 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:
Welcome to another life changing session of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to retrieve the Canadian style keycard from the shelf. And then, unlock the Canadian style locker inside the salon. Then, make absolutely sure that the Canadian style locker in the salon is open. After opening the Canadian style locker, recover the textbook from the Canadian style locker. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You've entered a salon. Let's see what's in here.
You can make out a locked Canadian style locker. You make out a shelf. The shelf is typical. On the shelf you can make out a salad and a Canadian style keycard. Huh, weird. You see a desk. But the thing is empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a mug.

your action:

Response: take Canadian style keycard from shelf<|im_end|>unlock Canadian style locker with Canadian style keycard<|im_end|>open Canadian style locker<|im_end|>take textbook from Canadian style locker<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, go to the south. And then, pick up the formless key from the armchair. After that, assure that the formless chest within the workshop is unlocked. After that, make sure that the formless chest within the workshop is ajar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. An usual one.
You can see a chest. Classic TextWorld.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a stick of butter and a key on the floor.
You are carrying: a cabbage and a blanket.

your action:

Response: go south<|im_end|>take formless key from armchair<|im_end|>unlock formless chest with formless key<|im_end|>open 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:
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 off, if it's not too much trouble, I need you to recover the rectangular latchkey from the Canadian chest. After that, make sure that the rectangular safe is unlocked with the rectangular latchkey. Then, open the rectangular safe in the restroom. Then, take the sponge from the rectangular safe within the restroom. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
Well, here we are in a restroom. I guess you better just go and list everything you see here.
You make out a locked standard looking rectangular safe right there by you. You see a Canadian chest. Something scurries by right in the corner of your eye. Probably nothing. The Canadian chest contains a salad and a rectangular latchkey. You scan the room for a cabinet, and you find a cabinet. Is this what you came to TextWorld for? This... cabinet? The cabinet is empty, what a horrible day!
There is an exit to the west. Don't worry, it is unguarded.
There is a bug and a vacuum on the floor.
You are carrying: a butterfly.

your action:

Response: take rectangular latchkey from Canadian chest<|im_end|>unlock rectangular safe with rectangular latchkey<|im_end|>open rectangular safe<|im_end|>take sponge from rectangular 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. Your first objective is to venture east. And then, unlock the Canadian limited edition box within the parlor. Then, open the Canadian limited edition box inside the parlor. And then, pick up the book from the Canadian limited edition box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. An usual kind of place.
What's that over there? It looks like it's a shelf. The shelf is normal. But the thing is empty, unfortunately. Sometimes, just sometimes, TextWorld can just be the worst. You can make out a bench. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the east.
You are carrying: a Canadian limited edition latchkey and a tablet.

your action:

Response: go east<|im_end|>unlock Canadian limited edition box with Canadian limited edition latchkey<|im_end|>open Canadian limited edition box<|im_end|>take book from Canadian 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! Here is your task for today. First off, attempt to go west. Following that, pick up the paper towel from the board within the shower. And then, venture east. After that, put the paper towel on the bookshelf. And if you do that, you're the winner!

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

your action:

Response: go west<|im_end|>take paper towel from board<|im_end|>go east<|im_end|>put paper towel on bookshelf<|im_end|>


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

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

Here is how to win the game:
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, head south. With that done, make absolutely sure that the formless locker is ajar. Then, recover the latchkey from the formless locker within the cellar. With the latchkey, make it so that the box in the cellar is locked with the latchkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. A typical kind of place. You begin to take stock of what's in the room.
You smell a fine smell, and follow it to a rectangular chest. You can make out a bench. The bench is normal. But the thing is empty. Hm. Oh well
You need an unguarded exit? You should try going south.
There is a fondue, a durian and a paper towel on the floor.
You are carrying: a rectangular keycard.

your action:

Response: go south<|im_end|>open formless locker<|im_end|>take latchkey from formless locker<|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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First of all, you could, like, try to travel north. Next, pick-up the paper towel from the floor of the laundromat. And then, go south. And then, you can deposit the paper towel inside the bureau. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop.
You hear a noise behind you and spin around, but you can't see anything other than a bureau. The bureau contains a coconut, a fondue, a cashew and a spherical passkey. Now why would someone leave that there? Hey, want to see a spherical box? Look over there, a spherical box.
You need an unblocked exit? You should try going north.
You are carrying: a peanut and a fork.

your action:

Response: go north<|im_end|>take paper towel<|im_end|>go south<|im_end|>insert paper towel into bureau<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to make an effort to move north. And then, pick-up the loaf of bread from the floor of the steam room. Then, eat the loaf of bread. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. An ordinary one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a type 9 locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a box. Hey, want to see a bench? Look over there, a bench. The bench is ordinary. On the bench you make out a passkey.
There is an exit to the north. Don't worry, it is unguarded.
There is an onion and a candy bar on the floor.
You are carrying: a sandwich, a fondue and a type 9 passkey.

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:
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 step, insert the key into the box's lock to unlock it. Then, make it so that the box is opened. And then, recover the book from the box in the cubicle. With the book, place the book inside the locker. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You're now in a cubicle.
You can make out an opened locker in the room. The locker is empty! What a waste of a day! You rest your hand against a wall, but you miss the wall and fall onto a box. As if things weren't amazing enough already, you can even see a chair! Unfortunately, there isn't a thing on it. You can make out a table. The table is normal. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a cookie and a keycard on the floor.
You are carrying: a key and a dvd.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take book from box<|im_end|>insert book into locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! Here is how to play! First thing I need you to do is to take the keycard from the cuboid locker in the cookery. With the keycard, check that the safe within the cookery is unlocked with the keycard. After unlocking the safe, ensure that the safe is open. After that, retrieve the knife from the safe inside the cookery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
Well, here we are in the cookery.
You can see a safe. Hmmm... what else, what else? You see a gleam over in a corner, where you can see a cuboid locker. The cuboid locker contains a keycard. Hey, want to see a case? Look over there, a case. Look out! It's a- oh, never mind, it's just a rack. But there isn't a thing on it.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a kettle on the floor.
You are carrying: a key, a fly larva and a bug.

your action:

Response: take keycard from cuboid locker<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>take knife 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 another life changing game of TextWorld! First of all, you could, like, retrieve the keycard from the stand. And then, insert the keycard into the box's lock to unlock it. After unlocking the box, open the box within the studio. And then, retrieve the mouse from the box within the studio. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You've entered a studio. The room is well lit.
You make out a box. What's that over there? It looks like it's a Microsoft style box. There's something strange about this being here, but you can't put your finger on it. You see a case. Hmmm... what else, what else? The case is empty! This is the worst thing that could possibly happen, ever! You scan the room, seeing a stand. The stand is standard. On the stand you see a keycard. Huh, weird.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a Microsoft style keycard and a pen on the floor.
You are carrying nothing.

your action:

Response: take keycard from stand<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take mouse from box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! First stop, pick up the passkey from the floor of the bedroom. And then, unlock the safe inside the bedroom with the passkey. And then, ensure that the safe is open. And then, take the laptop from the safe. That's it!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A typical one. I guess you better just go and list everything you see here.
What's that over there? It looks like it's a safe. You can make out a closed formless chest. You see an opened basket. The basket is empty, what a horrible day!
There is an exit to the north. Don't worry, it is unguarded.
There is a passkey and a formless latchkey on the floor.
You are carrying: an apple, a gummy bear, a pizza and a manuscript.

your action:

Response: take passkey<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>take laptop 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First of all, head east. Okay, and then, ensure that the type 6 box is open. After opening the type 6 box, recover the type 7 passkey from the type 6 box. After stealing the type 7 passkey, assure that the type 7 box is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A normal one. The room is well lit.
You rest your hand against a wall, but you miss the wall and fall onto a shelf. But oh no! there's nothing on this piece of junk.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a Comic Strip Calendar on the floor.
You are carrying: a type 6 key.

your action:

Response: go east<|im_end|>open type 6 box<|im_end|>take type 7 passkey from type 6 box<|im_end|>unlock type 7 box with type 7 passkey<|im_end|>