Withdrawal Symptoms is a Z-machine interactive fiction game written with Inform 6 and is © 2000 by Niclas Carlsson. It was an entry in IF Comp 2000 where it took 36th place.
In this small game, you play as someone who inherited the key to your late aunt's safety deposit box. Although the bank building is rather large and imposing, you're finally here now, and surely it will be a simple matter to find out what the box contains.
This solution is by David Welbourn, and is based on Release 2 of the game.
The boxes are numbered from 4650 to 4770 in a clockwise spiral from the top left corner to the middle of the grid.
Large Bank Room
> x me. i. x key. ("4711")
> x teller. x display. x machine.
You will need a ticket from the machine to see the teller. Unfortunately, the instructions on how to use the machine are missing. By trial and error, assuming clicks are good noises and drawn-out boops are bad noises, you eventually figure out which sequence of buttons to push:
> push blue. push yellow. push orange. push white. (+2)
> x paper. (It will have a number printed on it.)
Instead of just waiting for your number to be displayed, I'm going to tell you ahead of time that you need to scrounge up three dollars in cash for a service fee, so you might as well look for that money now.
> x trashcan. search it. shake it. (+1)
> x coin. (It was a nickel.)
> x counter. x piggy bank. (Note that it's red.)
> take it. (Teller won't let you.)
> e.
Children's corner
> x box. open it. take all from box.
> x bank. shake bank. x crayon.
Some difficult guess-the-verb here:
> paint bank with crayon. (+1)
> e.
Large Bank Room
> put painted bank on counter. take red bank. (+1)
> e.
Children's corner
> break bank. (+1)
> w.
Large Bank Room
> x display. x ticket.
About now, your number should be on the display. If necessary, wait a bit more.
> give ticket to teller.
> give key to teller.
> give money to teller. (+1)
Note that she says the vault door will be unlocked in ten minutes.
> d.
Basement
> x door. turn wheel. u. e.
Children's corner
Note that you do need to examine the clock twice and have looked at the vault door to realize you might have to do something with the clock here.
> x clock. g. (Note that the time isn't advancing.)
> set clock. (+1)
> w. d.
Basement
> x door. turn wheel. (+1)
> open door. w.
Darkness / Vault
> turn on flashlight.
You're starting at 4650 at the top left corner of an array of boxes. You're looking for 4711. The boxes are arranged in a clockwise spiral.
> move light right. (Now at 4651.)
> move light down. g. g. g. g. g. g. g. g. (Now at 4714.)
> move light right. g. g. (+1. You found 4711.)
> x box. unlock box with key.
> open box.
*** You have won ***
Mentioned:
You have so far scored your-score out of a possible 10, in several turns, earning you the rank of ranking.
The score is made up as follows:
Rankings:
This walkthrough is provided free of charge since the work it's based on has less than fifteen locations. Please consider it a thank you for your support!
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