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John Wayne Adventure Comics #15 (1952)

Toby · 1952 · 36 pages

Free to read · restored edition by comicbooks.com · Issue details →

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ContinueJohn Wayne Adventure Comics #16 →
Contains 3 stories
Bridgehead
8 pp · war

When John Wayne and his buddies Tim, Charlie, and Joe Billis set charges to destroy a vital bridge ahead of a Communist advance, the mission goes sideways fast—the enemy arrives early, the bridge blows before the squad can escape, and they're suddenly stranded on the wrong side of the river with enemy forces closing in. With Joe attempting a desperate swim back to headquarters and a bridgehead already under construction, the remaining Marines have to improvise, scavenge what they can, and find a way to stop the Reds from establishing a crossing. It's a taut little war story about quick thinking and teamwork when a routine demolition job turns into a full-scale survival scramble.

The Music Maker
10 pp

John Wayne zeros in on a mystery when haunting guitar music keeps echoing through Purple Valley—always seeming to accompany gunfire and trouble. When a charming music teacher named Ben Weber arrives in town to set up shop, Wayne begins to suspect the "Music Maker" might be connected to a string of crimes plaguing the territory, leading him to set an ambitious trap. But with the gentle professor winning over the locals—especially a young woman named Peggy Rumson—separating the truth from a convincing disguise becomes Wayne's toughest case yet.

The Devil's Horsemen
12 pp

When John Wayne and his partner Bonanza Bill arrive in Faro, Wyoming to help solve a mystery, they find the town under siege by a terrifying gang known as the Devil's Horsemen—skeletal figures on horseback looting and terrorizing the citizens. As Wayne and Bonanza track the strange raiders through the night, they discover a hidden valley on rancher Amos Coulter's land and uncover the eerie secret behind the skeleton effect. With the gang preparing to strike again, Wayne must piece together the truth before the next raid hits.

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