Pokey is a friendlier than he looks. He has four arms, and will grapple to any surface you attach him to. You can use him to lift a structure off the ground.
According to legend, during World of Goo development, the game would crash if two Pokeys were present in a level. This no longer appears to be the case in production, however!
<ball name="Pokey" shape="circle,40" mass="60" towermass="6" strands="4" walkspeed="0.1" climbspeed="0.9" speedvariance="0.2" detachable="true" stickyattached="true" stickyunattached="false" blinkcolor="0,0,0" stuckattachment="false" grumpy="false" statescales="attached,1.25" attenuationselect="0.05, 1.0, 1.2" attenuationdeselect="0.05, 1.2, 1.0" attenuationdrop="0.05, 1.2, 1.0" attenuationdrag="0.05, 1.2, 1.0" maxattachspeed="1000" hideeyes="false" suckable="false" > <marker drag="IMAGE_BALL_POKEY_DRAGMARKER_P1" detach="IMAGE_BALL_POKEY_DETACHMARKER_P1" rotspeed="2" /> <shadow image="IMAGE_BALL_GENERIC_SHADOW1"/> <particles id="sleepyZzz" states="sleeping" overball="true" /> <strand type="spring" image="IMAGE_BALL_POKEY_STRAND" inactiveimage="IMAGE_BALL_POKEY_STRAND" springconstmin="6" springconstmax="6" dampfac="0.5" maxlen2="140" maxforce="1600" minlen="130" shrinklen="80" walkable="false" /> <detachstrand image="IMAGE_BALL_POKEY_DSTRAND" maxlen="60" /> <splat image="IMAGE_BALL_POKEY_SPLAT1,IMAGE_BALL_POKEY_SPLAT2"/> <part name="body" layer="0" x="0" y="0" stretch="16,2,0.5" image="IMAGE_BALL_POKEY_BODY" scale="0.65" rotate="true" state="climbing,walking,falling,dragging,detaching,standing,tank,sleeping,stuck,stuck_attached,stuck_detaching,pipe" /> <part name="bodyStuck" layer="0" x="0" y="0" stretch="16,2,0.5" image="IMAGE_BALL_POKEY_BODYSTUCK" scale="0.65" rotate="true" state="attached" /> <part name="lefteye" layer="2" rotate="true" eye="true" pupil="IMAGE_BALL_GENERIC_PUPIL1" pupilinset="13" x="-18,-12" y="0,7" xrange="-20,-10" yrange="-12,12" image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2,IMAGE_BALL_GENERIC_EYE_GLASS_3" scale="0.5" state="climbing,walking,falling,dragging,detaching,standing,tank,sleeping,stuck,stuck_attached,stuck_detaching" /> <part name="righteye" layer="2" rotate="true" eye="true" pupil="IMAGE_BALL_GENERIC_PUPIL1" pupilinset="13" x="12,18" y="0,7" xrange="10,20" yrange="-12,12" image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2,IMAGE_BALL_GENERIC_EYE_GLASS_3" scale="0.5" state="climbing,walking,falling,dragging,detaching,standing,tank,sleeping,stuck,stuck_attached,stuck_detaching" /> <part name="lefteyeStuck" layer="2" rotate="true" eye="true" pupil="IMAGE_BALL_GENERIC_PUPIL1" pupilinset="13" x="-32,-32" y="0,0" xrange="-32,-22" yrange="-12,12" image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2" scale="0.65" state="attached" /> <part name="righteyeStuck" layer="2" rotate="true" eye="true" pupil="IMAGE_BALL_GENERIC_PUPIL1" pupilinset="13" x="32,32" y="0,0" xrange="22,32" yrange="-12,12" image="IMAGE_BALL_GENERIC_EYE_GLASS_1,IMAGE_BALL_GENERIC_EYE_GLASS_2" scale="0.65" state="attached" /> <sound event="drop" id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/> <sound event="throw" id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/> <sound event="bounce" id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/> <sound event="land" id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="marker" id="SOUND_BALL_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/> <sound event="pickup" id="SOUND_BALL_GENERIC_PICKUP1,SOUND_BALL_GENERIC_PICKUP2,SOUND_BALL_GENERIC_PICKUP3,SOUND_BALL_GENERIC_PICKUP4,SOUND_BALL_GENERIC_PICKUP5,SOUND_BALL_GENERIC_PICKUP6,SOUND_BALL_GENERIC_PICKUP7,SOUND_BALL_GENERIC_PICKUP8,SOUND_BALL_GENERIC_PICKUP9,SOUND_BALL_GENERIC_PICKUP10"/> <sound event="attach" id="SOUND_BALL_GENERIC_ATTACH01,SOUND_BALL_GENERIC_ATTACH02,SOUND_BALL_GENERIC_ATTACH03,SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="detaching" id="SOUND_BALL_GENERIC_DETACHING1"/> <sound event="detached" id="SOUND_BALL_GENERIC_ATTACH01,SOUND_BALL_GENERIC_ATTACH02,SOUND_BALL_GENERIC_ATTACH03,SOUND_BALL_GENERIC_DETACHED1"/> <sound event="snap" id="SOUND_BALL_GENERIC_SNAP1"/> <sound event="death" id="SOUND_BALL_GENERIC_DEATH1"/> <sound event="suction" id="SOUND_BALL_GENERIC_DETACHED1"/> <sound event="exit" id=""/> <!-- walking animations --> <sinvariance freq="0.8" amp="0.1" shift="0.0"> <sinanim part="body" state="walking" type="scale" axis="x" freq="2.0" amp="0.1" shift="0" /> <sinanim part="body" state="walking" type="scale" axis="y" freq="2.0" amp="0.1" shift="0.5" /> <sinanim part="body" state="walking" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="lefteye,righteye" state="walking" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="righteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" /> <sinanim part="lefteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0.5" /> </sinvariance> <!-- falling animations --> <sinvariance freq="1" amp="0.02" shift="0.5"> <sinanim part="body" state="falling" type="scale" axis="x" freq="1.0" amp="0.07" shift="0.5" /> <sinanim part="body" state="falling" type="scale" axis="y" freq="1.0" amp="0.07" shift="0.5" /> </sinvariance> <sinvariance freq="2" amp="0.5" shift="0.5"> <sinanim part="righteye" state="falling" type="translate" axis="x" freq="1.0" amp="0.7" shift="0.5" /> <sinanim part="lefteye" state="falling" type="translate" axis="x" freq="1.0" amp="0.7" shift="0.5" /> </sinvariance> <!-- dragging animations --> <sinvariance freq="0.3" amp="0.03" shift="0"> <sinanim part="body" state="dragging" type="scale" axis="x" freq="1.0" amp="0.05" shift="0" /> <sinanim part="body" state="dragging" type="scale" axis="y" freq="1.0" amp="0.05" shift="0" /> </sinvariance> </ball>