OVERVIEW:
Chapter 1: The War of the Water Sprites
Aquaman and Aqualad are relaxing in their underwater home when a signal fish alerts them to a problem. They find a message from Quisp, with a map leading them to Quisp's home. When they arrive, they are attacked by water sprites and a giant crab, and Aquaman is sucked into a strange cone, but pushes Aqualad free at the last second.
Inside the cone, Aquaman finds Quisp, and learns that evil water sprites, led by Quirk, are planning on taking over both worlds. They have taken all the powers away from all the good water sprites, and have some sort of weapon to tackle Aquaman's world. With Aqualad's help, they escape from the cone and pursue the evil sprites. They are catching up, when the evil sprites eat something, and turn into giants.
Chapter 2: The Doom of Quisp
The giant sprites spot the trio and come after them, but they hide until the evil sprites leave. Aquaman goes to alert the coast guard while Quisp and Aqualad tail the villains. They rendezvous at Ropito Islands, where the giant evil water sprites are using their hard water powers to build a modern kingdom.
The Coast Guard comes along in a carrier and fires on the sprites, but is easily defeated by the sprites' hard water powers. The commander isn't a fool, he backs off and has a conference with Aquaman. As they discuss the problem, they learn that the sprites are now seizing cargo vessels. Aquaman hides inside a statue on one, and is captured as booty.
Inside the sprites' city, he sneaks around until he finds the gun that took Quisp's powers. He also looks for some clue that will tell him how the sprites became so big. He then escapes the island with the gun. Quisp has him reverse the dial and shoot him, to return his powers. But Quisp is killed by the ray.
Chapter 3: Aquaman's Last Chance
Heart-broken, Aquaman is determined to take revenge on the evil sprites, and goes after them with the gun. The Aqua duo try to lure the sprites off the island with a sea monster, but the sprites don't come. Then they notice one of the sprites, now normal size, going away. They follow it to a patch of seaweed which it mixes up, apparently to make itself into a giant again.
Aquaman and Aqualad jump him, but the sprite has quick reflexes and is able to stop them, then attacks to finish them off. Lucky for the Aqua duo, another sprite comes along and knocks out the evil sprite. It's Quisp, who is back to normal.
With the gun and the giant sprite seaweed, and the rest of the water sprites free, an attack is made by the forces of good on the island. The evil sprites still have weapons, and start to mow down the now-giant good sprites, but Aquaman and Aqualad, also giants now, are unaffected by the weapons and easily defeat the Sprites.
COMMENTS:
The cover to this issue left no doubt as to the villain: It's immediately obviously that Quisp's old foe Quirk (previously seen in issue #6) is on the loose again. He looks quote menacing as a giant, attacking the fleeing Aquaman and Aqualad.
Aquaman and Aqualad's "underwater home" would appear to be the Aquacave.
The water sprites, all of them, have hard water powers. They use the hard water powers to create structures, including the homes they live in.
The evil sprites' weapons don't affect Aquaman and Aqualad, but the seaweed mash that makes them into giants does.
Shorts in this issue: one-page "Homer" cartoon, a one-page service announcement about planting trees, and a one-page text piece about Camp Century.
An amusing ad: inside the front cover is an in-house subscription ad featuring Johnny DC. Anyone who has read Sergio Aragones Destroys DC will understand why I find it amusing. The titles advertised are: House of Mystery, Aquaman, Rip Hunter, Unexpected, Mystery in Space, Strange Adventures, Tomahawk, Challengers of the Unknown, The Adventures of Bob Hope, and The Atom. Twelve issues of Aquaman were available for $1.20.
CONCLUSION:
Rating: 6
Pretty good. Nothing to write home about.