Super Pup #4
☆ Be the first to review + Add to your collection — Join freeThe issue contains two main stories: In the cover story, Super Pup intercepts a Martian Patrol spacecraft carrying a planet-destroying atom bomb aimed at Earth, declaring his intention to catch it and save the world. The second story, "Spacemouse," features a mouse inventor named Molly who creates invisible paint, which comically renders invisible when applied and washes off with plain water. Additionally, there is a story involving a police chief investigating mysterious shadowy figures fleeing a shack and a mine shaft, eventually venturing into the mine to face unknown dangers. A third backup story depicts a character named Dilly searching for employment, eventually finding farm work after a long period of joblessness.
When illegal uranium starts flooding into the United States, Super Pup is called in by the Treasury Department to track down the smugglers—a mystery that leads him to the Moon itself and a suspicious shipping company with plenty to hide. Disguised as a laborer, Super Pup infiltrates the operation on the lunar colony and uncovers a scheme to slip uranium past Earth customs, but his cover is blown before he can bring the smugglers to justice. Now Super Pup must contend with sabotage, danger, and a desperate race against time as the net closes in on the criminals.
When strange rumors about an abandoned mine threaten to cause panic in a small Midwestern town, Super Pup tags along with a vigilante committee to investigate—only to discover that the mine is actually the entrance to an underground empire planning a thousand-year-old invasion using mountain-moving machines. With the surface world under attack and time running out, Super Pup must stop the Sub-Earth Men before their conquest begins.
When Space Mouse unveils his latest invention—invisible paint that renders anything unseen—a conniving informant named Gasser seizes the chance to sell the formula to the ruthless pirate Dregs Durkin, who plans to use it to raid the Interstellar Arsenal with a hidden fleet. After Space Mouse and Molly are captured, they must outsmart Durkin and help the police patrol stop an enemy they can't even see.
Dilly the pig needs a new tuxedo for tomorrow's big dance with Dotty, but he's broke—so he sets out to find work, bouncing from one disastrous job to the next. His luck changes when he ends up behind the wheel of a taxi that gets tangled up with a crook on the run, and Dilly finds himself in the middle of a wild chase. By the time the dust settles, he's got the reward money he needs and a real story to tell at the dance.
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