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Cover of All-Star Comics #31
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CATALOG RECORD

All-Star Comics #31

DC · Series began 1940 · October-November 1946

Dates

Cover date
October-November 1946
On sale
August 19, 1946
Pages
52

Editions and covers

Creators

pencils: Martin Naydel, Joe Kubert, Chester Kozlak, Stan Asch, Paul Reinman, C. C. Beck, Irwin Hasen, Harry Lampertinks: Martin Naydel, Joe Kubert, Chester Kozlak, Stan Asch, Paul Reinman, Pete Costanza, Irwin Hasen, Harry Lampertscript: Gardner Fox, Harry Lampert, Jim Robinsonletters: Harry Lampert

Stories

  • The Workshop of "Willie Wonder" [Introduction] · 5 pages

    In the workshop of Willie Wonder, an evil globe-being named Zor enters the mind of Willie Wonder as he sleeps, and his whole demeanor changes. Now he makes "toys" that are deadly, and he teams up with a thug, supplying his gang with terrible weapons of crime. The JSA, meanwhile, read of the crimes, then are visited by three globe-beings called the Duna, who are the keepers of Zor on another planet. who put them on the trail of Zor and the impossible crimes. Unknown to the JSA, the Duna will secretly follow the members, keeping them from harm until Zor can be re-captured.

  • The Workshop of "Willie Wonder" Chapter 1 · 5 pages

    Hawkman arrives at a Police station and learns of two impossible crimes from a cop, and the pair leave for the home of a jeweler whose diamond shipment is in is home and thus vulnerable. After a near accident, the pair arrive at the millionaire's mansion to see the crooks robbing a safe and floating in the air. Hawk knocks out two thugs, then spots the person with the anti-gravity device, knocks him out, and learns from the thugs that the device they used was made by a guy named Willie Wonder in the city. So, Hawkman heads out to find this man.

  • The Workshop of "Willie Wonder" Chapter 2 · 5 pages

    At Dr. Mid-Nite nears Sedgewick, he spots a picture falling in the air and then disappear. He leaps in the general area and discovers a man with the picture wearing a cloak that makes him invisible...but the man escapes, but he has a piece of the material. He then learns of two impossible crimes, then tests the material and discovers black light can make it visible. He asks radio stations to send out high-frequency radio beams, which makes the crooks visible. Mid-Nite wraps them up and learns about Willie Wonder's involvement, and he heads for the toy shop.

  • The Workshop of "Willie Wonder" Chapter 3 · 5 pages

    Investigating some mysterious, impossible crimes, the Police tell Green Lantern about two safes being mangled in a such a way that it looked as if a giant had smashed them. News then comes in from an art museum of valuable paintings coming in, so G.L. and a Policeman stand guard that night. It seems three thugs drink a strange liquid, then are transformed into ancient heroes. Using his power ring, G.L. turns the gods back into their real selves and turns them over to the Policeman as he heads off to see Willie Wonder.

  • The Workshop of "Willie Wonder" Chapter 4 · 5 pages

    The Atom investigates a strange robbery of a penthouse located in a building completely locked and closed. The thugs' leader wants to make one more score before quitting and leaving town, but he doesn't know the Atom has set a trap for them, and they walk into it. The Atom spots strange footprints and decides to look around, and spies the crooks leaving target house. He jumps them, pounds them into oblivion, turns them over to the cops and heads for Willie Wonder's place as fast as possible.

  • The Workshop of "Willie Wonder" Chapter 5 · 5 pages

    Taken to a pier by a cop, Johnny is told the Water Rat Gang operates from there, and, sure enough, they approach Thunder as if he is a part of the gang, but nearly drown him if not for the Thunderbolt. The sub has re-surfaces near a millionaire's yacht named the "J. Milligan," and they order the crew to keep their hands up while they come aboard. As they are doing so, Johnny, now soaked to the skin, is dropped by the Thunderbolt in the midst of the gang, and watches as the T-Bolt apprehends the men, turns them over to the crew, and takes Johnny to Willie Wonder's factory.

  • Showdown Stuff · 2 pages

    Ross Peters saw his brother Joe, a lawman in Cochise County, ride into town and he knew why: Joe was in town to help his father, the Sheriff there, to face up against the fastest gunfighter in the west: Joad Cullers. But Joe had his right arm in a sling, winged in the line of duty, he said, and unable to help his Dad. When the showdown occurred at the Crystal, Sheriff Peters was shot down and killed, and it was Ross, not Joe, who faced and beat Cullers. Later, Ross discovered that Joe could shoot left-handed and had taken care of Joad's partners for Ross.

  • The Workshop of "Willie Wonder" Chapter 6 · 5 pages

    Several impossible crimes occur which draws the Flash to the scene of the crimes, and who examines dirt thrown out of holes. He discovers they clay leads to Bare Mountain, so the Flash shows up and ties up the crooks, then notices a strange hole in the ground and decides to follow the Borer to its destination. The Scarlet Speedster and the Borer emerge in a candy factory together, and he takes care of the gang quickly. Noting the highly advanced technology of the machine, the Flash speeds off on the trail of Willie Wonder as the Police take custody of the thugs.

  • The Workshop of "Willie Wonder" Conclusion · 3 pages

    The JSA reassemble in front of Wonder's workshop, where the Duna suddenly reappear. Johnny, still dripping wet, is first in and Zor throws a galactic heat ray at him as the other members take on gang members of Wonder's that show up. The Duna then forces Zor out of Wonder's body and into the open. The JSA then learns that the Duna are Zor's keepers...that Zor is actually insane and capable of anything! The members are relived as the Duna disappear with their captive. Days later, the JSA receive special wood carved statues of each member from a grateful Willie Wonder.

Reprinted in

All Star Comics Archives (1991)

Run and key data from the Grand Comics Database (comics.org), CC BY-SA 4.0.

Identifiers and aliases from Wikidata (CC0).