Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 your task for today. First step, travel east. With that accomplished, check that the safe is unlocked with the latchkey. After unlocking the safe, open the safe inside the bedchamber. After that, retrieve the blanket from the safe inside the bedchamber. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the closet.
You arrive in a closet. A typical one.
You make out a chest. Is this what you came to TextWorld for? This... chest?
There is an exit to the east. Don't worry, it is unguarded.
There is a keycard on the floor.
You are carrying: a latchkey, a pillow, a shadfly and a binder.

your action:

Response: go east<|im_end|>unlock safe with latchkey<|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! First, it would be good if you could recover the soap scented latchkey from the case inside the sauna. And then, travel east. After that, unlock the soap scented locker. And then, open the soap scented locker. That's it!

Here is your interactions so far:
current state: You are now in the sauna.
You make another one of your grand eccentric entrances into a sauna. You start to take note of what's in the room.
You can make out a case. The case contains a soap scented latchkey. The light flickers for a second, but nothing else happens. You see a shelf. The shelf appears to be empty. What's the point of an empty shelf? You can see a counter. The counter is usual. But the thing is empty, unfortunately. It would have been so cool if there was stuff on the counter.
There is an exit to the east. Don't worry, it is unguarded.
There is a sponge on the floor.
You are carrying: a fondue.

your action:

Response: take soap scented latchkey from case<|im_end|>go east<|im_end|>unlock soap scented locker with soap scented latchkey<|im_end|>open soap scented locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to doublecheck that the safe within the bedchamber is unlocked with the keycard. Then, ensure that the safe is open. Once you have opened the safe, retrieve the Microsoft style keycard from the safe within the bedchamber. And then, doublecheck that the Microsoft style locker is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
Fancy seeing you here. Here, by the way, being the bedchamber.
You can see a Microsoft style locker. You scan the room for a safe, and you find a safe. You make out a box.
There is an unguarded exit to the north.
You are carrying: a keycard and a broom.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, take the passkey from the cabinet. If you can get your hands on the passkey, attempt to go east. Then, make sure that the locker is shut. And then, make sure that the locker inside the dish-pit is locked with the passkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage.
You see a cabinet. The cabinet contains a passkey. You make out a locked TextWorld style locker, which looks normal, here.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a cashew and a TextWorld style keycard on the floor.
You are carrying: a cane.

your action:

Response: take passkey from cabinet<|im_end|>go east<|im_end|>close locker<|im_end|>lock locker with passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First step, make an attempt to venture south. Then, look and see that the rectangular box is open. And then, pick up the latchkey from the rectangular box inside the lounge. After picking up the latchkey, doublecheck that the box inside the lounge is locked with the latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A typical one.
You hear a noise behind you and spin around, but you can't see anything other than a suitcase! What a letdown! The suitcase is empty! You can make out a mantle. The mantle appears to be empty. If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. But oh no! there's nothing on this piece of garbage.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a chocolate bar.

your action:

Response: go south<|im_end|>open rectangular box<|im_end|>take latchkey from rectangular box<|im_end|>lock box with latchkey<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First thing I need you to do is to go south. Then, ensure that the chest in the sauna is open. And then, pick up the Canadian limited edition passkey from the chest in the sauna. Then, make absolutely sure the Canadian limited edition chest is locked. That's it!

Here is your interactions so far:
current state: You are now in the vault.
You've just shown up in a vault. You begin to take stock of what's here.
You make out an opened locker here. Empty! What kind of nightmare TextWorld is this? Look over there! a safe. You can see a workbench. But the thing is empty, unfortunately.
There is an unguarded exit to the south.
There is a latchkey on the floor.
You are carrying: a fondue, a cashew and a keycard.

your action:

Response: go south<|im_end|>open chest<|im_end|>take Canadian limited edition passkey from chest<|im_end|>lock Canadian limited edition chest with Canadian limited edition 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, check that the safe is unlocked with the keycard. Then, open the safe in the workshop. And then, pick up the cuboid passkey from the safe. After you have got the cuboid passkey, Deposit the cuboid passkey into the cuboid safe to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
Okay, so you're in a workshop, cool, but is it typical? You better believe it is.
You can make out a closed cuboid safe. You make out a safe. You can see a cuboid chest. You can see a chest. You see a gleam over in a corner, where you can see a bookshelf. The bookshelf is ordinary. But there isn't a thing on it.
You need an unguarded exit? You should try going west.
There is a latchkey on the floor.
You are carrying: a keycard.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take cuboid passkey from safe<|im_end|>lock cuboid safe with cuboid passkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Here is how to play! First thing I need you to do is to try to venture north. Next, pick up the manuscript from the bench within the chamber. With the manuscript, take a trip south. Following that, rest the manuscript on the stand within the office. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
Of every office you could have shown up in, you had to saunter into a typical one.
Oh wow! Is that what I think it is? It is! It's a Henderson's box. The Henderson's box contains a candy bar. You see a locker. Huh, weird. The locker is empty! What a waste of a day! If you haven't noticed it already, there seems to be something there by the wall, it's a stand. The stand is usual. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it? You see a mantle. Now why would someone leave that there? But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it? You can see an armchair. On the armchair you see a key.
You need an unguarded exit? You should try going north.
There is a Henderson's key on the floor.
You are carrying: a mop.

your action:

Response: go north<|im_end|>take manuscript from bench<|im_end|>go south<|im_end|>put manuscript 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 of all, venture east. Next, recover the non-euclidean latchkey from the floor of the cookery. And then, insert the non-euclidean latchkey into the non-euclidean safe's lock to unlock it. Then, open the non-euclidean safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
Well, here we are in a studio.
You make out a locked locker close by. You can make out a closed box right there by you. Hey, want to see a portmanteau? Look over there, a portmanteau. You rest your hand against a wall, but you miss the wall and fall onto a table. But oh no! there's nothing on this piece of garbage. It would have been so cool if there was stuff on the table.
You need an unblocked exit? You should try going east.
You are carrying: a latchkey and a key.

your action:

Response: go east<|im_end|>take non-euclidean latchkey<|im_end|>unlock non-euclidean safe with non-euclidean latchkey<|im_end|>open non-euclidean 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, go west. With that done, take the cabbage from the bowl. And then, eat the cabbage. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
You've entered a pantry.
You make out an opened safe. The safe is empty! This is the worst thing that could possibly happen, ever! You see a locked toolbox in the corner. You make out a counter. The counter is standard. Looks like someone's already been here and taken everything off it, though. What's that over there? It looks like it's a stand. Looks like someone's already been here and taken everything off it, though. You can make out a table. Make a note of this, you might have to put stuff on or in it later on. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a sock on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take cabbage from bowl<|im_end|>eat cabbage<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, retrieve the latchkey from the mantelpiece in the cubicle. Then, attempt to move east. Then, make it so that the chest within the closet is shut. After that, lock the chest within the closet with the latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. An usual one.
Were you looking for a rectangular safe? Because look over there, it's a rectangular safe. Look over there! a mantelpiece. Why don't you take a picture of it, it'll last longer! You see a latchkey on the mantelpiece. Now that's what I call TextWorld! You make out a stand. But there isn't a thing on it. You see a bookshelf. On the bookshelf you see a potato.
There is an unblocked exit to the east.
You are carrying: a rectangular key.

your action:

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


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is your task for today. First stop, attempt to take a trip south. Then, open the soap scented locker within the restroom. Once you have pulled open the soap scented locker, pick up the paper towel from the soap scented locker. After that, drop the paper towel on the floor of the restroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the playroom.
You arrive in a playroom. A normal one.
You can make out a locked non-euclidean safe, which looks typical, nearby. You bend down to tie your shoe. When you stand up, you notice a mantle. The mantle is usual. On the mantle you make out a cushion.
You need an unguarded exit? You should try going south.
There is a non-euclidean keycard and a blanket on the floor.
You are carrying: a soap scented latchkey and a vanilla scented keycard.

your action:

Response: go south<|im_end|>open soap scented locker<|im_end|>take paper towel from soap scented locker<|im_end|>drop paper towel<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! First, it would be great if you could travel west. That done, pick up the formless keycard from the counter. After that, try to venture east. After that, Put the formless keycard into the formless chest to lock it. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal kind of place.
You see a formless chest. You can make out a table. The table is ordinary. But there isn't a thing on it. You hear a noise behind you and spin around, but you can't see anything other than a rack. The rack is typical. On the rack you make out a sock. You can make out a bench. The bench is typical. Looks like someone's already been here and taken everything off it, though. This always happens, here in TextWorld!
There is an exit to the west. Don't worry, it is unguarded.
There is a mop on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take formless keycard from counter<|im_end|>go east<|im_end|>lock formless chest 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First, it would be fantastic if you could go to the east. And then, recover the passkey from the couch. Then, unlock the box. After that, make it so that the box inside the salon is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You've entered an office. You try to gain information on your surroundings by using a technique you call "looking."
You see a locked Canadian style chest in the room. You rest your hand against a wall, but you miss the wall and fall onto a display!
There is an exit to the east. Don't worry, it is unblocked.
There is a loaf of bread and a Canadian style passkey on the floor.
You are carrying: a cabbage.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First, it would be a great idea if you could head south. Once you get around to doing that, recover the latchkey from the floor of the cookhouse. Then, check that the locker inside the cookhouse is unlocked with the latchkey. Then, open the locker in the cookhouse. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You've just walked into a shower. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a closed TextWorld safe close by. You see a gleam over in a corner, where you can see a chest. There's something strange about this being here, but you can't put your finger on it. You can make out a dresser. What a letdown! The dresser is empty! You make out a board. The board is usual. The board appears to be empty. You swear loudly.
You need an unguarded exit? You should try going south.
You are carrying: a TextWorld passkey and a lampshade.

your action:

Response: go south<|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:
It's time to explore the amazing world of TextWorld! First off, make an effort to move east. With that accomplished, unlock the safe. And then, ensure that the safe is open. And then, retrieve the mouse from the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. It seems to be pretty standard here.
You make out a locked American limited edition chest, which looks usual, in the corner.
There is an exit to the east. Don't worry, it is unguarded.
There is a legume and a pair of headphones on the floor.
You are carrying: a keycard, an American limited edition latchkey and a worm.

your action:

Response: go east<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>take mouse from safe<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is how to play! First thing I need you to do is to unlock the locker. And then, ensure that the locker inside the cubicle is open. If you have opened the locker, pick up the keycard from the locker. Then, make absolutely sure the 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.
Look at that board! What does it say? It says Welcome to the cubicle? Well that's cool.
You make out a closed box, which looks ordinary, in the corner. You see a locker. You see a shelf. The shelf is normal. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the west.
You are carrying: a latchkey and a pair of headphones.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take keycard from locker<|im_end|>lock box with keycard<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to make an effort to take a trip west. Then, take the bowl from the freezer within the cookhouse. If you can get your hands on the bowl, take a trip east. That done, deposit the bowl into the chest within the cubicle. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You're now in a cubicle.
You make out an opened chest close by. The chest is empty, what a horrible day! You can make out a locked box. You can make out a locked non-euclidean locker.
There is an exit to the west. Don't worry, it is unblocked.
There is a keycard on the floor.
You are carrying: a loaf of bread and a latchkey.

your action:

Response: go west<|im_end|>take bowl from freezer<|im_end|>go east<|im_end|>insert bowl into chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to recover the type B key from the basket. And then, unlock the type B locker inside the laundry place. After that, open the type B locker in the laundry place. Once you have opened the type B locker, you can deposit the broom into the type B locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
You arrive in a laundry place. A typical kind of place.
You smell a pungent smell, and follow it to a type B locker. Now why would someone leave that there? You make out an opened basket. The basket contains a type B key. Huh, weird. You make out a non-euclidean locker. You can see a case.
There is an unblocked exit to the north.
You are carrying: a non-euclidean key, a broom, a sock and a shoe.

your action:

Response: take type B key from basket<|im_end|>unlock type B locker with type B key<|im_end|>open type B locker<|im_end|>insert broom into type B locker<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, check that the safe in the cubicle is unlocked with the keycard. And then, open the safe. After that, pick up the desktop computer from the safe inside the cubicle. Once you have picked up the desktop computer, place the desktop computer on the chair within the cubicle. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cubicle.
You've just shown up in a cubicle.
You make out a safe. You see a locked portmanteau. You can see a chair. You shudder, but continue examining the chair. The chair is standard. But the thing is empty, unfortunately. You see a shelf. The shelf is ordinary. But the thing hasn't got anything on it. Sometimes, just sometimes, TextWorld can just be the worst. You see an armchair. Now why would someone leave that there? The armchair is typical. But there isn't a thing on it. Hm. Oh well
There is an exit to the west. Don't worry, it is unguarded.
There is a candy bar on the floor.
You are carrying: a keycard.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take desktop computer from safe<|im_end|>put desktop computer on chair<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, recover the non-euclidean passkey from the plate. With the non-euclidean passkey, unlock the non-euclidean box inside the kitchenette. Then, doublecheck that the non-euclidean box within the kitchenette is wide open. And then, retrieve the mug from the non-euclidean box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You have stumbled into a kitchenette. Not the kitchenette you'd expect. No, this is a kitchenette. Let's see what's in here.
You make out a locked non-euclidean box close by. You make out a Henderson's locker. You see a locked freezer. You smell an interesting smell, and follow it to a plate. You see a non-euclidean passkey on the plate.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a passkey.

your action:

Response: take non-euclidean passkey from plate<|im_end|>unlock non-euclidean box with non-euclidean passkey<|im_end|>open non-euclidean box<|im_end|>take mug from non-euclidean 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 exciting game of TextWorld! First thing I need you to do is to retrieve the American limited edition latchkey from the plate inside the canteen. And then, make absolutely sure that the American limited edition locker is unlocked. And then, open the American limited edition locker. After that, retrieve the teapot from the American limited edition locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the canteen.
You've entered a canteen. You begin looking for stuff.
You can make out a American limited edition locker. You can't wait to tell the folks at home about this! You see a non-euclidean safe. You make out a plate. The plate is typical. On the plate you can make out an American limited edition latchkey. Hey, want to see a bowl? Look over there, a bowl. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a non-euclidean keycard on the floor.
You are carrying nothing.

your action:

Response: take American limited edition latchkey from plate<|im_end|>unlock American limited edition locker with American limited edition latchkey<|im_end|>open American limited edition locker<|im_end|>take teapot from American limited edition locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, make an effort to move west. And then, retrieve the type 2 keycard from the floor of the closet. After that, take a trip east. Okay, and then, doublecheck that the type 2 safe within the lounge is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the lounge.
You've stumbled into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the lounge. You begin to take stock of what's in the room.
You can make out a locked type 2 safe. You can see a closed cuboid box.
There is an unguarded exit to the west.
There is a cuboid key and a bug on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take type 2 keycard<|im_end|>go east<|im_end|>unlock type 2 safe with type 2 keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to retrieve the passkey from the lavender scented box in the cookery. And then, venture south. And then, unlock the locker. And then, ensure that the locker within the vault is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You arrive in a cookery. A normal kind of place. You start to take note of what's in the room.
You make out a lavender scented box. The lavender scented box contains a peanut, a passkey and a lavender scented latchkey. You can make out a refrigerator. The refrigerator contains a teacup. What's that over there? It looks like it's a cuboid chest. You shudder, but continue examining the room.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a cuboid key on the floor.
You are carrying: a dvd and a shadfly.

your action:

Response: take passkey from lavender scented box<|im_end|>go south<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First, it would be a great idea if you could unlock the Microsoft style locker. After unlocking the Microsoft style locker, open the Microsoft style locker. After that, retrieve the poem from the Microsoft style locker in the bedroom. Then, put the poem on the bed in the bedroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. A normal one.
You see a locked Microsoft style locker here. You make out a locked safe, which looks ordinary, nearby. Oh, great. Here's a bed. The bed is ordinary. On the bed you can make out a key. You make out a couch. Looks like someone's already been here and taken everything off it, though.
You need an unguarded exit? You should try going north.
There is a laptop on the floor.
You are carrying: a cookie, an apple and a Microsoft style key.

your action:

Response: unlock Microsoft style locker with Microsoft style key<|im_end|>open Microsoft style locker<|im_end|>take poem from Microsoft style locker<|im_end|>put poem on bed<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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. Your first objective is to look and see that the Henderson's chest inside the scullery is wide open. And then, take the latchkey from the Henderson's chest. And then, doublecheck that the locker is unlocked. And then, doublecheck 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 scullery.
You find yourself in a scullery. A standard kind of place. You start to take note of what's in the room.
You can see a locked locker. You make out a Henderson's chest. You shudder, but continue examining the room. Oh wow! Is that what I think it is? It is! It's a TextWorld style chest. Look over there! a case. There's something strange about this being here, but you can't put your finger on it. What a letdown! The case is empty!
You need an unblocked exit? You should try going north.
You are carrying: a Henderson's keycard and a sponge.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First thing I need you to do is to recover the Henderson's style latchkey from the bookshelf inside the chamber. Then, attempt to move east. Once you accomplish that, close the Henderson's style safe in the kitchen. And then, make it so that the Henderson's style safe within the kitchen is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Well I'll be, you are in the place we're calling the chamber. You begin to take stock of what's here.
You can see a closed safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a bookshelf. Why don't you take a picture of it, it'll last longer! The bookshelf is typical. On the bookshelf you can make out a Henderson's style latchkey. What's that over there? It looks like it's a mantle. On the mantle you see a stick of butter. You can make out a shelf. Make a note of this, you might have to put stuff on or in it later on. The shelf is usual. However, the shelf, like an empty shelf, has nothing on it. It would have been so cool if there was stuff on the shelf.
You need an unblocked exit? You should try going east.
There is a fondue and a passkey on the floor.
You are carrying nothing.

your action:

Response: take Henderson's style latchkey from bookshelf<|im_end|>go east<|im_end|>close Henderson's style safe<|im_end|>lock Henderson's style safe with Henderson's style latchkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! Your first objective is to pick-up the rectangular latchkey from the floor of the bedroom. Then, venture south. With that accomplished, close the rectangular safe in the bedchamber. And then, assure that the rectangular safe in the bedchamber is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom.
You can see a recliner. You wonder idly who left that here. However, the recliner, like an empty recliner, has nothing on it. Aw, here you were, all excited for there to be things on it! Oh wow! Is that what I think it is? It is! It's a stand. The stand is normal. Unfortunately, there isn't a thing on it. Hopefully, this discovery doesn't ruin your TextWorld experience! You see a desk. The desk is normal. The desk appears to be empty. You swear loudly.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a rectangular latchkey and a novel on the floor.
You are carrying: a stick of butter and a backup calendar.

your action:

Response: take rectangular latchkey<|im_end|>go south<|im_end|>close rectangular safe<|im_end|>lock rectangular safe with rectangular 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, doublecheck that the fudge scented locker is unlocked. After that, assure that the fudge scented locker is wide open. After that, take the keycard from the fudge scented locker inside the dish-pit. After taking the keycard, insert the keycard into the safe's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just walked into a dish-pit.
You make out a locked safe in the room. You can make out a fudge scented locker. Now that's what I call TextWorld! As if things weren't amazing enough already, you can even see a table. I guess it's true what they say, if you're looking for a table, go to TextWorld. But there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a knife on the floor.
You are carrying: a fudge scented keycard, an iron and a Cat Calendar.

your action:

Response: unlock fudge scented locker with fudge scented keycard<|im_end|>open fudge scented locker<|im_end|>take keycard from fudge scented locker<|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:
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 move north. Then, pick-up the key from the floor of the shower. After stealing the key, travel south. And then, make it so the safe within the attic is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
Well, here we are in the attic. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a safe. You can make out a coffer. What a letdown! The coffer is empty! You smell a fine smell, and follow it to a table. But there isn't a thing on it.
There is an unblocked exit to the north.
There is a broccoli on the floor.
You are carrying: a spork and a teapot.

your action:

Response: go north<|im_end|>take key<|im_end|>go south<|im_end|>lock 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:
Welcome to another fast paced round of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to make an effort to move south. And then, take the key from the coffer. And then, unlock the chest. And then, open the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You've entered a cookery. You begin to take stock of what's in the room.
Oh, great. Here's a chair. You shudder, but continue examining the chair. You see a spork on the chair. You make out a saucepan. But oh no! there's nothing on this piece of junk.
There is an unguarded exit to the south.
There is a garlic clove on the floor.
You are carrying: a stick of butter and a legume.

your action:

Response: go south<|im_end|>take key from coffer<|im_end|>unlock chest with key<|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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First, it would be great if you could make an attempt to go to the south. Once you accomplish that, retrieve the key from the rack. If you can get your hands on the key, assure that the box within the vault is unlocked. After that, assure that the box inside the vault is opened. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You've just sauntered into a workshop.
You rest your hand against a wall, but you miss the wall and fall onto a safe. The safe is empty! What a waste of a day!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a keyboard on the floor.
You are carrying: a cashew, a licorice strip and a latchkey.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced game of TextWorld! Here is your task for today. First of all, you could, like, move north. Then, pick-up the legume from the floor of the sauna. After that, eat the legume. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in an ordinary kind of place. That is to say, you're in a dish-pit.
You can make out a TextWorld limited edition locker. You can make out a board. But oh no! there's nothing on this piece of junk.
There is an unguarded exit to the north.
You are carrying: a TextWorld limited edition latchkey, a key, a worm, a broom and a shadfly.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, make an effort to go to the north. That done, retrieve the key from the floor of the laundromat. After you have taken the key, make an attempt to go south. With that done, make it so that the chest within the scullery is locked with the key. Alright, thanks!

Here is your interactions so far:
current state: You are now in the scullery.
You've entered a scullery. Okay, just remember what you're here to do, and everything will go great.
A closed chest is in the room. You can see a case. What a letdown! The case is empty! You see a lavender scented safe.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a chocolate bar and a worm on the floor.
You are carrying: a cuboid key and a pair of headphones.

your action:

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


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! Here is your task for today. First thing I need you to do is to unlock the Henderson's style chest within the basement. And then, doublecheck that the Henderson's style chest in the basement is wide open. After that, pick up the American limited edition passkey from the Henderson's style chest in the basement. And then, lock the American limited edition safe. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in a basement. A normal kind of place.
You can see a American limited edition safe. You see a Henderson's style chest!
There is an unguarded exit to the north.
There is a golf ball on the floor.
You are carrying: a gummy bear, a Henderson's style passkey, a TextWorld limited edition key, a ladle, a pair of pants and a folder.

your action:

Response: unlock Henderson's style chest with Henderson's style passkey<|im_end|>open Henderson's style chest<|im_end|>take American limited edition passkey from Henderson's style chest<|im_end|>lock American limited edition safe with American limited edition 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:
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 of all, make an effort to head south. Then, recover the keycard from the floor of the sauna. After stealing the keycard, make absolutely sure that the box is unlocked. After that, ensure that the box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
Well, here we are in the cookery.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a pan. The pan is standard. But the thing is empty, unfortunately. You hear a noise behind you and spin around, but you can't see anything other than a shelf. The shelf appears to be empty. What's that over there? It looks like it's a platter. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it?
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a loaf of bread and a mouse.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. Your first objective is to check that the locker in the canteen is unlocked with the key. After unlocking the locker, make it so that the locker is ajar. After that, retrieve the rectangular key from the locker. And then, doublecheck that the rectangular safe within the canteen is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
You've just shown up in a canteen.
As if things weren't amazing enough already, you can even see a rectangular safe. You can see a locked locker. You can see a rack. However, the rack, like an empty rack, has nothing on it. Hm. Oh well You make out a shelf. The shelf appears to be empty. You can make out a pan. But the thing hasn't got anything on it. Hm. Oh well
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: an onion and a key.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, attempt to take a trip north. That done, pick up the loaf of bread from the shelf. With the loaf of bread, eat the loaf of bread. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom.
You can make out an opened standard looking locker right there by you. The locker contains a sandwich.
There is an unguarded exit to the north.
There is a blanket on the floor.
You are carrying: a key and a broom.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! First off, venture south. If you can get through with that, pick up the latchkey from the floor of the parlor. And then, assure that the locker is unlocked. Having unlocked the locker, ensure that the locker is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. An ordinary one.
Look out! It's a- oh, never mind, it's just a box. There's something strange about this thing being here, but you don't have time to worry about that now. You see a trunk. The trunk is empty! This is the worst thing that could possibly happen, ever! You can make out a bench. The bench is ordinary. But the thing is empty. You move on, clearly infuriated by your TextWorld experience.
There is an unblocked exit to the south.
There is a loaf of bread on the floor.
You are carrying: a keycard and an insect.

your action:

Response: go south<|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:
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 of all, you could, like, attempt to move west. Then, retrieve the mop from the table inside the sauna. After that, take a trip east. With that over with, put the mop on the chair. That's it!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. A typical kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a chair. But there isn't a thing on it. As if things weren't amazing enough already, you can even see a counter. The counter is normal. On the counter you can see a grape. You can make out a board. The board is normal. On the board you make out a potato.
You need an unblocked exit? You should try going west.
There is a banana and a kettle on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take mop from table<|im_end|>go east<|im_end|>put mop on chair<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, unlock the locker in the basement. And then, make it so that the locker is open. After opening the locker, pick up the hat from the locker inside the basement. After that, put the hat on the workbench. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
Well, here we are in the basement.
You can make out a locker. You see a trunk. What a letdown! The trunk is empty! You rest your hand against a wall, but you miss the wall and fall onto a workbench. The workbench is standard. The workbench appears to be empty. You can see a shelf. What a coincidence, weren't you just thinking about a shelf? The shelf is usual. But the thing is empty.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a key.

your action:

Response: unlock locker with key<|im_end|>open locker<|im_end|>take hat from locker<|im_end|>put hat 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:
Welcome to another profound session of TextWorld! First step, move east. Then, ensure that the rectangular safe is open. And then, recover the mug from the rectangular safe in the cookery. And then, sit the mug on the plate. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You're now in the kitchenette. You try to gain information on your surroundings by using a technique you call "looking."
You make out an opened case. The case contains a fork. You can see a type 2 safe.
There is an exit to the east. Don't worry, it is unblocked.
There is a spoon on the floor.
You are carrying: a type 2 latchkey.

your action:

Response: go east<|im_end|>open rectangular safe<|im_end|>take mug from rectangular safe<|im_end|>put mug on plate<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to try to take a trip south. And then, recover the passkey from the floor of the scullery. Having taken the passkey, unlock the chest within the scullery with the passkey. And then, open the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
You are in an attic. An ordinary one.
You make out a Canadian style box. The Canadian style box contains a Canadian style passkey. You make out a safe. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rack. But there isn't a thing on it. It would have been so cool if there was stuff on the rack. You can make out a counter. The counter is ordinary. But the thing is empty. Hopefully, this discovery doesn't ruin your TextWorld experience!
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a keycard and a latchkey.

your action:

Response: go south<|im_end|>take passkey<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to check that the locker within the lounge is unlocked with the key. After that, ensure that the locker is open. After that, retrieve the tablet from the locker inside the lounge. Then, ditch the tablet on the floor of the lounge. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the lounge.
You find yourself in a lounge. An usual one.
You can make out a locked locker.
You need an unblocked exit? You should try going north.
There is a cashew on the floor.
You are carrying: a peanut, a potato, a banana, a key, a sock and a teacup.

your action:

Response: unlock locker with key<|im_end|>open locker<|im_end|>take tablet from locker<|im_end|>drop tablet<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, insert the cake scented keycard into the cake scented box in the cellar's lock to unlock it. After unlocking the cake scented box, ensure that the cake scented box is open. After that, retrieve the golf ball from the cake scented box inside the cellar. After that, deposit the golf ball into the chest. Got that? Good!

Here is your interactions so far:
current state: You are now in the cellar.
You're now in the cellar.
You make out an opened chest. The chest contains a butterfly. Now that's what I call TextWorld! You can see a cake scented box. You make out a stand. The stand is standard. But oh no! there's nothing on this piece of junk. Oh! Why couldn't there just be stuff on it?
There is an exit to the north. Don't worry, it is unguarded.
There is a worm on the floor.
You are carrying: a cake scented keycard.

your action:

Response: unlock cake scented box with cake scented keycard<|im_end|>open cake scented box<|im_end|>take golf ball from cake scented box<|im_end|>insert golf ball into chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, move north. Then, pick up the latchkey from the bed. And then, try to move south. And then, check that the box is unlocked with the latchkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. An ordinary kind of place.
You see a locked box.
There is an exit to the north. Don't worry, it is unblocked.
There is a carrot and a coconut on the floor.
You are carrying: a loaf of bread and a type 5 latchkey.

your action:

Response: go north<|im_end|>take latchkey from bed<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take a trip south. Next, ensure that the type M locker within the cookhouse is open. And then, recover the teaspoon from the type M locker inside the cookhouse. If you can get your hands on the teaspoon, put the teaspoon into the soap scented box. 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.
You need an unblocked exit? You should try going south.
There is a loaf of bread and a Quote of the Day Calendar on the floor.
You are carrying: a peanut and a type M latchkey.

your action:

Response: go south<|im_end|>open type M locker<|im_end|>take teaspoon from type M locker<|im_end|>insert teaspoon into soap scented box<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, take a trip west. Then, pick up the fudge scented latchkey from the pan. And then, try to move east. And then, look and see that the fudge scented chest is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. An ordinary 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 fudge scented chest.
You need an unblocked exit? You should try going west.
There is a stick of butter on the floor.
You are carrying: a gummy bear, a latchkey, a butterfly and a knife.

your action:

Response: go west<|im_end|>take fudge scented latchkey from pan<|im_end|>go east<|im_end|>lock fudge scented chest with fudge scented latchkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. Your first objective is to make an effort to take a trip west. Once you finish that, pick up the paper towel from the trunk within the steam room. Then, go east. With that done, place the paper towel on the board. Got that? Good!

Here is your interactions so far:
current state: You are now in the bathroom.
Guess what, you are in a place we're calling a bathroom.
You can make out a closed soap scented safe here. You can make out a cabinet. You wonder idly who left that here. You see a board. The board is ordinary. But the thing is empty.
There is an unguarded exit to the west.
There is a sandwich and a shirt on the floor.
You are carrying: a cookie and a soap scented keycard.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 off, ensure that the Henderson's style safe inside the kitchen is open. After that, recover the keycard from the Henderson's style safe within the kitchen. With the keycard, doublecheck that the safe is unlocked with the keycard. Then, open the safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
I am sorry to announce that you are now in the kitchen. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You see a safe. Look out! It's a- oh, never mind, it's just a Henderson's style safe. You make out a freezer. You make out a chair. But there isn't a thing on it.
You need an unblocked exit? You should try going north.
There is a fondue, a candy bar and a Henderson's style latchkey on the floor.
You are carrying nothing.

your action:

Response: open Henderson's style safe<|im_end|>take keycard from Henderson's style safe<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound round of TextWorld! Here is your task for today. First of all, make an attempt to venture east. Okay, and then, open the cuboid locker. Then, retrieve the cuboid passkey from the cuboid locker. And then, make it so that the cuboid box is unlocked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault. An usual kind of place.
You see an opened Microsoft limited edition locker. The Microsoft limited edition locker is empty! This is the worst thing that could possibly happen, ever! You rest your hand against a wall, but you miss the wall and fall onto a shelf. But the thing hasn't got anything on it.
There is an unguarded exit to the east.
You are carrying: a stick of butter and a Microsoft limited edition passkey.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is your task for today. Your first objective is to pick up the cuboid keycard from the floor of the bathroom. If you have taken the cuboid keycard, unlock the cuboid locker. And then, make sure that the cuboid locker is opened. And then, pick up the soap dispenser from the cuboid locker inside the bathroom. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You arrive in a bathroom. A standard kind of place.
Were you looking for a cuboid locker? Because look over there, it's a cuboid locker. There's something strange about this thing being here, but you don't have time to worry about that now. You make out a locked Canadian style locker. You see a basket. You see a bench. But the thing is empty. You think about smashing the bench to bits, throwing the bits into a pit, etc, until you get bored.
There is an unblocked exit to the north.
There is a cuboid keycard and a Canadian style latchkey on the floor.
You are carrying: a fondue and a Comic Strip Calendar.

your action:

Response: take cuboid keycard<|im_end|>unlock cuboid locker with cuboid keycard<|im_end|>open cuboid locker<|im_end|>take soap dispenser from cuboid locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound episode of TextWorld! First step, take a trip south. Then, open the rectangular chest. After that, take the keycard from the rectangular chest inside the office. And then, unlock the box. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You arrive in a recreation zone. An ordinary one. The room is well lit.
An open chest is in the room. What a letdown! The chest is empty! You can make out a basket. What a letdown! The basket is empty! You make out a locked type 2 box nearby.
You need an unguarded exit? You should try going south.
There is a type 2 passkey on the floor.
You are carrying: a peanut and a rectangular latchkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, unlock the type 2 chest within the pantry with the type 2 key. And then, ensure that the type 2 chest is open. After opening the type 2 chest, recover the stick of butter from the type 2 chest within the pantry. Then, eat the stick of butter. That's it!

Here is your interactions so far:
current state: You are now in the pantry.
You arrive in a pantry. An ordinary one.
You can see a locked type 2 chest in the room. You see a rack. However, the rack, like an empty rack, has nothing on it. You see a counter. However, the counter, like an empty counter, has nothing on it. You see a table. You see a golf tee on the table.
There is an unblocked exit to the west.
There is a fly larva on the floor.
You are carrying: a type 2 key.

your action:

Response: unlock type 2 chest with type 2 key<|im_end|>open type 2 chest<|im_end|>take stick of butter from type 2 chest<|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:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to take the type U key from the shelf in the shower. After that, make an effort to travel east. And then, close the type U chest. After that, doublecheck the type U chest in the sauna 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 find yourself in a shower. An ordinary kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a shelf. You see a type U key, a sponge and a butterfly on the shelf.
There is an unguarded exit to the east.
You are carrying: a type 4 passkey.

your action:

Response: take type U key from shelf<|im_end|>go east<|im_end|>close type U chest<|im_end|>lock type U chest with type U key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to try to go to the north. And then, lift the iron from the floor of the laundromat. Then, try to travel south. Next, you can insert the iron inside the Henderson's style box in the basement. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in an usual kind of place. That is to say, you're in a basement.
You make out an opened Henderson's style box in the room. The Henderson's style box 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 rack. The rack is usual. But the thing is empty, unfortunately.
There is an unblocked exit to the north.
There is a stick of butter, a Henderson's style latchkey, a bug and a scarf on the floor.
You are carrying: a cookie and a pair of headphones.

your action:

Response: go north<|im_end|>take iron<|im_end|>go south<|im_end|>insert iron into Henderson's style box<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced round of TextWorld! First, it would be good if you could check that the locker within the kitchen is unlocked with the passkey. Then, open the locker. Having pulled open the locker, recover the napkin from the locker. And then, put the napkin on the pan within the kitchen. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchen.
You've entered a kitchen.
You see a locker. A closed fudge scented chest is right there by you. What's that over there? It looks like it's a pan. The pan is normal. But the thing hasn't got anything on it. Hm. Oh well
There is an unguarded exit to the north.
There is a fudge scented passkey on the floor.
You are carrying: a passkey and a non-euclidean key.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take napkin from locker<|im_end|>put napkin on pan<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, take the Henderson's style key from the safe. And then, travel south. With that over with, check that the Henderson's style safe is unlocked with the Henderson's style key. And then, ensure that the Henderson's style safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the parlor.
Of every parlor you could have walked into, you had to come round a typical one. You begin to take stock of what's in the room.
You bend down to tie your shoe. When you stand up, you notice a safe. The safe contains a Henderson's style key. You wonder idly who left that here. You can see a Microsoft limited edition chest. You see a bed stand. On the bed stand you can make out a Microsoft limited edition key.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a passkey on the floor.
You are carrying: a sandwich.

your action:

Response: take Henderson's style key from safe<|im_end|>go south<|im_end|>unlock Henderson's style safe with Henderson's style key<|im_end|>open Henderson's style safe<|im_end|>


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

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

Here is how to win the game:
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 venture south. After that, take the fresh laundry scented passkey from the rack within the dish-pit. After that, check that the fresh laundry scented box is unlocked with the fresh laundry scented passkey. After you have unlocked the fresh laundry scented box, ensure that the fresh laundry scented box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
You are in a lounge. An ordinary kind of place.
Hey, want to see a safe? Look over there, a safe. You shudder, but continue examining the room. You can see a bed. The bed appears to be empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a keycard.

your action:

Response: go south<|im_end|>take fresh laundry scented passkey from rack<|im_end|>unlock fresh laundry scented box with fresh laundry scented passkey<|im_end|>open fresh laundry scented 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, make it so that the box in the cookhouse is unlocked. After that, ensure that the box in the cookhouse is open. Then, retrieve the worm from the box. After that, you can put the worm into the rectangular locker inside the cookhouse. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You arrive in a cookhouse. A typical one. I guess you better just go and list everything you see here.
You can make out a rectangular locker. The rectangular locker contains an onion. You see a box. There's something strange about this thing being here, but you don't have time to worry about that now. Look over there! a shelf. You wonder idly who left that here. But there isn't a thing on it. Hopefully this doesn't make you too upset.
There is an exit to the north. Don't worry, it is unguarded.
There is a rectangular passkey on the floor.
You are carrying: a loaf of bread, a keycard and a lamp.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to make absolutely sure that the Canadian chest in the restroom is wide open. Once you have pulled open the Canadian chest, take the passkey from the Canadian chest. After picking up the passkey, check that the box is unlocked with the passkey. After that, ensure that the box is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the restroom.
Guess what, you are in a place we're calling a restroom.
Look over there! a box. You see a closed Canadian chest.
There is an unguarded exit to the north.
You are carrying: a fondue and a Canadian keycard.

your action:

Response: open Canadian chest<|im_end|>take passkey from Canadian chest<|im_end|>unlock box with passkey<|im_end|>open box<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First step, make an effort to head south. And then, ensure that the Canadian style safe within the shower is open. Then, recover the broom from the Canadian style safe. Then, toss the broom on the floor of the shower. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen. An usual one. I guess you better just go and list everything you see here.
You can see a locked safe. You smell an interesting smell, and follow it to a fridge.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a fondue, a key and a coffee cup on the floor.
You are carrying: a Canadian style keycard.

your action:

Response: go south<|im_end|>open Canadian style safe<|im_end|>take broom from Canadian style safe<|im_end|>drop broom<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, open the American limited edition chest. After that, retrieve the passkey from the American limited edition chest. If you can get your hands on the passkey, travel east. Then, make absolutely sure that the chest within the study is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A normal one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You rest your hand against a wall, but you miss the wall and fall onto a American limited edition chest. You make out a couch. Now why would someone leave that there? You see a nest of bugs on the couch. You make out a recliner. Unfortunately, there isn't a thing on it.
There is an exit to the east. Don't worry, it is unblocked.
There is a candy bar and an American limited edition keycard on the floor.
You are carrying nothing.

your action:

Response: open American limited edition chest<|im_end|>take passkey from American limited edition chest<|im_end|>go east<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, assure that the chest inside the recreation zone is unlocked with the latchkey. Then, open the chest. And then, pick up the plant from the chest within the recreation zone. And then, rest the plant on the shelf. Alright, thanks!

Here is your interactions so far:
current state: You are now in the recreation zone.
You've just walked into a recreation zone.
You can make out a locked chest. You make out a safe. There's something strange about this thing being here, but you don't have time to worry about that now. You make out a locked type 5 box close by. Hey, want to see a shelf? Look over there, a shelf. The shelf is normal. But there isn't a thing on it. You can make out a bookshelf. The bookshelf is ordinary. But the thing is empty, unfortunately. You move on, clearly furious with TextWorld.
You need an unblocked exit? You should try going north.
There is a type 5 latchkey on the floor.
You are carrying: a latchkey and a passkey.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take plant from chest<|im_end|>put plant 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 exciting round of TextWorld! Here is how to play! First of all, you could, like, retrieve the latchkey from the cabinet. Then, make an effort to go east. That done, unlock the chest. After that, make absolutely sure that the chest is ajar. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You've entered a spare room. You can barely contain your excitement.
If you haven't noticed it already, there seems to be something there by the wall, it's a cabinet. The cabinet contains a latchkey and a pair of pants. You make out a safe. You wonder idly who left that here. Oh wow! Is that what I think it is? It is! It's a counter. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You can make out a rack. The rack is typical. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
There is an exit to the east. Don't worry, it is unblocked.
There is a loaf of bread and a passkey on the floor.
You are carrying: a sandwich.

your action:

Response: take latchkey from cabinet<|im_end|>go east<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, ensure that the spherical chest is open. And then, take the key from the spherical chest within the launderette. After that, unlock the locker with the key. After unlocking the locker, make sure that the locker inside the launderette is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the launderette.
Ah, the launderette. This is some kind of launderette, really great typical vibes in this place, a wonderful typical atmosphere. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can see a locked locker, which looks standard, in the room. You make out a closed spherical chest. Hey, want to see a shelf? Look over there, a shelf. I guess it's true what they say, if you're looking for a shelf, go to TextWorld. The shelf is standard. On the shelf you see a sponge. You can make out a board. But oh no! there's nothing on this piece of trash. What's that over there? It looks like it's a counter. Why don't you take a picture of it, it'll last longer! On the counter you can make out a mop.
There is an exit to the west. Don't worry, it is unguarded.
There is a spherical key and a vacuum on the floor.
You are carrying nothing.

your action:

Response: open spherical chest<|im_end|>take key from spherical chest<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First off, make an effort to go west. And then, lift the sponge from the floor of the shower. After picking up the sponge, take a trip east. With that done, insert the sponge into the chest in the bedchamber. That's it!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see an opened chest. The chest contains a cabbage and a stick of butter. Were you looking for a spherical locker? Because look over there, it's a spherical locker. There's something strange about this thing being here, but you don't have time to worry about that now.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a licorice strip on the floor.
You are carrying: a sandwich, a loaf of bread and a spherical keycard.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to lift the Canadian keycard from the floor of the studio. After that, attempt to venture east. And then, make sure that the Canadian chest within the launderette is shut. And then, make it so that the Canadian chest inside the launderette is locked with the Canadian keycard. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You have entered a studio. Not the studio you'd expect. No, this is a studio.
You can make out a stand. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the stand. If you haven't noticed it already, there seems to be something there by the wall, it's a mantle. The mantle is normal. On the mantle you make out a nest of bugs.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a Canadian keycard and a telephone on the floor.
You are carrying: a loaf of bread and a cookie.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, make an effort to move east. After that, take the spherical latchkey from the board. After that, check that the spherical safe in the canteen is unlocked with the spherical latchkey. After that, make absolutely sure that the spherical safe within the canteen is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You are in a vault. A typical kind of place.
As if things weren't amazing enough already, you can even see a cuboid box. You can see a stand. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the stand. You bend down to tie your shoe. When you stand up, you notice a counter. Why don't you take a picture of it, it'll last longer! The counter is normal. The counter appears to be empty. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the east.
You are carrying: a lingonberry, a cuboid passkey and a broom.

your action:

Response: go east<|im_end|>take spherical latchkey from board<|im_end|>unlock spherical safe with spherical latchkey<|im_end|>open spherical safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First stop, move north. Following that, pick up the manuscript from the shelf within the chamber. If you have taken the manuscript, take a trip south. After that, rest the manuscript on the counter within the canteen. That's it!

Here is your interactions so far:
current state: You are now in the canteen.
If you're wondering why everything seems so usual all of a sudden, it's because you've just shown up in the canteen. You try to gain information on your surroundings by using a technique you call "looking."
You can see a counter. You shudder, but continue examining the counter. Looks like someone's already been here and taken everything off it, though. You see a table. The table is usual. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a salad, a gummy bear, a cashew and a tv.

your action:

Response: go north<|im_end|>take manuscript from shelf<|im_end|>go south<|im_end|>put manuscript 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to move south. Next, open the Canadian style chest inside the bedroom. Then, pick up the cuboid latchkey from the Canadian style chest. After that, make absolutely sure that the cuboid safe is locked with the cuboid latchkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You arrive in a bedchamber. A standard kind of place.
Hey, want to see a locker? Look over there, a locker. Huh, weird. The locker is empty, what a horrible day! What's that over there? It looks like it's a shelf. You see an insect on the shelf. You can see a bench. But the thing is empty, unfortunately.
You need an unguarded exit? You should try going south.
There is a passkey on the floor.
You are carrying: a durian and a paper towel.

your action:

Response: go south<|im_end|>open Canadian style chest<|im_end|>take cuboid latchkey from Canadian style chest<|im_end|>lock cuboid safe with cuboid latchkey<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First off, ensure that the chest within the restroom is open. Then, retrieve the broccoli from the chest. After that, eat the broccoli. That's it!

Here is your interactions so far:
current state: You are now in the restroom.
You arrive in a restroom. A standard kind of place.
You see a chest. You can make out a closed formless box in the room. You make out a bench. Now why would someone leave that there? Looks like someone's already been here and taken everything off it, though. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. The table is usual. Unfortunately, there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going east.
You are carrying: a keycard.

your action:

Response: open chest<|im_end|>take broccoli from chest<|im_end|>eat broccoli<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, it would be fantastic if you could go to the south. And then, lift the passkey from the floor of the washroom. And then, check that the chest is unlocked with the passkey. If you have unlocked the chest, make sure that the chest is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the garage.
You find yourself in a garage. A typical kind of place.
You bend down to tie your shoe. When you stand up, you notice a crate. You can see a workbench. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You can see a shelf. Now why would someone leave that there? The shelf is ordinary. 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 south.
There is a chocolate bar on the floor.
You are carrying: a cane.

your action:

Response: go south<|im_end|>take passkey<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to look and see that the type 1 chest is unlocked with the type 1 passkey. After unlocking the type 1 chest, ensure that the type 1 chest is open. And then, pick up the Canadian limited edition key from the type 1 chest. Then, unlock the Canadian limited edition locker inside the bar with the Canadian limited edition key. 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 rest your hand against a wall, but you miss the wall and fall onto a Canadian limited edition locker. There's something strange about this being here, but you can't put your finger on it. You see a locked type 1 chest in the corner. You can see an opened dresser. Empty! What kind of nightmare TextWorld is this? You see a stand. The stand is normal. But the thing is empty. Hm. Oh well You see a gleam over in a corner, where you can see a mantelpiece. The mantelpiece is standard. Looks like someone's already been here and taken everything off it, though. Hopefully this doesn't make you too upset.
There is an unblocked exit to the north.
There is a strawberry on the floor.
You are carrying: a durian and a type 1 passkey.

your action:

Response: unlock type 1 chest with type 1 passkey<|im_end|>open type 1 chest<|im_end|>take Canadian limited edition key from type 1 chest<|im_end|>unlock Canadian limited edition locker with Canadian limited edition key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, venture south. After that, retrieve the cuboid key from the floor of the salon. And then, make absolutely sure that the cuboid locker in the salon is unlocked. Then, open the cuboid locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. A typical kind of place.
You see a chest. Now why would someone leave that there?
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 keycard, an iron and a keyboard.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be a great idea if you could unlock the Canadian style safe inside the garage with the Canadian style key. And then, ensure that the Canadian style safe is open. After that, retrieve the cashew from the Canadian style safe. After that, eat the cashew. Alright, thanks!

Here is your interactions so far:
current state: You are now in the garage.
You arrive in a garage. A normal one. I guess you better just go and list everything you see here.
What's that over there? It looks like it's a Canadian style safe. An open case is close by. What a letdown! The case is empty!
You need an unblocked exit? You should try going north.
You are carrying: a grape, a chocolate bar and a Canadian style key.

your action:

Response: unlock Canadian style safe with Canadian style key<|im_end|>open Canadian style safe<|im_end|>take cashew from Canadian style safe<|im_end|>eat cashew<|im_end|>