All Star Comics Archives #4
☆ Be the first to review + Add to your collection — Join freeThis fourth volume of the All Star Comics Archives series reprints the early 1940s adventures of the Justice Society of America, collecting issues #12 through #14 of the original Golden Age series. Featuring classic stories with the original Flash, Green Lantern, Hawkman, and other JSA members, this hardcover edition preserves the vintage artwork and storytelling that defined DC's first superhero team.
In "The Man Who Created Images! Introduction," Gardner Fox and Joe Gallagher deliver a gripping tale set at Sharktooth Bay, where the enigmatic Brain Wave uses his power to conjure living images from his mind—once for profit, now for vengeance. As the JSA lies trapped and Wonder Woman confronts the psychological trap set by the villain’s illusions, the story unfolds with a tense, cerebral edge, culminating in a dramatic and unexpected fall. The cover by Joe Staton and Rick Burchett captures the eerie intensity of the moment, while the interior art by Gallagher and colorist Tom Ziuko brings the surreal visuals to life.
In "The Man Who Created Images! Introduction," Wonder Woman finds the entire JSA missing from their meeting, each leaving only a note citing urgent, secret missions. With no time to spare, she enlists the girlfriends of the heroes, dressing them as their respective counterparts to take on a mystery threatening the team—each woman stepping into a role far beyond their usual lives, guided only by the trust they’ve placed in their partners.
In "The Man Who Created Images! Chapter 1," Hawkman investigates a series of vanishings linked to a mysterious flash of light, following a murder that defies explanation. As he tracks clues to a reclusive figure known as Big Tiny, he uncovers whispers of a shadowy force called "The Brain Wave," leading him to a hidden tower at Sharktooth Bay.
In "The Man Who Created Images! Chapter 2," Dr. Mid-Nite, Hooty, and an amateur sculptor find themselves tangled in a mystery as statues mysteriously come to life—only to uncover a chilling clue from crook "Hunky" Pollak that points to the Brain Wave manipulating reality through his mind's eye.
In "The Man Who Created Images! Chapter 3," Johnny’s disastrous Naval Officer Candidate School exam leads him to the suspicious Morrison Museum—public on the surface, a criminal vault beneath. When the statues of Caesar and other figures come to life before his eyes, the Thunderbolt arrives to restore order, only to find the ghostly intruders vanished without a trace. As Johnny digs deeper, hidden gems and a shadowy conspiracy begin to surface.
In "The Man Who Created Images! Chapter 4," former ballplayer Johnny Spartan struggles with lingering fear at the plate after a painful past injury—until a mysterious figure offers a strange cure. As his performance on the field takes a bizarre turn, the Atom steps in to investigate a pattern of missed plays that may be tied to a hidden scheme, uncovering a dangerous game behind the game.
In "The Man Who Created Images! Chapter 5," the Sandman’s haunting presence returns to haunt the guilty minds of wealthy men, their nightmares revealing a shocking truth: the Sandman wasn’t just a dream-weaver, but a silent blackmailer. When he finally appears before Wesley Dodds and Sandy Hawkins, the duo must unravel the mystery behind the dreams before the line between nightmare and reality collapses.
In "The Man Who Created Images! Chapter 6," Edwin Ackerman battles sleepless nights haunted by phantom visitors—until three peculiar little beings appear, witnessed even by Starman. As the truth of Ackerman’s atomic project unfolds, Starman uncovers a strange link to a childhood friend named Henry King, whose gift for conjuring companions echoes the dreams haunting Ackerman. With the mystery deepening, Starman sets off for Sharktooth Bay, drawn by the enigmatic presence of the Brain Wave.
In "The Man Who Created Images! Chapter 7," the Spectre tracks a series of phantom burglaries that vanish as suddenly as they appear, leading him from the streets of Boston to the eerie isolation of Sharktooth Bay—where the enigmatic Brain Wave awaits. With clues from the Psychic Research Society and the unsettling truth behind the vanishings, the Spectre closes in on a mystery that blurs the line between illusion and reality.
In "The Man Who Created Images! Chapter 8," fanatical racketeer Gregory is haunted by the ghosts of his victims, driving him to abandon his criminal life. Seeking redemption, he turns to the enigmatic Dr. Fate, who offers him guidance—though not without cost.
In "The Man Who Created Images! Conclusion," the Brain Wave, a once-ambitious man who mastered the power to conjure people from thought, faces the consequences of his past choices as he traps the JSA and their allies in a web of mental illusions. With Wonder Woman and her companions in peril, the line between creation and control blurs—until a final, desperate act forces a reckoning.
In a gripping three-page story from *All Star Comics Archives #4*, Hawkman rallies the Justice Society to counter a new Nazi threat: not just bombs and battles, but the dangerous spread of division at home. With the enemy exploiting prejudice to weaken America’s unity, each hero is tasked with mentoring local Junior Justice Society members and recruiting new allies to stand together.
In "The Justice Society Fights for a United America! Chapter 1," Hawkman investigates unrest at the Bolton Steel Works in Hawk Valley, where a fifth columnist is inciting division among the workers. As he uncovers a Nazi agent manipulating tensions, he rallies the Justice Society to root out similar threats across the nation.
In "The Justice Society Fights for a United America! Chapter 2," Tony Scarlotti, once a mob boss, now struggles to live up to the life he promised his son—especially when Dr. Mid-Nite arrives at their home, not to confront Tony, but to protect his son, a young JJSA member facing prejudice. When an old associate returns with a dangerous demand to exploit those same divisions, Tony is forced to choose between his past and his son’s future—until a kidnapping forces Dr. Mid-Nite to act.
In "The Justice Society Fights for a United America! Chapter 3," the Atom finds himself trapped beneath a collapsing coal mine, his mind racing back to the tension brewing in the mining camp. With a Nazi infiltrator spreading lies about unsafe conditions, the Atom must prove the mine's integrity—both by leading miners through it himself and by uncovering sabotage from within.
In "The Justice Society Fights for a United America! Chapter 4," a mysterious seer named Mr. Fortune manipulates fate itself, ensuring that his predictions come true—until his growing influence threatens to turn public fear into a dangerous weapon. When Dr. Fate steps in, claiming Fortune is a Nazi infiltrator spreading lies, he must convince the weary members of the Justice Society that the real danger isn't the future he foretells, but the truth he distorts.
In "The Justice Society Fights for a United America! Chapter 5," the Sandman’s spectral presence unsettles the publisher of the Nazi-aligned newspaper *The New Way*, but it’s a young JJSA newsie who becomes the key to exposing the truth. With the Sandman guiding him from the shadows, the newsie races to uncover the paper’s hidden agenda before the publisher vanishes into the dark.
In the quiet town of Granary, tensions rise as Nazi propagandists sow division among farmers, claiming storekeepers exploit their labor. Starman arrives to mediate, only to be met with suspicion—until he calls on the Justice Society of America to uncover the truth behind the deception.
In the quiet town of Shelby, a mysterious safe robbery sets off a wave of tension when a stolen floor plan is planted on a worker, sparking racial division among the plant’s new employees. With the Justice Society on the scene, Spectre takes a bold stand—dragging a sleeping propagandist into space and impersonating Satan to expose the truth, leaving the town reeling from the consequences.
In "The Justice Society Fights for a United America! Chapter 8," Johnny takes a dangerous risk when he infiltrates a hidden base using a stolen password, swayed by a wave of Nazi propaganda that twists the truth about farmers and food. As he begins to believe the lies, the Thunderbolt must help him see the deception before it's too late. When a theater owner invites the JSA to a War Bond rally, the team prepares to answer the call—though the real challenge may be the one still unfolding.
In a stirring finale to their mission, the Justice Society of America unites in a grand motion picture palace, rallying the American people with a powerful message of solidarity. As Hawkman reminds them, the true enemy isn’t difference—it’s tyranny, and only together can they stand against the forces of hate.
In "The Brain Wave Goes Berserk, Introduction," Wonder Woman alerts the JSA that their meeting minutes have vanished—just as the villainous Brain Wave, presumed dead after a fall from his tower, reveals his twisted plan: using a mix of electricity and a mysterious substance, he’s shrunk the entire team to just 8 inches tall. With the JSA now trapped in tiny cages and scattered across the room, their only hope may lie in a call to the sky—when Hawkman summons his hawks, who swoop in to carry them away as Brain Wave watches, silent and calculating.
In "The Brain Wave Goes Berserk, Chapter 1," Hawkman is snared mid-flight by a JJSA member and learns from a young boy that his father is in danger—robbed by Brain Wave’s men. Racing to the house, they find the boy’s toys are actually tiny, living soldiers, now restored to normal size by a yellow ray. With the police arriving to arrest the thugs, Johnny Thunder’s Thunderbolt appears and takes Hawkman away, leaving the mystery unresolved.
In "The Brain Wave Goes Berserk, Chapter 2," Sandman finds himself caught in a strange chain of events after being freed by a hawk near a tree sprouting dollar bills—each etched with coded messages for criminals tied to the Brain Wave. As he tracks the thugs to a jewelry store, he uses the clues on the bills to outmaneuver them before a policeman arrives to arrest them, only for the Thunderbolt to suddenly appear and carry him off.
In "The Brain Wave Goes Berserk, Chapter 3," Brain Wave's henchmen deploy indestructible spider webs to subdue guards protecting a safe in a private home, launching a high-stakes heist. The Spectre intervenes, struggling with his size until he rockets into space, redirects a meteor toward the house, and crashes it to knock out the thieves—only to be intercepted by the Thunderbolt, who spirits him away to Johnny Thunder.
In "The Brain Wave Goes Berserk, Chapter 4," the Brain Wave's gang, led by the surprisingly unassuming Lucky Luke, infiltrates a bank posing as plumbers—only to be outmaneuvered by Doctor Fate, who tracks them to Lucky’s apartment using a mysterious typewriter. With Friday the 13th looming and one final job still uncompleted, the tension mounts as Fate prepares to intervene—just as the Thunderbolt arrives on the scene.
In "The Brain Wave Goes Berserk, Chapter 5," Augustus Flack receives a mysterious newspaper that names him as the target of a dangerous game, followed by a falling ace of spades card with a cryptic message. Mid-Nite, drawn in by the strange clues, tracks down the address and uses his blackout bomb to outwit the thugs, turning their own fear against them by convincing them they’ve been poisoned by the papers—then guiding them to a doctor who helps expose the scheme.
In "The Brain Wave Goes Berserk, Chapter 6," the townspeople are lured to Keller's Circus for a free show—only to be gassed while the Brain Wave sweeps through the empty town, preying on its vulnerability. Starman arrives just in time to confront the thieves, fighting them off until the police arrive—only to be abruptly taken away by Thunderbolt, leaving the aftermath unresolved.
In "The Brain Wave Goes Berserk, Chapter 7," the Atom races to stop a string of bizarre accidents—each victim a known crook—only to uncover a scheme where the Brain Wave is manipulating criminals into faking their own mishaps. With the thugs escaping the hospital with stolen radium, the Mighty Mite pursues them through the city, battling until police arrive—only for the Thunderbolt to appear and whisk the Atom away.
In "The Brain Wave Goes Berserk, Chapter 8," Johnny finds himself flat on his face—literally—after crashing into the Keystone Hotel, just as a fake Senator Sebastian Graves swaps places with the real one inside. With his usual size no match for the chaos, Johnny must think fast to outwit the impostor, rallying the Thunderbolt to grow back to full size and summon the rest of the JSA before things spiral further.
In the final pages of "The Brain Wave Goes Berserk, Conclusion," the Justice Society of America races to stop the mad scientist Brain Wave at his tower on Sharktooth Bay, where he’s rigged explosives to destroy them. With quick thinking and a well-placed move by the Thunderbolt, the JSA turns the trap against Brain Wave—just as he’s about to trigger the blast.
In "Insects Turn to Crime! Introduction," Chairman Hawkman unveils a wax exhibition of a miniature insect world to the JSA, revealing a new master criminal's sinister plan to use insect hormones to breed a race of super-powered men-insects for criminal conquest. Johnny Thunder's dramatic late arrival—walking on the ceiling and buzzing like a fly—drives home the urgency of stopping this threat before it spreads.
In "Insects Turn to Crime! Chapter 1," Abner Mason pleads with Hawkman for help when his son is kidnapped by a gang of termite men hiding in the abandoned Cartwheel house. The criminals, using a sticky gummy substance to subdue guards, have been pulling off bank robberies—until they trap Hawkman in the burning house, dangling over flames. With the heat melting the webbing, Hawkman breaks free and sets out to track down the culprits, but the danger is far from over.
In "Insects Turn to Crime! Chapter 2," Serge Astrakoff’s groundbreaking plant-based rubber discovery draws an unexpected threat when giant, snail-like borer-men emerge from beneath his lab to steal the formula. The Sandman investigates the bizarre intrusion, tracking the strange intruders through the city’s underbelly and using his signature gas to subdue them before securing the stolen research.
In "Insects Turn to Crime! Chapter 3," the Spectre takes on the Water Bug, a former world-record-holding swimmer turned criminal after being recruited by the King Bee. As the Ghostly Guardian tracks down the insect-themed gang, he finds unexpected cooperation from a man whose past is as deep as his dive.
In "Insects Turn to Crime! Chapter 4," a hijacked airliner crashes into a remote desert, leaving its passengers stranded as hornet men vanish with the wreckage. Dr. Fate, passing nearby, is spotted by Hasher, a member of King Bee’s gang, who alerts the others to his presence. With swift precision, Fate defeats the hornet men, captures Hasher and his crew, uncovers incriminating paperwork linking them to King Bee, and sets off to confront the elusive leader.
In "Insects Turn to Crime! Chapter 5," Fred Norman confronts the lingering trauma of his friend Jim’s death—killed by a spider a decade prior—when human spiders invade a bank where he’s working late. With Dr. Mid-Nite’s guidance, Fred must face his phobia head-on as he battles the King Bee’s spider-men, using his wits and courage to push past fear.
In "Insects Turn to Crime! Chapter 6," the city trembles under the weight of ant-men—massive, armored creatures capable of crushing cars with their bare hands. As the King Bee's thugs use them to rob banks, the Astral Avenger struggles to stop them without lethal force, until Starman uncovers the truth: the ant-men are controlled by a microphone via antennas on their heads.
In "Insects Turn to Crime! Chapter 7," the emerald Green Glacier recounts its theft from Carteret's House of Jewels by a gang of Grasshopper Men. The Atom arrives on the scene, using his size-shifting abilities to guide the insect-like thieves into a field of grain before subduing the human criminals and securing the precious gem.
In "Insects Turn to Crime! Chapter 8," Johnny, still reeling from the fly hormone’s effects, finds himself dragged into another bizarre crime spree at the diner—this time with a set of wings and a new craving for soup laced with the same mind-altering ingredient. With just enough clarity to suggest a plan, he teams up with the Thunderbolt to outwit the swarm, leading them toward the King Bee’s lair in a scheme that’s equal parts absurd and oddly strategic.
In "Insects Turn to Crime! Conclusion," Elmer Pane—once mocked for his obsession with bugs—unleashes a bizarre experiment that turns insects into criminal forces under his control. With the Justice Society of America closing in on the King Bee’s lair, they must race to find the antidote and free the mind-controlled victims before the hive mind’s influence spreads further.
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↩ Reprints All-Star Comics #15 (1943), All-Star Comics #16 (1943), All-Star Comics #17 (1943), All-Star Comics #18 (1943)
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