Captain Midnight #19
☆ Be the first to review + Add to your collection — Join freeThe issue contains two main stories. "Blood on the Rising Sun" by J. J. Millard follows Red Skye and his bomber squadron on a mission over Tokyo, where they successfully complete their bombing run despite enemy opposition and mechanical difficulties. "Captain Midnight and the Devil's Desk" features Captain Midnight investigating a mysterious city on a high plateau called the Devil's Desk, where he discovers evil Nazi agents posing as refugees and operating a sinister scheme to infiltrate South America with supposed refugee ships carrying Nazi operatives.
Captain Midnight pilots his revolutionary sub-plane—a hybrid aircraft that can dive beneath the waves—toward Pitcairn Island after intercepting a desperate distress call. When he arrives to find Japanese destroyers occupying the island and threatening its loyal British inhabitants, he and his companion Ichabod Mudd must devise an audacious plan using both the sub-plane's unique capabilities and an unlikely weapon the islanders have secretly prepared. With the radio damaged and reinforcements impossible, Captain Midnight and the descendants of the Bounty mutineers face an enemy stronghold with ingenuity and grit as their only advantages.
Captain Midnight's flight to London is diverted by fog over Salisbury Plain, where he discovers a mysterious fire burning near the ancient stone temple of Stonehenge—and a young woman in distress. What begins as a rescue becomes a puzzle when his plane is hijacked by a Nazi fugitive, leading Captain Midnight to uncover whether the strange phenomena at the site are the work of a modern enemy or something far older and more inexplicable. With the help of Scotland Yard's Inspector Dodge, he races to separate fact from legend at one of Britain's most haunted landmarks.
A mysterious city materializes overnight atop Devil's Desk, the mile-high plateau no plane can safely approach—and Captain Midnight knows something sinister is afoot. When a friendly hermit lures him into a cave and drugs him unconscious, Captain Midnight awakens to discover the entire rock formation is hollow, and Nazi agents are orchestrating a deadly scheme from within. Now Captain Midnight must navigate the enemy's underground fortress and stop them before his friends are pushed to their doom.
Chief M'Arson lives up to his nickname—"Never-Forget-His-Tools M'Arson"—until the moment it counts most: during a practice jump drill at the tower, he's so busy boasting about his perfect record that he overlooks the one piece of equipment that matters. When a fellow firefighter leaps from the window, M'Arson has mere seconds to save the day—or watch his reputation crash along with his colleague.
Captain Midnight investigates a ruthless scheme targeting European refugees fleeing to safety—evil ship captains and Nazi agents are exploiting the desperate masses, charging extortionate prices for passage and using innocent people as unwitting spies. When the inventive genius discovers the little girl he tried to help has become a pawn in the Nazis' game, he springs into action to expose the merchants profiting from human misery and stop the agents from slipping into South America.
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Reprinted in Captain Midnight #125, Captain Midnight #133, Captain Midnight #134
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