Blackhawk #21
☆ Be the first to review + Add to your collection — Join freeIn "Queen Killer Shark Part 2," the Blackhawks race against time to counteract Killer Shark's deadly serum, with Zinda playing a dangerous game of deception. As Blackhawk takes her to Blackhawk Island, her loyalty is put to the test when she sabotages their jets and unleashes the museum's armored machines in a desperate bid to turn the tide.
In "The Raid on Blackhawk Island," the Blackhawks are thrown into chaos when their leader seemingly falls in battle, leaving the team to fend off the War Wheel, the Flying Tank, and Killer Shark’s octopus—all controlled by the enigmatic Question Mark. With their morale shaken and the odds stacked, Chuck begins to suspect the truth behind the enemy’s mask, uncovering a shocking deception that puts the team’s loyalty and leadership to the ultimate test.
In "The Enemy Blackhawk Creatures," the Blackhawks thwart a museum heist only to lose a priceless pearl down a drain—until Professor Milbrook offers a daring solution: shrink them to retrieve it. With Andre accepting the risky proposition, the team soon realizes the professor’s true intentions are far more sinister than a simple rescue mission.
In "The Enemy Blackhawk Creatures Part 2," the remaining Blackhawks lead the four energy-beings to a forgotten amusement park, turning the rusted rides and silent attractions into a battleground. As the team is transformed into energy-beings themselves, they must find a way to fight back—not with force, but by outthinking their enemy in a surreal, shrinking showdown.
In "The Avalanche King," the Blackhawks race to Chile to investigate a series of deadly avalanches crippling national defense sites. There, they uncover a dangerous conspiracy led by a rogue scientist, Dr. Vicaro, while his daughter quietly aids them in stopping him.
In "Last Shot for Hendrickson," the Blackhawks track The Sniper to a remote Alaskan greenhouse, only to be captured in a deadly trap. With the team's freedom on the line, The Sniper challenges Hendrickson to a duel—offering a chance to win their release, but setting a trap that could blind Hendrickson and cripple his hand.
In the heart of World War II, Blackhawk undertakes a daring mission behind enemy lines, aiming to capture a high-ranking Luftwaffe captain for interrogation. When his plane is shot down just ten miles from the front, he handcuffs himself to the captive German and presses on through hostile territory, bound by both duty and circumstance.
In "Blackhawk the Sorcerer," the legendary hero finds himself stranded on a remote Pacific island where a forgotten Norman colony has thrived for nearly a thousand years. To secure his team's freedom, Blackhawk must convince the islanders of his supposed magical powers, testing his wits and courage in a place where history and myth are one.
In "Andre Must Die," a daring mission unfolds as Andre and Hendrickson parachute into Nazi-occupied Paris, only to be captured by enemy forces. With the fate of the resistance hanging in the balance, Blackhawk and his team are sent on a high-stakes flight to ensure Andre remains silent—before he can betray them all.
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↩ Reprints Blackhawk #108 (1957), Blackhawk #109 (1957), My Greatest Adventure #69 (1962), Detective Comics #326 (1964), The Brave and the Bold #53 (1964), The Doom Patrol #87 (1964), Blackhawk #200 (1964), Blackhawk #201 (1964), Blackhawk #202 (1964), Adventure Comics #349 (1966)
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