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|Thursday, August 1st, 2013|
|Tuesday, April 2nd, 2013|
|Indiana Jones screenplays
scripts are available at TheRaider.net
We are seeking PDFs of any of the others.
Scripts in red
are out there and pictured below.
If you have any information please contact
Lucas/Kaufman story conferences (about six), late 1974Lawrence KasdanLucas/Spielberg/Kasdan Raiders story conferences (117 pages) January 23-27 1978
Fine/Kasdan/Kaufman taped conversation (10 pages)
Lucas story treatment (19 pages) January 25, 1978
Debbie Fine historical notes for Kasdan, April 5, 1978
First Draft (144 pages) June 15, 1978
Second Draft (106 pages) March 1979
Third Draft, August 1979Revised Third Draft (102 pages) August 1979
Fourth Draft, November 1979
Production meeting notes, January 22, 1980Fifth Draft (103 pages) April 25, 1980Continuity Breakdown (72 pages) May 28, 1980
Release Dialogue Script (210 pages) June 8, 1981Willard Huyck and Gloria Katz
Lucas/Spielberg/Huyck/Katz 4-day story meeting, Spring 1982
Lucas "Temple of Death" treatment (20 pages) May 30, 1982
First Draft, August 1, 1982
Revised First Draft, September 13, 1982Shooting script revision, March 1, 1983Revision "Temple of Doom" (128 pages) March 10, 1983
Shooting script revision, April 10, 1983
Scenes rewritten and inserted, June 21, 1983
Scenes rewritten and inserted, July 14, 1983Revised final shooting script (128 pages) July 20, 1983Chris Columbus
Lucas "Monkey King" story treatment (8 pages) September 1984
Lucas more detailed outline (11 pages)First Draft "Indy III" (120 pages) May 3, 1985
Debbie Fine notes, June 21, 1985
Second Draft "Lost City of Sun Wu Kung" August 6, 1985Menno Meyjes
First Draft "Indy III" October 2, 1986
Revised First Draft, November 21, 1986Jeffrey Boam
Lucas story treatment "Last Crusade" (6 pages) March 1987
First Draft "Indy III" September 15, 1987
Partial revision, September 30, 1987Second Revision, February 23, 1988Third Revision (134 pages) March 1, 1988
Undated Amblin revision (Barry Watson)Fourth Revision (Barry Watson) May 8, 1988Published TranscriptJeb Stuart
Story conferences, September 20-24, 1993
Lucas/Stuart story conferences, October 8, 1993
First Draft "Saucermen from Mars" May 24, 1994
Script discussions, August, September, 1994Revised Draft "Saucer Men From Mars" (119 pages) February 20, 1995 Jeffrey Boam
First Draft, 1995
Second Draft, 1995
Third Draft, December 18, 1995
"Saucermen" retyped March 1996
Lucas/Spielberg/Ford story conference, April 12, 2000
Lucas/Spielberg 2 story conferences, December 2001, June 2002Frank Darabont
Darabont/Speilberg, Darabont/Lucas story discussions, July 2002
Lucas outline for Darabont, July 31, 2002
First draft "City of the Gods" May 27, 2003
Second draft, 2003Third draft (138 pages) November 4, 2003
Lucas revision early 2004, "Phantom City of the Gods."Jeff Nathanson
Lucas/Spielberg/Nathanson story conferences, August 2004, May 2005
First Draft, November 2005
Second Draft, 2005
Third Draft "Atomic Ants" December 2005
Lucas revisionDavid Koepp
First draft "Destroyer of Worlds" July 28, 2006
First draft revisions, October 2006Final shooting script "Kingdom of the Crystal Skull" (132 pages) October 2007
Last Crusade - Fourth Revision - May 8, 1988
Indy III - Second Revision - Feb. 23, 1988
Temple of Death - Revised 3/1/83
|Wednesday, October 10th, 2012|
|Tuesday, June 26th, 2012|
|Thursday, June 21st, 2012|
|Wednesday, June 20th, 2012|
|Friday, April 6th, 2012|
|Back Issue #55 - Indiana Jones
FLASHBACK: When Adventure Had a Name
Exploring Marvel Comics’ The Further Adventures of Indiana Jones
“Look at this. It’s worthless—ten dollars from a vendor in the street. But I take it, I bury it in the sand for a thousand years, it becomes priceless.” – Raiders of the Lost Ark (1981)
Comic-book collectors, like archaeologists, tend to be inordinately preoccupied with the past. A very special form of patience and dedication is required to spend countless hours sifting through a sea of polybagged detritus and sepia-toned nostalgia in hopeful anticipation of rescuing some precious panelological artifact from its musty longbox tomb. Yet as any obtainer of rare of antiquities can surely attest, unearthing time’s discarded fragments from the soil of neglect can become a lifelong obsession. And no character in popular fiction more colorfully exemplifies this quixotic hunt for prized relics and lost treasures than that of archaeologist/adventurer Indiana Jones.
Myriad creative influences coalesced in the conception of Indiana Jones, first introduced in the 1981 film Raiders of the Lost Ark, including the Saturday matinee movie serials that so greatly inspired filmmakers George Lucas and Steven Spielberg, as well as pulp magazine proto-superheroes like Doc Savage, H. Rider Haggard’s safari hunter Allan Quatermain, Ian Fleming’s superspy James Bond, and even real-life adventurers such as Hiram Bingham and T. E. Lawrence. Of course, comic books— that close descendant of the pulps—also played an integral role in the creation of Indiana Jones, most directly in the form of legendary comics artist Jim Steranko, who illustrated the concept designs upon which the character’s distinctive appearance was based.
Befitting these ties to the medium, Indiana Jones promptly made his four-color debut in Marvel Comics’ Raiders of the Lost Ark #1 (Sept. 1981). Written by Walter Simonson and penciled by the inestimable John Buscema, the three-issue limited series offered a faithful and entertaining graphic adaptation of the blockbuster film. Yet Simonson, an award-winning artist, was hardly an obvious choice for scripter considering his relative lack of solo-writing experience at the time, with just four issues of Marvel’s Battlestar Galactica under his belt.
As Simonson recounted in his interview with Roger Ash in TwoMorrows’ Modern Masters vol. 8: “Archie [Goodwin] was supposed to write the adaptation. He was buried in work, as he often was. He stopped me in the hall one day and asked if I’d be interested in writing this adaptation of a new movie about to come out called Raiders of the Lost Ark, because he’d read the issues of Battlestar Galactica [written by Simonson] and he’d really liked them … Raiders was writing over John Buscema. John is one of the two or three best storytellers and draftsmen comics have ever had… When I got the artwork back, it was like shooting fish in a barrel. It really was. I had the script, I had John Buscema’s layouts; it was hard to go wrong. It was really a delight.”
“SOMETHING’S GONE WRONG AGAIN!”
In sharp contrast to Simonson’s delightful experience on the Raiders adaptation, creator John Byrne had a far more vexing time as writer and artist on The Further Adventures of Indiana Jones #1 (Jan. 1983), the first issue of Marvel’s follow-up ongoing series. Although Byrne had previously established himself as a fan favorite at Marvel with popular runs on Uncanny X-Men and Avengers, his work on The Further Adventures of Indiana Jones has become something of a footnote in comics history due to his speedy exit from the title after just two issues. When contacted by BACK ISSUE for comment on his brief stint, Byrne’s reply was fittingly curt, saying only, “I’d just as soon forget I ever worked on this! And on THAT you can quote me!”
To read a detailed explanation from Byrne himself, he does divulge the specific reasons for his departure on his website www.byrnerobotics.com. However, as other sources have also described (such as Brian Cronin’s long-running online column Comic Book Legends Revealed), the main conflict stemmed from Byrne’s problematic dealings with Lucasfilm’s licensing liaison, which seemed to have difficulty grasping the lead time required to publish a monthly comic book, as evidenced by a reported habit of demanding major changes after the artwork had already been finished and approved.
Nonetheless, it remains a tantalizing point of conjecture to theorize on just how differently the book might have fared had it continued under the direction of Byrne given his splendid success revitalizing Fantastic Four and Superman during these same years. In the wake of Byrne’s resignation, contentious dealings with Lucasfilm would set the stage for a routine of instability and creative turnover on the book, eventually leading to its quiet demise at the House of Ideas with The Further Adventures of Indiana Jones #34 (Mar. 1986). Indeed, this final issue is rather apropos of the series itself given its title, “Something’s Gone Wrong Again!”
In retrospect, Further Adventures can be characterized as a trouble-plagued expedition from the start, which ultimately failed to match the success of Marvel’s other high-profile licensed properties like Star Wars, Conan the Barbarian, and G.I. Joe. Offering some insight into the reasons for this is Eliot R. Brown, who worked on the book for much of its history. After initially serving as an assistant to series editor Louise “Weezie” Simonson (nee Jones), Brown was promoted to series editor himself with Further Adventures #14 (Feb. 1984). Yet by Brown’s own admission, it was a role he was ill prepared to assume, causing him to be fired off the book after just eight issues.
Although longtime Marvel staffer Brown, a.k.a. “Mr. Technical,” is primarily known for his technical drawings on encyclopedic guides such as the Official Handbook to the Marvel Universe and Iron Man’s Iron Manual, he actually got his start at Marvel as a typesetter on regular features like “Bullpen Bulletins,” a monthly column written by Marvel’s then-editor-in-chief Jim Shooter. [Editor’s note: Learn more about Eliot by reading BACK ISSUE #32.] In fact, the premiere issue of The Further Adventures of Indiana Jones included a “Bullpen Bulletins” wherein Shooter specifically singled out Brown for praise within the Marvel offices, opining, “Eliot is our resident technical expert.
If something’s broken, he can fix it—if you’ve got a problem, he can solve it. He draws—and he’s especially good at technical drawing, like blueprints, diagrams, cutaways, mechanical drawings—he inks, he colors, he designs, he does boardwork, and other stuff, too, that I can’t think of. Best of all, he’s a real trouper who’s stayed here at the office all night many times helping desperate artists and editors make deadlines.” Adding a further layer of irony to the proceedings is the fact that it was this very tendency—namely Brown’s willingness to do whatever it takes to make a deadline—that finally led to his dismissal from the book.
In talking with BACK ISSUE about his experiences on Further Adventures, Brown recalls, “I had become Weezie’s assistant sometime in 1983, so I not only read [the early issues], I pored over them! In #1, I took home some pages to do backgrounds on—if you look carefully you can see a balding fellow with round glasses in the crowd wearing a shirt that looks suspiciously like Indy’s. [This balding fellow would be Eliot “Massachusetts” Brown, who makes a return appearance in Further Adventures #13 (Jan. 1984) via a one-page humor strip called Raiders of the Late Book.]
With respect to Lucasfilm’s involvement, Brown adds, “The storylines did have concerns that had been handed down from on high. But I was lucky enough to have never had them given directly to me—everything I knew I got from Weezie, tossed over her shoulder as we were dashing from book to book. [But] it was hard working with Lucasfilm, getting scripts to them with time enough for changes, and they didn’t want anything of theirs changed or even suggested at—situations but especially if it involved their characters.
David Michelinie, I believe, was the writer during those middle books, and was a great believer in using the movie characters. Michelinie coped very well within the system—he seemed to have any number of alternate plots lined up and could fire them off like a machine, which was the sort of thing needed to keep up with re-writes and approvals. “[So] I never had to worry with a guy like Michelinie doing the writing,” Brown continues. “He was a bloodied vet of the process and had proved flexible with plenty of alternate ideas rattling around. Dave did a masterful job of working within these awful confines—his Indy books are quite good.”
As Michelinie settled into place as the regular writer on the series, the art reins were passed in quick succession from Byrne to Gene Day, Richard Howell, Ron Frenz, Howard Chaykin, and finally Kerry Gammill, who almost became the regular penciler. Notwithstanding some truly stellar contributions on his part, Gammill left the book after only a handful of issues due to his inability to meet deadlines. “The exact timing is fuzzy,” Brown reminisces, “but I do know we all loved Kerry Gammill’s work. [Unfortunately] he was so durned late that it just hurt to keep using him. The comic schedule was implacable and, once unbalanced, continued to rack up lateness. Eventually, Weezie felt she had to drop the title … she’d had enough. The kaleidoscope of pencilers and inkers was getting us all crazy. The deadlines were killing the artists. [Inker] Sam de la Rosa sent in a page that was only three-quarters inked! There were about two panels still in pencils. The use of FedEx meant that you could literally be stuffing wet artwork in a box and sealing it as you ran to the pick-up box minutes before the guy pulled up to collect it!”
Meanwhile, Indy himself managed to stay busy with his further adventuring, which included an action-packed excursion to Liberia in search of the golden Ikons of Ikammanen, a stopover at Stonehenge to unlock the mysteries of an antediluvian artifact, a madcap reunion with Marion Ravenwood in Manhattan for the opening of her new nightclub, and a clash with Nazis in the African Congo hunting for a mythical lost tribe of Atlantis. This was then followed by a clever callback to the original film in Further Adventures #9–10 (Sept.–Oct. 1983), where Indy ventures to Marrakesh to retrieve the idol stolen from him by rival Belloq at the beginning of Raiders of the Lost Ark. Indy’s movie cohort Sallah also joins him for this escapade, as does another new penciler in the form of Dan Reed. Before long, Luke McDonnell would also be enlisted into the crowded art ranks to assist the tardy Gammill.
“Everything that came before my #14 was all Weezie’s fault!” Brown proclaims in mock protest. “Gammill gave us some trouble, forcing us to use several inkers. When it did come my turn [as editor], I had a few setbacks—Luke McDonnell took a penciling assignment and handed it back untouched three weeks later, putting me in a hell of a position. Me and my schedule may never have recovered from that event.”
ANKLING THE PROJECT
Amidst this revolving door of pencilers, writer Michelinie proved to be a stabilizing force, remaining with Further Adventures for almost two years. Coming on the heels of his popular run on Star Wars, Michelinie began his Indy tenure with Further Adventures #4 (Apr. 1983) and later penned the adaptations of both Indiana Jones and the Temple of Doom (Sept.–Nov. 1984) and Indiana Jones and the Last Crusade (Aug. 1989). “In all honesty, I don’t remember exactly how I came to get that assignment,” Michelinie says now. “Initially, Further Adventures was edited by Louise [Simonson], who had been my editor on the Star Wars comic. So she may have thought of me through that connection.
“Of course, I’d seen Raiders, several times in fact,” Michelinie says. “And the one element that stood out when coming up with new stories evolving from what was established in the movie was the characters. Indiana Jones himself was terrific, an irresistible combination of heroism and human foibles, a guy who would take on savage tribesmen or Nazi storm troopers—and win—but would cringe at the idea of sharing his cockpit seat with a snake; a guy as comfortable in an Ivy League classroom as he was in a South American jungle. And with such a solid supporting cast as Marion Ravenwood, Marcus Brody, Sallah, and so many others, the possibilities for character-driven stories was enormous.”
Due perhaps to his previous experience on the Star Wars comic, Michelinie had little trouble navigating the licensing concerns involved with Indy, maintaining, “I don’t recall any specific restrictions dictated by Lucasfilm. They pretty much approved what we submitted. Of course, that might have been different if I’d come up with a story about sacred stones being stolen in India and children being kidnapped by a Kali cult!” As for the constantly changing art teams, he observes, “I really don’t know why there was such a variety of artists. Fortunately, the quality of whomever we got for any given issue was generally high. I think having the look of the book change every issue or two could have had an effect on the readership, but more on the collector than the actual reader. I guess this is natural coming from a writer, but my feeling is that consistency in tone and characterization has a bigger impact on whether a reader comes back issue after issue than what the art actually looks like.”
Interestingly, even one of Michelinie’s most memorable collaborations on the series—with guest-artist Howard Chaykin on Further Adventures #6 (June 1983)—was itself the result of a change in guest artists. “I was actually told initially that Alex Toth would be drawing that issue,” Michelinie reveals. “I don’t know why that didn’t pan out, but I was delighted when Howard actually got the assignment. I’d met him at a party way early in my career, when he was already a popular artist and I had just had a couple of House of Mystery stories published. He was gracious and personable, a gentleman, and, of course, I had a great deal of respect for his talent. That’s still one of my favorite issues of the book.”
This same issue also includes a plotting credit for Archie Goodwin, as do several subsequent issues. Michelinie explains that this stemmed from an unrealized Indy project: “Archie had written up a number of short plot concepts for what I believe was to be an Indiana Jones newspaper strip that never happened. When I was given the assignment to write the regular Indy series, Archie graciously offered me these concepts to use if I wanted to. And, being no fool (since Archie Goodwin was one of the best writers comics has been fortunate enough to have), I took him up on that for issues #6, 9 through 10, and 13.”
Alas, #13, wherein Dr. Jones stumbles upon a criminal conspiracy during an archaeology fieldtrip, begat another new artist, Ricardo Villamonte. A young David Mazzucchelli then replaced Villamonte for #14 (Feb. 1984), which sees Indy and Marion contending with a demonically possessed museum archivist. “I believe that the Mazzucchelli pencil job was his first assignment at Marvel,” editor Brown points out. “It was a fill-in, so he had a pre-approved script and could take his time to do it. It had sat in the drawer for a while. This means that it was most likely not his first published work … Mazzucchelli had moved upward and onward by then.”
With Further Adventures #15 (Mar. 1984), the series reached a major turning point in its short history, as Marvel mainstay and famed Incredible Hulk artist Herb Trimpe became the new regular penciler, handpicked by Brown himself. The move soon caused creative friction with Michelinie, though, prompting the writer to do as so many others before him and exit the series. Yet Michelinie continued to be credited for several months thereafter as the series’ plotter. “Jim Owsley’s scripts over my plots were the result of my leaving the book,” Michelinie clarifies. “Those stories were from plots that I didn’t get to script before I (as they say in Daily Variety) ‘ankled the project.’”
THE CARDINAL SIN OF COMICS
Prior to his unhappy exodus, Michelinie did manage to produce some strong stories with Trimpe, including a sea adventure guest-starring Captain Katanga from Raiders, followed by an epic quest spanning the Greek Isles to the Himalayas as Indy tries to uncover whether his mentor, Abner Ravenwood, might still be alive. Unfortunately, this was the beginning of the end, not only for Michelinie but also in some ways for Eliot Brown, and possibly the series as a whole.
In light of this, Brown displays a truly admirable level of self-deprecating good humor with regard to his unsuccessful turn as editor. “During one editorial meeting,” he describes, “I recall Weezie wanted to give up the book. Shooter looked around and no one else wanted a pain-in-the-neck licensed title, either. For some reason, I shot up my hand and volunteered. I guess I was mindful of Marvel as a so-so licensor—something like Star Trek contributing the negative aspects—and felt that this franchise was rolling along nicely. I couldn’t mess it up with the team in place…
“So there I was, committing the cardinal sin of comics: volunteering,” Brown says. “And editing, no less. But I have to speak of comic-book editing, especially back then. Editing could be as easy as herding the pages around like a ringmaster—occasionally applying a light whip here and there. It was supposed to be! I had spent some time in the [Tom] DeFalco office and saw the pages come trotting in all by themselves, putting a rubber band around themselves and jumping in the drawers! I really hadn’t dealt with the problem children like Indy—as an assistant, I was not really a part of the thought processes Weezie used. I mostly looked at piles of finished pages as a proofreader. Weezie would call upon guys whom she knew had time on their hands, to jump on in the nick of time. That’s how Luke McDonnell penciled with Gammill. With a guy like Michelinie, you didn’t have to help him in any way—he got everything right the first time. In my innocence, I saw the writing as the most difficult part. In thinking back I see now that getting the book done in record time each issue—all because of Lucasfilm’s lateness—was the real difficult part.”
Complicating matters further was the fact that Brown initially hoped to take the series in an entirely new creative direction: “As a new editor I thought I had one prerogative, which was to ‘sweep clean.’ I wanted a fresh start, a new look, and to try to build a team. I wanted to use Herb Trimpe as a writer/penciler/inker. [Herb] personified the very action-oriented character that was Jones. Herb Trimpe was a raw-boned vet who flew his own Stearman biplane! He was an aficionado of the beginnings of the Great Air Age in this country—not just a man after my own tastes, but a chum. I heard some of his crazier ideas and thought they lined up nicely with the whole franchise. When I told this to Michelinie, he took it with a certain good grace and went straight to his buddy Jim Shooter to ask him to intercede between us. I acquiesced, of course, but things were definitely a little cooler between David and myself.”
For his part, Michelinie cites several specific instances provoking his decision to leave the book, arguing that Brown “revered Herb as one of the original Marvel artists. And he basically went way, way out of his way to keep Herb happy. And this came at the expense of my part of the creative process. This started in issue #15, where I had a scene where a female pirate had hijacked Captain Katanga’s ship and was trying to force him to help her. I called for the pirate to slit the throat of one of Katanga’s men. Weeks after the plot was approved, I got a call from the editor saying that Herb refused to draw that scene, because ‘a woman wouldn’t do that.’ And the editor said he agreed, even though he hadn’t had any problem with that scene when he approved the plot. So I had to rewrite the scene to have the female pirate order one of her men to do the killing.”
Michelinie continues, “In the next issue, #16, there was a visual error toward the end of the story [where] two ships were drawn in the wrong positions or some such, making what happened to them later either impossible or illogical. I called the editor, made my point, and he agreed. When the book came out the last two pages looked markedly different from the rest of the book, almost amateurish. When I questioned the editor about it, he admitted that he himself had redrawn the pages—he hadn’t wanted to upset Herb by asking him to do the redraws.
“But the last straw came with issue #17 (May 1984),” Michelinie reveals. “The plot was pretty dense, and I didn’t know if it would fit comfortably into 22 pages. So I indicated that one scene could be cut if there wasn’t room for it. It was a character scene, and would have added depth, but wasn’t essential for telling the story. When I received the first half of the pencils to script, I noticed that that scene had been omitted, so I assumed the artist had felt there was too much story to draw. But when I got the second half of the pencils, I realized there were only 21 pages. When I called the editor I was told that Herb said there wasn’t enough story so he’d drawn a poster page to fill out the 22-page story length. Obviously, the only reason there wasn’t enough story to fill 22 pages was because Herb had eliminated part of that story. Then, a few weeks later when I was scripting issue #18, the second half of that two-parter, I saw the poster Herb had drawn. Was it an action shot, full of danger and thrills, oozing the Indiana Jones adventure vibe? No, it was a shot of two tiny figures of Indy and Marion staring up at biplanes at an air show. As many people know, Herb’s passion at the time was flying biplanes, so he’d cut the character scene so he could draw something he liked to draw.
“The most important thing for anyone working on a comic-book story—writer, artist, editor, colorist, etc.—is the STORY,” contends Michelinie. “And when that story is compromised for self-serving reasons, and that compromise is allowed by the person ostensibly in control, that’s when I walk out the door. Which I did. (Ironically, when issue #17 came out, the poster was absent. Instead there were two pages of letters instead of one. I don’t know why, but I suspect somewhere along the line someone else agreed that the poster wasn’t really Indiana Jones material.)”
Upon hearing Michelinie’s account, Trimpe replies affably, “I’m laughing my ass off. I would never dispute what Dave said, I just never realized I gave anybody that much trouble! It sounds like I’m committing the kind of unprofessional behavior that I normally hate. Damn, I’m almost proud of myself. Only thing I can add is, David has a much better memory than I do, and I’m very sorry he felt compelled to quit. I can’t plead the 5th, but I really don’t remember any of it.” Yet Trimpe does go on to note, “Eliot was a big booster of mine, and I of him. Other than that, it’s hard to believe that an editor was afraid to ask me to make changes, as I was very easy to work with. Too easy according to some.”
Likewise, Brown asserts, “As for Herb changing some of Dave’s plotting, I have no doubt that Herb felt he could improve on something that Dave wrote and did. [But] I also don’t believe that Dave ever spoke to me about that subject or any other—save for mild niceties at encounters in the office. Which was too bad, as I rather enjoyed Michelinie as a raconteur and comics pro… In any event, I was frustrated that I could not exercise my editorial will and just rode it out.”
As it turned out, the ride would be a short one for Brown, whose inexperience as editor finally caught up to him under the perpetual crush of monthly deadlines. “My departure was a demonstration of how removed from office procedure and protocols I was,” he acknowledges. “I had worked with the Marvel Universe gang and learned some bad habits. Getting the book done was the biggie. I realized, like a buffoon, that I had no cover for #20. No matter! I went home, traced an image of Indiana running from the Hovitos from Raiders and returned to the office to lay out the art. Jack Morelli, longtime letterer and close friend, was working late and had a wet pen in hand—he started inking. [So] I thought nothing of attaching a voucher for myself (Jack wished to lay low) and handed in the page. Years later I was informed that that detail was what got me slid out of editorial. I cannot recall doing so, but I must have signed my own voucher—which was the capital offense. I also thought my artwork sucked and that was the real reason at the time.
“An explanation of my relative innocence in this is that many editors did one-offs or entire side-jobs,” Brown asserts. “I was hardly trying to increase my income, as my pencil/ink rate was low in those days. I was trying to get the cover done by the deadline, which was the next morning. There were no emails to help late books—the fastest artist needed some time, and factoring in FedEx would have made it late. I’m trying not to sound too defensive when I say that no one stopped to explain the mechanics of an editor getting paid for their own work to me … there was a bit of ‘Upstairs/Downstairs’ here, where the editors would not discuss or engage in such things with Bullpenners.
“Oh, I would see vouchers flying by like confetti at a parade—but not where they were going,” Brown adds. “I later learned the method was to go and ask another editor to assign it to you and have them sign your vouchers; there was a pro-forma approval done by Shooter. I know my experience from the office end was frustrating and ultimately humiliating. I came away knowing no more about editing than when I went in. Whichever way I screwed up the hardest, Shooter, to his credit, was willing to overlook it and give me another try for the New Universe endeavor only about two years later.”
With the more experienced Ralph Macchio stepping into Brown’s vacant position as editor, Indy continued on his adventures under the stewardship of new scripter Linda Grant, who quickly dropped Marion from the supporting cast, while introducing a bevy of colorful female characters for Indy to contend with, including rival archaeologist Jessie Hale, sharpshooter Elizabeth Cody (granddaughter of cowboy Buffalo Bill Cody), big-game hunter Congo Kate Crawford, and professional thief Amanda Knight. At the same time, legendary artist Steve Ditko established himself as the new series penciler following a number of previous guest-stints. “The use of Steve Ditko deserves a mention,” Brown notes. “I must’ve been walking around in a daze after finding out some aspect of my screwing up, and Tom DeFalco [suggested] that Steve could not only use the work but do a bang-up job. Now Steve, it must be said, is a legend for a reason. He took the script and whipped it up as natural as handwriting. The next problem was to have it inked very, very quickly. This is when the old-guard network steps up. Mostly Steve inks his own pencils—but a number of inkers were delighted to help. The names that come to mind are Klaus Janson and Terry Austin. A few others stepped in. The job got done in record time. In retrospect, I wonder now if I had merely continued with Steve as penciler, would I have had the same problems? Seeing how several top inkers jumped through a hoop to work on one or two pages—what would they do for a whole book? Ah, well… I really was younger and stupider than I am now.”
TO BE CONTINUED…
Although Further Adventures succumbed to cancellation after a turbulent three-year run, Michelinie and Brown continued their association with Indy thanks to the comic-book adaptations of the sequel films. “A short number of months after I was booted off Indy,” Brown shares, “I was invited to return to Tom DeFalco’s office to  some movie adaptations. Temple of Doom was one of them—so I was back in the Paramount trenches again! Of fun to note, Tom, David Michelinie, and I got to visit Lucasfilm in order to look through thousands of set stills so as to select images for our artist to do the adaptation. I remember getting word back that Paramount didn’t like the likenesses of Harrison Ford! Butch Guice and I squatted over lap-boards together, him to correct faces … and I did hats! Tom pasted down stats of good likenesses.”
Some five years later, Michelinie reunited with Indy one more time for the Indiana Jones and the Last Crusade adaptation, which became Marvel’s final Indiana Jones project. “I believe I asked for the assignment as soon as I heard there was a third movie being made,” Michelinie remembers. “I love Indiana Jones, and despite some rough times in the past, the idea of writing another Indy story—even someone else’s Indy story—had tremendous appeal.”
In the years that followed, Dark Horse Comics would acquire the rights to Indiana Jones, along with Star Wars and numerous other licensed properties such as Aliens, Predator, Buffy the Vampire Slayer, and Conan. The sustained success of Dark Horse has keenly demonstrated the lucrative potential of licensed books, which were generally held in lesser esteem during Indy’s days at Marvel. “Licensed properties were indeed a low priority at that time,” Michelinie agrees. “Writers and artists saw much more prestige in working on higher-profile, fan-favorite books. And there was rarely a long line of creative people waiting to get on Thundercats or ROM.”
Brown too recognizes the distinct nature of licensed titles, asserting, “You have to put up with a lot of crap to deal with the licensors—who mostly haven’t got the slightest idea what goes into a comic book. To be sure, licenses were a valuable commodity to the licensor and to Marvel. [But] I think, at base, we didn’t know how to communicate clearly with ‘them’—the licensors. Most adaptations came with a built-in time crunch—the comic would be out at the same time as the movie. The monthly version could not innovate and had a deadly schedule … like a destabilizing nudge to a small boat, if you tried to move the wrong way you continue to destabilize it.”
Perhaps it is for this very reason that Dark Horse has largely confined its Indy projects to a string of self-contained miniseries [see article following]. However, even these limited series fell dormant for more than a decade starting in the late 1990s, as Indiana Jones began fading from the public consciousness, eclipsed by modern-day imitators like Tomb Raider and National Treasure—until 2008, when Dark Horse launched a slew of new Indy titles to coincide with the feature film Indiana Jones and the Kingdom of the Crystal Skull.
And so the adventures continue for Indy, just as they do for comics collectors. Older, perhaps, in both years and mileage, but still digging up the past, rescuing history one hidden treasure at a time. And who knows? In a thousand years, even this copy of BACK ISSUE might be priceless. To quote from Raiders: “We are merely passing through history. This… this is history.”
MARk DiFRUSCIO is a freelance writer in San Diego. He would like to thank John Byrne, David Michelinie, Eliot R. Brown, and Herb Trimpe for contributing to this article.
BEYOND CAPES: Indiana Jones: Riding a Dark Horse
How the publisher that takes licensed comics seriously revitalized movies’ favorite archaeologist
“How fortunate our failure to kill you, Dr. Jones. You survive to be of service to us once again.”
– Indiana Jones and the Kingdom of the Crystal Skull (2008)
Having origins based in pulp magazines and action serials, it was inevitable that the adventures of Indiana Jones would find their way onto the comic-book page, starting with the Marvel adaptation of the first movie, Raiders of the Lost Ark (Sept.–Nov. 1981), and—perhaps fittingly— ending with its adaptation of the (then) last movie, Indiana Jones and the Last Crusade (Oct.–Nov. 1989).
In between, Marvel published The Further Adventures of Indiana Jones, an ongoing monthly series that ran for 34 issues (Jan. 1983–Mar. 1986). For publishers like Marvel Comics in the 1980s, comics based on movies were a low priority, but in the 1990s, licensed properties found a new home in the stable of Dark Horse Comics.
BACK IN THE SADDLE
“The major companies had their own characters they owned, so they put their best talent [on those books],” Dark Horse publisher Mike Richardson explains. “They weren’t counting on the strength of a particular film property’s box-office performance to account for their sales. We didn’t look at it that way. We wanted to get the best talent that we possibly could get.”
Dark Horse Comics started out in 1986, publishing comics like Boris the Bear and the anthology series Dark Horse Presents. “We received a lot of critical success on our early work, but we seemed to have reached a ceiling as far as how many books we could sell,” Richardson recalls. “We realized that the bestselling books were about longstanding characters that readers were already familiar with, and it occurred to us that maybe taking on movie characters might help with that.” The first Dark Horse licensed comic was a Godzilla, King of the Monsters one-shot (Aug. 1987), which turned out to be successful enough that DHC began looking for more movie properties to license, following with Aliens, Predator, and Terminator.
This continued string of successes gave Dark Hose the confidence to pursue a deal with Lucasfilm. Marvel still held the Star Wars license at that time, but Dark Horse shared with Lucasfilm its own vision and approach about Star Wars, which was very different from Marvel’s. “At the time, Marvel wasn’t putting out many Star Wars comics,” Richardson says, “and I thought we could do a better job. We talked with [Lucasfilm representative] Lucy Wilson and we proposed exactly what we wanted to do, which turned out to be Dark Empire.” This first six-issue Star Wars miniseries (Dec. 1991–Oct. 1992) proved to be another big hit for Dark Horse, so the obvious next step was to go for Indiana Jones. “Raiders has always been one of my very favorite films,” says Richardson.
As with most of its licensed comics, Dark Horse chose to publish Indiana Jones as a series of four-issue story arcs rather than as an ongoing monthly, because it was more difficult to produce monthly comics with a property like Indiana Jones. “Almost every story has a similar type of plot,” Richardson explains. “It’s always Indy finding out about some sort of [artifact] or lost city, fighting against the Nazis, finding something that usually has unexpected consequences, overcoming whatever the situation is that he’s faced with, and then it’s back to teaching [laughs]. So it becomes harder to come up with new ideas on a monthly basis. It’s not like Star Wars, where you have untold numbers of characters in a vast universe. You don’t have to use Luke Skywalker in every Star Wars story, but Indiana Jones is different because it’s about Indiana Jones, and he has a specific pattern that he follows within both the movies and the comics. It’s difficult to keep from becoming formulaic month after month and wearing the character out. But we’re constantly trying to come up with fun, new ideas, and each time we do, we go talk to Lucasfilm and release another comics series.” This may explain why Dark Horse has avoided the conflicts that Marvel seemed to have with Lucasfilm. By not having a monthly deadline to deal with, the creators are able to take their time and come up with a story that meets with the approval of Lucasfilm before releasing each series’ first issue.
FINDING THE LOST EMPIRE
The first Dark Horse Indy series was Indiana Jones and the Fate of Atlantis #1–4, (published bimonthly, Mar.–Sept. 1991), written by William Messner-Loebs, Dan Barry, and Mike Richardson; penciled by Barry; and inked by Barry and Karl Kesel. Originally titled “Indiana Jones and the Keys to Atlantis,” the story was based on a videogame released by Lucasfilm Games, written by game designers Hal Barnwood and Noah Falstein. Similar to a “Choose Your Own Adventure” book, the game allowed players to make decisions at certain points of the story that would decide which direction Indy would take. “We were trying to put [something] together that was consistent with the game,” Richardson explains. “So we had to build a story around [those] elements.”
In an article by Jeffrey Lang in Amazing Heroes #189 (Mar. 1991), Messner-Loebs said, “Parts of the videogame were still under development when I started working on the plot outline.” The late Dan Barry (1923–1997) also said in AH #189, “I tried to insert little bits of Indy Jones humor into the framework of the story, especially in the fight scenes … Also, I felt it was important to get the period details right … The story takes Indy all around the world, so I had to do research on places as diverse as Iceland, Mexico, and Leningrad.”
In 1939, Nazi Colonel Klaus Kerner starts stealing artifacts from a ten-year-old expedition in Iceland, which was Indy’s first dig. Sophia Hapgood was also part of the expedition, so Indy believes she is Kerner’s next target. Indy has lost respect for Sophie since she turned her back on science and became a psychic medium, but Sophie has visions of Atlantis she truly believes are real, especially when she wears an ancient necklace she found on the expedition that connects her with the spirit of high priest Nur-Ab-Sal. Despite their differences, the two agree to work together and head to Iceland. The Nazis are after orichalcum, an all-powerful energy source from Atlantis. At the lost city, Nur-Ab-Sal takes complete possession of Sophie and tells how the gods (apparently extraterrestrials, although never directly stated) founded Atlantis and taught the people how to mine orichalcum for energy. After the gods departed, an undersea volcano caused Atlantis to sink. Realizing that only the gods could save them, Nur-Ab-Sal constructed a machine to re-create them by transforming the people themselves into gods. But the so-called “God Machine” only succeeded in turning the people into horrible mutations, wiping out the Atlantean race. Col. Kerner tries to use the God Machine on himself, only to mutate like the Atlanteans did. The machine explodes, and Indy and Sophie escape just before Atlantis is destroyed. Although one version of the videogame ends with her dying, Sophie proved to be popular enough that she returned in the Thunder in the Orient comics series and the videogame sequel, Indiana Jones and the Infernal Machine (1999).
Dark Horse published The Young Indiana Jones Chronicles as an ongoing series (Feb. 1992–Feb. 1993) based on the TV show. Written by Dan Barry, the series ran for 12 issues and adapted the first 12 episodes of the show, with artwork provided by Barry (#1–3, 9–12), Gray Morrow (#4–6), and Gordon Purcell (#7, 8). From 1992 to 1996, Dark Horse also released seven more Indiana Jones comic-book adventures. “Back in those days, [senior editor] Randy Stradley and I would sit down and work out stories that were basically sequels to the films,” Richardson explains. “We’d bring the writers into town and we’d come up with an outline that we liked, and then fit it into the continuity. It wasn’t a situation where any writer just comes in and writes whatever comes into his head, which was always the tradition with comics based on films. They had no real connection to the movies and didn’t advance the stories in any way. We continued the franchise, basically, in comic form.” When it came to working with the various artists, care was taken not to make Indy look too much like the actor who portrayed him. “I think when we try to draw Indy,” Richardson notes, “we don’t try to draw him as Harrison Ford. We try to draw him so he’s basically recognizable as Indy. It’s consistent with Harrison’s look but without using his likeness.”
The next Indiana Jones adventure was serialized in four parts in the Dark Horse Comics anthology series #3–6 (Oct. 1992–Dec. 1993). Indiana Jones and the Shrine of the Sea Devil, written and penciled by Gary Gianni, was later collected as a one-shot in September 1994. “The editors seemed to think [it] might receive more attention serialized,” Gianni says. Sea Devil is unique among the Dark Horse Indiana Jones comics—not just because it wasn’t released as a miniseries, but also because the story didn’t follow the same pattern used by both the movies and the comics. Set in 1936, Indy sets sail on the South Pacific in search of a lost temple that was flooded centuries ago but is still believed to exist underwater off the shore of a volcanic island. Eager to find the temple before the volcano can erupt and bury it again, Indy goes diving and discovers giant stone statues, similar to those on Easter Island, inlaid with pearls. Unfortunately, he also discovers a giant octopus—the so-called “Sea Devil”—that guards the temple. Indy makes it to the surface just in time to see the octopus attack the ship and kill most of the crew, but he is rescued by a passing plane piloted by Amelia Earhart, who is on her way to California after leaving from Hawaii to set a record for the first solo flight from to the US mainland. “[Earhart’s] exploit just managed to dovetail into the end of the plot nicely,” Gianni says. “It was a requirement of Lucasfilm to fit Jones into some sort of historical context. Of course, this device was a jumping off place for all sorts of flights of fancy.”
The next miniseries, Indiana Jones: Thunder in the Orient, was the longest, at six issues (Sept.–Dec. 1993, Mar.–April
1994). A sequel to Fate of Atlantis, it was also written and drawn by Dan Barry (except for #6, which was drawn by Dan Spiegle) and featured the return of Sophie Hapgood. In the story, Indy befriends an orphan boy named Khamal and receives a request from Sophie to come to Nepal, where she has discovered scrolls that refer to a “covenant” written by Buddha 500 years before any known Buddhist writings. Buddhism has become divided into many different sects over the years, but the original words of Buddha could reunite them into an unstoppable force. Their quest is made more urgent by a rival Japanese expedition led by General Kyojo, who wants the covenant to rule over Asia. Searching for further clues at a lost city in the Himalayas, our heroes are attacked by barbarians, but Indy scares them off with his gunfire, which the barbarians refer to as “thunder” (hence the series title). In the city, Khamal is mistaken for a god, and when Indy sees a female slave being beaten, Khamal uses his “divine influence” to have her released. To their surprise, the slave girl turns out to be a warlord called the Serpent Lady, who accompanies the group on their quest. While the Serpent Lady’s army battles the Japanese, Indy locates the covenant scrolls in a hidden temple and has to fight Kyojo for them. However, the long-buried scrolls disintegrate upon being exposed to air, and a sudden earthquake splits the ground open. The temple is destroyed, and Indy escapes while Kyojo is killed. Indy realizes the covenant is better gone than in the hands of the Japanese.
The series returned to four issues with Indiana Jones and the Arms of Gold (Feb.–May 1994), written by Lee Marrs and penciled by Leo Durañona. In 1937, Indy meets visiting associate professor Francisca Uribe Del Arco, who receives a package from her missing brother, Felipe, that contains a gold finger. Indy recalls that the mummies of dead Incan rulers were encased in gold armor, and Francisca notes that the golden forearms on the mummy of Pachacuti were said to have the power to reshape stones, which is supposedly how the pyramids were built. They go to Lake Titicaca, the birthplace of the Incan Empire (so don’t laugh), where they discover that the Incans’ new ruler is Felipe, who has become obsessed with finding the golden arms and wants Francisca to rule at his side. Indy finds Pachacuti’s burial chamber and removes the mummy’s arms of gold, only to have them taken away by the Incans. Felipe puts them on and tries to use their stone-shifting powers, which results in an earthquake that destroys the chamber. Felipe saves Francisca from a falling statue, only to be crushed himself, and Indy and Francisca barely manage to escape.
Indiana Jones and the Golden Fleece was a two-issue series (June–July 1994), written by Pat McGreal and Dave Rawson, and penciled by Ken Hooper. In 1941, Indy is on an expedition in Greece when the Nazis take over. Indy unearths an ancient blade and has to flee to the nearest town on bicycle, where a pregnant Greek woman named Omphale hides him from the Nazis in exchange for his help in escaping from the country. Along the way, the Cult of Hecate attacks them and takes the blade, which was used to kill a Golden Ram and create the legendary Golden Fleece. Indy and Omphale follow them to the Valley of Hecate, where Omphale suddenly goes into labor, and Indy has to deliver her baby while fighting off the cultists. When Indy offers the child’s purity and innocence to Hecate, the goddess destroys the cultists while the Fleece transforms back to a Golden Ram and ascends into the sky.
Indiana Jones and the Iron Phoenix (Dec. 1994–Mar. 1995) reunited the team of writer Lee Marrs and artist by Leo Durañona from Arms of Gold. Like Fate of Atlantis, the story was based on a videogame from LucasArts designed by Joe Pinney, Hal Barwood, Bill Stoneham, and Aric Wilmunder. Unlike Fate of Atlantis, the Iron Phoenix game was never released because of distribution problems with Germany due to the depiction of neo-Nazis as the villains. In 1947, Indy is in Berlin to evaluate artifacts at a monastery, and finds an ancient scroll that leads to the Philosopher’s Stone, which can turn metal into gold and bring the dead back to life. The stone has been divided into three parts and Indy must track them all down, only to run afoul of Major Nadia Kirov, a Soviet security agent in charge of evaluating and rescuing artifacts from former fascist territories. Indy tries to warn her of the stone’s power, but Nadia and the stone fall into the hands of the cadaverous looking Dr. Jager, who uses the stone to bring a group of rotting Nazi corpses back to life. Indy disrupts the ceremony and rescues Nadia, causing the pieces of the stone to reunite and destroy Jager along with the undead Nazis.
Indiana Jones and the Spear of Destiny (Apr.–July 1995) was also planned as a videogame but wound up being reworked into another four-issue series by writer Elaine Lee and artist Dan Spiegle. In 1945, Indy is in Ireland when he receives a letter from his father, who writes that Nazi Colonel Dieterhoffmann is after the Spear of Destiny. Indy and associate Brendan O’Neal meet Henry in Glastonbury, England, where the Spear’s shaft was put into the ground and blossomed into a thorn tree. The Nazis already have the Spear’s tip and are coming for the tree. After several misadventures, the group returns to Ireland, where O’Neal carves a new shaft and attaches a thorn from the tree. When the Nazis find them hiding in a cave, the Spear tip takes on a life of its own and attaches itself to the staff. The reunited Spear flies around, knocking down the cave walls. The Spear’s power proves to be too much for Col. Dieterhoffmann, as blood pours from both him and the Spear, and Indy and friends escape before the cave is destroyed. Months later, Indy is having a drink at O’Neal’s pub and says that the Spear was eventually found by the American government. Suddenly, the TV announces that the US dropped an atomic bomb on Japan, and Indy recalls his father’s words: “It is said that he who claims the Spear and solves its mystery, holds the fate of the world in his hands … for good or for evil!”
PIRATES OF THE SARGASSO
Indiana Jones and the Sargasso Pirates (Dec. 1995– Mar. 1996), written and drawn by Karl Kesel (with Paul Guinan and Eduardo Barreto co-penciling the first and fourth issues respectively), was the last Dark Horse Indiana Jones comic for over a decade. “I have been a fan of Indiana Jones since the first time I saw Raiders,” Kesel says, “partly because I could see a direct connection between Indy and the comic strips from the same time period, but also because I’m a fan of stories about ordinary people in extraordinary situations, fighting overwhelming odds, and winning.”
Ironically, Kesel’s first published artwork was inking an Indiana Jones sample page penciled by Kerry Gammill in the “New Talent Department” section of Marvel Age #9 (Dec. 1983). “My first [Dark Horse Indy] job was inking Dan Barry … but somehow, that quickly morphed into me writing and drawing my own Indy story.” However, the project was delayed for a long time. “About then, [DC editor] Mike Carlin offered me a job writing Adventures of Superman,” Kesel explains, “to start right after they killed the character! It completely derailed my work on Indy. It was a few years later that [editor] Diana Schutz offered to bring in Ed Barretto to do the art so the book could finally be finished and printed! While I never should have allowed the project to slip that far for that long, in the end, I could not have been happier with the result. After all, the first two covers [were] painted by this new guy that no one had heard of … named Alex Ross.”
In 1939, Indy hires Captain Bill Lawton to take him to an iceberg in the North Atlantic in search of a frozen Viking ship. Lawton has a score to settle with Indy, whom he blames for the loss of his leg. The two become stranded and are rescued by a passing ocean liner, where Indy meets his “brother,” New Jersey Jones—a con artist using Indy’s reputation to sell fake artifacts— and his mysterious female companion, “Cairo.” During a fight between Indy and Lawton, the four wind up going overboard in a lifeboat and are drawn into the Sargasso Sea—a graveyard of lost ships trapped in thick seaweed, which prevents anyone from leaving. The foursome is found by a band of pirates led by the beautiful-but-deadly Sea Witch. Lawton tries to become leader of the pirates by shooting the Sea Witch and blaming Indy. The pirates are about to torture Indy for his “crime” when a fire starts. Meanwhile, Cairo discovers the wounded Sea Witch and nurses her back to health. The fire spreads, burning the seaweed, which causes a U-boat to rise to the surface. The Sea Witch shoots Lawton, and our heroes take the U-boat to America, where Indy tells their story to a Navy admiral, who remarks that it “sounds like something out of a … comic strip!”
Kesel wrote the story (which he calls “one of my favorite assignments of all time”) as a tribute to classic adventure strips like Milton Caniff’s Terry and the Pirates and E. C. Segar’s Popeye. “Sea Witch was an amalgam of [Caniff’s] Dragon Lady and Segar’s Sea Hag,” Kesel notes. “Cairo was my version of Caniff’s Burma. In fact, the sequence where she escapes the authorities at the end was a panel-to-panel ‘homage’ to Burma’s first exit from the Terry strip. Bill Lawton was based on Bull Dawson from Roy Crane’s Wash Tubbs and Captain Easy with a little of Pegleg Pete from Gottfriedson’s Mickey Mouse strip thrown in. New Jersey was based on Popeye’s Wimpy, [whose] catch phrase was ‘Jones is my name. I’m one of the Jones boys.’ It all fit too perfectly! Even the way the art was drawn was a nod to the classic adventure strips, specifically Roy Crane’s. The strip’s panels have rounded corners, are drawn on duo-shade paper, and occasionally use a thin first panel to recap the action in a newspaper headline style. The [series] was structured and paced as if it was a collection of daily comic strips. Every two tiers of a page is equal to one daily; each double-page spread is three dailies.” As for working with Lucasfilm, Kesel describes the experience as “absolutely wonderful. Lucasfilm had a well-written list of rules all Indy stories had to follow. For instance: All historical facts had to be absolutely correct. At [one point], Indy is rescued at sea by the ocean liner Normandie. Not only did that ocean liner really exist, but I set the story at a time when the ship was actually crossing the Atlantic and could have really rescued Indy! It’s kind of fun to re-read the mini with [all] this in mind. I think it holds up pretty well!”
Decreasing sales led to the cancellation of the next miniseries, Indiana Jones and the Lost Horizon (see page 76). Dark Horse collected the previous comics in two omnibus books, but it would not release another new Indiana Jones comic for 12 years.
THE ADVENTURE CONTINUES…
In 2008, Indy was back on the big screen in Lucasfilm’s new movie, Indiana Jones and the Kingdom of the Crystal Skull. He was also back on the comic-book pages in the Dark Horse adaptation of the movie by writer John Jackson Miller and artist Luke Ross. Indy also returned in an all-new series titled Indiana Jones and the Tomb of the Gods (June 2008–Mar. 2009), written by Rob Williams and penciled by Steve Scott (with Bart Sears penciling #4). In 1936, Indy is competing with Nazi Col. Von Hassell to find three pieces of an ancient key that leads to “the beginning and the end.” Von Hassell is aided by mercenary/ archaeologist Janice Le Roi, who isn’t a Nazi but is willing to work for them if the price is right. However, once Von Hassell has no further use for her, he quickly turns on Janice, leaving she and Indy for dead. After another narrow escape, they follow Von Hassel to Siberia, where they discover an underground tomb beneath the ice. Von Hassell assembles the key to unlock a huge doorway, which contains a swirling vortex. Von Hassell believes that aliens landed there and left behind a gateway to a new universe of knowledge. Indy destroys the doorway with dynamite, and he and Janice escape as the tomb collapses. This story (which Williams calls “Indy meets Lovecraft”) is the first time science-fiction elements were acknowledged in the Indiana Jones comics (probably because it had just been done in Crystal Skull).
At the same time, Dark Horse released Indiana Jones Adventures, a new series aimed at younger readers. The stories were lighter in tone and the artwork was similar to the popular “animated style.” Only two issues have been released, with #1 (July 2008) written by Philip Gelatt and #2 (Sept. 2009) written by Mark Evanier. Evan Beevers was the artist on both issues. Issue #1 is set in 1930 with Indy in Sweden, seeking ancient Norse scrolls with Dr. Theresa Lawrence from the British Museum. His old enemy, Belloq, wants the scrolls to sell to the Nazis because they have the power to turn ordinary men into monstrous Berserkers. In #2, titled “Curse of the Invincible Ruby,” Indy searches for a magic ruby that supposedly makes its owner invincible and is again opposed by Belloq and his new employer, Ali Bey-Faisel, who is the direct descendant of the ruler that originally possessed the ruby.
THE LAST CRUSADE?
Although Dark Horse doesn’t currently have any new projects scheduled, Indy’s adventures will continue … perhaps when a fifth movie is finally released? “We’re always talking about what the next [Indiana Jones project] will be,” Mike Richardson says. “We’re always trying to come up with a clever new idea.”
DANIEl DeANGELO is a freelance writer/artist in Florida. He would like to thank Michael Eury, TheRaider.com, Mike Richardson, Diana Schutz, Zach Klassen, Gary Gianni, Karl Kesel, and Rob Williams for their assistance with this article.
GREATEST STORIES NEVER TOLD: Indiana Jones Unplugged
Dr. Jones’ dealings with Wilford Brimley and other unseen epics
According to Jeffrey Lang’s article in Amazing Heroes #189, the next Indiana Jones series following Fate of Atlantis was supposed to be written and drawn by Adam Hughes. Promo art was made for a series to be called “Indiana Jones and the Jungle Queen,” while a plot synopsis for a series called “Indiana Jones and the Dance of Death” is posted on TheRaider.net–Indiana Jones Timeline website, which reads: “Indy has a dance with death on an island in the Indian Ocean. During an observation of native worshippers, many of them become ill with an outbreak of the plague. The source of the plague is the Fourth Horseman of the Apocalypse, who is releasing his evils upon the world. Indy fights some zombies and barely escapes an earthquake which hits the area, killing the Horseman.” Whether this was the same series or two different series proposed by Hughes has yet to be ascertained. Adam Hughes could not be reached for comment.
Another proposed series that was never published was Indiana Jones and the Lost Horizon, to be written by Pete Ford and illustrated by Hugh Fleming. In an interview with Paul Shipper on TheRaider.net–Interviews website (Dec. 2002), Fleming explained, “Unfortunately, the series was canned before we could begin because sales on the Indy comics were not that good at the time. The story was set in 1926 and featured Indy and Abner Ravenwood traveling to Tibet, where they eventually recover the headpiece to the Staff of Ra from a Chinese warlord’s treasure trove.” Fleming’s design for Abner was based on the likeness of Cocoon actor Wilford Brimley (inset). “It also would have been fun to play with the idea of Indy as sidekick and protégé to another character,” Fleming continued. “We even intended to write an ‘explanation’ of sorts [as to] why Indy’s attitude [toward] the supernatural is inconsistent between Raiders and Temple of Doom. We were gonna have it that Abner taught Indy to keep a ‘skeptical’ point of view when in professional company. You know, ‘Keep this stuff under your hat; people will think you’re crazy; etc.’ We also had a young Belloq in the opening teaser. It was set on a skyscraper in NYC and the treasure/MacGuffin was a bogus Shroud of Turin.” When asked if the story would ever see print, Fleming replied, “I don’t think I could face the prospect of drawing 96 pages of comics these days.”
Karl Kesel once had an idea for a story that was rejected by Lucasfilm: “I pitched another mini that would open with Indy and a beautiful gal at some ancient temple. Indy is trying to find a way in, while the gal translates the carvings. She says, ‘It seems to be talking about something that happened a long time ago, in a galaxy far, far away,’ just as Indy triggers open a hidden door revealing … the Millennium Falcon! Mothballed for God-knows-how-long, but operational. C-3PO and R2-D2 would have been on it, and I imagined some fun dialogue where C-3PO notices an uncanny resemblance between Indy and the previous pilot of the ship. Of course, the Nazis would be out to get the technology, and hi-jinx and high-adventure would follow. But Lucasfilm would have none of it … and maybe rightly so. It’s a very ‘fan’ idea, but that doesn’t mean it couldn’t have been fun!”
Finally, Tomb of the Gods was originally intended to be more than just another four-issue miniseries. Writer Rob Williams explains, “I was working on Star Wars [at the time] and … if I remember correctly, I was accidentally cc’ed in on an email by editorial that mentioned Dark Horse would be doing Indy comics again. I cheekily asked if I could pitch. My editor at the time was Jeremy Barlow. To my surprise, he offered me what was going to be, originally, an Indiana Jones ongoing series. It was going to [be] one miniseries after another, with maybe a month break in between … but, effectively, an ongoing. Dustin Weaver was going to be the artist. I forget exactly what happened, but Dustin eventually couldn't do the series. Steve Scott took over. Then, I started writing and Jeremy left Dark Horse to go freelance. A new editor came onboard and I finished writing the series, but Dark Horse—for reasons [that] were never actually told to me—didn't want to continue publishing Indy comics. I suspect sales weren’t what they were hoping for, and the reaction to Crystal Skull in general was quite underwhelming. It was a real shame. It seemed like such a great opportunity. I know we talked about creating a real nemesis for Indy in Von Hassell, the Nazi archaeologist, and the Ahnenerbe, the ancestral heritage branch of the S.S. dedicated to Aryan archaeology. Janice Le Roi was going to be an ongoing character [as] a real sassy foil to Jones. I was enormously excited about it, but it all kind of drifted away.”
|Saturday, January 7th, 2012|
|Terry Moore Diamond Previews
STRANGERS IN PARADISE I
STRANGERS IN PARADISE II
STRANGERS IN PARADISE III
9. Darcy makes Katchoo an offer she can hardly refuse, while Francine goes to Detective Walsh after making a shocking discovery. Story & art by Terry Moore, with "special thanks to Harlan Ellison for his invaluable editorial advice on this issue." Includes Moore's compilation of the order the various Strangers in Paradise series should be read in.
18. Set in the future, Francine & Katchoo are together after ten years of separation. What happened to cause the split? Find out in this story!
19. Set in the future. They haven't seen or spoken to each other in ten years, but when an older Francine sees a woman who looks like Katchoo, she begins to recall the events that changed their lives forever..
20. Things come to a boil between Katchoo and Francie. All the anger, all the doubt is laid out in a huge fight. Doors are broken, furniture thrown, its ugly!
21. All is not well in paradise when the comfortable "understanding" between Katchoo, Francine and David about living together becomes threatened by outsiders. Who is the beautiful Japanese girl in love with David? Who has his eye on Francine, despite the fact that, as Katchoo puts it, "He's not just married, Francine, he's very married! Geez Louise!" There's a storm brewing in this hot new issue! Don't miss it!
22. It's heeeere! "The Big Rift" has begun. Francine is having an affair with a married man (we can't tell you who yet!), Katchoo is looking for another place to live, and David is torn between his friendship with the two girls and his moral dilemma with the whole living together setup. What happens next? Find out in this funny and satirical look at modern love and twenties angst!
22. Francine has gone back to her mom’s, and Katchoo, well, she’s not taking it very well. No guns or drugs involved, yet, but a lot of crying. Good thing David's there; now, will Katchoo see that, or continue to look right past him?
22s. As every regular reader of SIP knows, my advance solicitation information in the Diamond Previews catalog isn't always the most accurate. This is because, although I have an overall storyline for the coming year, I continue to write and think and write, changing anything and everything until the page is ripped from my hands and printed. So, anything I say about an upcoming issue of SIP is to be taken with a grain of suspicion. BUT, I do believe with all my heart, and have believed all morning long, that the next issue of SIP will see Casey trying herself out on David once more; Katchoo pondering the course of her life without Francine, finding the road to art-world fame and fortune suddenly open up before her like a ten-lane highway; while Francine meets Brad #2 (heh! You thought I'd make it easy for you?!) and finds the peace and quiet of her mother's country home a wonderful place to regain her perspective. Then the issue concludes with an absolutely heart-stopping moment that sends chills up my spine every time I think about it. So I think the big question of #22 will be what happens in 23!
23. As Francine struggles to adapt to life without Katchoo, or life with her (both are pretty big pills to swallow,) David and Katchoo come to a reconciliation, of sorts, aided by Casey Femur in her relentless quest for love, any love, from anyone. She’d be pathetic if she weren’t so annoying, but at least that’s something David and Katchoo can agree on, and besides, it’s not her fault. Now if Francine and Katchoo can agree that it’s her husband Freddie’s fault - well, in that case Freddie’s in deep trouble.
23s. Katchoo teaches Casey a thing or two about fooling around with other men, while David receives a phone call that will change his life forever. Francine comes to a decision concerning her friendship with Katchoo, but she returns home to find her affairs are definitely not in order!
24. Freddie is livid when he discovers Francine is having a hot and steamy love affair with a married man. Why couldn't it be him? Little does he know his own wife, Casey, is pursuing another man, David, who only has eyes for Katchoo! Make sense? Of course not! Don't miss this decidedly torrid issue of SIP, guaranteed to raise your blood pressure!
24s. Find out what happens when Casey remembers to tell Katchoo that Freddie has her paintings! Does the phrase "a police situation" mean anything to you?
25. After Darcy finally died last issue, apparently lifting her curse from Katchoo and David’s lives forever (and leaving David about a billion dollars to boot!) it’s time to head for the beach and relax! Suffice it to say that David, Katchoo and Francine all have three very different ideas about how to relax, and none of them involves battling crazed supervillains, or even calm, perfectly rational supervillains with entertaining conversational skills and excellent table manners. Not that there are any of those in here...
25. ALL BEACH, ALL THE TIME? It's a special summer swimsuit issue! Francine and Katchoo hit the beach on the hot white sands of Florida's Emerald Coast. It's summer vacation, and Katchoo is determined to relax and catch a few rays, but between Francine's shrinking bikini, a raging sandcastle war, and an endless stream of love-struck college boys, Katchoo soon finds there is no rest for the weary or diplomatically challenged.
25s. The time is two weeks after Darcy Parker's burial. Katchoo, Francine and David decide to get away to Florida for a week of sun and relaxation after their harrowing experience (as seen in Vol III, issues 1-12) to recuperate and contemplate their future. David and Katchoo begin to open up to each other and share their past, and find they have even more in common than they thought. Francine is worried about wearing a swim suit but finds no problem in attracting attention when she finally takes the plunge!
26. Francine is having trouble coping with her emotions, and this leads to problems in her relationships. Meanwhile, Katchoo is on a very bumpy flight to New York and something goes wrong with the plane. Hold on to your hats!
26. Francine returns from Tennessee determined to find a man and begin a new life. But when she goes back to the rent house to get her things, she finds that David and Katchoo have already left, and they¹re not coming back! Will she accept their invitation to join them in an idyllic life in Hawaii, or will she stick to her decision to become the suburban mom of her dreams? It’s a tough day for the girls that is rudely interrupted when Francine discovers Freddie has the nude painting of her hanging in his living room!
27. In the aftermath of a plane crash, Katina tries to rescue David from the wreckage. Meanwhile, the news of the tragedy spreads and Katina’s friends must face their worst fears. A dark, sad, disturbing tale that will grip you like no other comic book ever will. A must read.
27. David finds himself at odds with the Big Six who want him to join their ranks and fill his sister's role. But Tambi has made it known to David that joining the covert group will cost him his life. Who is Tambi working for now, and why has David suddenly become the key ingredient for America's impending fall from power? This is the answer Katchoo is determined to find out before it's too late!
27s. All the solicitation copy you've seen for this issue was a red herring. Everything you've heard is speculation. Moore has the kept the contents of this issue under a cloak of absolute secrecy! Nobody knows what to expect and this issue is bound to have a dramatic effect on the entire SIP storyline. Ships Oct 1. A sedative is recommended before reading.
28. Who survived the plane wreck? Who didn’t make it out? Was it David or Katchoo or neither? And who arranged the crash? Now Mr. Tuccanni wants some answers so he can get his hands on Darcy Parker’s company and the extremely dangerous Tambi gets to play Sherlock Holmes. A late night visit to the hospital could change everything!
28. "First Strike!" ? A horrible commercial airplane crash has claimed the lives of 153 people. Katchoo and David were on that plane, traveling to New York to claim his billion-dollar inheritance. As a distraught Francine arrives on the scene, she finds Katchoo alive but badly injured and David... missing! Was it all an unfortunate accident? When Katchoo receives a bedside phone call from Tambi, the horrible truth becomes clear.
28s. This issue takes a very bold step forward when the bigger picture is revealed concerning David and Katchoo's role in the inheritance of Darcy Parker's estate and her place in The Company -- resulting in a frightening edict given to Tambi concerning all Parker Girls, including Katchoo! The results are immediate and devastating to Katchoo and Francine. Major, major changes in this issue and the story to come!!!
29. In the wake of the plane crash that put David on an iron lung, Katchoo returns to her "other life", as the Parker Girls are being started up again! Francine can't find Katchoo, her mother's not being any help, and is there any chance she'll ever be able to get back to where her life used to be? Maybe not ... but if she is going back to the Parkers, she's going back with a ruthlessness that may allow her to make her life more the way she wants it.
29. Strangers in Paradise begins a new storyline with "Twilight's Child" and provides an excellent jumping on point for new readers. Katchoo, Francine, and David's lives have been changed forever by a horrible plane crash that turns out to be a sabotage. Knowing they will never be safe until their enemies are dealt with, Katchoo goes underground in an all-out assault, Darcy Parker style!
30. Once again, Katchoo is dragged back into Tambi's world of sleazy corruption. But this time it comes out differently -- the people who are watching Francine, taking care of David, and generally haunting the background seem to have their good at heart. Is Katchoo taking over?
30. Katchoo sets out in search of the woman who wants to destroy her and her loved ones. But finding her won't be easy in the underground world of organized crime, so it's a good thing she has someone beside her to help in her quest? Tambi! Meanwhile, Francine shifts her attention to David, who lies helpless in a hospital bed. Nursing him in his hour of need, David finally begins to open up to Francine, and tells her the story of his violent past.
31. Meet the new boss, same as the old boss -- except we know this one personally! In the wake of Darcy's death, Veronica's taken over, and she's hardcore. In between murders, though, she's really steaming that David got Darcy's money instead of her. Now, the question is -- who's in David's will, and how long before it gets read?
31. Francine spends months by David's side, helping him recuperate from his serious injuries. With Katchoo absent, David shares the secrets of his violent past and the friendship between him and Francine grows until they become close -- very close. Meanwhile, Katchoo spends months retraining herself with only one goal in mind: revenge, and the complete annihilation of the enemies that have destroyed her life.
31s. Katchoo sets out in search of the woman who wants to destroy her and her loved ones. But finding her won’t be easy in the underground world of organized crime, so it’s a good thing she has someone beside her to help in her quest - Tambi! Meanwhile, Francine shifts her attention to David, who lies helpless in a hospital bed. Nursing him in his hour of need, David finally begins to open up to Francine, and tells her the story of his violent past.
32. Katchoo keeps getting in deeper with Tambi and the resurrected Parker Girls, but Francine's even worse off -- she's about to marry Brad, and David won't come and save her! Can anyone?
33. A dream and an imaginary story -- or is it? Katchoo and Francine are superheroines, and Freddy Femur is a supervillain, the kind who rents his death-rays by the hour and can't remember which blond henchling he's talking to. See how lucky you truly are that this isn't usually a superhero comic!
33s. It's the annual SiP Special Summer One-Shot! The SiP gang is featured in a super-hero parody entitled "Not With My Cape You Don't!" with Francine as The Wallflower, Katchoo as Razormouth and David as Captain Ahhh! Casey dreams that she and her SiP friends are heroes battling Freddie Femur, as the arch-villain, Fex Femur, for world peace when he attempts to seize semi-control of a very small town outside of a major metropolitan area. (Sorry, but as the slacker generation hits the villain ranks, this is about as ambitious as they seem to get!)
34. David Qin meets someone from his past that he never wanted to see again -- himself! And Katchoo makes an easy decision which leads to a very hard crusade. And Francine is wandering in a place where nothing ever changes, when a kind lady offers her some helpful advice ... from the grave.
34. Welcome to the fast lane, dear boy, it's New York City, SiP style! David's search for the underground Katchoo leads him to the heart of the powerful and deadly 'Big Six' operation in downtown Manhattan, where he attempts to take his inherited seat alongside the leaders. The trouble is, they don't want him... in fact, they'd rather he were dead! Can David stay alive long enough to find his beloved Katchoo? Or perhaps more importantly, will he remain true to his peaceful faith or revert to the ultra-violent ways of his youth in order to survive and protect the woman he loves? The shocking answer is in this issue!
35. Tambi Baker wants Katchoo to help her with the biggest financial deal of her life -- an attempt to leverage the power of the Big Six away from the five old men who Control a large chunk of America's wealth. And Katchoo's been offered the prize of her life -- Francine's life, that is, free and clear. If she does this, she can just walk away, or so Tambi says. And maybe she's sincere. But there are a lot of other players in the game, and none of them cares one whit about Katchoo or Francine's lives!
35s. The wicked make war and Veronica is as wicked as they come, my friends! Armageddon begins as Veronica’s plan to destroy the underworld establishment and create a new 'disorder' bears fruit. Sal Tucciani, head of The Big Six and organized crime, declares war on Veronica’s clan and Katchoo’s small but powerful group, while the two girls are engaged in a deadly game of cat and mouse... the first one to be found dies! Will David be able to do anything to stop the fire of hate that has upset the delicate balance between these dark and complex factions? The solution may be found in Tambi, the cold, calculating killer who is playing everybody against each other in a nerve-wracking game of control, and reveals the shocking reason why in this issue! Meanwhile, back home, Francine prepares for her wedding and agonizes over just how white her dress should be.
36. It's the final face off! It's the moment you've been waiting for as Katchoo finally comes face to face with her deadly rival, Veronica, in the most shocking scene ever depicted in the pages of Strangers in Paradise! After this, nothing will ever be the same. It's now or never for Katchoo as she battles not only her worst enemy, but also the dark past that has tormented her ruthlessly since her youth. One way or another, it all ends now! Witness this dramatic turning point for one of the most dynamic characters in comics!
37. In the aftermath of their showdown against the Big Six, Francine and Katchoo return to Tennessee in hopes of rebuilding their life together. But they find an angry reception when it becomes clear that Francine's fiancé, Brad, must compete for her attention against rival Katchoo! Sparks fly and someone is about to walk out of Francine's life forever! Find out in this stunning conclusion to one of the most powerful stories yet in the world of Paradise!
38. From riches to rags, David may not be so wealthy after all! Uncle Sam comes looking for Darcy Parker's estate because it seems all of her money was gained illegally! Will David have to give all 1.4 million dollars back to the government? And what about the 10 million he gave Francine, will she have to give that back, too? Egad, this could be awkward! Find out how the two nicest people in paradise handle the setback of their lives in this issue!
39. Okay. There's good news and bad news. The good news is: Francine finally meets her fiance's famous brother, Griffin Silver. The bad news: it's love at first sight! And Griffin is not to be trusted in matters of love, even when it concern's his own brother's fiancé! Meanwhile, David gives Katchoo a bold ultimatum and leaves for Hawaii. What is his demand? Find out in this new issue of SiP!
40. Is Francine engaged to the right brother? She's beginning to have serious doubts after having met her fiancé's famous rock star brother, Griffin Silver. But Katchoo offers a surprising solution to the dilemma - let's all go to the Bahamas for the weekend and see what happens! Put on your seatbelts, it's going to be a bumpy ride when bikinis, tequila, and too much fun in the sun bring out the truth in this bizarre foursome.
41. Have you ever heard the story of how Francine posed for her sculptor boyfriend in college, only to find that he produced a full-size nude statue of her that was unveiled in the center of the student courtyard on Arts & Crafts Day?! Find out what happens next in the most embarrassing moment of Francine's life - the day she was expelled from college.
42. SLUMBER PARTY! In a strange turn of events, all the SIP girls end up at Casey's house for the evening, and before you know it, it's a slumber party! Katchoo, Francine, Casey, Margie and yes, even Tambi, in a night filled with T-shirts, bunny slippers, and a scathing review of love and mankind as seen through the eyes of the SIP girls! Come on, admit it, you've always wondered what Tambi looks like in a nightie! Well, here's your chance to find out. It's a perfect evening until Freddie and Chuck crash the party and all heck breaks loose! Trust us, this is one party you don't want to miss!
43. Things heat up when Francine spends time with David and Katchoo in the "Tropic Of Desire." This is one issue you do not want to miss! Sun, private beaches, long cool drinks, and close quarters bring pent-up desires to the surface in this long-awaited issue that will make your pulse race!
44. Marooned! Not a word you want to use to describe your situation, but that's exactly what happens to two of the most beloved SiP friends! Not going to say who, but one certain female goes for an afternoon sail with another certain female, and the two end up marooned on a deserted tropical island. With nothing but their bathing suits and a healthy supply of homemade margaritas, the fearless castaways suddenly find themselves in an uncomfortably intimate situation - and that's when the sand hits the fan! Find out who ends up with whom in the latest waterlogged issue!
45. They're back! Young, beautiful, and bursting with vitality - it's Francine and Katchoo back in all their glory before any gangster or madwomen or middle-age crisis took them away to drama-land. Trust that if you're a SiP fan, you're going to like what you see!
46. Molly and Poo. The names bring a shiver to anybody who knows their story. But what was Molly like as a teenager in high school, before the sex and blood that launched her into notoriety? Find out more in this issue when Francine's brother Benjamin throws all reason out the window and begins dating the weird but sensuous Molly Lane, despite the advice of his friends and family. Madness was never so darned appealing. Don't miss this sexy look at psychosis entitled, "Borderline Lover."
47. Francine has been trying to find the right time to tell Katchoo that she is pregnant. But things don't go as planned when practically everybody they know converges on them at their small island paradise, and Katchoo must compete with Brad, Freddie, Chuck and even rock star Griffin Silver for Francine's attentions!
48. She's a high school dropout who sewed her own clothes and worked three jobs in a tiny Texas town to save up the money for beauty school. She overcame dyslexia to get her G.E.D., endured cosmetic surgery to improve her appearance and eventually, through hard work and dedication, became Francine Peter's worst nightmare: an aerobics instructor with a perfect tan. She is Casey Bullocks-Femur, and this is her story. Finally, an entire issue devoted to telling the story of one of SiP's sexiest and most likable characters, the irrepressible Casey!
49. The original Molly & Poo story sold out before it hit the stands in 1996, and was never reprinted. Achieving cult-classic status almost overnight, Molly & Poo found a fame and readership far beyond it's home series, Strangers In Paradise. Now this controversial novella by Terry Moore is offered again for the first time in six years! Molly & Poo is a poignant and heartbreaking story about the delicate psyche of a neglected woman who risks everything to find her sexual identity, and loses, in one of the most shocking endings ever printed in comics.
50. It's official! SIP has turned 50! To celebrate this magic number Abstract Studio is pulling out all the stops with a special cover and 24 pages jam-packed with new stories and blooming relationships. Katchoo... dating?! Francine... stalking a married man? Casey... an exotic dancer?! Holy cow! Find out what keeps these girls up late at night in this landmark issue of SIP!
51. Two hikers have discovered Veronica's dismembered body and now the FBI is pressing Katchoo for information about her deadly stepsister, Tambi. The Amazon blonde is a cool, calculating killer who has managed to stay one step ahead of everybody, including the FBI, but how much longer can she keep it up? Meanwhile, behind closed doors, Francine has a passionate evening of hot romance - but you'll never guess who with.
52. Francine moves in with Katchoo and the rumors begin flying! Freddie decides it's up to him to save Francine from her wayward path and determines to win his ex-girlfriend back. Meanwhile, Chuck bets the gang that he can kiss Katchoo before midnight (trained medical personnel will be standing by).
53. SIP #53 marks the conclusion of a three-part story-within-a-story, "My Maiden Voyage." Someone has been killing Parker Girls one by one. FBI Special Agent Sara Bryan wants to know whom, and she's hoping Katchoo will tell her why. But Katchoo has more important things on her mind... like girl trouble! Things are getting hot in paradise!
54. What do Elvis and Katchoo have in common? Girl trouble! This issue begins a three-part story arc focusing on the intertwined love lives of Katchoo and Francine with the Silver Surfer brothers, Brad and Griffin. Brad is Francine's former fiancé. Griffin is Brad's famous rock star brother. Brad wants Francine back. Griffin wants to help. But when he comes to meet Francine to petition on his brother's behalf, in walks Katchoo and- you won't believe it! What is the unexpected connection between the foursome that could tear them apart?
55. In Part 2 of the 3-part "Girl Trouble" story, Francine's former fiancé, Brad, wants Francine back. His famous brother, Griffin Silver, has come to pay Francine a visit and petition on his brother's behalf, but things get complicated when Griffin falls in love with Francine, and Katchoo won't come out from under the bed! Find out why in the second part of "Girl Trouble!"
56. GIRL TROUBLE: Part 3 (of 3)? All Francine ever wanted was somebody to love. Now she has more candidates than she knows what to do with! Her ex-fiancé, her ex-fiancé's brother, her best friend, her other best friend, her ex-boyfriend- suddenly everybody wants Francine! How will comic's most famous neurotic handle all the attention?
57. There's an old saying that if Katchoo ever met the 'Blue Bird Of Happiness' she'd probably eat it! Well, we have the pictures to prove it. Somebody wants Katchoo dead; somebody she knows and trusts. But who? Katchoo plays a dangerous game of cat-and-mouse with an adversary she can't see, as a rogue DUCk (Deep Underground Parker Girl) stalks her disguised as a trusted friend. But which friend? Can Katchoo uncover the identity of the lethal Judas before it's too late?
58. Katchoo faces her deadliest challenge ever when she uncovers the identity of the deadly DUCk who has been stalking her for two years! If you've ever wanted to get revenge on a stalker, this is an issue you must read!
59. An FBI agent has been using Parker Girl techniques against Katchoo, posing as her artist's model in order to gain evidence against her. Meanwhile, the plans are made and invitations sent for Francine and Brad's big wedding. The question on everybody's mind now is: will Katchoo attend the wedding?
60. Francine finally ties the knot with Brad. Friends and family gather to celebrate the happy occasion as Francine finally makes her childhood dream come true, to marry a doctor and start a family. But what about Katchoo? Is this the end of a great friendship?
61. Gang member at 13. Murderer at 15. Sober at 16. Hopelessly in love with Katchoo at 17. This issue marks the beginning of a three-part mini-series telling the story of young David Qin's turbulent teen years, illustrating why SiP's quietest member may be its most deadly.
62. At 15 he was a member of L.A.'s most powerful street gang, facing murder charges and fighting for his life, both on the streets and within his own household. This is the second in a three-part mini-series telling David's Story. From a life of violence and incest to faith and love, find out why SiP's quietest character may be its most deadly.
63. At seventeen David is a former L.A. street gang member with a bloody past. Now he's trying to build a new life at an eastern school, and the future looks bright... until he comes home to visit and meets an under-aged call girl named Katchoo. This is the final chapter in a 3-part story arc detailing the origin of one of comic's most heartbreaking love stories.
64. For the last nine months, Katchoo has been working hard to keep her mind off Francine's wedding by painting . . . nude pictures of Sara?! Poor Sara never knew what she was getting into when the FBI assigned her to go undercover and keep an eye on Katchoo. Now, everybody's eyes are on her as 100 nude paintings of her voluptuous body debut at Katchoo's first major art exhibit.
65. In the wake of her art world debut, Katchoo finds her paintings are suddenly in demand and women of all ages come out of the woodwork to commission one of her infamous nude portraits. But an anonymous patron wants to buy one painting in particular, no matter what the price... "Portrait Of Francine!"
66. Katchoo's nude portraits are the talk of the town, in fact everybody wants one! But an anonymous patron insists on buying one painting at any price ? "Portrait of Francine!" Katchoo won't sell until she knows who and why, and begins an investigation of all possible 'suspects'... leading her to a startling discovery.
67. Katchoo begins her new job teaching at the local art school, and is shocked to find that one of the models is a well-known SiP regular! Meanwhile, Freddie abandons the dating circuit for a steady girlfriend, but there's one little hitch... she's the city coroner and she loves her job!
68. Katchoo is suspicious of Tambi's reluctance to find David for her. When Katchoo confronts her stepsister about the matter, the terrible truth comes out. Meanwhile, Freddie goes to the city morgue in search of a body — and boy, does he find one! Sexy newcomer Emily Stryker is the city morgue employee assigned to help Freddie and Det. Walsh investigate a murder case.
69. Katchoo is suspicious of Tambi's reluctance to find David for her. When Katchoo confronts her step-sister about the matter, the terrible truth comes out. Meanwhile, Freddie goes to the city morgue in search of a body ? and boy, does he find one! Sexy newcomer Emily Stryker is the city morgue employee assigned to help Freddie and Detective Walsh investigate a murder case.
70. Casey is a Las Vegas showgirl? It's every fanboy's dream come true when Casey gets a job in sin city doing what she does best - looking beautiful! But what does Katchoo think of Casey's new job and what is she doing in Vegas anyway? Find out in the sexiest issue of SiP ever!
71. Things heat up as the SiP gang makes their presence known in the original Sin City... Las Vegas! We can't tell you anymore without giving away the surprise of the year! Trust us, SiP finishes the year with a bang readers won't soon forget!
72. Katchoo turns the tables on a showgirl stalker and helps showgirl Rusty find her lost husband in this exciting conclusion of the "Viva, Las Vegas" story.
73. Hannibal Lector has nothing on Molly Lane, SiP's beautiful psychopath. Institutionalized after butchering her husband with a meat cleaver, Molly "persuades" her doctor to sign her release and sets out to find her first love ? Benjamin Peters! This is the third and final chapter in the Molly & Poo saga.
74. The SiP gang is back together! Katchoo, Casey and David decide to open their own art studio together in Houston. They need a receptionist though, and you'll never guess who applies for the job!
75. It's a hold-up! Katchoo and Francine are shocked to run into each other at the bank, just in time for a hold up! It's the dysfunctional dynamic duo versus the bank robbers in this hilarious issue of Strangers in Paradise!
76. Freddie is trying to impress a very important client who thinks he is happily married. When the client wants to take Freddie and his "wife" out to dinner, Katchoo gets talked into playing the role. See the couple that would make Tennessee Williams run for his life in "Guess Who's Coming To Dinner?"
77. Francine and Katchoo meet face to face for the first time since Francine's wedding. Is it fireworks or handkerchiefs, and what happened to the forecasted ten-year split? The answers will shock you!
78. Casey devises a plan to bring Francine and Katchoo back together again, with David as an unwilling participant. Meanwhile Detective Walsh and the beautiful pathologist, Emily, pursue Houston's deadly body bomber.
79. In this emotionally hard-hitting issue, David's dark secret comes out when Tambi learns about his condition, and life for the SiP friends will never be the same.
80. Casey begs David to marry her and give her a child, but Katchoo wants to marry David as well. Which one will he choose?
81. Casey realizes she can't have the future she hoped for and makes a decision that affects the entire SiP gang.
82. The countdown to the final issue begins! "I can have both!" Francine once said, but when Brad finds out the meaning behind the Francine's lily tattoo he strongly disagrees and gives his wife an ultimatum, him or Katchoo. Who will Francine choose? The answer will shock you!
83. The final story arc begins in issue 83! The SiP girls rally around David in his time of need, and no king ever had it so good! But it's a tough day in paradise when an SiP legend meets a tragic end!
84. Who knows what will happen in SiP as the Eisner Award-winning series enters its final story arc? Who will survive and who has who's baby is one of the most closely guarded secrets in comics. One thing is for sure, it all happens in the next seven issues as the SiP counts down to #90 - the final issue!
85. With SiP drawing to a series end at issue 90, the story in the final issues is one of the most closely guarded secrets in the comics industry. All we can tell you is, big, bad dangerous things are happening in SiPland, things guaranteed to leave you breathless. Don't miss these critical issues as a comics legend draws to a close!
86. With only five issues left in this Eisner Award-winning series, the final story arc of Strangers in Paradise is not like anything else you'll read this year. Will Francine and Katchoo end up together? Will David live? The final answer is in this issue... and the next four!
87. With only four issues remaining, this series has never been hotter! Will the story of Francine and Katchoo turn out to be a romantic comedy or a tragedy? Will David live or die? What the heck was that flash forward business all about? Moore promises answers to all these questions as SIP approaches its final climax!
88. Only three issues remain in this Eisner Award-winning series, and SiP has never been hotter! Katchoo, Francine, David, Casey, and Tambi... everybody's involved in one of the most anticipated finales in comics history! No hints here, you have to read this one for yourself!
89. One of the longest continuous stories in comics has almost reached its finale. How will Terry Moore's masterpiece end? Does the epic tale of Francine and Katchoo have a happy ending?
90. Is this it? The end of an award-winning series and an era in comics? The final issue of SiP! The saga of Katchoo and Francine comes to a climactic finale in this issue as 14 years of complex stories, intrigue, romance, and adventure bring fans to the final scene.
1. They're funny, they're rude, and they're wildly imaginative - they're Terry Moore's comic strip art, and they're offered for the very first time in this special one-shot issue! Terry Moore's… Paradise, Too! contains the best of Moore's pre-Strangers in Paradise work and much of it reveals early developmental versions of SiP's Francine and Katchoo! This collection of Moore's early work has been a top fan request for years. Don't miss it!
2. Since Terry just can't stop drawing cartoons, they've decided to keep publishing them! Now, in a regular bi-monthly series, Paradise Too! collects all the cartoons and comic strips Terry draws on a daily basis that never make it into SIP. The first issue was a roaring success, now issue #2 brings you more of the characters you love… Kixie the high-maintenance fairy; Plato the love-sick polar bear; Morris the ugliest little dog in the world, and many more! If you like the humor in SIP, you owe it to yourself to read Paradise Too!
3. All-new cartoons from a questionable part of Terry Moore's brain! There are new strips with Kixie the precocious fairy and Plato the love-sick polar bear; the controversial new strip Beeps with Taffy, Jobey, YY and Beeps herself, all drawn with a satirical pen dipped in acid! And as if that wasn't enough, there's Morris - The World's Ugliest Dog! If there's one comic release this month worth begging quarters at the mall to buy, this is it!
4. Oh good grief! Here's the latest collection of cartoons and twisted doodles form the run-amok mind of Terry Moore! Kixie the fairy discovers chocolate, Plato the polar bear ponders the mysteries of life under the aurora borealis, Beeps suffers through a family dinner outing at the local Steak-A-Bob, and Grace buys lingerie through a mail order company with disastrous results. All this and much more from the irresponsible side of Strangers in Paradise creator Terry Moore!
5. Kixie falls asleep in the pocket of Grace's blind date and wakes up in a strange new world… his apartment! While Grace frantically searches for her beloved lost fairy, Kixie explores the mysteries of a man's life. Other cartoons in this issue include Plato in Wonderland and Beeps!
6. What can you say about Kixie? She's 3 inches tall, loves strawberry cake and flies. She's the most popular fairy in the world (after that show off Tinker Bell!) and she can be found only in the pages of Terry Moore¹s Paradise Too! Read the latest adventures of this precocious little imp along with Plato the Polar Bear, Beeps, and Oliver Wonderbee!
7. It's a day in the life of Kixie! What does a 3' fairy do all day besides eat strawberry cake? Follow America's favorite fairy and find out, as Kixie explores her new home where hidden treasures such as makeup, caffeine, power tools, and lingerie await!
8. Three's a crowd! Michael thinks he's coming over to watch the big game on TV, but Sheila has arranged a romantic dinner. As Sheila struggles for Michael's attention, Kixie does everything she can to ruin the unsuspecting Sheila's plans!
9. Michael takes Sheila to a friend's wedding, but Kixie thinks the wedding is for Michael and Sheila… and love hath no fury like a fairy scorned! Can you say 'food fight?' Watch Michael's love put to the test in this hilarious issue of PToo!
10. Madness abounds! Terry's cartoon alter ego decides he's ready to become a he-man and begins a rigorous workout routine, limiting his soda pops to one an hour and power walking to his home office at the end of the hall. Oh, the pain. Meanwhile, Kixie and Lizzie pay a visit to a local palm reader, with disastrous results. And what the heck is a polar bear doing at Winona Ryder's house?
11. Kixie strips romp across the pages in this latest collection of Paradise whimsy! Kixie the fairy doesn't want Grace to date anybody for fear of having to share her strawberry cake with a "big oaf" in the house. When Kixie finds out that Grace is having a guy over for dinner, the kid gloves come off ? no more Missus Nice Fairy! Hilarious cartoon fun from Terry Moore!
12. 'Wonderland' -- a charming story about a little boy in a strange land filled with beautiful fairies, cloud farmers, wicked queens, and yellowphants. Plus, Kixie's back, and Plato the Philosophical Polar Bear makes a surprise appearance!
13. Oliver Wonderbee is a happy eight-year-old who falls asleep one night and wakes up 18-years-old; his parents are older, he has a girlfriend who wants to know where he's been, and a body he can't get used to! For nine straight days Timmy finds himself racing through his life a decade at a time until he reaches the end and discovers the terrifying challenge he has been brought forth to face!
14. This issue spotlights America's Favorite Fairy, Kixie! In a full-length story, Kixie meets Jennifer, a single woman on the fast track to success... and the loony bin. Overworked Jen blames stress for the sudden appearance of a fairy in her life, but Kixie thinks it's kismet!
1. Terry Moore is back with a new series, and this time he's going nuclear! Julie Martin is taking photographs in the desert when she witnesses a massive explosion in the sky. Covered in the bizarre, metallic fallout, she races home to find a chunk of the mercury-like metal came with her. When the metal becomes attached to her skin, Julie is unaware that she is host to a new symbiotic technology: a living bomb!
2. When Julie Martin becomes exposed to the fallout of a new, hi-tech weapon she seeks help, but instead finds she's become the target of a military contractor who wants her dead. The people she once depended upon either cannot or will not help, so Julie runs. Now her only allies are a park ranger she's never met and a woman who is dead.
3. We have met the enemy and she is Ivy M. Raven, head of security for the Heitzer Nuclear Research Institute. With 72% of their multi-billion dollar, liquid metal Beta suit missing, and Julie Martin as the prime suspect, Raven is on the hunt and Julie is her prey!
4. HeNRI developed the world's first liquid metal atomic weapon. Now, like it or not, Julie Martin is wearing that metal and is forced to run to keep HeNRI from continuing their deadly development! With no allies but a delusional sister and a park ranger to help her, Julie must find a way to become something she's never been before - brave!
5. The Heitzer Nuclear Reserch Institute (HeNRI) hires bounty hunter Ivy to track down Julie Martin because she possesses part of their secret weapon - a liquid metal bomb that can destroy the planet! Ivy has never failed, but Julie finds an unexpected ally in the spirit of a dead woman with a molecular bond to the metal she wears!
6. The symbiotic metal suit Julie wears is a fragment of a high-tech nuclear suit. Now she's determined to keep it away from the military contractors who made it and want it back! On the run with her mentally unstable sister in tow, Julie's only other allies are Dillon and his dead girlfriend, Annie. Surely Oppenheimer never had this much fun with atoms
7. With Agent Ivy hot on Julie's trail, the body count in Julie's wake is rising. Julie blames Ivy, Ivy blames Julie, but in their game of cat and mouse, neither suspects the rat who shadows them both! It's life and death in Terry Moore's sci-fi thriller, Echo!
8. Julie isn't the only one with remnants of the atomic armor she wears. There is another, much darker soul, who lusts for the power the armor brings. The Dark One is determined to find Julie and claim her share of the armor. To do that, he will have to kill her!
9. When Julie meets a scientist from HeNRI, she finally learns the secret behind the Beta Suit metal she's wearing, and why the Phi Project is only the tip of a catastrophic iceberg!
10. Julie and Dillon travel to the frozen wilderness of Alaska to find a HeNRI facility that is manufacturing the atomic alloy stuck to Julie. But, they are not alone. Somebody else wants the powerful metal Julie is wearing... and the only way to get it is to kill her!
11. Dillon finally learns what happened to Annie, and realizes his relationship with Julie is going to be much more complicated than he thought. Meanwhile, Ivy returns to HeNRI and confronts Foster for the truth about Julie and the Beta Suit, only to find the atomic alloy is merely the tip of the iceberg!
12. Julie and Dillon encounter a government employee who claims to have a considerable amount of Beta Suit fragments he will give to her in exchange for... well, that's the problem: his price. Expect the unexpected when Julie meets her first 'fanboy' in Echo #12!
13. The Army has intensified its search for Julie Martin, and the scientists at HeNRI warn it's only a matter of time before the liquid metal remnants of the Beta Suit she's wearing explode with the power of a hydrogen bomb. Running for her life, Julie desperately seeks a way to remove the metal, only now she faces a new problem: the metal is growing. The Beta Suit is regenerating!
14. Julie and Dillon find a valuable ally inside the HeNRI company who reveals the true purpose of Foster's Phi Project-a massive machine designed to recreate the Big Bang. However, this machine will use the Phi Principle, guaranteeing success - and ending all life as we know it with a complete reboot of the universe. With Annie dead, the only one who can stop Foster and his doom machine now is Julie Martin.
15. Dillon loves Annie, but the murdered Annie now lives inside Julie, and Julie thinks the whole thing is bizarre. As if life wasn't complicated enough, Julie and Dillon must stop HeNRI from activating its ill-fated Super Collider. But, with Special Agent Ivy Raven and half the army on their trail, getting anywhere near the secret facility will be almost impossible. Almost.
16. In order to stop HeNRI's super-collider, Julie must have the rest of the Beta Suit. When she infiltrates HeNRI's secret test facility, Julie finds what she's looking for. Question is, can she survive it? Find out in the latest issue of this radioactive hot series!
17. Julie is getting used to the idea of another woman living inside her, but she is not so crazy about Annie using her body to reunite with boyfriend Dillon! Meanwhile, HeNRI prepares to turn on its super-collider, despite global protest against it. Now it's up to Julie/Annie to stop the collider and save the world!
18. Julie Martin channels the other woman living inside her to break into HeNRI's top-secret research facility and steal the rest of the Beta Suit. But what they find is more than they could have imagined - and far more deadly!
19. Trapped in an underground bunker, Julie fights with Annie over who should use her body for the escape, and poor Dillon is the referee! Meanwhile, Dan's biker gang buries their fallen brothers. After the funeral, the boys mount up for an all out attack on HeNRI.
20. Annie lives inside Julie, and she's not happy. Annie is determined to stop the army from activating its top secret super collider, and Julie has been drafted for the job. Fortunately, she has the help of Annie's boyfriend, Dillon, and an insider at HeNRI. That makes four against the army. What are the odds?
21. The hunter becomes the hunted as Julie and Ivy team-up to track down the serial killer, Cain, and take away his only weapon, the alloy. Stakes are high as the girls must have the alloy to fight an even bigger fight - against an entire army!
22. Despite protests by the public and scientific community, the Phi Collider is complete and the 2-week activation process has begun. With the clock ticking, Congress calls an emergency session to discuss the situation. But Julie and Ivy have their own plan for stopping the controversial collider, and step one is loud. Very, very loud.
23. Time is running out for Julie and Ivy. In order to stop testing of the deadly new super-collider, they must first track down the killer Cain, and take his Phi alloy. Activation of the collider has begun, Cain is on the run, and the clock is ticking down.
24. Be careful what you wish for. Julie and Ivy's desperate search for Cain brings them face to face with the crazed killer, but it appears they've been led straight into a trap. Meanwhile, Foster flips a switch and the Phi super-collider is activated!
25. Julie meets Cain in a fight to the death for the rest of Annie's alloy, while Ivy is forced to use desperate measures to find and stop the Phi Collider. The atomic clock is ticking on a countdown to midnight, and time is running out!
26. Only 5 issues are left in this adrenaline-laced series! Julie and Annie combine forces to fight their way through state-of-the-art security systems and the world's most formidable army. With nothing more than a shared body covered in Alloy 618, the odds are against them, but the girls must win to prevent the Phi Collider from destroying the planet!
27. Alloy 618 covering her body in a liquid metal armor, Julie is at her most powerful when attacked. When Julie leads Ivy and Dillon into the heart of the secret underground Phi Collider, the military throws everything they've got at our brave girl, and the results are spectacular! Only 4 issues left in this Harvey Award-winning series!
28. Julie and Annie share the same body and must act as one to stop the Phi Collider. Once inside the top secret facility they must fight their way through indomitable security and find the man responsible for it all, Professor Foster. Only Foster can stop the machine that threatens the world, and only Foster holds the key to setting Annie free!
29. Julie and Annie work as one to fight their way into the secret underground Phi Super-Collider where they come face to face with Annie's killer. With the fate of all mankind at stake, Julie makes a brutal and very deadly decision. Don't miss the series' earth-shattering climax in issues 29 and 30 of this award-winning series!
30. This is it - the Final Issue of this award-winning series! Julie and Annie, sharing the same Alloy618-covered body, must fight their way through an army to stop the Phi Super-Collider from making a black hole that will consume Earth. Don't miss the adrenaline charged conclusion of Terry Moore's sci-fi thriller!
HOW TO DRAW
1. Terry Moore is well known for his highly expressive comic art depicting realistic characters. Now his drawing secrets are revealed in a series of lessons discussing everything from anatomy to drawing tools, from body language to Photoshop, with comprehensive notes, tips and observations from the Eisner award-winning artist. The first lesson in this new quarterly series is Moore's specialty: drawing realistic women. Highly recommended for both amateurs and working professionals.
2. Terry Moore's comic art is known for it's highly expressive characters. In this issue of his How To Draw series, Moore explains the techniques he uses to render expressions of all kinds; from dark to light, on cartoons or realistic drawings. He even reveals the secret to capturing the human emotions of any given moment. This is a must-read for amateur artists and pros alike.
3. There is comic art and then there is beautiful comic art! Terry Moore continues his How To Draw series with a chapter on what makes a comic book heroine beautiful and irresistible. Covering every aspect of comic art, from panels to pinups, Moore reveals his secrets to drawing sexy characters that you can't forget.
4. Drawing to make people laugh is fun but it's also a skill that can be learned and polished. Whether you want to entertain your friends or spice up your working pro chops, Terry Moore's lesson on drawing to amuse offers a wealth of helpful tips and insights that will help you tap into your funny bone any time and every time. How To Draw: Funny is the newest chapter in Moore's acclaimed How To Draw series. Don't miss it!
5. Terry Moore's How To Draw series concludes with this final chapter on the craft of making comics. Everything from paper to Photoshop is discussed in detail, with Moore's own tips and templates revealed. For beginners and pros alike, this is a book every comic artist will find useful.
1. Rachel wakes up at sunrise on a shallow grave in the woods and discovers the freshly murdered body in the dirt is her own. With events of the previous night a blur, Rachel seeks out her boyfriend Phillip. But Phillip has a new girl now and Rachel is beginning to suspect she rose from the grave for a reason... revenge!
2. Rachel Beck was murdered yesterday. Today she's back from the grave and looking for her killer. The problem is, death zaps the memory bank pretty hard. So now Rachel will have to investigate her own murder!
3. Rachel discovers her affair with death has given her the ability to see the death of other people - before it happens! Using her newfound ability gives Rachel a powerful tool to track down her killer, but it also brings her heartbreak.
4. The town of Manson has a serial killer on the loose, and Rachel is determined to find him. But probing the secret lives of her neighbors is proving to be more than she bargained for when everybody seems to be capable of murder...
5. Rachel's quest to find her own killer in the small town of Manson leads her to one of the oldest, most respected families in the country - and the vicious murder of a boy, 300 years ago!
6. Rachel and Aunt Johnny search for the deadly blonde angel leads them to the town's doctor and the horrifying truth about his shut-in wife.
7. Rachel Beck's affinity with the dead allows her to see the impending death of others. Rachel is quickly learning her newfound ability can be a powerful weapon that cuts both ways.
8. When graves begin exploding in Manson, Rachel suspects the cause is the mysterious blonde woman who leaves a trial of death behind her. Is she Death incarnate, or just one very ticked-off witch?
9. Rachel's ability to predict a person's time of death is useful when tracking a serial killer in Manson, but the unwelcome news also proves be a powerful weapon against even the hardest of hearts. Rachel takes creepy to whole new level in issue #9!
10. The Manson serial killer is filling the morgue with victims and the police are baffled with no clues or leads. In the search for her own killer, Rachel finds the serial killer hiding - in Manson's bloody past! Guaranteed to make your happy place scream!
11. Rachel learns the truth about her past life and why she must enlist the help of a death angel to save the people of Manson from a 300 year old curse. Nominated for 2 Eisner Awards, Terry Moore's horror series is a highly praised, addictive must-read.
12. Jet struggles with a newfound killer instinct that she doesn't want. Rachel is doing her best to keep her friend from racking up a body count as Det. Corpell keeps a suspicious eye on the pair. Nominated for 2 Eisner Awards, Terry Moore's horror series is a highly praised, addictive must-read.
13. People are dying at an alarming rate in the little town of Manson. All of them in freak accidents with no apparent connection to one another. But Rachel sees a pattern forming on the map - a pentagram - and she knows who is responsible: Lilith, the first woman to set foot on earth. Nominated for multiple Eisner and Harvey Awards, Rachel Rising is an intense horror story from Terry Moore.
14. Rachel discovers the terrible truth about Jet and an ancient demon named Malus. Can she stop Malus without destroying her best friend? Maybe not! No one is safe in this critically acclaimed horror series from Terry Moore.
15. Rachel reaches out to her mother with shocking results!
|Friday, February 11th, 2011|
|Tuesday, November 23rd, 2010|
|Wednesday, June 2nd, 2010|
|Tuesday, May 25th, 2010|
|Staff of Kings PS2 script
SUDAN - 1939
Magnus Völler - A fellow student under Professor Kingston, Magnus went back to Germany after being expelled and offered his services to the German government.
Charles Kingston - Teaches Archeology at the University of Chicago, where he taught both Indy and Magnus.
German Desert Commandos - These German soldiers should not be in Sudan. They are probably here to help Magnus and keep an eye on him.
After observing some German activity near a forgotten temple, Indy looks for another way in.
Indy is making his way into the temple. A torch would be handy to illuminate the way.
At the door of the temple.
The temple is falling apart! Reach the exit before it comes down on Indy.
Now that he has escaped from the temple, Indy has to make his way through the German camp. First, he must learn how to punch.
Now Indy learns how to use objects and hotset items.
Indy learns how to use his whip in combat.
Indy learns how to grapple with enemies.
A large group of soldiers stands between Indy and certain escape.
Finally escaping from the Germans. Too bad the plane is damaged...
I'm in Sudan to recover some relics from the area's Nubian pyramids before they're lost to looters and graverobbers. I just hope I'm not too late.
IND Germans...Why are they here?
IND That's better!
IND I need a torch to cross the bridge.
IND Not bad...
IND That was close!
IND Oh... great.
IND Es ist ein Fehler. Ich kann erklären, bitte.
MAG Then by all means, Doctor Jones. Explain.
IND Magnus Völler?
MAG I see you already found what we were looking for.
MAG Thank you. You've saved us a lot of work.
IND What's a'matter Magnus? Can't go on digs without the Führer's babysitters?
MAG Sticks and stones, as you Americans say.
IND Professor Kingston was right about you. I'm just glad he's not around to see it.
MAG The idol, Jones!
IND How're those reflexes?
MAG Bring him back!
Magnus Völler - Like a bad penny, Magnus turns up all the time. What is he doing here?
Blind Duck - A Tong leader with many followers in Chinatown.
Archie Tan - An old friend and antique dealer. He has many connections both in the US and in Asia.
Suzie Tan - Archie's young granddaughter. Quick witted, usually gets in trouble but manages to get herself out quickly.
Charles Kingston - According to Archie Tan, Kingston has disappeared. Indy is in Chinatown to investigate a possible lead.
Tong gang members - Gangs of ruffians that came from China, they work for whomever gives them the most cash.
Indy has received a note from his friend Archie Tan about the disappearance of Kingston and the possible connection to the mysterious Jade Sphere.
Someone was waiting for Indy. He must be on the right path.
More hired muscle. Blind Duck really wants to get rid of Indy, but why?
After a short flight, more trouble awaits Indy.
Seconds after the Tong leader entered the factory, it blew up. Indy must go in there and save Suzie!
Almost had Blind Duck. He just went up the staircase with Suzie. All Indy needs to do is deal with two shooting Tongs.
They have nowhere to go. This fight ends now.
Suzie led Indy to Archie's import shop. Unfortunately, someone else seems to have been here before...
Cleaned up the mess in Archie's secret store room but there's no clue of what he was working on down here. There must be another secret path...
The Star of the Orient! What secret does that ship hide?
Another group of Tongs and the Jade Sphere is still nowhere to be found. Better deal with them and then look for the Sphere.
Having managed not to give Magnus the Jade Sphere, Indy makes his escape on a cable car.
This is the Lao Che Lounge. The local Tong thugs use this place as their meeting house.
The Star of the Orient was used to smuggle goods out of China in the 1800s. It was buried as landfill after the 1906 quake, and the city rebuilt on top of it.
ART Indy, I have information about Charles Kingston's disappearance in 1933. It involves something called "The Jade Sphere."
ART I must show you in person. Please come at once. Be careful. Other parties may be interested. Archie Tan.
SUT Indy! Over here.
IND Suzie? Suzie Tan?
SUT Aaah! Help!
IND I gotta find Suzie...
IND Suzie needs my help!
CHM I'm trying to sleep here!
SUT Hurry up, Indy!
SUT Help me, Indy!
SUT Let me go, you big oaf!
BDK Stop him!
BDK He's coming! Get ready!
BDK I'm going to hurt you!
BDK You don't stand a chance!
BDK I'm stronger than you!
BDK You are weak, Jones!
IND Maybe there's a better way to do this...
CPP Your friend is upstairs. Hurry if you wish to save her!
BDK Put her up there under the billboard.
SUT I'm gonna fall.
SUT Indy, watch out!
SUT ...so, when they came back, Grandpa hid me in a cabinet. I heard them dragging him away...
SUT They kept asking for something called the Star of the Orient.
IND Some sort of jewel?
SUT I guess so. If I knew where it was, I'd give it to them. I just want my grandfather back.
IND Did they mention anything about The Jade Sphere?
SUT What's that?
IND Probably nothing... can you get to somewhere safe?
IND Don't worry, I'll find him.
TOB No excuses! If we don't find that Jade Sphere, we're all dead men!
TOX Maybe the boss was wrong!
TOB I'll tell him you said that. Shut up and keep looking!
TOA Dr. Jones, I presume.
IND Don't think I've had the pleasure...
TOA No? Allow me to introduce myself.
TOA We want the Jade Sphere.
IND I don't have it.
TOA You think we're fools?
IND Kill me, and you'll never find it!
TOA You're running out of time, Dr. Jones!
IND There's no way that cannon will fire.
TOA Where is it?
IND Wonder where that goes...
TOA Hey, you!
IND There's gotta be something around here I can use...
IND There's gotta be a way to make this fall.
IND The Jade Sphere isn't here. Maybe Archie moved it...
IND Finally! I've found it!
IND Völler. I should have known it was you.
MAG The Sphere, Jones. Give it to me, or your friend dies.
IND You want the sphere, huh?
ART Don't give it to them Indy.
IND Archie, grab the controls!
IND Archie get ready to Jump.
ART Who was that, Indy? He seemed to know you.
IND Magnus Völler. We studied together under Charles Kingston.
IND He got thrown out of the program for selling artifacts on the black market.
IND After that, he crawled back to Germany, started running errands for Der Fuhrer.
ART Kingston asked me to keep the Jade Sphere safe... I didn't think it was worth killing for.
IND Neither did I. Something's going on here. I need to start looking for answers.
IND The same place Kingston found this. Central America.
Magnus Völler - Magnus seems to be chasing Kingston as well. Maybe he doesn't have anything to do with his disappearance.
Charles Kingston - Panama is where Indy, Kingston and Magnus found the Jade Sphere originally. Maybe there is some clue as to Kingston's whereabouts in the temple.
Maggie O'Malley - A photographer that Indy met by chance during his trip to Panama.
Sudao - The leader of the pillagers, Sudao's mastery of fire is a sight to behold.
Villagers - The guardians of the temple, these villagers live a peaceful life at one with nature.
Village Chief - The village chief knew Kingston well. He saw him last when Kingston went into the temple, a few months back.
Pillagers - Pillagers who will work for anyone, they seem to be in cahoots with the Germans.
German Commandos - These soldiers seem to have been personally assigned to Magnus. What are they really looking for?
Knowing the Jade Sphere is from Panama, Indy makes his way there to get his old professor's notes and find more clues as to his disappearance.
As much as Maggie tries to help, sometimes it is not appreciated. Especially when she triggers a rock slide.
The inhabitants of this village were good friends of Kingston. It can't be a coincidence that they are under attack.
After having helped the villagers, Indy makes his way to the temple to pick up Kingston's trail.
More pillagers. Their main camp should be close by.
The leader of the pillagers seems to love fire a bit too much. Still, Indy must go through this man to reach the entrance to the temple.
Finally, the Mayan temple.
Magnus' men are here already! Must make it to the Planetarium before them.
There must be a different way to deal with this machine gunner...
Indy has reached the top of Three Rivers, but looks like company is coming...
A strange room, with four different paths opening in front of Indy. Which way to go?
Giant stone blocks falling behind Indy! He must dash to safety.
Another Mayan puzzle. How to get the swinging boulders to open up the path?
These large boulders are blocking Indy's path. They sort of look like giant marbles...
This room looks like some ancient version of basketball, but much more dangerous.
With the staircase leading up destroyed, maybe there is a different way out...
Indy must find the way around this large hole in the ground.
Good thing that Indy has a torch to light his way down this dark corridor...
Another trial from the Mayans... a burning bridge. Indy must hurry across the bridge before the flames reach him.
Kingston was fascinated by this room last time. He must have hidden his notes somewhere around here.
Kingston did a lot of work in this area of the jungle. He was on good terms with the local natives. Maybe they know where he went.
They don't try court cases like this anymore... The Maya used to pit champions against each other to determine a person's guilt or innocence.
Kingston brought Magnus and I to this temple back when we were both students. This is where we found the Jade Sphere.
In the Mayan myth of Xibalba, there were three rivers guarding the underworld... one made of blood, a second of pus, and a third of scorpions.
Another room based on the legend of Xibalba: these four paths were meant to confuse and test the traveler, leading him to his doom.
The Ball Court is part of the legend of the Hero Twins who defied Xibalba. They let the Lords of the Underworld beat them, in order to fool them into letting their guard down.
A bridge of fire was the last test before the Planetarium, the resting place of the gods.
IND Holà, señor. Are you going upriver?
MOM Can I help you?
IND I'm trying to hire this boat. Miss...?
MOM Maggie O'Malley. And you can't. That's my gear on the deck. Find another boat.
IND Listen, sweetheart...
MOM No, you listen. I've got about a hundred pounds of camera equipment here, about two weeks of work to do in five days, and I've already missed half my deadlines.
BPI Same way.
BPI I take you both, but no argue on boat.
IND All right, I better get moving.
MOM Where are you going?
IND The temple. What I'm looking for is inside. Just stay here till I get back.
PGR He's here! Get him!
IND I think I've got enough clues to know who's funding those pillagers... Magnus Völler.
IND I can't go back there!
MOM Watch out!
IND Woah! That was too close!
IND Looks like I found their camp. Better stay on my toes.
IND Germans. Why does it always have to be Germans...
IND Huh. This seems to symbolize the three Rivers from Mayan mythology, one color for each of them...
IND Huh. This seems to represent the three Rivers from Mayan mythology...
IND Somehow, I don't think I'll have it as simple as the Hero Twins did...
IND Guess I'll have to find the right path the hard way.
IND The ball court from the Mayan underworld. Looks like I'm on the right track!
IND I need to get out of here...
IND Hrm. Maybe a chain reaction would clear the path...
IND Jaguar House. Only it looks like someone forgot to feed the kitties...
IND And lo, the demons loved to play the ball game, but only the Hero Twins were able to find them all...
IND The Ball Court. In the myth, the Twins LOST the game to the demons on purpose...
IND Wrong hoop!
IND Got it!
IND Looks like I'm going to find out how good a ball player I am...
IND Kinda looks good from all the way up here....
IND I need some kind of bridge...
IND That's more like it.
IND This looks pretty shabby, as far as dungeons go... Might even be worse than my office.
IND A bridge lined by dragon statues... Very subtle. Too bad I don't have an asbestos suit with me.
IND Planetariums were often used to model the alignment of the stars. Let's see if I remember my old Astronomy classes...
IND Six boulders... These must represent the six planets the Maya knew about.
IND What are you doing here?
MOM I might ask you the same thing.
IND Looking for this.
MOM A notebook? Belonged to your friend?
MOM Why would he leave that here?
IND To keep it safe. He must have been on to something. Something big.
IND Cut it out.
IND See here?
IND Then Moses stretched out his STAFF over the sea, and all that night the LORD drove the sea back with a strong east wind and turned it into dry land.
IND The waters were divided, and the Israelites went through the sea on dry ground, with a wall of water on their right and on their left...
MOM The Staff of Kings?
IND Kingston must have been looking for that when he disappeared.
MOM And you think our German friends are after it?
IND Yeah. And I've been nice enough to find it for them. We gotta get out of here, cover our tracks.
IND Oh... great.
MAG Ah. Indiana. I see you found Kingston's notes. Allow me to save you the trouble of a trip to Istanbul.
IND Istanbul? These are just old Mayan calendar translations.
MAG Of course. How convincing you are.
MAG The notes, Jones. Now.
IND What took you so long?
MOM You're welcome.
MOM So, headed for Istanbul, are we?
IND What do you mean, "we"?
MOM Dr. Jones... Indiana, let me save you some trouble. You're going to tell me that I can't come with you.
MOM I'm going to remind you how I saved your life. You'll tell me I have to stay behind, for my own safety or some such nonsense.
MOM You'll leave, I'll follow, and you'll keep wondering when I'll be showin' up. Now wouldn't you rather avoid all that?
Magnus Völler - Of all the places in the world, what is Magnus doing at this reception? He must be after the same thing Indy is.
Maggie O'Malley - The British photographer is here, at the museum covering the reception.
Curator - A good friend of Marcus Brody, he might have some information that Indy can use.
Charles Kingston - Kingston's notebook led Indy here. He was looking for the Shepherd, which would in turn lead him to the Staff of Kings.
German secret agents - It's no coincidence that these German spies are here seeing as Magnus is here as well.
Indy uses the cover of a reception to go looking for three more mosaics depicting Moses' life. They will lead him to the Staff of Kings.
On the path to the second mosaic.
More German spies.
The German spies stand between Indy and the path to the third mosaic.
The path to the third mosaic.
Indy finds himself in an ancient mausoleum.
A trap! Indy must run or get killed by a giant thresher!
On the path to the fourth mosaic.
Indy must find a way to open up the bladed corridor in order to reach the fourth mosaic.
So close yet so far: blades block Indy's path. Indy must jump at the right time.
Some German spies await Indy as he is about to find the Shepherd.
The Shepherd is close. Only a few thousand bugs stand in the way...
The Shepherd. Finally.
Indy and Maggie must escape the Germans using this elephant as a ride.
This used to be the Sultan's private palace in Istanbul. But it was recently converted into a museum. Tonight they're having a gala ball to celebrate the opening.
This mosaic seems to portray baby Moses being placed in the river by his mother...
Another part of the Moses story -- this mosaic shows Moses facing the Burning Bush.
Another Moses mosaic -- this one shows him parting the Red Sea on the Exodus from Egypt.
A final mosaic depicting Moses. This one shows him descending from Mt. Sinai with the Ten Commandments.
This room is filled with treasures from the Ottoman Empire. Many of the Sultanate's most valuable treasures are kept here.
This mausoleum was the final resting place for some of the most important historical figures of the Ottoman Empire. May they rest in peace.
IND You go in, I'll be there in a minute.
MOM Hurry up, I don't care much for diplomats.
CUR Indy, so good to see you again.
IND You too, Yasin.
CUR Come with me.
MAG Lovely night, isn't it?
MAG I saw you and thought: such a woman should never lack for company. Champagne, Miss...?
MOM O'Malley. And thank you.
CUR Professor Kingston spent hours looking for a secret passage in here. Apparently, it had something to do with these murals.
IND "...and when she saw the ark among the reeds, she sent her maid to fetch it." Baby Moses.
CUR I've got to go back. Take the time you need.
MOM ...it must be fascinating work. Where are you off to next, Mr. Völler?
MAG Well... With any luck, I'll be spending April in London.
MAG But enough about me...tell me about our common acquaintance, Indiana Jones.
MAG I know who you are, Miss O'Malley, and I know who you work for. The question is, does Jones?
MAG Bring her back. And try not to cause a diplomatic incident.
IND The Germans made it to the Palace already...
IND This is another of those Markers Kingston was looking for.
IND Looks like something's going on...
IND Those are priceless antiques... And those bozos are using them for target practice.
IND How did they get in here?
IND Maybe I can use those skulls to jam the gears...
IND Let's see, a sultan and some harem girls... I think I can guess how these are supposed to be placed.
IND I should be able to get through this if I can just figure out the timing...
IND I need to get to that coffin. Hrm. Those swords don't look like they're there just for decoration... I wonder...
IND That switch has the same motif as the one in the Moses Chamber... wonder if it does the same thing?
IND From a guarding position to one used in knighting ceremonies... I'm gonna take that as a sign to go ahead.
IND Well. Only one way to find out if this was the right combination... I might as well go check this out.
IND That's the Bay of Bengal...the Himalayas...
IND I need some sort of light...
IND Better watch my step.
IND This must be what Kingston was after!
IND Where'd you learn to do that?
MOM Kenya. Shall we?
IND We're gonna need something a little faster. We can't ride this all the way to Nepal.
MOM Nepal? I'm a bit underdressed for that...
Magnus Völler - Magnus was looking for the same thing as Indy after all: the Staff of Kings.
Maggie O'Malley - O'Malley followed Indy to Nepal, but has vanished at the first occasion.
Charles Kingston - Finally caught up with Kingston.
Villagers - Peaceful villagers who happen to be in the path of the Germans. However peaceful they are, they will not let the Germans trample over them.
German Snow Patrols - Specialized soldiers who know how to deal with snow conditions. Magnus seems to be well equipped for this mission.
When Indy awakes, Maggie is gone. She must be crazy to brave the cold cliffs of Nepal by herself.
Good. A place to warm up.
The wind is really picking up out there. Good thing Indy found shelter.
This dark tunnel seems like a good path to go forward.
Indy knows that he is on the right path: this village should be near the Staff's resting place.
Where are all these German soldiers coming from?
Indy must hurry up and find a way out of the village before it is overrun by German soldiers.
A small encampment of German soldiers stands between Indy and the Ice Cave.
The Ice Cave: the final resting place of the Staff of Kings.
Indy must find a way to bring down both Snake Bridges.
This room seems to be built around the story of Moses and the Nile.
Finally, the Staff of Kings! Now to find a way to get it out of its icy prison.
Collapse! No time to find out why, run Indy!
Indy must find a way out of the Ice Cave now that the only exit has collapsed.
Indy found a way out, but this boat ride won't be a pleasure cruise.
The giant statue in this room seems to represent the guardian of the Staff. I bet those two stones it's holding are supposed to represent the Ten Commandments.
These statues must represent the Guardians of the Staff. They were a select group of priests, chosen to take the Staff into hiding and safeguard it until it could be reclaimed by someone worthy...
This object must be the Shepherd. The legend says the Shepherd will reveal the final resting place of the Staff. That's great... but how does it work?
This city must have been founded by the Guardians of the Staff as a final resting place for their treasure. The current inhabitants must have descended from them, as well as the local Nepalese.
This room is probably based on the story of Moses and the Burning Bush.
If I'm right, the story of baby Moses being placed in the river by his mother has something to do with this room...
The Guardians of the Staff must have carved this chamber out of the stone of the mountain itself. It must have taken them years.
MOM We're not stopping...
IND Boy, you don't let up, do ya?
MOM We're running out of time.
IND Relax. We need to warm up... get some sleep. We'll get there first thing tomorrow.
IND Trust me.
IND Can't stay in this cold much longer...
IND I gotta light a fire...
IND I need shelter... Now!
IND Gotta find another way.
IND Whew. That was close...
IND C-Can't light a fire till I b-block that wind...
IND Ugh. More Germans...
IND If those Germans are on my tail, I'm in trouble... Well, more trouble, anyway.
KIN I knew if anyone could find this place, it'd be you. You shouldn't have brought your friend, though.
IND Maggie. Where is she?
KIN She's safe...it's a bit complicated.
KIN These people have watched over the staff for centuries.
KIN It's in the temple above the city, but they will not let anyone near it... as your journalist friend found out.
IND I'm sure she didn't mean any harm, Charles.
KIN She tried to break into the temple. Making the Staff's existence known could have dire consequences.
KIN Imagine the people who might attempt to claim it...and misuse it.
IND I don't have to imagine, Charles. Magnus Völler is coming for the staff.
KIN Magnus? Hmmp. No matter. As long as you located both the other Shepherds, he should have no way to follow you.
IND Both... the other Shepherds?
KIN You read my notes...
IND Well sure, but...
KIN All my notes?
IND We were a little pressed for time.
KIN Indiana, if Magnus found the other Shepherd...
KIN Indy, you must get the staff before they do.
IND And the angel of the Lord appeared unto him in a flame of fire out of the midst of a bush: and he looked, and, behold, the bush burned with fire, and the bush was not consumed.
IND So... I need to find a way to open those gates and then set the bush on fire... Yeah, something to fuel the fire would be nice too.
IND All that's left now is to set the bush on fire...
IND And the daughter of Pharaoh came down to wash herself at the river; and her maidens walked along by the river's side; and when she saw the ark among the reeds, she sent her maid to fetch it.
IND And Moses stretched out his hand over the sea; and the Lord caused the sea to go back by a strong east wind all that night, and made the sea dry land, and the waters were divided.
IND Looks like things are going to need to get a little hot around here...
IND Huh. Maybe I can use this puzzle to my advantage...
IND There's a crack in the wall... That wasn't there before!
MOM You found it. I was almost hoping you'd come back empty-handed.
IND What do you--
IND What do you mean?
IND I've got to say, Fraulein, you've got one heck of an Irish accent.
MOM I'm no German, you idiot! I'm working with British Intelligence!
MOM My mission was to get the staff before Völler... but it's too late for that now, we're surrounded!
MOM We can't let him have the Staff, Indy.
MOM But we can seal it inside this cave forever.
IND Story of my life. Come on, let's blow this place from the outside.
MAG Indiana. I grow tired of these reunions. I should bury you here, in this temple.
IND Funny you should say that, Magnus.
MAG Take the spy and the Staff aboard the Odin. And reconnect these.
MOM Let me go, you bastards!
MAG Goodbye, Indy.
MAG Jagt diesen Tempel in die Luft!
Magnus Völler - Magnus has not only taken the Staff from Indy, he's also kidnapped both Kingston and Miss O'Malley.
Maggie O'Malley - Turns out that Miss O'Malley is a British spy. Magnus has kidnapped her and is holding her hostage on his flying fortress, the Odin.
Charles Kingston - Kingston has been kidnapped by Magnus. Hopefully no harm will come to him.
German Marine - The best soldiers of the German army. This mission must be very important if they are part of Magnus' retinue.
This zeppelin must be the airship that Magnus uses as a mobile base of operation. Lots of interesting things in here...
Maggie and Kingston must be kept prisoner around here somewhere...
Quite the view from up here. Falling is not an option, but now Indy must find a way in and locate Maggie and Kingston.
The good news is that Indy knows where Maggie is. The bad news is that the Germans aren't keen on stow aways...
Magnus took off with the Staff! Indy must stop him before he escapes!
The Eagle was a clipper brig - it was sailing from Calcutta to Hong Kong in 1850 when it got caught in a typhoon. If this is it, then whatever prisoners she carried never got their shot at parole...
IND Hang on, I'll get you out.
KIN Magnus, please... would you just listen to me?
MAG Listen? To you? I have beaten you, Herr Professor. What I do, I do for the glory of Germany.
MAG And there is nothing you can do to stop me. Your lap dog, Indiana Jones, is dead. And I have THIS!
OPI Herr Völler! Alarm!
MAG You again? Must I do everything myself?
MAG Jones! This time, I will WATCH you die!
MAG So long, Indiana!
KIN The staff...
MAG How touching...
IND Hold on!
MAG You want the staff, Jones? Come and get it!
IND Come on!
IND Heh - how often do I get to knock German soldiers around with a piano?
IND If they get up those ladders, I'm in trouble...
IND I need to knock 'em off those ladders!
IND There's gotta be an easier way in...
IND The plane's been shot...
IND If I don't shoot that crate, I'm dead!
IND A little chilly out here. And REALLY far away from the ground...
IND We need to slow down!
IND We're not going fast enough!
MOM Not good!
MOM Oh no!
MOM Watch out!
MOM Hey, that hurt!
MOM Oh, I don't like this.
MAG It... can't... be...
MAG You don't have what it takes!
MAG Ha! Is that all you've got?
MAG Do you really think you can win this?
MAG You.. cheat!
MAG Damn you, Jones!
MAG Just die, already!
IND Come on!
IND Come on, hurry!
MOM What are you doing? Come on!
IND I'm not... doing... anything!
IND You ok?
MOM I'm fine. How about you, Dr. Jones?
IND Not bad.
MOM You know, I have my orders. I'm supposed to keep the staff away from unsavory types.
IND Little late for that, don't you think?
IND It'll take care of itself. Come on.
Indy and Henry must make their way down a raging river to reach the temple.
At the Mayan temple. Can Henry and Indy survive the tests to get the ancient artifacts?
Germans again. They stole the artifacts and now Indy and Henry must race after them in a tank.
The artifacts are on that plane! Henry and Indy must shoot it down to prevent the Germans from running away with them.
They brought the artifacts into that warehouse. Using their guns, Henry and Indy must fight the Germans inside.
With the help of some heavy artillery, Indy and Henry must fight a tank that is blocking their way.
With the artifacts back in their hands, Indy and Henry attempt to outrun the Germans.
Indy and Henry must stop the zeppelin airship from stealing the giant Mayan statue.
Nubian Bust - This Nubian bust dates from about 1300 BC. It's a nice piece. Marcus should pay handsomely for it.
Limestone Tablet - This limestone tablet depicts a Nubian archer named Nenu, if I'm reading the inscription right. It's almost 4000 years old.
Gold Ram's Head - This gold ram's head looks like it was some sort of amulet. It's pure gold, probably from about 700BC or so.
Gold Bowl - This gold bowl dates from the 8th century Tang dynasty.
Ceramic Figures - This is a ceramic figurine of an Earth spirit, probably from the Tang dynasty.
Bronze Flask - This bronze flask dates from the Zhou period, around the fourth century BC.
Bronze Horses - These bronze horses date back to the 2nd century AD, eastern Han dynasty. They're good pieces.
Gold Censer - Looks like a censer for burning incense. Western Han dynasty, if I'm not mistaken.
Dog Statue - It looks like a crude piece, but it deserves a place in a museum. It's a burial offering, hard to tell when it was made. I'd say right around two thousand years ago, give or take.
Ming Vase - This jar is a genuine Ming artifact. I can't just leave it here.
Earthenware Jar - This jar is earthenware, painted and shaped to look like bronze. It would have been used for burial offerings. What it's doing here, I have no idea.
Ancient Bank Note - If I'm reading this right, this is a bank note from the 13th century. It was worth about a thousand coins back then... I wonder how much Marcus would be willing to part with for it.
Jade Figurine - Interesting piece. Jade was reserved for the elite of Maya society, but this figure is clearly a servant or captive. Maybe it served as a trophy or commemoration of some kind...
Ceramic Bowl - This ceramic bowl is covered with scenes of human sacrifice. Maybe it was used in those rituals in some way -- possibly to collect blood from the dying victims.
Ceramic Figurine - Marcus will want to see this. It's ceramic, but remarkably well-preserved. I better be careful with it.
Wooden Figurine - This is actually a wooden carving, covered in stucco and painted. It depicts the Maya rain god, Chac. Something like this was found at the dig site at Tikal.
Jade Pendant - This piece looks like some sort of pendant. This type of bright green jade would have been highly prized by the Maya.
Death Mask - This looks like a death mask for a Mayan ruler. It's a combination of jade and mother of pearl... it would have been priceless a treasure to the Maya.
Ceramic Monkey - This ceramic monkey figurine was taken from a dig site in Uaxactun, Guatemala.
Royal Shield - This shield must be part of the armor of Sultan Mustapha III.
Royal Gauntlets - These gauntlets look like part of a set. I bet they're part of Sultan Mustapha III's suit of armor.
Gold Belt Buckle - This belt buckle predates the palace by almost two thousand years. It's a priceless artifact. I'm not about to let the Germans find it.
Crystal Bottle - This bottle was carved from a single piece of rock crystal... I'm guessing late 16th century.
Holy Book Receptacle - This would have been used to house the Sultan's Koran. I better keep it away from the Germans.
Gold Relic - This thing is real gold, all right. Those jewels are real, too. Germany could pay all her troops for a week with this thing.
Royal Crown - This is the crown worn by Suleiman the Magnificent. It's probably worth more than... well, more than I've ever made, that's for certain.
Bejeweled Aigrette - This aigrette would have been used to adorn the headdress of the Sultan himself. These gems are the genuine article. It must be priceless.
Dagger of Topkapi - This is the Dagger of Topkapi -- one of the most famous treasures in all of Istanbul. I can't let those Germans get their hands on this.
Gold Flask - This flask is solid gold, and encrusted with precious stones. I better keep this safe until the Germans have left town.
Selim's Water Bottle - This water bottle was made for Sultan Selim II in the late 1500s. It's even inscribed with his name.
Gold Writing Case - This writing case is jewel-encrusted gold. I'd hate to see this bankrolling the German war machine.
Ceremonial Collar - This collar depicts the god Shiva in the incarnation of Bhairava. From the style, I'd say late Malla period, maybe 1675 or so.
Ivory Buddha - Looks like ivory, maybe 17th century. It's an image of the Buddha surmounting a skull.
Copper Indra - Looks like a representation of Indra. It's definitely copper, and possibly from the 16th century.
Jambhala Statue - It looks like gold, but it's mostly copper. Still, a nice piece depicting Jambhala, the Buddhist god of Wealth.
Mask of Bhairava - Looks like late 15th or early 16th century. I'd guess this mask of Bhairava was used in religious ceremonies.
Germanic Cup - I recognize this piece. It was created in the 1500s for an order of Germanic knights. The figure on the top is supposed to symbolize strength and power. No wonder Magnus likes it.
Germanic Shield - This shield dates back to the old Langobard, one of the Germanic tribes of the dark ages.
|Monday, May 24th, 2010|
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|Sunday, May 2nd, 2010|
|Tuesday, February 16th, 2010|
|Friday, February 5th, 2010|
|Wednesday, August 12th, 2009|
|Temple of the Forbidden Eye
Notes on Maps, Rubbings and Drawings:
Temple of the forbidden eye, Lost delta region, India. Discovered by Dr. Indiana Jones Circa 1935 - Flood debris. It is theorized that the temple was buried in a flood over 2000 years ago. Much of the temple, however, was built in underground chambers. [in red] Watch out for the crocks. Get some reinforcements up here before a stone falls and kills someone, Indy.
Snake column braziers once used to light ceremonial fires. Bas relief in 'promise of youth' corridor - note empty husk of elder. Wall paintings in promise of youth corridor depicting the old transforming into the youthful.
Common Motif found throughout the temple complex: Bowl: Earthly Riches Jug: Fountain of Youth Amulet: Future Vision
Bas relief found in hall of promise Indy believes the bas relief depicts Mara looking into the minds of his worshipers to discover their greatest secret desire - note eyes are closed so it is safe to look at this Mara.
Youthful Mara statue A 612 13X found in the promise of youth corridor - 12'-0" approx.
Absolutly no snakes in my office!! Indy.
Inscription over doorway into entry to temple: Beware the eye of Mara.
Entry to temple: Look not into the eye of Mara and you shall receive the gift of eternal youth, earthly riches or future knowledge.
Anteroom: It is forbidden to pass beyond this chamber without a servant of Mara to guide your path. Heed this warning of risk incurring the wrath of Mara for doom awaits the unbeliever in the darkness beyond.
Obelisk of doom: [scarab=crocodile pit, skull=labyrinth of chaos, cobra=buried colonnade]
Next to flooded maze: Only the blind shall see.
Buddha: Earthly riches.
Fountain: Only one spring can restore youth and vigor, choose wisely.
Wall north of fountain: Drink deeply the water of life.
Avenue of voices: The eye of Mara sees deceit. The eye of Mara never sleeps. Look not with your eyes but with your heart. Fortune favors the pure of heart.
Painted next to chiseled wall: True rewards await those [who] choose wisely.
Beware the deadly booby traps that [lie beyond the] hidden passage [rab]id bats pois[on spikes] [l]ead to death [eter]nal doom Mara wealth evil [w]ould quit as eye kill [t]o jammed spiked [des]ire you virtue.
Rolling Stone gate: The gates of doom are ever open.
Spike room: Hall of descending blocks:
Rotunda calendar Sarcophagus (circle): The pure of heart are protected beneath the watchful eye of Mara, woe to the unworthy who pass beneath.
Rotunda calendar Sarcophagus (four corners): Plow the field. Plant the seed. Reap the harvest. Tribute to Mara.
Altar of stone tablets (in theater): Behold the gifts of Mara.
Three tablets: The Observatory of the Future. Behold the amulet of Mara and you shall see visions of the future. But beware the eye of Mara. The Chamber of Earthly Riches. Wealth beyond your wildest imagination lies within and is yours for the taking. But beware the eye of Mara. The Fountain of Eternal Youth. One sip from the eternal spring shall renew vigor and youthful spirit. But beware the eye of Mara.
Above queue split: Only the pure of heart shall gain admittance into the chamber of destiny.
At top of stairs: Mara shall guide you through the doorway of your most secret desire in the chamber of destiny.
Hall of promise at exit from the transport (both sides): Beware the eye of Mara, one look will lead through the tunnel of torment to the gates of doom.
Tablet on dock: Gates of Doom.
Notebook in vestibule:
Beware the eye of Mara. The mural of Mara. Item #14-B. Painted with egg and natural pigments on wet plaster - has held up remarkably well.
Mara The benevolent god Mara stands with closed eyes as a warning do not look into his eyes!!
The gifts of Mara. These ancient artifacts are found in the great inner temples:
The amulet of future knowledge. One glance into this mystic amulet will give you visions of future events!
The bowl of earthly riches. This overflowing bowl is filled with gold and gems which are free for the taking!
The fountain of eternal youth: one sip from this mystic vessel will restore youth to the aged and vigor to the ill!!
The temple of the forbidden eye outer or entry temple lost delta, India 180 BCd Sculpture--49-B identical to mural design - in main office pending shipment. Tomb of the servants: Mummified remains of village Elders lurk in this dank chamber--very delicate! Do not disturb: Indiana
Mummified elder of servant of Mara. When first discovered the temple was shrouded in jungle foliage. flood debris. Inscription reads "Look not into the eye of Mara and you shall receive the gift of Eternal youth, Earthly riches or Future knowledge." Translated by Prof. Jones
Letters and telegrams:
June 4, 1935
Greetings old friend. Here is the missing piece of the temple map! Fortune truly shines on the pure of heart! (and he who has a brother-in-law in the black market!) God go with you and I will join you as well.
August 10, 1935
Lost Delta Encampment,
So you have found the mysterious temple of the forbidden eye! Congratulations! But please proceed with caution. Sources in Calcutta tell me this temple of yours has a darker side. Legend has it that Pilgrims who were lured there with promises of great gifts were never seen again!
Eastern Union Telegram
VH 95 LD=IJ WASH 12 16P
1935 SEPTEMBER 4 PM 302
Professor Indiana Jones, Lost Delta, India
Indy, The samples you sent are warnings stones. Very Important you translate before entering temple. Repeat--very important.
Professor Indiana Jones
Sept. 13, 1935
Lost Delta Encampment
Indiana, I concur with your findings.
Visitors were lured to the temple with the promises of gifts, but once they looked into the eyes of the god they were doomed. I believe you can gain access to the inner temple if you avoid this trap!
Indianensis Universitatis Sigillium MDCCCXX
1401 Flower street, Laurence, Indiana
Oct. 1, 1935
Professor Indiana Jones,
Lost Delta Encampment, India
Marcus Brody informed us that you have located the temple. We are anxiously awaiting reports. By the way, an old friend of yours-a Dr. Beloq-called and I passed along your whereabouts to him. I believe he wants to join you at the site.
Best of Luck.
Division of Antiquities
521 Rodier Street
October 12, 1935
Lost Delta Encampment
Received the rubbings yesterday. Pictographs tell of gifts -- eternal beauty, riches, et cetera. But warning in the lower left was added at a much later date. Something about eyes and death. I can't quite make it out. I'm still working on it.
Division of Antiquities
June 6, 1936
Lost Delta Encampment, India
Rotten luck Reports of "Temple of the Forbidden Eye" have hit the newspapers and newsreels. It's shaping up to be the biggest thing since Santa Claus. Counting on you to control the feeding frenzy until I return. Have deciphered a new map that may lead to the power source of the temple. I intend to try. Watch out for that snake Belloq!
Today I'm trying out the hidden passage we talked about. I'm convinced it leads to the "Jewel of Power." I know you wanted to go with me but I need you out here to keep the tourists in line. If one of them decides to go eyeball to eyeball with the god, its adios amigo.
July 3, 1936
Temple Excavation Site
Lost Delta, India
My good man, We are sympathetic to Jones' "grave questions" about the safety of the site. But we are not prepared to shut it down at this time - Carry on! You are doing a smashing job getting the tourists through unharmed.
Regards, Col. Blumbard
Attache' to the Consul General
British Colonial Affairs
July 5, 1936
Temple of the Forbidden Eye
Received your letter detailing Indy's disappearance inside the temple. I am leaving at once. I suggest you keep the tours running. Perhaps one of them will locate Indy.
Eastern Union Telegram
WDI 95 DL=IJ Glen 721
Lost delta Excavation Site, India
Learned of the news of Indy's disappearance. Study all references to the "gates of doom." They seem to guard the "Jewel of Power" perhaps Indy made it past the lethal force of that trap then he would have found the immense cavern where the Jewel is stored.
July 12, 1935
Temple Excavation Site
Greetings, good work cleaning out that infernal spike chamber! Imagine! We had no idea some of them were poisoned! Will send an antidote as soon as possible! In the meantime, please make sure the tourists are not inconvenienced by this nuisance.
Sir I. M. Wooly
British Colonial Affairs
Eye on the Globe
The remote jungles of India's Lost Delta, its perilous pathways no deterrent to tourists. From all over the world they are flocking here following a strange story of a mysterious temple and gifts from the gods. The story begins one year ago. World famous archaeologist Indiana Jones follows a tattered map to an ancient edifice. Strange symbols, puzzling pictographs. Could this be the fabled Temple of the Forbidden Eye? Jones says, Yes! According to Doctor Jones the temple contains a Chamber Of Destiny where an ancient idol lured visitors with promises of gifts. Eternal youth, earthly riches or visions of the future. But those gifts were bait in a deadly trap, for any who looked into the eyes of this double dealing deity took a detour to doom. A chilling tale indeed. But not chilling enough to cool off the hot pursuit of thousands of greedy globe trotters. They've heard of Jones' discovery and they're ready for a supernatural shopping spree.
The crème de la crème of the international smart set are wearing khaki this year and the new vacation hot spot is Temple Of The Forbidden Eye. Everyone's agog over this enchanting discovery by famed archaeologist, Indiana Jones. They've heard rumors of rewards to visitors. Unlimited riches, eternal youth or visions of the future. Now just one little hint - the ancient temple idol. Doctor Jones' long time friend, Sallah, warns that if you so much as peek into his eyes the next stop on your itinerary will be the Gates of Doom. Here's silent film star Norah West, one of the temple's recent visitors. She visited the Fountain of Eternal Youth. No more matronly roles for Norah, move over Gene Harlow! This jubliant junior visited the Chamber of Earthly Riches. Looks like his allowance has gone up. Hey buddy, can ya spare a dime? How 'bout a million of 'em? Why even Sallah confessed that he had recently visited the Observatory of the Future. Maybe he can tell us who will win the World Series? Let's ask. "Oh yes about the series, my friends, the baseball players are the big winners. Someday, they will be making millions of dollars a year!" Hmm, perhaps even the vision of the gods can be a bit blurred. Will it happen? Keep your Eye on the Globe!
Newswire – Riddle of the Lost Tourists! – Eyes on the Globe
Temple of the Forbidden Eye continues to beckon visitors from around the globe. They've all heard the tantalizing tales. A matronly movie star made young again, the paupers who became Rockefellers in these ruins... but a darker tale has surfaced. Many visitors are claiming loved ones have disappeared inside. Could it be they looked into the eyes of the idol? The reports reach Indiana Jones, who returns to the site of his great discovery. Our newsreel camera follows Dr. Jones as he enters the temple. One week later, and still no Indiana Jones. Could Jones himself have locked eyes with the idol? Or will he solve the riddle of the lost tourists? When and if he does, Eye on the Globe will be there.
Keep your Eye on the Globe – The End
Sallah: Welcome, my friends, to the Temple of the Forbidden Eye! I, Sallah, shall now give you counsel to safeguard a miraculous journey. Here in your transportation devices are ingenious pouches for safekeeping of earthly treasures when the journey becomes, er, bumpy. And to keep you safe and sound, here are special belts attached into the seats! Simply pull it from the right, inserting it into the left, like so. You see the excellence of this invention? Your off road journey is high speed and turbulent, going over rough and rugged terrian, and then suddenly you are turning sharply, and dropping suddenly! It is unlike anything you have ever experienced I assure you! Now my friends, one final word of advice. Once you enter the Chamber of Destiny, look not into the eyes of the idol. That would be dangerous, very dangerous. Well, my friends, your moment is drawing near! Already I am envious of the wonders that await you, if you avoid the eyes of Mara, that is.
Archeologist in well (burial chamber) each time the rope is pulled:
1. I say, leave off the rope old chap! Be a jolly good sport there.
2. ... uh oh... oh no... Oh Blimey! Ahhhh! (fall, thud)
3. Careful, I'm reading an artifact down here. ... now... "Fifty years of sorrow shall befall the destroyer of this... uh ... vessel."
4. (crash) Oh no!
5. Blast it all, don't pull the rope. You don't want to break an art... (crash) Oh dear!
6. I say, stop mucking about up there!
7. Oh blast, not again! Ahhhh! (fall, crash)
8. Leave off the rope old chap! Be a good fellow. I've a frightfully valuable artifact down here.
9. (crash) Oh no! I had a terribly valuable artifact down here.
Sallah: (before ride starts (first round))
1. Hello, hello, are you now coming in? Please make sure your seat straps are securely fastened.
2. Come in my friends, come in. Are you now getting ready with your seat straps securely fastened? Good!
3. Attention, attention, please! Sallah speaking. Please check your seat straps making sure always they are securely fastened.
4. Are you there? Come in. Splendid! You have only to check your seat straps. Buckle up tightly now.
5. Hello my friends, come in. Are you now getting ready with your seat straps securely fastened? Good!
Sallah: (before entering the Chamber of Destiny (heard only when there is some delay))
1. Sallah speaking. Look into the mirror. Your fellow travelers are entering the doorway to the fountain of eternal youth. On which path does your destiny lie?
2. Look, the Observatory of the Future opens to receive the travelers ahead. Which path will you be taking?
3. Look, look! In the mirror ahead, fellow travelers enter the Portal of Earthly Riches. A rewarding experience.
Sallah: (before ride starts (second round))
1. Go easy. Easy, easy! The wheel may be needing a little work. Heh, heh. (added in a nervous tone)
2. Hellooo. Ah, please check the steering wheel, making sure it is not stiff. That would be very bad. Heh, heh.
3. Ah, the accelerating device occasionally will be sticking, but do not be concerned, the brakes are very good. Heh!
4. Hello! Hello! Oh, my friends, ah, the brakes may be needing a little adjustment, easy on the curves. Heh, heh.
Mara: (before entering the Chamber of Destiny)
Future knowledge (Left door) - "You seek the future. I will lift the curtain of time for you. It is your destiny."
Earthly riches (Center Door)- "You seek the treasure of Mara. Glittering gold. It is yours."
Eternal youth (Right Door) - "You have chosen wisely. This path leads to timeless youth and beauty."
Mara: (upon entering the Chamber of Destiny)
Future Knowledge- "So! You looked into my eyes. Your destiny now lies beyond the gates of doom!"
Wealth- "Infidels! You looked into my eyes. Your path now leads to the gates of doom!"
Eternal Youth- "Foolish mortals! You looked into my eyes. Your path now leads to the gates of doom!"
Indy: (at the Gates of Doom):
1. You looked? There's powers here you can't possibly comprehend. Uh. Quick, take the left passage. It's the only way out. Nice driving pal.
2. Great! I ask for help and they send me tourists! Ugh. Swerve left, up to the left. Uh! You had to look, didn't you!
3. Tourists! You had to look, didn't ya! Uh, we've got a problem here. Quick, up to the left, turn left! There's big steps up there!
Indy: (at snake area)
1. Careful. Watch out for anything that slithers.
2. Snakes! You guys are on your own!
Indy: (at the rolling stone)
1. Hey get a light on down here. You made it! Uh oh! Back up, back up!
2. I've got a bad feeling about this. Uh oh! Uh Oh! Get me out of here! Oh.
3. Get a light on down here. Good, you made it! Uh oh! Back up, back up! Ugh.
4. Hey, its dark down here. Terrific! Just what I need. Uh, oh, careful! We got company.
5. Hey get a light on down here. There you are! Let me in, let me in! Uh, oh. Get me out, get me out!
Indy: (at the broken stone)
1. Not bad for tourists. Now stay out of trouble, will 'ya.
2. You were good. You were very, very good.
3. Next time you wear blindfolds, OK?
4. There, it wasn't so bad, was it?
5. Tourists! Next time you're on your own.
6. You can't tell me that wasn't big fun!
7. Tourists, why does it have to be tourists?
Sallah: (at the end of the ride)
1. Ah, welcome back. You entered the observatory of the future. In that case I don't even have to tell you that we would like you to stay seated until your transport comes to a complete stop.
2. Greetings. You will no doubt be having many jewels and coins in your possession. Please stay seated until the transport comes to a complete stop and step out carefully with your treasure.
3. Friends I celebrate your arrival. If you drank too much from the fountain of youth we will be happy to assist you with strollers. Heh, heh. But please stay seated until your transport comes to a complete stop.
|Tuesday, July 21st, 2009|