Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 go north. Then, recover the TextWorld passkey from the spherical locker. Then, try to go south. And then, unlock the TextWorld chest. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the cookhouse.
You've just sauntered into a cookhouse. You begin to take stock of what's in the room.
You see a TextWorld chest. There's something strange about this being here, but you can't put your finger on it. You can make out a closed type Z safe. You can see a board. Now why would someone leave that there? The board appears to be empty. What's that over there? It looks like it's a saucepan. You see a type Z keycard on the saucepan.
There is an unblocked exit to the north.
There is a cookie on the floor.
You are carrying: a gummy bear and a spherical keycard.

your action:

Response: go north<|im_end|>take TextWorld passkey from spherical locker<|im_end|>go south<|im_end|>unlock TextWorld chest with TextWorld 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 passkey from the locker in the pantry. After stealing the passkey, go east. And then, lock the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. A typical kind of place.
You see a closed safe. If you haven't noticed it already, there seems to be something there by the wall, it's a non-euclidean box. The non-euclidean box contains a non-euclidean passkey. Suddenly, you bump your head on the ceiling, but it's not such a bad bump that it's going to prevent you from looking at objects and even things. You see a mantle. The mantle is standard. But oh no! there's nothing on this piece of junk.
There is an exit to the west. Don't worry, it is unblocked.
You are carrying: an American key and a paper towel.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, make an attempt to venture south. With that accomplished, ensure that the box is open. After that, retrieve the loaf of bread from the box. And then, eat the loaf of bread. Got that? Good!

Here is your interactions so far:
current state: You are now in the spare room.
You make a grand eccentric entrance into a spare room. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a cabinet. Empty! What kind of nightmare TextWorld is this? You see a gleam over in a corner, where you can see a counter. But the thing is empty. It would have been so cool if there was stuff on the counter.
You need an unguarded exit? You should try going south.
You are carrying: a fondue, a cashew and an Advent Calendar.

your action:

Response: go south<|im_end|>open box<|im_end|>take loaf of bread from 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 stop, go north. And then, recover the key from the floor of the shower. After that, head south. And then, make absolutely sure that the box inside the office is locked. That's it!

Here is your interactions so far:
current state: You are now in the office.
You arrive in an office. An ordinary one. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can make out a closed box, which looks normal, here. You make out a cuboid locker. Now that's what I call TextWorld! You can make out a locked spherical chest.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a cuboid latchkey on the floor.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! Here is how to play! First step, try to venture north. After that, pick-up the sandwich from the floor of the sauna. Then, eat the sandwich. Got that? Good!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. An ordinary one.
You scan the room for a TextWorld style safe, and you find a TextWorld style safe. Wow, isn't TextWorld just the best? The TextWorld style safe is empty! What a waste of a day! You smell a pungent smell, and follow it to a mantle. On the mantle you make out a TextWorld style key. You can make out a stand. Unfortunately, there isn't a thing on it.
You need an unguarded exit? You should try going north.
There is a berry on the floor.
You are carrying: a soap dispenser.

your action:

Response: go north<|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:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, take the synthesizer from the locker. After that, make an effort to go to the east. And then, doublecheck that the type W locker is ajar. Then, you can deposit the synthesizer inside the type W locker. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
Guess what, you are in the place we're calling the bedchamber. You begin to take stock of what's in the room.
You make out an opened locker. The locker contains a chocolate bar and a synthesizer. You can see a bar. But oh no! there's nothing on this piece of trash. What, you think everything in TextWorld should have stuff on it? You see a couch. The couch is usual. But oh no! there's nothing on this piece of trash. Oh! Why couldn't there just be stuff on it?
There is an unblocked exit to the east.
There is a manuscript on the floor.
You are carrying nothing.

your action:

Response: take synthesizer from locker<|im_end|>go east<|im_end|>open type W locker<|im_end|>insert synthesizer into type W 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 your task for today. First stop, look and see that the type I locker is open. And then, take the mouse from the type I locker. And then, head east. Following that, place the mouse inside the locker within the closet. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the study.
You arrive in a study. An usual 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, seeing a type I locker. Huh, weird. You see a table. You wonder idly who left that here. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
You are carrying: a durian, a Microsoft limited edition keycard and a type I latchkey.

your action:

Response: open type I locker<|im_end|>take mouse from type I locker<|im_end|>go east<|im_end|>insert mouse into locker<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is your task for today. First thing I need you to do is to insert the TextWorld latchkey into the TextWorld chest in the closet's lock to unlock it. After that, open the TextWorld chest. And then, pick up the top hat from the TextWorld chest in the closet. After stealing the top hat, rest the top hat on the stand inside 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.
Well, here we are in a closet.
You can make out a TextWorld chest. Oh wow! Is that what I think it is? It is! It's a lavender scented box. You see a stand. On the stand you see a cabbage and a lavender scented key. Classic TextWorld.
You need an unguarded exit? You should try going west.
You are carrying: a carrot, a TextWorld latchkey and a paper towel.

your action:

Response: unlock TextWorld chest with TextWorld latchkey<|im_end|>open TextWorld chest<|im_end|>take top hat from TextWorld chest<|im_end|>put top hat on stand<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to pick up the passkey from the freezer. After that, move east. Then, make it so that the box is unlocked. After that, look and see that the box in the bedchamber is opened. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cookery.
You've just sauntered into a cookery.
You make out an opened freezer. The freezer contains a passkey. There's something strange about this being here, but you can't put your finger on it. You smell an intriguing smell, and follow it to a plate. But the thing hasn't got anything on it. Hm. Oh well Look out! It's a- oh, never mind, it's just a shelf. But the thing hasn't got anything on it.
There is an unblocked exit to the east.
There is a cashew and a teapot on the floor.
You are carrying: a sandwich.

your action:

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


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

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

Here is how to win the game:
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 try to go north. Okay, and then, retrieve the non-euclidean keycard from the recliner. And then, attempt to take a trip south. Once you do that, Place the non-euclidean keycard into the non-euclidean chest inside the cubicle to lock it. 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 ordinary one.
A closed non-euclidean chest is nearby. You make out a trunk. You shudder, but continue examining the room. Empty! What kind of nightmare TextWorld is this? You see a toolbox. Were you looking for a table? Because look over there, it's a table. The table appears to be empty. Aw, here you were, all excited for there to be things on it! Oh wow! Is that what I think it is? It is! It's a stand. The stand is usual. But the thing hasn't got anything on it. Hm. Oh well You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal an armchair. Make a note of this, you might have to put stuff on or in it later on. The armchair is ordinary. On the armchair you see a fondue and a Comic Strip Calendar.
You need an unblocked exit? You should try going north.
You are carrying: a banana and a pizza.

your action:

Response: go north<|im_end|>take non-euclidean keycard from recliner<|im_end|>go south<|im_end|>lock non-euclidean chest with non-euclidean keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to another profound session of TextWorld! Here is your task for today. First step, open the type V safe inside the lounge. Then, retrieve the keycard from the type V safe in the lounge. After that, attempt to travel south. Then, unlock the box. Alright, thanks!

Here is your interactions so far:
current state: You are now in the lounge.
You make a grand eccentric entrance into a lounge. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You see a closed type V safe here. You rest your hand against a wall, but you miss the wall and fall onto a formless box. What a letdown! The formless box is empty! Were you looking for a shelf? Because look over there, it's a shelf. You wonder idly who left that here. On the shelf you make out a formless latchkey.
You need an unblocked exit? You should try going south.
You are carrying: a type V passkey and a monitor.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First step, attempt to move north. After that, pick-up the printer from the floor of the study. And then, take a trip south. And then, throw the printer on the floor of the bedroom. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You arrive in a bedroom. A normal one.
You make out a locked locker, which looks ordinary, right there by you.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a strawberry and an insect on the floor.
You are carrying: a fondue, a sandwich, a latchkey and a keycard.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, pick-up the latchkey from the floor of the salon. With the latchkey, head east. And then, doublecheck that the safe is shut. After you have shut the safe, lock the safe within the shower. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the salon.
You find yourself in a salon. A standard one.
You can make out a mantelpiece. Unfortunately, there isn't a thing on it. It would have been so cool if there was stuff on the mantelpiece. You make out a bookshelf. The bookshelf is standard. But the thing hasn't got anything on it. You see a mantle. The mantle is usual. But the thing is empty, unfortunately. Hopefully this doesn't make you too upset. You smell a wretched smell, and follow it to a bench. But the thing is empty, unfortunately.
There is an unguarded exit to the east.
There is a fondue and a latchkey on the floor.
You are carrying: a sandwich and a banana.

your action:

Response: take latchkey<|im_end|>go east<|im_end|>close safe<|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:
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, head south. After that, open the American style locker within the office. After that, take the gummy bear from the American style locker inside the office. With the gummy bear, eat the gummy bear. Got that? Good!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. A typical kind of place.
You can make out a closed Microsoft style chest here. You can see a case. The case is empty, what a horrible day! You see a locked display.
You need an unblocked exit? You should try going south.
There is a Microsoft style key on the floor.
You are carrying: a chocolate bar.

your action:

Response: go south<|im_end|>open American style locker<|im_end|>take gummy bear from American style locker<|im_end|>eat gummy bear<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 it so that the spherical chest is unlocked with the spherical passkey. Then, open the spherical chest in the shower. And then, take the mat from the spherical chest in the shower. After that, you can place the mat inside the basket in the shower. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've entered an usual room. Your mind races to think of what kind of room would be usual. And then it hits you. Of course. You're in the shower. You try to gain information on your surroundings by using a technique you call "looking."
You can make out an opened basket in the room. The basket contains a paper towel. Is this it? Is this what you came to TextWorld to see? a basket? You can see a spherical chest. You bend down to tie your shoe. When you stand up, you notice a rack. The rack is typical. Unfortunately, there isn't a thing on it. Hm. Oh well You make out a shelf. However, the shelf, like an empty shelf, has nothing on it.
You need an unblocked exit? You should try going north.
You are carrying: a burger, a coconut and a spherical passkey.

your action:

Response: unlock spherical chest with spherical passkey<|im_end|>open spherical chest<|im_end|>take mat from spherical chest<|im_end|>insert mat into basket<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, take the Canadian key from the locker. And then, insert the Canadian key into the Canadian locker's lock to unlock it. And then, look and see that the Canadian locker within the restroom is ajar. After that, you can insert the sponge inside the Canadian locker. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the restroom.
You're now in a restroom.
You can see a locked Canadian locker. You see a locker. The locker contains a legume and a Canadian key. You hear a noise behind you and spin around, but you can't see anything other than a cabinet. Something scurries by right in the corner of your eye. Probably nothing. What a letdown! The cabinet is empty! Were you looking for a shelf? Because look over there, it's a shelf. The shelf is standard. On the shelf you see a latchkey.
There is an unblocked exit to the west.
You are carrying: a peanut and a sponge.

your action:

Response: take Canadian key from locker<|im_end|>unlock Canadian locker with Canadian key<|im_end|>open Canadian locker<|im_end|>insert sponge into Canadian locker<|im_end|>


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

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

Here is how to win the game:
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 try to travel south. After that, ensure that the locker is open. And then, recover the broom from the locker. If you can get your hands on the broom, ditch the broom on the floor of the washroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the cubicle.
You find yourself in a cubicle.
You need an unblocked exit? You should try going south.
There is a Quote of the Day Calendar and a worm on the floor.
You are carrying: an apple, a passkey and a coffee cup.

your action:

Response: go south<|im_end|>open locker<|im_end|>take broom from locker<|im_end|>drop broom<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First off, try to go to the east. Then, open the fudge scented safe. And then, pick up the worm from the fudge scented safe. Then, place the worm on the stand in the workshop. That's it!

Here is your interactions so far:
current state: You are now in the office.
You've just sauntered into an office.
You can make out a table. What a great pairing of adjectives and nouns! The table is normal. But there isn't a thing on it.
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a Quote of the Day Calendar on the floor.
You are carrying: a peanut, a fudge scented keycard, a keycard and a sock.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First of all, you could, like, take the keycard from the rack. After that, make an effort to travel east. And then, make absolutely sure that the safe is shut. After closing the safe, make absolutely sure the safe is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A standard kind of place.
You rest your hand against a wall, but you miss the wall and fall onto a type 6 locker. The type 6 locker contains a type 6 key. You scan the room, seeing a rack. The rack is usual. On the rack you see a keycard. 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 table. You see a soap dispenser on the table.
There is an unguarded exit to the east.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
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, attempt to go to the east. Once you do that, recover the key from the rack in the spare room. After that, assure that the box within the spare room is unlocked. If you have unlocked the box, open the box. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the bedroom.
You're now in a bedroom.
You make out an opened trunk, which looks normal, close by. The trunk is empty, what a horrible day!
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a stick of butter, a book and a nest of caterpillars on the floor.
You are carrying: a blender.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, if it's not too much trouble, I need you to try to travel east. With that accomplished, open the chest within the cubicle. And then, retrieve the Advent Calendar from the chest in the cubicle. And then, sit the Advent Calendar on the stand inside the cubicle. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the vault.
You find yourself in a vault. A typical kind of place.
You smell a pungent smell, and follow it to a cabinet. There's something strange about this thing being here, but you don't have time to worry about that now. If you haven't noticed it already, there seems to be something there by the wall, it's a shelf. Now why would someone leave that there? But the thing is empty. You can make out a table. The table is typical. On the table you make out a golf tee. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a workbench. The workbench is ordinary. But the thing hasn't got anything on it.
You need an unblocked exit? You should try going east.
You are carrying: a keycard.

your action:

Response: go east<|im_end|>open chest<|im_end|>take Advent Calendar from chest<|im_end|>put Advent Calendar on stand<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, pick up the latchkey from the box. Then, unlock the chest with the latchkey. Then, make sure that the chest within the shower is opened. After that, take the towel from the chest. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You are in a shower. A normal kind of place.
You make out a locked typical looking chest right there by you. You bend down to tie your shoe. When you stand up, you notice a box. The box contains a latchkey. If you haven't noticed it already, there seems to be something there by the wall, it's a drawer. Huh, weird. The drawer contains a type 2 passkey. What's that over there? It looks like it's a type 2 chest. You can see a counter. You shudder, but continue examining the counter. You see a cookie on the counter.
You need an unguarded exit? You should try going north.
There is a chocolate bar on the floor.
You are carrying: a spherical latchkey.

your action:

Response: take latchkey from box<|im_end|>unlock chest with latchkey<|im_end|>open chest<|im_end|>take towel 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 off, if it's not too much trouble, I need you to check that the locker is unlocked with the latchkey. After that, ensure that the locker inside the bedroom is open. And then, take the worm from the locker inside the bedroom. And then, deposit the worm on the floor of the bedroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the bedroom.
You find yourself in a bedroom. A normal one.
You see a locked locker close by. You rest your hand against a wall, but you miss the wall and fall onto a bed stand. The bed stand is standard. On the bed stand you can see a novel.
There is an unblocked exit to the north.
There is a loaf of bread on the floor.
You are carrying: a latchkey, a keyboard and a controller.

your action:

Response: unlock locker with latchkey<|im_end|>open locker<|im_end|>take worm from locker<|im_end|>drop worm<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First thing I need you to do is to make an attempt to go to the north. If you can get through with that, retrieve the non-euclidean passkey from the stand within the workshop. If you can get your hands on the non-euclidean passkey, head south. If you can succeed at that, unlock the non-euclidean safe. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the office.
Look at you, bigshot, walking into an office like it isn't some huge deal. Okay, just remember what you're here to do, and everything will go great.
You see a locked non-euclidean safe. You can make out a desk. The desk is ordinary. Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
There is an unguarded exit to the north.
There is a stick of butter and a pencil on the floor.
You are carrying: a spherical keycard.

your action:

Response: go north<|im_end|>take non-euclidean passkey from stand<|im_end|>go south<|im_end|>unlock non-euclidean safe with non-euclidean passkey<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! First of all, make it so that the locker is unlocked with the passkey. And then, make absolutely sure that the locker is opened. After that, retrieve the paper towel from the locker. If you have taken the paper towel, you can deposit the paper towel into the safe in the bathroom. 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 sauntered into a bathroom.
Oh, great. Here's a safe. The safe contains a nest of ticks. You see a locked locker right there by you. Were you looking for a board? Because look over there, it's a board. But there isn't a thing on it. You see a bench. The bench is ordinary. Looks like someone's already been here and taken everything off it, though. Sometimes, just sometimes, TextWorld can just be the worst.
You don't like doors? Why not try going north, that entranceway is unguarded.
You are carrying: a loaf of bread, a passkey and a key.

your action:

Response: unlock locker with passkey<|im_end|>open locker<|im_end|>take paper towel from locker<|im_end|>insert paper towel 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:
It's time to explore the amazing world of TextWorld! First off, make an attempt to move south. And then, ensure that the box is open. And then, retrieve the nest of spiders from the box. Then, put the nest of spiders inside the fresh laundry scented chest. 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. A standard one.
You can see an opened cabinet close by. The cabinet is empty, what a horrible day!
You need an unblocked exit? You should try going south.
You are carrying: a sandwich, a licorice strip and an Advent Calendar.

your action:

Response: go south<|im_end|>open box<|im_end|>take nest of spiders from box<|im_end|>insert nest of spiders into fresh laundry scented chest<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an exciting round of TextWorld? You do! Here is how to play! First stop, go to the north. After that, retrieve the key from the floor of the closet. After that, make an effort to go to the south. After that, check that the locker is unlocked with the key. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
Of every recreation zone you could have sauntered into, you had to come round a normal one.
You can see a locker.
There is an unguarded exit to the north.
There is a monitor on the floor.
You are carrying: a butterfly and a glass.

your action:

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


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

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

Here is how to win the game:
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 unlock the type 4 locker. Then, doublecheck that the type 4 locker inside the sauna is opened. Having pulled open the type 4 locker, take the gummy bear from the type 4 locker. And then, eat the gummy bear. Alright, thanks!

Here is your interactions so far:
current state: You are now in the sauna.
You arrive in a sauna. A typical one. You decide to start listing off everything you see in the room, as if you were in a text adventure.
You can see a type 4 locker. You can make out a closed cuboid box. You make out a table. You wonder idly who left that here. But oh no! there's nothing on this piece of garbage. You see a counter. But the thing is empty, unfortunately. Aw, and here you were, all excited for there to be things on it!
There is an unguarded exit to the west.
There is a burger on the floor.
You are carrying: a type 4 keycard and a butterfly.

your action:

Response: unlock type 4 locker with type 4 keycard<|im_end|>open type 4 locker<|im_end|>take gummy bear from type 4 locker<|im_end|>eat gummy bear<|im_end|>


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an life changing round of TextWorld? You do! First off, if it's not too much trouble, I need you to pick up the type Q latchkey from the floor of the chamber. If you can get your hands on the type Q latchkey, attempt to venture south. And then, make absolutely sure that the type Q chest is shut. After that, Deposit the type Q latchkey into the type Q chest within the dish-pit to lock it. That's it!

Here is your interactions so far:
current state: You are now in the chamber.
You find yourself in a chamber. A normal one. The room is well lit.
You see a recliner. You see a bug on the recliner. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a mantelpiece. The mantelpiece is ordinary. But the thing is empty, unfortunately.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a type Q latchkey on the floor.
You are carrying: a cashew and a gummy bear.

your action:

Response: take type Q latchkey<|im_end|>go south<|im_end|>close type Q chest<|im_end|>lock type Q chest with type Q 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 your task for today. First of all, move south. If you can do that, make sure that the chest is opened. After opening the chest, pick up the Henderson's keycard from the chest in the bar. And then, insert the Henderson's keycard into the Henderson's locker's lock to unlock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the basement.
You've just walked into a basement.
Look out! It's a- oh, never mind, it's just a box. You can make out a Canadian style box. The Canadian style box is empty, what a horrible day!
You don't like doors? Why not try going south, that entranceway is unguarded.
You are carrying: a keycard.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is how to play! First step, make an effort to go east. After that, make it so that the safe inside the attic is unlocked. And then, ensure that the safe is open. After that, take the fly larva from the safe. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedchamber.
Look at you, bigshot, walking into a bedchamber like it isn't some huge deal.
You make out a locked locker. You see a coffer. The coffer is empty! This is the worst thing that could possibly happen, ever! You can see a suitcase. You look around you, at all the containers and supporters, doors and objects, and you think to yourself. Why? Why Textworld? You can make out a couch. The couch is ordinary. The couch appears to be empty. Oh! Why couldn't there just be stuff on it?
You don't like doors? Why not try going east, that entranceway is unguarded.
There is a keycard on the floor.
You are carrying: a key and an insect.

your action:

Response: go east<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>take fly larva 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! Your first objective is to open the box within the cubicle. After that, retrieve the Microsoft passkey from the box within the cubicle. If you can get your hands on the Microsoft passkey, try to go south. Once you succeed at that, check that the Microsoft box inside the chamber is unlocked with the Microsoft passkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
I am pleased to announce that you are now in the cubicle.
You make out a box. You can make out a desk. The desk is normal. Looks like someone's already been here and taken everything off it, though.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a latchkey and a mouse on the floor.
You are carrying: a fondue, a banana and a non-euclidean passkey.

your action:

Response: open box<|im_end|>take Microsoft passkey from box<|im_end|>go south<|im_end|>unlock Microsoft box with Microsoft passkey<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is your task for today. First off, pick up the keycard from the stand in the bedchamber. After that, check that the box is unlocked with the keycard. After that, open the box inside the bedchamber. After that, pick up the novel from the box. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just shown up in a bedchamber.
You can see a box. You see a non-euclidean box. What a letdown! The non-euclidean box is empty! What's that over there? It looks like it's a safe. Empty! What kind of nightmare TextWorld is this? You see a stand. The stand is typical. On the stand you can make out a keycard. There's something strange about this being here, but you can't put your finger on it.
There is an unguarded exit to the west.
There is a fondue on the floor.
You are carrying: a non-euclidean latchkey, a tv and a telephone.

your action:

Response: take keycard from stand<|im_end|>unlock box with keycard<|im_end|>open box<|im_end|>take novel from box<|im_end|>


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! First, it would be fantastic if you could go north. After that, recover the butterfly from the floor of the workshop. And then, venture south. After that, toss the butterfly on the floor of the salon. That's it!

Here is your interactions so far:
current state: You are now in the salon.
You've entered a salon.
You make out a bar. The bar is usual. But the thing is empty, unfortunately.
You don't like doors? Why not try going north, that entranceway is unblocked.
There is a berry on the floor.
You are carrying: a fondue, a latchkey and a pillow.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Here is your task for today. First stop, try to take a trip south. That done, ensure that the box in the cookhouse is open. And then, take the American passkey from the box within the cookhouse. After that, Place the American passkey into the American chest to lock it. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
Well, here we are in a kitchenette.
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a teaspoon on the floor.
You are carrying: a broccoli, a pear and a shadfly.

your action:

Response: go south<|im_end|>open box<|im_end|>take American passkey from box<|im_end|>lock American chest with American passkey<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing session of TextWorld! Here is how to play! First off, assure that the chest is unlocked. Then, open the chest inside the spare room. And then, pick up the shirt from the chest in the spare room. And then, sit the shirt on the rack inside the spare room. Alright, thanks!

Here is your interactions so far:
current state: You are now in the spare room.
Well, here we are in the spare room.
Look out! It's a- oh, never mind, it's just a chest. You make out a fudge scented locker. You look at the price tag on the fudge scented locker. Seventy dollars?! Where'd they buy this fudge scented locker, some kind of expensive place? You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rack. The rack is standard. Looks like someone's already been here and taken everything off it, though.
There is an unblocked exit to the north.
You are carrying: a pear and a keycard.

your action:

Response: unlock chest with keycard<|im_end|>open chest<|im_end|>take shirt from chest<|im_end|>put shirt on rack<|im_end|>


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

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

Here is how to win the game:
Welcome to another life changing game of TextWorld! First off, if it's not too much trouble, I need you to check that the formless locker is unlocked with the formless keycard. And then, make it so that the formless locker is wide open. And then, recover the worm from the formless locker. After that, sit the worm on the stand. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the garage.
You arrive in a garage. A normal one.
You can make out a locked formless locker, which looks usual, in the room. You can see a safe. You make out a stand. The stand 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 a cookie on the floor.
You are carrying: a formless keycard, a fudge scented key and an iron.

your action:

Response: unlock formless locker with formless keycard<|im_end|>open formless locker<|im_end|>take worm from formless locker<|im_end|>put worm 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, you could, like, open the formless locker in the bedroom. Then, retrieve the cauliflower from the formless locker. If you can get your hands on the cauliflower, eat the cauliflower. 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. An ordinary one. You start to take note of what's in the room.
You make out a formless locker. If you haven't noticed it already, there seems to be something there by the wall, it's a basket. The basket is empty! What a waste of a day! You can see a bar. But the thing is empty, unfortunately. You can see a mantle. However, the mantle, like an empty mantle, has nothing on it. What, you think everything in TextWorld should have stuff on it? You can make out a recliner. However, the recliner, like an empty recliner, has nothing on it.
You need an unguarded exit? You should try going east.
There is a formless keycard on the floor.
You are carrying: a TextWorld limited edition keycard.

your action:

Response: open formless locker<|im_end|>take cauliflower from formless locker<|im_end|>eat cauliflower<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First of all, you could, like, take the Microsoft style key from the locker within the kitchenette. Then, unlock the Microsoft style chest in the kitchenette. After unlocking the Microsoft style chest, doublecheck that the Microsoft style chest within the kitchenette is ajar. And then, take the whisk from the Microsoft style chest inside the kitchenette. Alright, thanks!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. A typical one.
You can make out a locked Microsoft style chest here. You make out an opened locker. The locker contains a Microsoft style key. You can make out a closed spherical safe right there by you.
There is an exit to the north. Don't worry, it is unblocked.
There is a cookie and a spherical keycard on the floor.
You are carrying: a fondue.

your action:

Response: take Microsoft style key from locker<|im_end|>unlock Microsoft style chest with Microsoft style key<|im_end|>open Microsoft style chest<|im_end|>take whisk from Microsoft style chest<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! Here is how to play! Your first objective is to make an attempt to head north. After that, pick up the fly larva from the safe. After that, move south. Okay, and then, you can place the fly larva into the cabinet. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the shower.
I am sorry to announce that you are now in the shower.
You can make out an opened cabinet. The cabinet is empty, what a horrible day! A locked box, which looks standard, is close by.
You don't like doors? Why not try going north, that entranceway is unguarded.
There is a soap dispenser on the floor.
You are carrying: a key and a knife.

your action:

Response: go north<|im_end|>take fly larva from safe<|im_end|>go south<|im_end|>insert fly larva 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First thing I need you to do is to try to go to the north. After that, recover the passkey from the plate inside the cookery. Then, take a trip south. With that accomplished, assure the safe within the bedroom is locked. Alright, thanks!

Here is your interactions so far:
current state: You are now in the bedroom.
You're now in the bedroom.
You can see a safe. You can make out a suitcase. There's something strange about this being here, but you can't put your finger on it. You can make out a bed stand. You shudder, but continue examining the bed stand. The bed stand is typical. But the thing is empty, unfortunately. You think about smashing the bed stand to bits, throwing the bits in a fire, etc, until you get bored. You see a bed. Looks like someone's already been here and taken everything off it, though. You make out a mantelpiece. The mantelpiece appears to be empty.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying nothing.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, make an attempt to go west. And then, retrieve the passkey from the table in the cellar. And then, try to head east. Once you finish that, doublecheck that the safe is unlocked. Got that? Good!

Here is your interactions so far:
current state: You are now in the laundry place.
You are in a laundry place. A normal kind of place.
You see a safe. You can make out a rack. But the thing hasn't got anything on it.
There is an unblocked exit to the west.
There is a legume and a stick of butter on the floor.
You are carrying nothing.

your action:

Response: go west<|im_end|>take passkey from table<|im_end|>go east<|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:
Welcome to another life changing round of TextWorld! Here is your task for today. Your first objective is to make an attempt to travel north. After that, pick up the shadfly from the Henderson's safe. After you have taken the shadfly, make an attempt to venture south. Then, place the shadfly on the couch in the recreation zone. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the recreation zone.
You're now in a recreation zone.
You see a closed locker. Oh, great. Here's a couch! But the thing hasn't got anything on it. Hm. Oh well You can make out a bed. The bed is ordinary. But the thing hasn't got anything on it. Aw, here you were, all excited for there to be things on it!
You don't like doors? Why not try going north, that entranceway is unblocked.
You are carrying: a keycard and a Henderson's key.

your action:

Response: go north<|im_end|>take shadfly from Henderson's safe<|im_end|>go south<|im_end|>put shadfly on couch<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First, it would be fantastic if you could head south. And then, take the Microsoft limited edition passkey from the display. And then, doublecheck that the Microsoft limited edition locker is unlocked. And then, open the Microsoft limited edition locker. That's it!

Here is your interactions so far:
current state: You are now in the laundromat.
You're now in a laundromat. You can barely contain your excitement.
You can see a box. The box contains a paper towel. Hmmm... what else, what else? A closed chest, which looks ordinary, is in the corner. You hear a noise behind you and spin around, but you can't see anything other than a cuboid chest. You can see a table. You see a cuboid key on the table.
There is an exit to the south. Don't worry, it is unblocked.
You are carrying: a keycard.

your action:

Response: go south<|im_end|>take Microsoft limited edition passkey from display<|im_end|>unlock Microsoft limited edition locker with Microsoft limited edition passkey<|im_end|>open Microsoft 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:
Welcome to another exciting game of TextWorld! Here is how to play! First of all, go to the east. Okay, and then, retrieve the type M latchkey from the floor of the office. Then, check that the type M safe is unlocked with the type M latchkey. And then, open the type M safe. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You've just sauntered into a shower.
You can see a locked chest.
There is an exit to the east. Don't worry, it is unblocked.
There is a candy bar on the floor.
You are carrying: a stick of butter, a key and a worm.

your action:

Response: go east<|im_end|>take type M latchkey<|im_end|>unlock type M safe with type M latchkey<|im_end|>open type M 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, it would be a great idea if you could take the formless passkey from the refrigerator. If you can get your hands on the formless passkey, unlock the formless chest. Then, ensure that the formless chest inside the cookery is open. And then, take the blender from the formless chest within the cookery. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cookery.
You've just walked into a cookery.
You see a formless chest. You can see a refrigerator. The refrigerator contains a cashew, a fondue and a formless passkey. You see a fridge. You check the price tag that hangs off the fridge. 35 bucks? What a deal! You'll have to ask where they got this! You make out a chair. The chair is normal. On the chair you make out a kettle.
You don't like doors? Why not try going west, that entranceway is unblocked.
You are carrying: a broccoli.

your action:

Response: take formless passkey from refrigerator<|im_end|>unlock formless chest with formless passkey<|im_end|>open formless chest<|im_end|>take blender 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 life changing round of TextWorld? You do! First stop, lift the rectangular latchkey from the floor of the bathroom. And then, take a trip south. After that, close the rectangular box. After that, make absolutely sure the rectangular box is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the bathroom.
You find yourself in a bathroom. A normal one. Let's see what's in here.
You can make out a counter. The counter is usual. But the thing is empty. You can make out a rack. But oh no! there's nothing on this piece of trash.
There is an unguarded exit to the south.
There is a rectangular latchkey on the floor.
You are carrying: a loaf of bread, a legume and a fly larva.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First off, take a trip east. After that, open the chest inside the kitchen. And then, recover the key from the chest in the kitchen. Then, assure that the locker in the kitchen is locked with the key. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the bedchamber.
You've just walked into a bedchamber.
You see a bed. Now why would someone leave that there? On the bed you see an insect.
You need an unblocked exit? You should try going east.
There is a fondue and a garlic clove on the floor.
You are carrying: a synthesizer and a sock.

your action:

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


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

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

Here is how to win the game:
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 try to go west. With that over with, pick up the keycard from the mantelpiece within the bedchamber. If you can get your hands on the keycard, make an attempt to venture east. Okay, and then, make it so that the box within the chamber is locked with the keycard. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the chamber.
You arrive in a chamber. A normal kind of place. The room seems oddly familiar, as though it were only superficially different from the other rooms in the building.
You can see a closed box here. You can make out a type B chest. You make out a locked dresser. You see a bookshelf. The bookshelf is standard. 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 type B key on the floor.
You are carrying: a Microsoft style keycard.

your action:

Response: go west<|im_end|>take keycard from mantelpiece<|im_end|>go east<|im_end|>lock box with keycard<|im_end|>


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First off, if it's not too much trouble, I need you to pick up the Canadian latchkey from the table inside the steam room. Then, check that the Canadian chest in the steam room is unlocked with the Canadian latchkey. Then, open the Canadian chest inside the steam room. After that, take the shirt from the Canadian chest. Alright, thanks!

Here is your interactions so far:
current state: You are now in the steam room.
You are in a steam room. A standard kind of place.
You can see a Canadian chest. Is this what you came to TextWorld for? This... Canadian chest? You see an opened cabinet nearby. What a letdown! The cabinet is empty! An open drawer is in the room. The drawer is empty, what a horrible day! What's that over there? It looks like it's a table. The table is usual. On the table you see a fondue and a Canadian latchkey. Classic TextWorld.
There is an unguarded exit to the west.
You are carrying: a pear and a Quote of the Day Calendar.

your action:

Response: take Canadian latchkey from table<|im_end|>unlock Canadian chest with Canadian latchkey<|im_end|>open Canadian chest<|im_end|>take shirt from Canadian 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 of all, you could, like, move west. After that, retrieve the worm from the platter inside the cookhouse. After stealing the worm, try to go to the east. With that accomplished, drop the worm on the floor of the basement. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the basement.
You've entered a basement. You can barely contain your excitement.
There is an unblocked exit to the west.
There is a loaf of bread and a broom on the floor.
You are carrying: a Henderson's limited edition key and a sponge.

your action:

Response: go west<|im_end|>take worm from platter<|im_end|>go east<|im_end|>drop worm<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First stop, make sure that the Henderson's style locker is unlocked. And then, ensure that the Henderson's style locker inside the attic is open. After that, pick up the type 6 passkey from the Henderson's style locker. And then, doublecheck that the type 6 chest is locked. And if you do that, you're the winner!

Here is your interactions so far:
current state: You are now in the attic.
You find yourself in an attic. You decide to just list off a complete list of everything you see in the room, because hey, why not?
You see a type 6 chest. You idly wonder how they came up with the name TextWorld for this place. It's pretty fitting. You make out a Henderson's style locker. You shudder, but continue examining the room. You scan the room, seeing a shelf. You can't really describe the shelf besides that it's normal. The shelf is normal. On the shelf you can see a fondue, a worm and a nest of spiders. You hear a noise behind you and spin around, but you can't see anything other than a rack. The rack is ordinary. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it?
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a Henderson's style passkey and a TextWorld limited edition passkey.

your action:

Response: unlock Henderson's style locker with Henderson's style passkey<|im_end|>open Henderson's style locker<|im_end|>take type 6 passkey from Henderson's style locker<|im_end|>lock type 6 chest 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:
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 try to take a trip north. Then, pick-up the passkey from the floor of the bedroom. Then, venture south. Then, assure that the locker inside the office is unlocked with the passkey. Alright, thanks!

Here is your interactions so far:
current state: You are now in the office.
You've entered an office.
You can make out a locked locker. You see a locked safe.
There is an exit to the north. Don't worry, it is unblocked.
You are carrying: a cashew, an onion, a latchkey, a shoe and a keyboard.

your action:

Response: go north<|im_end|>take passkey<|im_end|>go south<|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:
You are now playing a exciting game of TextWorld! First stop, try to venture east. After that, pick up the spherical latchkey from the armchair within the cubicle. Once you have taken the spherical latchkey, make absolutely sure that the spherical locker in the cubicle is unlocked with the spherical latchkey. And then, look and see that the spherical locker is ajar. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the attic.
You've just sauntered into an attic. You begin looking for stuff.
You see a closed chest.
There is an unblocked exit to the east.
There is a latchkey on the floor.
You are carrying: a pear and a glove.

your action:

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


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

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

Here is how to win the game:
Who's got a virtual machine and is about to play through an fast paced round of TextWorld? You do! Your first objective is to attempt to go west. And then, recover the Canadian limited edition keycard from the floor of the steam room. With the Canadian limited edition keycard, try to take a trip east. After that, check that the Canadian limited edition chest in the shower is unlocked with the Canadian limited edition keycard. Got that? Good!

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. The room is well lit.
You can make out a locked Canadian limited edition chest. You scan the room for a drawer, and you find a drawer. The drawer contains a broom. You can make out a counter. But there isn't a thing on it. Hm. Oh well
You need an unblocked exit? You should try going west.
You are carrying: a cucumber, a book and a mop.

your action:

Response: go west<|im_end|>take Canadian limited edition keycard<|im_end|>go east<|im_end|>unlock Canadian limited edition chest with Canadian 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:
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 check that the box in the study is unlocked with the key. Then, open the box in the study. After that, take the nest of beetles from the box. Then, throw the nest of beetles on the floor of the study. Got that? Good!

Here is your interactions so far:
current state: You are now in the study.
You're now in the study.
You make out a box. You see a gleam over in a corner, where you can see a Henderson's limited edition box. What a letdown! The Henderson's limited edition box is empty! Oh wow! Is that what I think it is? It is! It's a mantle. I guess it's true what they say, if you're looking for a mantle, go to TextWorld. The mantle is usual. On the mantle you see an Advent Calendar. You can make out a mantelpiece. The mantelpiece is ordinary. But the thing hasn't got anything on it. You move on, clearly depressed by TextWorld.
There is an unguarded exit to the north.
There is a telephone on the floor.
You are carrying: a key and a Henderson's limited edition latchkey.

your action:

Response: unlock box with key<|im_end|>open box<|im_end|>take nest of beetles from box<|im_end|>drop nest of beetles<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 pick up the non-euclidean key from the floor of the laundry place. And then, doublecheck that the non-euclidean box is unlocked. Then, ensure that the non-euclidean box within the laundry place is open. After that, retrieve the paper towel from the non-euclidean box. Got that? Good!

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.
You see a non-euclidean box. You see a basket. The basket is empty! What a waste of a day! Hey, want to see a shelf? Look over there, a shelf. The shelf is standard. But oh no! there's nothing on this piece of trash.
You don't like doors? Why not try going west, that entranceway is unguarded.
There is a non-euclidean key on the floor.
You are carrying: a nest of caterpillars.

your action:

Response: take non-euclidean key<|im_end|>unlock non-euclidean box with non-euclidean key<|im_end|>open non-euclidean box<|im_end|>take paper towel from non-euclidean box<|im_end|>


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First of all, look and see that the soap scented box is unlocked. Then, make sure that the soap scented box is opened. And then, retrieve the worm from the soap scented box inside the pantry. And then, sit the worm on the counter in the pantry. Got that? Good!

Here is your interactions so far:
current state: You are now in the pantry.
You're now in a pantry.
You can make out a locked soap scented box. You can see a counter. Unfortunately, there isn't a thing on it. Oh! Why couldn't there just be stuff on it? You can see a rack. The rack is normal. But the thing is empty. You can see a workbench. The workbench appears to be empty.
You need an unguarded exit? You should try going west.
You are carrying: a sandwich, a soap scented keycard, a latchkey and a rectangular latchkey.

your action:

Response: unlock soap scented box with soap scented keycard<|im_end|>open soap scented box<|im_end|>take worm from soap scented box<|im_end|>put worm on counter<|im_end|>


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, recover the knife from the Canadian style chest in the kitchenette. And then, make an effort to head east. Next, open the locker in the washroom. And then, put the knife inside the locker inside the washroom. Got that? Good!

Here is your interactions so far:
current state: You are now in the kitchenette.
You find yourself in a kitchenette. An ordinary one. I guess you better just go and list everything you see here.
You see an opened Canadian style chest here. The Canadian style chest contains a knife. You see a Henderson's box. I mean, just wow! Isn't TextWorld just the best? You can see a freezer. What a great pairing of adjectives and nouns! The freezer is empty, what a horrible day!
You need an unblocked exit? You should try going east.
You are carrying: a latchkey, a key and a Henderson's latchkey.

your action:

Response: take knife from Canadian style chest<|im_end|>go east<|im_end|>open locker<|im_end|>insert knife 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:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! First of all, head north. After that, pick-up the mop from the floor of the laundry place. And then, move south. And then, drop the mop on the floor of the launderette. Got that? Good!

Here is your interactions so far:
current state: You are now in the launderette.
Guess what, you are in a place we're calling a launderette.
You can see a closed type S safe. You make out a locked locker in the corner.
You need an unblocked exit? You should try going north.
You are carrying: a cashew, a licorice strip, a type S key, a latchkey, a key and a soap dispenser.

your action:

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


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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, go east. And then, take the key from the stand inside the studio. And then, insert the key into the locker inside the studio's lock to unlock it. And then, ensure that the locker inside the studio is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the cubicle.
You are in a cubicle.
Oh wow! Is that what I think it is? It is! It's a safe. Now that's what I call TextWorld!
You need an unblocked exit? You should try going east.
You are carrying: a coffee cup, an iron and a shirt.

your action:

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


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

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

Here is how to win the game:
You are now playing a profound round of TextWorld! Here is your task for today. First thing I need you to do is to try to travel east. Once you get around to doing that, take the keycard from the safe in the parlor. Then, insert the keycard into the box's lock to unlock it. Then, look and see that the box within the parlor is opened. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the shower.
Well I'll be, you are in the place we're calling the shower.
Look out! It's a- oh, never mind, it's just a shelf. The shelf is standard. On the shelf you can make out a fondue. Now that's what I call TextWorld!
You don't like doors? Why not try going east, that entranceway is unblocked.
There is a sandwich on the floor.
You are carrying: a book and a teapot.

your action:

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


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

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

Here is how to win the game:
I hope you're ready to go into rooms and interact with objects, because you've just entered TextWorld! First, it would be great if you could retrieve the American style keycard from the floor of the studio. Then, insert the American style keycard into the American style safe's lock to unlock it. After that, make it so that the American style safe in the studio is ajar. And then, pick up the worm from the American style safe. Got that? Good!

Here is your interactions so far:
current state: You are now in the studio.
Guess what, you are in the place we're calling the studio.
You see a locked American style safe, which looks normal, in the room. You see a gleam over in a corner, where you can see a stand. Unfortunately, there isn't a thing on it. Oh, great. Here's a mantle. What a coincidence, weren't you just thinking about a mantle? Unfortunately, there isn't a thing on it. What, you think everything in TextWorld should have stuff on it?
You need an unguarded exit? You should try going north.
There is an American style keycard on the floor.
You are carrying: a Henderson's keycard.

your action:

Response: take American style keycard<|im_end|>unlock American style safe with American style keycard<|im_end|>open American style safe<|im_end|>take worm from American style safe<|im_end|>


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

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

Here is how to win the game:
You are now playing a life changing session of TextWorld! Here is your task for today. First of all, you could, like, go to the south. With that done, pick up the passkey from the stand. If you can get your hands on the passkey, make absolutely sure that the chest in the attic is unlocked. After unlocking the chest, ensure that the chest is open. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the parlor.
You're now in the parlor.
You make out a locker.
There is an exit to the south. Don't worry, it is unguarded.
There is a salad on the floor.
You are carrying: a latchkey and a butterfly.

your action:

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


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Your first objective is to make an effort to go to the south. Then, make sure that the chest is unlocked. Then, ensure that the chest within the chamber is open. Then, take the novel from the chest. 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 ordinary one. You try to gain information on your surroundings by using a technique you call "looking."
As if things weren't amazing enough already, you can even see a cuboid locker. Hmmm... what else, what else? You can make out a spherical box. The spherical box contains a stick of butter, a spherical passkey, a Cat Calendar and a disk.
There is an exit to the south. Don't worry, it is unguarded.
You are carrying: a durian, a keycard and a cuboid passkey.

your action:

Response: go south<|im_end|>unlock chest with keycard<|im_end|>open chest<|im_end|>take novel 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 recover the latchkey from the shelf. Then, unlock the safe. And then, make it so that the safe is opened. Then, take the Comic Strip Calendar from the safe within the office. Once that's all handled, you can stop!

Here is your interactions so far:
current state: You are now in the office.
I am sorry to announce that you are now in the office.
You can make out a locked safe. You make out a Canadian box. You can see a type I safe. You can't wait to tell the folks at home about this! You make out a shelf. The shelf is ordinary. On the shelf you can see a latchkey and a type I keycard. You can see a stand. Now why would someone leave that there? The stand is ordinary. However, the stand, like an empty stand, has nothing on it. Aw, here you were, all excited for there to be things on it!
There is an exit to the west. Don't worry, it is unblocked.
There is a Canadian latchkey on the floor.
You are carrying nothing.

your action:

Response: take latchkey from shelf<|im_end|>unlock safe with latchkey<|im_end|>open safe<|im_end|>take Comic Strip Calendar from safe<|im_end|>


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

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

Here is how to win the game:
Get ready to pick stuff up and put it in places, because you've just entered TextWorld! Here is your task for today. First, it would be a great idea if you could attempt to travel west. If you can succeed at that, retrieve the nest of bats from the floor of the bathroom. Then, move east. Then, sit the nest of bats on the rack. That's it!

Here is your interactions so far:
current state: You are now in the shower.
You're now in the shower. I guess you better just go and list everything you see here.
If you haven't noticed it already, there seems to be something there by the wall, it's a rack. You see a paper towel on the rack. You see a shelf. However, the shelf, like an empty shelf, has nothing on it.
There is an exit to the west. Don't worry, it is unguarded.
You are carrying: a mouse, a pen and a fork.

your action:

Response: go west<|im_end|>take nest of bats<|im_end|>go east<|im_end|>put nest of bats on rack<|im_end|>


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

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

Here is how to win the game:
Welcome to another fast paced game of TextWorld! Here is your task for today. First step, make an attempt to go south. Okay, and then, ensure that the safe is open. And then, recover the passkey from the safe. And then, unlock the box. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the kitchen.
You find yourself in a typical kind of place. That is to say, you're in a kitchen.
Oh wow! Is that what I think it is? It is! It's a Microsoft chest, so there's that. You can see a locker. You make out an opened case close by. What a letdown! The case is empty!
You don't like doors? Why not try going south, that entranceway is unblocked.
There is a Microsoft keycard on the floor.
You are carrying: an onion.

your action:

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


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

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

Here is how to win the game:
You are now playing a fast paced episode of TextWorld! Here is your task for today. Your first objective is to attempt to go north. With that accomplished, pick-up the loaf of bread from the floor of the bedchamber. After that, eat the loaf of bread. Alright, thanks!

Here is your interactions so far:
current state: You are now in the shower.
You're now in the shower.
You bend down to tie your shoe. When you stand up, you notice a basket. You can't really describe the basket besides that it's normal. You see a shelf. But oh no! there's nothing on this piece of junk.
There is an unguarded exit to the north.
You are carrying: a sponge and a vacuum.

your action:

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


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

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

Here is how to win the game:
Welcome to TextWorld! Here is how to play! First of all, you could, like, make an attempt to take a trip east. And then, take the latchkey from the locker within the shower. With the latchkey, make absolutely sure that the chest is unlocked with the latchkey. And then, ensure that the chest within the shower is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the studio.
You've just walked into a studio.
You can see an opened case. Empty! What kind of nightmare TextWorld is this? Oh, great. Here's a stand. But there isn't a thing on it.
You need an unblocked exit? You should try going east.
There is a cd on the floor.
You are carrying: a pizza and an apple.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First step, go to the south. Then, pick up the latchkey from the platter. With the latchkey, make it so that the box within the cookery is unlocked. Then, look and see that the box is open. Alright, thanks!

Here is your interactions so far:
current state: You are now in the cubicle.
You arrive in a cubicle. An ordinary one.
You can make out a locked cuboid safe close by. You can make out a locker.
There is an unguarded exit to the south.
You are carrying: a cuboid passkey and a keycard.

your action:

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


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

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

Here is how to win the game:
You are now playing a exciting session of TextWorld! Here is your task for today. First stop, attempt to venture south. Following that, recover the cuboid key from the chair in the study. And then, unlock the cuboid chest. And then, open the cuboid chest within the study. Got that? Good!

Here is your interactions so far:
current state: You are now in the shower.
I am stoked to announce that you are now in the shower. You begin looking for stuff.
You can see an opened trunk close by. The trunk contains a butterfly. 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. If you haven't noticed it already, there seems to be something there by the wall, it's a counter. But the thing hasn't got anything on it. Oh! Why couldn't there just be stuff on it?
There is an unblocked exit to the south.
There is a sandwich and a sponge on the floor.
You are carrying: a lightbulb.

your action:

Response: go south<|im_end|>take cuboid key from chair<|im_end|>unlock cuboid chest with cuboid key<|im_end|>open cuboid 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! Here is your task for today. First of all, pick up the keycard from the counter within the scullery. After that, unlock the safe inside the scullery. Then, make it so that the safe is wide open. And then, put the bug into the safe within the scullery. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the scullery.
You have moved into a scullery. Not the scullery you'd expect. No, this is a scullery.
You can see a safe. You look around you, at all the containers and supporters, doors and objects, and you think to yourself. Why? Why Textworld? Look over there! a box. Oh, great. Here's a case. Empty! What kind of nightmare TextWorld is this? You make out a counter. The counter is typical. On the counter you can see a keycard.
You don't like doors? Why not try going west, that entranceway is unguarded.
You are carrying: a key, a spherical keycard and a bug.

your action:

Response: take keycard from counter<|im_end|>unlock safe with keycard<|im_end|>open safe<|im_end|>insert bug 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:
You are now playing a profound session of TextWorld! Here is how to play! First step, make an effort to travel west. Once you succeed at that, recover the butterfly from the desk. And then, move east. Once you get through with that, ditch the butterfly on the floor of the bedchamber. 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.
What's that over there? It looks like it's a TextWorld limited edition locker. Hmmm... what else, what else? You see a bookshelf. The bookshelf is usual. However, the bookshelf, like an empty bookshelf, has nothing on it.
There is an unguarded exit to the west.
There is a TextWorld limited edition latchkey and a plant on the floor.
You are carrying: a shoe.

your action:

Response: go west<|im_end|>take butterfly from desk<|im_end|>go east<|im_end|>drop butterfly<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 off, if it's not too much trouble, I need you to make absolutely sure that the cuboid safe is unlocked. And then, make it so that the cuboid safe within the laundry place is wide open. And then, pick up the formless passkey from the cuboid safe. And then, doublecheck that the formless locker is locked. Got that? Good!

Here is your interactions so far:
current state: You are now in the laundry place.
Well, here we are in the laundry place.
As if things weren't amazing enough already, you can even see a formless locker. You hear a noise behind you and spin around, but you can't see anything other than a cuboid safe. You make out an opened basket here. The basket contains a watermelon. Hmmm... what else, what else? You can make out a box. You lean against the wall, inadvertently pressing a secret button. The wall opens up to reveal a rack. But there isn't a thing on it.
You need an unguarded exit? You should try going north.
There is a burger on the floor.
You are carrying: a cuboid keycard.

your action:

Response: unlock cuboid safe with cuboid keycard<|im_end|>open cuboid safe<|im_end|>take formless passkey from cuboid safe<|im_end|>lock formless locker with formless 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 of all, you could, like, try to go east. Okay, and then, unlock the locker. After that, look and see that the locker is open. Then, take the pen from the locker inside the study. Alright, thanks!

Here is your interactions so far:
current state: You are now in the studio.
You find yourself in a studio. A typical kind of place. You start to take note of what's in the room.
Oh, great. Here's a shelf. But there isn't a thing on it. This always happens, here in TextWorld!
There is an exit to the east. Don't worry, it is unguarded.
There is a durian on the floor.
You are carrying: a peanut and a latchkey.

your action:

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


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

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

Here is how to win the game:
Hey, thanks for coming over to the TextWorld today, there is something I need you to do for me. First of all, retrieve the key from the bed within the salon. And then, make an effort to head south. Then, unlock the safe with the key. After that, ensure that the safe is open. And once you've done that, you win!

Here is your interactions so far:
current state: You are now in the salon.
You're now in a salon.
You bend down to tie your shoe. When you stand up, you notice a bed. You see a key on the bed. You can make out a bed stand. Unfortunately, there isn't a thing on it. You move on, clearly infuriated by TextWorld.
You don't like doors? Why not try going south, that entranceway is unguarded.
There is a sandwich on the floor.
You are carrying nothing.

your action:

Response: take key from bed<|im_end|>go south<|im_end|>unlock safe with key<|im_end|>open safe<|im_end|>


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

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

Here is how to win the game:
It's time to explore the amazing world of TextWorld! Here is your task for today. First step, make sure that the chest is unlocked. Then, make sure that the chest in the attic is ajar. And then, retrieve the shirt from the chest in the attic. Then, place the shirt on the floor of the attic. Alright, thanks!

Here is your interactions so far:
current state: You are now in the attic.
You arrive in an attic. A normal one.
You make out a chest. Classic TextWorld. You make out an opened cabinet, which looks normal, here. The cabinet contains a scarf and a nest of shrimp. You can make out a case. As if things weren't amazing enough already, you can even see a workbench. The workbench is usual. But the thing is empty, unfortunately.
There is an exit to the north. Don't worry, it is unguarded.
You are carrying: a latchkey and a nest of kittens.

your action:

Response: unlock chest with latchkey<|im_end|>open chest<|im_end|>take shirt from chest<|im_end|>drop shirt<|im_end|>


Prompt:
You are an expert TextWorld game solver. Your goal is to generate the best next action that will lead to 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 head east. That done, pick up the key from the bookshelf. After that, unlock the chest. And then, make it so that the chest within the study is opened. Got that? Good!

Here is your interactions so far:
current state: You are now in the cookery.
You are in a cookery. A typical one.
You make out a closed spherical safe. You see a closed fridge.
There is an unguarded exit to the east.
There is a peanut and a spherical keycard on the floor.
You are carrying nothing.

your action:

Response: go east<|im_end|>take key from bookshelf<|im_end|>unlock chest with key<|im_end|>open chest<|im_end|>