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Adventure Comics Vol 1 42

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"Sandman: "The Three Sandmen"": Dr. Clyde Dunlap, at his New York office, receives a telegram from his old friend Wesley Dodds asking to get together. Excitement grasps the young man and he tells his secretary, Miss Evans, to cancel all his appointments for that week as he heads out to h



Appearing in Sandman: "The Three Sandmen"

Featured Characters:

Supporting Characters:

  • Doctor Clyde Dunlap (Single appearance)
  • Happy O'Shea (Single appearance)

Villains:

  • Teeter Sneed (Single appearance)

Other Characters:

  • Miss Evans (Single appearance)
  • Steve Weber (Single appearance)

Locations:

Items:

  • Sandman's Gas Bomb

Vehicles:

  • Biplanes
  • Passenger Plane

Synopsis for Sandman: "The Three Sandmen"

Dr. Clyde Dunlap, at his New York office, receives a telegram from his old friend Wesley Dodds asking to get together. Excitement grasps the young man and he tells his secretary, Miss Evans, to cancel all his appointments for that week as he heads out to his private airstrip... Meanwhile in South California, artist Happy O'Shea receives a similar telegraph that sends him off in the same manner to his old plane... The next day at 6:30 in the afternoon, at least 20,000 feet above Wyoming, Dunlap and O'Shea meet, and are joined by a third flyer who leads them in precise formation. Slipping through the clouds, the trio circles and lands in a lonely valley, where they step out of their cockpits and greet each other with smiling faces. Wesley Dodds, the third pilot, thanks his two old friends for making it out. Six years ago they all served in the Navy together as pilots, performing maneuvers and fighting off enemy aircraft as a trio.

Later, after the tents have been rigged up, Wesley gives the reason why he called them both out after so long. He had found out that some of their old shipmates had died recently in strange freak accidents, from having fallen in front of an oncoming train to drowning in the Caribbean Sea, and he doesn't believe any of it was caused by a simple accident. He asks Happy and Clyde if they remembered Teeter Sneed, who was imprisoned for manslaughter after being fingered by five of their fellow Naval Officers. Sneed vowed to get revenge, and three months ago he had been released for good behavior, around the same time the first man was killed. O'Shea and Dunlap were surprised, to say the least, realizing that Sneed might be making good on his promise. Wesley nodded, and explained that he believed the next target would be Steve Weber, who was currently flying a transport from Cheyenne to Oakland. Revealing his plans, Wesley and his friends work late into the night, painting over all identifying marks on their planes. After all is said and done, Dodds hands out Sandman gas masks for them to wear during the flight.

At daylight, three planes being piloted by Dodds, Dunlap, and O'Shea are flying the skies over Cheyenne, near Steve Weber's air route, keeping in constant contact by radio. Suddenly, Steve's transport plane arrives and the trio climb up a few more thousand feet to tail it without being seen. They continue keeping track of it for several hours, until Wesley spots in the distance four biplanes coming in fast. The plane in front is piloted by Teeter Sneed, and he opens fire on Steve's pilot compartment, breaking instruments and glass. Shots from a second plane spray across the left wing motor, causing it to burst into flames! As the mighty transport makes an emergency landing, the three Sandmen swoop into the fray. Wesley sends one of the biplanes into a fatal spin to the earth. Dunlap manages to shatter his adversary's wing which makes the pilot evacuate, while Happy chases another, forcing it to crash into a mountain. In minutes, only Sneed's plane is left, and the trio are quickly able to overtake it, forcing him to land. Wesley drops a gas bomb on the ground near where Sneed was trying to make his escape, and causes the villain to pass out cold. Steve, who had successfully helped the passengers evacuate the plane before it was covered in flames, races up to the unconscious Teeter and takes him into custody. He has heard the reports of his crewmen dying mysterious deaths, and figured out that Sneed's threat to them six years ago was being made good on. That is, until three mysterious pilots, whose identities Steve had a pretty good idea of, saved his life...

Appearing in Barry O'Neill: "The Suicide of Major Duval: Part 4"

Featured Characters:

Supporting Characters:

Villains:

  • Vadlop Durez/Cecil Krull (Final appearance)

Other Characters:


Locations:

Items:

  • None

Vehicles:

  • Small Plane

Synopsis for Barry O'Neill: "The Suicide of Major Duval: Part 4"

While investigating Barry O'Neill's disappearance in Tunisia, Inspector LeGrand was kidnapped by thugs who tied him up and put him in a plane, to be dumped out at sea. As the plane took off, a mysterious figure grabbed the landing gear. Managing to climb on the wing, the native fires a gun at the pilot, who crumples in his seat as a searing bullet crashes through his chest. The uncontrolled plane goes into a sudden roll, catapulting the pilot out of the cockpit. Bad turns to worse as the plane goes into a nosedive, while the helplessly bound and gagged inspector can only watch as he rapidly approaches the sea and his doom. The strange native struggles against the inertia and is able to gain the cockpit controls, where he grabs hold of the throttle and pulls with all his might. Just when his muscles felt like they were about to tear apart, the plane comes out of it's dive, missing the waves by inches! Once they were safely on dry land, Inspector LeGrand was untied and about to shake the hand of his rescuer, when the figure began to tug at the native face mask he was wearing, revealing it was Barry this whole time! He had been following some leads, and discovered that Cecil Krull had planted mines in the water to destroy the french fleet, and the control system was located at an old abandoned pier. Barry sends LeGrand off to gather the police, while he goes to disable the wiring system and try to prematurely set off the mines.

About a half-hour later, Barry arrives at the pier where he spots Krull speaking with one of his thugs, and quickly presses his body against the side of an old rental shack. Using a small crate nearby, he waits until they turn away from him, and then throws it into their backs, knocking both men to the ground. A third man, previously unseen working on a boat below the pier, pokes his head up to see him dashing for the mine plunger. He hurriedly raced over and tackled O'Neill from behind, giving Krull enough time to recover from the surprise attack and confront his enemy. But Barry manages to flip the thug over his head and then deliver a striking right hook to Krull's jaw! Meanwhile, aboard the phony salvage ship, the men wait impatiently for their boss's return. The whole ship and all it's crew are then blown up in a fiery wreckage as Barry sets off the first of the mines, which they had drifted too close to. The rest of the mines are taken out in similar fashion, until every obstacle to the incoming french fleet had been blown. The inspector showed up with a detachment of police officers to arrest Cecil Krull and his cohorts, putting a stop once and for all to the espionage ring.

Appearing in Federal Men: "Cal Grant's Payroll Robbery"

Featured Characters:

Supporting Characters:

Villains:

  • Cal Grant (Only appearance; dies)
  • Lennie Trasker (Only appearance; dies)

Other Characters:

  • Zeke Trasker (Single appearance)

Locations:

  • Lakeville

Items:

  • None

Vehicles:

  • None

Synopsis for Federal Men: "Cal Grant's Payroll Robbery"

The FBI receives word that the Acme Construction Company in the city of Lakeville had just been the victim of a payroll robbery. Believing it to be the work of Cal Grant's mob, known for operating in various states, the Federal Headquarters sends out Steve Carson to personally handle the case. Upon reaching Lakeville, Steve questions the clerk who had been shot by the gangsters. The man gave up a crucial piece of information, that he recognized one of the crooks as local boy Lennie Trasker. Later on, Steve disguises himself as a telephone repair-man and walks up to the Trasker residence. A gruff figure answers his knocking, replying when asked that he was Lennie's brother, Zeke. Not buying the telephone repair story, he tosses Steve out along with his tools. Frustrated and without anymore leads, Steve starts to walk down the street, but then he sees Zeke emerge from the house and anxiously look about to see if anyone was watching him. The professional G-man took cover as Zeke began to walk away, likely to warn his brother. Darting from cover to cover, Steve trails his man into the nearby woods. Suddenly, Zeke whirls around, catching Carson in his sights and lunging for him. A struggle ensues. In another part of the forest, Cal Grant and Lennie with the rest of the gang hear sounds of a fight going on not too far from them, so they head in that direction to see what was up. Back at the scuffle, Zeke sees his brother Lennie coming and shouts for help against the fed! Cal raises his gun, but Steve thinks fast and repositions himself behind Zeke, telling the mobster he'll have to kill his own man to get at him. But all Cal cares about is getting rid of any witnesses, so he aims his revolver. Lennie becomes distressed, and in an act to save his brother he grabs the gun from Cal, causing it to accidentally shoot a bullet through his own chest. He falls to the ground, dead, and Zeke lets Steve go as he cries in anguish at his brother's sacrifice. Spotting Cal as he picks up the gun, Steve pulls out his own, and the two men fire at the same time. Luckily, Cal wasn't as good a shot...

The next day, back at Federal Headquarters Steve concludes his report to the chief. The chief responds by saying that Carson had always been their luckiest agent...

Appearing in Jack Woods: "The Fiddler and the Bank Robbers: Part 2"

Featured Characters:

Supporting Characters:

  • Stomp McHenry (Final appearance)

Villains:

  • Slash Marlin (Final appearance; Dies)

Other Characters:

  • Speck McHenry (Final appearance)
  • The Sheriff (Final appearance)

Locations:

  • Town of Hondas

Items:

  • None

Vehicles:

  • None

Synopsis for Jack Woods: "The Fiddler and the Bank Robbers: Part 2"

His boy being held by Slash Marlin's outlaws, Stomp McHenry was instructed to play a certain tun as a tip off to the bandits who are raiding the bank. Jack Woods took out the outlaw's watchman outside the dance hall, and together he and Stomp sneak over to the town bank where a lone bandit in Mexican garb stood as lookout. Jack follows the lookout into the front of the deserted store where he then started to wrestle the unsuspecting outlaw to the ground. Waiting outside, Stomp sees Jack return wearing the lookout's clothes. He explains that the disguise, when seen from afar, makes him look like one of Slash's men and that will allow him to get in the bank without any suspicion. At the rear door, Slash Marlin stood guard with a shotgun. Jack tested his theory by slowly walking towards the bandit leader, and sure enough he falls for the ruse. But suspicion rises within him when Jack doesn't answer him, so he begins to raise his gun. It was the last move he'd ever make, as Jack quickly drew his own revolver and fired, hitting Slash square in the chest. Nearby, Stomp finds his son, Speck, lashed to a horse and helps him down. Meanwhile inside the bank, Jack approaches the backs of the remaining three outlaws and yells for them to put up their hands. The men respond by opening fire while making a break for the door! Jack is able to fell one, but the other two make it outside with bags of loot taken from the safe. However, neither of them count on the combined shooting of the McHenry father and son. With their rifles, Stomp and Speck manage to knock the bandits off their horses and to the ground. A minute later, the Sheriff comes running up after hearing the gunshots and arrives to see the dead bandits lying in the dirt with the stolen bags of money. Jack steps out of the bank as Stomp finishes explaining things. The sheriff shakes Jack by the hand and thanks him for taking care of the robbers and helping to save Stomp's boy.

A lone, dusty rider from out of town approaches at a full gallop and gets off his mount in front of the four men. He asks which of them in Jack Woods. After identifying himself, Jack is suddenly held at gunpoint and told he is being placed under arrest for a murder. But who was the victim, and did Jack really do it?

Appearing in Socko Strong: "The Flying Dutchman: Part 3"

Featured Characters:

Supporting Characters:

  • Jerry Indutch
  • Sedburn

Villains:

  • Dinosaurs

Other Characters:

  • Bennie (Single appearance)
  • Charles Starwin (First appearance)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • The Flying Dutchman (ship)

Synopsis for Socko Strong: "The Flying Dutchman: Part 3"

After escaping from the natives, Socko, Jerry, and Sedburn found a ship called "The Flying Dutchman", the same name as the mythical ship of old. There wasn't anyone on deck when the trio climbed aboard, but when they looked through one of the portholes, an astonishing sight befell them! Inside the cabin, a smart-looking man was feeding a leg of lamb to what looked like an actual ape-man! Socko, wanting to find out more about the strange event within, knocked on the door. The man answered, showing a smile to the newcomers and after exchanging pleasantries, in which they learned his name was Charles Starwin, he invited them inside for tea. To their amazement, Starwin explains that Bennie, as the primitive man had been named, was found on an uncharted island where the prehistoric age still dominated. His crew had kidnapped the aborigine with intents to sell him to a history museum. Starwin rescued "Bennie", to the disdain of the crew and they all abandoned ship, leaving him and his new friend alone to drift. Since then, he has been determined to get Bennie back home to the island. Socko and Jerry were fascinated by the idea of an island where prehistoric beasts still existed, and offered their services as Starwin's new crew. Sedburn opted out, not wanting to spend another minute away from his family whom hadn't heard from him since his plane crashed seven years ago.

After dropping Sedburn off at the next port, the "Flying Dutchman" sails through uncharted waters toward the habitat of the aborigines. A day later, an island came into view off the horizon and Bennie began to grunt and hop up and down excitedly. Charles Starwin recognized the twin cliffs jutting out near the shore, exclaiming they had arrived at Bennie's home! Once the ship is anchored, the four of them proceed to climb to the top of the first cliff. An uprooted tree served as a makeshift bridge leading to the second clifftop which overlooked a valley. Before they could explore, Starwin needed to set Bennie free, so he unlocked the ape-man's shackles and told him to go back to his home where he belonged.

Down in the valley, Socko and Jerry were guided by Starwin through the lush greenery of the jungle. For as many wonders that surrounded them, there were also many dangers. Such as the Tyrannosaurus Rex that had stepped into their path, letting out a mighty roar as the three appetizing humans dashed away. Socko led the team into the safety of a nearby cave with an entrance too small for the deadly carnivore to squeeze through. Sunlight seemed to be shining through the back of the cave, indicating another exit. But as they followed the rays of light, the trio find their path blocked by a Stegosaurus, with it's spiked tail waving menacingly...

Appearing in Captain Desmo: "Revolt of the Thugs: Part 2"

Featured Characters:

Supporting Characters:

  • Gabby Maguire

Villains:

  • Abdul Hassan (Single appearance)
  • Revolting Natives (Final appearance)

Other Characters:

  • Stashu
  • Colonel McAllister

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Captain Desmo: "Revolt of the Thugs: Part 2"

Captain Desmo and Gabby were investigating rumors about a native revolt that resulted in the deaths of several outpost soldiers. What they discovered was that an old religious cult, Thug, composed of bandits and assassins, had orchestrated the revolt. After reporting to Colonel McAllister, Stashu, a local native, called Gabby aside saying he knew where the cult was holding it's ceremony that day. Letting his tough-guy personality get the best of him, Gabby decides to go off with Stashu and impress Desmo and the Colonel by beating the cultists all by himself... Stashu led Gabby for hours on foot through the Indian desert. After the duo hiked several hundred miles, they started to get a feeling of being watched. Then, jumping out from behind a rock, a group of Arabs fiercely grab them and march them back to their camp. Gabby and Stashu are met by the leader of Thug, Abdul Hassan, who was very short for the large power he claimed to have. He sends Gabby to be thrown in the snake pit, while Stashu is sent back to the British's main outpost so that others may be warned what happens when Thug is crossed.

After many hot and wearisome hours on the desert, Stashu finally reaches the outpost, where he is met by Captain Desmo and Colonel McAllister. Desmo was worried when he noticed Gabby wasn't with the Indian servant. Stashu exclaimed that Gabby had been taken by the cult, sentenced to die by the toxic fangs of the cobras. Never one to leave a friend behind, the captain mounts a camel, tells McAllister to send reinforcements after them if 24 hours pass with no word, and heads off with Stashu for Thugs campground, hoping that they can get there before Gabby is killed... Meanwhile, Gabby Maguire has been given a lucky break, as Hassan's guards forget to take his gun away when they throw him into the snake pit. The sound of his thumping to the ground turns the floor into a writhing mass of cobras, hissing their disapproval of the intruder to their nest. But with his firearm, Gabby makes short work of the slithering reptiles. A secret doorway in the stone and brick wall brings him back outside where an unsuspecting guard passes him by, gets hit on the head, and falls unconscious, allowing Gabby to steal his cloak and robes. Elsewhere in the camp, Desmo and Stashu have found themselves in a bit of trouble as the guards spotted them hiding out and blew into the warning horns which called more men their way. Against such overwhelming numbers, Desmo and Stashu are soon caught and thrown into a cell to await their deaths. Abdul Hassan himself shows up to gloat over their capture, saying he'll be more than happy to send their heads back to his rival, Colonel McAllister. The executioner stepped forward with a large axe and raises it over Desmo's head. Another guard rushes into the room carrying a pistol that he uses to stop the executioner cold. Gabby pulled back the cloak covering his head and pushed Hassan aside. At that same moment, outside the colonel's troops were invading the grounds after Desmo failed to report back. Many of the cultists attempt to fight back while many more flee, but their strength is no match for the overwhelming might of the British army led by McAllister! Completely outclassed, the Thugs surrender, there hopes to rise out of the ashes of their ancestors are blasted forever. Gabby and Desmo greet the colonel, who thanks them once again for their assistance. Before he dismisses the group, the colonel hands a trumpet-like instrument to Stashu, stating that by owning it, he is recognized as an official member of the Royal Bugle Regiment.

Appearing in "Quest In India: Part 2"

Featured Characters:

  • Kenneth Stone (Final appearance)

Supporting Characters:

  • Professor Watkins (Final appearance)
  • Ted Collins (Final appearance)

Villains:

  • Ali Masb (Final appearance)

Other Characters:


Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "Quest In India: Part 2"

(Text story) Kenneth Stone, Ted Collins, and Professor Watkins were travelling the Hindu Kush mountain range with a group of natives in search of the legendary Holy Temple of the forgotten Lasba tribe. Their guide, Ali Masb, was a member of that tribe. Last night, a murder had occurred with one of the natives, a ceremonial dagger stuck in his back that bore the image of the two-headed serpent, the Lasba tribe's holy symbol. The next day, the spooked natives reluctantly continued the trek with the three white men. Stone led the party around thin cliff ledges and down steep inclines, with Watkins and Collins eagerly following. It was when they stopped to ask their guide, Ali Masb, which way to go next, that they suddenly realized he was no longer with the caravan. It made them wonder, could Ali be responsible for the murder? Maybe he had been acting on the behalf of the Lasba, whom he had gone to warn of their continued approach. Whatever the case may be, the group would have to rely on Watkins and his research to show them where to go. Carefully reading the map, Watkins directed the team north towards a small valley...

The sun was slipping behind the mountain peaks to the west when Stone rounded a bend in the valley path and brought his burro up sharply. Ahead of him was a mighty structure that glowed with a yellowish tint, on it's walls were carved intricate drawings, while it's roof sloped upwards to a point in the center. The natives became nervous and whispered amongst themselves while slowly taking a few steps back... Watkins exclaimed that, at last, they had found the holy temple, and he shouted with glee as he ran up the steps and placed a hand on one of the columns. An object was suddenly hurled at him and buried itself into his shoulder! It was a blade, of the same type that had killed the native on the night before. With drawn revolvers, his companions race up the steps, Stone caught Watkins slumping body in his arms, while Ted Collins entered the temple to face the culprit. Standing in front of an altar, wearing ceremonial white robes, was Ali Masb. He pointed threateningly at Collins: "Stop, Infidel! Those who dare defy the gods of the Lasba and desecrate their temple will meet a just and deserving death!" Ted rushed Ali, who only laughed derisively and disappeared within a secret door behind the altar. Back outside, Stone is relieved to find out that the knife hadn't hit any vital organs in his friend's body, and would only leave a lasting scar at most. Ted rejoined him, and together they helped carry the professor away from the temple. A great boom sounded throughout the valley as everything began to shake. Turning, the trio watched as the temple began to crumble and collapse as fire and smoke buckled outward, turning the once majestic temple into a pile of ruins and ash. It was likely Ali's last act as the lone guardian of the Lasba's holy ground, Stone explained, to destroy everything including himself rather than allow outsiders to desecrate the sacred halls...

Appearing in Anchors Aweigh: "Admiral Cato's Underwater Base"

Featured Characters:

Supporting Characters:

  • Red Murphy

Villains:

  • Admiral Cato (Only appearance; dies)

Other Characters:


Locations:

  • Unknown

Items:

  • None

Vehicles:

  • Submarine

Synopsis for Anchors Aweigh: "Admiral Cato's Underwater Base"

The U.S. fleet has received orders to proceed to Mare Island at full speed. Don and Red have been summoned to the bridge by the captain. But on their way there, Don spots a torpedo coming toward them off the port side of the ship. They both jump overboard just as the torpedo hits, sinking the fleet's ship with all the rest of her crew still aboard. Clutching a piece of debris, Don and Red drift along the ocean for hours, the cold air from nightfall caused them to shiver. Even the light of day does little to ease their minds. But then the two army men come across a welcome, if not strange, sight of a tower that extended below the water. A pair of foreign sailors come out of a steel door in the tower and pull Don and Red out of the water. The tower was actually part of a strange new type of submarine! An elevator lowers them to the ocean's bed where they meet Admiral Cato, wearing a uniform that was decorated to resemble the coat of the famous Napoleon Bonaparte, whom the Admiral greatly admired. He told the two US Navy men that he was the one who sank their ship, and they would now be forced to watch as he undermines the Americans morale before declaring war... Don and Red are taken up through a telescope tower to the sub's turret, which fires radio controlled gas bombs with precise accuracy. The turret fires, as Cato aims the targeting device to strike at a city in California! Red is angered at the heartless fiend and moves to strike, but Don holds him back, telling him that now is not yet the time. They are then taken on a tour of the rest of the submarine's faculties, the admiral grinning with satisfaction at their faces each time he shows Don and Red one of his deadly weapons. The next room was the one where the large tanks of compressed oxygen were kept, with a breather pipe sucking it out a little bit at a time and filtering it throughout the entire ship. Don gave Red a nudge, indicating him to be ready. In a blink of an eye, Kerry had grabbed Cato's firearm from him and put the whole area in a stir. Pointing threateningly with the gun, he ordered the crew to reverse the flow of the pipe, filling the tanks. But the worried crew argue that the tanks were already full, and any more pressure could cause them to explode. But dying in a fiery explosion was a small price to pay for saving his countrymen, so Don orders them to go through with it. At this, Cato charges and gets shot down by Red, securing a gun of his own. With the oxygen tank's pressure needle almost at critical, one of the crewmen beg the duo to reconsider and tells Don that a wireless radio is nearby. If he can wire the fleet and let them know he was there, the plot would be foiled and there would be no need to blow them all up. Ten minutes later as Red is guarding the tank room, Don comes running back through the door, hurriedly sealing it shut behind him. He tells Don the wire went through, but that he was spotted by another crewman who raised the alarm. All hands were now attempting to get at the men by using acetylene torches to burn through the hatch! And with the pressure gauge in the red, explosion would soon be imminent. Using the elevator, they escape back up the tower just as a small coastguard boat was approaching in answer to the message they received. The Navy fleet was only a few miles away, and Don and Red told the officer to step on it! An explosion below the waves meant to them that Cato and his crazy scheme to create war had been stopped...

Appearing in Skip Schuyler: "Kidnapping in the Orient"

Featured Characters:

Supporting Characters:


Villains:

  • Hawkins (Single appearance)

Other Characters:

  • Lung Yen (Single appearance)
  • Diana Allen (Single appearance)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for Skip Schuyler: "Kidnapping in the Orient"

Skip Schuyler rode aboard the steamship, "Occidental", as it slowly glided into a port in the Orient. He mused about how the country used to be one of the most picturesque in the world until the war tore away all the beauty. The thought saddened him somewhat. On his way through the city to the officer's club, Skip heard a feint droning sound from overhead, growing louder and louder by the second. The people in the streets began to run for cover. Skip discovered why as soon as he looked up. Enemy planes were invading the air, dropping bombs across the cityscape! Building were hit and collapsed, dust and debris were being strewn about the streets! One little boy who was scurrying for shelter stumbled and fell next to a building that was about to collapse from a bomb's impact. Skip acted fast, racing over to the child and carrying him to safety just as tons of debris came crashing down behind him! The bombers departed as quickly as they came, leaving death and destruction in the wake...

Skip tries communicating with the little boy, asking him where he lived and who his parents were and such, but the child didn't speak a word of English. He tugs at Skip's sleeve trying to get him to follow. Skip does so out of curiosity, and is led to a ramshackle house where a gruff middle-aged man opens the door and yells for them to get off his property. Skip tries to leave, but the boy stomps his feet and points his finger accusingly at the man while shouting in an angry string of Chinese. Skip gets a strange feeling about the place, his senses telling him there was more going on with this guy than first impressions would suggest. While he was trying to figure out what the boy was telling him, the man suddenly pulled a gun from his jacket and pointed it at them, threatening if they didn't get out, that he would shoot. Skip reacted with a tough left hook that made the man fall out cold. He then followed the boy, who rushed up the stairs and stood in front of a locked door at the end of the hallway. With his gun, Schuyler blew the lock off and opened it to a scream of "Look Out!", causing him to duck as a bullet zinged over his head, knocking his hat off! Skip returned fire, killing the Chinese guard that kept watch over a tied up woman. Now it made sense, the child had wanted someone to rescue the lady. When she was free she told Skip that she was Diana Allan, a foreign correspondent working for the San Francisco newspaper, who was kidnapped by Hawkins, fugitive from the United States, who thought of holding her for ransom. Before that she had been staying as a guest at the little boy's house with his parents. He had been taken as well, but was able to escape the ropes and run for help. Skip smiled and said that Hawkins wouldn't be able to bother anyone again, he'll have the authorities come arrest him. Once Diana was out of earshot, the boy whispered something in Chinese and smiled. Even though he didn't speak the language, Skip was pretty sure he understood what the child had said. Nodding in agreement, he told him that Miss Allan was indeed quite a beautiful catch...

Appearing in Rusty and His Pals: "The Menace of Chen Fu: Part 2"

Featured Characters:

Supporting Characters:

  • Steve Carter

Villains:

  • Chen Fu
  • Chen Fu's men

Other Characters:

  • Diane
  • Specs
  • Tubby

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Rusty and His Pals: "The Menace of Chen Fu: Part 2"

While out for a walk in the fabulous town of Liverpool, Rusty is kidnapped by a pair of Chinese thugs and taken away in a sleek red car. The vehicle quickly dashes away and sometime later comes to a stop in front of a dark, seemingly deserted house. Rusty is taken inside, where the sinister form of Chen Fu examines him. Rusty is not happy about the whole affair and tells the old man off, saying his friend Steve will come in to rescue him and make them pay. A wicked grin crosses Chen Fu's face, that's exactly what he was counting on...

Back at the apartment, Steve was worried that Rusty hadn't come back yet. Diane and the boys try to re-assure him by reminding that Rusty was able to take care of himself, but as they are speaking, a dagger shoots through the window and embeds itself into the far wall! A message with Steve's name on it is wrapped around the hilt. Inside, it tells him that Rusty has been kidnapped, and gave the address he needed to come to. It added that if he tried calling Scotland Yard, they would never see Rusty alive again. Even though it was an obvious trap, Steve could not abandon the boy who saved his life not so long ago. And so that night, he arrived at the address the note had specified and rang the doorbell. A menacing-looking Chinaman answered and beckoned him to enter, where he guides him through a long, dark hallway. When they reach the end, the man opens a door that reveals the seated figure of Chen Fu. Steve is told by Chen that he and the boy will be punished for the death of his men in his own Opium smuggling ring. Suddenly Steve leaps and clutches at Chen Fu by the throat, refusing to let go! The guards surge forward to help their master, being met by unrelenting fists from Steve. The door bursts open as even more men come rushing in to help. Steve is soon overwhelmed, and knocked unconscious by a blow to the head! Chen Fu, recovering, angrily orders that the white man be taken to "the pit". When Steve regains consciousness, he finds himself tied on a thin platform over a pit of sharp metal spikes. If he rolled over he was done for, but it wasn't over yet! Watching from above, Chen Fu flips a switch that releases a giant pendulum, that moves down closer with each swing. How was Steve suppose to get out of this one?

Appearing in Cotton Carver: "In the Pit of Dagan"

Featured Characters:

Supporting Characters:

  • Kothe
  • Volar

Villains:

  • Jagar (First appearance)

Other Characters:

  • Captain Kandul (First appearance)
  • King Marl (First appearance)
  • Elara (Final appearance)

Locations:

  • Mayala
  • Marlanda (First appearance)

Items:

  • None

Vehicles:

  • None

Synopsis for Cotton Carver: "In the Pit of Dagan"

On his quest for a way back to the upper surface of Earth, Cotton Carver has aided Elara, princess of Thule, in defeating her enemy, the Scarlet Seeress. His friends Volar and Kothe were left in Elara's care until he returned. But now, as Cotton looks from his room in the tower, he finds Kothe and Volar being led out the main gate in chains. In her throne, Elara explains that Narol, of the Dwylth Dynasty, has demanded them for a sacrifice to the god Dagan, though she tried to stop him. Steve gathers together supplies and weapons from his room in order to go on a rescue mission. He is shown the quickest path to the golden god, Dagan, by Elara who is tearful that he is leaving her side so soon.

Hurriedly running through the forest path, Cotton at once comes to a clearing, where his two friends are about to be thrown into a large deep pit as a fanatic priest stood nearby shouting prayers to the heavens. With his guns, Cotton fells the men as they push Kothe into the hole after Volar. Peering into the depths, Cotton finds a body of water awaits at the bottom, meaning it was possible for his friends to still be alive! Determined to do all he can, he dives! A swift underwater current drags him along, bringing him to points unknown within a dark cavern. The water becomes shallow as he goes on, until only his ankles are submerged, at which point he finds his friends recovering from their ordeal. Kothe throws her arms around him for coming to rescue her. Volar smiles at his friend's bravery, and together, they are off! Exiting the caverns, the trio come across a very unusual sight! A dinosaur, the large Brontosaurus, was watching them from the vast field full of tall grasses ahead. As it came closer, Cotton tried to frighten it off by shooting at its huge bulk with a rifle! Big mistake. The creature becomes angered and follows the trio as they run for their lives! Hightailing it back to the safety of the cave, they ponder what to do next. There was no crossing the field with that beast there and they can't stay in the cave forever... But Cotton has an idea. He creates a fire by spreading gunpowder across the tall grass and shooting his revolver at it. The wind spreads the flames across the field to where the dinosaur waited, burning the mighty beast alive until it was no more. Once the fire cooled down, the trio continued onward across miles of field, following the trail until coming to the base of a large mountain with a strange door that opened to allow a score of men dressed like knights. They greeted Cotton and his friends, who learn that the knights are performing under the rule of a great king, named Marl, making them the Marlmen. Being told of Cotton's plight, the Marlmen tell him that the king knows of a way to the surface world, as they once had another visitor from above whom they cared for until he died of injuries sustained from his fall.

The king was a pleasant man, who offered Kothe and Volar rooms for the night while he and Cotton would drink and dine privately at the royal table. He was also more than willing to help Cotton return to his home after being regaled by his tale of how he came to be here. Yet... while Cotton and Marl sip and talk, in one of the guard towers an insidious plot is afoot. Jagar, a knight captain, and one of his loyal men talk about their plan to overthrow the king by employing the help of the Barlunda pirates! Jagar sneered at the thought that he would soon become the new leader of Marlunda...

Notes

  • Jack Woods' final appearance, cliffhanger remains unresolved.
  • Sandman:
    • Wesley Dodds makes a reference in this story that he served in the Navy as a pilot sometime around 1933.
    • Sandman body count = 2.
    • Wes Dodd's friends are well aware that he is the Sandman, and he allows them both to take on the Sandman identity for this adventure.
  • Aside from the stories above, this issue contains several short strips, including:
    • "Professor Doolittle" by Bob Kane
    • "This Doggone World" by Fred Schwab (Final appearance)

Trivia



See Also


Recommended Reading

  • None.


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