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The Further Adventures of Indiana Jones is a comic book series that ran from 1983 to 1986 published by Marvel Comics.

The series was set in the time period following Raiders of the Lost Ark in 1936 with the final four issues moving into 1937. Thirty-four issues in total saw publication but at least two more were planned but didn't receive a release: "The Sentinel", and an untitled story that was scheduled to be issue 35 had the book not been canceled.

Between 2009 and 2010, Dark Horse Comics re-released the comic series alongside Marvel's adaptations of the Indiana Jones movies in three omnibus editions.


Tropes found in The Further Adventures of Indiana Jones include:

  • Adaptational Intelligence: In the three issue adaptation of Indiana Jones and the Temple of Doom Willie Scott loses almost all of her Dumb Blonde moments and lines from the movie coming across as a more capable, though also more generic character.
  • Adventurer Outfit: Indy, of course, wears his iconic Archaeologist outfit. One his villains, the evil treasure hunter Siegfried Klexx, wears the Safari version, including pith helmet and jodhpurs, combined with Bald of Evil and a High-Class Glass to make him the perfect embodiment of the Evil Colonialist.
  • Affectionate Pickpocket:
    • In #11, Indy's old 'friend' Torino hugs Indy in greeting, and lifts his wallet, leading Indy to tell him Give Me Back My Wallet.
    • In #32, Classy Cat-Burglar Amanda Knight lifts the keys to the museum from Indy while she is kissing him.
  • Angry, Angry Hippos: In #7, Indy and Marion are traveling up a crocodile infested river in the Congo when their raft is wrecked by an angry hippo, dumping them in the water with the crocodiles. In attempting to escape from the crocodiles, they wind up trapped in quicksand.
  • Aristocrats Are Evil: The Big Bad in the "Trail of the Golden Guns" is Count Alexander Salkovich who, despite being a nobleman is now partnered with the Bolshevik government who provide him with troops in exchange for his keeping the Ukrainian Cossacks suppressed. His theft of the eponymous golden guns from an American museum brings Indiana Jones into his orbit.
  • Arrested for Heroism: In #3, Indy stops an explosion intended to bury an army camp under an avalanche of rock by throwing the fused keg of blasting powder down the hill where it explodes safely away from the camp. He then settles down to wait, figuring that the army will come to investigate and he can explain the situation to them. He falls asleep and awakens to find the army arresting him as the saboteur who planted the explosives.
  • Bad Boss: Emeralda Vasquez from the "Sea Butchers" two-parter is probably the nastiest boss in the franchise. When she catches a crew member stealing from her, she forces him to play Russian Roulette and tells him he has a five-to-one chance of surviving...neglecting to tell the poor mook that all of the revolver's cartridges are loaded. Boom, Headshot! ensues. Later, just to kill Indy and Katanga, she tries to blow up a ship that has every single one of her own men onboard.
  • Bad Habits: In #7, dealer in stolen artifacts (and rival to Indy) McIver is running his operation out of an Italian monastery with himself and his henchmen all disguised as monks. Indy himself dons a habit to infiltrate the operation.
  • Bald of Evil: Evil treasure hunter Siegfried Klexx (who has a bad habit of murdering his dig crews once they have served their purpose) is as bald as an egg.
  • Bears Are Bad News: In #22, Indy is captured by Ben Ali Ayoob who releases him in the courtyard of his castle to fight an enraged grizzly bear unarmed.
  • Bigfoot, Sasquatch, and Yeti: In #16-17, Indy and Marion encounter a yeti while searching for a hidden city in the Himalayas. Later the group of Nazis who are pursuing them fire upon a pack of yetis to drive them off. At the end of the story, the two survivors of the Nazi expedition are cornered by the surviving yetis out for revenge.
  • Bitch in Sheep's Clothing: More than a few "innocent damsels" Indy meets in the adventures turn out to be this. Edith Dunne in the opening storyline is a good example.
  • Blind Without 'Em: Indy relates this is another clue to figuring out Edith was the villainess in the first storyline. Someone had taken a shot at him from behind when he was trying to talk on the radio. Indy was confused as to why they would shoot the radio rather than him. He then realized it could only have been someone practically blind without her glasses and thus honestly couldn't hit his back at point-blank range.
  • Bling-Bling-BANG!: In the "Trail of the Golden Guns" arc (#26-27), Indy is hired to retrieve a pair of gold-plated revolvers presented as a gift from the Czar of Russia to Buffalo Bill Cody, and recently stolen by a Russian nobleman.
  • Blow Gun: A Hovito Indian attempts to kill Dr. Jones on The Precarious Ledge atop a New York skyscraper in #9.
  • Bound and Gagged: In #24, Indy sneaks on board the villain's ship and finds a young woman bound and gagged in one of the cabins. Unable to free her immediately, she is still bound and gagged two days later as the ship makes landfall.
  • Breath Weapon: In #19, the Japanese army frees a frozen dragon that can breath fire which the hope to use as a weapon.
  • Brutish Bulls: In the Cliffhanger linking #11 & #12, Indy is cornered in a dead-end corridor in the stock pen of the Barcelona bullring by an enraged bull that has been stabbed with multiples estoques (matador swords), and needs all of his skill and ingenuity to avoid being trampled to death.
  • By Wall That Is Holey: A variant happens in #32. A Classy Cat-Burglar cuts loose a huge Mayan calendar stone that is hanging from the museum ceiling so it falls on Indy. Indy avoids being crushed by standing still so he passes through the hole in the centre of the stone.
  • Canon Marches On: The series was launched immediately following the success of Raiders of the Lost Ark. While most of the stories are standard Indy fare, the writers made the understandable assumption that Marion would be a recurring character and she features prominently in much of the run: taking a job with Marcus as head of PR for the museum and often accompanying Indy on his adventures. This it makes it almost impossible to reconcile the series with later movie continuity.
  • Car Fu: In #24, Indy gets trapped inside a phone booth. The villains then drive drive a truck at full speed towards the booth.
  • Chased by Angry Natives: #11 opens with Indy fleeing through the Gibson Desert being chased by an angry tribe of Aborigines: upset because Indy has just stolen one of their sacred artifacts.
  • Chimney Entry: In #4, a Nazi strike team attacks Dr. Jones and his colleague by coming down the chimney.
  • City of Gold: In #25, Indy helps a fellow archaeologist who thinks she has uncovered the location of El Dorado. It actually turns out to be a fake El Dorado: a trap for the Spanish conquistadors.
  • Classy Cat-Burglar: In #32, Indy gets outfoxed by Amanda Knight, a British classy car burglar hired to steal a Sumerian clay tablet from his museum.
  • Clothing Combat:
    • In #3, Indy is stripped of his trusty bullwhip and locked in a cell. He uses his belt as a makeshift whip to hook the keys from off the wall opposite.
    • In #9, Indy uses his tuxedo jacket as an Outfit Decoy in an attempt to lure out his attacker. His foe is too crafty, however, and launches an ambush at Indy. With no other weapon to hand, Indy is forced to swat his opponent with the jacket. His foe grabs hold of the jacket and nearly drags them both off The Precarious Ledge.
    • In #11, Indy throws a matador's cape over the head of the Brutish Bull he is fighting: blinding it long enough for him to escape.
  • Coffin Contraband: In #28, smuggler Peter Wade uses a coffin that is supposed to contain a Chinese mummy destined to Dr. Jones' museum to smuggle in what he believes to be a shipment of arms bound for the IRA.
  • Collapsing Lair: In #25, the fake El Dorado turns out to a be a trap designed by the Incas to destroy the Spanish invaders. When the one real item of gold is removed, the entire complex collapses.
  • Collector of the Strange: Recurring villain Ben Ali Ayoob. An extremely wealthy man, he collects valuable antiquities, with an especial interest in unique artifacts. As these are the kind of thing Indiana Jones hunts, this often puts him at odds with Indy: as, unlike Indy who wants to place these items in a museum for the world to see, Ayoob wants them for his private collection.
  • Colonel Kilgore: The paranoid Colonel Bulldog Hannigan in #3, who delivers this speech to the imprisoned Indy (the story is set in 1936):
    "You talk to me about evidence! Listen, boy...The winds of war will soon sweep the world. The blood of youth will be spilled into the earth and whole nations will be wracked with horrible violence—and I'm going to love every minute of it!"
  • Contemporary Caveman: In #19, Indy encounters (and becomes an ally to) a tribe of modern cavemen living the Himalayas, where they worship a frozen dragon.
  • Conveniently Timed Attack from Behind:
    • In #10, a Hovito Indian is about to perform a Hand Stomp on Indy as he is Hanging by the Fingers off the edge of skyscraper. Before he can bring his foot down, there is a shot and he topples off the edge of the building. The next panel reveals Marion, who has followed them on to The Precarious Ledge just in time to save Indy's life.
    • In #12, an Ismaili assassin is about to throw a knife into Indy's back when there a shot, blood spurts from his chest and he falls over. The next panel shows Marion doing a Smoking Barrel Blowout.
  • Daddy's Little Villain: In #13, one of Dr. Jones' more trouble prone female students turns out to be the daughter of a notorious mobster and a willing participant in his criminal schemes, and at least some of her klutziness is an act designed to intended to keep Indy distracted from what her father is doing.
  • Death by Materialism:
    • In #14, Poindexter attempts to grab the chest of ancient golden artifacts as the wind knocks it off the balcony. He manages to grab it, but its weight drags him over the balcony with it and he plunges to his death on the rocks below.
    • In #25, bandit Ivar Reiss is struck by Gold Fever, and first triggers a trap that starts the tomb collapsing. Then he refuses to flee the Collapsing Lair until he has retrieved the one real piece of gold in there.
  • Decoy Damsel: In "The Ikons of Ikammanen" (#1-2), Edith Dunne appears to be a dorky Damsel in Distress. However, this is all an act and she is ultimately a coldhearted and calculating bitch, who arranged the murder of her brother in order to propel Indy into aiding her in her quest to obtain the eponymous artifacts.
  • Dem Bones: In #33-34, an Evil Sorcerer raises a skeletal army of Viking warriors to kill Indy, or—at the very least—keep him occupied until the soccer's evil ritual is completed
  • Derelict Graveyard: In #1, the fog shrouded island that is home to the temple that houses the Ikons of Ikammanen is surrounded by the wrecks of ships that have been lured in and run aground.
  • Dive! Dive! Dive!: In #16, Indy and Captain Katanga, along with Katanga's crew, take over a submarine belonging to a crew of Submarine Pirates. They then have to make a crash dive to avoid the depth charges of an Imperial Japanese cruiser.
  • Early Adaptation Weirdness: The series was launched immediately following the success of Raiders of the Lost Ark. While most of the stories are standard Indy fare, the writers made the understandable assumption that Marion would be a recurring character and she features prominently in much of the run: taking a job with Marcus as head of PR for the museum and often accompanying Indy on his adventures. This it makes it almost impossible to reconcile the series with later movie continuity.
  • Eldritch Abomination: In #5, Indy has to prevent a group of Nazis from using an Ancient Artifact to perform a ritual at Stonehenge When the Planets Align that will release a trio of Eldritch Abominations that they hope to control and use to conquer the Earth. Indy is able to banish the abominations by destroying the artifact before the summoning is complete.
  • Elixir of Life: In #3, Indy meets an alchemist by the name of Prospero and his grandson. Prospero claims to have brewed an elixir of immortality, and to be 400 years old while his grandson is 200. By the end of the story, Indy is convinced.
  • Emergency Cargo Dump: In #16, Indy and his allies try to escape a Japanese cruiser by settling their hijacked submarine on the floor of the sea. Indy then tries to fool the cruiser into thinking they were sunk by the depth charges by releasing oil, and firing debris and the dead body of one of the Submarine Pirates through the torpedo tube.
  • Equal-Opportunity Evil: Despite being a Nazi, Ilsa Toht is fine with working alongside South American natives.
  • Even Evil Has Loved Ones: One of the enemies Indy encounters in the series is is Ilsa Toht, the sister of Major Arnold Ernst Toht from Raiders of the Lost Ark. She followed in her brother's footsteps and serves the Third Reich in order to extract vengeance on Dr. Jones.
  • Exactly What I Aimed At: In #9, Indy is chasing a pair of thieves who are absconding with a gold idol. He swings his bullwhip at them; seemingly missing them and wrapping the whip around a large statue standing by the door. However, he then uses the bullwhip to topple the statue on top of the thieves.
    Xomec: We are safe! he missed!
    Indy: I missed you, fella...
    yanks on whip, causing statue to fall on thieves
    Indy: ...I didn't miss what I was aiming for!
  • Fake in the Hole: In #17, Indy dissuades pursuit by throwing a rock off the canyon wall at the vehicles chasing him. The driver of the lead truck thinks it is a grenade and swerves to avoid it, which causes the second truck to crash into him.
  • Fatal MacGuffin:
    • In #12, the Ismaili assassins have temporarily disposed of Indy and his allies and attempt to seize the Fourth Nail (the fourth nail forged for the crucifixion of Jesus, and intended to be driven through his heart, but stolen by a gypsy) from its gypsy guardian. She tells them "Then take it. For I, too, am certain that you will receive precisely what is coming to you!" The assassins seize the nail from the altar and all of the lights go out. By the time Indy and his friends arrive, the four assassins are dead—each one with spiked through the heart—and the nail is back on the altar. Indy decides to leave it there.
    • In #21, the villain breaks through a door hidden in an Abandoned Mine in an attempt to obtain the Philosopher's Stone which he thinks lies on the other side. Instead, a strange eldritch energy leaks out and consumes him.
  • Fat Bastard: In the first story arc, Indy is forced into an uneasy alliance with an African crime lord named Solomon Black. Black makes it quite clear that he is only keeping Indy alive so long as he is useful to him. Noticeably overweight, Solomon Black is written so he comes across as a Race Lifted Sidney Greenstreet (and is drawn so there is a distinct physical resemblance).
  • Fed to the Beast: In #10, Indy is captured by Ilsa Toht and Xomec in Brazil and staked out on the river bank as a snack for the local caimans.
  • Flare Gun: In #26, Indy fires a flare gun at a military launch that is in the process of robbing him. Hoping to hit the engine, he instead hits the ammo store and the entire boat blows up.
  • Food Slap: In #22, Marion throws her glass of champagne in Ben Ali Ayoob's face; using the distraction to snatch the champagne bottle off the table to throw to Indy as an Improvised Weapon.
  • Forklift Fu: In #20, a crook tries to run down in a warehouse with a forklift.
  • Giant Beast Worship: #19, Indy encounters (and becomes an ally to) a tribe of modern cavemen living the Himalayas, where they worship a dragon frozen in the ice.
  • Give Me Back My Wallet: In #11, Indy's old 'friend' Torino hugs Indy in greeting and lifts his wallet. Indy's response is:
    "It's good seein' you, too, Tori. And it'd be even better—if you'd give me back my wallet!"
  • A Glass in the Hand: In #23, a jealous Hollywood star crushes a glass in his hand as he watches his costar flirting with Indiana Jones.
  • Gold Fever: In #25, bandit Ivar Reiss is overcome with gold fever on entering what he believes to be the City of Gold of El Dorado, and declares that he won't share a cent of it with anyone. This does not go over well with his men.
  • Hairpin Lockpick: In #7, Marion gains access to Marcus' study by picking the lock with a bobby pin.
  • Hand Stomp: In #9, Indy attacks a Hovito Indian on a narrow ledge atop a skyscraper with his tuxedo jacket. Indy knocks the Indian off, but the Indian grabs Indy's jacket and yanks him off as well. Indy manages to grab hold of the ledge, but is left Hanging by the Fingers. The cliffhanger has the Big Bad sending another Indian to stomp on Indy's fingers.
  • Hanging by the Fingers: In #9, Indy attacks a Hovito Indian on a narrow ledge atop a skyscraper with his tuxedo jacket. Indy knocks the Indian off, but the Indian grabs Indy's jacket and yanks him off as well. Indy manages to grab hold of the ledge, but is left holding on only by his fingers. The cliffhanger has the Big Bad sending another Indian to stomp on Indy's fingers.
  • Hero Stole My Bike: In #14, Indy steals a police car from outside a diner in order to continue a chase.
  • High-Class Glass: The evil treasure hunter Siegfried Klexx is completely bald, wears a traditional Adventurer Outfit—including a pith helmet—and sports a monocle; making him look every inch the Evil Colonialist.
  • High-Dive Escape:
    • In #15, Captain Katanga escapes from the Ruthless Modern Pirates who have taken his ship by kicking his guard and then diving off the side of the Bantu Wind under a fusillade of gunfire.
    • In #17, Indy and Marion and trapped in the middle of a bridge as Cult members close in from either end. Indy and Marion escape by jumping off the bridge into the river.
  • His Name Is...: In #24, Indy meets a shady contact in a dark alley on a rainy San Francisco night. The contact is still trying to negotiate a price when he topples forward with a knife in his back.
  • Historical Character's Fictional Relative: In "The Trail of the Golden Guns" (#26-27), Dr. Jones is hired by Beth Cody, the granddaughter of "Buffalo Bill" Cody, to retrieve a pair of golden pistols presented to her grandfather by the Czar of Russia.
  • Hitman with a Heart: Despite being a loyal Nazi and trained assassin, Hans Degen shows a surprising amount of honor and decency in #22, refusing to kill Indy while owing him his life, assisting him in a heroic mission to try and erase that life debt, and ultimately dying on Indy's behalf while admitting his former target was the better man of them.
  • Hooking the Keys: In #3, Indy is arrested as a saboteur and locked up in an army camp. Having had his bullwhip confiscated, Indy uses his belt as an improvised whip to hook the keys off the wall and bring them to him.
  • Human Sacrifice: In #24, the Rube Gold Berg Hates Your Guts Death Trap requires the sacrifice of a full-blooded Indian female indigenous to area who is dropped on to a slab to tip it and smash it through the wall. Whether the sacrifice is actually necessary, or just an equivalent weight, is unclear, but when Indy rescues the sacrifice, the whole process goes catastrophically wrong.
  • I Don't Like the Sound of That Place: The story in #3 is titled "The Devil's Cradle", after a rock formation where Indy gets mixed up in all kinds of strange goings-on, and is almost killed multiple times.
  • I'll Take Two Beers Too: #6, Indy is visiting Marion for the opening of her new club. Marion takes two old-fashioneds from a waiter and immediately downs one. Indy is reaching for the second one she is holding when she downs that one too.
    Marion: Oh sorry, Jones. Were you thirsty too?
    Indy: Apparently not.
  • Improvised Parachute: In #4, Indy uses a blanket as a parachute when forced to bail out of a plane off the British coast.
  • I Never Said It Was Poison: In #2, Indy tells Edith Dunne that she made two mistakes that gave her away as The Mole. One of them was when she mentioned that her brother had been murdered in Indy's office. Indy had never told her where her brother was killed.
  • Interrogation by Vandalism: #6, Marion escapes from the mansion of a mob boss by holding a pistol to his treasured (and irreplaceable) recording of opera singer Enrico Caruso and threatening to shoot if anyone attacks her.
  • Irish Explosives Expert: In #29, Indy clashes with IRA agent Michael Cobb, but is forced to join forces with him in #30 after they realise they have a mutual foe. Although Cobb is happy wielding a Tommy gun, he has an especial fascination with dynamite—referring to it as his 'calling card'—and wearing an overcoat lined with sticks of it sealed in waterproof pouches.
  • Kangaroo Court: In #23, Lord Harry, the self-proclaimed ruler of Wretched Hive island in the South Pacific, arrests a film crew who were accompanying Indy on his latest jaunt, a plans to dispose of them quickly to cover his theft of an archeological treasure:
    "Yer a fine soundin' bunch o' jailbird lawyers. You all get your chance at the trial...First thing in the morning...And then we'll shoot you!"
  • Killed Mid-Sentence: In #1, Indy's former student Charlie Dunne is explaining to Indy what he has learned about the legendary treasure the Ikons of Ikammanen when he is killed by a knife thrown through the window of Indy's office.
  • Landmark of Lore: In #5-6, lighting splits apart one of the stone at Stonehenge, revealing an Ancient Artifact made of crystal. Indy's investigations reveal that the artifact is of pre-human origin. Translating the writing on the artifice reveals that When the Planets Align a few nights hence at midnight at Stonehenge. the artifact van be used to contact its creators. The artifact is them stolen by Nazis and Indy has to race to Stonehenge to prevent them from unleashing Eldritch Abominations on the world.
  • Laser-Guided Karma: Edith Dunne had her own brother murdered and tricked Indy into helping her on a quest to get her hands on a gold statue, both for the money and the fame. Indiana uses an incantation to bring that statue to life to punish the wicked which means Edith.
  • Living Statue: In #2, the gold statute that has been the MacGuffin of the story turns out to be a magically powered avenger. When Indy (who had a month to study and translate the inscription on the statue's base) speaks a specific incantation aloud, the statue comes to life to punish the wicked: in this case, the two villains attempting to murder Indy and steal the statue. As the statue attacks, Indy bails out, leaving the statue, bad guys, and plane to crash into the Atlantic Ocean.
  • Loose Lips: In #23, the movie crew Indy is traveling with to covertly find a lost treasure end up arrested after Alphone, the leading man, gets jealous over Indy flirting with his girl and talks to a Secret Police spy about how suspicious Indy joining the crew was. When Alphonse mournfully comments that his big mouth got them into this mess, he gets a simultaneous affirmative chorus from most of the other prisoners.
  • Low Clearance:
    • During a Traintop Battle against a Nazi in #5, Indy sees the approaching tunnel and drops off the side of the train in time to avoid it. The Nazi is not so quick witted and the tunnel impacts fatally with him.
    • In #24, Indy battles a Giant Mook on top of a speeding tanker truck. The mook gets splatted by a low bridge as Indy ducks.
  • Mad Bomber: In #30, Indy is forced into an unwilling partnership with IRA agent Michael Cobb. Cobb's preferred weapon is dynamite, and he wears an overcoat lined with sticks of it. He even refers to explosions as his 'calling card'.
  • Man Bites Man: In #20, Marion is clinging to the door of a truck as a crook attempts to flee in it. The crook reaches out the window in an attempt to swat her off. Marion sinks her teeth into his arm, causing him to crash the truck.
  • McNinja: Recurring villain Ben Ali Ayoob employs a group known as the Ismaili assassins as his personal enforcers and acquisition team. They wear veils and carry scimitars and Indy describes them as "the Middle Eastern equivalent of ninjas".
  • Mirrors Reflect Everything: In #8, Indy uses Marion's compact to reflect the laser beam generated by a Solar-Powered Magnifying Glass into the door of their cell: weakening it enough to allow him to break it down.
  • Mistaken for Spies: In #3, Indy is arrested and imprisoned in an army camp after being mistaken for a saboteur by the the paranoid Colonel Bulldog Hannigan.
  • Monster in the Ice: In #19, Indy encounters (and becomes an ally to) a tribe of modern cavemen living the Himalayas, where they worship a dragon frozen in the ice. The dragon inevitably breaks loose and Indy has to find a way to freeze it again.
  • Mr. Smith: In #3, Indy is imprisoned by a paranoid army colonel. When asked his name—alomst as an afterthought—he starts to say 'Indiana', but hurriedly corrects himself and gives his name as 'John Smith'. Colonel Hannigan doesn't even notice anything odd about that, and merely comments that the name sounds familiar.
  • Mugged for Disguise: In #30, Indy snatches a member of a Chinese warlord's army and uses his robe and coolie hat as a makeshift disguise to infiltrate a gathering of rebel soldiers.
  • Never Smile at a Crocodile:
  • Newspaper-Thin Disguise: American Nazi Arnold Smith hides behind a newspaper as Dr. Jones and Professor Mays board the train in #5.
  • Nice Job Fixing It, Villain: In #7, McIver's henchmen have Indy corned in a corridor. They open fire and their Imperial Stormtrooper Marksmanship Academy accuracy blows the open the locked door that was blocking Indy, allowing him to escape.
  • Off Bridge, onto Vehicle: In #5, Indy and his female companion are dangling off London Bridge by Indy's bullwhip, when Nazi agents arrive. They point guns at Indy and demand he hand over the MacGuffin. Indy says that his options are to agree or to loosen the whip and drop to almost certain death in the river. Then, to the Nazis' astonishment, he does just that. However, instead of hitting the water, he and his companion land on a garbage scow that is passing underneath.
  • Our Minotaurs Are Different: In #17, Indy and Marion are confronted by a Minotaur wielding a massive club in the labyrinth beneath Knossos on Crete. It turn out to be a man in a costume: part of a local Cult taking advantage of the legend.
  • Outfit Decoy: While edging along a very narrow ledge atop a skyscraper in #9, Indy takes off his tuxedo jacket and holds it round the corner of the building to see it it attracts any bullets, bites or Blow Gun darts.
  • Outlaw Town: In #13, Indy runs afoul of a mobster who is constructing a new version of 'Hole-In-The-Wall': an underground settlement for criminals on the run. Unfortunately, he is building in it inside Pueblo ruins of archeological importance which brings him into conflict with Dr. Jones.
  • Outside Ride: In #10, Indy jumps on to the wing of Ilsa Toht's flying boat and hangs on as it takes off.
  • Parasol of Pain: In #20, Marcus uses his umbrella to knock out the crook who is attempting to run Indy down with a forklift.
  • Pirate Girl: In #15, a crew of Submarine Pirates attempts to steal Indy's latest discovery out from under him. Indy is shocked to discover that their leader is a young woman named Esmeralda Vasquez.
  • Pop the Tires: In #28, Jessie Hale uses her two-shot derringer to shoot out the tyre of a speeding car full of Tong members that is chasing Indy and her.
  • The Precarious Ledge: In #9, Indy has to climb along an extremely narrow ledge at the top of a skyscraper to intercept a gang of thieves who absconding out the window of the display with the golden idol he has just recovered.
  • Quicksand Sucks:
    • In #5, Indy and Karen Mays get trapped in quicksand while attempting to travel overland across the moors to Salisbury Plain. They Nazis who chasing them cut through Indy's whip and then offer to pull them out in exchange for the MacGuffin. Having little choice, Indy gives it to them. The Nazis then walk away, leaving them to die.
    • In #7, Indy and Marion attempt to escape from angry crocodiles by swinging across the river, only to land in quicksand, with Indy's bullwhip out of reach.
  • The Radio Dies First: In #2, Indy knocks out the radio operator on the freighter and attempts to send a message. As he is doing so, someone shoots at him from behind and the shot shatters the radio.
  • Railroad Tracks of Doom: #4, Indy and his companion are being chased through London by Nazi agents. Running into a station on The London Underground, they attempt to escape by leaping on to the tracks and running along the tunnel. Inevitably they find themselves trapped between the pursuing Nazis and an oncoming train.
  • Revealing Reflection: #22, Ben Ali Ayoob is holding Indy, Marion and Marcus at gunpoint. Indy's unwilling ally Degen is sneaking up behind him when Ayoob sees his reflection in the display case in front of him and spins around and shoots him.
  • Roofhopping: In #9, Indy and Sallah retrieve a golden idol from a pair of robed thieves, and then have flee across the rooftops of Marrakesh, jumping from roof to roof and across streets, with the thieves chasing them.
  • Rope Bridge: #3, Indy rescues a young man from a lynch mob. Their escape route leads them across a narrow rope bridge over a ravine, which is where the angry mob catches up with them. The mob tries to kill them by cutting the bridge out from under them.
  • Rube Goldberg Hates Your Guts: The mechanism for opening the sealed treasure vault in #24, as Klexx explains to the captive Indy during his Evil Gloating:
    "Pay close attention, Jones. When the sun strikes the pyramid of the vault, a beam passes through it and on to the eye of the cyclops. From there it deflects to the thong from which our Human Sacrifice is suspended. It burns through, she drops onto the slab, and her weight tips it... sending it down the ramp, smashing through the wall. This causes the vertical panel to come crashing down and... Behold! The vault is open."
  • Russian Roulette: Subverted in #16. Pirate Girl Esmeralda Vasquez punishes one of her crew who was caught stealing by holding up her revolver and telling him there is one cartridge in the cylinder. She will spin the cylinder and hand him the gun to point at his head and pull the trigger. If the hammer falls on an empty chamber, he can go free. She does this, and he blows his brains out. She then breaks open the revolver and empties six shells on to the deck.
    Esmeralda: The lesson is this! No one steals from Esmeralda!
  • Ruthless Modern Pirates: In #15-16, a crew of ruthless Submarine Pirates led by Esmeralda Vasquez attempt to steal Indy's latest discovery out from under him.
  • Sand Necktie: In #15, Pirate Girl Esmeralda Vasquez buries Indy up to his neck in the sand after her spurns his advances. Indy thinks he has several hours to think of an an escape plan before the tide comes in. However, the cliffhanger involves rock crabs—who strip the flesh from a full-grown seal in minutes—coming in ahead of the tide and surrounding him.
  • Scary Scorpions: In #13, one of Indy's students on a field trip is paralyzed with fear by a scorpion on her arm. Dr. Jones picks the arachnid off her arm with his bullwhip.
  • "Scooby-Doo" Hoax: In #31, a group of collaborators on the Washington coast stage a series of Bigfoot sightings (and deaths) to keep locals away from the cliffs where a Japanese submarine is landing.
  • Sextra Credit: In #13, Lucy Giles (who, like all of Indy's female student is Hot for Teacher) proposes this to Indy, who politely turns her down.
    Lucy Giles: I, um, also thought maybe I could come to your tent later? To discuss a little...extra credit?
    Dr. Jones: Sorry Lucy. I've got plans for tonight.
  • The Shangri-La: In #18, Indy and Marion find themselves in the hidden city of Ra-Lundi high in the Himalayas (drawn so it resembles Shangri-La from Lost Horizon). The city is built around a Magic Meteor that confers immortality upon those who dwell in the city. However, any who spend more that day within the warmth of the stone become dependent upon it and cannot pass outside the gorge around the city without suffering unbearable agony.
  • Shell Game: In #11, Indy's contact Torino is running the shell game and conning passers-by out of their cash. Things are going well when the marble that is supposed be under the cup falls out of his sleeve. Cue Torino fleeing from an angry mob.
  • Shoot Out the Lock: After being locked in the cargo bay of a plane that is ditching into the English Channel in #4, Indy shoots out the lock on the outer door and bails out with an Improvised Parachute.
  • Shoot the Rope: In #27, a Cossack attempts to kill Indy by tying his four limbs to four horses and driving them off in different directions. His companion Beth Cody saves him by shooting out three of the four ropes. However, she cannot get a clear shot at the fourth rope, leaving Indy being dragged by his leg behind a panicked horse.
  • Smoking Barrel Blowout: In #12, Marion does this after performing a Conveniently Timed Attack from Behind to prevent Indy from getting a throwing knife in the back.
  • Solar-Powered Magnifying Glass: In #8, Indy, Marion and squad of Nazis are locked in a cavern by a Lost Tribe that splintered off from Atlantis before Atlantis sank. They think they are being held to be executed in the morning, but the cave it self is the execution chamber. As the sun ruses, it is focused through the crystal 'skylights' in the cave roof into beams of laser-like strength and intensity.
  • Spiteful Spit: In #30, defiant IRA agent Michael Cobb spits in the Sgt. Pei, the Chinese soldier who is torturing him.
  • Standard Hollywood Strafing Procedure: In #20, Indy is strafed by a crop duster in a cane field in Cuba in a scene straight out of North By Northwest.
  • Storming the Castle: In #28, Indy partners with a Cossack band to assault the fortress of an evil Russian count. While the majority of the Cossacks stage a frontal assault on the stronghold, Indy and small group of handpicked allies sneak in through an otherwise inaccessible approach to retrieve the MacGuffin: a pair of gold plated revolvers award to Buffalo Bill Cody by the Czar of Russia.
  • Submarine Pirates: In #15-16, Indy clashes with a crew of Ruthless Modern Pirates led by Pirate Girl Esmeralda Vasquez who operate from an American S-class submarine they stole from the US Navy.
  • Take My Hand!: In #18, Indy and Marion end up hanging off the remains of a collapsed Rope Bridge. Indy reaches for Marion, but Marion—who has wrenched her shoulder in the fall—cannot reach his hand and falls into the crevasse.
  • Tae Kwon Door: In #28, Indy kicks open the door of his car into the face of the Tong member who is reaching through the window trying to grab him.
  • Teetering on the Edge: In the Cliffhanger to #4, Indy crashes a stolen car through the wall on a bridge. The car hangs teetering over the river: held up only by the bumper which is snagged on the edge of the bridge and is slowly giving way.
  • Teeth-Clenched Teamwork: In #30, Indy is forced into a uneasy partnership with a Trigger-Happy IRA agent named Michael Cobb as they travel to China to retrieve items belonging to them from a warlord: a shipment of arms he swindled the IRA out of, and a mummy destined for Indy's museum that he misdirected as part of a smuggling scheme.
  • This Bear Was Framed: In #31, a gang of collaborators use the local legend of a Bigfoot to scare locals away from where they meet a Japanese submarine. Anyone who gets too close, is killed with a barbed cat-o'-nine-tails that makes it look as if they were shredded by huge claws.
  • Threatening Shark: In #20, the villain attempts to escape from Indy by jumping overboard and swimming away. However, he inadvertently swims into chummed water (created when he threw a bucket of chum at Indy at missed) and his devoured by sharks attracted by the chum.
  • Town with a Dark Secret: Played with in #33-34. Indy travels to a village on one the remote Orkney Islands, and is greeted by the locals who give him an extremely cold shoulder. The longer he stays there, the less subtle the attempts to get him to leave become; eventually escalating to outright threats and physical violence. Indy thinks the whole town is in league with Evil Sorcerer he is chasing (who is the local lighthouse keeper). However, it turns out that the villagers know nothing about the keeper's evil schemes. They believe that the treasure of a Viking king is buried somewhere on the island and are tying to locate it, and are scared that an archaeologist like Indy will beat them to it, and whisk the treasure off to a museum
  • Toyota Tripwire: In #4, a helpful cabbie slows down a group of Nazis who are chasing Indy by opening his cab door in their path so the lead Nazi runs straight into it.
  • Train Escape: In #25, Indy and Jessie Hale escape from a gang of bandits by chasing after a train and clambering on to the caboose before the bandits can catch up with them.
  • Train Job: In #26, a band of Cossacks stop a train travelling across the Ukrainian steppes and drag off Dr. Jones and his companion Beth Cody.
  • Traintop Battle: In #5, Indy has a battle with Arnold Smith, an American Nazi, atop a train bound for Salisbury after Smith has stolen the Ancient Artifact that is the MacGuffin of the story.
  • The Triads and the Tongs: In #28, Dr. Jones runs afoul a Tong who want the Chinese mummy he is in San Francisco to collect.
  • *Twang* Hello:
    • In #8, Indy and Marion are fleeing from the Nazis when they pause to see if they have lost them. Just then, a crossbow bolt buries itself into the tree trunk by Indy's head: fired by a member of the Lost Tribe they had been searching for.
    • In #21, Marcus asks some awkward questions in a small pub in north Wales. One of the locals expresses his displeasure by impaling Marcus' cigar on a thrown dart.
  • Villainesses Want Heroes: In #15, smitten Pirate Girl Esmeralda Vasquez offers Dr. Jones the opportunity to join her crew of Ruthless Modern Pirates. When he declines her offer, she becomes a Woman Scorned and has him subjected to a Sand Necktie.
  • Villainous Rescue: Happens twice in #2. First, Indy and Edith Dunne are saved from being being turned into gold statues when crime lord Solomon Black and his gang assault the temple where this happening, causing the priests to flee and giving Indy time to figure out an escape. Later, Black tires of Indy's antics and is forcing him and Edith to Walk the Plank, when his Czechoslovakian registered freighter is torpedoed by Nazi U-boat. The ship explodes and sinks, while Indy and Edith are flung off into the ocean and picked up by the U-boat.
  • Walk the Plank: In #2, Indy and Girl of the Week Edith Dunne are forced to walk the plank by the treacherous Mr. Black. This saves their lives when Black's freighter is torpedoed by a Nazi U-boat: Indy and Edith are flung into the ocean rather than going down with the ship.
  • Wax Museum Morgue: In "The Ikons of Ikammanen" (#1-2), Indy discovers that the eponymous Ikons are not gold statues as he thought, but people who have been dipped in molten gold. Then the natives who maintain the temple attempt to do it to him and his companion Edith.
  • What a Drag: In #27, a Cossack attempts to kill Indy by tying his four limbs to four horses and driving them off in different directions. His companion Beth Cody saves him by shooting out three of the four ropes. However, she cannot get a clear shot at the fourth rope, leaving Indy being dragged by his leg behind a panicked horse.
  • William Telling: In #1, Marcus is shocked when he walks into Indy's classroom to discover him using his bullwhip to knock a cigarette out of the mouth of a student as an extra credit assignment.
  • Woman Scorned: In #15, smitten Pirate Girl Esmeralda Vasquez becomes this after Dr. Jones the turns down her offer to join her crew of Ruthless Modern Pirates. She then has him subjected to a Sand Necktie.
  • Wrench Whack: In #24, Indy battles a Giant Mook armed with a wrench atop a speeding truck.
  • Wretched Hive: The island of Kaloo in the South Pacific visited by Indy in #23. Marcus summarises the place to Indy thusly:
    "There's a mosquito-infested jungle island in the South Pacific called Kaloo. The Dutch had an outpost there but gave it up as dead loss. It was then taken over by an island drifter and a bunch of drunken sailors."


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