The Hawkman Archives #2
☆ Be the first to review + Add to your collection — Join freeThis second volume of The Hawkman Archives collects classic Golden Age adventures of the Winged Wonder from the pages of Flash Comics and All-Star Comics, reprinting stories from the early 1940s. Featuring the original Hawkman, Carter Hall, and his partner Hawkgirl, these tales showcase the archaeological hero battling ancient evils and modern menaces with his Nth metal wings and archaic weaponry. This hardcover edition continues DC's Archive series, preserving the earliest exploits of one of comics' first costumed heroes in a high-quality, remastered format.
In "Rivalry of the Winged Wonders!", Hawkman and Hawkgirl team up—unwillingly—to investigate strange artifacts at the Midway City Museum, only to uncover a mysterious girl in a magician’s costume speaking in riddles. When the two are brought together, they merge into a single, unexpected being: Zatanna. With her newfound voice, she shares a quest to find her father, the legendary Zatara. Written by Gardner Fox and illustrated with bold precision by Murphy Anderson, this 2005 tale from The Hawkman Archives #2 features dynamic artwork and a twist that redefines the duo’s mission—cover by Murphy Anderson.
In "Rivalry of the Winged Wonders!", Hawkman and Hawkgirl return to Thanagar to report on their mission to Earth, where their differing approaches to catching a jewel thief—Hal Parker relying on Earth police tactics, and her using Thanagarian methods—have sparked a heated rivalry. Under the watchful eye of Chief Andar Pul and Commissioner George Emmett, the tension between their styles puts their partnership to the test.
In "Master of the Sky-Weapons!", an immortal Mayan chief named Chac, returned from alien captivity with otherworldly weapons, threatens to plunge the world into chaos. Now, with Mavis Trent at his side, Hawkman and Hawkgirl must confront a force from beyond time and space before Chac’s ancient power brings ruin to the modern world.
When Hawkman's wings are damaged in a clash with mobsters, he turns to a legendary artifact: the wings of Icarus, now on display at the Midway City Museum. As Joe Tracy watches the exhibit, the ancient wings seem to hum with forgotten power—just as Hawkman prepares to take flight once more.
In "Birds in the Gilded Cage!", an alien bird-creature mistakes the Hawks’ crimefighting efforts for danger and imprisons them in a gilded cage, believing it’s protecting them from a gang of crooks. Commissioner George Emmett must navigate the bizarre situation as the line between savior and jailer blurs.
When Hawkman and Hawkgirl each uncover strange artifacts at the Midway City Museum, they’re drawn into a mystery involving a paralyzed girl in a magician’s costume who speaks in riddles. As the two halves of a fractured being are reunited, they merge into a single, powerful presence—Zatanna—whose awakening sets her on a quest to find her missing father, the legendary Zatara.
In a daring raid across time, Jan Kyll and his band of raiders from the year 11964 unleash a mysterious machine that magnetizes men, using its power to plunder treasures from history. When the device's reach threatens to draw in even the mightiest heroes, Hawkman and Hawkgirl must confront a menace that bends both metal and time—while Commissioner George Emmett and the enigmatic Jabez Hart race to stop the chaos before it’s too late.
When the Shadow-Thief strikes again, he unleashes his Dimensiometer to trap Thar Dan and the Hawks in a chilling transformation—leaving them as living shadows, motionless and trapped. With Commissioner George Emmett on the case, the city braces for a battle where the line between light and darkness blurs, and every move could be the last.
In "The World Where Evolution Ran Wild!", Dwyanna Ral and Ambarr find themselves cast back to primal times—only to stumble into the surreal realm of Illoral, where tiger-men rule and gorillas soar through the skies. The duo must navigate this twisted reflection of evolution’s path, where the natural order has taken a wildly unexpected turn.
When Ira "I. Q." Quimby breaks free from prison using a sun-charged pinwheel to vanish, he quickly reassembles his misfit I.Q. Gang for a fresh wave of chaos. Hawkman and Hawkgirl must track down the elusive prankster and his crew before their latest scheme spirals out of control.
Hawkman follows a strange energy trail from a museum to an ancient Egyptian hideout, where he discovers the mysterious Crocodile-Men and the hidden operations of the Criminal Alliance of the World. With Shayera captured and the enemy's plans unfolding, Hawkman must fight through the lair’s deadly defenses to free her before CAW vanishes into the shadows.
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Reprints
↩ Reprints Hawkman #1 (1964), Hawkman #2 (1964), Hawkman #3 (1964), Hawkman #4 (1964), Hawkman #5 (1964), Hawkman #6 (1965), Hawkman #7 (1965), Hawkman #8 (1965)
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