All-Star Comics #29
☆ Be the first to review + Add to your collection — Join freeIn a quiet 1946 diner, Johnny takes an interest in a disheveled stranger named Landor, who claims to have come from the year 2414—where peace was so absolute it drove him mad. When his time machine breaks down, leaving him stranded, Landor’s startling prediction proves too real to ignore. With Wonder Woman tracking his next moves, the JSA prepares to test the limits of their science against the future knowledge of a man who knows too much.
In "The Man Who Knows Too Much, Chapter 1," Jo lands in a thieves' den with a bold proposal: join forces for a heist at the U.S. Mint, where Hawkman awaits. With a mysterious fountain pen and a gravity belt of Nth metal, the plan takes flight—literally—when Landor grabs the belt and soars skyward, dragging his crew along. As Hawkman retreats to his lab for reinforcements, the real challenge has only just begun.
In "The Man Who Knows Too Much, Chapter 2," Landor turns a mundane vacuum cleaner into a menacing weapon, threatening local merchants with his twisted ingenuity. The Atom arrives to stop him, diving into the sewers where he faces off against Landor’s henchmen and the very real danger of a pencil turned flame thrower. With the bankers demanding justice and the villain vanishing into the dark tunnels, the chase—and the stakes—only grow hotter.
In "The Man Who Knows Too Much, Chapter 3," Landor and his gang vanish into the desert, where he rigs a makeshift mono-magnet to turn a pile of scrap metal into a terrifying device capable of paralyzing electronic motors across a thousand miles. The Flash races to stop the machine before it can cripple the nation’s infrastructure, but Landor escapes—vanishing into the heat haze, leaving only the echo of his threat behind.
In "The Man Who Knows Too Much, Chapter 4," Dr. Mid-Nite races to stop a rampage unleashed by Landor, who’s used a mysterious form of glutamic acid to awaken intelligence in the zoo’s elephants and gorilla. With the beasts charging toward the electric works, Mid-Nite must confront Landor’s ultimatum—saving the city from destruction, or facing the consequences of his defiance.
In "The Man Who Knows Too Much, Chapter 5," Landor, cornered with just two men left, turns desperation into a dangerous edge by reassembling a gun into a device capable of altering matter at the molecular level. When Green Lantern arrives to stop him, the clash of willpower and science unfolds in a jewelry store, where Landor’s weapon briefly turns priceless gems into worthless trinkets—just before Green Lantern’s ring proves too strong to overcome.
In the conclusion to "The Man Who Knows Too Much," the JSA faces a final challenge when the time-displaced Landor, now weaponized and desperate, is brought to their headquarters. With the Flash and Green Lantern working together to disarm him, the team must decide his fate—until Green Lantern devises a bold solution: sending Landor back to his own time. Now stranded in the distant future, Landor finds himself reconsidering the world he once sought to destroy.
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Reprinted in All Star Comics Archives #7 (2001)
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