Story #2Soldier of Fortune: John Steele
Writer/Penciler/Inker:
Larry Antonette.
Synopsis
Set during a terrific battle where Allied forces are pushing back the enemy, the story follows John Steele, an incredibly strong soldier. While seeking shelter from heavy artillery, Steele enters a shell-riddled hut just in time to rescue Marie, an Allied nurse, from an enemy soldier. After the enemy is killed by a stray shell, Marie reveals she is on a secret mission to deliver a vital message to the General.
The duo faces a series of obstacles as they attempt to reach Allied lines. Steele single-handedly commandeers an enemy tank by leaping onto it and tossing the crew out. When the tank is disabled by a grenade, they escape on a captured motorcycle. They are pursued by an enemy plane, which Steele destroys using a hijacked anti-aircraft gun. Finally, they crash their motorcycle directly into the General's car. Marie delivers her information, and Steele is left behind in a cloud of dust, wishing for more "excitement".
Characters
Good (or All)
John Steele.
Antagonists
Nazis.
Story #3The Texas Kid, Robin Hood of the Range
Writer:
Unknown.
Penciler/Inker:
Ben Thompson.
Colorist:
Unknown.
Synopsis
While riding through Red Rim Canyon, the Texas Kid encounters three masked raiders burning ranch houses to drive small ranchers off the range. After rescuing a wounded rancher who dies before identifying the leader, the Kid finds a lost hat belonging to one of the outlaws. He uses the hat to track the gang to Placer City, identifying "Luke" as its owner.
The Kid then orchestrates a trap by convincing Rancher Humboldt, the outlaws' next target, to cooperate. Humboldt hands over half-torn bills to the outlaws, delivering the other halves to the Sheriff. The Kid follows the gang to their mountain hideout, where he reveals that Banker Wells is their secret leader. Wells had been using the raids to force ranchers off their land so he could acquire it cheaply. The Sheriff and his posse arrive just in time, capturing the entire gang.
Story #4The Menace of Mr. Muro
Writer:
Unknown.
Penciler/Inker:
Larry Antonette.
Colorist:
Unknown.
Synopsis
Monako, a powerful magician, rescues a girl named Josie from being run down by a car driven by his old enemy, Mr. Muro. Josie reveals that Muro plans to kidnap her brother, Al, to steal a secret explosive formula he developed for the government. Monako sends his "vision" (an astral projection) to track Muro's car. The vision witnesses Muro kidnapping Al and taking him to a fortified hideout.
Monako uses his magic to shrink himself, entering the hideout through a keyhole . Inside, he creates illusions of himself to fight Muro's guards but is eventually captured in a steel cage. Muro subjects both Monako and Al to slow torture with a swinging razor-sharp axe. Monako magically commands the axe to cut their bonds instead, and the two escape by shrinking and slipping through a crack in the wall. Muro then kidnaps Josie and traps her on a tugboat rigged with a gasoline bomb. Monako sets magical traps at Al’s laboratory to scare off Muro's men, then rushes to the tugboat to rescue Josie just seconds before it explodes.
Story #5The Football Fixing Scheme
Writer/Penciler/Inker:
Bob Wood.
Synopsis
Flash Foster is the star football player for Midwestern University. Seeing him as the only obstacle to a big betting win, a gambler named Nick Bruno plans to kidnap Flash’s fiancée, Connie Hodges, to force Flash to throw the game against Hale. Bruno’s men trick Connie into a car by lying about her mother being injured and hold her captive. They then confront Flash, warning him that if Midwestern wins, harm will come to Connie.
A distracted and worried Flash plays poorly in the first half, leading to his benching as Hale takes a commanding lead. However, Flash's friend Shorty helps him locate the hideout. Flash rescues Connie just in time and rushes back to the stadium for the fourth quarter. He re-enters the game with five minutes left and the score at 21-6. Flash leads a miraculous comeback, scoring multiple touchdowns and a final field goal as the gun sounds to win the game 22-21.
Characters
Good (or All)
Flash Foster (1940).
Story #6Case of Perrone
Writer:
Unknown.
Penciler/Inker:
Maurice Gutwirth.
Synopsis
Detective "Doc" Denton is called by Inspector Flynn to help capture a notorious gangster named Perrone. Posing as a Dr. Stewart, Denton takes over a medical office and enlists the help of a nurse, Miss Andrus, to infiltrate Perrone's gang. After treating Perrone's wound, Denton convinces the gang that he is on their side.
The gang flees to the peaceful town of Louisville, where they commit a robbery. When Perrone is wounded again, Denton treats him but realizes the gang intends to keep him captive. To orchestrate an escape, Denton tricks the gang into believing they have a contagious infection that will cause blindness. He has Miss Andrus prepare a solution that causes temporary blindness and injects the entire gang. While the gang is incapacitated and unable to see, Denton uses his pipe to bluff that he has a gun, holding them until the police arrive to make the arrest.
Characters
Good (or All)
Inspector Flynn, Nurse Andrus, Phantom of the Underworld (Doc Denton).
Antagonists
Perrone.
Story #7Wartime Wonders
Writer/Penciler/Inker:
Harry Campbell.
Synopsis
A one-page informational feature presenting various military facts. It highlights that airplane cannons were tested in WWI, England's battleships used steel salvaged from sunken German ships, and combat planes have a short operational lifespan due to high daily loss rates. It also features a pilot who fell out of his plane and back in mid-air, the physical kickback of battleship broadsides, and a new explosive made from air and wood.
Story #8The Rotterdam Run
Writer:
Unknown.
Penciler/Inker:
Charles Pearson.
Synopsis
In Lisbon, Captain Barney Mullen is hired to transport a cargo of gold filigree to Rotterdam. Because the gold is small, he fills the hold with sand for ballast. A spy alerts an enemy cruiser, which intercepts Barney's ship. During the confrontation, a plane bombs the cruiser, and a submarine later torpedoes it. A torpedo also hits Barney's ship, but the sand ballast absorbs the impact, saving the vessel.
After suppressing a mutiny and tricking corrupt harbor officials by throwing them overboard, Barney pushes his ship to its limit. The boiler explodes under the pressure, sinking the ship just outside Rotterdam. However, Barney reveals he had hidden the gold in the lifeboats before leaving Lisbon, ensuring the cargo arrives safely despite the loss of his ship.
Characters
Good (or All)
Barney Mullen.
Antagonists
Nazis.