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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is how to play! First, it would be great if you could attempt to move east. Once you do that, make absolutely sure that the locker is wide open. Then, take the Advent Calendar from the locker. And then, put the Advent Calendar inside the display inside the office. That's it!

Here is your interactions so far:
current state: You are now in the basement.
You find yourself in an usual kind of place. That is to say, you're in a basement.
You see an opened cabinet. Empty! What kind of nightmare TextWorld is this? You can see a shelf. The shelf is standard. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
There is a legume on the floor.
You are carrying: a potato, a passkey and an insect.

your action:

Response: go east<|im_end|>open locker<|im_end|>take Advent Calendar from locker<|im_end|>insert Advent Calendar 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:
Welcome to TextWorld! Your first objective is to look and see that the American style box is unlocked. Then, make it so that the American style box inside the office is open. And then, retrieve the latchkey from the American style box within the office. After that, check that the box within the office is unlocked with the latchkey. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the office.
You've entered an office. 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 box. You make out a American style box. I mean, just wow! Isn't TextWorld just the best? You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a stand. Unfortunately, there isn't a thing on it. What's the point of an empty stand? You can make out an armchair. However, the armchair, like an empty armchair, has nothing on it.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a fondue, an American style passkey and a towel.

your action:

Response: unlock American style box with American style passkey<|im_end|>open American style box<|im_end|>take latchkey from American style box<|im_end|>unlock box with latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to head east. After that, take the Microsoft limited edition key from the workbench in the basement. After that, unlock the Microsoft limited edition chest with the Microsoft limited edition key. After that, make it so that the Microsoft limited edition chest within the basement is wide open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. An ordinary one.
You can see a safe. Now why would someone leave that there? You see a board. The board is normal. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
There is a sponge on the floor.
You are carrying: a chocolate bar, a passkey and a broom.

your action:

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


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

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

Here is how to win the game:
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 a trip south. After that, make it so that the cuboid chest inside the canteen is wide open. After that, pick up the insect from the cuboid chest in the canteen. After picking up the insect, place the insect on the board inside the canteen. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
You've entered a scullery.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a candy bar on the floor.
You are carrying: a cashew and a laptop.

your action:

Response: go south<|im_end|>open cuboid chest<|im_end|>take insect from cuboid chest<|im_end|>put insect on board<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is how to play! Your first objective is to go north. And then, recover the insect from the floor of the pantry. And then, move south. Then, toss the insect on the floor of the cubicle. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You've entered a cubicle.
Oh, great. Here's a trunk. The trunk is empty! What a waste of a day! You can make out a stand. The stand is standard. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it? You can see a chair. Does this look like anything mentioned in the instructions? The chair appears to be empty. Oh, great. Here's a bookshelf. Now why would someone leave that there? The bookshelf is usual. However, the bookshelf, like an empty bookshelf, has nothing on it. Hey, want to see a table? Look over there, a table. The table is usual. The table appears to be empty. Hm. Oh well You make out a shelf. The shelf is standard. But the thing hasn't got anything on it. You think about smashing the shelf to bits, throwing the bits into a pit, etc, until you get bored.
There is an unblocked exit to the north.
There is a blueberry on the floor.
You are carrying: a cauliflower.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! Your first objective is to make an attempt to move east. Next, recover the passkey from the shelf in the office. After taking the passkey, unlock the locker in the office. And then, open the locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You've entered an attic.
You can see a type 2 chest. You can see a type U box.
There is an unguarded exit to the east.
You are carrying: a type 2 latchkey.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! First thing I need you to do is to make an attempt to go to the east. And then, ensure that the chest in the cubicle is open. Then, retrieve the pencil from the chest in the cubicle. And then, place the pencil on the floor of the cubicle. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cookhouse.
Well, here we are in a cookhouse. You can barely contain your excitement.
You make out a locked type C box. You can see a board. But the thing is empty.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a keycard, a passkey and a type C passkey.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, lift the Henderson's keycard from the floor of the dish-pit. After you have got the Henderson's keycard, unlock the Henderson's locker in the dish-pit. After that, open the Henderson's locker in the dish-pit. And then, pick up the teaspoon from the Henderson's locker within the dish-pit. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You have walked into a dish-pit. Not the dish-pit you'd expect. No, this is a dish-pit.
You hear a noise behind you and spin around, but you can't see anything other than a Henderson's locker. As if things weren't amazing enough already, you can even see a table. Why don't you take a picture of it, it'll last longer! But the thing hasn't got anything on it.
There is an exit to the west. Don't worry, it is unguarded.
There is a Henderson's keycard and a teapot on the floor.
You are carrying: a burger and an American style passkey.

your action:

Response: take Henderson's keycard<|im_end|>unlock Henderson's locker with Henderson's keycard<|im_end|>open Henderson's locker<|im_end|>take teaspoon from Henderson's locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, retrieve the Canadian limited edition latchkey from the floor of the attic. After that, attempt to venture south. Then, make absolutely sure that the Canadian limited edition locker is unlocked. If you have unlocked the Canadian limited edition locker, make absolutely sure that the Canadian limited edition locker is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. An ordinary kind of place.
Look over there! a toolbox. You wonder idly who left that here. The toolbox is empty! What a waste of a day! You can see a closed locker, which looks typical, right there by you. You see a safe. Oh, great. Here's a stand. But the thing is empty. Oh! Why couldn't there just be stuff on it?
You need an unguarded exit? You should try going south.
There is a Canadian limited edition latchkey and a latchkey on the floor.
You are carrying nothing.

your action:

Response: take Canadian limited edition latchkey<|im_end|>go south<|im_end|>unlock Canadian limited edition locker with Canadian limited edition latchkey<|im_end|>open Canadian limited edition locker<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, pick up the Canadian passkey from the floor of the scullery. Then, travel south. After that, doublecheck that the Canadian box inside the steam room is closed. After that, doublecheck that the Canadian box is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You are in a scullery. An ordinary kind of place.
You see a closed standard looking safe right there by you. You see a pan. Why don't you take a picture of it, it'll last longer! The pan is ordinary. Looks like someone's already been here and taken everything off it, though. You make out a plate. The plate is ordinary. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the plate. You bend down to tie your shoe. When you stand up, you notice a saucepan. Why don't you take a picture of it, it'll last longer! But the thing hasn't got anything on it.
You need an unblocked exit? You should try going south.
There is a salad and a Canadian passkey on the floor.
You are carrying: a peanut, a formless keycard and a passkey.

your action:

Response: take Canadian passkey<|im_end|>go south<|im_end|>close Canadian box<|im_end|>lock Canadian box with Canadian passkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First off, lift the latchkey from the floor of the bedroom. After that, check that the chest is unlocked with the latchkey. Then, open the chest inside the bedroom. And then, take the dvd from the chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. An ordinary kind of place.
A locked chest is in the room. You can make out a box. You see a desk. But the thing is empty.
You need an unblocked exit? You should try going west.
There is a latchkey, a keycard, a nest of ticks and a tv on the floor.
You are carrying nothing.

your action:

Response: take latchkey<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take dvd 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:
It's time to explore the amazing world of TextWorld! First off, if it's not too much trouble, I need you to try to move west. Okay, and then, recover the latchkey from the floor of the restroom. After that, go east. Then, check that the locker within the cellar is unlocked with the latchkey. That's it!

Here is your interactions so far:
current state: You are now in the cellar.
You find yourself in a cellar. An ordinary kind of place. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You scan the room for a locker, and you find a locker. Now why would someone leave that there? You rest your hand against a wall, but you miss the wall and fall onto a box. You rest your hand against a wall, but you miss the wall and fall onto a counter. Make a note of this, you might have to put stuff on or in it later on. You see a strawberry and a keycard on the counter.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a pizza and a legume.

your action:

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


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

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

Here is how to win the game:
You are now playing a life changing episode of TextWorld! Here is your task for today. First of all, look and see that the TextWorld limited edition locker is open. If you have opened the TextWorld limited edition locker, retrieve the passkey from the TextWorld limited edition locker. If you can get your hands on the passkey, check that the locker in the steam room is unlocked with the passkey. And then, ensure that the locker is open. That's it!

Here is your interactions so far:
current state: You are now in the steam room.
You are in a steam room. An ordinary kind of place.
You see a locked locker here. You can see a closed TextWorld limited edition locker, which looks standard, in the room. Oh, great. Here's a counter. But the thing is empty, unfortunately. Hopefully this doesn't make you too upset.
You need an unblocked exit? You should try going west.
You are carrying: a type 1 latchkey.

your action:

Response: open TextWorld limited edition locker<|im_end|>take passkey from TextWorld limited edition locker<|im_end|>unlock locker with passkey<|im_end|>open locker<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, pick up the type U keycard from the case. After that, unlock the type U safe within the workshop. And then, open the type U safe. Then, pick up the worm from the type U safe in the workshop. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the workshop.
You're now in a workshop.
A locked type U safe is in the room. You can see an opened case. The case contains a legume and a type U keycard. Now why would someone leave that there? You see an opened portmanteau. Empty! What kind of nightmare TextWorld is this?
There is an unblocked exit to the west.
You are carrying: a blanket.

your action:

Response: take type U keycard from case<|im_end|>unlock type U safe with type U keycard<|im_end|>open type U safe<|im_end|>take worm from type U safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! First stop, unlock the type W safe within the closet with the type W keycard. Then, assure that the type W safe is opened. After that, take the butterfly from the type W safe. And then, you can deposit the butterfly inside the safe within the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
Well, here we are in a closet.
You make out a safe. The safe contains a sock. You can see a locked type W safe. Oh, great. Here's a shelf. The shelf is usual. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it! You can see a counter. However, the counter, like an empty counter, has nothing on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a candy bar on the floor.
You are carrying: a type W keycard and a passkey.

your action:

Response: unlock type W safe with type W keycard<|im_end|>open type W safe<|im_end|>take butterfly from type W safe<|im_end|>insert butterfly into safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, make an effort to venture west. Next, take the disk from the bookshelf. Then, attempt to venture east. Then, sit the disk on the stand within the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the closet.
Well I'll be, you are in the place we're calling the closet. You begin looking for stuff.
You see a formless safe. Empty! What kind of nightmare TextWorld is this? You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a stand. On the stand you see a fondue. You can't wait to tell the folks at home about this! You see a shelf. But the thing is empty, unfortunately. Look out! It's a- oh, never mind, it's just a workbench. But the thing is empty, unfortunately. What, you think everything in TextWorld should have stuff on it?
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a formless keycard, a shirt and a coffee cup.

your action:

Response: go west<|im_end|>take disk from bookshelf<|im_end|>go east<|im_end|>put disk on stand<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing session of TextWorld! Here is your task for today. First of all, try to move west. After that, pick up the fondue from the stand. Then, eat the fondue. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You are in a bedchamber. An usual one.
You can make out an opened chest. The chest is empty, what a horrible day! You see an opened dresser. Empty! What kind of nightmare TextWorld is this? Were you looking for a shelf? Because look over there, it's a shelf. The shelf is standard. But the thing hasn't got anything on it. Hm. Oh well
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a passkey.

your action:

Response: go west<|im_end|>take fondue from stand<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to take a trip west. And then, retrieve the passkey from the table. Then, attempt to go east. With that done, make it so that the chest is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
I am sorry to announce that you are now in the bedchamber. The room is well lit.
If you haven't noticed it already, there seems to be something there by the wall, it's a chest.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a gummy bear, a worm and a cane.

your action:

Response: go west<|im_end|>take passkey from table<|im_end|>go east<|im_end|>lock chest with passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing round of TextWorld! Here is how to play! First, it would be good if you could head east. Once you manage that, ensure that the soap scented locker inside the bathroom is open. Then, pick up the sponge from the soap scented locker. Then, deposit the sponge inside the locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A standard one.
You scan the room, seeing a American box.
You need an unguarded exit? You should try going east.
You are carrying: a soap scented key, an American keycard and a paper towel.

your action:

Response: go east<|im_end|>open soap scented locker<|im_end|>take sponge from soap scented locker<|im_end|>insert sponge 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to pick up the type 8 latchkey from the case in the workshop. If you have got the type 8 latchkey, go to the east. Following that, close the type 8 locker. Once you have closed the type 8 locker, doublecheck that the type 8 locker is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the workshop.
You are in a workshop.
You make out an opened case in the room. The case contains a type 8 latchkey. You can see a mantle. But there isn't a thing on it. You scan the room for a mantelpiece, and you find a mantelpiece. The mantelpiece is normal. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

your action:

Response: take type 8 latchkey from case<|im_end|>go east<|im_end|>close type 8 locker<|im_end|>lock type 8 locker with type 8 latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First off, go to the west. Then, pick-up the sandwich from the floor of the kitchenette. And then, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You've entered a vault. You begin to take stock of what's in the room.
You can see a closed toolbox here. You see a table. But oh no! there's nothing on this piece of junk. You think about smashing the table to bits, throwing the bits in a fire, etc, until you get bored. You can make out a workbench. The workbench is usual. On the workbench you can see a stick of butter. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a salad and a loaf of bread.

your action:

Response: go west<|im_end|>take sandwich<|im_end|>eat sandwich<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound episode of TextWorld! Here is your task for today. First step, look and see that the chest within the closet is unlocked. After that, make sure that the chest is opened. After pulling open the chest, take the bug from the chest inside the closet. Then, throw the bug on the floor of the closet. Got that? Good!

Here is your interactions so far:
current state: You are now in the closet.
Welcome to the closet.
You can make out a chest. You make out a American style chest. Hmmm... what else, what else? You scan the room, seeing a trunk. Oh wow! Is that what I think it is? It is! It's a table. The table is typical. Unfortunately, there isn't a thing on it. You make out a counter. The counter is typical. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
You need an unblocked exit? You should try going north.
You are carrying: a key and a non-euclidean key.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take bug from chest<|im_end|>drop bug<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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! Here is how to play! First off, if it's not too much trouble, I need you to take a trip east. Following that, ensure that the chest within the cookery is open. And then, take the teacup from the chest. After stealing the teacup, place the teacup into the fridge. That's it!

Here is your interactions so far:
current state: You are now in the garage.
A laminated signboard tells you that you are now in the garage. The room is well lit.
You see a cabinet.
There is an unblocked exit to the east.
There is a shadfly on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open chest<|im_end|>take teacup from chest<|im_end|>insert teacup into fridge<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 move west. Following that, retrieve the tv from the floor of the chamber. And then, venture east. Okay, and then, place the tv on the counter. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the spare room.
You've just shown up in a spare room.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a cuboid chest. You make out a counter. The counter is standard. On the counter you make out a pizza and a cuboid key. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things.
There is an unblocked exit to the west.
You are carrying: a burger, a textbook, a laptop and a spoon.

your action:

Response: go west<|im_end|>take tv<|im_end|>go east<|im_end|>put tv on counter<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is how to play! First of all, you could, like, pick up the type H latchkey from the trunk in the study. And then, doublecheck that the type H locker is unlocked with the type H latchkey. And then, assure that the type H locker within the study is opened. And then, take the telephone from the type H locker. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You have moved into the most ordinary of all possible studys. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
Look out! It's a- oh, never mind, it's just a type H locker. An open trunk is in the corner. The trunk contains a cauliflower and a type H latchkey. You can see a closed TextWorld box right there by you. You can see a locked box in the corner.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a TextWorld latchkey on the floor.
You are carrying: a key.

your action:

Response: take type H latchkey from trunk<|im_end|>unlock type H locker with type H latchkey<|im_end|>open type H locker<|im_end|>take telephone from type H locker<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, make an attempt to go east. Okay, and then, open the box. And then, pick up the burger from the box inside the cookery. After getting the burger, eat the burger. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the sauna.
You are in a standard kind of place. That is to say, you're in a sauna.
You can make out a bench. The bench is standard. On the bench you can make out a gummy bear and a loaf of bread. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can see a board. The board is typical. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a sandwich and a sock on the floor.
You are carrying: a key and a nest of kittens.

your action:

Response: go east<|im_end|>open box<|im_end|>take burger from box<|im_end|>eat burger<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, attempt to take a trip west. That done, take the worm from the safe. After that, try to go to the east. And then, put the worm inside the locker within the canteen. Alright, thanks!

Here is your interactions so far:
current state: You are now in the canteen.
You have stumbled into the most usual of all possible canteens. You try to gain information on your surroundings by using a technique you call "looking."
You can make out a locker. The locker contains a keycard. As if things weren't amazing enough already, you can even see a case. Empty! What kind of nightmare TextWorld is this? Oh wow! Is that what I think it is? It is! It's a plate. You see a fork on the plate.
You need an unguarded exit? You should try going west.
There is a loaf of bread on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take worm from safe<|im_end|>go east<|im_end|>insert worm 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, travel south. Then, ensure that the type 2 safe is open. Then, recover the insect from the type 2 safe. After that, put the insect on the table inside the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a kitchen. A normal one. You begin to take stock of what's here.
You scan the room for a safe, and you find a safe. You make out a bowl. The bowl is ordinary. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it?
There is an unguarded exit to the south.
You are carrying: a type 2 keycard and a key.

your action:

Response: go south<|im_end|>open type 2 safe<|im_end|>take insect from type 2 safe<|im_end|>put insect on table<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First of all, you could, like, move north. And then, recover the poem from the floor of the playroom. With the poem, venture south. And then, toss the poem on the floor of 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 find yourself in a scullery. An ordinary one.
You can see a locked type 5 locker close by. You make out a chair. The chair is standard. The chair appears to be empty. What, you think everything in TextWorld should have stuff on it?
There is an exit to the north. Don't worry, it is unblocked.
There is a candy bar on the floor.
You are carrying: a blackberry, a fondue and a type 5 key.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, ensure that the type 3 chest inside the spare room is open. Then, take the fudge scented key from the type 3 chest. Then, make sure that the fudge scented safe is unlocked. And then, ensure that the fudge scented safe is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You arrive in a spare room. A typical one.
You see a fudge scented safe. You can see a closed type 3 chest, which looks typical, nearby. You can see an opened suitcase in the corner. The suitcase is empty! What a waste of a day! You scan the room, seeing a rack. The rack is standard. But the thing hasn't got anything on it.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a type 3 latchkey on the floor.
You are carrying nothing.

your action:

Response: open type 3 chest<|im_end|>take fudge scented key from type 3 chest<|im_end|>unlock fudge scented safe with fudge scented key<|im_end|>open fudge scented safe<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First stop, make an effort to move west. After that, pick up the TextWorld style key from the non-euclidean safe. Then, make an attempt to go east. With that over with, check that the TextWorld style safe is unlocked with the TextWorld style key. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the washroom.
Ah, the washroom. This is some kind of washroom, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it. You can barely contain your excitement.
You can make out a locked TextWorld style safe right there by you. A closed type Y safe is in the corner. You see a board. On the board you can make out a sandwich. You scan the room for a counter, and you find a counter. The counter is typical. The counter appears to be empty. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going west.
You are carrying: a loaf of bread.

your action:

Response: go west<|im_end|>take TextWorld style key from non-euclidean safe<|im_end|>go east<|im_end|>unlock TextWorld style safe with TextWorld style key<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is your task for today. First of all, unlock the cuboid locker in the lounge. After that, look and see that the cuboid locker in the lounge is open. Then, retrieve the laptop from the cuboid locker within the lounge. Then, rest the laptop on the desk inside the lounge. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the lounge.
You find yourself in a lounge. A standard kind of place.
You make out a cuboid locker, so there's that. You rest your hand against a wall, but you miss the wall and fall onto a cake scented locker. You can see a locker. Something scurries by right in the corner of your eye. Probably nothing. Oh wow! Is that what I think it is? It is! It's a desk. The desk is ordinary. But the thing is empty.
There is an unblocked exit to the north.
You are carrying: a cuboid passkey, a cake scented key, a blanket and an insect.

your action:

Response: unlock cuboid locker with cuboid passkey<|im_end|>open cuboid locker<|im_end|>take laptop from cuboid locker<|im_end|>put laptop on desk<|im_end|>


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

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

Here is how to win the game:
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, it would be good if you could try to head south. Then, retrieve the latchkey from the mantelpiece. And then, assure that the safe in the salon is unlocked. And then, make sure that the safe is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You are in a spare room. It seems to be pretty usual here.
You can see an opened display here. What a letdown! The display is empty!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a legume on the floor.
You are carrying: a burger, a desktop computer and a nest of kittens.

your action:

Response: go south<|im_end|>take latchkey from mantelpiece<|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:
You are now playing a life changing episode of TextWorld! Here is your task for today. First of all, recover the type V keycard from the locker. After taking the type V keycard, attempt to move south. Then, make absolutely sure that the type V chest in the lounge is closed. And then, make sure that the type V chest inside the lounge is locked with the type V keycard. That's it!

Here is your interactions so far:
current state: You are now in the playroom.
Look at you, bigshot, walking into a playroom like it isn't some huge deal.
Hey, want to see a locker? Look over there, a locker. The locker contains a type V keycard, so there's that. Oh wow! Is that what I think it is? It is! It's a bookshelf. The bookshelf is usual. Looks like someone's already been here and taken everything off it, though. You make out a bar. Now why would someone leave that there? The bar is typical. On the bar you make out a fly larva.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a passkey and a nest of ticks.

your action:

Response: take type V keycard from locker<|im_end|>go south<|im_end|>close type V chest<|im_end|>lock type V chest with type V 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 another life changing round of TextWorld! Here is your task for today. First step, make an attempt to go to the north. After that, pick-up the lampshade from the floor of the closet. Then, try to move south. Then, throw the lampshade on the floor of the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the shower.
You find yourself in a shower. A standard kind of place.
You see a chest. You can make out a counter. The counter is typical. On the counter you can make out a fondue and a mop. You scan the room for a shelf, and you find a shelf. But oh no! there's nothing on this piece of junk.
There is an unguarded exit to the north.
There is a keycard on the floor.
You are carrying: a type M keycard.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 how to play! First thing I need you to do is to move north. Following that, lift the worm from the floor of the office. And then, move south. After that, you can insert the worm inside the chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You have entered the most usual of all possible attics. You begin looking for stuff.
You can make out an opened chest. The chest contains a cane. Look out! It's a- oh, never mind, it's just a rack. The rack is usual. Looks like someone's already been here and taken everything off it, though. You can make out a shelf. The shelf is typical. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going north.
You are carrying: a loaf of bread, a latchkey and a formless passkey.

your action:

Response: go north<|im_end|>take worm<|im_end|>go south<|im_end|>insert worm into chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First thing I need you to do is to make an attempt to take a trip south. Once you finish that, open the American limited edition chest inside the basement. After you have opened the American limited edition chest, pick up the passkey from the American limited edition chest inside the basement. And then, assure the box is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the laundry place.
Well, here we are in a laundry place. You begin to take stock of what's in the room.
Were you looking for a shelf? Because look over there, it's a shelf. The shelf is usual. However, the shelf, like an empty shelf, has nothing on it. Oh! Why couldn't there just be stuff on it? You see a bench. You see an apple on the bench. You can make out a table. The table is usual. But oh no! there's nothing on this piece of junk. You can make out a board! The board is standard. But there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going south.
You are carrying: a potato and a loaf of bread.

your action:

Response: go south<|im_end|>open American limited edition chest<|im_end|>take passkey from American limited edition chest<|im_end|>lock 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 TextWorld! First off, look and see that the safe in the basement is unlocked with the keycard. Then, open the safe inside the basement. Then, recover the cuboid key from the safe. After that, unlock the cuboid safe within the basement. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the basement.
You've just shown up in a basement.
You can make out a locked cuboid safe. You hear a noise behind you and spin around, but you can't see anything other than a safe. You can make out a closed usual looking fudge scented chest in the room. You see a formless locker. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a stand. Unfortunately, there isn't a thing on it. You smell an intriguing smell, and follow it to a workbench. The workbench is normal. But the thing is empty.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a keycard and a formless keycard.

your action:

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


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is how to play! First stop, go to the south. Then, ensure that the chest is open. After that, take the top hat from the chest. After that, sit the top hat on the workbench. Got that? Good!

Here is your interactions so far:
current state: You are now in the sauna.
You find yourself in a sauna. A standard kind of place.
You can make out a table. The table is usual. On the table you can see a sponge. You shudder, but continue examining the room. Oh, great. Here's a bench. The bench is usual. But the thing is empty, unfortunately.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying nothing.

your action:

Response: go south<|im_end|>open chest<|im_end|>take top hat from chest<|im_end|>put top hat on workbench<|im_end|>


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is your task for today. First off, ensure that the chest is open. And then, take the type 7 latchkey from the chest. Then, check that the type 7 box is unlocked with the type 7 latchkey. And then, ensure that the type 7 box is open. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You are in an office. It seems to be pretty ordinary here.
You can see a locked type 7 box. You can make out a chest. You can see a closed Canadian locker.
You need an unguarded exit? You should try going west.
You are carrying: a keycard, a Canadian keycard and a shadfly.

your action:

Response: open chest<|im_end|>take type 7 latchkey from chest<|im_end|>unlock type 7 box with type 7 latchkey<|im_end|>open type 7 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 off, make an attempt to move south. With that accomplished, open the type 4 chest within the scullery. After pulling open the type 4 chest, pick up the nest of bunnies from the type 4 chest. After picking up the nest of bunnies, put the nest of bunnies on the plate within the scullery. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. A standard kind of place.
You can see a non-euclidean safe. You see a gleam over in a corner, where you can see a counter. The counter is usual. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a chocolate bar on the floor.
You are carrying: a non-euclidean passkey.

your action:

Response: go south<|im_end|>open type 4 chest<|im_end|>take nest of bunnies from type 4 chest<|im_end|>put nest of bunnies 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 your task for today. First stop, pick up the vanilla scented key from the floor of the salon. Then, attempt to move east. That done, make sure that the vanilla scented box in the playroom is closed. And then, look and see that the vanilla scented box is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. An ordinary one.
You can make out a bar. Unfortunately, there isn't a thing on it.
You need an unguarded exit? You should try going east.
There is a vanilla scented key on the floor.
You are carrying: a cauliflower and a broom.

your action:

Response: take vanilla scented key<|im_end|>go east<|im_end|>close vanilla scented box<|im_end|>lock vanilla scented box with vanilla 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:
You are now playing a exciting game of TextWorld! Your first objective is to go to the east. And then, unlock the formless chest within the workshop with the formless latchkey. After that, ensure that the formless chest is open. Then, take the nest of spiders from the formless chest in the workshop. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bar.
You find yourself in a bar. An usual one.
You can make out a closed locker right there by you. You can see a type Z chest. Hmmm... what else, what else? The type Z chest contains a cuboid passkey. You wonder idly who left that here. You can see an opened cuboid box. The cuboid box is empty! This is the worst thing that could possibly happen, ever! You make out a stand. The stand is ordinary. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst.
There is an exit to the east. Don't worry, it is unblocked.
There is a keycard on the floor.
You are carrying: a formless latchkey.

your action:

Response: go east<|im_end|>unlock formless chest with formless latchkey<|im_end|>open formless chest<|im_end|>take nest of spiders from formless chest<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is how to play! First off, if it's not too much trouble, I need you to make absolutely sure that the safe in the chamber is unlocked with the key. After unlocking the safe, open the safe in the chamber. And then, take the poem from the safe. With the poem, insert the poem into the box. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. An usual one.
You make out an opened box. The box contains a cd. You make out a locked safe, which looks standard, right there by you. You smell a great smell, and follow it to a mantle. Make a note of this, you might have to put stuff on or in it later on. The mantle appears to be empty. It would have been so cool if there was stuff on the mantle.
There is an unguarded exit to the north.
You are carrying: a key.

your action:

Response: unlock safe with key<|im_end|>open safe<|im_end|>take poem from safe<|im_end|>insert poem 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:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is your task for today. First off, insert the spherical latchkey into the spherical box's lock to unlock it. After that, ensure that the spherical box is open. After you have pulled open the spherical box, take the fondue from the spherical box. And then, eat the fondue. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the playroom.
You've just walked into a playroom. Okay, just remember what you're here to do, and everything will go great.
You see a locked spherical box. You can see a locked American limited edition safe, which looks standard, here.
There is an exit to the west. Don't worry, it is unblocked.
There is an American limited edition keycard and a book on the floor.
You are carrying: a spherical latchkey and a scarf.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, make an attempt to head east. Then, pick up the keycard from the rack inside the restroom. After getting the keycard, unlock the chest in the restroom. Then, ensure that the chest is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You can see a bench. But oh no! there's nothing on this piece of garbage. You make out a board. You wonder idly who left that here. The board is ordinary. On the board you can make out an apple.
You don't like doors? Why not try going east, that entranceway is unblocked.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! First, it would be great if you could go to the east. With that over with, open the type 9 locker within the launderette. And then, recover the soap dispenser from the type 9 locker. If you can get your hands on the soap dispenser, deposit the soap dispenser inside the box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
Look at you, bigshot, walking into a bedroom like it isn't some huge deal.
You need an unguarded exit? You should try going east.
There is a broccoli, a stick of butter, a carrot and a cantaloupe on the floor.
You are carrying: a sandwich and a key.

your action:

Response: go east<|im_end|>open type 9 locker<|im_end|>take soap dispenser from type 9 locker<|im_end|>insert soap dispenser into box<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, take a trip north. And then, retrieve the passkey from the counter. And then, make an effort to travel south. With that over with, make sure that the chest in the dish-pit is unlocked. That's it!

Here is your interactions so far:
current state: You are now in the dish-pit.
You arrive in a dish-pit. An ordinary one. You begin to take stock of what's here.
You can see a locked ordinary looking chest in the corner. You make out a American style safe.
You need an unblocked exit? You should try going north.
There is a bowl on the floor.
You are carrying: an American style passkey.

your action:

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


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First stop, travel east. Then, ensure that the rectangular chest is open. After that, take the paper towel from the rectangular chest in the sauna. After that, rest the paper towel on the board. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the playroom.
Ah, the playroom. This is some kind of playroom, really great normal vibes in this place, a wonderful normal atmosphere. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
Hey, want to see a shelf? Look over there, a shelf. Make a note of this, you might have to put stuff on or in it later on. The shelf is typical. Looks like someone's already been here and taken everything off it, though. What's the point of an empty shelf? You see a gleam over in a corner, where you can see a mantle. The mantle is standard. The mantle appears to be empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a fly larva on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open rectangular chest<|im_end|>take paper towel from rectangular chest<|im_end|>put paper towel on board<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Your first objective is to make an attempt to take a trip south. If you can manage that, ensure that the safe is open. And then, retrieve the vacuum from the safe. And then, place the vacuum on the board inside the steam room. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You find yourself in a bedchamber. A standard kind of place.
You see a type 6 locker. Hmmm... what else, what else?
There is an exit to the south. Don't worry, it is unguarded.
There is a cookie on the floor.
You are carrying: a stick of butter, a type 6 keycard, a worm and a sponge.

your action:

Response: go south<|im_end|>open safe<|im_end|>take vacuum from safe<|im_end|>put vacuum 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 another exciting game of TextWorld! First of all, make an effort to venture west. After that, lift the book from the floor of the study. After that, make an effort to head east. Once you get through with that, rest the book on the table. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You've entered a vault.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a safe. Huh, weird. You smell an intriguing smell, and follow it to a table. The table is typical. On the table you can make out a sandwich. Hmmm... what else, what else? You can see a stand. The stand is ordinary. On the stand you make out a burger.
There is an unblocked exit to the west.
There is a pear and a keycard on the floor.
You are carrying: a butterfly.

your action:

Response: go west<|im_end|>take book<|im_end|>go east<|im_end|>put book 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:
You are now playing a exciting round of TextWorld! Your first objective is to try to travel south. Then, open the box. Then, recover the Canadian latchkey from the box. If you can get your hands on the Canadian latchkey, doublecheck the Canadian chest in the steam room is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the basement.
I am sorry to announce that you are now in the basement.
You make out an opened normal looking chest right there by you. What a letdown! The chest is empty! You see a locked non-euclidean safe close by. You see a gleam over in a corner, where you can see a case. The case is empty! This is the worst thing that could possibly happen, ever! What's that over there? It looks like it's a table. The table is ordinary. But the thing is empty.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a non-euclidean passkey and a shoe on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to move west. Then, pick-up the Henderson's style keycard from the floor of the steam room. If you can get your hands on the Henderson's style keycard, venture east. Then, Put the Henderson's style keycard into the Henderson's style chest to lock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've entered a kitchenette. You begin to take stock of what's here.
You can see a Henderson's style chest. What's that over there? It looks like it's a pan. The pan is normal. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going west.
You are carrying: a sandwich and a cookie.

your action:

Response: go west<|im_end|>take Henderson's style keycard<|im_end|>go east<|im_end|>lock Henderson's style chest with Henderson's style keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, recover the Microsoft key from the floor of the dish-pit. If you have picked up the Microsoft key, attempt to head east. After that, close the Microsoft chest in the cellar. And then, doublecheck the Microsoft chest within the cellar is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the dish-pit.
You've just walked into a dish-pit. You begin looking for stuff.
You see a gleam over in a corner, where you can see a cake scented chest. Is this what you came to TextWorld for? This... cake scented chest? You see an opened cabinet here. What a letdown! The cabinet is empty! You see a pan. What a coincidence, weren't you just thinking about a pan? The pan is standard. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a Microsoft key and a cake scented latchkey on the floor.
You are carrying: a stick of butter and a key.

your action:

Response: take Microsoft key<|im_end|>go east<|im_end|>close Microsoft chest<|im_end|>lock Microsoft chest with Microsoft key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, attempt to head south. Then, check that the rectangular safe is unlocked with the rectangular keycard. Once you have unlocked the rectangular safe, ensure that the rectangular safe is open. After that, recover the iron from the rectangular safe in the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundromat.
You find yourself in a laundromat. An usual one.
You can see a closed chest.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a candy bar, a rectangular keycard and a key.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! First of all, you could, like, take the keycard from the rack in the washroom. Then, go south. After that, assure that the safe in the workshop is closed. After that, Deposit the keycard into the safe within the workshop to lock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the washroom.
You've entered a washroom. The room is well lit.
You can make out an opened drawer. The drawer is empty! This is the worst thing that could possibly happen, ever! You can make out a rack. The rack is ordinary. On the rack you see a keycard. You make out a shelf. Does this look like anything mentioned in the instructions? The shelf is standard. But the thing is empty. 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 paper towel on the floor.
You are carrying: a spherical latchkey and a mop.

your action:

Response: take keycard from rack<|im_end|>go south<|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 another profound session of TextWorld! First of all, you could, like, go north. And then, pick up the chocolate bar from the board in the laundry place. After that, eat the chocolate bar. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. An ordinary one. You begin to take stock of what's in the room.
Hey, want to see a bookshelf? Look over there, a bookshelf. But oh no! there's nothing on this piece of garbage. What's the point of an empty bookshelf? You smell a fine smell, and follow it to a mantle. The mantle is typical. But the thing is empty, unfortunately. Oh! Why couldn't there just be stuff on it? Look out! It's a- oh, never mind, it's just a desk. The desk appears to be empty. What's the point of an empty desk?
There is an exit to the north. Don't worry, it is unblocked.
There is a candy bar and a worm on the floor.
You are carrying: a cucumber, a gummy bear, a Canadian limited edition passkey and a mug.

your action:

Response: go north<|im_end|>take chocolate bar from board<|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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First thing I need you to do is to recover the plant from the floor of the salon. With the plant, attempt to head south. Following that, make sure that the type 3 safe is wide open. And then, you can place the plant into the type 3 safe in the shower. Got that? Good!

Here is your interactions so far:
current state: You are now in the salon.
You arrive in a salon. An ordinary 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 trunk. The trunk is empty! What a waste of a day! You rest your hand against a wall, but you miss the wall and fall onto a shelf. Does this look like anything mentioned in the instructions? However, the shelf, like an empty shelf, has nothing on it. It would have been so cool if there was stuff on the shelf.
There is an exit to the south. Don't worry, it is unblocked.
There is a plant on the floor.
You are carrying: a cashew and a manuscript.

your action:

Response: take plant<|im_end|>go south<|im_end|>open type 3 safe<|im_end|>insert plant into type 3 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:
It's time to explore the amazing world of TextWorld! Here is your task for today. First stop, make an effort to take a trip east. And then, take the rectangular keycard from the counter within the steam room. After getting the rectangular keycard, make it so that the rectangular safe is unlocked. And then, assure that the rectangular safe inside the steam room is wide open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the launderette.
You arrive in a launderette.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a cookie on the floor.
You are carrying: a candy bar, a fondue and a fly larva.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, move south. And then, insert the latchkey into the box's lock to unlock it. After unlocking the box, look and see that the box is wide open. Then, retrieve the bug from the box within the cookhouse. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the lounge.
Well I'll be, you are in a place we're calling a lounge.
You make out a chest. Empty! What kind of nightmare TextWorld is this?
You don't like doors? Why not try going south, that entranceway is unblocked.
You are carrying: a latchkey, a Quote of the Day Calendar and a tv.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First step, move north. With that accomplished, take the butterfly from the American style safe in the canteen. After that, try to move south. And then, put the butterfly inside the display within the basement. Alright, thanks!

Here is your interactions so far:
current state: You are now in the basement.
You arrive in a basement. An usual one.
An open display is here. The display contains a rectangular key. There's something strange about this being here, but you can't put your finger on it. You see a locked rectangular box.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a blanket.

your action:

Response: go north<|im_end|>take butterfly from American style safe<|im_end|>go south<|im_end|>insert butterfly 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 east. After that, ensure that the safe is open. And then, take the cookie from the safe within the bathroom. After stealing the cookie, eat the cookie. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You've just walked into a study.
Oh, great. Here's a mantelpiece. Wow, isn't TextWorld just the best? The mantelpiece is normal. On the mantelpiece you make out a backup calendar. Wow! Just like in the movies! You make out a desk. On the desk you make out a grape.
You need an unblocked exit? You should try going east.
You are carrying: a stick of butter.

your action:

Response: go east<|im_end|>open safe<|im_end|>take cookie from safe<|im_end|>eat cookie<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! First off, if it's not too much trouble, I need you to attempt to venture west. Following that, pick-up the manuscript from the floor of the chamber. And then, move east. Once you finish that, toss the manuscript on the floor of the studio. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the studio.
You are in a studio. An usual kind of place. Okay, just remember what you're here to do, and everything will go great.
You see a gleam over in a corner, where you can see a type R locker. Make a note of this, you might have to put stuff on or in it later on. You can see a stand. The stand is usual. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
You need an unguarded exit? You should try going west.
There is a legume on the floor.
You are carrying: a fondue, a loaf of bread, a type R keycard and a rectangular latchkey.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 unlock the type J chest with the type J key. And then, open the type J chest within the studio. After that, recover the cuboid key from the type J chest within the studio. Then, doublecheck that the cuboid chest is unlocked with the cuboid key. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. An usual kind of place.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a cuboid chest. You wonder idly who left that here. You can make out a type J chest. You can make out a closed cuboid locker.
You need an unguarded exit? You should try going north.
You are carrying: a type J key.

your action:

Response: unlock type J chest with type J key<|im_end|>open type J chest<|im_end|>take cuboid key from type J chest<|im_end|>unlock cuboid chest with cuboid 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:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to unlock the type 1 box in the cookery. And then, ensure that the type 1 box within the cookery is open. After that, recover the passkey from the type 1 box in the cookery. Then, unlock the locker in the cookery. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You arrive in a cookery. A standard kind of place.
You see a locker. You see a locked usual looking type 1 box in the corner. You can make out an opened refrigerator. What a letdown! The refrigerator is empty!
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a gummy bear, a stick of butter, a peanut and a type 1 key.

your action:

Response: unlock type 1 box with type 1 key<|im_end|>open type 1 box<|im_end|>take passkey from type 1 box<|im_end|>unlock locker with passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to unlock the formless chest in the laundry place. And then, ensure that the formless chest is open. Once you have pulled open the formless chest, recover the candy bar from the formless chest within the laundry place. Then, eat the candy bar. Alright, thanks!

Here is your interactions so far:
current state: You are now in the laundry place.
You're now in the laundry place. You start to take note of what's in the room.
You make out a locked formless chest right there by you. You see an opened box right there by you. What a letdown! The box is empty! You see a safe. You wonder idly who left that here. The safe is empty! What a waste of a day!
There is an exit to the north. Don't worry, it is unguarded.
There is a sponge on the floor.
You are carrying: a formless latchkey.

your action:

Response: unlock formless chest with formless latchkey<|im_end|>open formless chest<|im_end|>take candy bar from formless chest<|im_end|>eat candy bar<|im_end|>


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

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

Here is how to win the game:
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, doublecheck that the non-euclidean locker within the workshop is unlocked. And then, open the non-euclidean locker. After opening the non-euclidean locker, take the coconut from the non-euclidean locker in the workshop. After that, eat the coconut. Got that? Good!

Here is your interactions so far:
current state: You are now in the workshop.
You've fallen into a typical room. Your mind races to think of what kind of room would be typical. And then it hits you. Of course. You're in the workshop. I guess you better just go and list everything you see here.
You scan the room, seeing a non-euclidean locker. The light flickers for a second, but nothing else happens. You see a gleam over in a corner, where you can see a box. The box is empty, what a horrible day! You see a locked chest in the corner. As if things weren't amazing enough already, you can even see a type 6 chest.
There is an unblocked exit to the north.
There is a legume and a Quote of the Day Calendar on the floor.
You are carrying: a non-euclidean latchkey, a keycard and a type 6 keycard.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to ensure that the Microsoft style chest is open. After opening the Microsoft style chest, recover the Canadian latchkey from the Microsoft style chest. After that, make an attempt to move east. And then, make sure the Canadian box is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You've just walked into a kitchenette.
Look out! It's a- oh, never mind, it's just a Microsoft style chest.
You need an unblocked exit? You should try going east.
You are carrying: a Microsoft style keycard and a worm.

your action:

Response: open Microsoft style chest<|im_end|>take Canadian latchkey from Microsoft style chest<|im_end|>go east<|im_end|>lock Canadian box with Canadian latchkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First stop, move south. And then, take the American limited edition keycard from the bookshelf. And then, make absolutely sure that the American limited edition locker in the studio is unlocked. After unlocking the American limited edition locker, open the American limited edition locker in the studio. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You have fallen into the most typical of all possible studys.
Look over there! a chest! You can make out a closed TextWorld box in the corner.
There is an exit to the south. Don't worry, it is unguarded.
There is a peanut on the floor.
You are carrying: a latchkey and a TextWorld latchkey.

your action:

Response: go south<|im_end|>take American limited edition keycard from bookshelf<|im_end|>unlock American limited edition locker with American limited edition keycard<|im_end|>open American limited edition locker<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing round of TextWorld! Here is how to play! First step, recover the type 2 key from the counter. And then, make an attempt to travel east. Once you manage that, assure that the type 2 chest is closed. And then, make sure the type 2 chest is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've just walked into a cookhouse.
You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a Microsoft style 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. Look out! It's a- oh, never mind, it's just a counter. The counter is usual. On the counter you see a type 2 key. There's something strange about this being here, but you can't put your finger on it. You make out a pan. Make a note of this, you might have to put stuff on or in it later on. But the thing is empty, unfortunately. Aw, and here you were, all excited for there to be things on it! You see a board. The board appears to be empty.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a ladle on the floor.
You are carrying: a Microsoft style latchkey.

your action:

Response: take type 2 key from counter<|im_end|>go east<|im_end|>close type 2 chest<|im_end|>lock type 2 chest with type 2 key<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, lift the non-euclidean latchkey from the floor of the cookery. After that, go to the east. And then, make absolutely sure that the non-euclidean locker is closed. And then, Place the non-euclidean latchkey into the non-euclidean 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 cookery.
You find yourself in a cookery. A normal one.
You make out a Microsoft box. The Microsoft box contains a Microsoft latchkey. You make out a bowl. The bowl is usual. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going east.
There is a non-euclidean latchkey and a napkin on the floor.
You are carrying: a latchkey, a backup calendar and a binder.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! Here is how to play! First thing I need you to do is to make an attempt to travel north. Then, lift the pizza from the floor of the closet. And then, eat the pizza. That's it!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom. A standard kind of place. You begin to take stock of what's here.
You can see a locked Henderson's style chest. You can see a table. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a Henderson's style passkey on the floor.
You are carrying: a cake scented key.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, attempt to go to the north. Then, recover the coconut from the shelf. After you have picked up the coconut, eat the coconut. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic. An usual kind of place.
You make out a closed box. You can make out a rack. The rack is normal. On the rack you see a sandwich and a passkey.
There is an exit to the north. Don't worry, it is unblocked.
There is a golf tee on the floor.
You are carrying: a cushion.

your action:

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


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

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

Here is how to win the game:
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 to the east. And then, ensure that the locker inside the kitchen is open. After that, recover the worm from the locker. After that, put the worm into the cabinet. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. An usual kind of place.
You can make out an opened usual looking safe in the corner. Empty! What kind of nightmare TextWorld is this? You can make out a bench. The bench is typical. But the thing is empty. What, you think everything in TextWorld should have stuff on it?
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a gummy bear on the floor.
You are carrying: a key.

your action:

Response: go east<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>insert worm into cabinet<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to travel south. And then, ensure that the TextWorld limited edition safe is open. And then, recover the sock from the TextWorld limited edition safe inside the closet. And then, ditch the sock on the floor of the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the chamber.
You are in a chamber. A typical one.
You bend down to tie your shoe. When you stand up, you notice a Henderson's style locker. The Henderson's style locker contains a latchkey, a Henderson's style key and a controller. You can make out a box. Is this it? Is this what you came to TextWorld to see? a box? The box is empty! This is the worst thing that could possibly happen, ever!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a plant on the floor.
You are carrying: a TextWorld limited edition passkey.

your action:

Response: go south<|im_end|>open TextWorld limited edition safe<|im_end|>take sock from TextWorld limited edition safe<|im_end|>drop sock<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! First step, make an attempt to move north. And then, pick-up the latchkey from the floor of the office. And then, make an attempt to venture south. Following that, insert the latchkey into the box within the bar's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the bar.
You find yourself in a bar. An ordinary one. Let's see what's in here.
Hey, want to see a box? Look over there, a box. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You can make out a closed type 7 chest, which looks standard, in the room. You scan the room for a Canadian limited edition chest, and you find a Canadian limited edition chest. Now that's what I call TextWorld! The Canadian limited edition chest contains a Canadian limited edition passkey.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a broom.

your action:

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


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! First step, venture east. Then, retrieve the TextWorld limited edition keycard from the board inside the cookery. After that, insert the TextWorld limited edition keycard into the TextWorld limited edition chest's lock to unlock it. If you have unlocked the TextWorld limited edition chest, ensure that the TextWorld limited edition chest in the cookery is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just sauntered into a bedchamber. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a closed Henderson's limited edition locker. You can see an opened basket. Empty! What kind of nightmare TextWorld is this?
There is an unguarded exit to the east.
There is a Henderson's limited edition keycard on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take TextWorld limited edition keycard from board<|im_end|>unlock TextWorld limited edition chest with TextWorld limited edition keycard<|im_end|>open TextWorld limited edition chest<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to go west. And then, pick-up the keyboard from the floor of the office. If you can get your hands on the keyboard, travel east. If you can get through with that, you can insert the keyboard into the locker. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You are in a study. It seems to be pretty ordinary here. You begin looking for stuff.
You make out an opened locker. The locker is empty! What a waste of a day! You can make out a closed chest. You see a coffer. Were you looking for a bookshelf? Because look over there, it's a bookshelf. But the thing is empty, unfortunately.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a passkey on the floor.
You are carrying: an American key.

your action:

Response: go west<|im_end|>take keyboard<|im_end|>go east<|im_end|>insert keyboard into locker<|im_end|>