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"Hourman: "The Plot Against the Minute-Men"": At the hideout of gangster Ratty Malone, he and two gang members are reading an article about the Minute Men of America, and they decide to confront them.

Adventure Comics #60 is an issue of the series Adventure Comics (Volume 1) with a cover date of March, 1941.

Synopsis for Hourman: "The Plot Against the Minute-Men"

At the hideout of gangster Ratty Malone, he and two gang members are reading an article about the Minute Men of America, and they decide to confront them.

Some time later, a young boy steals a fruit from a shop, and is stopped by Puggsy, one of the gang members. Puggsy offers him a job, and orders him to bring other boys to Boyle's Warehouse in twenty minutes. Puggsy instructs the assembled young boys to cause all the trouble they can, framing the Minute Men for it, while he and his gang would protect them. So for a while, the boys cause destruction, throwing rocks, knocking stuff over, and so forth. In response to this, the real Minute Men seek out a policeman named Jimmy, who claims that too many complaints have been filed against the boys. Suddenly the Hourman arrives and attempts to clear the boys' names. Jimmy insists that the Hourman would be arrested if the chief saw him there. Shortly after, Hourman addresses the Minute Men and pointed out that somebody was trying to frame them, and that they had to find out who was behind it. Before long, Jimmy has a meeting with the Police Commissioner, Hourman shows up there also, still trying to explain the Minute Mens' case. The commissioner orders his men to arrest the vigilante. Hourman just jumps out the window, survives the fall, and gets away.

Some of the real Minute Men spot the impersonators nearby, and call in Hourman. When confronted, the impersonators squeal on Ratty Malone. Puggsy is observing all this, and he phones Ratty to clue him in. Hourman soon invades the gang's hideout, only to get knocked unconscious with a pool ball to the head, and tied up, and left unwatched, long enough to work out an escape. Calling the Minute Men into action, Hourman rushes out and finda the criminals loading cargo onto a boat. He attacks again, defeating them, and hanging Malone from a hook. When the police arrive, Hourman lowers Malone into their grasp.

After the adult gang is taken into custody, the Minute Men offer to make their impersonators real Minute Men, to which they and the Hourman both approve. The commissioner thanks Hourman for what he had done and asked who he really was, but the vigilante quickly storms off.

Appearing in Hourman: "The Plot Against the Minute-Men"

Featured Characters:

Supporting Characters:

Antagonists:

  • Ratty Malone (Single appearance)
  • Puggsy (Single appearance)
  • other thugs

Locations:

Items:


Synopsis for Barry O'Neill: "The Taxicab Murder Plot"


Appearing in Barry O'Neill: "The Taxicab Murder Plot"

Featured Characters:

Supporting Characters:

Antagonists:

  • Wallace Archer (Single appearance)

Other Characters:

  • Alphonse

Locations:

Synopsis for Mark Lansing, of Mikishawm: "Lishak the Gladiator"

In the lower levels of Verdan, Mark Lansing has been attacked by the giant gladiator Lishak. He's unbelievably quick and incredibly strong; the fight goes badly for Mark, at first, then he makes one slippery grappling move and follows up with some hard boxing. Defeated, Lishak expects to be killed, but Mark surprises him by allowing him to go. This earns Lishak's grudging respect, and some good advice: he should leave, this place is not safe for him. Back in the main castle, Mark confers with King Talon, who is very relieved to see him alive.

Meanwhile Costa devises a plan to use Kit as bait in a new trap for Lansing. That night, after murdering one patrolling guard with a silent ray pistol, Costa's henchmen abduct Kit from her quarters. A note is sent to Mark; he must return to Lower Level 3, alone and unarmed, or it's curtains for Kit. He goes. A friendly beggar recognizes him and warns him not to go, but he continues, and soon is confronted by two riflemen. They convey him to Costa, sadistically clubbing him along the way.

After some quick and colorful gloating, Costa has Mark chained up in a grimy little cell, and sends in Lishak to torture him. But based on their earlier encounter, Lishak is having second thoughts about that.

Appearing in Mark Lansing, of Mikishawm: "Lishak the Gladiator"

Featured Characters:

Antagonists:

  • General Kosta
    • Kosta's fortune teller
    • his henchmen

Other Characters:

  • Lishak
  • King Talon
  • Kit

Locations:

Items:

  • Verdanian rocket rifles
  • Verdanian silent ray guns

vehicles:

  • passenger liner "Actinian"

Synopsis for Federal Men: "The Coach of Death"


Appearing in Federal Men: "The Coach of Death"

Featured Characters:

Antagonists:

  • Tim Walton

Other Characters:

  • Alice Madden

Locations:

Vehicles:

  • Stagecoach

Synopsis for Cotton Carver: "Tyranny In Barlunda"


Appearing in Cotton Carver: "Tyranny In Barlunda"

Featured Characters:

Supporting Characters:

  • Deela

Antagonists:

  • Xargon
  • Johan

Other Characters:

  • King Marl

Locations:

Synopsis for Paul Kirk, Manhunter: "It Takes a Thief"


Appearing in Paul Kirk, Manhunter: "It Takes a Thief"

Featured Characters:

Antagonists:

  • Jim T. (Single appearance)

Other Characters:

  • Chief Holden

Locations:


Synopsis for Steve Conrad, Adventurer: "Castle of Mystery"


Appearing in Steve Conrad, Adventurer: "Castle of Mystery"

Featured Characters:

Supporting Characters:

  • Chang

Antagonists:

  • Don Rodrigo De Estebandos (Single appearance)

Other Characters:

  • Gloria Paynton
  • George Paynton

Locations:

Synopsis for Sandman: "Mystery At Malay Mac's"

Sandman was rushing in an alley to the residence of Malay Mac's in the slums. When he entered the residence, he found Dian Belmont attempting to crack the safe inside. However, Dian claimed that she did not know the Sandman, much to his confusion. Sandman asked why she was trying to crack the safe, to which she responded by pleading with him to release her from his grasp. Suddenly, Dian broke free, slapped Sandman and stormed out of the house. Sandman noticed that she had apparently left behind a bracelet. Next, he attempted to crack the safe and discovered poison gas inside of it. Then, he realized that Dian was being lead into a trap that was meant to kill her and intended to learn why. He drove to Dian's residence, climbed up, and woke her up; this time, she recognized him. Dian claimed that she had no memory of what had happened in Malay Mac's and that the bracelet did not belong to her. Sandman implied that somebody was impersonating her. Next, the two drove to Malay Mac's to visit the owner. Sandman rushed into Malay Mac's office and confronted him about the safe filled with poisonous gas. Malay Mac explained that he installed a trap in his safe so that nobody would attempt to open it, that it was currently empty, and that the only person who knew about the trap was Tusker McGinn. Then, he and Dian rushed to confront Tusker McGinn. Sandman rushed into Tusker's apartment and found him with Sally, Dian's impersonator, confronting him. Tusker claimed that he never sent the woman anywhere and that the woman was attempting to shoot him. However, the woman claimed that Tusker attempted to kill her because he thought that she told Malay Mac about his rackets. Suddenly, Tusker attacked Sandman, knocked him unconscious, and carried him to an incinerator. Meanwhile, Dian entered the residence where she found her impersonator, who attempted to shoot her. However, Dian disarmed and subdued her. Later, Tusker came to find Dian and her impersonator. Tusker subdued Dian and took her into his car with her impersonator. Meanwhile, Sandman who had been left unconscious by Tusker before he could be dropped into the incinerator, regained consciousness and rushed to his car. Dian, who was Tusker's prisoner, dropped a trail for Sandman to follow. Sandman followed Tusker to a house, where they fought briefly, before Malay Mac came out with a gun. Sandman quickly defeated Malay Mac by throwing his gas gun at his head. Malay Mac explained that Tusker found Sally in Chicago and decided to switch her with Dian, the D.A.'s daughter, due to her resemblance to her, allowing him to have a contact in the police force and that he had to have Sally killed. Next, the Sandman tied up Malay Mac and Tusker and phoned the police.

Appearing in Sandman: "Mystery At Malay Mac's"

Featured Characters:

Supporting Characters:

Antagonists:

  • Malay Mac (Single appearance)
  • Tusker McGinn (Single appearance)
  • Sally (Single appearance)

Locations:

Items:

Notes



See Also


Links and References

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