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Key & Compass presents:
Why Pout?
by Andrew Schultz

Why Pout? is a Z-machine interactive fiction game written with Inform 7 and is © 2024 by Andrew Schultz (writing as "Mick Stupp"). It was an entry in IF Comp 2024, placement to be determined.

In this surreal wordplay game about sound-alike phrases, you play as someone trapped in a mental and physical fog. First, find A NAME and a purpose. From a high plane, explore. Gain companions. Talk to them for their insights. Get a weapon. Make plans. And then, as a team, why pout your opposition. Do you hear what I'm saying?

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Map

Eh, RawAir, Aww TombApse HypeLane We Loan /We'll Own /Whee! 'Lone! TreesMall Hideout WolfRock Storm Isle /Store Mile Keep(Iller) Naff Haze / High Plain Lobe End /Low Bend NighFright Worm-Eaten /We're Meetin'! No Notion /Known Ocean BrewSwears DoomEnding WandWharf an aim two maps out u u out wan dwarf high plane in d d in d war file

Walkthrough

Eh, Raw Air, Aww

> about. verbs. credits. ext. version.

> x me. ("A NAME")

> an aim. (+1)

Tomb Apse

Your name is Mike Orr.

> two maps. (+1. You use them and go to...)

Hype Lane

> self owns. (+1; new: prize talk)

> pry stalk. (+1; you have a stalk.)

> high plane. (+1. You plant the stalk and climb to...)

Naff Haze

> nah phase. (+1. The haze lifts.)

High Plain

> pole east. (+1. new: path east and a war pawn)

> shore trail. (+1; it goes south)

> key pillar. (+1; you can now go west)

> grow star. (+1; you can now go north)

When all four cardinal directions are open, down opens too!

> e.

Lobe End

> low bend. (+1; north path to water, which you can't cross yet)

> w. w.

Keep (Iller)

> x mold. x row. x herb. x racker. x sign.

> plan tracker. (+1)

> x tracker. (needs plans or ideas)

> s. (not without support)

> e. s.

No Notion

> known ocean. (+1; new: a sick squid)

> six quid. (+1; you talk the coins. Also the squid is willing to help you travel.)

> get on squid. (no: you need to show it a map or something for where you want to go)

> n. n.

Wolf Rock

> wool frock. (+1; you have it.)

> hide out. (+1; it's below!)

> d.

Hideout

> boost role. (+1; the new troll now follows you and gave you a bottle of Base Ale.)

> t troll. (shake oneself free from despair)

> u. s. e.

Low Bend

> bay sail. (+1. You buy a weak raft for two quid.)

> n.

Storm Isle / Store Mile

> store mile. (+1; new: MY STALL and MEN SHELF.)

> mensch elf. (+1; elf here, and north passage)

> t elf. (You learn to discreetly identify who or what needs help.)

> n.

Trees Mall

> tree small. (+1; you find a real one.)

> x tree. (needs to be bigger)

> neutral. (no! don't reject help!)

> s. s. w. w.

Keep (Iller)

> rogue old. (+1; you pay him three quid)

> gnome old. (+1; you give him the frock)

> x rogue. (slow and quiet)

> x gnome. (full of vigor)

> see design. (+1. With your friends' support you go to...)

Nigh Fright

> knife right. (+1. You run out with it.)

Keep (Iller)

> x knife.

> manna curb. (+1; the mensch elf helps you find manna!)

> x manna. (looks dull)

> t gnome. (re finding hidden psychic weaknesses)

> t rogue. (re sneaking and not feeling guilty)

> e. e. n.

Store Mile

> mice tall. (+1. The gnome helps you free the mice.)

> t mice. (re using opponent's arrogance, numbers, dexterity, and quickness against bigger opponents)

> s. w. n.

Wolf Rock

> low door. (+1. The tall mice find it.)

> in.

We Loan / We'll Own / Whee! 'Lone!

> we'll own. (+1. Some merchant arrives. "buy low".)

> summer chant. (+1)

> bile oh. (+1; they storm off)

Nice and silent here now. How to enjoy that?

> whee lone. (+1; oaf liar arrives)

> oh flier. (You use your last quid and buy it.)

> x flier. (It lists a wharf isle, a thief isle, and a grove isle.)

> out. s.

High Plain

Just noticed BRUISE WARES is here. This part of the game is optional and is focused on rude sound-alikes. If you skip it, you miss out on getting the crude orc as a companion and several bonus points.

Click to see the rude section of the walkthrough.

> x wares.

> brew swears. (+1 bonus point)

> in. (Your companions stay outside.)

Brew Swears

> grin churls. (+1 bonus)

> weak us. (+1 bonus)

> crew dork. (+1 bonus)

For the rest of this location, the grin churls will say something, and you need to respond with its rude sound-alike. The order is randomized. LOOK every other turn to see what they last said.

> look.

The churls are out of taunts.

> out. (The orc follows you.)

High Plain

> t orc.

(Continue from here if you skipped the rude part of the game.)

> s.

Known Ocean

From "wharf isle" on the flier:

> war file. (+1. The squid carries just you to...)

Wand Wharf

> wan dwarf. (+1. You find him and take him back to...)

Known Ocean

> x dwarf. talk to dwarf. (balance magic with physical skills, balance experts and generalists)

From "grove isle" on the flier":

> grow vial. (+1. You take it.)

> n. e. n. n.

Trees Mall

You automatically use the grow vial on the tree (small); it becomes a tree (tall)!

> s. s. w. d.

Worm-Eaten / We're Meetin'!

> gaunt raider. (+1)

> t raider. (re past actions)

You develop a talk-ache.

> tall cake. (+1; using the manna)

> were meetin. (+1; you need a rallying cry from within you)

> u. e. n. n.

Trees Mall

> treat all. (+1; using the cake)

> s. s. w. s.

Known Ocean

From "thief isle" on the flier; you also need lots of companions for this to work.

> the file. (+1; you get The File. The squid swallows the flier.)

> x tracker. i. (It's now full.)

> n. d.

We're Meetin'!

Remember your name is "Mike Orr"? You have to say your rallying cry here.

> my corps. (+1; you clear out a passage below)

> d.

Doom Ending

> cease cull. (+1; the skull spews blood at all of you)

> wipe out. (+1; why-division)

> wide vision. (sorry, you didn't experience enough)

> do mending. (+1)

*** Gray day?! Grade A! ***

So I guess I missed something regarding "wide vision", but we finished the game with the high score, so I'm satisfied.


Extras

Characters

Don't forget to talk to everyone you meet!


Credits

This is the response to CREDITS:

Thanks to Michael Baltes, Clem Bing-Storrs, Wade Clarke, Hanon Ondricek, P. B. Parjeter, Fred Snyder, and Daniel Stelzer for testing. They found stuff I just didn't have the time to find, or stuff I convinced myself I'd checked, honest I did, or even broke down cases for stuff where I was muddled and not sure how to test stuff. Oh and they inspired several ideas, too. It's always hard to ask someone for their time and energy, but I appreciate it so much!

Michael, Fred and Daniel have IFComp '24 entries as well, and I always appreciate being able to trade testing with a fellow competitor, so it doesn't feel cutthroat.

B. J. Best and Arthur DiBianca, who've written a lot of good stuff, both found bugs within two hours of IFComp starting. So thanks to them!

The cover art is my fault, and my fault alone.

GENERAL THANKS:

Thanks to everyone past and future involved in the administration of IFComp.
Thanks to the I7 board on Intfiction.org for their help, as well as the people in the general topics as we discussed our plans.


Inventory


Score

The response to SCORE is:

You have scored X of 45 necessary points [if any bonus points awarded] and Y bonus points [end if]. You also performed Z of 20 actions ahead of time.

Standard points are awarded as follows:

Bonus points are awarded as follows:

Note that you cannot check your score after you win the game.


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