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>