WANTED: Earth-Two's Most Dangerous Super-Villains
The Puzzler
Personal information
Name: Unknown
Residence: Metropolis
Occupation: Professional
Criminal
First Appearance (Golden Age): Action #49 (June 1942)
Character History
Nothing of the history of the criminal known as the Puzzler has been revealed prior to his appearance in Metropolis in the summer of 1942. That June, during a ping-ping tournament being covered by the Daily Star, Clark Kent noticed something amiss with a ping-pong ball. Quickly changing to Superman, he staged a brief demonstration playing the game with himself and then leaped into the sky with the ball as it exploded against his invulnerable body. Switching back to Clark Kent, he and Lois are informed that the ping pong champion had been threatened by a criminal known as the Puzzler. Shortly thereafter, the champions car is found with a bullseye painted on it and then a group of gunmen appear and open fire. Super,am quickly intervenes and sends the gang to jail. The following day, a vagrant is brought in for breaking a window but reveals himself to be disguised. In reality, he is the Puzzler and he stuns the guards and frees his men.
A few days later, a letter arrives for Clark Kent, inviting him to interview the Puzzler. lois intercepts the letter and goes to interview the Puzzler. As he explains his criminal plans, Lois foolishly pulls a gun. She is quickly overwhelmed and strapped into one of the Puzzler's death traps. In the meantime, Clark has found the letter and changes to Superman, racing to the scene. Bursting into the Puzzler's lair, he is stymied by Lois imminent danger. The Puzzler offers to release her if he can be beaten at checkers. Sadistically, if Superman loses, the Puzzler expects him to passively watch Lois die. Superman "cheats" by moving the checkers so quickly the Puzzler cannot see, exploring every strategy unseen so that he wins the game. Lois is freed but the Puzzler collapses the ceiling of his lair, forcing Superman to save Lois while he escapes.
Later in the week, another letter arrives from the Puzzler. This one instructs Lois to give Superman a puzzle piece on it. The piece has the word "World's" on it and a clue to the location of the next piece, He finds all the pieces, evading the Puzzler's traps and assembles the phrase "World's Toughest Intellectual Game". When he returns to the Star, he learns that the Puzzler has been kidnapping prominent men with the names of chess pieces (King, Queen, Bishop. etc.). Tracking the Puzzler to his new lair, he finds the villain has also kidnapped Lois and threatened to kill her with poison gas. He coerces Superman into another game, this one a card game. Superman manages to convinced the Puzzler's gang that they are being swindled and as a fight breaks out, Superman uses the distraction to rescue Lois. Coming to their senses, the mob attacks Superman while the Puzzler once more escapes. As Superman closes in pursuit, the Puzzler drops into a river and disappears. Superman gives up the chase, assuming the Puzzler dead (Action Comics #49).
The following year, a card tournament is held at the upscale El Dorado Club. Clark Kent covers the event which is excited by a masked contender who pushes all the contestants to their limits but ultimately loses. Enraged at defeat, the contender unmasks as the Puzzler and promises to murder each of those who had defeated him. Kent quickly slips out and becomes Superman, capturing the Puzzler for the police. As he leave the criminal with the officers, the Puzzler douses the lights and escapes. The following day, the Puzzler ambushes the man who beat him at poker and as threatened, beats him to death with a fireplace poker. Alerted by the murder, Superman warns the other champions that the Puzzler's threat is real. In the days the follow, Superman prevents the murders of the remaining men by saving the Hearts champion from a myocardial infarction, the Rummy champion from poisoned liquor, etc.
Thwarted, the Puzzler issues a direct challenge to Superman. Arriving at the villain's lair, he finds the Puzzler in a protective glass room within a maze. Superman's challenge is to find his way through the maze and capture the Puzzler but the maze is filled with traps. Superman encounters trap doors, flames, cannonballs and electrocution before arriving to center of the maze where he captures the Puzzler. Flying the entire room to the local jail, he finds that the Puzzler has slipped away again and his whereabouts unknown. The Puzzler is later seen gloating in his lair that Superman will die in his next encounter (Superman #20).
That encounter and any later activities of The Puzzler are not recorded.
Powers and Abilities
The Puzzler was a ruthless and sadistic games-man unfettered by a conscience. He was diabolically creative and well-resourced to create hideouts and death-traps to indulge his criminal predilections. The extent and origins of these resources are unknown.
Weaknesses and Limitations
Separated from his equipment, the Puzzler is an ordinary mortal who can be injured or captured as such.
Multiversity
Earth-One
A version of the Puzzler is known to have existed in this timeline that is largely identical to the Earth-Two version. While no casework has been formally described, documentary evidence on film (Superman's Pal Jimmy Olsen #115) and in the trophy room of the Fortress of Solitude (World's Finest #173) confirm his existence. His history remains unrecorded,
Appearances
|
Issue |
Comment |
Reprinted in |
|
1st appearance, vs. Superman |
Superman: The Action Comics Archives #3, Superman Chronicles #9, Superman: The Golden Age Omnibus #3, Superman: The Golden Age #5 |
|
|
vs. Superman |
Superman Archives #5, Superman: The Golden Age Omnibus #3 |