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

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

Here is how to win the game:
You are now playing a fast paced game of TextWorld! Here is how to play! First stop, insert the key into the chest's lock to unlock it. After you have unlocked the chest, ensure that the chest is open. After that, take the keycard from the chest inside the bedchamber. Then, Place the keycard into the locker within the bedchamber to lock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've entered a bedchamber. You try to gain information on your surroundings by using a technique you call "looking."
You make out a locker. You make out a chest. You look at the price tag on the chest. Sixty dollars?! Where'd they buy this chest, some kind of expensive place? You can make out a stand. The stand is typical. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going north.
There is a candy bar and a cushion on the floor.
You are carrying: a key and a pen.

your action:

Response: unlock chest with key<|im_end|>open chest<|im_end|>take keycard from chest<|im_end|>lock locker with keycard<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could doublecheck that the TextWorld style box is unlocked with the TextWorld style keycard. And then, open the TextWorld style box inside the closet. And then, recover the loaf of bread from the TextWorld style box in the closet. Once you have picked up the loaf of bread, eat the loaf of bread. That's it!

Here is your interactions so far:
current state: You are now in the closet.
Well, here we are in the closet. You can barely contain your excitement.
You can make out a locked TextWorld style box. You see a rack. The rack is ordinary. But the thing is empty. Aw, here you were, all excited for there to be things on it!
You need an unguarded exit? You should try going north.
You are carrying: a stick of butter and a TextWorld style keycard.

your action:

Response: unlock TextWorld style box with TextWorld style keycard<|im_end|>open TextWorld style box<|im_end|>take loaf of bread from TextWorld style box<|im_end|>eat loaf of bread<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, make an attempt to travel south. Then, open the locker within the cookhouse. After that, pick up the TextWorld style latchkey from the locker in the cookhouse. And then, make absolutely sure that the TextWorld style locker is locked. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. Okay, just remember what you're here to do, and everything will go great.
As if things weren't amazing enough already, you can even see a chest.
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 cane.

your action:

Response: go south<|im_end|>open locker<|im_end|>take TextWorld style latchkey from locker<|im_end|>lock TextWorld style locker with TextWorld style latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, move west. Following that, take the latchkey from the refrigerator. After you have got the latchkey, make an attempt to head east. Next, unlock the chest in the kitchenette. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
Guess what, you are in a place we're calling a kitchenette.
You make out a locked chest.
You need an unguarded exit? You should try going west.
There is a coffee cup on the floor.
You are carrying: a legume.

your action:

Response: go west<|im_end|>take latchkey from refrigerator<|im_end|>go east<|im_end|>unlock chest with latchkey<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to try to go west. Okay, and then, pick up the desktop computer from the stand. And then, take a trip east. And then, ditch the desktop computer on the floor of the scullery. That's it!

Here is your interactions so far:
current state: You are now in the scullery.
You have fallen into a scullery. Not the scullery you'd expect. No, this is a scullery.
You can make out a cake scented box. You smell an awful smell, and follow it to a bowl. The bowl is standard. However, the bowl, like an empty bowl, has nothing on it. You can make out a table. Wow, isn't TextWorld just the best? The table is typical. But the thing is empty, unfortunately.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a sandwich, a fondue and a cake scented latchkey.

your action:

Response: go west<|im_end|>take desktop computer from stand<|im_end|>go east<|im_end|>drop desktop computer<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound round of TextWorld! First off, if it's not too much trouble, I need you to pick up the spherical keycard from the floor of the office. And then, go to the east. That done, make absolutely sure that the spherical safe within the kitchenette is unlocked. Then, open the spherical safe inside the kitchenette. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
You find yourself in an office. An ordinary one.
You can make out a box. You can make out a stand. However, the stand, like an empty stand, has nothing on it. What, you think everything in TextWorld should have stuff on it? You can see a shelf. However, the shelf, like an empty shelf, has nothing on it. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal an armchair. The armchair is standard. However, the armchair, like an empty armchair, has nothing on it.
You need an unguarded exit? You should try going east.
There is a spherical keycard and a key on the floor.
You are carrying: a tv.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. Your first objective is to take the worm from the shelf. With the worm, attempt to venture east. Following that, open the TextWorld chest. And then, insert the worm inside the TextWorld chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the sauna.
You've entered a sauna. You try to gain information on your surroundings by using a technique you call "looking."
If you haven't noticed it already, there seems to be something there by the wall, it's a chest. You bend down to tie your shoe. When you stand up, you notice a shelf. The shelf is typical. On the shelf you make out a cashew and a worm. You see a rack. Looks like someone's already been here and taken everything off it, though. You see a board. Looks like someone's already been here and taken everything off it, though. You make out a bench. The bench is usual. But oh no! there's nothing on this piece of trash.
You need an unblocked exit? You should try going east.
There is a key on the floor.
You are carrying: a chocolate bar and a TextWorld latchkey.

your action:

Response: take worm from shelf<|im_end|>go east<|im_end|>open TextWorld chest<|im_end|>insert worm into TextWorld chest<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First, it would be fantastic if you could take a trip west. And then, pick up the Cat Calendar from the stand in the workshop. After that, make an attempt to go east. If you can get around to doing that, deposit the Cat Calendar into the cabinet in the study. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the study.
You find yourself in a study. An usual kind of place. You start to take note of what's in the room.
You can make out an opened cabinet, which looks normal, close by. The cabinet is empty! What a waste of a day! You can make out a chest. Classic TextWorld. You scan the room for a bookshelf, and you find a bookshelf. But the thing hasn't got anything on it. What, you think everything in TextWorld should have stuff on it?
There is an exit to the west. Don't worry, it is unblocked.
There is a folder on the floor.
You are carrying: a keycard, a plant, a worm and a ladle.

your action:

Response: go west<|im_end|>take Cat Calendar from stand<|im_end|>go east<|im_end|>insert Cat Calendar into cabinet<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! First step, pick-up the cuboid key from the floor of the shower. After that, attempt to travel south. And then, check that the cuboid locker inside the studio is unlocked with the cuboid key. After that, ensure that the cuboid locker inside the studio is open. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower. You decide to just list off a complete list of everything you see in the room, because hey, why not?
What's that over there? It looks like it's a soap scented safe. You make out a counter. On the counter you can make out a gummy bear. You can make out a bench. The bench is normal. But there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a cuboid key, a soap scented latchkey, a broom and a mop on the floor.
You are carrying: a Canadian style keycard.

your action:

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


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

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

Here is how to win the game:
Welcome to another fast paced game of TextWorld! First thing I need you to do is to make absolutely sure that the spherical locker within the steam room is unlocked. And then, make sure that the spherical locker is open. Then, take the latchkey from the spherical locker. After that, Place the latchkey into the safe in the steam room to lock it. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You make out a closed safe, which looks standard, right there by you. You can make out a spherical locker. You wonder idly who left that here. You bend down to tie your shoe. When you stand up, you notice a rectangular locker. You check the price tag on the rectangular locker. 30 bucks? What a deal! You'll have to ask where they got this! You see a board. But the thing is empty, unfortunately.
You need an unblocked exit? You should try going north.
You are carrying: a spherical latchkey.

your action:

Response: unlock spherical locker with spherical latchkey<|im_end|>open spherical locker<|im_end|>take latchkey from spherical locker<|im_end|>lock safe with latchkey<|im_end|>


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

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

Here is how to win the game:
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, go to the north. And then, retrieve the passkey from the floor of the dish-pit. After you have taken the passkey, try to take a trip south. And then, check that the safe is unlocked with the passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the steam room.
You arrive in a steam room. A normal one. You start to take note of what's in the room.
You smell a sickening smell, and follow it to a safe. You can see a Henderson's box. You can make out a shelf. The shelf is ordinary. On the shelf you can make out a mop. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting.
There is an unguarded exit to the north.
You are carrying: a stick of butter, a cookie and a Henderson's passkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, if it's not too much trouble, I need you to move west. Then, take the tv from the bed in the salon. Then, head east. With that over with, place the tv on the shelf. Got that? Good!

Here is your interactions so far:
current state: You are now in the recreation zone.
You find yourself in a recreation zone. A typical one.
You rest your hand against a wall, but you miss the wall and fall onto a shelf. Now why would someone leave that there? The shelf is normal. On the shelf you see a novel. What's that over there? It looks like it's a recliner. You see a berry on the recliner. You make out a couch. The couch is normal. Unfortunately, there isn't a thing on it. Hm. Oh well
There is an exit to the west. Don't worry, it is unblocked.
There is a chocolate bar on the floor.
You are carrying: a salad and a rectangular keycard.

your action:

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


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

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

Here is how to win the game:
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, it would be great if you could attempt to venture south. Next, unlock the type 9 box inside the kitchenette. And then, ensure that the type 9 box in the kitchenette is open. After that, pick up the bowl from the type 9 box. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A normal kind of place.
You make out a locked type M chest. You hear a noise behind you and spin around, but you can't see anything other than a suitcase. Empty! What kind of nightmare TextWorld is this? You make out a basket. Huh, weird. You scan the room for a stand, and you find a stand. Looks like someone's already been here and taken everything off it, though.
You need an unblocked exit? You should try going south.
There is a shadfly on the floor.
You are carrying: a type 9 latchkey, a type M keycard and a stapler.

your action:

Response: go south<|im_end|>unlock type 9 box with type 9 latchkey<|im_end|>open type 9 box<|im_end|>take bowl from type 9 box<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, make an effort to move east. That done, ensure that the chest inside the lounge is open. After that, pick up the plant from the chest inside the lounge. Then, rest the plant on the shelf in the lounge. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a locked Canadian style safe right there by you.
You need an unblocked exit? You should try going east.
There is a stick of butter, a Canadian style keycard, a laptop and a fly larva on the floor.
You are carrying: a cookie and a berry.

your action:

Response: go east<|im_end|>open chest<|im_end|>take plant from chest<|im_end|>put plant on shelf<|im_end|>


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

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

Here is how to win the game:
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 pick up the American style keycard from the chest inside the laundry place. And then, make it so that the American style box inside the laundry place is unlocked. After unlocking the American style box, open the American style box inside the laundry place. And then, take the fly larva from the American style box inside the laundry place. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the laundry place.
Well how about that, you are in the place we're calling the laundry place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a locked American style box. You make out a chest. The chest contains an American style keycard, an American limited edition key, a nest of bunnies and a nest of spiders. If you haven't noticed it already, there seems to be something there by the wall, it's a American limited edition chest.
There is an exit to the west. Don't worry, it is unblocked.
There is a mat on the floor.
You are carrying: a latchkey.

your action:

Response: take American style keycard from chest<|im_end|>unlock American style box with American style keycard<|im_end|>open American style box<|im_end|>take fly larva from American style box<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! First, it would be fantastic if you could insert the TextWorld style passkey into the TextWorld style box inside the bedchamber's lock to unlock it. After that, make absolutely sure that the TextWorld style box is wide open. After that, pick up the Microsoft limited edition keycard from the TextWorld style box inside the bedchamber. Then, look and see that the Microsoft limited edition locker within the bedchamber is unlocked with the Microsoft limited edition keycard. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedchamber.
A crooked notice tells you that you are now in the bedchamber. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a Microsoft limited edition locker. You can see a TextWorld style box.
You need an unblocked exit? You should try going north.
There is an onion on the floor.
You are carrying: a TextWorld style passkey.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First of all, head north. Once you accomplish that, recover the keycard from the floor of the dish-pit. Then, move south. Next, insert the keycard into the chest's lock to unlock it. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the kitchenette.
You're now in the kitchenette.
You bend down to tie your shoe. When you stand up, you notice a chest. You make out a case. Empty! What kind of nightmare TextWorld is this? You can make out a plate. The plate is standard. On the plate you can make out a teaspoon and a kettle.
You need an unguarded exit? You should try going north.
There is a loaf of bread on the floor.
You are carrying: a stick of butter and a textbook.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First thing I need you to do is to go north. Next, pick up the Henderson's style latchkey from the board in the canteen. And then, move south. Following that, make it so that the Henderson's style safe is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the vault.
You arrive in a vault. A normal one.
You can make out a Henderson's style safe. You make out a case. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. What a letdown! The case is empty! You can make out a stand. The stand is standard. But oh no! there's nothing on this piece of junk. It would have been so cool if there was stuff on the stand.
You need an unblocked exit? You should try going north.
You are carrying nothing.

your action:

Response: go north<|im_end|>take Henderson's style latchkey from board<|im_end|>go south<|im_end|>lock Henderson's style safe with Henderson's style latchkey<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, you could, like, venture north. Following that, pick up the cookie from the case. And then, eat the cookie. 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 normal one.
You need an unguarded exit? You should try going north.
There is a burger, a cashew and a fly larva on the floor.
You are carrying: a fondue, a stick of butter, a cake scented passkey and a frisbee.

your action:

Response: go north<|im_end|>take cookie from case<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, you could, like, go to the east. Once you finish that, assure that the box in the cubicle is opened. After that, pick up the cd from the box. After that, deposit the cd on the floor of the cubicle. That's it!

Here is your interactions so far:
current state: You are now in the workshop.
You have walked into a workshop. Not the workshop you'd expect. No, this is a workshop.
You make out a closed type 4 chest in the corner. You make out an opened case, which looks ordinary, in the corner. The case is empty! What a waste of a day! You can make out a shelf. You shudder, but continue examining the shelf. But the thing hasn't got anything on it. Aw, and here you were, all excited for there to be things on it!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a butterfly on the floor.
You are carrying: a key and a type 4 keycard.

your action:

Response: go east<|im_end|>open box<|im_end|>take cd from box<|im_end|>drop cd<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, move north. After that, recover the banana from the chair. And then, eat the banana. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A normal kind of place.
You can make out a closed vanilla scented box.
You need an unguarded exit? You should try going north.
There is a sandwich on the floor.
You are carrying: a salad and a vanilla scented passkey.

your action:

Response: go north<|im_end|>take banana from chair<|im_end|>eat banana<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First stop, make an effort to go to the north. With that done, retrieve the passkey from the shelf. Then, go south. And then, insert the passkey into the safe's lock to unlock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the attic.
You're now in an attic. Okay, just remember what you're here to do, and everything will go great.
You can see a safe. You make out a Henderson's style safe. Huh, weird. You make out a workbench. On the workbench you make out a Henderson's style key.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a TextWorld limited edition keycard.

your action:

Response: go north<|im_end|>take passkey from shelf<|im_end|>go south<|im_end|>unlock safe with passkey<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First thing I need you to do is to doublecheck that the safe within the shower is unlocked. After you have unlocked the safe, ensure that the safe within the shower is open. And then, take the broom from the safe. After that, sit the broom on the table in the shower. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You've entered a shower.
You make out a locked safe. You see a closed cuboid chest. You make out a locked Canadian locker. You can see an opened drawer. Empty! What kind of nightmare TextWorld is this? You make out a table. I guess it's true what they say, if you're looking for a table, go to TextWorld. The table is ordinary. But the thing hasn't got anything on it. It would have been so cool if there was stuff on the table. You can make out a counter. Looks like someone's already been here and taken everything off it, though.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a keycard and a cuboid passkey.

your action:

Response: unlock safe with keycard<|im_end|>open safe<|im_end|>take broom from safe<|im_end|>put broom 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 fast paced round of TextWorld! First of all, you could, like, retrieve the type J key from the stand within the attic. After that, unlock the type J chest within the attic. After unlocking the type J chest, make sure that the type J chest is wide open. Then, retrieve the broom from the type J chest. That's it!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. 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 make out a type J chest. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a safe! You make out a toolbox. Empty! What kind of nightmare TextWorld is this? You see a stand. The stand is usual. On the stand you can see a type J key. You can see a table. But there isn't a thing on it.
There is an unblocked exit to the west.
There is a loaf of bread on the floor.
You are carrying nothing.

your action:

Response: take type J key from stand<|im_end|>unlock type J chest with type J key<|im_end|>open type J chest<|im_end|>take broom from type J 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 game of TextWorld! First of all, you could, like, retrieve the American limited edition latchkey from the floor of the chamber. And then, look and see that the American limited edition chest in the chamber is unlocked. And then, ensure that the American limited edition chest in the chamber is open. And then, deposit the pair of pants inside the American limited edition chest within the chamber. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
This chamber you have just entered is definitely standard.
You can see a locked American limited edition chest in the room. You see a suitcase. The suitcase is empty, what a horrible day!
There is an unguarded exit to the west.
There is an American limited edition latchkey on the floor.
You are carrying: a pair of pants.

your action:

Response: take American limited edition latchkey<|im_end|>unlock American limited edition chest with American limited edition latchkey<|im_end|>open American limited edition chest<|im_end|>insert pair of pants into American limited edition chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to doublecheck that the box is unlocked with the passkey. And then, open the box inside the cellar. Then, retrieve the worm from the box in the cellar. After taking the worm, rest the worm on the table. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cellar.
You find yourself in a cellar. An usual one. You begin looking for stuff.
You make out a box. The light flickers for a second, but nothing else happens. Oh wow! Is that what I think it is? It is! It's a crate. Empty! What kind of nightmare TextWorld is this? You see a locked safe. You can see a table. Why don't you take a picture of it, it'll last longer! The table is standard. But the thing is empty. You see a workbench. The workbench is ordinary. But the thing is empty, unfortunately. You think about smashing the workbench to bits, throwing the bits in the dump, etc, until you get bored.
There is an unblocked exit to the west.
You are carrying: a stick of butter, a passkey and a synthesizer.

your action:

Response: unlock box with passkey<|im_end|>open box<|im_end|>take worm from box<|im_end|>put worm 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! First of all, you could, like, venture east. Next, open the box inside the lounge. After that, retrieve the key from the box. After that, lock the chest in the lounge with the key. Alright, thanks!

Here is your interactions so far:
current state: You are now in the study.
Okay, so you're in a study, cool, but is it standard? You better believe it is.
You make out a fresh laundry scented locker. You see an armchair. However, the armchair, like an empty armchair, has nothing on it. Were you looking for a mantle? Because look over there, it's a mantle. You shudder, but continue examining the mantle. However, the mantle, like an empty mantle, has nothing on it.
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a shadfly and a keyboard on the floor.
You are carrying: a fresh laundry scented passkey.

your action:

Response: go east<|im_end|>open box<|im_end|>take key from box<|im_end|>lock chest with key<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is how to play! First, it would be great if you could make an effort to venture east. And then, recover the keycard from the stand. Once you have taken the keycard, unlock the locker within the study. After unlocking the locker, make it so that the locker inside the study is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the vault.
You're now in a vault.
You see a rectangular locker. Something scurries by right in the corner of your eye. Probably nothing. You make out a cabinet. A cabinet... Is that really what you were looking for? The cabinet is empty! This is the worst thing that could possibly happen, ever! You can see a counter. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an exit to the east. Don't worry, it is unblocked.
You are carrying: a rectangular passkey.

your action:

Response: go east<|im_end|>take keycard from stand<|im_end|>unlock locker with keycard<|im_end|>open locker<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. Your first objective is to venture north. And then, recover the sandwich from the bookshelf. After getting the sandwich, eat the sandwich. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. An usual kind of place.
You make out an opened case. The case contains a Henderson's style keycard. You can see a closed Henderson's style safe. Oh wow! Is that what I think it is? It is! It's a chair. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
There is an unblocked exit to the north.
You are carrying: an apple, a formless key and a mat.

your action:

Response: go north<|im_end|>take sandwich from bookshelf<|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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, make an effort to go east. With that over with, ensure that the box within the attic is open. After pulling open the box, take the fly larva from the box. After that, sit the fly larva on the counter in the attic. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A standard kind of place.
You make out a safe. You make out a shelf. You see a keycard on the shelf. There's something strange about this thing being here, but you don't have time to worry about that now. You make out a table. The table is ordinary. The table appears to be empty.
There is an unguarded exit to the east.
You are carrying: a legume and a printer.

your action:

Response: go east<|im_end|>open box<|im_end|>take fly larva from box<|im_end|>put fly larva 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:
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 of all, ensure that the box inside the bathroom is open. After opening the box, retrieve the pear from the box in the bathroom. After stealing the pear, eat the pear. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bathroom.
You've just walked into a bathroom. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You can make out a closed box.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a cashew, a legume, a keycard and a soap dispenser.

your action:

Response: open box<|im_end|>take pear from box<|im_end|>eat pear<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, try to head west. Next, pick up the Cat Calendar from the safe. After taking the Cat Calendar, make an attempt to take a trip east. Then, throw the Cat Calendar on the floor of the lounge. That's it!

Here is your interactions so far:
current state: You are now in the lounge.
You find yourself in a lounge. A normal one. Okay, just remember what you're here to do, and everything will go great.
A closed chest is in the room. You make out an opened basket. The basket is empty, what a horrible day!
You need an unguarded exit? You should try going west.
You are carrying: a sandwich, a boysenberry, a legume, a passkey, a key, a blender and a mug.

your action:

Response: go west<|im_end|>take Cat Calendar from safe<|im_end|>go east<|im_end|>drop Cat Calendar<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make absolutely sure that the non-euclidean box is unlocked. Then, ensure that the non-euclidean box within the studio is open. After that, pick up the laptop from the non-euclidean box. And then, sit the laptop on the desk in 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.
Welcome to the studio.
You make out a non-euclidean box. You can't wait to tell the folks at home about this! You can make out a desk. Unfortunately, there isn't a thing on it. You can see a bookshelf. The bookshelf is typical. On the bookshelf you make out a keyboard. You shudder, but continue examining the room.
There is an unguarded exit to the north.
There is a cabbage on the floor.
You are carrying: a non-euclidean passkey, a rectangular latchkey and a poem.

your action:

Response: unlock non-euclidean box with non-euclidean passkey<|im_end|>open non-euclidean box<|im_end|>take laptop from non-euclidean box<|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:
You are now playing a life changing episode of TextWorld! Here is your task for today. Your first objective is to unlock the type E chest inside the kitchen. After you have unlocked the type E chest, ensure that the type E chest inside the kitchen is open. And then, take the teapot from the type E chest within the kitchen. And then, you can insert the teapot into the type P box in the kitchen. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the kitchen.
You are in a kitchen. An ordinary kind of place.
You see an opened type P box in the room. The type P box is empty! This is the worst thing that could possibly happen, ever! You can see a type E chest! You can make out a closed locker.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a key on the floor.
You are carrying: a type E passkey.

your action:

Response: unlock type E chest with type E passkey<|im_end|>open type E chest<|im_end|>take teapot from type E chest<|im_end|>insert teapot into type P box<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, make sure that the locker within the cookhouse is opened. After pulling open the locker, pick up the type 6 passkey from the locker in the cookhouse. And then, make an attempt to go east. Okay, and then, look and see that the type 6 safe is unlocked with the type 6 passkey. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
Ah, the cookhouse. This is some kind of cookhouse, really great ordinary vibes in this place, a wonderful ordinary atmosphere. And now, well, you're in it.
You see a closed locker. You can see a locked non-euclidean safe. You make out a plate. The plate is normal. 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 unblocked.
There is a keycard on the floor.
You are carrying: a broccoli, a cauliflower and a non-euclidean keycard.

your action:

Response: open locker<|im_end|>take type 6 passkey from locker<|im_end|>go east<|im_end|>unlock type 6 safe with type 6 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 profound game of TextWorld! Here is your task for today. Your first objective is to attempt to go to the south. After that, insert the formless keycard into the formless chest's lock to unlock it. After unlocking the formless chest, ensure that the formless chest in the spare room is open. Then, recover the cane from the formless chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the studio.
You've entered a studio. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see an opened safe. The safe is empty! This is the worst thing that could possibly happen, ever! You can see a vanilla scented locker. You wonder idly who left that here. You can see a bookshelf. The bookshelf is typical. On the bookshelf you can see an insect. You see a mantelpiece. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the mantelpiece. You see a mantle. The mantle is typical. Unfortunately, there isn't a thing on it. Aw, here you were, all excited for there to be things on it!
You need an unblocked exit? You should try going south.
There is a vanilla scented latchkey and a pencil on the floor.
You are carrying: a formless keycard.

your action:

Response: go south<|im_end|>unlock formless chest with formless keycard<|im_end|>open formless chest<|im_end|>take cane 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:
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, make an effort to venture east. After that, open the vanilla scented chest within the bedroom. And then, recover the latchkey from the vanilla scented chest. And then, make it so that the locker within the bedroom is locked. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the canteen.
You find yourself in a canteen. A typical one.
A closed cabinet is in the corner.
There is an unblocked exit to the east.
You are carrying: a vanilla scented key and a sponge.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First, it would be great if you could lift the type I latchkey from the floor of the cubicle. After that, unlock the type I chest inside the cubicle. After that, open the type I chest within the cubicle. After that, pick up the printer from the type I chest. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
Well, here we are in a cubicle. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can make out a locked type I chest right there by you. As if things weren't amazing enough already, you can even see a chair. But the thing is empty, unfortunately. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a type I latchkey on the floor.
You are carrying: a peanut and an American limited edition keycard.

your action:

Response: take type I latchkey<|im_end|>unlock type I chest with type I latchkey<|im_end|>open type I chest<|im_end|>take printer from type I chest<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is how to play! Your first objective is to make an effort to head south. Then, unlock the chest. And then, ensure that the chest is open. After pulling open the chest, pick up the soap dispenser from the chest inside the laundromat. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. A standard kind of place. You try to gain information on your surroundings by using a technique you call "looking."
You see a locked box. You see a stand. Looks like someone's already been here and taken everything off it, though. You can see a chair. The chair is typical. On the chair you see a gummy bear. There's something strange about this being here, but you can't put your finger on it.
There is an exit to the south. Don't worry, it is unblocked.
There is a latchkey on the floor.
You are carrying: a cauliflower, a broccoli and a passkey.

your action:

Response: go south<|im_end|>unlock chest with passkey<|im_end|>open chest<|im_end|>take soap dispenser 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:
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. After that, pick up the latchkey from the couch inside the bedroom. Then, make an attempt to head east. With that done, lock the safe. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle. A typical one.
You make out a safe. You can make out a toolbox. There's something strange about this being here, but you can't put your finger on it. Look out! It's a- oh, never mind, it's just a stand. The stand is typical. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst.
You need an unguarded exit? You should try going west.
You are carrying: a stick of butter, a key and a sponge.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is how to play! First step, unlock the locker with the key. After that, doublecheck that the locker in the spare room is wide open. And then, pick up the worm from the locker within the spare room. Then, you can insert the worm into the toolbox. 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 entered a spare room.
You can make out an opened normal looking toolbox close by. The toolbox is empty! This is the worst thing that could possibly happen, ever! You see a locked locker here. You hear a noise behind you and spin around, but you can't see anything other than a stand. The stand is standard. However, the stand, like an empty stand, has nothing on it. Hm. Oh well You can see a workbench. You wonder idly who left that here. But the thing is empty, unfortunately.
There is an exit to the west. Don't worry, it is unblocked.
There is a fondue and a lightbulb on the floor.
You are carrying: a pear, a key and a lampshade.

your action:

Response: unlock locker with key<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>insert worm into toolbox<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 step, make an effort to venture south. Then, doublecheck that the box inside the salon is ajar. And then, take the peanut from the box in the salon. After stealing the peanut, eat the peanut. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. An ordinary one. You start to take note of what's in the room.
You can see a American box.
There is an unblocked exit to the south.
There is a vacuum and an iron on the floor.
You are carrying: a legume, a cauliflower and an American key.

your action:

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


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

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

Here is how to win the game:
Welcome to another profound episode of TextWorld! Here is how to play! Your first objective is to take the latchkey from the bed stand in the recreation zone. Then, unlock the box within the recreation zone. After that, make it so that the box is ajar. Then, retrieve the cushion from the box. That's it!

Here is your interactions so far:
current state: You are now in the recreation zone.
You make another one of your grand eccentric entrances into a recreation zone.
You see a gleam over in a corner, where you can see a box. Hey, want to see a chest? Look over there, a chest. There's something strange about this thing being here, but you don't have time to worry about that now. You can see a bed stand. You see a latchkey on the bed stand. There's something strange about this thing being here, but you don't have time to worry about that now. As if things weren't amazing enough already, you can even see a mantle. But the thing is empty. Hopefully, this discovery doesn't ruin your TextWorld experience!
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a Comic Strip Calendar and a sponge.

your action:

Response: take latchkey from bed stand<|im_end|>unlock box with latchkey<|im_end|>open box<|im_end|>take cushion 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First stop, make an effort to take a trip west. That done, recover the latchkey from the safe in the salon. After that, try to venture east. And then, Place the latchkey into the chest in the dish-pit to lock it. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the dish-pit.
You find yourself in a dish-pit.
You see a chest. I mean, just wow! Isn't TextWorld just the best? You can make out a locked locker.
There is an exit to the west. Don't worry, it is unblocked.
There is a gummy bear and a knife on the floor.
You are carrying: a passkey and a key.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound session of TextWorld! Here is how to play! Your first objective is to make it so that the fudge scented safe inside the launderette is unlocked. And then, assure that the fudge scented safe within the launderette is open. After that, take the type X key from the fudge scented safe. And then, doublecheck that the type X locker is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the launderette.
You've entered a launderette.
A locked type X locker is right there by you. You see a fudge scented safe. You scan the room for a box, and you find a box. Oh wow! Is that what I think it is? It is! It's a table. The table is standard. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: an onion, a broccoli, a fudge scented key, a latchkey and a printer.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, try to head west. After that, pick up the fly larva from the locker inside the laundry place. And then, go to the east. Once you accomplish that, throw the fly larva on the floor of 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. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a gleam over in a corner, where you can see a shelf. I guess it's true what they say, if you're looking for a shelf, go to TextWorld. The shelf is standard. But the thing is empty. You see a bookshelf. You shudder, but continue examining the bookshelf. The bookshelf is standard. On the bookshelf you see a pencil. Classic TextWorld.
There is an unguarded exit to the west.
There is a potato, a chocolate bar, a mug and an Advent Calendar on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take fly larva from locker<|im_end|>go east<|im_end|>drop fly larva<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to try to venture west. If you can succeed at that, lift the burger from the floor of the cubicle. After that, eat the burger. That's it!

Here is your interactions so far:
current state: You are now in the cookhouse.
You find yourself in a cookhouse. A standard one.
You can see a rack! The rack is normal. But there isn't a thing on it.
There is an exit to the west. Don't worry, it is unblocked.
There is a fork and a fly larva on the floor.
You are carrying: a grape, a banana, a licorice strip, a stick of butter, a glove and a bug.

your action:

Response: go west<|im_end|>take burger<|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:
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 recover the keycard from the floor of the shower. Then, unlock the box. Then, look and see that the box within the shower is wide open. And then, pick up the paper towel from the box. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You arrive in a shower. An ordinary one. Okay, just remember what you're here to do, and everything will go great.
If you haven't noticed it already, there seems to be something there by the wall, it's a box. You rest your hand against a wall, but you miss the wall and fall onto a type 0 box.
You need an unguarded exit? You should try going west.
There is a keycard and a type 0 key on the floor.
You are carrying: a passkey and a laptop.

your action:

Response: take keycard<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take paper towel 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:
It's time to explore the amazing world of TextWorld! First thing I need you to do is to try to go east. Following that, take the type C passkey from the board. If you have got the type C passkey, check that the type C box within the cookery is unlocked with the type C passkey. After that, doublecheck that the type C box within the cookery is ajar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
You're now in the laundry place.
You can see a spherical safe. You make out a basket. The basket is empty! What a waste of a day!
There is an exit to the east. Don't worry, it is unblocked.
There is a spherical key on the floor.
You are carrying: a key.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, unlock the spherical safe within the workshop with the spherical key. Then, ensure that the spherical safe is open. Then, recover the laptop from the spherical safe. With the laptop, insert the laptop inside the Henderson's chest inside the workshop. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the workshop.
You find yourself in a workshop. A typical kind of place.
You can see an opened Henderson's chest nearby. The Henderson's chest contains a key and a Comic Strip Calendar. You bend down to tie your shoe. When you stand up, you notice a spherical safe. Huh, weird. Look out! It's a- oh, never mind, it's just a box. Now that's what I call TextWorld!
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a spherical key, a Henderson's latchkey and a Cat Calendar.

your action:

Response: unlock spherical safe with spherical key<|im_end|>open spherical safe<|im_end|>take laptop from spherical safe<|im_end|>insert laptop into Henderson's 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 doublecheck that the safe is unlocked with the latchkey. And then, doublecheck that the safe is opened. After that, recover the cabbage from the safe. If you can get your hands on the cabbage, eat the cabbage. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
Well how about that, you are in a place we're calling a spare room.
You make out a locked safe in the room. You rest your hand against a wall, but you miss the wall and fall onto a locker.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: a fondue, a latchkey, a paper towel, a scarf and a butterfly.

your action:

Response: unlock safe with latchkey<|im_end|>open safe<|im_end|>take cabbage from safe<|im_end|>eat cabbage<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is your task for today. Your first objective is to make it so that the box is unlocked. Then, open the box within the scullery. If you have opened the box, retrieve the pizza from the box. If you can get your hands on the pizza, eat the pizza. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
Well, here we are in the scullery.
You see a box. Now that's what I call TextWorld! You make out a locked American style safe. As if things weren't amazing enough already, you can even see a vanilla scented locker. You see a saucepan. The saucepan is typical. The saucepan appears to be empty.
There is an unblocked exit to the north.
There is an American style key on the floor.
You are carrying: a stick of butter, a fondue and a key.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take pizza from box<|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:
Welcome to another exciting episode of TextWorld! Here is how to play! First off, attempt to travel east. With that accomplished, insert the keycard into the safe in the bathroom's lock to unlock it. After unlocking the safe, make absolutely sure that the safe in the bathroom is opened. Then, retrieve the sponge from the safe in the bathroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
Of every shower you could have walked into, you had to saunter into an ordinary one.
You make out a locked chest in the room. You see a cuboid box. You can't wait to tell the folks at home about this!
You need an unblocked exit? You should try going east.
There is a key on the floor.
You are carrying: a keycard, a cuboid key and an Advent Calendar.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First off, go to the north. Okay, and then, recover the broom from the rack inside the launderette. After that, attempt to travel south. Okay, and then, put the broom on the armchair in the studio. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
This just in- You, in the studio.
You can make out a closed safe in the corner. You can see an armchair. Make a note of this, you might have to put stuff on or in it later on. The armchair is usual. On the armchair you see a keycard. You bend down to tie your shoe. When you stand up, you notice a chair. The chair is standard. But there isn't a thing on it. Aw, here you were, all excited for there to be things on it! You can see a mantle. The mantle is standard. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a sandwich.

your action:

Response: go north<|im_end|>take broom from rack<|im_end|>go south<|im_end|>put broom on armchair<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First stop, go to the south. After that, open the non-euclidean safe within the shower. Then, take the towel from the non-euclidean safe. And then, place the towel on the table within the shower. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the workshop.
Of every workshop you could have sauntered into, you had to show up in an usual one. You begin to take stock of what's in the room.
You can make out a bookshelf. The bookshelf is standard. Unfortunately, there isn't a thing on it.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a potato and a type Y keycard.

your action:

Response: go south<|im_end|>open non-euclidean safe<|im_end|>take towel from non-euclidean safe<|im_end|>put towel on table<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced round of TextWorld! Here is your task for today. First off, take the fudge scented passkey from the freezer. And then, travel south. Then, insert the fudge scented passkey into the fudge scented safe within the cookery's lock to unlock it. After that, look and see that the fudge scented safe in the cookery is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the scullery.
You're now in a scullery.
You make out a freezer. The freezer contains a stick of butter, a fudge scented passkey and a teacup. You make out an opened usual looking cabinet close by. The cabinet is empty, what a horrible day! You bend down to tie your shoe. When you stand up, you notice a pan. You see a fondue on the pan.
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a bug and an insect.

your action:

Response: take fudge scented passkey from freezer<|im_end|>go south<|im_end|>unlock fudge scented safe with fudge scented passkey<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be great if you could check that the chest inside the lounge is unlocked with the keycard. Then, assure that the chest is open. Then, take the insect from the chest. And then, place the insect inside the locker in the lounge. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the lounge.
You've just sauntered into a lounge.
You can make out an opened locker. What a letdown! The locker is empty! You see a locked chest here. You can make out a bench. The bench is usual. But the thing is empty. You can make out a bed. Now why would someone leave that there? However, the bed, like an empty bed, has nothing on it.
There is an exit to the north. Don't worry, it is unblocked.
There is a latchkey and a cushion on the floor.
You are carrying: a keycard and a broom.

your action:

Response: unlock chest with keycard<|im_end|>open chest<|im_end|>take insect from chest<|im_end|>insert insect 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:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! First of all, you could, like, make an effort to head south. Once you do that, open the type Q chest. And then, retrieve the fork from the type Q chest. After stealing the fork, throw the fork on the floor of the canteen. That's it!

Here is your interactions so far:
current state: You are now in the kitchenette.
Guess what, you are in a place we're calling a kitchenette.
You can make out a locked chest here. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a freezer. The freezer is empty! What a waste of a day!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a glass on the floor.
You are carrying: a key and a keycard.

your action:

Response: go south<|im_end|>open type Q chest<|im_end|>take fork from type Q chest<|im_end|>drop fork<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, go west. Then, take the rectangular passkey from the bench within the laundromat. With the rectangular passkey, try to take a trip east. Then, insert the rectangular passkey into the rectangular chest's lock to unlock it. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You're now in the kitchenette.
You can see a rectangular chest. Hey, want to see a American limited edition box? Look over there, a American limited edition box. The American limited edition box contains a knife and a glass. Were you looking for a plate? Because look over there, it's a plate. The plate is normal. Unfortunately, there isn't a thing on it. You bend down to tie your shoe. When you stand up, you notice a pan. Looks like someone's already been here and taken everything off it, though. You smell an intriguing smell, and follow it to a saucepan. The saucepan is normal. But the thing hasn't got anything on it.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is an American limited edition keycard and a mug on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take rectangular passkey from bench<|im_end|>go east<|im_end|>unlock rectangular chest with rectangular passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! First step, make an attempt to go north. And then, pick up the keycard from the workbench. Having got the keycard, make an effort to take a trip south. And then, lock the chest in the cellar. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cellar.
You arrive in a cellar. A normal one. Let's see what's in here.
You can make out a chest.
There is an exit to the north. Don't worry, it is unguarded.
There is a candy bar and a pear on the floor.
You are carrying: a fondue, a sandwich and a cabbage.

your action:

Response: go north<|im_end|>take keycard from workbench<|im_end|>go south<|im_end|>lock chest with keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Your first objective is to attempt to take a trip east. With that accomplished, ensure that the type I chest inside the kitchen is open. Then, take the fork from the type I chest inside the kitchen. And then, rest the fork on the board within the kitchen. 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 usual kind of place. You can barely contain your excitement.
You can make out an opened dresser close by. The dresser is empty! What a waste of a day! You make out a safe. You can't wait to tell the folks at home about this! Hey, want to see a chest? Look over there, a chest. Hmm. You always thought you'd be more excited to see a chest in a room. Empty! What kind of nightmare TextWorld is this? You can see a bed stand. Looks like someone's already been here and taken everything off it, though. Aw, here you were, all excited for there to be things on it! You scan the room for a recliner, and you find a recliner. But the thing is empty, unfortunately.
You need an unguarded exit? You should try going east.
There is a chocolate bar, a coconut and a latchkey on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>open type I chest<|im_end|>take fork from type I chest<|im_end|>put fork 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:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First thing I need you to do is to pick up the mug from the safe within the studio. And then, make an effort to venture east. After that, open the type 2 chest. After pulling open the type 2 chest, you can place the mug into the type 2 chest inside the chamber. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
You arrive in a studio. An ordinary one.
You scan the room for a safe, and you find a safe. The safe contains a passkey and a mug. You see a shelf. The shelf is normal. But the thing is empty.
There is an exit to the east. Don't worry, it is unguarded.
You are carrying: a loaf of bread, a gummy bear, a type 2 latchkey and a Cat Calendar.

your action:

Response: take mug from safe<|im_end|>go east<|im_end|>open type 2 chest<|im_end|>insert mug into type 2 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 exciting round of TextWorld? You do! Here is your task for today. Your first objective is to take the cuboid key from the Henderson's limited edition locker in the closet. And then, unlock the cuboid locker within the closet. Then, ensure that the cuboid locker in the closet is open. And then, pick up the cloak from the cuboid locker within the closet. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the closet.
You've just walked into a closet. You begin to take stock of what's in the room.
Oh wow! Is that what I think it is? It is! It's a cuboid locker. You can see an opened Henderson's limited edition locker, which looks standard, in the corner. The Henderson's limited edition locker contains a berry, a cuboid key, a Henderson's limited edition keycard and a lampshade.
You don't like doors? Why not try going west, that entranceway is unblocked.
There is a chocolate bar and a worm on the floor.
You are carrying nothing.

your action:

Response: take cuboid key from Henderson's limited edition locker<|im_end|>unlock cuboid locker with cuboid key<|im_end|>open cuboid locker<|im_end|>take cloak from cuboid locker<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an profound round of TextWorld? You do! First, it would be good if you could attempt to go west. Okay, and then, pick up the fly larva from the recliner inside the bedchamber. After taking the fly larva, try to take a trip east. And then, put the fly larva into the chest. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You are in a bedroom. A standard one.
You make out an opened chest. The chest contains a rectangular latchkey. You see a closed rectangular box.
You need an unblocked exit? You should try going west.
You are carrying: a banana and a cuboid passkey.

your action:

Response: go west<|im_end|>take fly larva from recliner<|im_end|>go east<|im_end|>insert fly larva 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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First, it would be a great idea if you could make an attempt to head south. Once you do that, recover the cake scented latchkey from the shelf. If you can get your hands on the cake scented latchkey, unlock the cake scented locker in the shower with the cake scented latchkey. And then, open the cake scented locker in the shower. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
I am sorry to announce that you are now in the cubicle.
You can see a bureau. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. What a letdown! The bureau is empty!
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a pear, a legume and a Comic Strip Calendar on the floor.
You are carrying: a burger, a peanut and a spoon.

your action:

Response: go south<|im_end|>take cake scented latchkey from shelf<|im_end|>unlock cake scented locker with cake scented latchkey<|im_end|>open cake scented locker<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! Your first objective is to pick up the type N passkey from the locker. After that, attempt to go to the south. And then, doublecheck that the type N box inside the basement is unlocked. And then, open the type N box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the pantry.
Well, here we are in the pantry.
You see a locker. The locker contains a type N passkey and a bug. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You see a trunk. The trunk is empty! This is the worst thing that could possibly happen, ever! You make out an opened cabinet. What a letdown! The cabinet is empty! If you haven't noticed it already, there seems to be something there by the wall, it's a table. The table is typical. But the thing hasn't got anything on it.
You need an unguarded exit? You should try going south.
There is a passkey on the floor.
You are carrying nothing.

your action:

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