| CHAPTER
1
A
PLANET IN PERIL
On
a vital mission to save planet earth from destruction, Flash Gordon,
Dale Arden and Dr. Hans Zarkov make a rocket journey to the Planet
Mongo. There, frog-like gillmen save them from their crashed space
ship and take them prisoner in underwater bubble craft. They, as
well as Thun the lion man and Prince Barin of Arboria, escape the
gillmen and flee into the wilds of Dire Marsh. After eluding the
many dangers of the swamp and Princess Aura and her witch women
warriors, they are captured by Emperor Ming's metalmen and taken
to Mingo City. Thrown into the Palace combat arena by Ming, Flash
and the Thun success-fully defend themselves from a huge ray-shooting,
moving metal ball. This chapter concludes with Flash, Dale and Thun
escaping the palace through underground caverns beneath the city.
CHAPTER
2
THE
MONSTERS OF MONGO
Their
underground escape from Emperor Ming is interrupted by giant reptiles
and Flash's battle with a reptilian monster to free Dale from its
huge claw. Captured by Princess Aura and her witch women warriors,
Flash, Dale and Thun are flown back to Mingo City where Flash and
Thun are forced into mining deadly radiation active gridium ore
by the lizard woman and Dale is consigned to Ming's harem. Later
Princess Aura helps them flee the mines by a secret passage which
leads them into the forest kingdom of Arboria. There Prince Barin's
men and their deadly ice arrows keep Flash and his group on the
run. The chapter ends with Flash and his friends trapped on a mountainous
precipice and from on high the dreaded hawkmen descend upon them.
CHAPTER
3
VULTAN,
KING OF THE HAWKMEN
The
hawkmen capture Flash, Thun, Barin and Aura and fly them to King
Vultan's mile-high, suspended sky city where the winged monarch
announces he will marry Aura and sends Flash and his friends to
slave in his atomic furnaces. Back at the palace Emperor Ming commands
Dale to marry him and advises Dr. Zarkov that earth's days are numbered.
In a spectacular sky battle Vultan's hawkmen are no match for Ming's
rocket forces, who blast the hawkmen's sky city into rubble. Ming
rescues his daughter Aura as his metalmen capture the city. This
chapter ends with sky city in ruins and Vultan, Barin, Thun and
Flash departing for Arboria where they will map their revenge on
Ming the merciless.
CHAPTER
4
TO
SAVE EARTH
From
Ming's palace Dr. Zarkov uses an astral projector to warn Flash
in Arboria of the impending collision danger to earth and of Ming's
planned metalmen's attack on Arboria. Even as Prince Barin's forest
fighters rout the metalmen, Arboria is attacked on a second front
by the molemen who burrow their way into the tree kingdom. Barin's
men defeat this underground challenge and Flash and his friends
commandeer the molemen's giant mole machine for a last ditch effort
to save earth. Churning through molten lava, Flash guides the whirling
mole machine into Ming's palace where he successfully wrests the
planetary drive controls from Ming and guides Mongo away from earth.
The chapter concludes as Flash and his friends on Mongo speed away
from earth into unknown regions of outer space.
CHAPTER
5
THE
BEAST MEN'S PREY
Prince
Barin's deadly ice arrows and Vultan's fiery energy balls are no
match for Ming's ray tanks and the forest kingdom's intrepid group
is forced to flee Ming's palace in their mecho mole machine without
Flash, Dale and Dr. Zarkov. Flash and friends escape later in a
magnetic car and end up captives of the prehistoric beast men. Taken
to the monsters' cave domain the captives see the beast men worship
a gigantic statue of Ming the merciless. In a daring escape Flash
and his friends outwit the beast men and flee by rocket ship. The
chapter ends with Flash heading for new adventures in Arboria.
CHAPTER
6
INTO
THE WATER WORLD
Fleeing
from Princess Aura's robot rocket attack, Flash Gordon and his friends
are attacked by a mysterious magnetic ray as they fly over the sea
of mystery. Flash's rocket ship crashes and he, Dale and Dr. Zarkov
are pulled beneath the sea into the multi-spired undersea city of
Coralia. There Queen Undina has special machine altering techniques
applied to Flash and his friends so they can breathe water as easily
as they did air. Flash and Dr. Zarkov help Coralia Queen Undina
defeat Ming's underwater laser firing submarine attack. Queen Undina
rewards them with restoration of their air breathing ability and
freedom, and as the chapter ends the group heads for Arboria.
CHAPTER
7
ADVENTURE
IN ARBORIA
Flash
and his friends arrive in Arboria and are greeted by a huge swarm
of flying, poisonous squirlons. Dr. Zarkov is bitten by a squirlon
as the party swings through the tree forests in an attempt to escape
the airborne rodents. Prince Barin, Thun and Vultan are reunited
with Flash and his friends and all undergo the unknown dangers of
the deep caverns, the river dragons and Ming's metalmen's attack
before they finally find the rare antidote that saves Dr. Zarkov
from the near-fatal squirlon wound.
CHAPTER
8
THE
FROZEN WORLD
In
Prince Sarin's tree palace, Flash and his friends map plans to mount
their fight against Ming the Merciless. Needing a scarce ore to
power the machines to fight Ming, Flash flies to Queen Fria's province
of ice and snow to search for the vital orium rocket fuel. Narrowly
escaping injury from an enormous snow-dragon Flash and his party
are welcomed to Frigia at gala ceremonies in the queen's glittering
ice palace. Later Flash makes a friend of his enemy, Count Malo,
as he saves Malo from the jaws of the giant ice worm. The chapter
concludes with Flash and Queen Fria examining ways to save Dale
Arden, Thun andDdr. Zarkov who have been captured by the gargantuan
eight-foot giants that live in Frigia's underground caverns.
CHAPTER 9
MONSTER
OF THE GLACIER
Flash
and Queen Fria cleverly gain entry in the lair of the eight-foot
giants who have captured Dale and Dr. Zarkov. As Flash engages Brukka,
Chief of the Giants, in a fight, Queen Fria frees the others from
their ice pit prison cells. Flash and friends flee the caverns of
the giants and gain their freedom by leaping to a swift river far
below the giant stronghold. As the party rafts down the unknown
river they encounter the horrifying spectacle of the glacier monster,
a huge three-tentacled electrified river eel. Flash eventually short-circuits
and destroys the glacier monster, gaining freedom at last. The party
concludes its visit to Frigia as it boards a rocket railroad for
the trip back to Arboria.
CHAPTER
10
BLUE
MAGIC
As
Flash and his party rocket through the Mongo countryside enroute
to Arboria they see that Ming's metalmen are following in a ray-emitting
rocket train. Flash avoids capture by detouring his rocket train
into the forbidden country of Syk. There, Azura, Witch Queen of
Syk, saves Flash's party from the dreaded blue fire worm as she
believes Flash is Gor Daahn, former Lord of Syk. The high wizard
of Syk, Tahl, takes the intruders aboard his flying carpet to the
throne of Queen Azura, who erases Flash's memory and installs in
flash the memory of Syk's long-departed former ruler, Gor Daahn,
who Flash resembles. This chapter ends with battle preparations
of Syk's warriors and the smaller forces of Prince Barin and Vultan
who are trying to rescue Flash and his party from Azura, the WitchQueen
of Syk.
CHAPTER
11
KING
FLASH
Flash,
his memory erased, and Queen Azura board a great war chariot, drawn
by two fierce dragon-like creatures, to lead the army of three-taloned,
purple robed witch men into battle against Prince Barin's green-clad
forest hunters and King Vultan's winged hawkmen. The witchmen crush
the opposing forces and take Prince Barin and Vultan prisoner. Zarkov's
scientific wizardry frustrates Queen Azura's plan to keep Flash
under her spell as Gor Daahn as he restores Flash's memory. Azura's
anger knows no bounds as she unleashes the monstrous fire king,
talors, to stop Flash from fleeing her kingdom. With the help of
one of Zarkov's wondrous ray weapons, Flash overpowers talors and
escapes. As he departs Syk he is surrounded once again by Ming's
forces and as the chapter closes Flash hears Ming warn him of this
being their last meeting.
CHAPTER
12
TOURNAMENT
OF DEATH
Recaptured
by Ming's evil forces, Flash and his friends are chained to the
combat arena in preparation for Emperor Ming's tournament of death
games from which there will be but one winner. The winner will be
given his freedom and the choice of any woman in Ming's kingdom.
Feigning illness, Flash gains his and his party's freedom and they
flee through a secret palace tunnel. Outwitting the tunnel's three
giant drok dragons, Flash, Dale and Zarkov's dash for freedom is
shortlived as they crash crossing the cavern of fire. They are captured
by the metalmen and returned to the palace where Flash, together
with lion men, hawkmen, lizardmen and iceland giants are pitted
against Mongo's most horrible monsters. Flash's strength and agility
overcome the monsters and he and a masked forestman (resembling
Prince Barin) are the two survivors of the war games. As the chapter
ends Ming announces the one who survives the green flame will be
declared winner of the tournament of death.
CHAPTER
13
CASTAWAYS
IN TROPICA
With
flashing flame swords, Flash and the now-revealec Prince Barin fight
one another on a suspended high wire over the blazing green fire
in the final game of Ming's tournament of death. Princess Aura saves
the two fighters and they escape with Dr. Zarkov in their newly
repaired earth rocket ship. Enroute to Arboria, Ming's space patrol
hits Flash's rocket ship and he lands in Tropica, a virtual Garden
of Eden. Flash saves Tropica's Queen Desira from a tree-dragon attack
and he and his friends are invited by the queen to be guests of
this lovely, tropical country. Desira's scheming cousin Braznor
drugs the queen and prepares to take over the country. Flash and
friends rescue the queen and they break for freedom astride giant
horse-like gryphs. Flash and his friends escape a giant lizard-like
monster and survive an attack by the dreaded rock termites. As the
chapter ends we see Flash and party mysteriously suspended in midair
and drawn as if by a magnet into the dark depths of the deepening
cavern.
CHAPTER
14
THE
DESERT HAWK
In
Prince Garin's treetop palace in Arboria, he, Princess Aura, Thun
and Vultan discuss how to find the missing Flash Gordon. Flash and
his party continue to flee from the traitorous Braznor who has seized
control of Tropica from Queen Desira. With capture imminent, the
party flees into the desert of fire where they are saved from a
fire dragon by Gundar the desert hawk, Lord of the Fire Lands. Brazor's
laser-firing armored tanks penetrate Gundar's mountain fortress
and capture Flash and his friends. Vultan and Prince Garin's forces
soundly de-feat Braznor and restore Queen Desira to her throne.
The chapter ends with Barin, Vultan, Thun, Desira and Gundar pledging
their forces to fight the battle to free Mongo from Ming's tyrannical
clutches.
CHAPTER
15
REVOLT OF THE POWER MEN
At a strategy meeting in Tropica, Flash and his friends plan to
recapture Vultan's mile high Sky City now under control of Ming's
robot guards. Flash and Thun return to Mongo City where they team
up with Ergon, Leader of the Power. Ming dispatches his trusty aide
Urzeen to Tropica to capture Dale and bring her back for his bride.
Flash and his party stow away on a supply rocket ship to sky city
where they immobilize Ming's energy shield that protects sky city.
Vultan and his winged warriors and Prince Barin and his forestmen
attack and recapture Sky City. It takes the verve of Flash and the
genius of Ergon to re-connect the faulty anti-gravity beams, saving
the falling city just before it slams into the ground. With Sky
City secure, Flash hastens to Mongo City to free Dale from Ming.
As the chapter ends Flash unexpectedly meets Ming, who freezes Flash
into a solid mass of ice crystals.
CHAPTER
16
MING'S
LAST BATTLE
At
Mongo City, Emperor Ming shows Dale Arden the frozen form of Flash
Gordon and Dale agrees to marry Ming if he will free Flash. In the
meantime Zarkov and Ergon work feverishly to repair the energy shield
to protect Sky City from an impending attack by Ming's robot sky
forces. Princess Aura frees Flash from his ice prison and the two,
with the help of Queen Undina of Coralia, blast their way into the
central control area of Mingo City's defense system. Vultan and
Sarin's men ultimately repel Ming's full-scale rocket attack on
sky city and proceed to occupy Mongo City. Flash bursts into the
wedding ceremony of Ming and Dale and after an exciting sword fight,
Flash gorces Ming to flee in his rocketship. Prince Barin proclaims
himself as regent of Mongo and the people rejoice.in their new-found
freedom. The chapter ends with Flash and Dale planning exploratory
visits to other parts of Mongo and the eerie, sardonic laughter
of Ming emanating from out space.
CHAPTER
17
GREMLIN
THE DRAGON
Flash
and Dale rescue a baby dragon from the beast men. The beast men
retaliate and a battle ensues. After the battle is over, Flash and
Dale tell the little dragon that he is free to go, but the dragon
wants to stay with Flash and Dale. They then name him Gremlin and
he becomes a part of our series.
ROYAL
WEDDING
At
the wedding of Prince Barin to Ming's daughter, Aura, Ming's giant
robot invades the scene to capture Aura and return her to her father.
The robot also takes Dale and Gremlin, but Gremlin escapes -- and
locates Flash and company, who defeat the robot and Ming and the
wedding festivities continue.
CHAPTER
18
SIR
GREMLIN
Azura, the witch queen, orders her magic men to find Flash and bring
him to her. Gremlin saves Flash from the magic men, but in turn,
they capture Dale and Gremlin feels guilty for not keeping his post
watching over Dale. Thun and Flash go to find Dale and when they
meet Azura, she wants a trade -- Flash to become her husband for
Dale's release. Gremlin bravely saves Dale and Azura's plan is defeated.
DEADLY
DOUBLE
Dr.
Tavv creates a duplicate of Gremlin, a robot, for Ming. Ming substitutes
the robot Gremlin for the real one to lure Flash and company into
a trap. Gremlin and the robot Gremlin fight it out and Gremlin disables
the robot. Flash and Thun them stop Dr. Tavv and Ming, once again.
CHAPTER
19
THE
GAME
Ior, of the Cavern City, sends mutant soldiers to capture people
from Arboria (along with Flash, Dale and Gremlin), to play in the
game. Athos, a giant, and his people are imprisoned by Ior to participate
in the game also. Flash and Athos are pitted against each other
and when Flash wins, he spares his life. Athos and Flash then team
to defeat Ior and abolish the game forever.
THE
SEED
Ming
and Enak launch a synthetic meteor to the city of Arboria, which
contains a plant-monster. The monster begins to terrorize the city
until our heroes capture it and send it back to the magnetic mountains
-- and back to Ming.
CHAPTER
20
WITCH
WOMAN
The
Lobus, a creature Ming had created of nuclear energy, escaped into
the jungles of Mongo and has now returned to wreak havoc. Our heroes
track the Lobus to a cave where lizard women protect and worship
it. Flash and Dale use a radium transformer to drain its power and
render it harmless.
MICRO
MENACE
Vultan's
Sky City is falling and as Flash, Dale and Thun rush to his aid,
they are captured by Ming and subjected to his latest experiment
-- a shrinking ray. They end up turning the ray on Ming himself
and then getting to the Sky City with the gravity reverser module
just in time.
CHAPTER
21
FLASH
BACK
Flash
and Dale are flying in their space ship when Flash suddenly vanishes.
He emerges in another dimension and encounters a splitting image
of himself. Flash #2 tells him he is now in the negative side of
the universe. Dale arrives and must choose the real Flash to bring
back to their own world.
THE
WARRIOR
The warrior tricks Flash, Dale and Ming to come together on the
unexplored continent. He tells them that there is to be a hunt,
with Flash, Dale and Ming as the hunted and himself as the hunter.
Only if they are able to return to their separate space ship, will
they be set free.
CHAPTER
22
THE
FREEDOM BALLOON
Flash
and Dale answer a distress call from the pycarlan jungle, only to
be captured by mutant men, -- led by Racar, the Ruler of the Kingdom.
They are set to work as slaves, feeding crystals to a reactor, the
power source of the city. They discover that the crystals are unhealthy
for the slaves and devise a plan to destroy the reactor and the
entire kingdom as well.
SACRIFICE
OF THE VOLCANO MEN
Flash,
Dale and Thun are captured by apemen. Thun is taken away and brought
to the volcano city where he is to be a sacrifice to the gods of
the volcano. Our heroes rush to Thun's aid, do battle with apemen
in starfighters and just as Thun is about to be thrown into the
volcano, they arrive.
CHAPTER
23
BEWARE
OF GIFTS
Ming
says he has a change of heart and gives the people of Arboria a
gift, a stone statue created by the evil Dr. Tavv. When it is activated
with a life-beam, it starts to destroy the city of Arboria. Flash
and Dale locate the beam activator and program it to self-destruct,
thus destroying the stone statue and saving Arboria.
THE
MEMORY BANK OF MING
Barin
obtains Ming's computer and reprograms it to help aid all of Arboria.
Gremlin and Arnold (the computer) play a game and Gremlin accidentally
feeds the wrong tape into Arnold -- Ming's tape. The computer reverts
back to Ming's ways and tries to destroy all of Arboria.
CHAPTER
24
THE
SURVIVAL GAME
Arkon
Vae, a bounty-hunter, is hired by Ming to capture Flash Gordon.
When he does, they become marooned on an island and decide to work
together to escape. Flash saves Arkon's life while fighting off
a monster and they join together to defeat Ming.
GREMLIN'S FINEST HOUR
Our
heroes are sent on a mission into the past to the north polar region
on Mongo, to find out what happened to the civilization of lizard
people who lived there. The lizard people then capture Gremlin because
they believe he is a reincarnation of their god. Meanwhile, Flash
and Dale discover the force-field which held out the cold from the
city has been broken and they set out to make things right.
|