Elektron #10
In "O desafio dos bandidos do computador," Aquaman faces a new threat when Joe Moxie launches a maritime protection racket using dynamite and high-tech gear to terrorize coastal shipping. With the sea as his battleground, Aquaman outsmarts the gang by slipping away undetected, using an iceberg as cover before launching a daring rescue. Ramona Fradon's dynamic art brings the underwater showdown to life, capturing every pulse-pounding moment.
In "O desafio dos bandidos do computador," Ray Palmer’s groundbreaking crime-solving computer falls into the hands of Rod Mack and his gang, who twist the machine’s power for their own schemes. With the Atom caught in a battle of wits against tech-savvy criminals using his invention against him, he must rely on brains over brawn to regain control.
In "A noite dos anõezinhos," Artur Ennis stumbles upon a strange, otherworldly encounter in the woods—tiny, fairy-like beings said to haunt the night. What seems like a supernatural mystery unravels into a carefully orchestrated scheme by The Atom, using folklore as a cover to uncover hidden crimes. A clever blend of myth and method, the story weaves illusion with intent, leaving the truth just beyond the edge of belief.
In "A quadrilha dos mares," Aquaman faces off against Joe Moxie’s ruthless maritime gang, who use dynamite and modern gear to terrorize coastal shipping. After being cast adrift, Aquaman uses stealth and the ocean’s own forces—manipulating an iceberg to strike unseen—to rescue trapped sailors and bring the criminals to justice.
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↩ Reprints Adventure Comics #195 (1953), The Atom #20 (1965)
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