Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, venture west. With that accomplished, pick-up the napkin from the floor of the cookhouse. After that, try to go east. Following that, place the napkin on the floor of the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. An usual kind of place.
If you haven't noticed it already, there seems to be something there by the wall, it's a board. The board is ordinary. Unfortunately, there isn't a thing on it. You rest your hand against a wall, but you miss the wall and fall onto a platter. But there isn't a thing on it. You can see a shelf. But the thing hasn't got anything on it. What's that over there? It looks like it's a counter. The counter is normal. But there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a passkey.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First of all, you could, like, lift the spork from the floor of the dish-pit. After that, try to venture east. And then, look and see that the rectangular box is opened. After that, you can place the spork into the rectangular box in the steam room. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit. An usual kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a bowl. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the bowl.
There is an exit to the east. Don't worry, it is unguarded.
There is a cookie, a spork, a fork, a spoon and a kettle on the floor.
You are carrying: a sandwich, a rectangular keycard and a broom.

your action:

Response: take spork<|im_end|>go east<|im_end|>open rectangular box<|im_end|>insert spork into rectangular box<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First off, take the Canadian key from the counter inside the spare room. And then, go to the south. Next, insert the Canadian key into the Canadian safe's lock to unlock it. Then, ensure that the Canadian safe is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the spare room.
You find yourself in a spare room. An usual one.
Oh, great. Here's a locker. The locker is empty! This is the worst thing that could possibly happen, ever! You see a box. Oh wow! Is that what I think it is? It is! It's a chest. The chest is empty, what a horrible day! As if things weren't amazing enough already, you can even see a counter. The counter is usual. On the counter you can make out a grape and a Canadian key.
You need an unguarded exit? You should try going south.
You are carrying: a passkey.

your action:

Response: take Canadian key from counter<|im_end|>go south<|im_end|>unlock Canadian safe with Canadian key<|im_end|>open Canadian 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! First of all, you could, like, head west. Following that, pick up the nest of earwigs from the table inside the kitchen. If you can get your hands on the nest of earwigs, go east. And then, drop the nest of earwigs on the floor of the chamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Look around you. Take it all in. It's not every day someone gets to be in a chamber. Okay, just remember what you're here to do, and everything will go great.
Look over there! a box. What a letdown! The box is empty! Were you looking for a mantle? Because look over there, it's a mantle. You see a cd on the mantle.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a salad and an apple.

your action:

Response: go west<|im_end|>take nest of earwigs from table<|im_end|>go east<|im_end|>drop nest of earwigs<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an effort to travel west. And then, retrieve the broccoli from the bed stand within the parlor. After that, eat the broccoli. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in the kitchenette.
You make out a box. Look over there! a board. The board is normal. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it? You make out a shelf! But the thing is empty.
You need an unblocked exit? You should try going west.
There is a latchkey on the floor.
You are carrying: a key.

your action:

Response: go west<|im_end|>take broccoli from bed stand<|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:
Welcome to TextWorld! Here is how to play! First of all, check that the chest is unlocked with the passkey. After unlocking the chest, ensure that the chest inside the laundromat is open. Then, take the broom from the chest. If you have picked up the broom, place the broom on the floor of the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundromat.
You find yourself in a laundromat. A normal one.
You make out a locked chest in the room. You can see a non-euclidean chest. You see a safe. You make out a board. The board is ordinary. However, the board, like an empty board, has nothing on it.
There is an unblocked exit to the west.
You are carrying: a passkey, a key and a textbook.

your action:

Response: unlock chest with passkey<|im_end|>open chest<|im_end|>take broom from chest<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First step, assure that the locker inside the lounge is unlocked. Then, open the locker inside the lounge. And then, retrieve the rectangular keycard from the locker in the lounge. Then, unlock the rectangular locker inside the lounge with the rectangular keycard. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
Well I'll be, you are in the place we're calling the lounge. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a rectangular locker. There's something strange about this being here, but you can't put your finger on it. You can see a locked locker close by. You make out a mantle. The mantle is ordinary. Unfortunately, there isn't a thing on it. Hey, want to see a bookshelf? Look over there, a bookshelf. But the thing is empty. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the north.
There is a candy bar on the floor.
You are carrying: a keycard.

your action:

Response: unlock locker with keycard<|im_end|>open locker<|im_end|>take rectangular keycard from locker<|im_end|>unlock rectangular locker with rectangular 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, it would be a great idea if you could make an attempt to travel west. With that accomplished, pick-up the insect from the floor of the canteen. After you have got the insect, make an attempt to venture east. That done, deposit the insect inside the portmanteau. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
You arrive in a recreation zone. An usual one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out an opened portmanteau close by. The portmanteau is empty! What a waste of a day! You can see a locked formless box, which looks standard, close by. You see a bar. You see a garlic clove and a formless passkey on the bar.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying nothing.

your action:

Response: go west<|im_end|>take insect<|im_end|>go east<|im_end|>insert insect into portmanteau<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, attempt to travel south. Next, open the locker inside the laundry place. And then, take the keycard from the locker. After picking up the keycard, make absolutely sure that the chest in the laundry place is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. An usual kind of place. You start to take note of what's in the room.
You rest your hand against a wall, but you miss the wall and fall onto a display. Oh wow! Is that what I think it is? It is! It's a stand. Now why would someone leave that there? The stand is usual. However, the stand, like an empty stand, has nothing on it.
There is an unguarded exit to the south.
There is a shadfly, a cane and a pair of headphones on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an effort to go west. Once you finish that, retrieve the sponge from the type 8 locker in the bathroom. And then, go east. And then, place the sponge on the mantelpiece within the office. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
You have moved into the most standard of all possible offices. You begin looking for stuff.
You see a soap scented safe. You see a locked usual looking TextWorld chest nearby. You see a mantelpiece. The mantelpiece is usual. On the mantelpiece you see a TextWorld keycard.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a soap scented keycard.

your action:

Response: go west<|im_end|>take sponge from type 8 locker<|im_end|>go east<|im_end|>put sponge on mantelpiece<|im_end|>


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

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

Here is how to win the game:
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, take the formless latchkey from the locker. And then, unlock the formless box with the formless latchkey. And then, open the formless box within the chamber. After that, pick up the cd from the formless box inside the chamber. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A normal one. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You scan the room, seeing a formless box. You shudder, but continue examining the room. You see a locker. You can't wait to tell the folks at home about this! The locker contains a formless latchkey. Now that's what I call TextWorld! You make out a bed stand. But the thing is empty, unfortunately. Sometimes, just sometimes, TextWorld can just be the worst. You can make out a bar. You see a keycard on the bar. You can make out a shelf. The shelf appears to be empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a latchkey.

your action:

Response: take formless latchkey from locker<|im_end|>unlock formless box with formless latchkey<|im_end|>open formless box<|im_end|>take cd from formless box<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, travel north. After that, take the onion from the bowl. With the onion, eat the onion. Got that? Good!

Here is your interactions so far:
current state: You are now in the laundry place.
You've entered a laundry place.
What's that over there? It looks like it's a chest. You can make out a counter. You shudder, but continue examining the counter. Unfortunately, there isn't a thing on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a passkey on the floor.
You are carrying: a pear, a non-euclidean keycard and a key.

your action:

Response: go north<|im_end|>take onion from bowl<|im_end|>eat onion<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First, it would be fantastic if you could make an effort to move north. Okay, and then, recover the broom from the bench within the laundry place. After picking up the broom, make an effort to travel south. After that, deposit the broom inside the display in the workshop. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. An ordinary kind of place.
You can see a display. A display... Is that really what you were looking for? What a letdown! The display is empty! You can make out a type L box. You wonder idly who left that here. Were you looking for a cabinet? Because look over there, it's a cabinet. The light flickers for a second, but nothing else happens. Empty! What kind of nightmare TextWorld is this?
You need an unblocked exit? You should try going north.
There is a type L key on the floor.
You are carrying: a cookie, a lamp and a nest of puppies.

your action:

Response: go north<|im_end|>take broom from bench<|im_end|>go south<|im_end|>insert broom into display<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 move west. Then, take the fondue from the mantle. Then, eat the fondue. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You arrive in a scullery. A normal kind of place.
You see a closed rectangular locker. You can make out a locked usual looking chest nearby.
There is an exit to the west. Don't worry, it is unguarded.
There is a banana and a key on the floor.
You are carrying: a rectangular passkey and a lampshade.

your action:

Response: go west<|im_end|>take fondue from mantle<|im_end|>eat fondue<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First off, take a trip west. After that, retrieve the top hat from the workbench. And then, venture east. Then, rest the top hat on the table inside the pantry. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the pantry.
You are in a pantry. A typical one.
You see a closed chest right there by you. You see a table. However, the table, like an empty table, has nothing on it. You see a counter. The counter is typical. On the counter you see a cashew.
You need an unblocked exit? You should try going west.
There is a latchkey on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take top hat from workbench<|im_end|>go east<|im_end|>put top hat on table<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is your task for today. First of all, you could, like, go to the east. With that over with, ensure that the American style box in the closet is open. And then, pick up the shadfly from the American style box in the closet. With the shadfly, drop the shadfly on the floor of the closet. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You are in a bathroom. An usual kind of place.
You make out an opened drawer. Empty! What kind of nightmare TextWorld is this? You can make out a bench. But there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going east.
You are carrying: a fondue, an American style key and a cuboid latchkey.

your action:

Response: go east<|im_end|>open American style box<|im_end|>take shadfly from American style box<|im_end|>drop shadfly<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First, it would be fantastic if you could make an effort to head east. With that over with, make absolutely sure that the box within the laundromat is unlocked. And then, ensure that the box in the laundromat is open. Having pulled open the box, take the sponge from the box in the laundromat. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You've just shown up in a steam room.
Were you looking for a Canadian limited edition chest? Because look over there, it's a Canadian limited edition chest. Were you looking for a trunk? Because look over there, it's a trunk. What a letdown! The trunk is empty!
You need an unblocked exit? You should try going east.
There is a butterfly on the floor.
You are carrying: a keycard, a type 4 latchkey, a Canadian limited edition latchkey and a nest of kittens.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First, it would be great if you could attempt to move north. Next, lift the passkey from the floor of the kitchen. And then, venture south. Okay, and then, unlock the box in the chamber. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
If you're wondering why everything seems so standard all of a sudden, it's because you've just sauntered into the chamber. Let's see what's in here.
You can see a locked box. Hey, want to see a coffer? Look over there, a coffer. The coffer contains a carrot. You scan the room, seeing a rectangular locker. You see a bar. Why don't you take a picture of it, it'll last longer! The bar is usual. The bar appears to be empty. You rest your hand against a wall, but you miss the wall and fall onto a mantle. But the thing is empty, unfortunately.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a latchkey.

your action:

Response: go north<|im_end|>take passkey<|im_end|>go south<|im_end|>unlock box with passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to go to the south. And then, recover the passkey from the floor of the laundromat. Having taken the passkey, unlock the chest with the passkey. And then, look and see that the chest is opened. Alright, thanks!

Here is your interactions so far:
current state: You are now in the closet.
Ah, the closet. This is some kind of closet, really great standard vibes in this place, a wonderful standard atmosphere. And now, well, you're in it.
You scan the room, seeing a spherical chest. You can make out a locked spherical box. You can make out a crate. The light flickers for a second, but nothing else happens. What a letdown! The crate is empty!
There is an exit to the south. Don't worry, it is unguarded.
There is a spherical keycard and a spherical key on the floor.
You are carrying nothing.

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 your task for today. First thing I need you to do is to venture north. Next, take the dvd from the desk inside the bedroom. After that, go south. With that accomplished, deposit the dvd inside the display. Alright, thanks!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault.
Look out! It's a- oh, never mind, it's just a display. The display contains an insect. You can see a table. The table is standard. The table appears to be empty. Silly table, silly, empty, good for nothing table.
There is an exit to the north. Don't worry, it is unguarded.
There is a worm on the floor.
You are carrying: a printer.

your action:

Response: go north<|im_end|>take dvd from desk<|im_end|>go south<|im_end|>insert dvd into display<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, attempt to go south. And then, ensure that the safe is open. Then, retrieve the chocolate bar from the safe in the lounge. After that, eat the chocolate bar. Alright, thanks!

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 closed box. You make out a type 0 chest. Hey, want to see a stand? Look over there, a stand. The stand is normal. On the stand you can see a tv. You shudder, but continue examining the room.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a candy bar, a keycard and a type 0 passkey.

your action:

Response: go south<|im_end|>open safe<|im_end|>take chocolate bar from safe<|im_end|>eat chocolate bar<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing episode of TextWorld! Here is how to play! First of all, make an attempt to travel south. Okay, and then, doublecheck that the type O safe is wide open. After that, recover the mat from the type O safe within the laundromat. And then, toss the mat on the floor of the laundromat. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
You've just shown up in an attic. You begin to take stock of what's here.
Look over there! a display. Empty! What kind of nightmare TextWorld is this? You can see an opened suitcase. Empty! What kind of nightmare TextWorld is this? You hear a noise behind you and spin around, but you can't see anything other than a workbench. But the thing is empty.
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a stick of butter, a type O passkey and a glove.

your action:

Response: go south<|im_end|>open type O safe<|im_end|>take mat from type O safe<|im_end|>drop mat<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be good if you could make an attempt to head east. After that, ensure that the box within the kitchenette is open. After that, retrieve the ladle from the box. After getting the ladle, sit the ladle on the plate. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. A typical one.
You can see a shelf. The shelf is normal. But the thing is empty, unfortunately.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying: a type 4 keycard, a Comic Strip Calendar, a worm, a blanket and a tv.

your action:

Response: go east<|im_end|>open box<|im_end|>take ladle from box<|im_end|>put ladle 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:
Welcome to another exciting episode of TextWorld! Here is how to play! First, it would be great if you could attempt to take a trip north. And then, pick up the teacup from the fridge inside the cookery. And then, venture south. With that accomplished, sit the teacup on the stand. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the study.
You have fallen into a study. Not the study you'd expect. No, this is a study. I guess you better just go and list everything you see here.
You can see an opened box. The box contains a passkey. Were you looking for a stand? Because look over there, it's a stand. The stand is usual. But the thing hasn't got anything on it. You see a mantle. The mantle appears to be empty. You can see a table. The table is ordinary. Looks like someone's already been here and taken everything off it, though. You make out a chair. But the thing is empty, unfortunately. Hm. Oh well
There is an unguarded exit to the north.
You are carrying: a butterfly.

your action:

Response: go north<|im_end|>take teacup from fridge<|im_end|>go south<|im_end|>put teacup 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:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to attempt to travel south. Then, pick up the key from the Microsoft locker in the garage. And then, unlock the box with the key. After that, open the box in the garage. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
A crooked board tells you that you are now in the workshop. You start to take note of what's in the room.
You can make out a shelf. You see a fly larva on the shelf.
There is an exit to the south. Don't worry, it is unguarded.
There is a pizza, a legume and a laptop on the floor.
You are carrying: a sandwich, a burger, a Microsoft key and a cloak.

your action:

Response: go south<|im_end|>take key from Microsoft locker<|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:
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 cuboid box. After you have unlocked the cuboid box, ensure that the cuboid box is open. Then, retrieve the tv from the cuboid box within the bedroom. After that, rest the tv on the bookshelf within the bedroom. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedroom.
Well I'll be, you are in a place we're calling a bedroom.
A locked cuboid box is nearby. You see a bookshelf. The bookshelf is standard. On the bookshelf you can see a monitor. Look over there! a desk. On the desk you can see a laptop. You scan the room, seeing a couch. Unfortunately, there isn't a thing on it. Hopefully this doesn't make you too upset.
There is an unguarded exit to the north.
You are carrying: a cuboid latchkey.

your action:

Response: unlock cuboid box with cuboid latchkey<|im_end|>open cuboid box<|im_end|>take tv from cuboid box<|im_end|>put tv on bookshelf<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is how to play! First, it would be fantastic if you could attempt to move east. And then, recover the type 6 key from the floor of the vault. With the type 6 key, unlock the type 6 locker. After that, assure that the type 6 locker is opened. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A typical one.
What's that over there? It looks like it's a Microsoft limited edition chest. You wonder idly who left that here. You make out a bookshelf. Wow, isn't TextWorld just the best? You see a Microsoft limited edition passkey on the bookshelf. Wow! Just like in the movies! You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a mantelpiece. The mantelpiece is usual. But there isn't a thing on it. Hopefully this doesn't make you too upset. Oh, great. Here's a table. The table is standard. Looks like someone's already been here and taken everything off it, though. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a printer on the floor.
You are carrying: a keycard.

your action:

Response: go east<|im_end|>take type 6 key<|im_end|>unlock type 6 locker with type 6 key<|im_end|>open type 6 locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another exciting round of TextWorld! First stop, take a trip south. And then, make absolutely sure that the safe within the canteen is open. Then, take the spherical passkey from the safe. Then, check that the spherical safe in the canteen is unlocked with the spherical passkey. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. An usual one.
What's that over there? It looks like it's a shelf. On the shelf you can make out a spork. You can't wait to tell the folks at home about this!
You need an unguarded exit? You should try going south.
There is a chocolate bar and a cookie on the floor.
You are carrying: a worm.

your action:

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


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

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

Here is how to win the game:
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 travel north. And then, retrieve the shadfly from the floor of the workshop. With the shadfly, head south. Okay, and then, throw the shadfly on the floor of the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You arrive in a kitchenette. A typical kind of place.
You see a closed fridge. Oh wow! Is that what I think it is? It is! It's a platter. However, the platter, like an empty platter, has nothing on it. Hopefully, this discovery doesn't ruin your TextWorld experience! You can make out a chair. I guess it's true what they say, if you're looking for a chair, go to TextWorld. But oh no! there's nothing on this piece of trash. It would have been so cool if there was stuff on the chair! oh well. You hear a noise behind you and spin around, but you can't see anything other than a table. But the thing is empty. You make a mental note to not get your hopes up the next time you see a table in a room. You see a plate. There's something about an object in a room that's just so... TextWorld. But the thing hasn't got anything on it.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a pair of pants, a poem, a lampshade and a plant.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, recover the type 4 passkey from the floor of the cookhouse. With the type 4 passkey, try to go to the south. That done, make absolutely sure that the type 4 locker is unlocked. Then, ensure that the type 4 locker in the canteen is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You arrive in a cookhouse. A typical one. Okay, just remember what you're here to do, and everything will go great.
You can make out a counter. You see a carrot on the counter. You can make out a table. The table appears to be empty. You can make out a chair. The chair is ordinary. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the south.
There is a type 4 passkey on the floor.
You are carrying: a coconut and a grape.

your action:

Response: take type 4 passkey<|im_end|>go south<|im_end|>unlock type 4 locker with type 4 passkey<|im_end|>open type 4 locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First off, head south. After that, make absolutely sure that the box inside the bedchamber is unlocked. After that, open the box inside the bedchamber. After that, recover the lamp from the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You're now in an office. I guess you better just go and list everything you see here.
You can see a closed safe in the corner. You can see a bookshelf. The bookshelf is typical. Looks like someone's already been here and taken everything off it, though. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a melon and a keycard on the floor.
You are carrying: a latchkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, go east. Then, ensure that the Microsoft limited edition box in the dish-pit is open. And then, recover the spork from the Microsoft limited edition box inside the dish-pit. After that, insert the spork inside the refrigerator. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in the kitchenette.
You can see a case. The case contains a passkey. You can see a safe. Now why would someone leave that there? You scan the room for a freezer, and you find a freezer. Were you looking for a plate? Because look over there, it's a plate. Why don't you take a picture of it, it'll last longer! But there isn't a thing on it. Hm. Oh well
There is an exit to the east. Don't worry, it is unblocked.
You are carrying nothing.

your action:

Response: go east<|im_end|>open Microsoft limited edition box<|im_end|>take spork from Microsoft limited edition box<|im_end|>insert spork into refrigerator<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First, it would be great if you could venture east. Then, assure that the type J safe inside the bedchamber is ajar. Then, retrieve the plant from the type J safe within the bedchamber. After that, put the plant on the couch inside the bedchamber. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
Look at that sign! What does it say? It says Welcome to the studio? Well that's cool. The room is well lit.
You make out a non-euclidean box. I mean, just wow! Isn't TextWorld just the best? The non-euclidean box contains a non-euclidean keycard.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a durian and a pencil on the floor.
You are carrying: a broom.

your action:

Response: go east<|im_end|>open type J safe<|im_end|>take plant from type J safe<|im_end|>put plant on couch<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, take a trip north. With that accomplished, recover the cuboid latchkey from the floor of the attic. And then, attempt to move south. Then, unlock the cuboid safe within the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
You've just shown up in a scullery. The room is well lit.
If you haven't noticed it already, there seems to be something there by the wall, it's a cuboid safe. As if things weren't amazing enough already, you can even see a safe. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unblocked exit to the north.
There is a sandwich on the floor.
You are carrying: a keycard and a paper towel.

your action:

Response: go north<|im_end|>take cuboid latchkey<|im_end|>go south<|im_end|>unlock 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 fast paced round of TextWorld? You do! Here is your task for today. First off, if it's not too much trouble, I need you to take the latchkey from the box. And then, make sure that the chest inside the closet is unlocked with the latchkey. After that, make sure that the chest within the closet is open. And then, retrieve the glove from the chest. That's it!

Here is your interactions so far:
current state: You are now in the closet.
You find yourself in a closet. An usual kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a locked chest. You see an opened box. The box contains a latchkey and an insect. You can make out a suitcase. Empty! What kind of nightmare TextWorld is this? You make out a locked crate. If you haven't noticed it already, there seems to be something there by the wall, it's a table. Unfortunately, there isn't a thing on it. You move on, clearly furious with your TextWorld experience.
There is an exit to the west. Don't worry, it is unblocked.
There is a keycard on the floor.
You are carrying: a sponge.

your action:

Response: take latchkey from box<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take glove from chest<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced session of TextWorld! Here is how to play! Your first objective is to retrieve the keycard from the bookshelf. And then, try to take a trip east. Following that, close the safe. And then, look and see that the safe is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You've just shown up in a studio.
You make out an opened trunk. The trunk contains a fudge scented key. You see a locked fudge scented chest. You see a bookshelf. Make a note of this, you might have to put stuff on or in it later on. On the bookshelf you make out a keycard. You can't wait to tell the folks at home about this!
You need an unguarded exit? You should try going east.
You are carrying: a paper towel.

your action:

Response: take keycard from bookshelf<|im_end|>go east<|im_end|>close safe<|im_end|>lock safe with keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to unlock the type Z chest in the cubicle. After that, assure that the type Z chest is wide open. After opening the type Z chest, recover the passkey from the type Z chest. With the passkey, unlock the box within the cubicle. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle. A normal kind of place.
You make out a locked box. You scan the room for a type Z chest, and you find a type Z chest. As if things weren't amazing enough already, you can even see a shelf. The shelf is ordinary. Unfortunately, there isn't a thing on it.
You need an unblocked exit? You should try going west.
There is a sandwich and a burger on the floor.
You are carrying: a peanut, a type Z keycard, a keycard and a nest of bunnies.

your action:

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


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

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

Here is how to win the game:
Welcome to another exciting game of TextWorld! Here is your task for today. Your first objective is to retrieve the non-euclidean keycard from the floor of the bedchamber. With the non-euclidean keycard, go to the east. And then, unlock the non-euclidean safe. After that, ensure that the non-euclidean safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a typical kind of place. That is to say, you're in a bedchamber. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You make out a closed type 9 safe. You scan the room for a mantelpiece, and you find a mantelpiece! But there isn't a thing on it. It would have been so cool if there was stuff on the mantelpiece! oh well. You can see a desk. Make a note of this, you might have to put stuff on or in it later on. The desk is usual. But the thing hasn't got anything on it. You move on, clearly upset with your TextWorld experience. You see a bed. You see a manuscript on the bed.
There is an unguarded exit to the east.
There is a non-euclidean keycard on the floor.
You are carrying: a sandwich and a type 9 passkey.

your action:

Response: take non-euclidean keycard<|im_end|>go east<|im_end|>unlock non-euclidean safe with non-euclidean keycard<|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:
Welcome to another life changing game of TextWorld! Here is how to play! First of all, you could, like, go to the south. And then, pick up the lavender scented latchkey from the floor of the spare room. Then, insert the lavender scented latchkey into the lavender scented locker's lock to unlock it. And then, look and see that the lavender scented locker is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
Well, here we are in the cubicle.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a table. What a coincidence, weren't you just thinking about a table? Unfortunately, there isn't a thing on it. You can make out a mantelpiece. But the thing hasn't got anything on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a chocolate bar and a printer on the floor.
You are carrying: a shadfly.

your action:

Response: go south<|im_end|>take lavender scented latchkey<|im_end|>unlock lavender scented locker with lavender scented latchkey<|im_end|>open lavender scented locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting episode of TextWorld! First off, if it's not too much trouble, I need you to unlock the type 9 chest with the type 9 passkey. After unlocking the type 9 chest, open the type 9 chest inside the chamber. If you have opened the type 9 chest, pick up the blanket from the type 9 chest. If you can get your hands on the blanket, deposit the blanket inside the Microsoft limited edition box. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You've just sauntered into a chamber.
You make out an opened Microsoft limited edition box. The Microsoft limited edition box is empty! This is the worst thing that could possibly happen, ever! You scan the room for a type 9 chest, and you find a type 9 chest. Hmmm... what else, what else? You can see a recliner. The recliner is typical. But the thing is empty.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a Microsoft limited edition latchkey and a poem on the floor.
You are carrying: a gummy bear, a type 9 passkey, a lampshade and a cane.

your action:

Response: unlock type 9 chest with type 9 passkey<|im_end|>open type 9 chest<|im_end|>take blanket from type 9 chest<|im_end|>insert blanket into Microsoft limited edition box<|im_end|>


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

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

Here is how to win the game:
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 west. Then, take the napkin from the type P locker within the kitchen. After that, try to move east. Then, rest the napkin on the mantelpiece. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. An ordinary one. Okay, just remember what you're here to do, and everything will go great.
You see a closed Canadian limited edition box. As if things weren't amazing enough already, you can even see a mantelpiece. The mantelpiece is normal. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a Canadian limited edition latchkey and a book.

your action:

Response: go west<|im_end|>take napkin from type P locker<|im_end|>go east<|im_end|>put napkin on mantelpiece<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to retrieve the keycard from the armchair within the studio. Then, venture east. Then, unlock the safe with the keycard. Then, make absolutely sure that the safe is ajar. Got that? Good!

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 make out an armchair. You wonder idly who left that here. The armchair is standard. On the armchair you make out a keycard and a butterfly. You can see a stand. The stand is normal. But there isn't a thing on it. It would have been so cool if there was stuff on the stand.
There is an unguarded exit to the east.
There is a sandwich and a fly larva on the floor.
You are carrying: a fondue.

your action:

Response: take keycard from armchair<|im_end|>go east<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, travel north. And then, pick up the whisk from the floor of the dish-pit. After that, take a trip south. Then, you can insert the whisk inside the box in the cookery. That's it!

Here is your interactions so far:
current state: You are now in the cookery.
You make another one of your grand eccentric entrances into a cookery.
You see an opened box. The box contains a key, a mug, a bowl and a fork. You make out a locked safe, which looks standard, close by.
There is an unblocked exit to the north.
There is a latchkey on the floor.
You are carrying: a legume.

your action:

Response: go north<|im_end|>take whisk<|im_end|>go south<|im_end|>insert whisk into box<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, attempt to go to the west. And then, retrieve the cuboid latchkey from the stand inside the studio. After stealing the cuboid latchkey, go to the east. After that, Insert the cuboid latchkey into the cuboid locker to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just shown up in a dish-pit.
You can see a cuboid locker. Something scurries by right in the corner of your eye. Probably nothing. You see a closed box. You make out a bowl. Looks like someone's already been here and taken everything off it, though. You can see a rack. The rack is ordinary. But the thing is empty, unfortunately.
You need an unguarded exit? You should try going west.
You are carrying: a fondue.

your action:

Response: go west<|im_end|>take cuboid latchkey from stand<|im_end|>go east<|im_end|>lock cuboid locker with cuboid latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First off, make it so that the American limited edition locker inside the kitchenette is unlocked. After that, assure that the American limited edition locker is opened. Then, recover the spork from the American limited edition locker inside the kitchenette. After that, deposit the spork on the floor of the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A typical one.
You can see a locked American limited edition locker. As if things weren't amazing enough already, you can even see a pan. The pan is usual. But oh no! there's nothing on this piece of garbage. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a loaf of bread, a fondue, a stick of butter and a mug on the floor.
You are carrying: a legume and an American limited edition latchkey.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 how to play! First step, pick up the key from the safe. If you can get your hands on the key, unlock the chest in the playroom with the key. After that, ensure that the chest is open. After that, recover the tv from the chest within the playroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the playroom.
Fancy seeing you here. Here, by the way, being the playroom. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a chest. You see a safe. The safe contains an apple and a key. Make a note of this, you might have to put stuff on or in it later on. You see a bench. But the thing hasn't got anything on it. Hm. Oh well You can make out a bookshelf. However, the bookshelf, like an empty bookshelf, has nothing on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a soap scented keycard.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to venture west. Next, recover the textbook from the formless chest. Then, travel east. After that, drop the textbook on the floor of the chamber. Alright, thanks!

Here is your interactions so far:
current state: You are now in the chamber.
Ah, the chamber. This is some kind of chamber, really great usual vibes in this place, a wonderful usual atmosphere. And now, well, you're in it. You begin to take stock of what's in the room.
Were you looking for a type G chest? Because look over there, it's a type G chest. You can see a recliner. On the recliner you can see a type G passkey.
There is an exit to the west. Don't worry, it is unguarded.
There is a monitor on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take textbook from formless chest<|im_end|>go east<|im_end|>drop textbook<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, lift the Henderson's limited edition keycard from the floor of the sauna. Then, take a trip east. And then, make absolutely sure that the Henderson's limited edition safe within the bedroom is unlocked. After that, ensure that the Henderson's limited edition safe is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the sauna.
You've entered a sauna.
You see a formless safe. You can make out a shelf. But there isn't a thing on it.
You need an unguarded exit? You should try going east.
There is a Henderson's limited edition keycard on the floor.
You are carrying: a formless latchkey.

your action:

Response: take Henderson's limited edition keycard<|im_end|>go east<|im_end|>unlock Henderson's limited edition safe with Henderson's limited edition keycard<|im_end|>open Henderson's limited edition safe<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First step, try to go west. After that, retrieve the fly larva from the rack. Then, go east. With that accomplished, you can insert the fly larva into the locker. That's it!

Here is your interactions so far:
current state: You are now in the garage.
You are in a garage. A normal one.
You can see a locker. The locker contains a loaf of bread and a cauliflower. You can see a stand! The stand is standard. But the thing is empty. What, you think everything in TextWorld should have stuff on it? You can see a table. But the thing hasn't got anything on it. You bend down to tie your shoe. When you stand up, you notice a counter. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a peanut and a passkey on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take fly larva from rack<|im_end|>go east<|im_end|>insert fly larva into locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound episode of TextWorld! First step, venture south. Then, unlock the safe inside the attic with the keycard. And then, open the safe. And then, pick up the lampshade from the safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the steam room.
You've just shown up in a steam room.
You hear a noise behind you and spin around, but you can't see anything other than a type F box. There's something strange about this being here, but you can't put your finger on it. You can make out a closed box right there by you.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a fondue on the floor.
You are carrying: a keycard, a type F latchkey, a bowl and a plant.

your action:

Response: go south<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>take lampshade 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First, it would be great if you could make an effort to go north. Next, recover the Canadian key from the floor of the closet. Then, venture south. And then, make it so that the Canadian box is unlocked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundromat.
I am sorry to announce that you are now in the laundromat.
You can see a locked Canadian box. You can make out a closed Henderson's style chest. You make out a type 7 chest!
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a lingonberry, a burger, a Henderson's style latchkey and a type 7 key.

your action:

Response: go north<|im_end|>take Canadian key<|im_end|>go south<|im_end|>unlock Canadian box with Canadian 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:
You are now playing a exciting session of TextWorld! First of all, make an attempt to travel east. Then, open the locker within the kitchen. And then, recover the keycard from the locker. After stealing the keycard, unlock the box in the kitchen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A standard one. The room is well lit.
You see a closed type U chest. If you haven't noticed it already, there seems to be something there by the wall, it's a board. Looks like someone's already been here and taken everything off it, though. It would have been so cool if there was stuff on the board! oh well.
You need an unblocked exit? You should try going east.
There is a mat on the floor.
You are carrying: a latchkey, a type U latchkey and a laptop.

your action:

Response: go east<|im_end|>open locker<|im_end|>take keycard from locker<|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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! Here is how to play! First off, try to head north. Then, retrieve the hat from the floor of the attic. And then, make an effort to travel south. Then, deposit the hat into the drawer. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. A normal one. Let's see what's in here.
You can make out an opened drawer, which looks normal, in the corner. The drawer contains a paper towel. There's something strange about this thing being here, but you don't have time to worry about that now. You see an opened cabinet. Empty! What kind of nightmare TextWorld is this? You smell an interesting smell, and follow it to a bench. The bench is normal. However, the bench, like an empty bench, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying nothing.

your action:

Response: go north<|im_end|>take hat<|im_end|>go south<|im_end|>insert hat into drawer<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, recover the passkey from the chest. And then, assure that the box is unlocked. Then, ensure that the box within the shower is open. And then, retrieve the nest of caterpillars from the box. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. An ordinary one. Okay, just remember what you're here to do, and everything will go great.
You make out a locked box. You see an opened chest here. The chest contains a passkey. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. Hey, want to see a rack? Look over there, a rack. The rack is normal. On the rack you make out a latchkey. You bend down to tie your shoe. When you stand up, you notice a table. The table is normal. On the table you can make out a sandwich. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a butterfly.

your action:

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


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

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

Here is how to win the game:
You are now playing a life changing game of TextWorld! First stop, move west. And then, retrieve the type V latchkey from the floor of the bedroom. Then, make an effort to travel east. And then, make it so that the type V locker in the launderette is locked with the type V latchkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the launderette.
You've just walked into a launderette.
A closed type V locker is in the room. You can see a rack. You see a cashew on the rack.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a legume.

your action:

Response: go west<|im_end|>take type V latchkey<|im_end|>go east<|im_end|>lock type V locker with type V latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. Your first objective is to make an effort to go west. After that, recover the spoon from the floor of the kitchenette. After that, move east. And then, sit the spoon on the bowl. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. An usual one.
You can make out a bowl. The bowl is usual. Unfortunately, there isn't a thing on it. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rack. You see a cashew on the rack.
There is an unblocked exit to the west.
You are carrying: a potato, a blueberry and an American style latchkey.

your action:

Response: go west<|im_end|>take spoon<|im_end|>go east<|im_end|>put spoon on bowl<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! First off, make an effort to move south. Then, ensure that the cuboid safe is open. Then, pick up the iron from the cuboid safe inside the laundromat. After that, put the iron on the board in the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've entered a cookhouse.
Look over there! a TextWorld limited edition locker. You can see a closed box.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a TextWorld limited edition passkey on the floor.
You are carrying: a latchkey.

your action:

Response: go south<|im_end|>open cuboid safe<|im_end|>take iron from cuboid safe<|im_end|>put iron 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:
Welcome to TextWorld! Here is your task for today. Your first objective is to recover the blanket from the shelf inside the playroom. Then, try to go to the south. Following that, open the box in the bedroom. Then, you can put the blanket into the box inside the bedroom. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the playroom.
Well I'll be, you are in a place we're calling a playroom. You try to gain information on your surroundings by using a technique you call "looking."
You make out a closed standard looking chest right there by you. You smell a fine smell, and follow it to a shelf. You see a latchkey, a blanket and a monitor on the shelf. You can see a bench. The bench is usual. But oh no! there's nothing on this piece of junk. You can make out a bookshelf. 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 pizza and a coffee cup.

your action:

Response: take blanket from shelf<|im_end|>go south<|im_end|>open box<|im_end|>insert blanket into box<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is how to play! First of all, retrieve the cuboid passkey from the safe. After stealing the cuboid passkey, unlock the cuboid safe. Then, open the cuboid safe within the studio. Having opened the cuboid safe, pick up the folder from the cuboid safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A standard kind of place. I guess you better just go and list everything you see here.
A locked cuboid safe is right there by you. You see a gleam over in a corner, where you can see a safe. The safe contains a cuboid passkey. You can see a locker. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. The locker is empty! This is the worst thing that could possibly happen, ever! You can see a chair. The chair is typical. But the thing hasn't got anything on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a latchkey on the floor.
You are carrying: an insect.

your action:

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


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

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

Here is how to win the game:
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 go to the north. And then, pick up the cd from the stand. Then, venture south. With that over with, put the cd on the table inside the workshop. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop. A standard kind of place. You begin to take stock of what's here.
You make out a closed box in the room. You can make out a table. The table is usual. On the table you can make out a laptop. Hey, want to see an armchair? Look over there, an armchair. You shudder, but continue examining the armchair. You see a legume on the armchair.
There is an unblocked exit to the north.
There is a latchkey and a worm on the floor.
You are carrying: an apple, a durian and a fly larva.

your action:

Response: go north<|im_end|>take cd from stand<|im_end|>go south<|im_end|>put cd on table<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, unlock the vanilla scented safe inside the office. After that, open the vanilla scented safe inside the office. After that, take the folder from the vanilla scented safe within the office. Then, place the folder on the floor of the office. Got that? Good!

Here is your interactions so far:
current state: You are now in the office.
Ah, the office. This is some kind of office, really great standard vibes in this place, a wonderful standard atmosphere. And now, well, you're in it.
You can see a locked vanilla scented safe in the corner. You see a gleam over in a corner, where you can see a box. The box is empty! What a waste of a day! You make out a rectangular safe. You make out a safe.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a burger, a vanilla scented keycard, a rectangular latchkey, a latchkey and a keyboard.

your action:

Response: unlock vanilla scented safe with vanilla scented keycard<|im_end|>open vanilla scented safe<|im_end|>take folder from vanilla scented safe<|im_end|>drop folder<|im_end|>


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

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

Here is how to win the game:
You are now playing a exciting game of TextWorld! Here is how to play! First thing I need you to do is to venture south. After that, ensure that the box is open. Then, pick up the blueberry from the box within the bedroom. And then, eat the blueberry. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the recreation zone.
Look around you. Take it all in. It's not every day someone gets to be in a recreation zone. Okay, just remember what you're here to do, and everything will go great.
You make out an opened normal looking trunk in the corner. The trunk is empty, what a horrible day! You smell an intriguing smell, and follow it to a basket. The basket is empty! What a waste of a day!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a controller on the floor.
You are carrying: a latchkey and a telephone.

your action:

Response: go south<|im_end|>open box<|im_end|>take blueberry from box<|im_end|>eat blueberry<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, pick up the non-euclidean latchkey from the dresser within the laundry place. And then, look and see that the non-euclidean locker is unlocked. Then, make sure that the non-euclidean locker is open. After that, take the sponge from the non-euclidean locker. Alright, thanks!

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 rest your hand against a wall, but you miss the wall and fall onto a non-euclidean locker. You can see an opened dresser. The dresser contains a non-euclidean latchkey. You see a gleam over in a corner, where you can see a safe. The safe contains a key. A safe... Is that really what you were looking for? Look over there! a locker. You can see a board. You see a paper towel on the board.
You need an unguarded exit? You should try going north.
You are carrying: a garlic clove and a licorice strip.

your action:

Response: take non-euclidean latchkey from dresser<|im_end|>unlock non-euclidean locker with non-euclidean latchkey<|im_end|>open non-euclidean locker<|im_end|>take sponge from non-euclidean locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound game of TextWorld! Here is your task for today. Your first objective is to make an effort to go north. With that accomplished, pick up the bug from the table in the kitchen. And then, venture south. And then, sit the bug on the rack within the launderette. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the launderette.
You've entered a launderette. You begin to take stock of what's here.
You can see a cabinet. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. The cabinet contains a Microsoft limited edition keycard. Hmmm... what else, what else? You can see a Microsoft limited edition safe. You scan the room, seeing a rack. The rack is normal. Unfortunately, there isn't a thing on it. You can see a board. The board is standard. But there isn't a thing on it.
There is an unblocked exit to the north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take bug from table<|im_end|>go south<|im_end|>put bug on rack<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to travel east. Okay, and then, ensure that the spherical locker is open. Then, take the cushion from the spherical locker within the recreation zone. Then, put the cushion on the bed stand. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
You make another one of your grand eccentric entrances into a shower.
You can make out a counter. The counter is standard. Looks like someone's already been here and taken everything off it, though. Hm. Oh well You make out a shelf. You shudder, but continue examining the shelf. The shelf is standard. On the shelf you can see a paper towel. You make out a board. The board is normal. The board appears to be empty. You make out a bench. The bench is ordinary. But the thing hasn't got anything on it.
There is an unguarded exit to the east.
You are carrying: a desktop computer.

your action:

Response: go east<|im_end|>open spherical locker<|im_end|>take cushion from spherical locker<|im_end|>put cushion on bed stand<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First, it would be good if you could make it so that the box inside the cookhouse is opened. And then, pick up the whisk from the box inside the cookhouse. And then, try to go east. And then, sit the whisk on the pan inside the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookhouse.
I just think it's awesome that you're in a cookhouse now.
Were you looking for a box? Because look over there, it's a box.
There is an unguarded exit to the east.
There is a stick of butter and a key on the floor.
You are carrying: a loaf of bread, a garlic clove and a chocolate bar.

your action:

Response: open box<|im_end|>take whisk from box<|im_end|>go east<|im_end|>put whisk 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:
Welcome to TextWorld! Here is how to play! First of all, you could, like, travel south. Then, recover the latchkey from the plate. Then, look and see that the safe is unlocked. After that, ensure that the safe in the cookhouse is open. 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.
If you haven't noticed it already, there seems to be something there by the wall, it's a bowl. Now why would someone leave that there? The bowl is usual. But the thing hasn't got anything on it. Hopefully this doesn't make you too upset. You scan the room for a shelf, and you find a shelf. The shelf is normal. But the thing hasn't got anything on it.
There is an unblocked exit to the south.
There is a garlic clove on the floor.
You are carrying: a loaf of bread.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, look and see that the locker is unlocked. Then, ensure that the locker inside the recreation zone is open. After that, recover the key from the locker in the recreation zone. After that, make sure that the safe in the recreation zone is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You are in a recreation zone. A normal one.
You see a safe. You can see a locked locker. You see a gleam over in a corner, where you can see a type M locker. You see a dresser! Look out! It's a- oh, never mind, it's just a stand. The stand is ordinary. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going north.
You are carrying: a passkey, a type M passkey and a ladle.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take key from locker<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, go south. That done, retrieve the Canadian key from the floor of the attic. Then, unlock the Canadian locker with the Canadian key. And then, look and see that the Canadian locker within the attic is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A standard kind of place.
You make out an opened trunk. The trunk is empty! What a waste of a day! You see a gleam over in a corner, where you can see a type 4 safe. Wow, isn't TextWorld just the best? You can see a rack. The rack is standard. Unfortunately, there isn't a thing on it. You see a bench. The bench is usual. But the thing is empty. Hm. Oh well
There is an unblocked exit to the south.
There is a broom on the floor.
You are carrying: a type 4 key.

your action:

Response: go south<|im_end|>take Canadian key<|im_end|>unlock Canadian locker with Canadian key<|im_end|>open Canadian 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 how to play! First thing I need you to do is to recover the keycard from the floor of the office. After that, unlock the box. After you have unlocked the box, ensure that the box is open. After that, pick up the Comic Strip Calendar from the box within the office. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You've seen better offices, but at least this one seems pretty normal.
You see a box. You see a safe. You can make out an opened ordinary looking toolbox right there by you. The toolbox is empty! This is the worst thing that could possibly happen, ever!
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a loaf of bread and a keycard on the floor.
You are carrying: a fondue and a vacuum.

your action:

Response: take keycard<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take Comic Strip Calendar from box<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First thing I need you to do is to venture east. Then, open the locker. After that, take the worm from the locker within the laundromat. And then, place the worm on the floor of the laundromat. Once that's all handled, you can stop!

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 an opened toolbox. The toolbox is empty! What a waste of a day! You can see a closed typical looking type Y locker here. You make out a bookshelf. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going east.
There is a type Y passkey on the floor.
You are carrying: a lavender scented keycard.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First stop, go north. And then, lift the cuboid keycard from the floor of the study. And then, make an effort to venture south. Next, look and see that the cuboid safe is unlocked with the cuboid keycard. That's it!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A standard one.
You can see a cuboid safe. You see a closed locker. You scan the room, seeing a cabinet. The cabinet is empty, what a horrible day! You can make out an armchair. You see a folder on the armchair. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unblocked exit to the north.
You are carrying: an elderberry, a cantaloupe, a fondue, a keycard and a cane.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to check that the Canadian style locker is unlocked with the Canadian style keycard. And then, ensure that the Canadian style locker inside the shower is open. And then, take the pear from the Canadian style locker inside the shower. Once you have taken the pear, eat the pear. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal one.
You make out a locked Canadian style locker. You make out a locked box.
There is an unguarded exit to the north.
You are carrying: a candy bar, a burger, a Canadian style keycard, a fly larva and a nest of earwigs.

your action:

Response: unlock Canadian style locker with Canadian style keycard<|im_end|>open Canadian style locker<|im_end|>take pear from Canadian style locker<|im_end|>eat pear<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an effort to go to the east. With that over with, doublecheck that the formless locker is wide open. And then, recover the keycard from the formless locker inside the salon. And then, unlock the safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a typical kind of place. That is to say, you're in a vault. You can barely contain your excitement.
Look over there! a chest. You rest your hand against a wall, but you miss the wall and fall onto a rack. On the rack you can make out a cucumber. There's something strange about this being here, but you can't put your finger on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a stick of butter on the floor.
You are carrying: a gummy bear and a latchkey.

your action:

Response: go east<|im_end|>open formless locker<|im_end|>take keycard from formless 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First step, travel east. And then, retrieve the key from the table within the workshop. And then, unlock the safe in the workshop. Having unlocked the safe, doublecheck that the safe in the workshop is wide open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A normal kind of place. Let's see what's in here.
You can make out a closed TextWorld safe. Look over there! a bench. But the thing is empty, unfortunately. If you haven't noticed it already, there seems to be something there by the wall, it's a mantle. The mantle is usual. But oh no! there's nothing on this piece of garbage. It would have been so cool if there was stuff on the mantle.
There is an exit to the east. Don't worry, it is unguarded.
There is a berry on the floor.
You are carrying: a legume, a banana and a TextWorld keycard.

your action:

Response: go east<|im_end|>take key from table<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be great if you could make an effort to travel west. Then, retrieve the lavender scented key from the rack in the bathroom. After that, move east. If you can get around to doing that, check that the lavender scented chest is unlocked with the lavender scented key. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
Oh, great. Here's a lavender scented chest. Wow, isn't TextWorld just the best? You bend down to tie your shoe. When you stand up, you notice a Henderson's limited edition box.
There is an unguarded exit to the west.
You are carrying: a Henderson's limited edition latchkey and a passkey.

your action:

Response: go west<|im_end|>take lavender scented key from rack<|im_end|>go east<|im_end|>unlock lavender scented chest with lavender scented key<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First stop, try to move north. Then, lift the latchkey from the floor of the chamber. Then, travel south. And then, insert the latchkey into the locker in the cubicle's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
I am excited to announce that you are now in the cubicle.
You see a locked locker. You see a locked chest nearby. You make out a portmanteau.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a durian, a chocolate bar and a banana.

your action:

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