Walkthrough for Fat Fair by AKheon (v1.1)
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Please note that this guide spoils practically everything about the puzzle
solutions and a lot of the ending-related mechanics as well. You should only
use it as a last resort.

There are some example playthroughs of the game right at the end of the file.

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For completion's sake, we'll go through everything that can be considered a
puzzle in this game in order.


- "can puzzle"

Borsch needs to eat food before going to sleep, but he has no can opener.

Player is railroaded towards "equip rock -> hit can", but there are other
solutions too. For instance, stomping on the can also works.

This is the only mandatory puzzle in the entire game. All the rest the
player can skip and still reach one of the endings (Ending B).


- "create entrance sign"

First of Borsch's objectives in the 1st half of the game.

Mostly just a simple fetch quest. The lumber that's found from Trash Receptacles
will be used as a sign. Draw the logo on the sign yourself using the crayons.
Then hang the sign on the hook at the Entrance.


- "fix acid bath"

Second of Borsch's objectives in the 1st half of the game.

Another simple fetch quest. Go to Lunch Patio and pick up duct tape. Go to
the center of the zone to find Acid Bath. Fix bath. Then go south a few times
to find the Shed. There's a canister of acid inside the Shed. Get it and then
return to the bath and pour the acid inside it.


- "turn on incinerator"

Third of Borsch's objectives in the 1st half of the game.

The incinerator is operated from inside the building. To get inside, you can
either break the doors by attacking them long enough with a weapon equipped
or by unlocking the doors using a key that is under the mat. Then just press
the button once you're inside.


- "get glint from under the car"

There's something under the car in Parking Lot West. But this isn't really
a puzzle. Use commands like "x glint", "take glint" or "push car", etc. and get
ready to have your expectations subverted.


- "extinguish fire"

Optional heroic task during the 2nd half of the game. Completing it will reduce
your sentence at the end of the game by 150.

Make sure to pick up the fire hose during the 1st half of the game. Once you
have the hose, you just have to go north-west to Garage, set or attach hose
to hydrant, then turn valve.


- "getting past horse rump"

If you try to go to the Shed during the 2nd half of the game, you will face a
new challenge on the way: the dreaded horse rump.

To get past it without the game ending early, keep Borsch's senses muffled while
walking through the area. You can do this by either not echolocating for a while
or by wearing the welcome mat.


- "getting rid of murder evidence"

At minimum there are four pieces of murder-related evidence: the revolver,
witness, victim and a puddle of blood. But Borsch can also create new
incriminating things during the playthrough by accident through his own
actions. For instance, being violent with the witness will most likely
create extra puddles of blood to get rid of.

The most obvious choice seems to be to destroy or hide the evidence. There
are multiple ways to do this, but all of them have their own drawbacks.

For instance, the acid bath. While close by, it's only useable if you had
set it up earlier in the game. It can only melt 1 large object at a time, and
it works quite slowly too.

Other viable options are the Incinerator, the hole of the Outhouse or the
cliff's edge near Shed. Any items will also disappear if you leave them
into Work Area and let the building burn down.

Small items like the revolver can be pushed out of the window in the Work
Area, dissolved by pouring acid on them or hid by putting the mat on them.

But you don't necessarily have to destroy all the evidence as long as it's not
specifically incriminating Borsch. To accomplish this, use bleach on the items.
Bleach also dissolves blood puddles.

For a non-violent solution, you can prevent the witness from talking by locking
him into Shed. Or you can frame / discredit the witness by putting either drugs
or the revolver into his outstretched hand.


- "safely visiting the truck"

There's no reason to really enter the truck, unless you want to see some
alternative ending paths or pick up the drugs for a maximum incriminating
playthrough.

But if you do enter the truck, make sure to get the tube of lubricant from
Parking Lot West and lube Borsch to allow him to slip out of the truck again.


- "avoid being sentenced as a vandal"

This and the next few entries are something to keep in mind when trying to go
for a minimum incriminating playthrough.

Mostly it's not too difficult to avoid vandalizing the environment. But note
that using the comfy chair breaks the chair and counts as vandalism.

Another thing is that every single thing in the play area Borsch has drawn on
with the crayons (including the sign to Fat Fair) counts as drawing graffiti,
giving Borsch extra 30 days to his sentence. To get rid of graffiti, clean
the scribbled item with your sleeve or pour bleach on it.


- "avoid being sentenced as a squatter"

You may have noticed Borsch easily gets sentenced for squatting at the end
of the game. This basically means the police found his sleeping bag from the
play area, and they figure out he spent the previous night there.

To avoid this crime, simply destroy your sleeping bag one way or another
before the game is over.


- "avoid being sentenced as a thief"

This is pretty straightforward. If Borsch carries any items that belong
to the industrial zone when he is discovered, he gets a penalty for theft.


- "avoid tampering with crime scenes"

There are two truck accident-related crime scenes in the area that Borsch
can tamper with: Sunny Plateau and the inside of the truck.

If there are foreign items in either of these screens OR Borsch has left the
glove compartment open OR Borsch has manipulated the body of the truck driver
in any way OR the police discover Borsch from inside the truck, the game will
give a tampering penalty to Borsch.


- "maximizing your sentence"

In a maximum crime playthrough, the most obvious way to gain sentence is to
go around and break everything that can be broken. But this alone may not be
enough to unlock Ending C, which requires 2000+ sentence. So here are some
more tips to behaving as obscene and monstrous as possible:

"Create gore". This gives a hidden boost to your sentence. Maiming the bodies
in the area generates blood puddles (up to a maximum of 7) and every additional
blood puddle gives 40 more sentence.

"Sickening decor". You get more sentence if the police find the Entrance in a
sickening state. To do this generate some of those extra blood puddles, or
alternatively hang a body on the hook at the Entrance. Or just put a body into
your navel, that will also turn some stomaches.

"Cannibalism". You get a one-time boost of 200 to your sentence if you've
tried to eat a body or drink a blood puddle.

"Substance abuse". You get a boost of 200 sentence if you either possess or have
used drugs during the playthrough.

"Animal abuse". You can fart or call with the phone to kill birds around Fat
Fair. You can also destroy the protected anthill in Parking Lot West in numerous
ways. Each of these crimes gives a boost of 100 to your sentence.

"Draw graffiti". Rather innocuous after the above entries, but every single
scribbled object in play area gives 30 more sentence. By drawing on random
things you can easily boost your sentence by hundreds of points.


- "finding alternative scot-free ending"

The "amusing" section after beating the game hints at a secret ending where
Borsch is able to escape law regardless of what crimes he has committed.

To reach this ending, get yourself the tube of lubricant and bleach. During
the 2nd half of the game, go to the Entrance and lube the floor. Wait for time
to run out. Then bleach the floor and escape.

However, Borsch will still get caught by the police later on if you left behind
anything that identifies him. This includes the sleeping bag, curious looking
plans and his phone. There also cannot be any scribbled objects in the play
area. If you get rid of all these identifying things, then Borsch is able to
ride off into the sunset without ever facing the law.


- "finding the extra hidden ultimate sequel-hook ending"

???


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Example playthroughs:

These inputs come from the tests that I set up for Fat Fair. Feel free to try
them out for curiosity or as a last resort...

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Ending A (minimum incrimination) by framing witness, -90 overall sentence:

stomp can / sleep / wuoo / take bag / s / s / open shed / take hose / n / n / e
/ sit in chair / yes / n / put hose in hydrant / turn valve / s / put gun in
hand / w / w / yes

Just your run-of-the-mill Ending A playthrough. As a side note, I think the
smallest possible sentence you can get in this game is -290.

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Alternative Ending A (scot-free), 0 overall sentence:

stomp can / sleep / wuoo / s / s / open door / take bleach / n / n / stomp bag
/ stomp bag / stomp plans / w / take glint / take lube / ne / eat phone / se /
sit in chair / yes / lube floor / z / z / z / z / z / z / z / z / z / z / z /
z / z / z / z / z / z / z / z / z / z / z / z / z / z / z / z / z / z / z / z
/ z / z / z / z / z / z / z / z / z / z / z / z / wuoooo / z / hit bleach / w

This is the ending where you defeat the law enforcement of Kaurakangerteleva
by lubing the floor.

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Ending C (maximum incrimination), 2150 overall sentence:

stomp can / take crayons / sleep / wuoo / w / push car / take lube / e / e /
sit in chair / yes / n / lube me / enter / open glove / take drugs / out /
hit hydrant / e / take mat / sw / hit witness / eat lube / put witness in
navel / hit post / hit victim / w / eat driver / drop gun / w / yes

Just your run-of-the-mill Ending C playthrough, does a bit of everything.
I have no idea what might be the highest possible sentence you can acquire
in this game...


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Thanks for reading and for playing Fat Fair. Hopefully it wasn't too traumatic..

- AKheon