Amazing Mystery Funnies #20
☆ Be the first to review + Add to your collection — Join free"Murder Goes to College" kicks off with international soldier of fortune Kilgore in the Balkans, caught in a web of political intrigue after stumbling into a plot to overthrow a repressive regime. With the help of a mysterious agent from The Phantom Princess, he tries to stay hidden—but his defiance leads to capture and a tense confrontation at the city gates. Paul Graham handles both pencils and inks for the story, while Grieg Chapian delivers the cover art for this 1940 Centaur classic.
In "null," the Fantom races to rescue Professor Whitley and his daughter after the inventor is taken by the Bender gang, who seek to exploit his dangerous device. With the fate of the invention hanging in the balance, the hero confronts the gang at their hideout, determined to protect humanity from its power.
In the shadowed hills of the Balkans, international soldier of fortune Kilgore stumbles into a conspiracy far bigger than he expected. When he’s captured and brought to the city gates, a mysterious warning from The Phantom Princess offers no clear path—only a choice: vanish, or uncover the truth.
In "null," Selkirk witnesses the brutal tactics of a local racketeering ring enforcing their grip on Angcok’s fishing fleet, then sends a urgent message to John Henry, his ally in the Inner Circle, to devise a plan protecting the fishermen—before the next attack.
In "Murder Goes to College," former student Kane returns to his old school for a football game—only to witness a shocking murder when a star player is felled by a poison dart. As the campus descends into chaos, Kane must unravel the deadly mystery behind the attacks, uncovering a twisted vendetta from the disgraced ex-coach Luger.
In "null," Bill and Davey wake aboard a ship under the command of the enigmatic Jamaica Jones, only to be thrust into a perilous journey when a giant squid attacks. Stranded on a desolate island with no clear way home, the trio must face the unknown together—though their survival depends on more than just luck.
In "Chapter 4" of *Amazing Mystery Funnies* #20, Tippy Taylor stands at the edge of Fantasy Isle, having just fulfilled the wizard’s mysterious task and awakened the robot army—only to find herself stranded, with no clear way back to the subterranean castle where it all began. The story unfolds with quiet tension as Tippy faces the unknown, her cleverness tested not by battle, but by the quiet challenge of finding her way home.
In "Tiger," Jim reunites with his old friends Bill and Mary at their jungle plantation, only to find the region gripped by fear—something wild and dangerous is on the prowl. With the odds stacked against them, the trio sets out on a perilous safari to track down the rogue tiger before it strikes again.
In the 1940 science fiction tale "null" from *Amazing Mystery Funnies* #20, Jon and his team race against time to finish their rocket, their only hope to stop Satan Rex’s scheme to destroy Earth. With tension mounting and the fate of the planet hanging in the balance, the story unfolds in a race of ingenuity and courage.
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Reprinted in Continuum #7 (2009), Gwandanaland Comics #1219
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