Captain Midnight #18
☆ Be the first to review + Add to your collection — Join freeCaptain Midnight uses a special micro-movie projector that can be carried like a flashlight to show combat footage to troops during World War II. When enemy spies learn of this device, they infiltrate his operation and steal the projector along with other secret fighting inventions. Captain Midnight must recover the stolen equipment before the enemy can use it against Allied forces. The story involves trap-filled encounters, narrow escapes in the thin high-altitude air, and a showdown with spies at a secret airfield where the stolen inventions are being examined.
When a U.S. research expedition meets a mysterious end in Tibet, Captain Midnight investigates mysterious "flying things" that killed the team—only to discover that the villain Von Togo has hidden an army of giant prehistoric birds in the Himalayan mountains. Von Togo plans to unleash these colossal creatures against Allied forces on the Indian border, and Captain Midnight must find a way to stop him before the attack begins.
Captain Midnight uses his ingenious micro-movie projector—a portable device small enough to carry into combat—to locate a group of lost American flyers stranded on enemy-held Tomtom Island and relay vital intelligence about a Japanese base crippled by earthquake damage. When Japanese forces close in on the marooned airmen, the micro-movie becomes an unexpected weapon in a desperate fight for survival. With the help of his trusted aide Icky and a clever bit of film trickery, Captain Midnight must hold the line until a rescue squadron can break through enemy defenses.
Captain Albright pushes his experimental strato-plane to 20 miles above Earth—beyond any previous altitude record—and stumbles upon something impossible: a floating platform suspended by balloon, complete with stockade and traps. The mysterious inhabitant, a man marooned in the stratosphere for two decades, initially attacks in desperation, but when Captain Midnight reaches him, the truth emerges: Lieutenant Chamberlain, stranded since a balloon malfunction 20 years prior, has survived alone by fishing for birds and building a makeshift home from his gondola. Now Captain Midnight must figure out how to bring him safely back to Earth.
When someone impersonates Captain Midnight and makes off with his arsenal of fighting gadgets, the real Captain Midnight must pursue the thief—a Nazi spy called Kapitan Mittnacht—to reclaim his stolen tools and stop a dangerous plot before it's too late. Stripped of his gliderchute, doom-beam torch, and other trusted inventions, the mighty spy-crusher will need more than hardware to outsmart a cunning enemy who's already proven he knows how to use them. Can Captain Midnight defeat a rival who bears his name and wields his own legendary weapons against him?
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Reprinted in Take That, Adolf!: The Fighting Comic Books of the Second World War #[nn] (2017)
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