All Star Comics Archives #10
☆ Be the first to review + Add to your collection — Join freeThis tenth volume of the All Star Comics Archives collects issues #57-64 of the original series, featuring the Justice Society of America in their Silver Age revival. The stories include team-ups with guest stars like Wonder Woman and the Black Canary, as well as solo adventures for members such as Green Lantern, Hawkman, and the Flash. This edition also presents the oddball team-ups with celebrities Bob Hope, Bing Crosby, and Peter Lorre, reflecting the era's pop culture crossovers.
"Evil Star Over Hollywood [Part I]" kicks off a thrilling mystery in All Star Comics Archives #10, a 2004 collection spotlighting the original Justice Society of America in a classic tale written by John Broome and illustrated by Irwin Hasen, with inks by Bob Oksner. When a $50,000 heist shakes Hollywood, the JSA suspects the Invisible Band—only for a curious charwoman to pass a cryptic sketch by Dr. Mid-Nite to her nephew, Elmer, an aspiring detective who takes it upon himself to uncover the truth. Cover by Irwin Hasen and Joe Rubinstein captures the intrigue of a story where nothing is quite as it seems.
In "Evil Star Over Hollywood [Part I]," the filming of a gritty crime exposé called *Thief in the Night* takes a dark turn when an actor vanishes mid-scene. With a cryptic warning from the enigmatic criminal "Evil Star" demanding the production halt, producer Fred Fanum calls in the Justice Society of America—only to learn that the script itself may be a dangerous, real-life confession. Written by the team behind the All Star Comics Archives series, the story unfolds with a pulse of suspense, where fiction and crime blur in the heart of Hollywood.
In "Evil Star Over Hollywood, Part II," chaos erupts on the set of a Hollywood film shoot when Evil Star and his gang infiltrate the production, turning a day of filming into a high-stakes showdown. Flash and Dr. Mid-Nite pursue him into a studio office, only to be captured, while Hawkman and Wonder Woman uncover a deadly deception in a comedy scene—real bullets, fake cops, and a villain in control. As Atom and Black Canary are drawn into a trap involving stolen silver ingots, the entire studio becomes a stage for a battle neither stars nor crew expected.
In "Evil Star Over Hollywood, Part III," GL tracks down the mysterious source of a stolen script to the abandoned town where it was mailed, only to be knocked out by Evil Star. When he wakes, he and the rest of the JSA find themselves trapped in a private theater, facing a deadly knife-throwing machine—forced to rely on synchronized movement to survive. As tension mounts, the team confronts the truth behind the deception, leading to a showdown that exposes the real identity of the villain.
In "The Case of the Cosmic Criminals! Part I," the Justice Society of America takes up the trail of the elusive Rocky Castle Gang after their car vanishes mid-chase. Following a distress signal to a remote cottage, the team finds Dr. Egri bound in his lab, frantic over stolen plutonium-enhanced materials that channel dangerous cosmic energy. With the city at risk, the JSA splits up to investigate sudden spikes in cosmic radiation across four distant locations.
When Ox and Gun-Shy steal $20,000 from the Civic Theatre, cosmic rays transform their stolen accessories into mysterious power sources—only for Wonder Woman and Hawkman to discover the real danger when they touch them. Later, Pee-Wee and Specs target a carnival’s $75,000 safe, but a similar cosmic strike on their stolen gear from Dr. Egri gives one super-strength and the other a black light beam—prompting Atom and Dr. Mid-Nite to intervene, only to find themselves caught in the same strange phenomenon.
In "The Case of the Cosmic Criminals, Part III," Slowpoke’s heist at Mr. Rogers’ mansion takes a wild turn when cosmic rays transform his jacket into a power source, granting him super-speed—just in time for Flash to catch him. But when Flash touches the jacket, reality flickers. Meanwhile, a mysterious foreigner named Ranee arrives with a flawless ivory necklace, drawing the attention of Rocky, who uses a cosmic ring to steal it—only for Green Lantern to vanish upon contact. As Rocky’s gang closes in on Dr. Egri, who’s holding the JSA captive, the truth of their manipulation unfolds, leading to a final stand where Black Canary steps in to turn the tide.
In "The Adventure of the Invisible Band! [Part I]," the Justice Society of America investigates a daring $50,000 heist from an oil company, quickly suspecting the elusive Invisible Band. When a sketch drawn by Dr. Mid-Nite—left behind by accident—falls into the hands of Jo’s nephew Elmer, a self-proclaimed amateur detective, he becomes convinced the crime scene is hidden in the JSA’s own meeting apartment. As the heroes return, Elmer’s growing suspicion turns to alarm, leading him to believe the JSA themselves are impostors—and he’s determined to prove it, even if it means reporting them to his detective school.
In "The Adventure of the Invisible Band, Part II," Hawkman and Black Canary team up with Dr. Mid-Nite and Wonder Woman to thwart the Invisible Band’s latest heist, but their efforts keep getting undermined by Elmer Doolittle, a well-meaning but misguided civilian who insists the heroes are the real criminals. As the Band targets the receipts from Gracy’s Department Store, a florist shop, and a private coin collection, each plan unravels when Elmer’s interference gives the villains the opening they need—leaving the heroes to wonder just how much of a threat he truly is.
In "The Adventure of the Invisible Band, Part III," the elusive Invisible Band pulls off a daring heist during a Mardi Gras gala, vanishing into a wax museum to evade capture. When the Atom and Flash uncover their hiding spot, chaos erupts—until Elmer intervenes, allowing the gang to slip away. Meanwhile, the JSA is trapped and forced into a deadly game: Elmer must shoot seven targets on stage, unaware that each is a disguised hero, as a single misstep could mean disaster.
In "The Ghost of Billy the Kid! [Part I]," the Justice Society of America is thrown into a mystery when a spectral outlaw and his gang raid a community fundraiser, making off with $100,000 in gold. The only lead comes from a reclusive professor in a hospital near a forgotten ghost town, who claims to have once crossed paths with Billy the Kid—and now fears the legend is repeating itself.
In "The Ghost of Billy the Kid, Part II," Hawkman and Black Canary track a gold heist to an armored car, only to find the notorious outlaw Billy the Kid and his gang behind it—though their motives seem stranger than simple robbery. Meanwhile, the Justice Society of America converges at the airport, where a $2 million gold payment from Norland is set to be delivered, unaware that the Kid’s gang has rigged the scene with loco weed fumes to ambush them.
In "The Ghost of Billy the Kid, Part III," the legendary outlaw and his gang chase a rumored gold mine beneath Civic City—only to find themselves ensnared in a trap set by the Atom and Green Lantern, who've turned the treasure into a clever ambush. As the Justice Society of America tracks the missing professor to the eerie ghost town of Silver Butte, they too fall into the Kid’s web, only for Green Lantern’s ring to deliver a surprise twist that could change everything.
In "The Strange Lives of Edmond Blake! [Part I]," a gravely ill boy named Edmond shows little concern for his own fate—until the news of the Justice Society of America reaching out to him sparks a flicker of hope. With the entire city watching, the heroes come to his bedside, but when he slips back into silence, Wonder Woman takes a daring step: using her Magic Sphere to enter his dreams and uncover the truth behind his fading spirit.
In the far future, Edmond Blake—once a boy with a mysterious past—finds himself a Page Boy in Television Town, where his sharp instincts help Black Canary and Wonder Woman foil a securities heist. Years later, he’s a crewman in a high-stakes race, racing past a sinking steamer and using his wits to aid in a daring rescue, with Atom and Hawkman watching from the shadows. As time passes, Edmond becomes a naturalist in the wilds of Australia, tracking elusive prehistoric creatures—only to find himself in danger when one of them turns aggressive, prompting a timely intervention from Green Lantern and Dr. Mid-Nite.
In "The Strange Lives of Edmond Blake! Part III," Jo finds herself targeted by a threatening letter, prompting Edmond Blake and the Flash to race to her aid—only to uncover the culprit in an unexpected neighbor. Though the crisis passes, Edmond is shaken by the realization that the visions from the Magic Sphere were just dreams, until he sees the JSA in real danger and must act, even when no one believes him.
In "The Invasion of the Fire People! [Part I]," the Justice Society of America faces a dire threat from mysterious beings known as the Fire People, whose origins trace back to a forgotten era. Ten days prior, yellow comets heralded their arrival, leading the JSA to uncover a hidden film from the past—revealed by Dr. Grover Conrad—that exposes the Fire People’s ancient theft of radium and their looming danger to the future. With the fate of the world hanging in the balance, the heroes prepare to confront a menace long buried in time.
In "The Invasion of the Fire People! Part II," Atom and Black Canary race to stop a mysterious group of heat-wielding aliens stealing radium from a physics lab, only to be driven back by their scorching beams. As Flash and Dr. Mid-Nite trace meteor footprints to Five Lakes Hospital, and Hawkman and Wonder Woman intercept the same invaders at a mining site, the Fire-People’s relentless attacks push each hero to their limit—each encounter revealing a new, dangerous edge to their fiery threat.
In "The Invasion of the Fire People, Part III," Green Lantern races to stop the Fire People’s escape as their radium gun proves too powerful for even his willpower. With Army planes down and Dr. Conrad carving a desperate warning into the mountain, the arrival of the JSA brings a crucial revelation: the Comet People’s weakness is heat. Armed with carbon-arc lamps, the heroes launch a daring assault, driving the Fire People to retreat—only to meet their end in a final, explosive stand.
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↩ Reprints All-Star Comics #44 (1948), All-Star Comics #45 (1949), All-Star Comics #46 (1949), All-Star Comics #47 (1949), All-Star Comics #48 (1949), All-Star Comics #49 (1949)
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