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Adventure Comics Vol 1 50
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Quote1 Racing when run honestly is truly the sport of kings! When run dishonestly it becomes a blemish on the face of all sports! Quote2
-- Rex "Tick-Tock" Tyler

Appearing in Hourman: "The Dark Horse"Edit

Featured Characters:

Supporting Characters:

Adversaries:

  • Nick Bates (Single appearance)[1]

Other Characters:

  • James Carren (Single appearance)[1]

Locations:

Items:

Vehicles:

  • None

Synopsis for Hourman: "The Dark Horse"Edit

Rex "Tick Tock" Tyler receives a letter from Kentucky Derby racehorse owner, James Carren, asking for help in dealing with a man named Nick Bates. Bates was making threats that unless Carren gave him half of the interest his horse Blue Bell generated, neither of them would see home again. Rex pays a visit to Carren at his hotel room, pretending to be an assistant of Tick Tock Tyler. He learns a bit more about the situation with the horse, Blue Bell, that was a rising dark horse and quickly becoming the talk of the racetrack. As he was explaining, the hotel room door bursts open, and in walk several slick-looking men. It was Nick Bates and his gang! He was still demanding the cash that Blue Bell was raking in, but James Carren is adamant in his refusal. So Nick decided to give Carren a warning of what would happen if he didn't share the profit, and proceeded to beat him and his "meek little friend" Rex into unconsciousness.

The two men awoke in a hospital bed hours later. When it looks like Mr. Carren still won't give in, Rex leaves him, feigning cowardice, so he can return to the laboratory and prepare a Miraclo Pill. At the racetrack that evening, the Hour-Man forces two of Bates' men to talk, letting him know that their boss was waiting by the side-rail of the track with a rigged camera set to fire a single bullet at Blue Bell's jockey! When he tries to confront Nick and stop the shooting, the Hour-Man is struck from behind and temporarily knocked out. Meanwhile, out on the track Blue Bell and her rider are in the lead and about to round the bend, when a camera flash goes off. The jockey feels a sudden, sharp pain in his shoulder, but he pushes on through grit teeth. The Hour-Man comes to just as the authorities arrive and he tells them what Bates had done. Nick and his gang are taken away while Blue Bell crosses the finish line. His hour almost up, Rex sneaks off while the rider is tended to by the doctors...

The lab chief finishes reading the newspaper the next day and asks Rex Tyler why he can't act as brave as this Hour-Man fellow. Rex just shrugs meekly.

  • Hourman's concussion tally = 1.
  • Splash page of this story shows Hourman pointing a pistol at an unseen target. This doesn't actually happen in the story.

    Appearing in Barry O'Neill: "Fang Gow and the Stolen Planes"Edit

Featured Characters:

Supporting Characters:

  • Inspector LeGrand

Adversaries:

Other Characters:

Locations:

Items:

  • None

Vehicles:

  • Bomber Planes

Synopsis for Barry O'Neill: "Fang Gow and the Stolen Planes"Edit

Barry O'Neill and Inspector LeGrand are on assignment at the docks where six bomber planes have just been shipped by boat. As soon as some of the government's men make the rendezvous, Barry and LeGrand would join them in flying the planes out to the airbase in Vancey. Meanwhile, in a dark hideout below the streets, Fang Gow has also learned of the planes' arrival, and orders his men to intercept the delivery by disguising themselves as the official government pilots and fly the bombers across the border, to be sold to other countries.

Down at the docks, the inspector and Barry were overseeing the fueling of the planes just as Fang Gow's spies arrived on the scene. Fooled by the men's disguises, Barry informs them of his plan to pair off two men per plane with himself and LeGrand taking the last one. Though it would mean they'd be minus one bomber, the spies figured that five would still bring Fang Gow's organization a lot of cash, and so they agreed. Later, as the six aircraft were high in the air nearing the Vancey base, the spies suddenly veered off the course. Barry tried contacting them through the radio but was met with silence as he and LeGrand realized then that they had been tricked! After they had landed on the strip, Barry rushed off to make a phone call to the local authorities, leaving a bewildered LeGrand to follow behind. The planes that the spies had stolen only had enough fuel to see them to Vancey, meaning that they would have to make a landing before they could get across the border, and with some quick estimations Barry was able to give an approximate location to the police. The men were apprehended a few moments later. But now the question arose to what happened to the real pilots?

Barry and LeGrand retraced the route taken by the official pilots back to a lonely road. An old house could be seen in the distance, and LeGrand spotted a guard walking the grounds outside. The two exited their vehicle and snuck up behind the back of the patrolling guard when Barry hit the man with the butt of his pistol and knocked him out. Meanwhile inside the house, the pilots are bound up and forced to stand against the wall as Fang Gow threatened them with a large sword. The men kept their pride as Frenchman throughout, daring the villain to do his worst. Fang Gow was about to oblige when his sword was suddenly shot out of his hand! Barry O'Neill appeared and fought off the small group of thugs as Fang Gow made his escape. Leaving the Inspector to free the pilots and call for back-up, Barry chased their arch nemesis out into the yard where they both met in a stand-off. His skill in fisticuffs paid off as Barry laid out the old china man, putting Fang Gow in a daze until his fellow agents came to assist.

With international terrorist Fang Gow behind bars awaiting the court martial that will most likely send him to his death, the French Intelligence Agency gives Barry an official commendation for his services. But as Fang Gow sits in his cell, they wonder if it's all really over?

Appearing in Federal Men: "The Hot-Air Weapon"Edit

Featured Characters:

  • Steve Carson

Supporting Characters:

Adversaries:

  • Nitkoff (Only appearance; dies)[1]
  • Inventor (Only appearance; dies)[1]

Other Characters:

  • Don Grey (Single appearance)[1]

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Federal Men: "The Hot-Air Weapon"Edit

A strange series of plane crashes occur at the Drake Field airport, and Steve Carson is asked by aeronautic expert, Don Grey, to help with the investigation. Steve observes as a plane gets ready to land on the runway when all of a sudden the nose rears back up into the air violently, only to point back down onto the gravel, causing a fiery crash! The ambulance is called in to rescue those caught in the wreckage, while Steve observes a certain young man in the crowd who seems to be acting pleased at the sight of the crashed remains. When the man got into his truck and drove off, Steve decided to follow him. But when the truck turns onto a side road, it stops. When Steve goes to check if something was wrong, he notices that the driver had vanished! A click of a gun causes him to turn where the young man from before had creeped up behind him with a revolver. Turns out he had recognized Carson right off the bat and allowed him to follow so he would fall into his trap! Steve was cuffed and forced into the truck as the man drove him to his fate... Steve was taken to an old factory just off the edge of Drake Field. The young man led him inside, where a great many plane parts lay scattered about, abandoned when their models became obsolete. Steve point blank asked if he was the one responsible for the plane crashes. The man replied that he was with the help of his invention, a device that when activated, manipulates the air currents underneath the plane causing it to go in odd directions as the pilot loses control. It was a machine he had tried to sell to the U.S. military but was rejected. Another country, however, saw the potential in his device and offered to buy it if he could prove that it worked, which he had.

Just then, the representative of the foreign government appeared brandishing a pistol. He identified himself as Nitkoff, and told the young man that he would take the machine back to his country's officials. Nitkoff laughed when the inventor mentioned his payment, saying that because he had the gun, he could just take the invention with no obligations. Steve Carson had slowly been struggling against his bonds as the heated exchange between the two men increased. The young man was angry at Nitkoff's betrayal, and he quickly flipped a switch on the device, which unexpectedly triggered an explosion! Flames engulfed the building, and Steve was trapped by his ropes! Finally breaking free, he grabbed the documents nearby that hadn't burned away, and retreated out of the fire as fast as he could!

Later it was concluded that the inventor and the foreign agent had died in the fire. The Federal chief told Steve how lucky he was that he had escaped with his life. Steve held up the papers he had rescued, saying it was luck indeed that he escaped with the inventor's plans for the wind machine. The United States would be able to make use of them...

Appearing in Sandman: "Tuffy and Limpy's Revenge Plot"Edit

Featured Characters:

Supporting Characters:

Adversaries:

  • Toughy Tonger (Single appearance)[1]
  • Limpy (Single appearance)[1]

Other Characters:

Locations:

Items:

Vehicles:

  • Sandman's Automobile

Synopsis for Sandman: "Tuffy and Limpy's Revenge Plot"Edit

Driving his car down a country road one late evening, The Sandman observes a hit and run of a pedestrian and pursues the murderous driver until his automobile swerves and crashes into a tree. Stopping his car, the Sandman walks over to the driver side door of the busted vehicle and pulls the driver out with the intent to show him what his neglect has caused. But to his surprise, the driver had died from a bullet to the head. Even stranger, a quick examination of the man in the street revealed that he had died of a gunshot as well. It was all too strange for him to ignore so the Sandman made a call to the police department, tipping them off about the murder, before returning to his home.

A light was on upstairs in Wesley Dodds' bedroom, alerting him to a probable break in. Gas gun out, he sprinted up the steps and through the door while spraying the intruder, who turned out to be Dian Belmont, with some sleeping gas. He waited until she awoke, minutes later, to find out what she was doing there. Her father, District Attorney Larry Belmont, was in danger when two men he had helped put away had escaped from prison last night, the men swore they would kill him. She had heard over the radio earlier that two of the jurors that convicted them were found dead in what was made to look like a hit-and-run. It was the accident that the Sandman had witnessed earlier! He agreed to help Dian, and the two of them took off back towards the scene of the crime to look for clues. Luckily the trail didn't grow too cold that they couldn't track the killers to an old shack by the waterfront. Unfortunately, when he searched inside, all the Sandman found was a waning candle, indicating that whoever was hiding here had already left. It wasn't hard to guess where they were headed, though, so the Sandman and Dian Belmont pressed the accelerator to the floor as they made off for Dian's father's office! Their high speed got the attention of a motorcycle cop and they were pulled over as the Sandman explained that they were trying to rescue the District Attorney. The officer called in for a police escort to help them out.

In his office, Larry Belmont was taken by surprise at the appearance of a gun-wielding thug that he recognized as "Toughy Tonger", who was supposed to be serving a life sentence. Before Tonger could fire, the Sandman burst through the door with the police right behind him! He fired a shot of his gas gun, but not before Tonger got off a shot, into his left shoulder. "Toughy" falls out of the window as he passes out, to be caught by his partner, Limpy. Though injured, the Sandman continues the pursuit after the escapees, collapsing just as the two thugs drive off in their getaway vehicle! Meanwhile, Dian argues with her father, mad that he wouldn't send his men to protect the Sandman even though his life was just saved. She hurries off after them despite her father's protests. Finding him crumpled in the street, Dian lifts the Sandman up, who tells her that they must hurry after the criminals. She wanted to get him some help, but Dodds persisted, and so she helped him into the car and again started following Tonger and Limpy's trail...

The Sandman directs them to a Chinese restaurant, Ching Fu's, that the two men were known to frequent. Dian reluctantly waits outside as he heads into the building. Tonger was waiting for him there, and seeing that the vigilante was wounded, he believed that he had the upper hand. Before firing the fatal shot, "Toughy" reaches for Dodds' gas mask, intending to reveal his identity... But before he can even touch the thing, the Sandman lands a left hook, despite the pain in his shoulder, and knocks Toughy Tonger to the ground. Limpy and the restaurant owner, Ching Fu, rush in to help their comrade but are no match for the Sandman! Not wanting to take any chances with his wounded shoulder, he sprays the dazed crew with a dose of sleeping gas and calls for Dian to let the police know where the killers were. She takes him back to his home before the cops arrive and helps him into bed, where she dresses his injury. The next day in the morning paper, Wesley reads that the D.A. was ready to call a truce with the Sandman, if he was willing to reveal his identity. Dodds calmly sets the paper down and chuckles.

The day he revealed himself to anyone besides Dian, would be the day the criminal underworld would be knocking on his door.

  • Sandman bullet-wound tally = 1.

    Appearing in Socko Strong: "Boxing Glove Versus Fiddle"Edit

Featured Characters:

  • Socko Strong

Supporting Characters:

  • Jerry Indutch

Adversaries:

  • Eddie Garr

Other Characters:

  • Papa Manetta
  • Joe Manetta

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for Socko Strong: "Boxing Glove Versus Fiddle"Edit

Socko and Jerry were having dinner in Papa Manetta's Italian Restaurant as a soft, beautiful music was heard upstairs. Mr. Manetta, the owner, told them that his son, Joe, was practicing playing the violin. He had gotten really good over the years, even daring to dream that he may make it big as a soloist someday. But Papa Manetta was afraid for his son's future, ever since he took up boxing as a side-job to make some money. The problem was that Joe's heart simply wasn't set on being a boxer, making it more likely that he'll sustain an injury that will permanently disable him from his music. While Socko and Jerry were listening to the story, Joe came downstairs and told his father that he was leaving for the gym for tonight. Mr. Manetta pleaded with his son not to go, mentioning that he was worried that Joe's new coach didn't have his best interests in mind, but Joe just shrugged him off replying that it was the best way he could make any money right now. Angrily, Joe left, leaving Mr. Manetta in a state of worry. It was something that they had argued about many times, he told Socko, but Joe never listened to his concerns. Socko decides to help by keeping an eye on Joe today and see if he can't talk some sense into the young man...

At the Hillman's Gym, Socko casually stood at the side as he watched Joe step into the ring. It was obvious to Socko's experienced eyes that the lad was barely an amateur in the ring, even though he beat his opponent, Joe didn't have the focus any boxer would need. And it became even worse when his "coach", a slick man named Eddie Garr, walked up making propositions to Joe to continue fighting for even more money. By the sound of it, though, Eddie was short-changing him by offering him only 20 percent of the profit. Socko had heard enough! He goes over to tell Joe that putting his career on the line for a few measly dollars wasn't worth it, but the manager pulls him away telling Socko to mind his own business. The next day at the gym, Socko approached Joe with an offer to fight him in the ring to see if he's really got what it takes. Eddie Garr starts to protest, but cowers when Socko motions to him with his glove. In the ring, Joe takes swing-after-swing, continuously missing Socko. During a clinch, Socko asks Joe if he really wanted to be a fighter to which Joe responds that though he'd rather play the violin, fighting was a faster way to make money. With a sigh, Socko realized there was only one way to get him to come to his senses.. With a mighty strike, Socko flattens Joe out onto the canvas. The manager, Eddie, shouted in rage at Socko's interference, but suddenly Joe silenced him. Having come to his senses at last after feeling the raw power behind a star Boxer's punch, Joe agreed that he needed to quit fighting and work more on his music. Eddie wasn't too happy with his decision and tried to stop him with petty threats, when Socko landed a jab on the crooked manager's jaw!

Later, at the restaurant, Papa Manetta was very happy that his son quit fighting and started practicing again. Socko told Mr. Manetta that he had a surprise, telling him to have Joe meet him at Music City that night, and to bring his violin... Several weeks pass, and then one day Socko invites Papa Manetta to a concert at Carnegie Hall. The two grab their seats just as the curtains pull back, and to Manetta's surprise and jubilation, Joe and his violin are there on stage playing in front of a large audience at last! Socko had taken Joe to the Auditioning Office where his playing had impressed them so much, they offered him a concert! At the end of the solo, they met Joe backstage where he had just been given his check. Papa says how proud he is of his son and thanks Socko for helping out.

Appearing in "Dead Reckoning"Edit

Featured Characters:

  • Jeff Tyler

Supporting Characters:

Adversaries:

  • Mayor Kennedy

Other Characters:

  • Sheriff Garret

Locations:

Items:

  • None

Vehicles:

  • None

Synopsis for "Dead Reckoning"Edit

text story Jeff Tyler was a United States Marshal investigating the small town of Tombstone, Arizona, where someone had been illegally selling weapons to the indians. He needed to find out how they were smuggling them out of town as well as who was behind the operation...

Appearing in Steve Conrad: "Spy of the South Seas"Edit

Featured Characters:

  • Steve Conrad

Supporting Characters:

  • Chang

Adversaries:

  • An Enemy Agent (unnamed)
  • Mori

Other Characters:

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for Steve Conrad: "Spy of the South Seas"Edit

Steve Conrad, renowned adventurer, is asked by the Admiral's Office to do a favor. An island that serves as a refueling and restocking base for their Navy ships was having some trouble with the natives. There are two tribes on the island, and normally they're too busy fighting one-another to give a care about the base, but recent intelligence has discovered that an enemy spy has been working on uniting the two tribes in a peace treaty, so that together they can attack it. The island has been crucial to the navy boats on long leave for many years, and if it was destroyed now it would become a major setback for the United States Naval forces, giving an enemy nation the advantage. The admiral knew it was a dangerous mission, but Conrad was the only one who he felt could pull it off. Steve agree to take the job, the excitement made it too hard to resist. He and his faithful ally, Chang, flew across the ocean aboard a clipper to the island where the base was settled.

Steve had Chang take their luggage to the hotel and get settled, while he grilled the locals for information. That evening, Steve returned to the room with a load of intel on the spy. Tomorrow night, it seemed, the secret agent was holding a meeting between the two tribes for a "pep talk" on how to run the white-man off their land. Except what the natives didn't know, was that as soon as they had run the Americans out, the agent would call in his own countrymen to occupy the island and wipe out the tribes. Outside their hotel room window, a native was eavesdropping on the conversation, and quickly took off into the jungle towards the spy's hut. Mori, the native, relayed what he heard to the foreign agent, letting him know that the white-man was onto his plan. The spy gave Mori new orders, to kidnap Conrad and drag him into the jungle where he will hold him until the agent gets there. Back at the hotel, Steve decides to take a stroll through the village before dinner, and maybe come up with a plan of attack between now and then. But once he is out away from the hotel and alone, Steve is grabbed by a group of natives and dragged through the brush!

Steve is tied up inside an empty hut, where he is face-to-face with a man who is most likely the foreign agent they were sent out to find. The spy laughs at Conrad's predicament, letting him know that his death will be a long and torturous one after the meeting tomorrow! Dawn of the next morning, a figure of a short old woman draped in blankets makes her way towards Steve Conrad's hut. The guards outside stop her, saying that they were holding a man prisoner and she couldn't go past. To their surprise, the old woman removes her sheets revealing Chang, who immediately grabs one of the guards' spears and strikes them in the face with the blunt, wooden part. They fall over unconscious, and Chang proceeds inside to help his friend Steve break free. He and Chang then make haste in the direction of the meeting site. With the guards spear still in hand, Steve has a plan that will ruin the peace talks and take care of the spy all at once. The two adventurers duck down behind some bushes as they arrive at the gathering. The spy was giving out a speech with a representative of each tribe on either side of him. The crowd of natives was massive enough that no one noticed where the thrown spear suddenly came from. Steve ducked back down as the chaos began... When the spear embedded itself into a post inches away from one of the representatives, he noticed that the markings on it were of the rival tribe! But the other tribe denied having thrown any such weapon, which creates an argument that soon turns to shouting and then threats. One of the tribesman angrily points to the agent, blaming him for starting all the trouble, and he is chased through the jungle by spear wielding and torch bearing natives!

Watching from afar, Steve comments that at least this way the base won't be threatened. The two tribes won't be getting along any time soon...

Appearing in "Mansion of Murder: Part 5"Edit

Featured Characters:

  • Rusty
  • Specs
  • Tubby

Supporting Characters:

  • Angus McHeather

Adversaries:

  • Tino
  • Karl
  • Zoroff

Other Characters:

  • Turo
  • Hosmer

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for "Mansion of Murder: Part 5"Edit

Continued from last issue. Natives had begun climbing through the windows of the mansion as Rusty and the others were packing their things! One of them raised a blowpipe to his lips and shot a deadly poison-tipped dart at Angus McHeather, who had managed to narrowly dodge out of the way! He launhes himself at the native in retaliation as the boys watched in wide-eyed astonishment, engaging in a series of dodging and striking at each advancing native, until all were dealt with. Rusty commented that Angus was like a one man army! With that obstacle overcome, Angus, Rusty, Tubby, and Specs finished packing their clothes and scrounging up food scraps for the voyage aboard the schiff. Then, at last, the four adventuring companions set sail for the place mentioned in Rankin's journal, the island of Malay...

Malay's jungle loomed ahead of a small village by the dock, daring any foolish explorer to enter her depths. Specs had a bad feeling about it, and so Angus decided to hire a guide who could help them through the dense trees. Meanwhile, a native who had been watching from nearby, rushed to tell the tribe elder that the ones from the mansion had come to their island... Inside the little which had the sign "J. Hosmer's Guides for Tourists", Angus spoke to a lean gentleman about hiring someone to help their way. The man, Hosmer, promised that he'd have someone set up for him in an hour, so Angus went back outside to wait with the boys. Three men crept into the hut after McHeather left, asking Hosmer if he understood the plan. Hosmer nodded, replying that the "guide" would lead them right past the buried treasure and straight into their trap. The three men, Tino, Zoroff, and Karl of the "Unholy Four" laughed wickedly.

Later, Hosmer went up to a native, Turo, and told him exactly where he wanted him to lead the boys, but Turo's tribe had plans of their own of what to do with the adventurer's. He was going to get the location of the idol that was stolen from his tribe, one way or another!

Story continues next issue.

Appearing in "Search For Captain Miles"Edit

Featured Characters:

  • Don Kerry

Supporting Characters:

  • Red Murphy

Adversaries:

  • Unnamed Prisoner (Single appearance)[1]

Other Characters:

  • Captain Miles (Corpse)

Locations:

  • Unknown

Items:

  • None

Vehicles:

  • None

Synopsis for "Search For Captain Miles"Edit

The U.S. Navy has sent Don Kerry and Red Murphy to seek out a missing officer, Captain Miles, who disappeared several years ago while hunting on a remote island. However, the mission takes a bad turn when Don contacts a high hysteria-causing fever...

Appearing in Cotton Carver: "In the City of Glass"Edit

Featured Characters:

Supporting Characters:

  • Deela
  • Red Mike

Adversaries:

  • King John Croatan

Other Characters:

  • Henry Smith

Locations:

  • City of Glass

Items:

  • None

Vehicles:

  • The Giant Borer

Synopsis for Cotton Carver: "In the City of Glass"Edit

Cotton Carver and his companions are captured by a lost tribe and taken to a city under a glass dome...

NotesEdit


TriviaEdit

  • No trivia.

See Also


  • None.


  1. 1.0 1.1 First and only known appearance to date besides flashbacks
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