Etranges Aventures #21
In "Le poulpe maléfique," the Challengers face a series of perilous trials to claim leadership, each relying on their unique gifts. When June's challenge leads them through traps involving a robot pterodactyl, a minisub, a giant robot hand, and a gorilla, Ace emerges as the unlikely hero—using his wits and the tools at hand to save his teammates. Written by Bill Finger and illustrated by Bob Brown with inks by Wally Wood, this 1971 adventure from Etranges Aventures #21 is a clever, high-stakes test of courage and ingenuity.
In "Gruto !", a desperate journalist spins a tale of terror around an amnesiac alien, feeding public fear for a more dramatic story. When the alien finally regains its memory, it reveals its true purpose—peaceful exchange of knowledge—only to be repelled by the very humans it sought to help.
In "La pendule noire !", a thief's desperate grab of an antique clock from an old man unleashes a terrifying curse: the longer he holds it, the faster he ages, and the more agony he endures. Trapped between a swift, grotesque decay and the unbearable pain of letting go, he must decide whether to return the cursed object—knowing it might be his only hope, but not knowing what it truly demands.
In "Le dernier voyage du capitaine Kragg," a terrified space pilot seeking escape from a battle crash-lands on a planet that looks like 15th-century Spain—only to find himself entangled in a sailor’s quest to prove the world is round. Hoping to use the era’s belief in a flat Earth to his advantage, he swaps places with the navigator and sets sail, unaware the planet’s truth is far stranger than he imagined.
In "Capturé par Korilla," a Parisian cab driver stumbles upon a secret alien plot to invade Earth—only to find the authorities utterly dismissive. As he races to stop the scheme alone, he becomes an unlikely hero in a high-stakes standoff that ends not with triumph, but with the cold judgment of alien overlords.
In the dusty frontier of the Old West, a lone train conductor finds his life upended when bandits steal his train and abandon him to die in the desert. But when the iron beast he once loved roars to life, its engines blazing with a vengeance, it becomes a relentless force of justice—chasing the thieves across the open range.
In "Quand la nuit tombe," a quiet moment at a department store unfolds with eerie stillness—until a man watches the mannequins shift, then stays past closing, drawn into a mystery he doesn’t yet understand. As the lights dim and the figures move, he confronts them with a startling truth that redefines what it means to be alive.
In "La main crispée," a peculiar hand suddenly appears in a sideshow booth, drawing crowds and unexpected fortune. When the more scrupulous of the two exhibit owners learns the hand belongs to a stranded being from another dimension, he makes a choice that sets off a chain of events neither he nor his partner could foresee.
In "Que le meilleur gagne !", June challenges the Challengers to a test of skill and courage to determine their leader, each given a unique gift to aid their quest for the Gargoyle. From escaping a robot pterodactyl with a time-warping hourglass to navigating underwater traps and outsmarting a giant robot hand, the team faces perilous trials—only for Ace to rise as leader by using his gift and saving his teammates.
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Reprints
↩ Reprints Journey into Mystery #67 (1961), Journey into Mystery #69 (1961), Journey into Mystery #78 (1962), Sea Devils #23 (1965), Challengers of the Unknown #46 (1965), Metamorpho #5 (1966), Strange Adventures #216 (1969)
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