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Adventure Comics Vol 1 44

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"The Sandman: "The Sandman Meets the Face"": Wesley Dodds' old childhood friend, Billy Winnslow, is framed for a crime and then murdered by a mysterious criminal known as The Face. Wes becomes the Sandman and learns that the fiend was planning to take over Winnslow's oil well, wh



Appearing in The Sandman: "The Sandman Meets the Face"

Featured Characters:

Supporting Characters:


Villains:

  • Face (Apparent Death)

Other Characters:

  • Billy Winnslow (Only appearance; dies)
  • Rennie McCavoy (Single appearance)

Locations:

Items:

Vehicles:

  • Hand-Car

Synopsis for The Sandman: "The Sandman Meets the Face"

Wesley Dodds' old childhood friend, Billy Winnslow, is framed for a crime and then murdered by a mysterious criminal known as The Face. Wes becomes the Sandman and learns that the fiend was planning to take over Winnslow's oil well, which was worth millions. Following a trail of clues leads him to The Face's hideout, and the start of a high speed chase around the city, until the villain ditches his car by the train tracks and hops aboard an abandoned handcar, pumping away as fast as he can muster. But the Sandman suddenly drives his car onto the tracks and heads in a collision course for the handcar. He bails out just before the two vehicles collide over a bridge, where the Face hurtles towards a cold death in the river below...

Appearing in Barry O'Neill: "The Return of Fang Gow: Part 2"

Featured Characters:

Supporting Characters:

Villains:

Other Characters:


Locations:

Items:

  • None

Vehicles:

  • Taxi

Synopsis for Barry O'Neill: "The Return of Fang Gow: Part 2"

Fang Gow, the vicious criminal mastermind, has been captured and thrown into jail to await his trial. However, when a guard passes too close to his cell, the fiend grabs him and chokes the life out of him. After a short time, another guard discovers the body, and the cell door next to it was opened. Soon the news was heard throughout all of Paris that Fang Gow had escaped! As the city panicked, Fang Gow spent the time in his secret laboratory perfecting a chemical mixture that would turn live humans into wax. Days later, Inspector Legrand, while searching for the arch nemesis of France, inspects a ship taking on cargo. Suddenly, a cable snaps, and one of the crates break open after crashing onto the dock. Inside was a wax statue that seemed to be modeled after a man that's on the police wanted list. Each box apparently had a wax figure in it, all of which were being shipped over to the United States... Fang Gow, wearing a disguise, greets Legrand and shows him his official-looking permits and documentation for the shipment in an attempt to send the nosy inspector on his way. But Legrand hasn't been fooled and gets in a taxi, giving the driver instructions to follow behind Fang Gow's car while keeping a careful distance. They trail behind as the villain drives outside the city to a hilly region, until finally coming to a stop in front of an old Chateau. The taxi lets Legrand out a little ways farther down so as not to arouse suspicion. Peering through the window, the inspector sees an odd sight! Fang Gow was turning wanted criminals into wax with a strange formula, then sending them away in crates, to be sent overseas to America where they can stay until the heat is off. Shocked, Legrand fails to notice the man coming up behind him until he is thumped over the head with a blunt instrument...

At the French Police Headquarters, Barry O'Neill is asked to assist with reports of a large influx of illegal entries by criminals into the United States. He decides to meet up with Inspector Legrand at the docks, so he takes the same route. But his inspector friend was nowhere in sight when Barry arrived. Describing his friend to one of the dock workers, he is pointed to a taxi parked across the street, the driver being the same man who took Legrand's fare earlier that day. Barry offers him a good fee if he took him to the Chateau where Legrand disappeared... An hour later, after telling the cab driver to call the police, Barry is sneaking onto the grand Chateau grounds, having to deal with only a single guard as he looked for a way inside. Meanwhile, Fang Gow taunts the inspector whom is helpless in the giant servant's strong grasp. He plans on turning Legrand into wax, like the others but with no intention of ever reviving him, saying he'll be able to see and think but not move. Taking out a hypodermic needle, Fang Gow is about to inject Legrand with the formula. But then, a bullet shatters the needle in his hand! Barry appears and frees his friend during the momentary confusion, firing again into the onrushing horde! A lamp is knocked off a table in all the commotion, and it's flame starts to engulf the entire room! With the smoke getting worse, Barry and Legrand make their way up the stairs to the roof to escape. Luckily by this time, the police have arrived and upon spotting the two, bring out a safety tarp for them to jump into. While the Chateau goes up in flames, Barry and Inspector Legrand get driven in the squad cars back to headquarters, believing they have finally brought an end to Fang Gow and his illegal alien smuggling plot...

Appearing in Federal Men: "Mr. Fletcher, Smuggler"

Featured Characters:

Supporting Characters:


Villains:

  • Mr. Fletcher (Single appearance)
  • Mrs. Clayton (Single appearance)

Other Characters:

  • Mrs. Adella Wythe (Single appearance)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for Federal Men: "Mr. Fletcher, Smuggler"

A man who had cleverly fooled the customs inspectors made his way to a rich woman's home with his special package, a box full of illegal pearls. He was Mr. Fletcher, a professional smuggler who, with his female accomplice Mrs. Clayton, had a gift for outwitting the authority figures he came across. But on that day, the exchange of pearls for cash is observed by one of Mrs. Clayton's employees. A week later at Federal Men Headquarters in Washington, D.C., a break in the smuggling cases finally gives Steve Carson a lead to follow when reports of Mrs Clayton's involvement start to circulate. The federal man heads out to her residence, where he cuts the distraught woman a break if she tells him the name of the smuggler, which is how he learns about Fletcher. She says that she was a collector of exotic jewelry who was approached one day by a gentleman who offered to bring her diamonds and pearls from overseas, charging a much lower price than what she'd have to pay through customs. Steve writes down Fletcher's description as Mrs. Clayton relays it. Months pass with no other leads, until Steve receives a call from a customs official informing him that a man matching Fletcher's description was currently at the docks. But when the authorities searched him they could find no illegal contraband, so they had no choice but to let him go. Steve secretly followed Fletcher's car to find out his current address, a plan coming to his mind...

The next morning, Fletcher is going through his mail when he notices an envelope not addressed to him. Rather than calling back the mail carrier about the mistake, he decides to open it and see if there was anything valuable inside. Fletcher opened up the letter and saw that it was an invitation to the exclusive reception of the wealthy Mrs. Wythe! It was an opportunity he'd never pass up, what with all the upper class citizens gathered in a single place he could do business with any one of them! On the evening of the reception, Steve Carson watches Fletcher walk through the door exactly as he had hoped. The young Mrs. Wythe, having been called up by the FBI earlier and let in on the plan, acts on Steve's signal and approaches the smuggler with a smile, asking for a dance. She gets the conversation to focus on her neck jewelry, claiming to have bought it from abroad. When she feigned annoyance at having to pay twice, once for the jewels, and then again to customs just to be allowed to bring them back to the states. As planned, Fletcher's interest is piqued and he brings Mrs. Wythe back to a private room to tell her about his business. He could bring her all the jewels she asked for at a reduced price. She asks him how he can possibly get them passed the custom agents. He shows her by twisting off the top of his cane revealing a hollowed out section, explaining that he hides them within. Carson and a group of federal officers emerge from behind a curtain, ordering Fletcher to come quietly! They had the answer to the mystery, thanks to Steve addressing an invitation to the smugglers building, knowing that Fletcher would be interested. The solving of the case would be a big help to customs officials in their ongoing attempts to prevent chiseling.

Appearing in Socko Strong: "The Two Mr. Rowes"

Featured Characters:

Supporting Characters:

  • Jerry Indutch

Villains:

  • Ben Rowe (Fake) (Single appearance)

Other Characters:

  • Ben Rowe (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Socko Strong: "The Two Mr. Rowes"

After coming home from their adventures at the Prehistoric island, Jerry Indutch, whose shoulder had healed since being hit by a rock, returns to his job as a photographer for the Daily Chronicle newspaper. For his first assignment, he is to get a picture of a young man who was about to inherit 21 million dollars for his 31st birthday! Jerry goes out to the local gym where Ben was supposed to have a boxing lesson, but Socko says he hasn't seen him at all that day... The reason why is found inside the Rowe residence where three thugs, the boss of whom has disguised himself with wax putty to resemble Ben Rowe, are occupying the study and talking about their plan to steal the inheritance. The phony would fool the lawyer into thinking that he was the real Ben Rowe, and they would walk out with the money, never to be heard from again. Meanwhile, outside the home, Socko and Jerry were walking up to the front steps to find out why Ben hadn't been at the gym, and so Jerry can get a picture. However, the man that answers the door tells them that Mr. Rowe wasn't seeing anybody today, and rudely slams the door in their faces. Undeterred, Socko and Jerry make for the back entrance to try and see if they can somehow get Rowe's attention. Then, from the basement window comes a noise like a painful moan. Peering inside, the two partners see the figure of Ben Rowe all tied up and gagged. They pry open the window and cautiously enter the cellar...

Upstairs, the false Mr. Rowe was currently speaking with the lawyer of the estate, saying all he had to do was sign some papers, and the money would be his. Off to the side, the two thugs grin, knowing that their boss had been practicing in Rowe's handwriting for weeks in advance. A buzzing sound is heard coming from the basement, so one of them goes off to check it out. Phony Ben takes the time to reassure the lawyer that everything was fine. But he was interrupted by the sound of gunshots, and before anyone could gather their wits, the thug came back upstairs with his hands raised, followed by Socko Strong holding a gun, and Jerry and the real Ben Rowe coming up behind! The lawyer is shocked, demanding to know which man was the real heir, to which both Ben Rowe's responded. Socko had an idea how to prove to the man which one was which, by whispering something to Jerry, and telling both the Rowe's to take a seat and wait. The room gradually starts to get hotter and hotter as the minutes ticked on. 10, then 20 minutes later, a horrible transformation comes over the face of the counterfeit Mr. Rowe as his nose began melting! Socko explains that he told Jerry to turn up the heat regulator because he had a hunch the the false Rowe was using wax makeup, and wax melts in hot temperatures! Jerry not only gets the picture for the front page column, but an even better story to go along with the inheritance!

Appearing in "Mystery In London"

Featured Characters:

  • Inspector Grant (Single appearance)

Supporting Characters:


Villains:

  • India Cult (Single appearance)

Other Characters:

  • Sir Malcolm Drexel (Deceased)
  • Chief Inspector Reynolds (Single appearance)

Locations:

Items:

  • The Monarch Diamond

Vehicles:

  • None

Synopsis for "Mystery In London"

Inspector Grant had quite a case on his hands. The famous Monarch Diamond was stolen, and Sir Malcolm Drexel was found dead from an oriental blade driven into his heart. The only clue was a single human footprint left on the outside window-sill. Grant had gone for a walk in hopes that the answer would come to him out of the damp London fog, and found himself passing by an old ramshackle house surrounded by a tall, gray-stone wall. He looked at it for a moment while smoking his pipe, when a sound was heard from the dark branches of the overhanging tree above him. Swiftly stepping out of the light from the street lamp, he melted into the shadows and peered into the deep foliage. For the brief instant that followed, he could have sworn he saw a naked man leap from the branch of the tree to the top of the wall, and then disappear over the other side! At first, Grant just stood dumbfounded, but his detective instincts soon kicked in and he thought back to the bare footprint on the window sill, wondering if the strange figure was connected. He jumped up and pulled himself over the wall, landing in the grass on the opposite side. The house stood about thirty yards from where he had landed, and he just barely spotted the dark-skinned naked man entering through the front door. Above on the second story, Grant saw a half opened window. Determined to get to the bottom of this mystery, the inspector ran up to the old home and climbed up the side to the window-sill. He notices the room beyond to be completely dark except for a light on the far side. A large rug was hanging on the wall, covering up the entrance to another room, where voices could be heard. Grant pulled out his automatic and looked through a crack between the rug and the side of the wall. In front of a fiery eyed man of Indian origin, was the man he had seen earlier presenting the priceless Monarch diamond. He tells the man that he had to take a life in order to retrieve it, but that it was well worth it. Suddenly, Grant had pulled aside the rug and, with gun pointed, grabbed the diamond out of the Indian's hand! The man shouted in a foreign tongue, and several other rugs hanging around the room were all pulled aside, revealing four more men with large knives. Inspector Grant instantly knocked over the table containing two oil lamps, plunging the room into total darkness and temporary confusion, which he took advantage of by hightailing it out of the room, the sound of the men giving chase behind. He jumped out the window onto the grass below, with the natives shouting curses after him! Only when he was safely over the wall did grant stop to make a call to Scotland Yard.

Back in his office, Grant was visited by Chief Reynolds, who congratulated him on making that call, saying that all the Indian men were arrested while trying to get out of the house. From the scene, the group seemed to be part of an ancient religious sect from India, and they claimed their temple once had ownership of the Monarch diamond until it was stolen centuries ago. Having purchased the diamond a few years back, the late Sir Malcolm had just been unlucky to have shown up during the robbery when he did. And so ends a strange case involving an even stranger diamond...

Appearing in Captain Desmo: "Count Ogreoff's Dangerous Game: Part 2"

Featured Characters:

Supporting Characters:

  • Gabby Maguire

Villains:

  • Count Ogreoff (Final appearance; Dies)

Other Characters:

  • Miss Ogreoff (Final appearance)

Locations:

  • Skull Island

Items:

  • None

Vehicles:

  • None

Synopsis for Captain Desmo: "Count Ogreoff's Dangerous Game: Part 2"

While investigating the strange disappearances of several merchant ships, Captain Desmo and Gabby crash their plane on "Skull Island", where the cruel Count Ogreoff turns them loose in the jungle so he can hunt them like animals. As they were climbing a cliff, Gabby slips and hurtles to certain doom. Luckily, they were right above the sea, and Gabby only ended up soaking wet, rather than injured. Meanwhile, Count Ogreoff sets off into the jungle with his bow and quiver full of arrows, and a troop of the small creatures called "Mutes" to help him track his quarry. Over baffling trails, the mad Count is led by his almost human bloodhounds, following Desmo and Gabby's scent to the base of a mountain. As the small ape-men ascend the rock face, Desmo and Gabby wait at the top. When the first creature climbs up onto the cliff, Gabby surprises it and pushes it off the edge, with the ape-man screaming all the way down. To stop the rest of the climbers, he loosens a boulder and sends it tumbling down, causing more rocks to fall with it until a miniature avalanche is created. The Mutes are all crushed beneath the rocks, to Count Ogreoff's frustration. Desmo and Gabby continue their escape now that they've bought more time.

Several hours have elapsed, Gabby and Captain Desmo have hiked further into the forest. But danger lurks in the branches of the trees, a python that's gone unnoticed by Gabby now strikes, coiling itself around him and hoisting him back up to the canopy. On another branch waited the Mutes, infuriated over the loss of their comrades. They grabbed Desmo and begin throwing their combined weight upon him. Under the cover of the nearby bush was the Count, aiming his arrow carefully at the struggling Gabby, he let loose! The arrow whizzed and hit the snake square in the head after Gabby shifted slightly left. The python's grip went slack just in time, as he didn't know if he could have lasted another second in it's coils. Desmo, meanwhile, was able to throw the little creatures off his back, delivering a few blows here and there to keep them down. Suddenly, the earth shakes as an active volcano belches forth a warning it was about to erupt! In the midst of the shaking, Count Ogreoff appeared on a high ledge before them, arrow notched and ready to kill it's prey... Nature then plays a hand, as another sharp tremor rips a crevice open beneath the Count's feet, swallowing the madman up. Volcanic ash filled the air, stinging bot Desmo and Gabby's eyes. A female voice called out to them from somewhere through the smoke, and they followed it as their only lifeline to safety. They found the Count's daughter lying unconscious on the beach near a boat, she must have followed them in hopes of providing a rescue. Desmo carries her on-board as Gabby starts the motor. By the time they were back on the open sea, the mysterious Skull Island had succumbed to it's fate as the last terrible tremor reduced it to nothing but a memory! Miss Ogreoff awakens in fear, to be calmed by her two rescuers. She said it had all been like a horrible nightmare, forced to watch as her madman of a father rescued sailors from their sinking ships and then hunted them down for sport! Captain Desmo reassured her that they were all safe now, as a steamer vessel came up on the horizon...

Appearing in Skip Schuyler: "Search for Captain Wade"

Featured Characters:

Supporting Characters:

  • Bob Drake (First appearance)

Villains:

  • Igook (First appearance) (Flashback only)

Other Characters:

  • Captain Peter Wade (First appearance) (Flashback only)
  • Cafe Hostess (Single appearance)

Locations:

  • The Arctic

Items:

  • None

Vehicles:

  • Plane

Synopsis for Skip Schuyler: "Search for Captain Wade"

U.S. Army pilots Skip Schuyler and Bob Drake fly out from Fort Morrison, in search of their comrade Captain Peter Wade, who had crashed somewhere over the arctic wastes during an experimental flight. Landing at the airport in the Perry Outpost, the last settlement before entering the heart of the frigid tundra, Skip goes to grab some coffee at the cafe hut while the plane's being checked. The woman who pours him his cup asks if they were the pilots sent to look for Captain Wade. Ever since his disappearance two days ago, she has felt a terrible dread that he was the victim of foul play! Bob walks in just in time, as the hostess begins telling them her theory... An Eskimo named Igook, who was native to the area, used to come in quite often. He was once a successful hunter and trapper, but after awhile his skill has faltered, due to his trips into town and indulging himself on the white man's liquor. One day as Igook came in, more drunk than usual and very angry, he yelled that the constant arrival of the planes were scaring off the game, and threatened the next aviator who flew north of Perry into his land wouldn't come out alive... A week later, Captain Wade had flown into town and sat in the very seat Skip was now sitting. The woman said that he had talked to her for several minutes, and was very kind and charming. But then she saw Igook enter, and he just glared at the pilot for a minute before silently walking back out. The Eskimo's threat had stuck in her mind for all this time. What if he had stowed away inside of Wade's plane and waited for it to be over the northern wastes before he struck the killer blow?

Bob Drake was skeptical of the hostess' story, but Skip reminded him that they weren't yet sure of any details themselves. Once the plane had been fully checked by the engineers, Skip and Bob took off, leaving the last sign of human habitation behind. Soon their plane was caught up in a blizzard, with visibility being severely limited by the snow Skip couldn't risk landing, so they had to ride it out until the storm lessened. Fortunately, the blizzard didn't last long, and the sky has cleared enough for Bob to make out a good landing area over a frozen lake. The land around them was barren, and there seemed to be little hope of finding Captain Wade in the vast, icy region. But then Skip noticed something in the distance, a lump in the snow, like an igloo. He thought it strange since Eskimos usually built their igloos in groups. He and Bob started ahead, intending to check it out, but as Skip jumped off the small ridge they were standing on, he suddenly fell through the ice into the cold arctic water!

Appearing in Rusty and His Pals: "The Menace of Chen Fu: Part 4"

Featured Characters:

Supporting Characters:

  • Steve Carter

Villains:

  • Chen Fu

Other Characters:


Locations:

Items:

  • None

Vehicles:

  • Boat

Synopsis for Rusty and His Pals: "The Menace of Chen Fu: Part 4"

Rusty and Steve have reunited inside the large rambling house of Chen Fu, when they suddenly hear the shuffle of several feet rushing in their direction! They run through many dark, winding passages as they escape from Chen Fu's guards until they arrive at a door, behind which was a smokey room filled with beds, and men who have given in to the opium they inhale. Right behind are heard voices, so Steve and Rusty quickly hide beneath the beds before they are seen. Luckily for them, the room's inhabitants are too lost in their drug to be of any help to the guards, who leave in frustration and try another passage. When the coast was clear, Steve and Rusty crawl out from their hiding places and look for another exit. What they find is a trapdoor, and it leads down to a dock where a small boat carrying only two men sat waiting, probably used by Chen Fu to transport the opium narcotics. Steve figures he could put it to better use, and surprises the guards with a blow to the head. Helping Rusty inside, he starts up the engine and takes off through the water just as the other smugglers arrive on the scene! They quickly get on board a second boat and begin to pursue the two escapees.

The pursuit continues to Liverpool's harbor, where Rusty spots an ocean liner about to block their path as it docks. Steve puts on the gas and aims at the diminishing space between the giant liner and the dock! If his crazy plan failed, they'd both be crushed, but there was just enough room left in the vanishing space to admit a quick, albeit tight, passage for their vessel. The smugglers on the other boat aren't quite so lucky, as Rusty and Steve hear a sickening crunch of flesh and wood as the liner scrapes the dock... Still, Steve knew that Chen Fu would soon seek retribution.

Appearing in Anchors Aweigh: "Alcatraz Al"

Featured Characters:

Supporting Characters:

  • Red Murphy

Villains:

  • Alcatraz Al (Single appearance)
  • Beef Murdock (Only appearance; dies)

Other Characters:

  • The Submarine Captain (Single appearance)
  • Mike (Single appearance)
  • George (Single appearance)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • Motor-Boat
  • Gambling Ships

Synopsis for Anchors Aweigh: "Alcatraz Al"

Alcatraz Al, and his gambling ship, the Queen of Hearts, located outside the three mile limit, operate without fear of state or federal law. However, a bloody gamblers war has brought together representatives of the coast guard and navy, including Lieutenant-Commander Don Kerry and Red Murphy, determined to put an end to the activity. A plan had been devised to bring Alcatraz Al and his murderous gang within justice's reach. Wearing plain clothes, Don, Red and selected men from the coast guard rent a high-powered motor boat and ride out from the pier. They pass nearby the Queen of Hearts and switch on the boat's lights, making it appear as if they had left from that ship, and continue on to another gambling boat also outside the limit. It was the Lady Luck, run by Alcatraz Al's rival, Beef Murdock and his gangsters. When they saw the small boat heading towards them, their first thought was that it was just some hopeful gamblers wanting to try their luck. But as it pulled close, the navy put their plan into action as Don signaled Mike of the coast guard to toss a grenade onto the ship's deck. George, the other coast guard, followed by firing a machine gun at Beef and his gang, causing them to scatter. Don steered the boat away while shouting into a loudspeaker that was just a sample of what they'll get if they don't move on. Al means business! The effect was what the navy and coast guard had hoped, Beef Murdock believed his mortal enemy had hired a hit squad to attack his operation. Changing clothes in the boat, Don's men reach shore and assume a new role as "Playboys". They feign drunkenness, hooting and hollering, as they board one of Al's taxi-boats. While they speed on to Al's Queen of Hearts, another boat is approaching with it's lights out...

Alcatraz Al grins as the newest batch of gambling chumps are led aboard, who in actuality were Don and Red with the coast guards all in disguise. One of Al's crew rushes up shouting that Beef Murdock and his mob have climbed out on the port side carrying guns! Al orders his own men be rounded up and prepared to make sure his arch nemesis never leaves the Queen of Hearts alive. Very shortly, blood starts to run red as the gunfight between the two gamblers rages on. Don secretly waves a signal off to the horizon with his handkerchief, where an observant watcher catches the flutter of white. When Kerry turns, he is confronted by Beef Murdock himself, who recognizes Don as the man who bombed his boat! As Murdock fires his gun, Don drops to the floor and fires at the same time, hitting and killing the gangster as the other bullet flies harmlessly over his head. Alcatraz Al, meanwhile, is apprehended by the coast guards with his men. He argued that they had no authority past the three mile limit, but Red Murphy grins and shows him the view off the side where the light buoys could be seen behind the ship, marking the end of the limit. How did they do it? When Don waved the white cloth, he was signaling the captain of a submarine, which had slowly pulled the Queen of Hearts by her anchor chain until the ship was in legal waters. With the commotion caused by Don and the others through their fooling the two gamblers, Al hadn't noticed the movement until it was too late...

Appearing in Cotton Carver: "The Magnetic Peril"

Featured Characters:

Supporting Characters:

  • Sokar (First appearance)

Villains:

  • Jagar (Final appearance; Dies)
  • Rollo (Single appearance)
  • Farbus (Single appearance)

Other Characters:

  • Deela
  • King Marl

Locations:

  • Mayala
    • Marlanda
    • Thula

Items:

  • None

Vehicles:

  • Flying Battleships

Synopsis for Cotton Carver: "The Magnetic Peril"

Cotton Carver aids King Marl in overcoming a rebellion by the traitorous Jagar by bombing the city in a small bomber. He returns to the large flying battleship carrying the King and Deela, who is queen to the air pirates of Barlunda. The pilot of the ship is having trouble with the gear. It was increasing speed on it's own and could not be stopped. The pilot warned Deela, who knew it had to be because someone has tampered with the magnetic poles, which generated a magnetic current over the land that the pirates used to keep their ships aloft. At this rate, they would keep flying out of control in the direction of Thula, the land where the magnets were set. And with no opposing force emitting, the ship would be crushed and all it's occupants killed! Cotton thought a moment, taking everything in, and then volunteered to be sent out ahead in a speedy flyer towards Thula where he could try and fix whatever was wrong before the ship crashed. As preparations are made, the pilot is struck in the head by Jagar's soldiers who had snuck aboard, while over by the landing bay area unaware of the danger, Deela met Cotton before he left and handed him a sword that was said to be magic. She explained it's secret, saying that encased inside the tiny ridge of the blade was a small drop of mercury. When the blade is held up to strike, the mercury rushes into the hilt making it seem lighter, then when it is brought downward, it slips in to the blade's tip making the blow harder and nearly unblockable! Cotton accepted the gift, and was about to take off in the fast-flyer when the rebel soldiers showed themselves, striking Cotton over the head as Deela screams. They bind him onto the flyer and set the controls to send him speeding to his doom in the mountains of Thula! Marl and Deela are thrown into the battleship's prison to await their punishment at the hands of Jagar...

Cotton comes around as he feels the wind sweeping across his body. He then realizes his predicament, tied down to the speeding craft as it followed it's course to Thula, likely to crash to the ground below. But with some doing, he is able to lift his legs and loosen the leather straps around his ankles! By continuing to squirm, he manages to get his hands free as well and quickly turns to the controls, guiding the craft back on it's course to the magnetic poles, even though the chilly weather was biting at his figure as he flew further into Thula mountains. He finally succumbs to the cold air, slipping into unconsciousness. The plane descends and crashes into an area of the snow-covered peaks, where a strange man was hiking wearing skis. He was Sokar, son of King Wald, who had been killed by Jagar in order to become Thula's new king. He brings Cotton around and after learning that they share a common struggle, offers to take him through a secret passage that only he and his late father knew about. It would lead them straight to the throne room, where Cotton planned to slay Jagar and release the magnetic pull to save the fleet. The journey takes only several minutes. Cotton makes a bold dash once he reaches the throne where the ruthless traitor was sitting, and easily fends off the guards with the sword Deela gave him. Then he and Sokar drag Jagar into a secret passage behind the throne, where they force him to lead them to the controls for the magnetic force. The room is guarded, but Sokar and Cotton are able to take care of them. temporarily forgotten, Jagar runs toward a lever that will release a toxic gas into the air, but he is felled by a knife thrown by Sokar. The fleet could be seen now through the large glass-paned window, and Cotton works fast to reach the lever that operates the current. He makes it just in time!

The rebels from the ship are met by Sokar's soldiers and taken away. Deela runs into Cotton's embrace and the two share a kiss. And thus, another treaty is made, between Marlanda and Thula, who promise to help him build a control room in his own kingdom to protect his fleet. Deela decides that after this, they should all take a trip to her home in Barlunda, where she wants to show her new love, Cotton, all of her land's wonders...

Notes

  • Gardner Fox signs as "Larry Dean" in this issue.
  • "The Sandman Meets the Face" is reprinted in the The Golden Age Sandman Archives Vol. 1
  • Aside from the stories above, this issue contains several short strips, including:
    • "Butch the Pup" by Fred Schwab

Trivia

  • No trivia.



See Also


Recommended Reading

  • None.


Links and References

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