Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 off, look and see that the safe is unlocked. After that, open the safe. And then, pick up the keyboard from the safe. And then, drop the keyboard on the floor of the studio. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. You begin to take stock of what's in the room.
You make out a locked safe. You can make out a bookshelf. But there isn't a thing on it.
You need an unguarded exit? You should try going west.
There is a legume on the floor.
You are carrying: a key and a worm.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take keyboard from safe<|im_end|>drop keyboard<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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! Here is how to play! First step, retrieve the latchkey from the bookshelf. Then, unlock the locker. After unlocking the locker, ensure that the locker in the study is open. And then, recover the fly larva from the locker within the study. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. A normal one.
You can make out a locker. You can make out a bookshelf. The bookshelf is usual. On the bookshelf you see a gummy bear and a latchkey.
There is an unguarded exit to the west.
You are carrying: a cashew, a burger, an American style passkey and a keycard.

your action:

Response: take latchkey from bookshelf<|im_end|>unlock locker with latchkey<|im_end|>open locker<|im_end|>take fly larva from locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, check that the type N safe is unlocked with the type N key. Then, ensure that the type N safe inside the kitchenette is open. And then, retrieve the sandwich from the type N safe. And then, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchenette.
This is going to sound unbelievable, but you've just entered a kitchenette.
You can see a type N safe.
There is an unblocked exit to the north.
There is a peanut on the floor.
You are carrying: a type N key, a latchkey and a printer.

your action:

Response: unlock type N safe with type N key<|im_end|>open type N safe<|im_end|>take sandwich from type N safe<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First off, attempt to move north. Okay, and then, retrieve the shadfly from the plate. Then, make an attempt to go to the south. With that accomplished, you can insert the shadfly into the box within the shower. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
This might come as a shock to you, but you've just come into a shower. You try to gain information on your surroundings by using a technique you call "looking."
You see a box. Now why would someone leave that there? The box contains a gummy bear and a passkey. You see an opened safe in the room. The safe is empty, what a horrible day! As if things weren't amazing enough already, you can even see a bench. However, the bench, like an empty bench, has nothing on it. Hm. Oh well
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a fudge scented key.

your action:

Response: go north<|im_end|>take shadfly from plate<|im_end|>go south<|im_end|>insert shadfly into box<|im_end|>


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

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

Here is how to win the game:
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, try to take a trip north. After that, pick up the Microsoft passkey from the floor of the kitchen. After that, venture south. If you can do that, doublecheck that the Microsoft safe is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. An usual one. You begin to take stock of what's in the room.
You scan the room for a Microsoft safe, and you find a Microsoft safe. You shudder, but continue examining the room. You see a closed Microsoft limited edition box. You can make out a shelf. But the thing is empty. It would have been so cool if there was stuff on the shelf.
There is an unblocked exit to the north.
You are carrying: a Microsoft limited edition key and a passkey.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Your first objective is to move east. After that, recover the type 4 key from the workbench in the basement. After that, insert the type 4 key into the type 4 locker in the basement's lock to unlock it. After unlocking the type 4 locker, assure that the type 4 locker inside the basement is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You find yourself in a steam room. An usual one.
You see a counter. What a coincidence, weren't you just thinking about a counter? You see a garlic clove on the counter. Huh, weird.
You need an unguarded exit? You should try going east.
There is an onion and a mat on the floor.
You are carrying: a loaf of bread.

your action:

Response: go east<|im_end|>take type 4 key from workbench<|im_end|>unlock type 4 locker with type 4 key<|im_end|>open type 4 locker<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, make an effort to take a trip south. And then, pick up the type E latchkey from the counter. And then, make sure that the type E box in the sauna is unlocked. Then, make it so that the type E box inside the sauna is opened. 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 entered a study. I guess you better just go and list everything you see here.
You make out a Canadian style locker. You can't wait to tell the folks at home about this! You see a stand. The stand is typical. Unfortunately, there isn't a thing on it. This always happens, here in TextWorld!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a Canadian style passkey on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First thing I need you to do is to travel north. With that done, lift the cushion from the floor of the bedchamber. After that, move south. Then, sit the cushion on the rack in the closet. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
You've entered a closet.
You can see a locker. As if things weren't amazing enough already, you can even see a rack. But oh no! there's nothing on this piece of trash.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a keycard, a type 1 key, a textbook, a backup calendar and a Quote of the Day Calendar.

your action:

Response: go north<|im_end|>take cushion<|im_end|>go south<|im_end|>put cushion on rack<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First step, retrieve the passkey from the box within the cookery. Then, check that the safe within the cookery is unlocked with the passkey. Then, look and see that the safe in the cookery is opened. Then, take the kettle from the safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. A standard kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see a safe. You can make out an opened box. The box contains a passkey and a spoon. You can make out a closed Henderson's style locker. You can see a shelf. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going west.
You are carrying: a stick of butter, a Henderson's style passkey and a keyboard.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, check that the safe is unlocked with the keycard. After that, open the safe in the studio. Having opened the safe, retrieve the binder from the safe. With the binder, sit the binder on the bookshelf. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a safe. I mean, just wow! Isn't TextWorld just the best? Were you looking for a bureau? Because look over there, it's a bureau. Empty! What kind of nightmare TextWorld is this? You make out an opened box in the room. The box is empty, what a horrible day! You can make out a bookshelf. The bookshelf is ordinary. Looks like someone's already been here and taken everything off it, though. Aw, here you were, all excited for there to be things on it! You can make out a stand. The stand is normal. However, the stand, like an empty stand, has nothing on it.
You need an unblocked exit? You should try going west.
You are carrying: a berry, a keycard, a glass and a vacuum.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take binder from safe<|im_end|>put binder on bookshelf<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing session of TextWorld! First off, if it's not too much trouble, I need you to pick up the American style key from the mantelpiece. And then, attempt to take a trip east. Then, check that the American style box is unlocked with the American style key. After that, make sure that the American style box is ajar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the salon.
You've just shown up in a salon. You begin looking for stuff.
You can make out a safe. The safe is empty, what a horrible day! You scan the room for a mantelpiece, and you find a mantelpiece. The mantelpiece is ordinary. On the mantelpiece you can see an American style key. Wow! Just like in the movies! You smell an awful smell, and follow it to a bed stand. But the thing is empty, unfortunately. You can see a shelf. But the thing hasn't got anything on it.
There is an unguarded exit to the east.
You are carrying: a candy bar.

your action:

Response: take American style key from mantelpiece<|im_end|>go east<|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 life changing round of TextWorld? You do! First off, take a trip north. Then, take the spork from the refrigerator within the dish-pit. And then, make an effort to venture south. Following that, deposit the spork into the freezer inside the kitchen. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchen.
You're now in a kitchen. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a freezer. The freezer is empty! This is the worst thing that could possibly happen, ever! You can make out an opened chest in the corner. The chest 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 unguarded.
You are carrying: a broccoli.

your action:

Response: go north<|im_end|>take spork from refrigerator<|im_end|>go south<|im_end|>insert spork into freezer<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First off, try to travel north. After that, recover the non-euclidean passkey from the floor of the study. And then, move south. With that accomplished, lock the non-euclidean locker within the office with the non-euclidean passkey. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. A standard one.
You see a closed non-euclidean locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a cuboid chest. You hear a noise behind you and spin around, but you can't see anything other than a suitcase.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a cabbage, a Comic Strip Calendar and a bug.

your action:

Response: go north<|im_end|>take non-euclidean passkey<|im_end|>go south<|im_end|>lock non-euclidean locker with non-euclidean passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to make absolutely sure that the safe is unlocked. After that, ensure that the safe within the shower is open. After that, recover the sandwich from the safe. After that, eat the sandwich. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You've just walked into a shower.
Hey, want to see a safe? Look over there, a safe. You make out a board. The board appears to be empty.
There is an exit to the west. Don't worry, it is unguarded.
There is a stick of butter, a fondue and a mop on the floor.
You are carrying: a loaf of bread, a passkey, a type X key and a frisbee.

your action:

Response: unlock safe with passkey<|im_end|>open safe<|im_end|>take sandwich from safe<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, attempt to travel west. Once you do that, pick-up the whisk from the floor of the cookery. After that, move east. And then, rest the whisk 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 bathroom.
You're now in a bathroom. You begin looking for stuff.
You make out a locked locker. You can make out a rack. The rack is typical. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it! You can see a board. The board is usual. On the board you can make out a banana and a broom. You scan the room for a counter, and you find a counter. I guess it's true what they say, if you're looking for a counter, go to TextWorld. The counter is normal. Looks like someone's already been here and taken everything off it, though. You scan the room, seeing a bench. What a coincidence, weren't you just thinking about a bench? The bench is usual. However, the bench, like an empty bench, has nothing on it. Hm. Oh well
You need an unblocked exit? You should try going west.
There is a latchkey on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take whisk<|im_end|>go east<|im_end|>put whisk 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:
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 off, move west. That done, pick up the passkey from the TextWorld box. And then, venture east. Then, make sure that the safe is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the restroom.
You arrive in a restroom. An usual kind of place.
You smell a fine smell, and follow it to a safe. Oh wow! Is that what I think it is? It is! It's a board. The board is standard. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going west.
You are carrying: a chocolate bar and a licorice strip.

your action:

Response: go west<|im_end|>take passkey from TextWorld box<|im_end|>go east<|im_end|>lock safe with passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an effort to move east. Once you manage that, unlock the cuboid box within the study. If you have unlocked the cuboid box, open the cuboid box. And then, retrieve the bug from the cuboid box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. A standard kind of place.
You see a desk. You see a fondue and a plant on the desk. You scan the room, seeing a bed. But the thing is empty.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a cashew on the floor.
You are carrying: a cuboid keycard.

your action:

Response: go east<|im_end|>unlock cuboid box with cuboid keycard<|im_end|>open cuboid box<|im_end|>take bug from cuboid box<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing session of TextWorld! First of all, you could, like, check that the locker inside the washroom is unlocked with the passkey. After that, ensure that the locker within the washroom is open. And then, pick up the towel from the locker. With the towel, put the towel into the case. That's it!

Here is your interactions so far:
current state: You are now in the washroom.
You find yourself in a washroom. A typical kind of place.
You can see an opened case nearby. The case is empty! This is the worst thing that could possibly happen, ever! You see a locked locker in the room. You can see a shelf. On the shelf you can make out a mat.
You need an unblocked exit? You should try going north.
You are carrying: a melon, a passkey, a pair of headphones and a paper towel.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take towel from locker<|im_end|>insert towel 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:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, take a trip north. With that over with, pick up the key from the cuboid box. After that, make an attempt to head south. If you can manage that, unlock the safe in the chamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the chamber.
You are in a chamber. An ordinary one.
You see a locked safe here. You can make out a recliner. On the recliner you can make out a durian.
You need an unblocked exit? You should try going north.
There is a peanut on the floor.
You are carrying: a cuboid latchkey and a butterfly.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an attempt to take a trip west. After that, recover the shirt from the counter. If you can get your hands on the shirt, make an attempt to take a trip east. And then, place the shirt on the workbench within the garage. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You've just sauntered into a garage. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
A closed safe is close by. You scan the room, seeing a workbench. You shudder, but continue examining the workbench. The workbench is standard. However, the workbench, like an empty workbench, has nothing on it. Hm. Oh well Look over there! a table. The table is usual. But the thing is empty. Hopefully this doesn't make you too upset. You see a shelf. Unfortunately, there isn't a thing on it. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a legume on the floor.
You are carrying: a keycard and a glass.

your action:

Response: go west<|im_end|>take shirt from counter<|im_end|>go east<|im_end|>put shirt on workbench<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First stop, attempt to head south. Okay, and then, recover the Microsoft key from the shelf within the cubicle. After that, insert the Microsoft key into the Microsoft locker in the cubicle's lock to unlock it. After that, open the Microsoft locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You're now in an office.
You see a closed box close by. You make out a mantelpiece. The mantelpiece is ordinary. But the thing is empty, unfortunately.
There is an unguarded exit to the south.
There is a cookie, a loaf of bread, a passkey and a stapler on the floor.
You are carrying: a stick of butter and a binder.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! Here is how to play! First of all, take a trip south. That done, recover the American limited edition latchkey from the floor of the chamber. And then, unlock the American limited edition box. Then, ensure that the American limited edition box inside the chamber is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the sauna.
You've entered a sauna. You decide to just list off a complete list of everything you see in the room, because hey, why not?
What's that over there? It looks like it's a rack. Looks like someone's already been here and taken everything off it, though. You make a mental note to not get your hopes up the next time you see a rack in a room.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a fondue, a garlic clove and a bug on the floor.
You are carrying: a cookie, a fly larva, a stapler and a poem.

your action:

Response: go south<|im_end|>take American limited edition latchkey<|im_end|>unlock American limited edition box with American limited edition latchkey<|im_end|>open American 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 how to play! First of all, make an attempt to travel west. Following that, take the napkin from the plate within the canteen. After that, make an attempt to go east. And then, sit the napkin on the counter. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You arrive in a scullery. A typical kind of place. Okay, just remember what you're here to do, and everything will go great.
You can see a counter. The counter is typical. On the counter you can make out a burger and a strawberry.
There is an exit to the west. Don't worry, it is unguarded.
There is a sandwich on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take napkin from plate<|im_end|>go east<|im_end|>put napkin 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:
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 travel east. After that, make it so that the soap scented safe within the study is opened. After pulling open the soap scented safe, recover the stapler from the soap scented safe within the study. After that, place the stapler on the stand. Alright, thanks!

Here is your interactions so far:
current state: You are now in the closet.
You find yourself in a typical kind of place. That is to say, you're in a closet.
You make out a suitcase. Huh, weird. The suitcase contains a salad. Huh, weird. You make out a closed toolbox here.
There is an unguarded exit to the east.
You are carrying: a worm and a teaspoon.

your action:

Response: go east<|im_end|>open soap scented safe<|im_end|>take stapler from soap scented safe<|im_end|>put stapler on stand<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, attempt to venture south. And then, pick-up the keycard from the floor of the washroom. And then, insert the keycard into the locker in the washroom's lock to unlock it. Then, assure that the locker in the washroom is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You are in an usual kind of place. That is to say, you're in a steam room.
You make out a closed chest. You see a table. The table is typical. Unfortunately, there isn't a thing on it. Silly table, silly, empty, good for nothing table.
There is an exit to the south. Don't worry, it is unblocked.
There is a licorice strip and a key on the floor.
You are carrying: a cushion and a fly larva.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be good if you could open the Microsoft locker. After opening the Microsoft locker, take the fudge scented key from the Microsoft locker. And then, check that the fudge scented locker in the salon is unlocked with the fudge scented key. And then, ensure that the fudge scented locker is open. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You're now in a salon. You begin to take stock of what's in the room.
You can see a locked fudge scented locker. You see a Microsoft locker.
There is an unblocked exit to the west.
You are carrying: a burger, a salad, a Microsoft latchkey and a passkey.

your action:

Response: open Microsoft locker<|im_end|>take fudge scented key from Microsoft locker<|im_end|>unlock fudge scented locker with fudge scented key<|im_end|>open fudge scented locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting episode of TextWorld! Here is how to play! First step, make an effort to go to the east. Next, lift the latchkey from the floor of the vault. And then, doublecheck that the locker is unlocked with the latchkey. Then, doublecheck that the locker is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundromat.
You've entered a laundromat.
You can see a trunk. Make a note of this, you might have to put stuff on or in it later on. You can make out a shelf. The shelf is normal. But the thing hasn't got anything on it. This always happens! You see a gleam over in a corner, where you can see a rack. You see a mat on the rack.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a banana and a type 6 key.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to move north. Next, take the passkey from the bookshelf. Then, attempt to go south. Then, make sure that the chest in the basement is unlocked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
Look at that notice! What does it say? It says Welcome to the basement? Well that's cool. You decide to just list off a complete list of everything you see in the room, because hey, why not?
Oh, great. Here's a chest. You wonder idly who left that here. You make out a fresh laundry scented box. You can't wait to tell the folks at home about this! You can make out a stand. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the stand! oh well.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a fresh laundry scented key.

your action:

Response: go north<|im_end|>take passkey from bookshelf<|im_end|>go south<|im_end|>unlock chest with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! Your first objective is to travel east. Then, look and see that the Henderson's style chest inside the dish-pit is unlocked with the Henderson's style latchkey. After that, look and see that the Henderson's style chest in the dish-pit is ajar. Then, pick up the teacup from the Henderson's style chest. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
If you're wondering why everything seems so normal all of a sudden, it's because you've just walked into the scullery. I guess you better just go and list everything you see here.
You see a safe. There's something strange about this being here, but you can't put your finger on it. You see a chest. What a letdown! The chest is empty! You can see a platter. On the platter you can make out a keycard and a glass. There's something strange about this being here, but you can't put your finger on it. You can see a pan. The pan appears to be empty. Hm. Oh well
You need an unblocked exit? You should try going east.
There is a coffee cup on the floor.
You are carrying: a Henderson's style latchkey and a butterfly.

your action:

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


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! First of all, you could, like, try to travel east. Following that, ensure that the cuboid locker is open. And then, take the formless latchkey from the cuboid locker. After that, lock the formless chest inside the chamber with the formless latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the recreation zone.
Well I'll be, you are in a place we're calling a recreation zone. You can barely contain your excitement.
You make out a bench. The bench is usual. However, the bench, like an empty bench, has nothing on it. Oh! Why couldn't there just be stuff on it? You smell a fine smell, and follow it to a bed stand. The bed stand is ordinary. On the bed stand you make out a dvd.
You need an unguarded exit? You should try going east.
There is a sandwich on the floor.
You are carrying: a cuboid keycard, a non-euclidean latchkey and a keycard.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, recover the cuboid key from the shelf inside the steam room. Once you have got the cuboid key, unlock the cuboid safe within the steam room. And then, make absolutely sure that the cuboid safe inside the steam room is open. Then, pick up the shadfly from the cuboid safe in the steam room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room.
You see a locked normal looking cuboid safe right there by you. You see a safe. Something scurries by right in the corner of your eye. Probably nothing. You make out a shelf. The shelf is typical. On the shelf you can make out a cuboid key. Hmmm... what else, what else? You can see a rack. The rack is ordinary. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it? You make out a counter. The counter is usual. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the counter.
There is an exit to the west. Don't worry, it is unguarded.
There is a pizza on the floor.
You are carrying: a bowl.

your action:

Response: take cuboid key from shelf<|im_end|>unlock cuboid safe with cuboid key<|im_end|>open cuboid safe<|im_end|>take shadfly from cuboid safe<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First off, if it's not too much trouble, I need you to retrieve the vanilla scented keycard from the floor of the office. Then, try to go east. Following that, close the vanilla scented box. And then, lock the vanilla scented box with the vanilla scented keycard. That's it!

Here is your interactions so far:
current state: You are now in the office.
Well, here we are in an office.
You can see a locked chest. Look over there! a box. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. Look out! It's a- oh, never mind, it's just a stand. The stand is ordinary. But oh no! there's nothing on this piece of junk.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a vanilla scented keycard on the floor.
You are carrying: a cabbage, a gummy bear, a key and an iron.

your action:

Response: take vanilla scented keycard<|im_end|>go east<|im_end|>close vanilla scented box<|im_end|>lock vanilla scented box with vanilla scented keycard<|im_end|>


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

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

Here is how to win the game:
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! Your first objective is to try to go north. And then, retrieve the latchkey from the floor of the basement. And then, make an attempt to go south. If you can manage that, insert the latchkey into the box's lock to unlock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundromat.
Well, here we are in the laundromat.
You smell an interesting smell, and follow it to a box. Now that's what I call TextWorld! You make out an opened rectangular safe, which looks standard, close by. The rectangular safe contains a rectangular keycard. Make a note of this, you might have to put stuff on or in it later on. You make out an opened type L chest. What a letdown! The type L chest is empty!
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a type L latchkey on the floor.
You are carrying: a bug.

your action:

Response: go north<|im_end|>take latchkey<|im_end|>go south<|im_end|>unlock 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, look and see that the TextWorld locker is unlocked. Having unlocked the TextWorld locker, ensure that the TextWorld locker is open. After that, pick up the ladle from the TextWorld locker. After you have got the ladle, put the ladle on the table. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
You find yourself in a scullery. A standard kind of place.
You make out a TextWorld locker. You make out an opened safe close by. The safe is empty! What a waste of a day! You can make out a locked case in the corner. What's that over there? It looks like it's a table. But the thing is empty. You scan the room for a platter, and you find a platter. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the platter.
There is an unguarded exit to the west.
There is a passkey and a whisk on the floor.
You are carrying: a loaf of bread and a TextWorld latchkey.

your action:

Response: unlock TextWorld locker with TextWorld latchkey<|im_end|>open TextWorld locker<|im_end|>take ladle from TextWorld locker<|im_end|>put ladle on table<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. First thing I need you to do is to move west. And then, retrieve the laptop from the recliner in the bedroom. If you can get your hands on the laptop, travel east. After that, throw the laptop on the floor of the shower. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower. You can barely contain your excitement.
You see a locked Microsoft box in the corner. You see a board. The board is ordinary. But the thing hasn't got anything on it.
There is an unguarded exit to the west.
There is a Microsoft key on the floor.
You are carrying: a licorice strip and a glass.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First thing I need you to do is to take the bug from the TextWorld limited edition locker within the studio. With the bug, take a trip south. Then, ensure that the box is open. Then, insert the bug inside the box inside the kitchenette. That's it!

Here is your interactions so far:
current state: You are now in the studio.
I just think it's great that you've just entered a studio.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a TextWorld limited edition locker. You shudder, but continue examining the room. The TextWorld limited edition locker contains a stick of butter, a TextWorld limited edition latchkey, a bug and a book. You scan the room for a table, and you find a table. Wow, isn't TextWorld just the best? The table is ordinary. But the thing is empty.
There is an unguarded exit to the south.
There is a potato and an insect on the floor.
You are carrying: a passkey.

your action:

Response: take bug from TextWorld limited edition locker<|im_end|>go south<|im_end|>open box<|im_end|>insert bug into box<|im_end|>


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

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

Here is how to win the game:
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 recover the formless keycard from the rack. After you have got the formless keycard, move east. After that, close the formless box within the workshop. And then, lock the formless box in the workshop with the formless keycard. Alright, thanks!

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. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a safe. A locked normal looking formless safe is here. You can make out a rack. On the rack you can make out a formless keycard, a key and a formless latchkey. You can make out a table. Wow, isn't TextWorld just the best? But the thing is empty, unfortunately. It would have been so cool if there was stuff on the table.
There is an unguarded exit to the east.
You are carrying: a butterfly.

your action:

Response: take formless keycard from rack<|im_end|>go east<|im_end|>close formless box<|im_end|>lock formless box with formless keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make sure that the rectangular locker is unlocked with the rectangular passkey. Then, ensure that the rectangular locker within the kitchenette is open. And then, recover the coconut from the rectangular locker within the kitchenette. After that, eat the coconut. 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. An ordinary kind of place.
You can see a rectangular locker. You see a fridge. The fridge is empty! This is the worst thing that could possibly happen, ever! You can see a shelf. However, the shelf, like an empty shelf, has nothing on it. Look over there! a table. The table is ordinary. However, the table, like an empty table, has nothing on it.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a rectangular passkey and a type E passkey.

your action:

Response: unlock rectangular locker with rectangular passkey<|im_end|>open rectangular locker<|im_end|>take coconut from rectangular locker<|im_end|>eat coconut<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First stop, doublecheck that the rectangular box in the bedchamber is unlocked. If you have unlocked the rectangular box, make it so that the rectangular box within the bedchamber is wide open. After that, retrieve the peanut from the rectangular box. After stealing the peanut, eat the peanut. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. You start to take note of what's in the room.
You can make out a locked rectangular box. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a coffer. The coffer is empty, what a horrible day! Oh wow! Is that what I think it is? It is! It's a shelf. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst. You see a bed. You see a berry and a lamp on the bed.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a stick of butter and a rectangular latchkey.

your action:

Response: unlock rectangular box with rectangular latchkey<|im_end|>open rectangular box<|im_end|>take peanut from rectangular box<|im_end|>eat peanut<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, recover the latchkey from the floor of the sauna. After that, insert the latchkey into the box's lock to unlock it. After you have unlocked the box, look and see that the box is ajar. And then, you can place the book inside the box within the sauna. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You are in a sauna. A typical kind of place.
You can see a box. I mean, just wow! Isn't TextWorld just the best?
There is an exit to the north. Don't worry, it is unblocked.
There is a latchkey on the floor.
You are carrying: a book, a bowl, a butterfly and a kettle.

your action:

Response: take latchkey<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>insert book into box<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! Here is your task for today. Your first objective is to attempt to go to the west. With that accomplished, recover the tv from the shelf. And then, try to venture east. After that, place the tv on the workbench. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the pantry.
You are in a pantry. A typical kind of place. You start to take note of what's in the room.
You can make out a workbench. You see a butterfly on the workbench.
You need an unguarded exit? You should try going west.
You are carrying: a shadfly.

your action:

Response: go west<|im_end|>take tv from shelf<|im_end|>go east<|im_end|>put tv on workbench<|im_end|>


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

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

Here is how to win the game:
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, go east. And then, doublecheck that the vanilla scented safe is ajar. If you have opened the vanilla scented safe, take the licorice strip from the vanilla scented safe. After that, eat the licorice strip. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
Well, here we are in the workshop. You try to gain information on your surroundings by using a technique you call "looking."
You hear a noise behind you and spin around, but you can't see anything other than a bookshelf. The bookshelf is standard. On the bookshelf you can see a printer. Hey, want to see a desk? Look over there, a desk. But the thing is empty. Aw, here you were, all excited for there to be things on it! You can see a mantelpiece. The mantelpiece appears to be empty. You can make out a stand. The stand is typical. The stand appears to be empty. Oh! Why couldn't there just be stuff on it?
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a stick of butter and a vanilla scented latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! Here is how to play! First off, attempt to venture east. Then, open the non-euclidean locker in the recreation zone. After that, recover the book from the non-euclidean locker within the recreation zone. Then, sit the book on the bed stand inside the recreation zone. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A standard kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a box. The box is empty, what a horrible day!
You need an unguarded exit? You should try going east.
There is a fondue and a loaf of bread on the floor.
You are carrying: a non-euclidean key.

your action:

Response: go east<|im_end|>open non-euclidean locker<|im_end|>take book from non-euclidean locker<|im_end|>put book on bed stand<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to unlock the type 2 chest in the cubicle. And then, assure that the type 2 chest is ajar. After that, take the American style latchkey from the type 2 chest. And then, look and see the American style box inside the cubicle is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just shown up in a cubicle.
You make out a closed American style box in the room. You make out a type 2 chest. You shudder, but continue examining the room. You make out a desk. The desk is usual. The desk appears to be empty.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a nest of puppies on the floor.
You are carrying: a type 2 latchkey and a scarf.

your action:

Response: unlock type 2 chest with type 2 latchkey<|im_end|>open type 2 chest<|im_end|>take American style latchkey from type 2 chest<|im_end|>lock American style box with American style latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to doublecheck that the type Z chest is unlocked. Then, ensure that the type Z chest within the salon is open. Then, retrieve the passkey from the type Z chest. Then, make it so that the box is unlocked with the passkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
You've just sauntered into a salon.
You see a locked box. You can make out a locked type Z chest. You see a non-euclidean chest.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a non-euclidean key on the floor.
You are carrying: a type Z key.

your action:

Response: unlock type Z chest with type Z key<|im_end|>open type Z chest<|im_end|>take passkey from type Z chest<|im_end|>unlock box with passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, attempt to venture east. Okay, and then, unlock the safe. And then, open the safe. Then, recover the blanket from the safe in the bedroom. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You're now in the steam room.
You see an opened non-euclidean box. The non-euclidean box is empty! This is the worst thing that could possibly happen, ever! You can see a cabinet. There's something strange about this thing being here, but you don't have time to worry about that now. The cabinet contains a non-euclidean latchkey.
You need an unblocked exit? You should try going east.
There is a vacuum on the floor.
You are carrying: a fondue, a cabbage, a cashew, a passkey and a nest of caterpillars.

your action:

Response: go east<|im_end|>unlock safe with passkey<|im_end|>open safe<|im_end|>take blanket 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:
You are now playing a life changing round of TextWorld! Here is how to play! Your first objective is to try to head east. That done, retrieve the American limited edition passkey from the bowl in the cookhouse. And then, unlock the American limited edition box with the American limited edition passkey. After unlocking the American limited edition box, ensure that the American limited edition box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You're now in an office. You begin to take stock of what's in the room.
You see a formless box.
There is an unblocked exit to the east.
There is a gummy bear on the floor.
You are carrying: a formless key and a fly larva.

your action:

Response: go east<|im_end|>take American limited edition passkey from bowl<|im_end|>unlock American limited edition box with American limited edition passkey<|im_end|>open American 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, unlock the cuboid box. And then, open the cuboid box. And then, retrieve the fudge scented keycard from the cuboid box in the cubicle. Then, insert the fudge scented keycard into the fudge scented locker within the cubicle's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
Well I'll be, you are in a place we're calling a cubicle.
You scan the room for a fudge scented locker, and you find a fudge scented locker. You see a locked cuboid box. You scan the room for a case, and you find a case. There's something strange about this being here, but you can't put your finger on it. The case is empty! This is the worst thing that could possibly happen, ever! Were you looking for a mantle? Because look over there, it's a mantle. The mantle is ordinary. On the mantle you can make out a mouse.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a cuboid keycard.

your action:

Response: unlock cuboid box with cuboid keycard<|im_end|>open cuboid box<|im_end|>take fudge scented keycard from cuboid box<|im_end|>unlock fudge scented locker with fudge scented keycard<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! First off, head north. Once you get around to doing that, pick up the worm from the table within the dish-pit. After you have got the worm, attempt to move south. Once you get around to doing that, place the worm on the floor of the salon. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You have entered a salon. Not the salon you'd expect. No, this is a salon.
You can make out a shelf. But there isn't a thing on it. What's the point of an empty shelf? You can make out a recliner. But the thing hasn't got anything on it.
There is an unblocked exit to the north.
There is a loaf of bread on the floor.
You are carrying: a berry and a sandwich.

your action:

Response: go north<|im_end|>take worm from table<|im_end|>go south<|im_end|>drop worm<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First thing I need you to do is to head south. After that, ensure that the type 8 box inside the shower is open. Then, pick up the passkey from the type 8 box. After that, unlock the chest within the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
You've just sauntered into a workshop.
You see a vanilla scented safe. There's something strange about this thing being here, but you don't have time to worry about that now.
You need an unguarded exit? You should try going south.
There is a vanilla scented passkey on the floor.
You are carrying: a nest of grubs.

your action:

Response: go south<|im_end|>open type 8 box<|im_end|>take passkey from type 8 box<|im_end|>unlock chest with passkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, try to go east. Then, recover the latchkey from the counter. And then, doublecheck that the locker is unlocked. And then, open the locker within the closet. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. An usual one. You start to take note of what's in the room.
You can make out a safe. The safe is empty! This is the worst thing that could possibly happen, ever!
There is an unguarded exit to the east.
There is a desktop computer, an Advent Calendar and a book on the floor.
You are carrying: a pear.

your action:

Response: go east<|im_end|>take latchkey from counter<|im_end|>unlock locker with latchkey<|im_end|>open locker<|im_end|>


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

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

Here is how to win the game:
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, it would be good if you could venture east. Following that, retrieve the passkey from the floor of the steam room. And then, unlock the locker. Then, assure that the locker is ajar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
Ah, the studio. This is some kind of studio, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it. You begin to take stock of what's in the room.
You see a coffer. Empty! What kind of nightmare TextWorld is this? Look out! It's a- oh, never mind, it's just a stand. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
You are carrying: a licorice strip and a cookie.

your action:

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


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

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

Here is how to win the game:
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 lift the Henderson's limited edition passkey from the floor of the spare room. And then, insert the Henderson's limited edition passkey into the Henderson's limited edition safe inside the spare room's lock to unlock it. Then, ensure that the Henderson's limited edition safe inside the spare room is open. After pulling open the Henderson's limited edition safe, recover the cane from the Henderson's limited edition safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the spare room.
You've entered a spare room. The room is well lit.
You can see a Henderson's limited edition safe. You see a closed locker.
There is an unguarded exit to the west.
There is an apple, a Henderson's limited edition passkey and a passkey on the floor.
You are carrying: a candy bar and a cuboid latchkey.

your action:

Response: take Henderson's limited edition passkey<|im_end|>unlock Henderson's limited edition safe with Henderson's limited edition passkey<|im_end|>open Henderson's limited edition safe<|im_end|>take cane from Henderson's limited edition safe<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, take a trip east. Then, lift the Microsoft limited edition passkey from the floor of the scullery. And then, make absolutely sure that the Microsoft limited edition chest is unlocked. And then, open the Microsoft limited edition chest within the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
Okay, so you're in a pantry, cool, but is it standard? You better believe it is. The room is well lit.
You can make out a workbench. Why don't you take a picture of it, it'll last longer! The workbench is standard. On the workbench you see a bug.
There is an exit to the east. Don't worry, it is unguarded.
There is an elderberry on the floor.
You are carrying: a burger, a pear and a type 0 passkey.

your action:

Response: go east<|im_end|>take Microsoft limited edition passkey<|im_end|>unlock Microsoft limited edition chest with Microsoft limited edition passkey<|im_end|>open Microsoft limited edition chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First step, take a trip east. And then, unlock the box in the kitchenette. Then, open the box inside the kitchenette. Then, pick up the bowl from the box. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You are in a basement.
You can make out an opened coffer, which looks ordinary, in the corner. The coffer is empty! What a waste of a day! You hear a noise behind you and spin around, but you can't see anything other than a stand. The stand is normal. On the stand you make out a cashew. You can make out a counter. The counter is normal. The counter appears to be empty. What, you think everything in TextWorld should have stuff on it?
There is an unblocked exit to the east.
You are carrying: a grape, a stick of butter, a passkey and a Quote of the Day Calendar.

your action:

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


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

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

Here is how to win the game:
You are now playing a exciting game of TextWorld! First, it would be good if you could open the chest. Then, retrieve the keycard from the chest. Once you have taken the keycard, attempt to venture south. That done, unlock the safe in the cubicle. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You've entered an attic. You try to gain information on your surroundings by using a technique you call "looking."
You make out a chest. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unguarded exit to the south.
There is a key on the floor.
You are carrying: a latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be good if you could recover the mug from the floor of the kitchenette. With the mug, go east. With that over with, open the type T box. After that, you can place the mug into the type T box. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You are in a kitchenette. A normal kind of place. You start to take note of what's in the room.
You can see a fridge. Huh, weird. The fridge is empty, what a horrible day! You can make out a formless locker. Now that's what I call TextWorld! Oh wow! Is that what I think it is? It is! It's a counter. The counter is typical. On the counter you see a loaf of bread.
There is an unblocked exit to the east.
There is a mug, a knife and a bug on the floor.
You are carrying: a type T key and a formless passkey.

your action:

Response: take mug<|im_end|>go east<|im_end|>open type T box<|im_end|>insert mug into type T 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, it would be fantastic if you could insert the key into the box's lock to unlock it. After you have unlocked the box, doublecheck that the box in the canteen is ajar. After that, take the knife from the box. Then, insert the knife inside the TextWorld limited edition safe in the canteen. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
You arrive in a canteen. A normal one.
You see a TextWorld limited edition safe. The TextWorld limited edition safe is empty! What a waste of a day! You make out a locked box here. Oh wow! Is that what I think it is? It is! It's a chest. Oh wow! Is that what I think it is? It is! It's a table. On the table you can see a TextWorld limited edition keycard.
There is an exit to the north. Don't worry, it is unguarded.
There is a durian on the floor.
You are carrying: a key and a cuboid passkey.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take knife from box<|im_end|>insert knife 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:
You are now playing a fast paced round of TextWorld! Here is how to play! First thing I need you to do is to make an attempt to take a trip west. Following that, recover the non-euclidean keycard from the bed. And then, go to the east. Then, look and see that the non-euclidean locker is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
You make out a locked non-euclidean locker. Oh, great. Here's a safe. You hear a noise behind you and spin around, but you can't see anything other than a chest.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying nothing.

your action:

Response: go west<|im_end|>take non-euclidean keycard from bed<|im_end|>go east<|im_end|>unlock non-euclidean locker 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:
You are now playing a fast paced episode of TextWorld! Here is how to play! First of all, venture north. Following that, pick up the type G latchkey from the floor of the study. Then, attempt to travel south. Then, assure that the type G safe is unlocked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the lounge.
You're now in the lounge. You begin looking for stuff.
As if things weren't amazing enough already, you can even see a type G safe. You see a closed chest here.
There is an unblocked exit to the north.
There is a passkey and a laptop on the floor.
You are carrying: a hat.

your action:

Response: go north<|im_end|>take type G latchkey<|im_end|>go south<|im_end|>unlock type G safe with type G 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. First step, retrieve the cuboid key from the box. After taking the cuboid key, go to the east. After that, assure that the cuboid box is unlocked with the cuboid key. And then, ensure that the cuboid box in the laundry place is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
You find yourself in a cookery. A standard kind of place.
You make out an opened box in the corner. The box contains a cuboid key. You make out a pan. The pan is usual. However, the pan, like an empty pan, has nothing on it. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a grape and a passkey.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to head south. And then, ensure that the type 7 safe is open. After that, retrieve the keycard from the type 7 safe inside the kitchenette. After that, unlock the locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
I never took you for the sort of person who would show up in a kitchen, but I guess I was wrong. You can barely contain your excitement.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a stick of butter on the floor.
You are carrying: a burger and a butterfly.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First of all, you could, like, make it so that the Henderson's style chest is unlocked. And then, open the Henderson's style chest in the shower. And then, pick up the coconut from the Henderson's style chest inside the shower. If you have picked up the coconut, eat the coconut. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a locked usual looking Henderson's style chest right there by you. What's that over there? It looks like it's a cake scented locker. You make out a board. But oh no! there's nothing on this piece of trash. Silly board, silly, empty, good for nothing board.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a berry, a Henderson's style passkey and a rectangular latchkey.

your action:

Response: unlock Henderson's style chest with Henderson's style passkey<|im_end|>open Henderson's style chest<|im_end|>take coconut from Henderson's style chest<|im_end|>eat coconut<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, take the keycard from the saucepan within the kitchenette. After getting the keycard, venture east. Once you manage that, unlock the chest with the keycard. After that, open the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. An usual kind of place. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You make out a Henderson's style safe. You make out a saucepan. The saucepan is standard. On the saucepan you can make out a keycard and a Henderson's style passkey. You can see a pan. I guess it's true what they say, if you're looking for a pan, go to TextWorld. But the thing is empty. You see a chair. The chair is ordinary. But the thing hasn't got anything on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
You are carrying: a gojiberry and a TextWorld style key.

your action:

Response: take keycard from saucepan<|im_end|>go east<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, try to move south. Then, ensure that the type L box is open. And then, retrieve the key from the type L box within the salon. And then, make it so that the locker within the salon is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the laundry place.
You arrive in a laundry place. A standard kind of place.
You see a locked spherical box in the corner.
There is an exit to the south. Don't worry, it is unblocked.
There is a broom on the floor.
You are carrying: a fondue, a type L latchkey, a keycard and a spherical latchkey.

your action:

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


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

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

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

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

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be great if you could retrieve the fresh laundry scented passkey from the floor of the closet. Then, insert the fresh laundry scented passkey into the fresh laundry scented chest's lock to unlock it. Then, ensure that the fresh laundry scented chest is open. After that, retrieve the nest of caterpillars from the fresh laundry scented chest within the closet. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
You are in a closet. A typical kind of place. You start to take note of what's in the room.
You make out a fresh laundry scented chest. You can make out a stand. You shudder, but continue examining the stand. However, the stand, like an empty stand, has nothing on it. What, you think everything in TextWorld should have stuff on it? You make out a rack. You see a glove on the rack. Wow! Just like in the movies!
You need an unblocked exit? You should try going west.
There is a fresh laundry scented passkey on the floor.
You are carrying: a coconut.

your action:

Response: take fresh laundry scented passkey<|im_end|>unlock fresh laundry scented chest with fresh laundry scented passkey<|im_end|>open fresh laundry scented chest<|im_end|>take nest of caterpillars from fresh laundry scented chest<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First, it would be good if you could go north. Okay, and then, take the butterfly from the rack. With the butterfly, make an attempt to head south. Following that, put the butterfly on the recliner inside the bar. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bar.
You've entered a bar. You begin to take stock of what's here.
You can see a cuboid box. Hey, want to see a recliner? Look over there, a recliner. On the recliner you see a cuboid keycard and a tv.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is an insect on the floor.
You are carrying: a stick of butter and a candy bar.

your action:

Response: go north<|im_end|>take butterfly from rack<|im_end|>go south<|im_end|>put butterfly on recliner<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to travel south. And then, make absolutely sure that the Canadian locker within the salon is wide open. And then, pick up the plant from the Canadian locker in the salon. After that, rest the plant on the bench in the salon. Alright, thanks!

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.
You make out a portmanteau. Empty! What kind of nightmare TextWorld is this? You make out a bed stand. Make a note of this, you might have to put stuff on or in it later on. The bed stand is typical. But the thing is empty. Look out! It's a- oh, never mind, it's just a bookshelf. The bookshelf is standard. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it? Look out! It's a- oh, never mind, it's just a recliner. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the recliner.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a sandwich.

your action:

Response: go south<|im_end|>open Canadian locker<|im_end|>take plant from Canadian locker<|im_end|>put plant on bench<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go to the east. And then, retrieve the key from the floor of the spare room. If you can get your hands on the key, insert the key into the locker within the spare room's lock to unlock it. And then, ensure that the locker is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cellar.
You are in a cellar. A typical one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You scan the room, seeing a rack. The rack is ordinary. On the rack you can see a nest of shrimp. You make out a stand. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going east.
There is a stick of butter and a kiwi on the floor.
You are carrying: a loaf of bread and a berry.

your action:

Response: go east<|im_end|>take key<|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:
Welcome to TextWorld! Here is how to play! First off, make an attempt to go to the east. With that over with, assure that the safe is wide open. After that, pick up the fondue from the safe. And then, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. A standard kind of place.
A locked chest, which looks typical, is in the room. You can make out a mantelpiece. Wow, isn't TextWorld just the best? The mantelpiece is typical. On the mantelpiece you make out a burger.
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a latchkey, a rectangular latchkey and a key.

your action:

Response: go east<|im_end|>open safe<|im_end|>take fondue from safe<|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:
Welcome to another profound session of TextWorld! Here is your task for today. First step, unlock the chest. After that, make absolutely sure that the chest is ajar. And then, recover the mouse from the chest. And then, sit the mouse on the shelf within the studio. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
Well I'll be, you are in the place we're calling the studio.
You can make out a chest. You can see a toolbox, so there's that. If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it? You can make out a mantle. You see a printer on the mantle.
You need an unblocked exit? You should try going north.
There is a book on the floor.
You are carrying: a licorice strip and a latchkey.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take mouse from chest<|im_end|>put mouse 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:
You are now playing a life changing game of TextWorld! Here is your task for today. First of all, you could, like, venture west. With that over with, take the stick of butter from the table. If you can get your hands on the stick of butter, eat the stick of butter. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You can see a shelf. On the shelf you make out a fondue.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is an iron on the floor.
You are carrying: a fly larva.

your action:

Response: go west<|im_end|>take stick of butter from table<|im_end|>eat stick of butter<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, take a trip west. Okay, and then, recover the teaspoon from the chair. After that, go east. Next, ditch the teaspoon on the floor of the closet. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the closet.
You're now in a closet.
You see a rectangular safe. Wow, isn't TextWorld just the best? You can make out a table. The table is ordinary. On the table you can make out a rectangular keycard and a pair of pants. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You see a rack. The rack is normal. However, the rack, like an empty rack, has nothing on it. Sometimes, just sometimes, TextWorld can just be the worst.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a Comic Strip Calendar and a shadfly.

your action:

Response: go west<|im_end|>take teaspoon from chair<|im_end|>go east<|im_end|>drop teaspoon<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, travel north. Once you finish that, recover the laptop from the floor of the workshop. After that, make an attempt to move south. After that, you can deposit the laptop inside the suitcase inside the chamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A typical one. You begin looking for stuff.
You can make out an opened suitcase right there by you. The suitcase contains a sandwich and a type S latchkey. You can see a type S safe. Now why would someone leave that there? You make out a closed chest right there by you. You smell a terrible smell, and follow it to a mantle! But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a passkey.

your action:

Response: go north<|im_end|>take laptop<|im_end|>go south<|im_end|>insert laptop into suitcase<|im_end|>


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

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

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

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

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, try to move west. Once you accomplish that, retrieve the latchkey from the dresser inside the chamber. Having got the latchkey, try to go east. And then, Place the latchkey into the safe to lock it. That's it!

Here is your interactions so far:
current state: You are now in the garage.
Well, here we are in a garage.
If you haven't noticed it already, there seems to be something there by the wall, it's a safe. Wow, isn't TextWorld just the best? Look out! It's a- oh, never mind, it's just a shelf. The shelf appears to be empty.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a lightbulb on the floor.
You are carrying: a cashew, a sandwich, a peanut and a soap scented latchkey.

your action:

Response: go west<|im_end|>take latchkey from dresser<|im_end|>go east<|im_end|>lock safe with latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, travel east. With that done, make absolutely sure that the locker inside the dish-pit is wide open. And then, take the worm from the locker. After that, sit the worm on the saucepan in the dish-pit. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just sauntered into a bedchamber.
You rest your hand against a wall, but you miss the wall and fall onto a mantelpiece. You wonder idly who left that here. The mantelpiece is usual. Looks like someone's already been here and taken everything off it, though. You can make out a bookshelf. The bookshelf is standard. But the thing is empty, unfortunately.
There is an exit to the east. Don't worry, it is unblocked.
There is a plant on the floor.
You are carrying: a keycard and a Cat Calendar.

your action:

Response: go east<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>put worm on saucepan<|im_end|>