All Star Comics Archives #7
☆ Be the first to review + Add to your collection — Join freeThis volume collects All Star Comics #48-53, featuring the Golden Age Justice Society of America in their final pre-Crisis adventures. The stories include the introduction of the new Star-Spangled Kid and battles against classic foes like the Wizard and the Injustice Society. This hardcover edition is part of DC's Archive series, preserving the original comic art and stories in a deluxe format.
A rare early tale from Gardner Fox, "The Man Who Knows Too Much [Introduction]" in All Star Comics Archives #7, presents Dr. Mid-Nite in a surreal, germ-dominated world where humanity is subjugated and reality itself feels unstable. With art by Stan Aschmeier and a striking cover by Cliff Chiang, the story follows Mid-Nite as he grapples with a terrifying new existence, questioning his own sanity while clinging to his scientific instincts.
In "The Man Who Knows Too Much, Chapter 1," Landor infiltrates a thieves' den, offering a bold proposition: a heist on the U.S. Mint in exchange for immense wealth. As the gang tests his worth, they’re blindsided by Hawkman’s arrival—only for a strange fountain pen’s ink to trap him, forcing Landor to seize his Nth metal gravity belt and take flight with the crew. With Hawkman retreating to his lab for a backup belt, the stakes rise in this high-stakes clash of wits and will.
In "The Man Who Knows Too Much, Chapter 2," Landor, a cunning mob leader, turns a humble vacuum cleaner into a menacing weapon, threatening local merchants with its power. The Atom arrives just in time to face the danger, diving into the city’s sewers to confront Landor’s henchmen and uncover the blackmail scheme targeting the bankers. As tensions rise and the villain escapes into the underground, he unleashes a terrifying new twist—using an automatic pencil as a flame thrower—forcing the Atom and the bankers into a desperate retreat.
In "The Man Who Knows Too Much, Chapter 3," Landor and his gang vanish into the desert, where he rigs a crude but terrifying device from scavenged metal, using a homemade mono-magnet to create a pulse that shuts down all electronic motors across a thousand miles. The Flash moves in fast, dismantling the machine and capturing some of the gang, but Landor escapes—vanishing into the heat haze, his next move unknown.
In "The Man Who Knows Too Much, Chapter 4," Dr. Mid-Nite races against time when Landor unleashes his experiment on the city zoo’s elephants and gorilla, transforming them with a mysterious compound. As the beasts rampage toward the electric works, Mid-Nite must confront Landor’s ultimatum—and his own limits—when the power plant becomes a battleground of chaos and lightning.
In "The Man Who Knows Too Much, Chapter 5," Landor, cornered with just two loyal men, turns desperation into a terrifying advantage by reconfiguring 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 the real test isn’t who wins, but what’s truly valuable.
In the final pages of "The Man Who Knows Too Much, Conclusion," Landor—once a threat to the JSA—finds himself at a crossroads after his weapon is neutralized by the Flash and Green Lantern. With no way to escape justice in the present, the heroes face an unusual dilemma: how do you contain someone who can outthink any prison? Green Lantern’s solution sends Landor back to his own time, 2446, where he’s forced to confront a future he never expected. Now, stranded in a world he once dismissed, Landor begins to see the modern age in a new light—though what that means for him remains uncertain.
In "The Dreams of Madness [Introduction]" from All Star Comics Archives #7, Hawkman brings a mysterious newspaper ad to the attention of the team, leading them to Forest Malone’s lab. There, they agree to test a revolutionary device meant to record and visualize dreams—only to discover the experiment is a trap, as Malone reveals himself as the Brain Wave, using the machine to plunge them into madness.
In "The Dreams of Madness, Chapter 1," Hawkman awakens in a surreal city of iceboxes, caught between warring factions of cold people and the feared Fire People. As he struggles to navigate this frozen world, he’s drawn into the plight of the suffering bird creatures caught in the crossfire—his only chance to prevent a catastrophic clash of elemental forces.
In "The Dreams of Madness, Chapter 2," Dr. Mid-Nite awakens in a surreal realm where microscopic entities rule as gods, and he must confront a terrifying truth: the people he tries to save may be the real monsters. As he struggles to reconcile his fading memories with the world around him, his scientific mind races to devise a defense—only to see it fail, leaving him questioning his own sanity. With his instincts screaming that something is wrong, Mid-Nite fights back, not with weapons, but with the desperate will to believe in his own reality.
In "The Dreams of Madness, Chapter 3," the Emerald Crusader finds himself caught in a surreal, dreamlike realm where a simple sparkler ignites cosmic wonder—astronomers believe its sparks are newborn stars, dismissing the Crusader’s protests as madness. When thieves snatch the sparkler, he pursues them through disorienting, shifting landscapes, only to realize, in a moment of startling clarity, that the astronomers below, holding three balloons by strings, are somehow tied to his own sense of self—and the universe itself.
In "The Dreams of Madness, Chapter 4," the Flash finds himself trapped in a surreal dream world where talking animals rule and humans are enslaved—except for him, the only one who can hear their voices. When the animals challenge him to a race to prove humanity’s worth, the Flash must face a frog in a bizarre contest that quickly spirals into chaos, leaving him humiliated and doubting his own reality.
In "The Dreams of Madness, Chapter 5," the Atom stumbles through a surreal world where people have umbrellas for arms and clocks for heads, only to find himself chasing down bank robbers—only to be shrunk by the rain, fall into water, and then suddenly grow to giant size. As he reaches for the clouds to summon sunlight in hopes of regaining his normal form, the criminals mistake him for a giant sponge, turning the chase into a bizarre, slippery struggle.
In "The Dreams of Madness, Chapter 6," Johnny finds himself in the surreal Land of Already Equipped, where a painter with a brush for a hand and a palette for a head is casually sketching a woman whose head is a bowl of fruit—something Johnny takes in stride while the T-Bolt insists he’s lost his mind. As bizarre appearances are the norm and human crooks use magic to force "normal" looks on others, Johnny, the only JSA member to remain lucid in his dream realm, sends the T-Bolt to track down the culprits behind the hex.
In "The Dreams of Madness, Conclusion," the JSA members stir from their shared nightmare, disoriented and still echoing with the remnants of their dreams. As Brainwave returns with his gang, Johnny takes charge, rallying the T-Bolt to break the mind control—only to find the team unleashed, fighting back with fury born of their subconscious.
In the quiet hum of Willie Wonder’s workshop, a sinister presence takes hold when the globe-being Zor invades his dreams, twisting the inventor’s genius into a weapon of chaos. Now crafting deadly "toys" for a criminal gang, Willie becomes a menace the Justice Society must stop—guided by the enigmatic Duna, guardians of Zor from a distant world. As the JSA follows the trail of impossible crimes, they’re unaware the Duna are watching, quietly protecting them from the shadows.
Hawkman arrives at a police station after hearing reports of two impossible crimes, then follows a lead to a millionaire’s mansion where robbers are floating mid-air and stealing from a safe. After subduing the thieves, he learns their anti-gravity device was built by a reclusive inventor known only as Willie Wonder—now the hero’s next target.
In "The Workshop of 'Willie Wonder' Chapter 2," Dr. Mid-Nite follows a mysterious trail after spotting a floating photograph that vanishes mid-air—leading him to an invisible man who flees with a fragment of strange, cloaking fabric. When two impossible crimes surface, Mid-Nite uses black light to expose the material’s secret and turns to radio waves to track the hidden criminals, uncovering a connection to the enigmatic Willie Wonder. With the clues pointing toward a toy shop, Mid-Nite moves in closer, ready to unravel the next layer of the mystery.
Green Lantern investigates a string of bizarre crimes where safes are crushed as if by a giant, then finds himself guarding a museum after priceless paintings go missing. When three thugs drink a strange liquid and transform into ancient heroes, the ring-wielder must restore order—turning the gods back to their true forms before they vanish into legend.
In "The Workshop of 'Willie Wonder' Chapter 4," the Atom follows a trail of peculiar footprints after a seemingly impossible penthouse heist, uncovering a gang of thieves who think they’ve vanished without a trace—only to walk straight into a trap set by the hero. With the criminals apprehended and the case closing, the Atom races toward Willie Wonder’s workshop, where the real mystery may be just beginning.
In "The Workshop of 'Willie Wonder' Chapter 5," Johnny finds himself stranded on a pier after a botched undercover run, only to be nearly drowned by the Water Rat Gang before the Thunderbolt comes to his rescue. Taken aboard the luxurious yacht J. Milligan, the crew is quickly disarmed and handed over to the authorities, while Johnny is whisked away to the eccentric inventor Willie Wonder’s factory—where the real mystery begins.
In "The Workshop of 'Willie Wonder' Chapter 6," the Flash traces a series of impossible crimes to a mysterious hole in the ground, uncovering a trail of clay that leads to Bare Mountain. Following the Borer into a hidden candy factory, he quickly subdues the criminals before confronting the strange machine behind it, its advanced technology hinting at a larger mystery. With the crooks in custody and the factory's secrets still unfolding, the Flash speeds off in pursuit of the elusive Willie Wonder.
In the final pages of "The Workshop of 'Willie Wonder' Conclusion," the Justice Society of America confronts a shocking revelation as the Duna return, forcing Zor out of Willie Wonder’s body and exposing a terrifying truth: Zor is not the hero they believed, but a prisoner of his own mind, and the Duna are his captors. With the team reeling from the truth, the Duna vanish with their captive, leaving behind only silence—and days later, a quiet gift from a grateful Willie Wonder in the form of carved wooden statues for each member.
In "The Return of the Psycho Pirate [Introduction]," Charley Halsted, a man whose powers manipulate emotions, escapes jail with his cellmate and begins a series of crime sprees fueled by the very emotions he can control. Unbeknownst to him, Big Mike is orchestrating the chaos from the shadows, using Halsted to draw out the JSA—his ultimate target. As the heroes follow a trail of emotional crime, piecing together clues left behind, Halsted finds himself caught between his own impulses and the darker design unfolding around him.
In "The Return of the Psycho Pirate, Chapter 1," Jo faces a chilling performance challenge when a masked manipulator weaponizes Pride against her, demanding $10,000 to ensure her success. As tension spikes, Hawkman arrives to confront the intruder, leading to a brutal clash with the Psycho-Pirate’s enforcers—only for the hero to resist the villain’s emotional assault and turn the tide. With the criminals arrested and Jo’s act soaring, Hawkman resolves to track down the elusive mind-bender who’s just reemerged.
In "The Return of the Psycho Pirate, Chapter 2," Jim Handley’s gold rush dream turns dangerous when his partner Ed Furnace, secretly working for Halstead, twists his ambition using the Psycho-Pirate’s power. Dr. Mid-Nite, sensing something’s wrong, sets a trap to unmask the manipulation—leading to the gang’s arrest and a surprising twist: Jim Handley becomes president of a platinum co-op his partners have formed.
In "The Return of the Psycho Pirate, Chapter 3," George Molon, a quiet jeweler whose reverence for gems is met with indifference by the wealthy, finds himself caught in a web spun by his friend Arnie James and the manipulative Psycho-Pirate. When a mysterious figure known as G.L. tries to warn him, George must decide who to trust—especially when the line between loyalty and control blurs.
In "The Return of the Psycho Pirate, Chapter 4," student scholar Eddie Morgan finds himself caught in a web of manipulation when the Psycho-Pirate’s thugs target his research at Midwestern University’s library, exploiting his curiosity to steal rare historical documents. The Atom intervenes, thwarting the thieves and escorting them to justice, then helps Eddie uncover a planted trail of incriminating papers meant to frame him.
In "The Return of the Psycho Pirate, Chapter 5," the Psycho-Pirate targets Stumble Spinnard after spotting his lack of confidence during a shadowboxing session, weaponizing Humility to turn him into a pawn in a rigged wrestling scheme. With Johnny Thunder’s help, the Champion plays along, setting up a final match that exposes the crooked fix—leaving the Psycho-Pirate stunned as the Thunderbolt delivers justice, and the villain retreats, begrudgingly impressed by Johnny’s cleverness.
In the heart of Elite Laboratories, Dan Soames struggles with a malfunctioning device, his frustration boiling over—until his boss intervenes, reminding him of his successes and newfound partnership. But when a Halstead mole amplifies his anger, Dan erupts, turning his rage on his own work. The Flash arrives just in time to intercept Dan’s rampage, uncovering a plot to deliver a crucial invention to Halstead—and stopping the mole’s network before it can strike.
In the final pages of "The Return of the Psycho Pirate, Conclusion," the Justice Society of America converges on the old Shelter Hotel, tracking their elusive foe through a cleverly planted clue. With the Atom revealing the wallet’s role in exposing the location—and Johnny’s wry remark underscoring the villain’s miscalculation—the team closes in, turning the tide in a tense, no-holds-barred showdown.
In "The Revenge of Solomon Grundy! [Introduction]," the reanimated corpse of Solomon Grundy escapes his energy prison after a lightning strike, driven only by a single purpose: to find and kill G.L. Meanwhile, at JSA HQ, the Lantern hears a knock, opens the door, and utters, "You!"—just before the team arrives to find the base in ruins and a massive muddy footprint left behind. As Johnny tunes in the radio to learn Grundy is on the loose, the Justice Society prepares to hunt him down, leaving Wonder Woman behind to gather intel.
In "The Revenge of Solomon Grundy! Chapter 1," a furious Grundy storms into the Regis newspaper office, driven by a vendetta against G.L., leaving chaos in his wake. As Hawkman arrives to intervene, he's quickly knocked unconscious—just as the editor and his father finally reconcile over their differences and pledge to unite their papers. With the city on edge and Grundy still on the loose, Hawkman sets off to track him down.
In "The Revenge of Solomon Grundy! Chapter 2," Jimmy’s game of marbles takes a terrifying turn when the reanimated Solomon Grundy shows up—his clumsy attempt to join in shattering the toys and sending the kids fleeing. As the mansion’s hidden robbers move in, Mid-Nite arrives on the scene, tracking Grundy by footprints, only to find himself caught between a criminal crew and the undead menace.
In "The Revenge of Solomon Grundy! Chapter 3," Jo finds herself tangled in a prankster’s game when a trio of thugs manipulates Solomon Grundy into breaking into a business, using her as bait while she’s being led to Grundy’s location. Just as she remembers where she needs to go, she arrives in Zenith—only to be knocked out by Grundy as the real action unfolds. When she wakes, the girls guide her to a cereal factory, where she confronts a fake Grundy and his henchmen, tearing off the stilts and revealing the ruse. The Thunderbolt arrives, knocks out the thugs, and offers to help her track down the real Grundy.
In "The Revenge of Solomon Grundy! Chapter 4," veteran Police Chief McGurk faces a sudden challenge when the city pushes to replace him with the younger, more aggressive Spenser Blade. When the reanimated Solomon Grundy crashes into Moosehead, both men try to stop him with guns—only to be outmatched. As the Flash arrives from Alcona, he witnesses the chaos firsthand, taking up the fight with mixed results before leading Grundy out of town, where a brutal cliffside struggle unfolds.
In the shadowy streets of Lambert City, a desperate crook named Baldy Balsom bets his crew he can pull off a crime spree with no one stopping him—until the unstoppable Solomon Grundy walks in. With Grundy on his side, Baldy sets out to commit three crimes, but the Atom is already on the trail, tracking clues to the Marshland Monster’s next move. When the Atom corners Baldy at a shoe factory, Grundy arrives, knocks him out, and leaves with no answers—leaving the hero to chase the monster once more.
In "The Revenge of Solomon Grundy! Chapter 6," Green Lantern’s quiet moment at JSA HQ shatters when Doiby Dickles bursts in with urgent news: Solomon Grundy has broken free and is on the loose. With the window smashed and the trail leading to State Park, the two race into the wilderness, where a brutal clash unfolds—Green Lantern barely holding on as Grundy drags him over a waterfall, drowning him in a deadly grip.
In "The Revenge of Solomon Grundy! Conclusion," the Justice Society of America rushes in to save Green Lantern from the Marshland Monster, ultimately subduing the creature by pinning it beneath the water. As night falls, Johnny questions what the man in the Moon might do with Grundy—then Green Lantern, using his power ring, encases the resurrected villain in a green bubble and sends him soaring to the lunar surface. As the heroes gaze up at the Moon, a quiet unease lingers: can even the Moon truly contain Solomon Grundy?
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↩ Reprints All-Star Comics #29 (1946), All-Star Comics #30 (1946), All-Star Comics #31 (1946), All-Star Comics #32 (1946), All-Star Comics #33 (1947)
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