Introduction
Listen up, True Believer! The world's premier comics company has joined with the originator of Adventure games to bring you the awesome QUESTPROBE Series : an epic group of home-computer adventures by Marvel Comics and Scott Adams in which you become one of the greatest Marvel Superheroes characters.
Much more than an arcade game and recommended by educators around the world, an Adventure allows you to move through a wonderous electronic world by entering English commands. In this Adventure you must prove to the Chief Examiner that you can utilise the powers of the Marvel Super Heroes characters. Your objective is two--fold: to unlock the riddle of the Chief Examiner and . . . to survive!
Each installment of the QUESTPROBE Series is a complete Adventure - you need nothing else but your imagination and a compatible computer. And you don't have to be a Marvel Comics fan to enjoy the fun. For all kids aged 8 to 800!
Difficulty level: Moderate.
How An Adventure Works
Read the standard introduction to Adventure International adventures under Scott Adams Scoops.
Some Helpful Words
Although the vocabulary accepted by your computer is extensive, you may find the words listed overleaf to be of great help as you set about your Adventure. Remember: These are just a few of the words available.
Climb | Examine | Leave | Move | Quit | Say |
Drop | Go | Light | Pull | Read | Take |
Enter | Help | Look | Push | Save | Hit |
One Letter Commands
You may use the following single keys to perform a variety of tasks and to expedite playing time. Type the letter for the function you wish to use and press RETURN.
N, S, E, W, U, D | - | Go North, South, East, West, Up or Down |
I | - | Display inventory of items on your person |
L | - | Look |
Saving Your Adventure For Later Play
An Adventure will often last longer than the time available in a single sitting. You may save the game you are playing and return later to take up where you left off. To save a game in progress, type SAVE GAME at any time the "What Shall I Do?" message appears on your screen. You will be asked to specify A, B, C or D. This will allow you to assign a code letter to your game so that you might restore it at a later time.
To restore a saved game, type LOAD GAME before you begin a new game. The computer will ask "Do You Wish To Restore A Saved Game?" Type YES and type the correct code letter (A, B, C or D). The Adventure will resume at the point at which you saved it.
To end a game in progress, type QUIT. If you intend to continue the game later, be sure to save it before using this command.
Commands
A complete list of the game vocabulary is at the end of this document in appendix A. You can use the following 'shorthand' commands to speed your typing and to make the tempo of play faster:
N, S, E, W, U, D
Go North, South, East, East, Up or Down
I
Display or list the inventory of items you are currently carrying
L
Look
Restoring A Saved Game
One of the first questions you may be asked when you initially start your adventure is whether you wish to restore a previously saved game. On most versions, you may also restore a game previously saved by typing:
RESTORE GAME
After you have re-started a game, you will find that you are at the exact point in the adventure that you were at when you saved the game.
What To Do When You Are Stuck
All of the adventures can be completely solved with a perfect score. The adventures are designed to stretch the limits of your imagination, and as such, they are difficult (but not impossible) to solve.
If you get to the point where your frustration limit has been exceeded, you can purchase an Adventure Hint & Solution Book. This book contains hints for solving most of the puzzles in the game. If the hints are not enough, the books also contain the solutions (but that's cheating!).
This book covers all of the adventures written to date from Adventure International, including Scott Adams Adventures #1 through #14, Questprobe #1, #2 and #3, as well as Buckaroo Banzai.
Description of Marvel Characters You May Meet
THING | ||
Real name | : | Benjamin J. Grimm |
Occupation | : | Professional Adventurer |
Identity | : | Publicly known |
Legal status | : | American citizen with no criminal record |
Place of birth | : | New York City |
Marital status | : | Single |
Known relatives | : | Daniel (father, deceased), Elsi (mother, deceased(, Daniel Jr. (brother, deceased) |
Group affiliation | : | Fantastic Four |
Height | : | 6'0" |
Weight | : | 500 lbs |
Hair | : | None |
Eyes | : | Blue |
Unusual Features | : | The Thing's body is covered with an orange, flexible, rocky-textured hide. The Thing has no apparent neck and has four toes and fingers. The increase in volume of his fingers has not decreased his dexterity. His skin is apparently susceptible to "drying" or what in a normal human would be loss of skin oil, for his skin can be "chipped" under certain circumstances. The Thing has no outer ear structure. |
Powers | : | The Thing possesses superhuman strength, endurance, and durability. The mutagenic, specific-frequency cosmic ray bombardment caused his musculature, bone structure, internal organ composition, soft tissue structure, and skin to greatly increase in toughness and density. The Thing is strong enough to lift (press) 85 tons in peak condition. He can exert himself at high levels for about an hour until the blood impairs his strength. His reflexes have remained at their above average human levels despite his greater volume and efficiency than human, enabling him to hold his breath underwater for up to nine minutes. The Thing's five senses can withstand greater amounts of sensory stimuli than he could while human, with no reduced sensitivity. The Thing's body is able to withstand extremes of temperature from -75 to 800 degrees Fahrenheit for up to an hour before exposure or heat prostration occurs. He can withstand the explosive effects of armour-piercing bazooka shells (15 points of high explosives) against his skin with no injury. He is still susceptible to colds, disease and emotional stress. The mutations to the Thing's body have continued to slowly progress, changing the composition of his epidermis from an abnormally dense, relatively smooth hide to a flexible, interlocking network of rock-life muscle lumps. Reed Richards had attempted to return the Thing to his normal human form on numerous occasions, but those attempts ultimately met with failure. The Thing's appearance has stabilized during recent years.
The Thing's intelligence seems to have been completely unaffected by his transformation. He has had a great deal of experience at hand-to-hand combat. |
|
||
Real name | : | John "Johnny" Storm |
Occupation | : | Adventurer |
Identity | : | Publicly known |
Legal status | : | American citizen with no criminal record |
Former Aliases | : | None |
Place of birth | : | Glenville, Long Island, New York |
Marital Status | : | Single |
Known relatives | : | Franklin Storm (father, deceased), Mary Storm (mother, deceased), Susan Storm Richards (sister), Reed Richards (brother-in-law), Franklin Richards (nephew) |
Group affiliation | : | Fantastic Four |
Height | : | 5'10" |
Weight | : | 170 lbs |
Eyes | : | Blue |
Hair | : | Blond |
Powers | : | The Human Torch possesses the mental ability to control ambient heat energy and the physical ability to control ambient heat energy and the physical ability to transform his entire body, or portions of his body, into a firey, plasma-like state at will. The cells of a normal human body convert energy from foodstuffs into a form of energy usable by the body, adenosine triphosphate (ATP). Among other mutagenic changes, the cosmic ray bombardment triggered a specific genetic-code rearragenemtn that caused the Human Torch's ATP production sites to generate a new form of energy-containing module. (Reed Richards has dubbed this molecule adenine riboheptaphosphene, AR-HP). This complex molecule not only provides ordinary bodily energy, but contains large stores of latent chemical-bonding energies. Another favourable mutagenic change are his cells ability to utilise this extra energy by converting it into moderate-density, plasma-like state that is regulated by a sub-conscious mental field and can be modified by an act of will. When sufficient quantities of energy are consumed, the Torch unavoidably reverts to his solid state.
When aflame, the Human Torch is enveloped by a low-intensity flame (reddish, approximately 780 degrees Fahrenheit), which ranges from 1 to 5 inches from his body. The energy used to support this low-level plasma is small; only when the Human Torch wills his flame to a higher level does the majority of surplus energy within the AR-HP complex become involved. In its plasma state, the Torch body is no longer solid; projectiles that are not melted pass harmlessly through his body. The Human Torch can generate shapes composed of fire from any point on his body (he usually employs his hands to "sculpt" the flames). He can form fire into long streams, spheres, or even more complex shapes like sky-writing. These flame-objects will only retain their shape as long as he concentrates upon them. The objects will only burn for about three minutes before expiring unless the Torch continues to infuse it with energy. The temperature of these fiery projections is generally around 2,800 degrees (near the melting point of iron). The Human Torch's plasma has a high hydrogen content, and is surrounded by an exuded cloud of mono-atomic hydrogen atoms. This hot cloud provides sufficient positive buoyancy for him to float. With mental stimulation of his flame, he can provide enough lift to carry around 180 pounds. By forming a jet from his feet, directed behind him, he can achieve speeds of up to 140 miles per hour. The Human Torch is able to release all of his body's stored energy in one intense, omni-directional "nova-burst" (about 1,000,000 degrees Fahrenheit), which is similar to the heat-pule of a nuclear warhead detonation, with an area of total devastation of about 900 feet in diameter. This violent discharge uses his entire reserve of energy at once, and causes him to immediately revert to his solid state afterwards. He generally requires at least twelve hours to recover from this energy-exhausting feat. At an average rate of expenditure of energy, the Torch can maintain his plasma state for about 16.8 hours before he is forced to revert to his solid state. The Human Torch's physical condition (health, injury or exhaustion) also limits his flame's duration. The Human Torch has the ability to mentally control the ambient heat energy within his immediate environment even when not in his plasma state. He can reduce objects temperatures to about thirty degrees Fahrenheit, raise them to several hundred degrees, or extinguish open flames. His radius of influence is about 80 feet. The heat-energy he takes from the environment is absorbed into his own body and if he takes in a critical amount he will uncontrollably phase-change into his plasma state. The Human Torch's flame is supported by the presence of oxygen, and thus is extinguisjed in low air-pressure or vacuum. The Torch's flame can be inundated with smothering materials, such as water, sand, fire-fighting foam, and heat-resistant blankets. If hit with small amounts of water, up to about five gallons, the Torch can sublimate it to steam. More water than that would extinguish his flame, and he would have to wait until he could evaporate the residual moisture before re-ignition. The Torch's light output is mostly in the infra-red and far infra-red region of the spectrum and is invisible to the unaided eye. Less than 10% of the total power output is in the visible portion of the spectrum. Thus the torch is dimmer than one would expect of so powerful an energy source. The Human Torch is unaffected by heat and flames including his own, even when part of him is plasma and the rest is not. His flesh cannot be scalded or burner by any heat source whose level is below that of his maximum output. |
|
||
Real name | : | Fred J. Dukes |
Occupation | : | Ex-circus performer, now a professional criminal |
Legal status | : | American citizen with a criminal record |
Identity | : | Publicly known |
Place of Birth | : | Lubbock Texas |
Marital Status | : | Single |
Known relatives | : | None |
Group affiliation | : | Member of both the original and new Brotherhood of Evil Mutants, former member of Factor Three |
Height | : | 5'8" |
Weight | : | 510 lbs |
Eyes | : | Brown |
Hair | : | Brown |
Powers | : | The Blob's mutant powers relate to the mass, strength, resilience and indestructibility of his obese body. His primary ability is to become virtually immovable at will so long as he is in contact with the ground. He does this by bonding himself to the earth beneath him by force of will, which in effect creates a uni-directional increase of gravity beneath him. This gravity field extends about ten feet in radius from the centre of balance. Thus, if there is sufficient power to uproot him, it would also uproot the ground beneath his feet in an area corresponding to the radius of the field. Through intense concentration, the Blob is able to extend the gravity field beneath him farther than ten feet.
The Blob's body has several unusual properties in itself. The first is that it's overall invulnerability. The fast-tissues that comprise the Blob's epidermis are able to absorb the impact of rifle bullets, cannonballs, bazooka shells and even torpedoes. The larger of the projectiles recoil from his body at one half the force of impact. The smaller ones imbed themselves in his layers of fat-tissue, enabling him to eject them by merely flexing his muscles. The Blob's nerve endings do not relay any tactile perceptions which are near the threshold of pain to his brain. The fat-tissue of his epidermis is resilient enough to revert to its normal shape within seconds after deformation caused by impact. It is virtually impervious to physical injury. The Blob's skin accnot be punctured, lacerated, burned, frost-bitten or ravaged by any skin disease, due in part to the skin's great elacticity and toughness and in part to the highley accelerated rate at which skin cells grow and replace themselves. It is not yet known if there is an upper limit to the Blob's ability to absorb impact. While he could easily survive a head-on collision with a bus travelling at a hundred miles an hour, and even a highly ferrous meteorite fifty feet in diameter falling on top of him at terminal velocity, it is not known whether he could survive a collision with an object travelling at near-light speeds. Further, it is not known whether his skin's imperviousness to heat could survive the 11,000,000 degree heat at ground zero of a multimegaton atomic blast. Although the Blob's skin is virtually invulnerable, his eyes, nose, mouth and ears are probably not. |
| ||
|
||
Real name | : | Unknown (possibly Durgan) |
Occupation | : | Appears to be a composite computer simulation of all Marvel Super Hero characters passing through the "Black Doorway" since the instigation of the "QuestProbe Project" |
Legal status | : | Unknown to public at large |
Identity | : | Unknown to public at large. Overseer or possibly only a servant of the "QuestProbe Project" |
Place of Birth | : | Durgan's planet (actual name unknown) |
Marital Status | : | Unknown |
Known relatives | : | Related to all Marvel Super Heroes that he has met (exact relationship is unknown at this time) |
Height | : | 6'1" |
Weight | : | Varies, appears to be increasing over time |
Eyes | : | Appears not to have eyes |
Hair | : | Appears not to have hair |
Powers | : | Appears to have no natural powers, but is always attended by a singularity matrix, of only two dimensions (commonly known as the "Black Doorway"). The Chief Examiner appears to be a foreground, real-time, high priority task running on an unattended Master Computer located somewhere in an ancient, forbiggn, museum of science on Durgan's planet. This museum of science appears to have one of the few remaining captive "Bio-Gems". Please see QuestProbe comics #1, #2 and #3 for further details. |
| ||
|
||
Real name | : | Victor von Doom |
Occupation | : | Monarch |
Legal status | : | Ruler of Latveria, Latverian ambassador to the United States with full diplomatic immunity |
Identity | : | Publicly known |
Place of Birth | : | Gypsy camp outside Haasenstadt (now Doomstadt) Latveria |
Marital Status | : | Single |
Known relatives | : | Werner von Doom (father, deceased), Cynthia von Doom (mother, deceased) |
Group Affiliation | : | None |
Height | : | 6'2" |
Weight | : | 225lbs (420 lbs with armour) |
Eyes | : | Brown |
Hair | : | Brown |
Powers | : | Victor von Doom possesses no superhuman powers, but is one of the most brilliant scientists on earth. He has made unique contributions in the fields of robotics and trans-Einsteinian physics, as well as important accomplishments in genetic engineering, weapons technology, and many other areas.
Among his many accomplishments include the independent development of the first practical time machine (capable of sending up to a ton of matter forward, backward, and sideways through time), and the development of the molecular-level shrinking device (utilising the Pym particle which he independently discovered). His experiments in bionics have produced such cybords as Darkoth (the "Death Demon") and the Dreadknight. He has not yet explored the potential of his maternal heritage, the arts of magic. |
Weapons | : | Doctor Doom's most important weapon is his nuclear-powered, micro-computer enhanced suit of iron armour. The armour, weighing 190 pounds, is fully insulated and pressure regulated, maintaining an environment of standard atmospheric pressure (14.7 pounds per square inch) at 76 degrees (skin temperature). The suit contains its own internal liquified-air supply of four hours duration. The suit contains an electrically powered endo-skeleton, utilising highly efficient, folded-path linear motors that enable the suit to lift (press) a maximum of 2,200 pounds (the weight of a compact car). His facemask has a built-in communications system which, among other things, has a megaphone device, a multi-band radio transceiver and the input/output port of a powerful micro-computer translation machine. The power supply of the armour, a twin, mini-nuclear thermo-electric generator, needs to be refuelled once every 3.6 years.
Doctor Doom's armour is able to generate an invisible, kinetic energy/dimensional-shunt force field capable of withstanding porjectiles of any man-made kind, temperatures from 1,400,000+ degres Fahrenheit (which exists only in the heart of a nuclear weapon detonation) to -410 degrees Fahrenheit. (50 degrees above "absolute zero", the theoretical point at which molecules almost come to rest), and all frequencies of raidation within the electromagnetic spectrum. The only form of energy that might penetrate the field is psionic. The force field is not able to totally shunt inertia into a "waste" dimension, and therefore renders von Doom affected by a maximum of about 5% of any impact to the field. The residual energies of falling several building storeys, or being hit by a vehicle at 60 miles per hour is still considerable, and injury is still a possibility. (A nuclear weapon would send Doctor Doom flying at an unpredictable speed). The force field, which can be activated cybernetically by mental command, extends approximately five feet from all points of his armour, and can be extended to a maximum of 8 feet in radius at slightly reduced effectiveness. Because the force field is invisible, visible light can penetrate it. The force field can generate a quarter-wave-out-of-phase counterpart to itself which can refract the visible spectrum into the 'waste' dimension, rendering it harmless. |
| ||
|
||
Real name | : | Maynard Tiboldt |
Occupation | : | Professional criminal; manager, director and ringmaster of a small travlling circus |
Legal status | : | Naturalised American citizen with a criminal record, former Australian citizen |
Identity | : | Publicly known |
Former Aliases | : | Mr. Thraller (The Ringmaster uses various aliases and continually changes the name of his circus to prevent potential customers/victims from realising his true identity) |
Place of Birth | : | Vienna, Austria |
Marital Status | : | Single |
Known relatives | : | Fritz (father, alias Ringmaster I, deceased), Lola (mother, deceased) |
Group Affiliation | : | Leader of the Circus of Crime |
Height | : | 6'1" |
Weight | : | 190lbs |
Eyes | : | Green |
Hair | : | Grey-black |
Powers | : | The Ringmaster has no superhuman powers, but has considerable skill with electronic devices, most of which he taught himself. Thanks to his study of the workings of the nullatron and his own experimentation, he is an expert in using electronic devices to magnify latent human psionic abilities for projective mental commands and projecting and amplifying the force of one's will.
The Ringmaster has been trained since childhood in various athletic skills required of circus performers, such as acrobatics, although he is by no means a master of any of these skills. He has only a rudimentary knowledge of hand-to-hand combat. |
Weapons | : | The Ringmaster's principal weapon is the powerful, portable mind-control device which he adapted from the design of the nullatron and which he carries concealed in his ringmaster's top hat. The mechanism creates a field of electric energy which, through as yet unknown means, magnifies the psionic energy of the person wearing or holding the hat so as to allow him or her to project mental commands into the minds of one or more people and simultaneously compel the victim to carry those commands out.
Usually the Ringmaster uses the hat device to cast his victims into a hypnotic trance. In a deep trance the victims are physically paralysed and are unaware of what is happening. When they awake from the trance they have no memory of what happened to them. In a medium trance the victims are unable to act independently of the Ringmaster's commands; their reaction time is slowed and they cannot think creatively. In order to ensure complete control over a victim, the Ringmaster must put him or her in a trance. The Ringmaster can will the trance to last for a certain period of time, as measured by the victim's own subsconscious sense of time, or he can induce a trance that will last indefinitely until the victim is awakened by an external force, such as another person or a loud noise. The Ringmaster can also use his hypnotic device to affect people's minds while allowing them to retain their independent wills. For example he can hypnotically create illusions, causing people to see and hear something that is not happening. In escaping the police he has hypnotically induced them to miss him every time that they fire their guns towards him. The Ringmaster usually gives specific commands to his victims verbally, but he can also project them mentally through the hat device without saying them aloud. He almost never verbally commands a victim to become entranced but instead transmits the command mentally. The hat is also equipped with projectors that transmit bright lights through a spinning disc mounted on the front of the hat. The projectors cause everyone, in the vast auditorium, who is looking in the Ringmaster's direction to see a nearly blinding, everchanging pattern of light in the shapes of spinning, spiralling circles. The Ringmaster activates the disc and light projectors by mental commands picked up by the hypnotic device. The lights do not themselves hypnotise the victims, but they do daze and disorient potential victims, using making them feel too dizzy to resist the mind-control mechanism's power. The stars on the Ringmaster's costume are made of a highly reflective material which increases the light's effect on spectators. People with sufficiently strong wills can resist the Ringmaster's power if they do not watch the lights. Travelling along with Ringmaster in his circus of crime are the following nefarious characters:
Cannonball
The Clown
Fire Eater
The Great Gambonnos
Live Wire
Princess Python
|
|
||
Real name | : | Unknown, as are all other details about him. |
Powers: | : | Casts spells of mind control through the "Ruby of Domination" normally he can control only one mind slave at a time. He can also project a "Mystical Cage" to keep his captives in. |
Appendix A - Vocabulary
1 10 15 5 50 A ABOUT ABOVE ABSORB ADVENTURE AIM AIR AIRBORNE ALCOVE ALICIA ALL ALONG AM AMOUNT AN AND ANYMORE APART APPROACH AREA AROUND AS ASK AT ATTACK AUTO AVOID AWAKEN AWAY AWHILE BACK BECOME BEGIN BEHIND BELOW BELT BEN BEND BENEATH BESIDES BEYOND BIG BIO BIOGEM BITE BLOB BLOW BOTTOM BOULDER BOUNCE BREAK BREATH BREATHE BRIGHT BRIGHTER BRIGHTEST BRIGHTLY BURN BURNING BY BYE CALL CAN CANDLE CANNON CANNONBALL CAREFULLY CARRY CASE CASTLE CATCH CAVE CAVERN CEILING CHANGE CHASE CHECK CHIEF CIRCUS CLEAN CLIMB CLOBBER CLOSE CLOSELY CLOUD CLOWN CLUTCH COURSE COVER CRAWL CRIME CRY D DANCE DEAL DEATH DEATHRAY DEEP DEEPLY DENSE DESCRIBE DESK DESTROY DIG DIRECT DISABLE DIVE DO DOC DOCTOR DODGE DOING DOMINATION DON DONT DOOM DOOR DOWN DR DRAIN DRAWBRIDGE BRINK DROP BUCK E EACH EAR EAST EAT EATER EGG EMPTY ENERGY ENTER ENTIRE ENTRANCE ESCAPE EVADE EVERYONE EVERYTHING EXAMINE EXAMINER EXIT EXPLAIN EXPLORE EXTINGUISH EYES FACE FAR FAST FEEL FEET FIELD FIFTEEN FIFTY FIGHT FILL FIND FINGER FINGERS FIRE FIREBALL FIST FIVE FLAME FLAMES FLAMING FLI FLOOR FLY FLYING FOOT FOR FORCE FORCEFULLY FOREWARD FORWARD FREE FRISK FROM FRY FUSE GAMBONNOS GAME GAS GEM GENTLY GET GIANT GIVE GO GOODBYE GOT GRAB GREAT GRIMM GROPE GROUND GUN GUNPOWDER HAND HANDS HARD HAVE HE HEAD HEAR HEAT HELLO HELP HERE HI HIGH HILL HILLS HINT HIT HOLD HOLE HOLES HOT HOTTER HOTTEST HOUSE HOUSES HOW HUMAN HYPERVENTILATE I IDENTITY IF IGNIRE IN INSIDE INTENTLY INTO INV INVEN INVENTORY IS IT ITEM ITEMS JET JOHNNY JUMP KICK KILL KISS KNEES KNOCK L LAND LATVERIA LAUGH LEAP LEAVE LEFT LET LEVER LICK LIFT LIGHT LIP LISTEN LITTLE LIVE LOAD LOCATION LOCK LOOK LOUDLY LOW LOWER MACHINERY MAN MASTERS ME MELT MINUTE MORE MOUTH MOVE MOVES MURDER MY MYSELF N NATTER NEAR NECK NEW NEXT NOISE NONE NORTH NOSE NOT NOVA OBJECT OBJECTS OF OFF OFFICE ON ONCE ONE ONTO OPEN OUT OVER PANIC PAST PEBBLE PER PICK PICKUP PIT PLACE PLAY PLAYING PLEASE PLUG POINT POSSIBLE POUR POWDER PRESS PRINCESS PULL PUNCH PURPLE PUSH PUT PYTHON QUESTION QUESTPROBE QUICKLY QUIT RAISE RAPIDLY RAY REACH READ READY REED RELAX RELEASE REMOVE RESCUE REST RESTORE RICHARDS RID RIGHT RINMASTER RIP ROCK ROLL ROOM RUB RUBY RUN S SAVE SAY SAYS SCREAM SEARCH SEE SEEK SELF SET SHACK SHAFT SHAKE SHOOT SHOP SHOPS SHORE SHOVE SHOW SHUT SIDE SIDES SIGN SIGN SIP SKY SLAUGHTER SLIDE SLOWLY SLUB SMALL SNAP SNIFF SNUFF SOFT SOFTLY SOME SOMETHING SOUND SOUTH SPEAK SPILL STAND START STATUE STONE STOP STORE STRONGLY SURFACE SURROUNDINGS SWALLOW SWIM SWITCH TAKE TALK TAP TAR TARPIT TASTE TEETH TELL TEN TENT TERRAIN THAT THE THEN THING THINGS THIS THOSE THROUGH THROW THRU TO TOP TORCH TOSS TOUCH TOWARD TOWARDS TREE TUG TUNNEL TURN TURNS TWIST U UNCOVER UNDER UNDERNEATH UNFOLD UNLIGHT UNLOCK UP UPSIDE US USE USING VALE VALLEY VIEW VILLAGE W WAIST WAIT WAKE WALK WALL WALLS WASH WATCH WATER WAY WEST WHAT WHERE WHILE WHISPER WHOLE WIND WINDOW WIPE WIRE WITH WORM XANDU YANK YELL YOHO YOU YOURSELF