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"Barry O'Neill: "The Suicide of Major Duval: Part 2"": Barry and Inspector LeGrand, while flying to investigate trouble at the Maignon Base, are shot down and captured by aides of Count Guniff, France's most wanted criminal. After an interrogation, the prisoners ar


Quote1 Marihuana! The drug that causes the smoker to lose all moral restraint! Quote2
-- Steve Carson, of the Federal Men



Appearing in Barry O'Neill: "The Suicide of Major Duval: Part 2"

Featured Characters:

Supporting Characters:

Villains:

  • Count Guniff
  • Guniff's band

Other Characters:


Locations:


Items:


Vehicles:




Synopsis for Barry O'Neill: "The Suicide of Major Duval: Part 2"

Barry and Inspector LeGrand, while flying to investigate trouble at the Maignon Base, are shot down and captured by aides of Count Guniff, France's most wanted criminal. After an interrogation, the prisoners are dropped into a subterranean chamber that begins to fill with water. While encouraging the inspector to keep his head above the water, Barry dives down below and finds a drainage valve that he turns with all his might. A gate in the wall of the chamber is opened and the water starts to pour out, with Barry and LeGrand being caught in the force and swept through the opening into an underground channel. The water was only ankle-high there, so the two of them began searching the passages for an exit. Unfortunately, even down in the catacombs they haven't completely eluded the guards, as one on patrol spots them through the dark and fires his gun. The guard is taken out by one of Barry's bullets, but the sound alerts the Count and his men who come running to Barry and the Inspector's location.

Back at the airport, after hours without any report from Barry, the radio officers contact the Maignon Base requesting any possible information on his arrival. But the base hasn't seen any sign of them. An order is put out by the flight commander to send out a search pattern using their fastest planes. Following the route taken by Barry and LeGrand, the detachment finally sights their objective, the wreckage of a small plane on the ground near the mountains. On closer inspection, the pilots could identify it as one of their planes, riddled with bullet holes, but with no sign of Barry or LeGrand...

Barry and the Inspector, meanwhile, find an exit out of the underground passageway only to be cut off by the expecting guards. Barry tries to fire his pistol only to find that he has run out of ammo. Reluctantly, they are taken back to face Count Guniff once again. But before sending them to their deaths, the Count decides to let them in on his plan. He turns Barry and LeGrand's attention to a machine behind him, which he explains will completely destroy the entire Maignon Defense at the pull of a lever when the time is right. For now, Count Guniff ties his two would-be interlopers to posts as his men pour buckets of gasoline on their clothing. Barry and LeGrand watch helplessly as the Count lights a match and starts to bring it closer and closer to their soaked bodies....

Appearing in Cotton Carver: "The White Witch: Part 2"

Featured Characters:

Supporting Characters:

  • Volor
  • Queen Kothe

Villains:

  • Golden statue of Dagan (First appearance)

Other Characters:

  • The Watcher (First appearance)
  • Voggoth (Only appearance; dies)

Locations:

  • Mayala

Items:


Vehicles:



Synopsis for Cotton Carver: "The White Witch: Part 2"

Cotton Carver and Volor the dwarf, while fleeing from the soldiers of the White Queen, Kothe, seek refuge in the forbidden temple of the heartstone, which is the very same stone that was given to him (two issues ago) by Loalla, and that Cotton now wore around his neck. Kothe, who has been their captive until now, warns Cotton and Volor of the Watcher that guards the temple. He leads the group onward, deeper into the temple's interior, with Kothe pleading for him to stop almost every step of the way. Down a long winding stairwell and through a long corridor, Cotton pauses at the other end, where he notices an indentation in the far wall where he believes the heartstone was meant to be placed. A shriek from Kothe announcing the Watcher interrupts his thoughts, and Cotton turns to see a fascinating creature with the head and tail of a cat, and the body of a man. It carries a flail and swings it at Cotton, who dodges and counters to no effect. Volor rushes towards the watcher but is swept aside by a glancing blow, giving Cotton enough time to wound the creature by shooting at it. While the watcher is on the floor, he crosses over to the wall and places the stone into the indentation. The heartstone begins to glow and a section of the wall beside it slowly opens, revealing a passage with a long slide heading downward. The watcher stands up again and addresses Cotton as his new master for beating him in combat, and together with Volor and the distraught Kothe, the four of them slide down the sloping passageway, further and further downwards, until they drop safely outside in an unknown land.

An archer standing nearby the passage's exit greets them, calling himself Voggoth of the Kralman Guard, and asks how Cotton came through the "forbidden path of peril." Cotton explains that he's from what the people here call the outer crust, and is only looking for a way back home. Voggoth offers to help him find the way if the group would only go with him to the shrine of Dagan, the god who reigns over his people. Inside the shrine is a golden statue of a man holding an axe and trident, standing on an altar which Voggoth kneels before. Suddenly, the statue speaks! It tells Voggoth to kill Cotton and his companions as a sacrifice for him. Cotton is forced to take up arms against the archer, who calls in the rest of his fellow archers to help do away with the group. The Watcher and Volor do their best to fight off the reinforcements, letting Cotton and Voggoth duel. But the sheer number of attackers is proving too much for them to bear and the arrows begin to take their toll on the Watcher, while Volor is dying from the wounds he has received. Cotton finally breaks through the archer's defense and runs Voggoth through with his sword. That's when Kothe steps to his side and points out the statue of Dagan, and it was starting to move!

Appearing in Federal Men: "Reefer Madness"

Featured Characters:

Supporting Characters:


Villains:

  • Custodian (Single appearance)

Other Characters:

  • School Principal (Single appearance)

Locations:


Items:

Vehicles:



Synopsis for Federal Men: "Reefer Madness"

A group of teenagers drove into a gas station which they began to rob, afterwards they killed the attendant in cold blood and drove off. Their reckless driving makes them hit a pedestrian as they speed off down the road, laughing to themselves. The police arrest the boys soon after and find out they were acting under the influence of marijuana. Steve Carson is called in to help find the one who supplied the teens with the drug. He tries to talk to the boys in their cell, but they avoid telling him about the dealer, scared for their lives if they talk. So instead, Steve visits the local high school that the boys attend and speaks with the principal about the investigation. The principal gives his full cooperation and hands him a list of students who's behaviour has been odd of late. In an unused classroom, Steve gathers the students together and starts questioning the group, asking them about the person responsible for giving them the marijuana. But even as he continues pleading with the students to open up about the dealer's name, they all seem too frightened for their lives to say anything.

Back in the principal's office, Steve comes up with a new plan. Later that day, the school's loudspeaker sounds as the principal announces that an anonymous student has agreed to give Steve Carson the name of the marijuana supplier, and that they are currently discussing it in room 3A. It's there that he and the principal now wait, the announcement serving as a ruse to try and lure the dealer to them. The door suddenly opens, and through it with a gun in hand walks the custodian, demanding to know where the teenager who ratted him out was. Once he realizes it was all a trick, the custodian sets his sights on Steve and starts to pull the trigger. Steve reacts quickly, dodging to one side and firing his own gun into the suspects shoulder. Subdued, the man is placed under arrest and taken back to police headquarters to be prosecuted.

Appearing in Jack Woods: "Wolf Rucker's Trap"

Featured Characters:

Supporting Characters:


Villains:

  • Wolf Rucker
  • Marty Snell

Other Characters:

  • Old Man

Locations:


Items:


Vehicles:



Synopsis for Jack Woods: "Wolf Rucker's Trap"

Continued from More Fun Comics #35. Jack Woods was a lone cowboy who travelled across the American trails on horseback. In this way, he has had many adventures and helped many more people. But now his stomach rumbled and his throat was getting dry, he needed a place to rest and have a meal. Up ahead on the range sat a cabin, and two figures were having an argument in front. One of the men was armed, pointing his firearm threateningly at the older gentleman clutching a large chest, ordering him to hand it over. Jack, sensing the old man was in trouble, stepped up behind the armed man and tried to disarm him but the bandit whirled around to shoot him, so Jack had no choice but to fire. However, though he saved his life, the old man still acts rudely to Jack and turns him away, refusing hospitality. Choked with wrath at the ungrateful old man, Jack continues on his way.

Jack eventually comes to a ranch house that is operated by a man named Wolf Rucker. He asks Wolf for some food and shelter in return for his services, which the surly rancher agrees to. The first job he is given is to go meet the ranch's foreman, Marty Snell, and help him round up the livestock. Then later, he is collecting water from the pump, when he spies Wolf Rucker out in front doing some kind of business with an Indian from the Navajo tribe... That night, Jack is awakened by Wolf, who wants him to make a delivery to town. He is handed a bag and told to leave as soon as the lookout lights a match in front of the window. He avoids answering when asked what's in the bag, raising Jack's suspicions, so he waits until Wolf heads out to the bunkhouse before taking a peek. Inside the bag, Jack is surprised to find five thousand dollars in cash. He also noticed the room he was in had been messed up, as though someone had robbed it. Things began falling into place... the foreman and Wolf are seeking to get Jack mistaken for a bandit and killed. Suddenly he noticed a vest hanging on the wall, the very same that the man he had shot back at the cabin had been wearing. Were the two ranchers trying to obtain vengeance for their fallen comrade?

Appearing in Steve Malone: "Auctioneer Dossier"

Featured Characters:

Supporting Characters:

  • Officer Cassidy

Villains:

  • Pierre Le France (Single appearance)
  • Abe Otzman (Only appearance; dies)
  • Rhoda Daws (Single appearance)

Other Characters:

  • Goop Okell (Appears only as a corpse)

Locations:


Items:


Vehicles:



Synopsis for Steve Malone: "Auctioneer Dossier"

District Attorney Steve Malone receives a call from the chief of police requesting his presence at the old antique shop belonging to Abe Otzman. There he saw the body of Goop Okell, a wanted gangster, on the floor dead from a bullet wound. Steve examines a nearby gong, and finds a single cuff link lying next to it. The police on the scene report that two customers, Rhoda Daws and Pierre La France, along with Abe himself were the only witnesses that were present when Goop died. Questioning each of them separately reveals one common fact; Abe was selling a model fortress to the victim when the gunshot rang out. Steve examines the fort for himself, and discovers hidden inside the model were documents containing top secret military plans. With the papers in hand, Steve next makes a stop at the government headquarters where a hurried midnight conference is held between the District Attorney and the Secret Service on how to proceed. The resulting decision being that Steve Malone continues investigating the case on their behalf. The following morning, Steve drives out to Pierre La France's address that the police had given him, arriving at a large apartment complex. The doorman told him that Pierre was currently out on business, so Steve asked the gentleman to take him up to La France's apartment, explaining he was on a case. The home was tidy and organized, making it easy to search for clues. Steve found a cuff link on the dresser that matched the one he found in the shop last night. Also, tucked into a drawer was a notebook with entries that proved La France knew about the military plans in the model. Steve felt he was closing in and called the police chief to send a few officers to back him up at Rhoda Daws apartment.

Rhoda answered the door and invited Steve in, where Pierre La Franch enjoying some wine while pointing a gun at him. He admits to knowing about the military documents, and that he and Rhoda visited the shop that day to collect them. But Steve becomes surprised when Rhoda tells him that they didn't kill Goop Okell. Because if that was the truth, then there was only one other person it could've been, and Steve had a hard time believing it. Regardless, with Pierre and Rhoda in tow, he and the police drove on back to Abe Otzman's antique shop and began searching the store until Steve came across the gong again. Acting on a hunch, he peered behind it, and suddenly he was shouting for help in moving the gong aside. Behind it, was the missing gun. Rigged up on strings tied to the trigger, it was set-up to go off when the gong was struck with even the slightest force. The killer had likely tapped the gong when Goop was in the targeted area so that he would be killed by a seemingly unseen assailant. Old Abe hobbled down the back steps at this point to see what all the commotion was about. His jaw dropped and his face went pale when he saw what Steve had discovered. Goop had been his partner in a spy ring, until Abe found out that Okell was going to sell off the military documents that Abe had just sold to him. He yelled that he warned the double-crossing Goop to watch his back, and Abe kept good on his threat. After this revelation, Abe grabs a ceremonial dagger off the counter behind him and plunges the blade deep into his own chest. Pierre and Rhoda are arrested as international conspirators, while Steve muses to himself that Goop's death provided the biggest clue in uncovering a well-conceived spy ring.

Appearing in "Money Makers"

Featured Characters:

  • Tex

Supporting Characters:

  • Joe

Villains:

  • Counterfeiters

Other Characters:

  • Browne

Locations:

Items:


Vehicles:



Synopsis for "Money Makers"

(text story) Joe was a reporter for the local paper who had just received a visit from Tex, an investigator for the F.B.I., stating that he had a story Joe might be interested in hearing. Joe got excited, any story from a federal agent was usually front page worthy, but Tex warned him that after he hears this story, he probably wouldn't be able to print it...

Tex got a call from the chief one afternoon after finishing up a case in Baltimore. Counterfeiters were operating a little too close to home in Washington, and the chief wanted Tex to find out what would make them so bold to conduct their illegal printing in the F.B.I.'s backyard. However, Tex found that investigating them wouldn't be easy, as every bartender, restaurant owner, and hotel manager he spoke to have neither seen nor heard from anyone suspicious. Even the Bureau of Printing and Engraving hadn't heard anything, and their printing presses were all running smoothly. Suddenly he got a call from the chief, saying that the Secretary of the Treasury just phoned him with a frantic tone in his voice. He had just found out that the counterfeit money was being printed by the government itself! Someone had stolen the original printing plates and replaced them with counterfeits, meaning the phony money had been unknowingly spread about the public by the thousands, and somewhere there were counterfeiters who could make real, cashable bills. And ever since the switch, two press room employees have handed in their resignations and haven't been heard from since, making it seem like an inside job. The chief then received a coded telegram from an agent in New York, who was reporting that he had received information that led him to deduce the counterfeiters were either operating in Brooklyn or Manhattan. Now all that was left was for Tex to decide which location he would visit first... Concludes next issue.

Appearing in Captain Desmo: "Captured By Col. Benback: Part 1"

Featured Characters:

Supporting Characters:

  • Gabby McGuire

Villains:

  • Colonel Benback (First appearance)
  • Butts (First appearance)
  • Crusher (First appearance)

Other Characters:


Locations:


Items:


Vehicles:



Synopsis for Captain Desmo: "Captured By Col. Benback: Part 1"

One late evening in a small town in India, Gabby McGuire strolls through the dimly lit streets on his way to meet Captain Desmo. His movements were being watched by four unsavory figures hiding in the shadows. They whisper amongst themselves, calling Gabby a "decent specimen", and prepare to capture him. A feeling of unease comes over Gabby, he wheels around in time to see the rowdy natives rush him from an alley. Though outnumbered three-to-one, Gabby is able to give a good account of himself through fisticuffs, and manages to quell the ruffians, and pauses to catch his breath, leaving him off his guard for the fourth member of the group to sneak up behind and bump Gabby on the back of the head with the butt of his revolver. The men recompose themselves and tie Gabby up on the back of a donkey as they set out for the hills...

Captain Desmo waited impatiently for his friend, and asks a nearby old beggar if he had seen a "loud suit wearing a derby." The beggar points off behind the captain at a local native strutting across the street with a new derby hat that looked exactly like the one Gabby wore. Desmo grabs the man by the shoulders and begins shaking him, demanding to know where he got the hat. It fell off the head of an American tourist that got into a fight with some slavers and was dragged off, the scared man replied.

Meanwhile, Gabby is brought to the stronghold of Colonel Benback, who was on a merciless quest for gold, and is told that he is to help them dig for gold in the mine, which will then be flown by plane out of the country, thus avoiding any customs, and wages. A beefy looking tough, appropriately nicknamed Crusher, leads Gabby down into the canyon where cruel guards were forcing men to operate a nearby mine, pushing them beyond their endurance, and whipping those that fall to the ground in exhaustion until they continue their work. Inside the mine the conditions were no better, the air was stale and hot with the permeating odor of human bodies sweating. It is here that Gabby is given a pickaxe and told to begin with a reminder that refusal meant death, there were always more slaves where he came from, after all. It would have been a small comfort if only Gabby knew that Captain Desmo had taken to the air in order to search for his missing comrade...

Appearing in Tom Brent: "Hong, the Tyrant"

Featured Characters:

Supporting Characters:


Villains:

  • Hong (Only appearance; dies)
  • Ming (Single appearance)
  • Soo (Single appearance)

Other Characters:

  • Colonel Cross (Single appearance)
  • Hong's daugther (Single appearance)

Locations:


Items:


Vehicles:



Synopsis for Tom Brent: "Hong, the Tyrant"

Far up on the Sang Po river, Tom Brent guides a small boat laden with supplies from the accompanying treasure hunting party. Smoke is often seen billowing from the treetops that would suggest a tribe of natives, but strangely none have been sighted. But little did Tom and the others realize that even now they were being watched. The head of the group notifies Tom that their stop is up ahead by the beach where they will begin unloading the supplies. Once the boat is dragged up onto the sandy bank, however, Tom and the treasure hunting party are confronted by a band of ragged Chinese soldiers. Their leader speaks to the crew, saying that the supplies now belong to Hong, who rules over all the land, as evidenced by the smoke from burning villages. He orders Tom and the others to carry the supplies as they follow him to the fortified temple of Hong. Once inside the temple, the supplies are taken and the guards separate Tom from the rest of his party, throwing him in the dungeon. Tom finds that he has a cellmate, a Colonel Cross, who was captured while doing research not too far from the temple.

That night Tom is awakened by a noise like distant thunder. Outside, the guards were thrown into a state of confusion. On a hill opposite the temple was a troop of government soldiers loading another round into their cannon. Hong watches from the window of his room with amusement. Rather than flee, he decides to stay and watch the proceedings, a decision he'll pay for with his life, for the next mortar shell destroys the window and everything beyond. Hong was dead, and his men suddenly lost their will to fight. The prisoners are all set free, and Tom is sent back home with Colonel Cross vouching for him to the government officials...

Appearing in Skip Schuyler: "To Pitch Against the Yankees"

Featured Characters:

Supporting Characters:

  • Rusty Bellows (First appearance)

Villains:


Other Characters:

  • Ebb White
  • New York Yankees
    • Spud Chandler
    • Tommy Henrich
    • Joe DiMaggio
    • Lou Gehrig
    • Frankie Crosetti
    • Red Rolfe
    • Charlie Keller
    • Joe "Flash" Gordon
  • Chuck Dean (Flashback only) (Single appearance)

Locations:

Items:


Vehicles:



Synopsis for Skip Schuyler: "To Pitch Against the Yankees"

Skip Schuyler had been temporarily stationed at Fort Jay in the shadow of Manhattan's skyscrapers. He was sitting in his quarters polishing his boots when his old friend, Rusty Bellows, came rushing in. He told Skip about an upcoming benefit game to be played by Fort Jay, that will be sending all it's proceeds to the War Veterans Hospital. And what's more, the New York Yankees themselves volunteered their services for the cause, and Rusty wanted Skip to pitch against them. After all, everyone had heard the stories about his excellent throwing arm back when he was playing at West Point Military Academy. But Skip declined his friend's offer, saying that it's been far too long and he has since lost the skill. He leaves a disappointed Rusty behind and walks outside to be by himself. The honest truth was that he would've loved to throw a pitch against the Yankees, but a shoulder injury he had sustained a few years back.

The Army and Navy were holding a football game against each other, and old Chuck Dean broke loose on a 65-yard touchdown, winning the game for the Army! Of course, the score wouldn't have been possible if it hadn't been for number 29, Skip Schuyler, who threw a crucial block on the Navy's safety man, who would have tackled Dean in seconds. The block had taken it's toll, tearing a muscle in Skip's shoulder, sending him off the field with his arm dangling at his side. It was the injury that ended his pitching career before it ever really started, but Skip was too embarrassed to tell Rusty that. The next day, Skip was leaning against an artillery piece while reading his mail, when two men on the other side started talking. They had seen Rusty acting down in the dumps since yesterday, talking about how he had made a bet with his next months salary that Fort Jay would be able to hold it's own against the Yankees for three runs. Said he had a crack pitcher he was going to use, but apparently was turned down by whoever it was, leaving Rusty out of luck. Skip overheard everything and immediately felt bad that he let his friend down. If Rusty really had that much faith in him, though, then the least he could do was try. That afternoon, he strolled down to the stables to practice his throwing. At first, his shoulder tightened and strained against his efforts, but Skip found that as he pressed on it began to loosen a bit. Soon, he began throwing pitches like back in the day, and after a few more he ran off to find Rusty and tell him he had reconsidered the offer.

The day of the benefit, out on the Fort Jay baseball field the Yankees were warming up with batting practice, while Skip and Rusty were practicing their throws by the first base. At the start of the game, Skip found that winning Rusty his bet would be much harder than they both thought. Two runs in and Fort Jay was barely hanging on. When he pitched to Lou Gehrig, the ball was sent back on a collision course with Skip's head, with only his hand to stop it. The force made his hand ache like never before, causing him a serious handicap in his next couple pitches. But finally, the fort got it's first two runs in, evening the score; 2-2. Rusty cheered his friend on, forgetting all about the bet in awe of Skip's talent. It was the last inning and Joe DiMaggio was last on bat. Skip had him with two strikes, and was preparing to pitch him out. And then, he threw a good fastball right to the plate. DiMaggio swung with all his might, and the ball was sent flying. As the Yankee rounded the bases, the tie was finally broken. The Yankees had won. However, Rusty seemed happy, for he was grinning to himself. The bet may be lost but seeing Skip pitch again was compensation enough...

Appearing in Rusty and His Pals: "The Pirate Ship: Part 14"

Featured Characters:

Supporting Characters:

  • The Duchess
  • Specs
  • Tubby

Villains:

  • Ebenezer Slade
  • Omar (Final appearance; Dies)
  • Long Sin
  • The Captain
  • Hunch
  • Dr. Kurtz (Apparent Death)

Other Characters:

  • Alfred P. Forrest

Locations:


Items:


Vehicles:



Synopsis for Rusty and His Pals: "The Pirate Ship: Part 14"

Long Sin and his evil crew have joined forces with Ebenezer Slade, together capturing Steve with the boys, Rusty, Specs and Tubby. The Duchess, disliking her employer's recent attempts to murder his enemies, double-crosses Slade and is about to help free Steve when a pair of hands grab her from behind. It is Omar, Slade's giant servant. He sends the Duchess flying across the room with a powerful back-hand slap while Steve struggles against the rest of the bindings. He frees himself in the nick of time as Omar drew his saber and whirled on the young man. Omar slashes at Steve's head, literally missing it by a hair. Steve counters by charging into Omar, putting all his practice as the college End Tackle champion into play until the giant was forced to tumble backward, cracking his head against the cement wall. The Duchess is helped to her feet and given a drink of water to help clear her head, then she and Steve untie the three boys and Alfred Forrest, their new acquaintance. Now that everybody was free, they made a run for the back-door, where Steve found a spare machine gun on the way, and run for the hills just as Slade notices their fleeing forms.

Steve Carter makes his stand at a rocky area near the top of a steep hill and sends Alfred and the Duchess onward with the boys while he holds off their pursuers. Rusty stays behind to help Steve with the ammunition, and the two of them watch the men come to a halt at the foot of the hill. Down below, Sin Fu discusses an idea he has with Slade. Sin Fu will send his own men up to make the escapees waste their ammo, and then strike once the gun is empty! It would appear, however, that Steve had far more ammo than Long Sin had men, by the time the last bandit was downed, he was still able to fire a few warning shots. A new strategy was in order, so Long Sin ordered Slade and his cronies to sneak around to the other side of the hill. Another of Long Sin's men shoots Steve in the hand, disabling him. Rusty took over manning the machine gun to let Steve bandage himself, neither of them realizing the danger that was behind them, as Slade and Long Sin's captain aimed a pistol at their backs...

Appearing in Anchors Aweigh: "It Ends With an Alligator"

Featured Characters:

Supporting Characters:

  • Red Murphy

Villains:

  • Unnamed Madman (Only appearance; dies)

Other Characters:


Locations:

Items:


Vehicles:



Synopsis for Anchors Aweigh: "It Ends With an Alligator"

Lieutenant Commander Don Kerry and "Red" Murphy, being temporarily stationed at the Panama Canal, decide to take a day off their naval duties and practice rifle marksmanship by hunting the alligators that infest the nearby swamplands. With a rented rowboat, the boys move up the muddy river searching for the scaly reptiles. Don sights one sleeping on the mud bank and takes a shot, hitting the creature right between the eyes. Excited, they bring the boat up next to the bank and get out to look at the fine catch. Unknown to Don and Red, a weird, disheveled figure watches them from the jungle. Getting a feeling of being watched, Don turns towards the brush and spots the bespectacled man just as he darts away. The boys dash in pursuit, hearing the madman crashing through the foliage ahead of them, until they reach a fork in the trail. Don takes one path, while Red tries the other, hoping to find the stranger before it was time to head back to base. After a couple minutes of following the trail, Don's foot hits a trip-wire and falls flat on his face. The weird old man appeared behind him with a gun and forced him to hike onward. Eventually, they came to a well built, one-storied shack, where Don is brought into and tied up. Then, the madman finally begins to explain why he was there.

Once a famous engineer, the man started receiving payments from foreign governments to build them bombs and set up explosives. Don listened in horror as the man went on to say that he had set up loads of dynamite to blow up the canal, and the wire he had tripped over connected to the plunger that would now be used to set off the explosives. He grabbed the device and, before Don could shout out, pushed down on the plunger! Don steeled himself for the expected ear-shattering explosion...

In the time this was all taking place, Red had returned to the meeting place and grew concerned when Don didn't return. He rushed down the same path Don had taken earlier and trips over the same wire, losing his temper afterwards and cutting the wire in two with his knife. Thus, when the plunger was pressed by the crazy engineer in the shack, all that was heard was a dull "click". Filled with rage at his plan's failure the man picks up a machete and advances on the helpless Don Kerry, who is saved in the nick of time by Red bursting through the door and tackling the assailant to the ground. The man escapes in the scuffle and runs outside into the marshes. Red and Don hurry after him, not letting him out of their sight as he crosses over the river on a narrow log. Suddenly, karma catches up to the old fool, causing him to lose his footing and fall into the murky water below where a hungry gator is waiting. It's jaws close around him and brings the madman's body down into the depths with it. And so, with Don and Red's report, the navy uncovered the dynamite and safely removed it. The body of the explosives engineer was never recovered, because of the mighty appetite of the Panama Canal's great scaled beasts.

Notes

  • This issue contains the final appearance of Tom Brent.
  • Jack Woods, a regular in More Fun Comics since its debut as "New Fun", will spend 3 more months in the pages of Adventure Comics before his story is cancelled in issue #42.
  • Aside from the stories above, this issue contains several short strips, including:
    • "Tiny" by Fred Schwab
    • "Cinema Dust" & "Tidbits" by Sheldon Moldoff
    • "Batter Up!" by Paul Gustavson
    • "Airecords" & "Adventurevents" by Terry Gilkison

Trivia

  • No trivia.



See Also


Recommended Reading

  • None.


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