This issue starts off with the latest installment in the Captain Jim and the Texas Rangers serial. Captain Jim and Bob have been looking for the kids Rusty and Spike for an awful long time now. Part of this is due to how good Rusty and Spike are at hiding, which fits well with the half-pint race introduced in The Trophy Case v. 2 no. 4. The issue also comes up of gun range, and verifies that rifles have longer ranges than pistols. This is true in the real world, of course, but it's good to know what is factual in comic books and doesn't need to be glossed over in the abstractness of Hideouts & Hoodlums' combat rules.
Detective Sergeant Carey of the Chinatown Squad is still in China, where the soldiers there are the good guys and Carey and his friends are helping them root out bandits. The bandit leader, Sin Fu, has a lair inside a dormant volcano. The soldiers know about the cave complex visibly accessible from outside and have found the caves are all dead ends; the true entrance to his lair is a secret door made to look like part of the rock slope, and opens by being pushed in by a heavy weight (or much force). Sadly, the strip ends abruptly and we have no sense of what the interior of the hideout is like, save that is has a holding cell for prisoners (which keeps the army from just blowing up the volcano).
Captain Desmo fights with lengths of chain, snapping them like whips, in his installment. Even improvised weapons should do normal weapon damage.
Just like Zatara four posts ago, Nadir the Master of Magic uses a gun in this installment -- though, really, Nadir hasn't cast a spell in so long we can barely call him a Magic-User at this point. He might just be a Fighter with a magic item or two.
(Available to read at Comic Book Archives)
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