Flash Gordon Comic-Book Archives #2
☆ Be the first to review + Add to your collection — Join freeThis second volume of Dark Horse's Flash Gordon Comic Book Archives collects the King Comics Flash Gordon series from the late 1960s, featuring the classic space-adventure hero created by Alex Raymond. The stories, written and drawn primarily by Al Williamson, continue the exploits of Flash, Dale Arden, and Dr. Zarkov as they battle the tyrannical Emperor Ming and other menaces on the planet Mongo. This edition reprints issues #5–8 of the 1966 series, showcasing Williamson's dynamic artwork and faithful adaptation of Raymond's original vision.
In "null," Flash Gordon returns to Mongo, drawn by the need for radium to maintain peace on Earth. There, he faces a dangerous scheme when Bellam and Dr. Dravo unleash a life-prolonging serum—only for Flash and his allies to survive, uncovering a betrayal that sets them on a collision course with Bellam’s true intentions.
Flash Gordon and the Mole Machine finds Flash and Dr. Zarkov diving deep beneath Mongo’s surface with a mysterious underground vehicle, uncovering a hidden sea and a forgotten city ruled by Princess Darla. Captured and sentenced to lifelong exile, they must win the princess’s trust—and prove their worth—by confronting a dangerous threat that endangers Krenkelium itself.
In "[Part 1] Flash Gordon and the Space Pirates," Flash Gordon’s experimental fuel cell fails mid-flight, crashing his ship into the domain of a ruthless space pirate crew. With the pirate leader’s niece secretly aiding his escape, Flash learns she’s torn between loyalty to her uncle and the terrifying scope of his grand design—one that threatens to engulf the entire universe.
In "The Death Trap of Mongo," Flash Gordon faces his greatest trial yet when his archenemy Ming orchestrates a deadly scheme to reclaim the planet, using Dale’s captivity as bait. With Gorlak’s vengeful assault and Ming’s dark magic closing in, Flash must navigate a labyrinth of traps and treachery across Mongo’s alien landscapes. Meanwhile, Zarkov works in secret to free King Barin and the imprisoned council, hoping to restore order before the planet falls into chaos.
In "The Sea Beast," Flash, Dale, and Zarkov are stranded in Mingo City when a storm forces them down, only to be captured by the enigmatic Captain Sangre. With their survival tied to an ancient sea monster known as the Goliath Electric Eel, the trio must help Sangre free his ship before the ocean’s fury claims them all.
In "Lost in the Land of the Lizardmen," Flash Gordon infiltrates a tribe of reptilian warriors to uncover the truth behind rumors of Ming the Merciless’s survival, leading him deep into their hidden realm. With Vultan’s help, he joins their ranks and discovers a shocking connection to Dale, whose fate is now entwined with the lizardmen’s dark mission.
In "Flash Gordon Meets Monolith, Champion of Mongo," Flash Gordon faces a deadly trial by combat when he challenges the towering, one-eyed champion Monolith to prevent a war on Mongo. With Dale Arden’s true identity still a mystery and the fate of the planet hanging in the balance, Flash must prove his worth against the Emperor’s mightiest warrior—before the throne of Mongo is claimed by blood.
In "[Part 3] Flash Gordon and the Space Pirates," Flash and Patch crash-land on a strange planet after a meteor strike, only to face a terrifying predator and eerie, glowing globes that threaten to control their minds. With quick thinking and a trusty ray gun, they fight their way through the alien danger before escaping back into the stars.
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Reprints
↩ Reprints Flash Gordon #1 (1966), The Phantom #18 (1966), Flash Gordon #2 (1966), The Phantom #19 (1966), Flash Gordon #3 (1967), The Phantom #20 (1967), Flash Gordon #4 (1967), Flash Gordon #5 (1967), Flash Gordon #6 (1967), Flash Gordon #7 (1967), Flash Gordon #8 (1967), Flash Gordon #9 (1967), Flash Gordon #10 (1967), Flash Gordon #11 (1967)
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