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"The Sandman: "Lady in Evening Clothes"": While investigating the murder of Anson Port, Wesley Dodds meets a young woman by the name of Diana Ware. She is being forced to work for the criminal, Black Bill Trent, because of her safe-cracking abilities, gained from being the adopted daughter



Appearing in The Sandman: "Lady in Evening Clothes"

Featured Characters:

Supporting Characters:

Villains:

  • Trigger Hunt (Single appearance)
  • Black Bill Trent (Single appearance)

Other Characters:

Locations:

Items:

Vehicles:

  • Dodds' Car

Synopsis for The Sandman: "Lady in Evening Clothes"

While investigating the murder of Anson Port, Wesley Dodds meets a young woman by the name of Diana Ware. She is being forced to work for the criminal, Black Bill Trent, because of her safe-cracking abilities, gained from being the adopted daughter of a renowned safe-cracker. Trent claimed to know the name of her biological father, whom she had been seeking since a very young age. Diana revealed to Wesley that she knew of his costumed identity as The Sandman, and requested his assistance to help her find out who her real father was. Dodds agrees to help her if she'll assist him in rounding up Trent and his gang.

In District Attorney Belmont's office, the Sandman has Diana unlock a safe containing documented evidence of Anson's murder by Trent's orders. However a group of Black Bill's thugs, led by Trigger Hunt, burst into the room to try and retrieve the papers, making Wesley fill the room with his sleeping gas so that he and Diana can escape. Going over the papers proves that the bullet that killed Mr. Port was fired by Trigger, likely acting under Trent's orders. The Sandman and Diana drive up to the crimelord's home, with her waiting in the car while he climbs up to the second story window to eavesdrop on a conversation between Trent and one of his men. Trent wants the thug to help Trigger Hunt escape from the police department's jail cell. Afterwards, he'll take him into a remote area and kill him, so that no one will ever link Trent to Anson Port's murder. But then, the Sandman climbs in through the window after hearing the confession and puts the two men to sleep! He takes a look inside Trent's desk for the paperwork revealing Diana's father, and glances over a document with surprise. From there, he exits the house and meets Diana back at the car, telling her to make a quick stop down at the police station.

Using his gas gun, the Sandman puts the officers to sleep so that he can free Trigger Hunt from his cell unhindered. The two of them returned to the car, where Trigger was held at gunpoint while they drove on to District Attorney Belmont's residence. The startled Belmont called the police, but first the Sandman forced Trigger to confess to Port's murder and reveal Black Bill Trent's involvement. Dodds also had one more piece of information to offer. Diana Ware's real name was Dian Belmont, long lost daughter of Larry Belmont, the district attorney! On this revelation, the father and daughter embrace, thanking Wesley for helping them find each other at last, and calling off the police to give him time to get away. Still, as Dodds races back to his mansion, he can't help but think that the young Miss Belmont will be causing him more trouble in the future...

Appearing in Barry O'Neill: "The Phony LeGrand"

Featured Characters:

Supporting Characters:

Villains:

  • Spy Leader (Only appearance; dies)
  • LeGrand Imposter (spy) (Only appearance; dies)

Other Characters:


Locations:

Items:

  • None

Vehicles:

  • Inspector's Squad Car

Synopsis for Barry O'Neill: "The Phony LeGrand"

Barry O'Neill is tasked by the French Intelligence Department to deliver top secret military reports to a patrol in Veraux. His friend, Inspector LeGrand, was supposed to escort him in his car. But something is odd about the inspector's behavior, and Barry becomes suspicious when he notices that they were driving in the wrong direction. LeGrand drives up to an old, desolate farmhouse deep in the countryside, and parks by the front. When they walk up to the front door and knock, a strange man that Barry's never seen before answers and beckons him to enter. To his surprise, Barry feels the inspector press a gun barrel into his back. He wasn't sure what was going on, but he was going to find out! With a knock of the elbow, LeGrand falls backward and then Barry delivers a quick strike to the man at the door to knock him out as well. His hunch is confirmed when he removes "LeGrand's" mask to reveal the imposter underneath! The spies must be holding the real inspector somewhere in the building, and after opening a suspicious, double-bolted door, Barry finds his friend tied up in the corner of the room.

After Barry unties the inspector, the two of them make their escape back to the car just as the other spies come running down the stairs to discover what the commotion was about. Bullets fly, but thanks to an ammo crate that LeGrand always keeps in the trunk of his vehicle, Barry is able to quickly even the playing field with a grenade tossed into the building. It explodes into ruins, sending the international criminals fleeing in their own car. A chase ensues! And after a radio broadcast to the military, a small plane is sent out to help them put a quick stop to the spies. The pilot opens fire, sending the car plummeting off the road to burst into flames on the rocks below.

Appearing in Federal Men: "Anarchists at the Exposition"

Featured Characters:

Supporting Characters:


Villains:

  • Luigi (Only appearance; dies)
  • Anarchists (Single appearance)

Other Characters:

  • The Commissioner

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Federal Men: "Anarchists at the Exposition"

Tomorrow in Washington D.C., the Commissioner of National Functions will open the Eastern Exposition, and Steve Carson has been asked to serve as his bodyguard for the duration. The bureau receives a call from an unknown informant saying that an attempt will be made on the Commissioner's life tomorrow, and gives an address for them to send out one of their agents for further details. The FBI doesn't want to take any chances on it being a prank, so the head of the bureau sends Steve out to investigate.

When Steve reaches the address, a normal-looking residence, he finds the door unlocked, and lets himself in. Before he can even take a good look around, something strikes him on the head! He awakens almost an hour later to find a wounded man attempting to drag himself over the the floor where Steve had laid. The man gasped for words, unable to speak in full sentences he only managed to mumble about the Commissioner and to beware of the Skytower. The man dies in Carson's arms. However, a search through the dresser of the slain man reveals documents of a subversive nature, meaning that the assassins could possibly be a group of anarchists. With the evidence suggesting danger, Steve races to the Commissioner's office in order to sway him from appearing tomorrow. But the opening of the expo is something the Commissioner was determined to see through, so the G-man had no alternative but to keep an extra good eye-out for any trouble the following day.

The next day, when the Commissioner's procession reached the exposition grounds, he is brought up to a podium with a single red button. The engineer explains that the button will cause the skytower to light up in a brilliant sparkle, supposedly symbolizing progress. While the electrician fumbled around under the podium for the final preparations, Steve could swear he had just heard a muffled cry for help coming from the maintenance room of the tower. To his shock when opening the door, he found a man dressed in an electrician's uniform, all tied up and gagged. That meant that the person fooling around with the podium outside was a fake! The soft click of a gun, followed by a gruff voice from behind him made Steve jump. The phony electrician rigged the podium to send an electrical charge through the highest point of the skytower, making it so that it would crumble and fall on top of the Commissioner when he pressed the button. But Steve was quick with his attack, knocking the gun out of the man's hand and then firing off a shot of his own into the air. The murderous anarchist dashed to a panel in the wall where he pulled a lever, causing a light explosion from above! Angrily, Steve continuously pummels the phony electrician until he's no longer conscious, then hurriedly drags the fake electricians limp form out onto the main grounds to see what damage had been done. Thankfully, the gunshot had served it's purpose as a warning, and the Commissioner had gotten clear of the tower before the large slab from above could crush him! The real electrician is released, and the plot to ruin the east expo had been foiled, thanks to Steve Carson...

Appearing in Socko Strong: "Hassle in Hollywood: Part 1"

Featured Characters:

Supporting Characters:

  • Jerry Indutch

Villains:

  • Monte Swift (First appearance)
  • Joe (Single appearance)

Other Characters:

  • Solly Lloyd (First appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Socko Strong: "Hassle in Hollywood: Part 1"

Socko Strong, accompanied by his pal Jerry Indutch, is in Hollywood to play the lead role in a movie with a boxing theme. He works alongside the famous Monte Swift, who is very displeased at being the second string to a man who's never acted before. What's worse, the script called for him to be knocked out during the boxing match. But that day in the cafeteria, Monte reveals to a friend that instead of going easy like the script says, he was going to knock out Strong when he didn't expect it. Jerry, who was ahead of the line, overhears this and knows he has to warn his friend Socko about Swift's plot! Sneaking onto the set, Jerry tells Socko that Monte was going to try to knock him out first, despite what the script said! When shooting began, Socko and Monte faced off in the ring. According to the script, Strong was supposed to allow Swift to get through his guard with a light punch. But the blow that came nearly sent Socko reeling back, indicating that Swift really meant it! In retaliation, Socko delivers a knock-out punch to the actor's face, sending him sprawling to the ground. The director liked the change, and decided to wrap up the scene as it was. Later that afternoon, the cast and crew were outside where the director explained the next, more dangerous scene. While driving his automobile, Socko was to speed over a drawbridge just as it was beginning to rise. While the scene was being set up, Monte Swift was in the bridge control room bribing the engineer to raise the drawbridge earlier than was expected. When the director yelled "Action", Socko began driving down the road at 70 miles an hour. But as he reached the bridge, he noticed that it had risen higher than it was supposed to, and he was going too fast to stop in time! Instead, he stepped down on the gas, getting the car up to 85, then 90... As Monte and the director watch, Socko's car hurtles across the slowly expanding chasm, landing safely on the other side! Swift curses under his breath...

The evening after the movie had been completed, the director threw a cast party at his mansion. The home was designed to be an exact replica of a medieval castle, including suits of armor and torture chambers, and the director encourages his guests to take a look around for themselves. As Socko wanders around, he comes across a large stone pit that he feels the need to explore. But when he climbs down the ladder, the hatch above him suddenly closes! Monte Swift grins to himself as he locks Strong inside the pit, and then turns a valve wheel. Water began to quickly fill the pit, and try as he might, Socko was unable to escape through the locked hatch!

Appearing in "The Walking Ghost"

Featured Characters:

  • George Sumner (Single appearance)

Supporting Characters:

  • Captain Dean (Single appearance)

Villains:

  • Miguel (Only appearance; dies)

Other Characters:

  • Abraham Jones (Single appearance)

Locations:

  • Porto Flora

Items:

  • None

Vehicles:

  • None

Synopsis for "The Walking Ghost"

(text story) A hovering storm had hit the small, tropical town of Porto Flora with devilish fury. George Sumner, plantation owner, watched from the desk in his study as the storm raged on. Flashes of lightning lit up the sky, and ominous bellows of thunder rolled through the town. As the lightning flashed once more, something out on the veranda caught George's eye. A human-like figure was prowling around. George opened his desk drawer and pulled out a revolver before heading for the door. He paused on the threshold and in the blackness he sensed rather than saw the person at the far end of the veranda. When he called out, a scuffling sound ensued, and then a shadowy form was seen leaping over the side and dashing madly across the clearing towards a group of palms forty yards away. Suddenly, a blinding flash momentarily enveloped the area, and when George uncovered his eyes, the trespasser had crumpled to the ground! He rushed into his house to find a flashlight while his servant, Abe, hounded him with questions. But George just ran back outside into the pouring rain towards the downed man. It turned out to be Miguel, a locally known mentally-disturbed man who now showed no signs of life. The police captain, Dean, was called and Miguel was pronounced dead and taken to the town morgue to await burial procedures...

The next day when the storm had subsided, Captain Dean went to the morgue to check on the body to find, to his shock, that it had gone missing! The police were sent all across Porto Flora in search of Miguel's corpse, with some even checking with his mother in case she had stolen it for some kind of voodoo ritual. None could find any trace. Weeks went by before strange reports started coming in from the locals. People were being beaten and robbed by a man out in the countryside, and each and every unfortunate victim was testifying that the attacker was Miguel! Strange though the reports sounded, a thought had occurred to Dean, and he went to see George at his plantation home. The two discussed the stories from the victims and Dean lays down his two cents, saying that it was possible that Miguel was never really dead. There had been cases of people being hit by a high electric current, such as a bolt of lightning, and exhibiting signs of death when in actuality they were put into a deep stupor or coma. This was likely what had happened to Miguel, and odds were, he really was the one committing those acts of violence. As it started to get late, and it being Abe's night off, George saw the captain to the front door. The night was clear and pleasantly warm, and Dean strolled through the tall grass to where his car was parked in the roadway. Then, suddenly from the house came a startled cry of alarm! The captain whirled around to see that the lights in the house had gone off. He rushed back to the front porch and drew his gun before opening the front door. Inside, Sumner was struggling with another man who was holding a knife, attempting to plunge it into George's body. Taking careful aim, Captain Dean raised his gun and fired a shot, felling the assailant. When the lights were turned back on, the two men found themselves staring down at Miguel! He had probably been watching them through a window, waiting for the perfect time to strike. This time, however, he wouldn't be coming back from the dead...

Appearing in Captain Desmo: "The Gold Plane Robberies: Part 2"

Featured Characters:

Supporting Characters:

  • Gabby Maguire

Villains:

  • Vasili Gerke (Final appearance; Dies)
  • Toku (Single appearance)

Other Characters:


Locations:

  • East India

Items:

  • None

Vehicles:

  • None

Synopsis for Captain Desmo: "The Gold Plane Robberies: Part 2"

The East India Transport Company had lost several planes laden with gold and Captain Desmo and Gabby had offered their services to help solve the mystery. However, they were captured by the villain Vasili Gerke and his machine that causes passing planes to stall, thinking that Desmo was carrying more gold. The natives under his thrall held the two men firm in their grip as Vasili checked the contents of the plane. He was infuriated when he found it containing fool's gold, realizing he had been tricked, and ordered Desmo and Gabby to be killed at once! They, however, have managed to fight off the native guards and escape by jumping into the river far below, allowing the swift current to carry them away from the madman's clutches...

The next morning, Captain Desmo and Gabby return to the village with a plan. Both knocking out a pair of guards, they steal their guns and begin looking for the prisoner hut where the other pilots were being held. They soon find it after hearing shouts of distress from within, and Desmo uses the machine gun to shoot the lock off. The bursts of gunfire are heard by Gerke, who send out some of his men to investigate, while at the same time, the formerly imprisoned pilots entered the munitions hut and armed themselves with heavy automatics to aid their escape. An ancient gong was sounded in response to the prisoners' escape, calling countless natives to take their positions. Machine guns blast forth, preventing escape through any exit. Desmo and Gabby were pinned down by the gunners, though luckily Gabby had the foresight to take a few sticks of dynamite from the hut. Each time one was lit, he then tossed it at the natives' positions. The strong retaliation gave the natives a yellow streak and they fled, with the aviators firing shots after them until they surrendered. But Vasili Gerke wasn't spotted with them. Captain Desmo saw the coward fleeing in a separate direction across a crude rope bridge and gave chase, but the old look of the bridge deterred him from crossing himself, and it became a good choice on his part. The ropes supporting the boards snapped and Gerke was sent plummeting to his death on the rocks below.

The pilots were now free, all that was left was to return the stolen gold to the transporting company, and hand the natives over to the British government to be tried for their crimes.

Appearing in Steve Conrad, Adventurer: "Revenge of the Drug Ring"

Featured Characters:

Supporting Characters:

  • Chang (First appearance)

Villains:

  • Chinese Dope Ring (Single appearance)

Other Characters:

  • Commissioner's Daughter (Single appearance)

Locations:

Items:

  • Narcotics

Vehicles:

  • None

Synopsis for Steve Conrad, Adventurer: "Revenge of the Drug Ring"

A huge liner arrives at port carrying among its departing passengers, Steve Conrad, and his faithful servant, Chang. Steve muses that it felt good to be back in civilization after all the adventures they've had, while Chang responds cryptically that adventures often follow in the footsteps of adventurers. Steve only smiles at his friend as he hails a taxi, believing that no adventure could find them in the big city. Just as he got the words out, however, Steve sees a young woman across the street being forced against her will into a car that speeds off down the road afterwards! He and Chang get into the cab and yell at the driver to follow the car! The chase led them into Chinatown, where the car's occupants departed with the girl in tow, disappearing down an alley. Steve and Chang ran after them, but when they turn the corner into the alley, they find a group of toughs standing in front of them with scowls on their faces. They are threatened by the thugs, being told to leave or bad things will happen to them...

At the Explorers Club, where adventurer's gathered to share tales of their journeys, Steve ponders over the problem of how to free the kidnapped girl. Chang shows up holding a newspaper containing an article about the kidnapping. The woman was identified as the police commissioner's daughter, who was suspected to have been taken by a Chinese drug ring to keep the commissioner off the case. But Steve knew the commissioner as a guy who never backed down no matter what the situation, meaning they needed to find out where the girl is being held, fast, so they could rescue her before she was killed. Chang heads out to his uncle in Chinatown to find out if he's heard anything. Soon after he had gone, Steve is startled by a rock crashing through the window, with an attached note warning him not to make any further attempts to rescue the girl! The man who threw the rock was seen dashing away down the street. Steve followed behind while taking care not to be seen, hoping that the man would lead him to the drug ring's hideout, whom he figured wouldn't be expecting him so soon. The figure heads into a small building in a dark alley of Chinatown, with Steve waiting a moment or two before following... The room inside was too dark to see anything. He had only taken a few steps in when something thumped him over the head and he fell to the ground unconscious... Meanwhile, Chang is learning about the drug ring from his uncle, who had spies set up around Chinatown to bring him information. Even Steve Conrad's capture hadn't gone unnoticed, and Chang's uncle mentioned an old woman in the area who made dope deliveries to the criminals hideout. Chang paid her a visit, and got her to spill the location of the hideout by threatening to tell the police about her involvement...

It has been a few hours since Steve Conrad had revived inside a locked room with his hands tied behind his back. Beside him, with her hands bound as well, was the commissioner's daughter. The two of them had been thinking of ways to escape, all the while knowing that their time was running out. And when the locked door began to open, Steve braced himself for a fight with one of the guards, but saw his loyal servant and faithful friend Chang standing in the doorway instead! He and the girl ere untied and followed Chang back through the chambers where they found the members of the drug ring all fast asleep, thanks to Chang's special "dream aroma". The police are called from a phone booth outside, and the sleepy criminals are rounded up with the drugs being taken in for evidence. The police Commissioner is reunited with his daughter, with no sign of Steve or Chang, which she explains is because they would rather not deal with the press coverage and questions asked. Steve Conrad had left his card with her, however, should she ever need to ask him and Chang for help again...

Appearing in Rusty and His Pals: "Mansion of Murder: Part 2"

Featured Characters:

Supporting Characters:

  • Specs
  • Tubby

Villains:

  • Tino (First appearance)

Other Characters:

  • John Rankin (Final appearance; Dies)
  • Angus McHeather (First appearance)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for Rusty and His Pals: "Mansion of Murder: Part 2"

Rusty, Specs, and Tubby have just witnessed an old man having a heart attack after his bodyguard was killed. A loud knocking is heard at the door of the mansion, so Rusty leaves his friends to tend to the old man while he answers it. To his surprise, on the threshold stood a dwarfish man holding a gun, with an odd smile upon his face. At gunpoint, Rusty leads the little person to the old man, who had recovered from the heart attack only to panic at the sight of the man whom he calls "Tino". The dwarf, or Tino, tells the man to give "it" back to him, or he'll shoot. The boys temporarily forgotten, Specs and Tubby wait for Rusty to grab the spear being held by the nearby suit of armor. He tosses the spear at Tino, making him drop his gun which Tubby retrieves. Now Rusty threatens the little man, telling him to leave or else he'll get a spear through the neck just like the old man's bodyguard got a dart through his. "Bolton dead from a dart?" Tino gasps, "Then the natives are here!" The frightened dwarf scurries down the hallway in fear, crying out "the natives" over and over again. Behind them, the old man started suffering another heart attack! He utters for them to go to Wayside Inn and bring his nephew, Angus McHeather, back to the mansion. But he dies before he can finish, ending with only "look behind Stevenson...".

Things get weirder when the boys reach town. A fight has apparently broken out at the Inn as a local tells them that Angus McHeather was getting rowdy with some of the townspeople, as was often the case. From the sound of things inside, Specs figured that Angus had to be a giant of a man in order to be causing such a ruckus! A minute later, the Inn quiets down and the door bursts open to reveal a man of about 4-feet tall. Rusty approaches him about his uncle's last words, and Angus agrees to go with the boys even though he was never that close to the old man in life. But something fishy was happening at the mansion, and he was determined to get to the bottom of it...

Appearing in Anchors Aweigh: "Captain Skinner and the Gold Ship"

Featured Characters:

Supporting Characters:


Villains:

  • Captain Skinner (Single appearance)

Other Characters:

  • Detective Daniels (Single appearance)
  • Witch doctor (Single appearance)

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Anchors Aweigh: "Captain Skinner and the Gold Ship"

Don Kerry is in Jamaica to investigate the reported torpedoing of the U.S. Steamship, Anne, which was hauling a large shipment of gold to America shores. He starts off by questioning Captain Skinner in his home. He was the only one who saw the submarine before it attacked and ordered all hands into the lifeboats. As for the captain, he and two other crewmen, who were currently sitting in the room with him, were the last to leave. Being only sixty miles away from Jamaican land, Skinner explains that in their haste to make it to shore they must have just missed the other crew, who were picked up within the hour. He becomes more offensive when Don asks about the gold the ship was carrying, and forces Don out of his house. Kerry is naturally suspicious of the sudden outburst. That night he visits Skinner's private wharf and finds the launch used to escape the Anne. On the floor of the vessel is a small metal tag belonging to one of the sacks of gold! Did Skinner sink his own ship to get his hands on the gold transport? Don isn't given much time to ponder before someone appears behind him and knocks him out cold...

In the home of Captain Skinner, Don is revived. Skinner apologizes for the rough nature of his cohorts, and then confirms Don's suspicions by showing him the bags of gold he had been hiding. The explosion of the Anne was not caused by a torpedo, but by a charge of nitro that was carefully placed so that there would be no casualties. Skinner explained he didn't like to bloody his hands unless he had to, and if Kerry dropped the investigation he'd cut him in on a share. But Don was too honorable a man to agree to such terms so Skinner had his men take him to an offshore island in order to give the navy man a taste of what could happen to him. A native witchdoctor was bribed with a promise of gold bars by the captain for his services. The native had a mixture of toxins known only to the tribe's other witch doctors that when injected could put a man into a "zombie" state, paralyzing all mental functions and making them open to suggestion that would reduce them to unwavering slaves. The effect was permanent, and as the native injected the serum into Don's body, Skinner promised to return him to the navy department as a walking corpse. However, his greed may be what saves Kerry's life, for when the witch doctor asks Skinner for the gold he promised, he is told to forget about it. Angered, he calls upon his tribe to teach the white men a lesson. The captain and his two cohorts are attacked in an ambush! The witch doctor, in the meantime, hurriedly works with an antidote to save Kerry's mind from the toxins. Then he walks over to where the tribe was keeping Captain Skinner in their grasp, and injects the toxin serum into him, despite his pleas.

Taking the launch back to Jamaican shores, Don Kerry is met by Detective Daniels of the insurance company. He had come with the police and discovered the gold hidden in Skinner's residence. Daniels notices the captain stepping out of the launch with the help of the witch doctor, wondering what was wrong with him. Kerry relates his experience to the detective, which ended with the thieving Skinner losing his sense of self and becoming just another poor zombie slave.

Appearing in Cotton Carver: "The First Ones"

Featured Characters:

Supporting Characters:

  • Deela

Villains:

  • Grook (Only appearance; dies)
  • The First Ones (Single appearance)

Other Characters:

  • King Marl

Locations:

  • Barlunda
  • Land of the First Ones

Items:

  • None

Vehicles:

  • Air Flier

Synopsis for Cotton Carver: "The First Ones"

Returning to Barlunda after the raid on Sere's radium mines, Cotton Carver finds out that his beloved Deela, princess of the Barlundan pirates, had been abducted by the wicked First Ones. He has a flier prepared so he could go rescue her, even though King Marl told him that going alone would be suicide, Cotton responded that one man would have a better chance of entering their land unseen than would a thousand. The flier shoots off at the speed of a bullet with Cotton at the controls. He flew over the boiling springs residing in the mountainous region of the First Ones, and with his binoculars he saw Deela farther below in a thick jungle, being forced along by her captors! The neanderthal-like First Ones saw the flier as it dropped downward towards them and raised their spears in attack. After so many adventures involving the flying wonder vehicle, Cotton had gotten very proficient with the controls and was able to guide it perfectly through the neanderthal horde and alondgside Deela, who hopped aboard the craft as it rose back into the atmosphere. But the added weight of another person made them fly too low to make it past the dangerous steam from the springs! Cotton had to land. He and Deela traveled by foot, with the flier set to hover behind them, to scout out a safe path out of the region. Behind them was heard the shouting of the First Ones, who had gathered a party together to kill the two escapees. In a selfless act, Cotton sends Deela up in the flier while he remains behind to fight his way through! Deela finds that the lever to go back down had been broken off so she couldn't return to her beloved's side. Though he fights bravely against the odds, Cotton is overtaken by the men and hogtied to a post that they carry back to their home in the cavernous mountains. The First Ones wretched chief, Grook the Great, orders the puny white man to be thrown to the vultures.

Meanwhile, near the boiling hot springs, Deela works frantically to fix the flier, glad that her position as a pirate princess required her to know all about the mechanics of all airships. Finally, she's able to fly it back to the lands of the First Ones, where she had left her darling Cotton Carver. A large pack of vultures flying around a cliff in the mountains gain her notice... Grook was growing impatient, the vultures weren't attacking Cotton as long as he was still alive, so the evil chieftain grabbed a spear and aimed it carefully, intending o finish the white man off so the birds could eat. To his shock, just as he's thrown the spear, a small flying vehicle comes between it and Cotton, and the weapon is deflected harmlessly of the craft's side. Deela lands the flier next to Cotton's bound form and helps him on board, smiling as he gave her his thanks. Before leaving, they stop at the top of the cliff so Cotton could give Grook a good right hook right in the jaw, knocking him off the edge into the vultures' den. However as he returned to Deela's side, he found her struggling with the controls. Something was wrong with the craft's magneto-generator, and they were slowly dropping. Beyond the cliffs of the First Ones and into a valley, they dropped, Cotton yet again finding a new adventure was about to begin for him!

Notes

Trivia

  • First "Anchors Aweigh" where Red Murphy doesn't make a single appearance.



See Also


Recommended Reading

  • None.


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