Hardy Boys #1 Hardy Boys #58

The Hardy Boys Mystery Books Guide


The Hardy Boys Mystery Books
(1927 - 1979)

Research & Text By John A. Perry - January 2025

Formatting/Coding/Editing By Robert W. Finnan - May 2025


TABLE OF CONTENTS

BAYPORT

REGULAR CHARACTERS

ADDITIONAL CHARACTERS

HARDY SLEUTHING TACTICS

CRIMINAL CRIME TACTICS



BAYPORT

Bayport is a small coastal town located on Barmet Bay, a sweeping indentation, three miles inland from the Atlantic Ocean. Bayport is a thriving seaside community of 50,000 people. At the waterfront are freighters berthed at wharves and smaller boats at anchor in the bay. Respect and cooperation are extended to the Hardy's and is typical of all who know them.

BUSINESSES

Acme Garage - Makes repairs to Fenton Hardy's car when needed
Ahmed's Indian Rug Makers
Associated Jewelers
Barmet Bay Floral Shop
Bayport Antique Shop - One of many antique shops
Bayport Bank and Trust Company - Fenton has a safe-deposit box at the bank
Bayport Beauty Shop
Bayport Better Business Bureau - Located on Main Street
Bayport Boarding House - Located on Dover Street
Bayport Cable Grams
Bayport Dry Cleaners
Bayport Excelsior Hotel - Located in the waterfront area
Bayport Express Company - Mails Packages
Bayport Fish Market - A famous fish market at the Bayport Waterfront
Bayport Hotel - Hotel Bayport is located in downtown Bayport. The Hardy family once stayed here after their home was bombed and repairs were being made.
Bayport Laundry
Bayport Links Golf Course
Bayport Midtown Garage
Bayport Newspaper Office - Local newspaper where Ken works as a clerk at the downtown office and is a friend of the Hardy Boys from Bayport High School. Ken helped to answer a few questions about one of the boys on a possible lead.
Bayport Office Supply Company
Bayport Pawn Shop - One of many Pawnbrokers Shops
Bayport Photographic Plant - Also known as Micro-Edge
Bayport Salvage Company - Owner is Mr. Redfield
Bayport Soda Bottling Factory
Bayport Soda Shop - Off Main Street
Bayport Taxi Companies - Three taxi companies operate in Bayport
Bayport Taxi Company - Has a modern fleet of radio-equipped taxi's
Bayport Television Station - A TV news truck broadcasts news stories from around town
Bayport Times - Local newspaper with Scoop Scales as its Cub Reporter. Mr. Brown also works for the Bayport Times and is a friend of the Hardy's.
Bayport Travel Agency
Bayview Motel
Bickford's Jewelry Shop / Store - Owner is Arthur Bickford
Bicycle Supply Shops - Five bike shops are located in town
Big Igloo Milk Bar
Bijou Movie Theater - Once showed 'Creature from the Tomb', a movie with mummies
Bivven's Novelty Shop - Located on King Street and owned by Mr. Bivven
Carr Electronics Company
Castagna's Grocery
Charlies Clam House - Located in New York City by the waterfront
Condor's Photo Store
Corporated Laundries Dry Cleaning
Crescent Jewelry Store
Eagle Cab Service
Excelsior Hotel - Located in the waterfront district
Filmer's Gemstone Shop - Located on Bay Street
Fit-Your-Figure - Charlies Clothing Store
Five and Ten Shop
Flints Costume Shop - Market & Pine
Food Fresh Market - Kennedy Street
Frankel's Market
Freeman's Camera House - Develops film for the Hardy's at their photographic shop
French's Costume Shop - Owner is Mr. French, a tall, spare proprietor, thinning blond hair and small graying mustache
Garden Gate Motel - Located on the State Highway
Gus's Stationary Store
Haberdashery Store
Hanade's Puppet Repair Shop - Owned by Mr. Hanade, an elderly Japanese man
Harkness Fishing Boats - Captain Andy Harkness is the owner of several fishing boats
Hot-Dog Drive-in Stand
Hot Rocket - A favorite eating spot for the High School crowd
Hughie's Lodge
Hugo's Meat Market
Hugo's Mystic Shop - The Great Hugo is a world-famous mystic
Jenk's Tobacco Shop - A waterfront district meeting place for shady characters
Kitcher's Junkyard
Klack's Agency Freighter Passage
Kleng's Plumbing Shop - Owner is J.P. Kleng, a surly-looking man with red hair
Lawson's Livery Boat Rental - Proprietor Eli Lawson
MacPherson's Boat Rental Service - Owner is Sandy MacPherson, an elderly Scot; he is also the owner of the 'Ira Q'.
Marty's Giant Burgers - Located just outside town on the parkway
Mary's Quick Stop - A little hamburger place on Shore Road
Max's Supermarket
Mike's Place - A waterfront restaurant which doubles as a hangout for shady characters
Motorcycle Businesses - There are several motorcycle dealers in town
Mrs. Browns Guesthouse
Neptune Boat Works - Located at Long Point on Long Point Sound, one hour from New York City
Neptune Line Freighter
Nobbly's Leather Goods Store - Mr. Nobbly is the owner
Paul Goo's Laundry - Located on Mully Street in Bayport's Little Chinatown
Peck Shoe Company
Pines - A roadside eating place
Real Estate Office - Mr. Morton works at this business in Bayport
Redding Machine Company - Mary Todd's dad works here
Regent Hotel - Mr. Irwin is the Hotel Manager
Restaurants & Amusement Galleries
Rocco's Fruit Store - Hardy Boys occasionally act as clerks and Oscar Smuff lives nearby
Roundtree's Taxidermy Shop
Ruben Brothers Costume Shop - Main Street
Russo Fencing School
Schwartz's Masquerade and Costume Shop - 79 Renshaw Avenue
Scientific Specialties Store - Owner is Mr. Reed
Sea Foam Restaurant - Located at the waterfront
Shorty's Diner
Skippers Club - Located at the waterfront and is where Oldtimers play cribbage, chess, solitaire, and billiards in between spinning sea yarns about the good old days.
Slow Mo's Garage
Solo's Super Carnival - Sid Solo is the owner of Solo's Super Carnival. He once hired Frank and Joe to keep pick pocketer's away.
Summerfield Hotel
Swartz's Antique Shop
Tom and Mary's Diner - Located along Shore Road
Transmarine Underwriters Insurance
Voyager Travel Bureau - Mr. Morton is part owner of Voyager Travel Bureau
Wells Hardware Store
Whittaker's Locksmith and Hardware
Zetter's Radio and TV Store

BAYPORT BUILDINGS

Bayport Law Office - Otis Weaver is a short, balding lawyer who works there as an attorney.
Bayport Museum - When Joe Hardy was a little kid, he used to think the Bayport Museum, an austere stone building without windows, was a mausoleum. It has marble steps, a bronze door and an information desk and an ancient art room. Iola Morton set the boys up with Mrs. Ruby King, curator at the Bayport Museum who gave them all the information she knows about the famous Chinese chess piece called the Ruby King. Phil Cohen also used to work for the Bayport Museum restoring old artifacts. When Frank Hardy dug up a piece of shale with indentations from old clamshells called a brachiopod. A valuable fossil, maybe millions of years old. Chet Morton's science teacher suggested he take it to the Bayport Museum.
Post Office - A bulletin board is located out front.
Bayport Records Office
Bayport Savings Bank - Trustee for the bank is Charles Blakely
Bayport VFW Hall - The VFW Hall has a barnlike auditorium with wooden folding chairs and a stage to host chess exhibitions. The International Championship Chess Exhibition was once held in Bayport.
Doc Grafton's Health Farm - A luxurious resort overlooking Barmet Bay where older men of means come to regain their health.
Elekton Controls - location of the Old Turner Mill. Elekton Controls makes top- secret control parts for space missiles next to the abandon grist mill. Elekton Controls renovated the grist mill building and grinding wheel mechanism.
Hayley Building - Located on Main Street where Paul Tiffman is a Gemologist and Diamond Merchant.
Howard Museum - Located in northwest Bayport. Mr. Scath is the Curator and Ronald Clause is the museum's botanist. Fenton Hardy is the security advisor for the museum. The Howard Museum is ivy-covered and has an American Indian Gallery and a Prints Gallery on the top floor. It also has an Egyptian Room and a Gallery of old musical instruments and jewelry.
Jefferson House - A large colonial dwelling on Shore Road with gilded work and lots of antiques.
Landon Mansion - The Landon Mansion is an old, dilapidated house not lived in for years. It's to be torn down soon. It's located just off Highway 18, thirty minutes from Bayport. A narrow dirt rutted road leads to the mansion which looks ghostly in the moonlight.
Lektrex Electronics Plant
Mead Estate - The Mead Estate is just north of Bayport and was once owned by John Mead who passed away five years ago. John Mead and his chauffeur were killed in an automobile accident while driving to Florida for the winter. John Mead had a nephew named John Mead who's from England. The John Mead that died was called Uncle John. Nephew John Mead received a ring and some odd-looking keys from Uncle John many years earlier. The Mead mansion is a stone mansion with an unobstructed view of Barmet Bay and is supposed to be closed. The heavily carved wooden doors to the Mead Mansion were designed without any doorknobs, locks, or keyholes with one door on each side of the mansion. All of the doors have fancy and different designs. The shutters were also designed without any hinges or fasteners. The boathouse on the grounds had once been beautiful but now is badly neglected and has a door and shutters similar to the house.
Milton Place Bank - Located off Main Street in a big brick building.
Moore Estate - The Moore Estate has a driveway lined with stately old pine trees. It has a large Victorian house with grounds bordered by trim hedges and high steps leading to a large porch. An attractive interior with highly polished mahogany furniture, and heavy red draperies almost reaching from the ceiling to the floor in the living room. A large desk stands at one end just beyond an enormous stone fireplace. It has a first and second floor and an attic. Jonathan Moore passed away recently and did a lot of traveling to Mexico with Roberto Hermosa. Jonathan's cousin is Mr. Brower.
Old Perth Mansion - Belonged to Jerome Perth, a big shady business tycoon. People he cheated tried to kill him. People have said the mansion is haunted. Jerome Perth's nephew Clarence Perth, died at the mansion under mysterious circumstances related to 'The Floor'. People reported seeing a ghostly figure prowling about the Perth Estate. Aunt Gertrude and Laura Hardy both remember details about the Perth Mansion and summer house next door with the tiled floor.
Parker Building
Pollitt House - Located on a cliff with a labyrinth of caves and staircases below the house
Purdy Mansion - Also known as Purdy Place, located along Shore Road and Willow River Road. The Purdy Mansion is a big stone house with a bluish slate roof. Purdy Place is a rundown neglected estate since the old man died. Jason Purdy was a wealthy eccentric man who left his estate to the Bayport Library. Mr. Purdy kept all his valuables in a secret room, like a bank vault in the middle of the house. A timed lock provides entrance to the secret room. Hurd Applegate, owner of Tower Mansion once visited the Purdy Estate during a stormy night looking for his jade collection and jade chess set. Raymond Dalrymple, a banker, then bought the Purdy Estate and grounds on speculation, hoping to sell it at a higher price. A well-used trail leads down to Willow River. Just when Frank, Joe, and Amos needed a miracle, two minutes before 3:00 AM when a bomb was set to go off to kill them in the Purdy Mansion, Chet showed up to save the day. Chet said he had a funny feeling the boys were in trouble and went to investigate and saved the boys' lives. After Frank and Joe solved the case of 'While the Clock Ticked', Aunt Gertrude threw the boys a surprise party at the Purdy Mansion and utterly astounded the young detectives.
Tower Mansion - Located on a hill along Shore Road. Tower Mansion is an impressive stone structure high on a hill overlooking the bay. The palatial building has the appearance of an ancient feudal castle because of the two huge stone towers on either end with its well-kept fence and enclosed grounds. Hurd Applegate, owner of Tower Mansion is a wealthy arts collector who visited the Purdy Estate during a stormy night looking for his jade collection of beautiful carved jade figurines that were just stolen along with his jade chess set.
Varney Mansion - Located along Shore Road, it stands on a wooded promontory overlooking Barmet Bay. Designed in ornate Victorian style with gabled roof and out jutting turrets, sort of a spooky looking place. A new doctor in town, Dr. Montrose, lives there.

BAYPORT ENVIRONMENT, EDUCATIONAL RESOURCES, GEOGRAPHY, PARKS & RECREATION

Barmet Bay - A horseshoe shaped bay next to Bayport Harbor.
Barmet Bay - Shantytown - A squatter colony is located at the end of Barmet Bay which is also called Shantytown. It's located on the ocean shore north of Bayport and is full of shacks, vagrants and criminals and is next to Shore Road by the bay. Alf Lundborg once helped the boys at Shantytown, protecting them from criminals. Alf has a record of petty thefts and disturbing the peace and was a wild kid in his younger days and has a giant frame.
Barmet Bay - Hermit Island - The boys like to camp and explore Hermit Island in Barmet Bay. It has white drifted sand, scrubby vegetation, barren rocks and a big craggy pile with jagged cliffs, deep ravines, and is thick with pines and coarse grass. Hermit Island has the Hermit's Hideout with a cave on the cliff and a hidden cove near Barmet Bay.
Barmet Bay Inlet - With its blinking beacons
Barmet Shoals - Located near the town of Eastport
Barmet Woods - Located in northern Bayport. Frank, Joe, Chet, Biff, and Tony pooled their money to build their own cabin in the deep woods north of Bayport. The outskirts of northern Bayport nearby also has poor streets and slums.
Barren Sands - A place to go seashell hunting near Cobblewave Cove
Bay Bluff - Off Springdale Avenue
Bayport Bears Baseball Team
Bayport Dump - All of the town's refuse goes here and is located off River Road at the edge of Bayport. It has a surrounding fence and a gate.
Bayport Harbor - Harbor Master Crogan helps people rent the harbor's tugboat called the 'Anniek'. Captain Volper is in charge of the tugboat. Shore Road goes north past the commercial piers and private docks past the north end of Bayport Harbor. Half a dozen freighters can be tied up at the long piers which extend into the waters of Barmet Bay where cargo is unloaded and stacked on the piers.
Bayport High School - Bayport High School has an athletic field called Bayport High Field. Mr. Jennings teaches Ancient History and Modern History. Thomas 'Cap' Bailey is a popular track coach and science teacher at Bayport High School. His aunt lives our west, and his Uncle Alexander Bailey died recently. Uncle Alexander was a geologist on the verge of an important discovery of a giant fossil of a prehistoric camel at a place called Wildcat Swamp. Cap Bailey said, 'Paleontologist who dig for them are the detectives of the past, and fossils are their clues.' Mr. Palmer is another one of the science teachers at Bayport High School. Coach Devlin is the head coach of the Bayport High School Football Team. Miss Kelly is the schools Spanish Teacher. A pleasant middle-aged woman, well-liked by her students. She once helped the boys translate a message written in Spanish to help them on one of their cases. Mr. Rowe is head of the Mathematics Department at Bayport High School. He once did some calculations for the Hardy Boys to help them solve a clue and find the location of an old sunken merchantman ship sunk by a cannon ball during the Battle of Bayport. One of Bayport High School's rival schools is Milton High School.
Bayport Hills - Located west of Bayport and is known for its amethyst stones that Chet, Iola, and Callie like to look for.
Bayport Meadow - Exciting scientific events take place here, including a rocket contest. Taking place near Bayport Meadow, Chet called one rocket he built the 'Morton Moon Grazer'. When Chet's rocket crashed into a neighbor's chicken coop, Chief Collig said, 'He might have known that Chet was at the bottom of this mess. You and your hair-brained hobbies.'
Bayport North Woods - Where there are rumors of wild dogs
Beachgrove Point - Located at Beacon Point
Cabin Island - Owned by Mr. Elroy Jefferson who occasionally lets the boys stay there. Mr. Jefferson is one of Bayport's wealthiest residents who travels a lot and collects antiques. Cabin Island is located in a cove off Barmet Bay. His cabin is perched in a clearing on the highest point of the island and the cabin is well built and cozy. Surfside is a coastal summer resort near Cabin Island. Grandson Johnny Jefferson said he'd like to learn from the Hardy's how to solve mysteries.
Cliff Mountain - Frank and Joe went with John Fenwick to Cliff Mountain to help him retrieve one of the young hawks / peregrine falcons out of the eyrie.
Cobblewave Cove - Located south of Bayport along the coast at a large inlet where the wreck of the old 'Atlantis' sank in the midst of the rocks.
Dorset Hills - A wealthy neighborhood located in Bayport.
Dory Point - Located just south of Bayport Harbor. When the 1800's Whalebone Island lighthouse was shut down a more powerful one was built here to serve the general coastal area.
Dune Beach - Located along Shore Road at the Oceanside Bathing Pavilion where there's also a black stone jetty.
Eagle Bay - The town of Southport is located on the shores of Eagle Bay, not far from Bayport.
Gremlin Beach - Located just north of Barmet Bay and is popular with surf-riders because of the high swells.
Honeycomb Caves - Located off a point near a bay where a freighter was sunk during a hurricane about fifty-miles down the coast and has good swimming and fishing. Commander Wilson is a hermit who lives at Honeycomb Caves.
Land's End - Located out in Barmet Bay, is a long, dark spit of rocks which thrust out into the sea.
Lion Mountain - Located southwest of Bayport and is where Frank used the ancient Japanese art of jujitsu to beat up several fake Indian guards.
Long Point Sound - Located at Long Point, one hour from New York City
Merriam Island - Has a lighthouse and a keeper and is called 'Barmet Light'.
Milton High School - Rival school to Bayport High School
North Bayport - North Bayport is more thickly populated
Oak Hollow Housing Development - A small shrubbed valley in north Bayport with a private cemetery next to it.
Ocean Bluff - Located along Shore Road
Oceanside Bathing Pavilion - Located along Shore Road at Dune Beach where there's also a black stone jetty.
Pine Haven Island - One of three close islands, northeast of Bayport. The other two are Shoals Island and Venus Island.
Pinewood Campsite
Pirates Hill - A secluded area of dunes which lie below a low rocky promontory on the cool waters of the Atlantic. The Battle of Bayport took place here in 1756. A pirate buccaneer ship sent a landing party ashore at Pirates Hill. The demiculverin treasure cannon was located on top of a high rock buried in the sand off Pirates Hill. One of the local residents at Pirates Hill is Sergeant Tilton.
Spire Rock - Located in the woods opposite the entrance to Wild World Animal Park. A tall pointy rock formation, sticking up through the trees. Nearby is a public drinking fountain.
Rocky Isle - Located in Barmet Bay, the Bayport Ferryboat Office once operated a Ferry Service to Rocky Isle which was managed by Clams Dagget. Rocky Isle is about five miles distant from Barmet Bay. The northern end of the small island is a tumbled mass of rock, rising to a sheer cliff, on which stands a white light house. The southern end of the land has a public wharf and is flat and sandy. The Park Keeper is Dave Roberts.
Rocky Point - Located off Barmet Bay where there's an old shack that criminals like to use for a hideout.
Saucer Rock - Located in Harpertown along Pine Road.
Sea Gull Cove - Located south of Barmet Bay
Seagram's Cove - Located along Shore Road
Shadow Lake - Located near an area with black willow trees
Shark Island - Located in Shark Harbor approximately one hundred twenty miles south of Bayport
Shoals Island - One of three close islands, northeast of Bayport. The other two are Pine Haven Island and Venus Island.
Skull Mountain - Located next to Tarnack Dam and Tarnack Reservoir. An Indian burial ground resides on Skull Mountain.
Surprise Lake
Tarnack River
Tarnack Valley - Located approximately twenty miles from Bayport
Telescope Hill - At this location there's a U.S. Coastal Radar Station with a gigantic installation to help protect the coast of North America. Telescope Hill is located five and a half miles north of Bayport by the Atlantic Ocean and is bordered by a steel-mesh fence, with a gate guarded by uniformed men and guards.
Tigers Bight - Name of a place south of Barmet Bay nicknamed for a deserted bight where tiger sharks attacked some swimmers.
Tyler Farm Spelunking - People like to go spelunking at the abandoned Tyler Farm, a mile from the Morton Family Farm. People also like to go spelunking off West Road which runs through a stretch of barren rocky hillsides.
Venus Island - One of three close islands, northeast of Bayport. The other two are Shoals Island and Pine Haven Island. Windward is an Oldtimers name for the wind side of Venus Island. The lee side is green and pretty.
Whalebone Island - Located just south of Bayport Harbor. Whalebone Island is crescent shaped from southwest to northeast with an outward bulge to the north. In colonial days it was a hideout for a ruthless pirate named Red Rogers. Jolly Roger has to do with 'The Skull and Crossbones'. In the 1800's, a lighthouse was erected on Whalebone Island on the northeast corner of the island. The lighthouse contained the keeper's living quarters with various furnishings. When the lighthouse was taken out of service a more powerful one was built at Dory Point to serve the general coastal area. R.H. Tang was the lighthouse keeper just before it was taken out of service. Whalebone Island is also said to be haunted by Red Rogers ghost.
Wild World Animal Park - Bayport has a new animal park called Wild World of which the Safari Queen airship, similar to the Hindenburg, brought in a load of wild African animals to fill it up. Wild World Animal Park is located on the coast of Barmet Bay, between the town of Bayport and the Quinn Air Fleet Terminal. Wild World Animal Park also has an amusement area with rides. Cars slowly cruise along the road that winds through the animal range. Animals include giraffes, ostriches, gazelles, and lions. The park also has zebras, antelope, gnus, elands, hartebeests, and elephants. Leroy Mitchell is a park attendant who helped the Hardy Boys find a specific hollow oak tree which was a clue from one of their cases. Pop Carter is the owner of Wild World Animal Park.
Willow Beach - Located near Bayport in the town of Bridgewater
Willow Grove Woodland Park
Willow River - Runs through Bayport down to Barmet Bay
Woodson Academy - Located on the banks of the Willow River. Woodson Academy also has a school boathouse located on the banks of Willow River. Gregory Woodson is Headmaster and represents Woodson Academy. His grandfather Elais Woodson was Headmaster of the Academy until he died. There's also a caretaker's cottage at Woodson Academy. Henry Kurt is Assistant Headmaster. Both Greg and Henry asked the Hardy Boys to solve the 'Mystery of the Yellow Feather'. Woodson Academy has colonial type brick buildings partially covered with ivy, one having a circular bell tower. Woodson Academy has several school buildings, a field house, a gymnasium, riding stables, a watchman's shed and a library. A stone hut can also be found on the property. Mr. Teevan is the custodian of Woodson Academy and Mrs. Teevan runs the cafeteria.

BAYPORT HISTORY

In 1647, Elias Dodd embarked from Plymouth Colony for a horseshoe shaped inlet and hoped to establish a settlement off Barmet Bay. However, he and his family perished in a violent storm. A message in a bottle possibly gave their geographical location and the whereabouts of their Plymouth Treasure.
Alaqua Cove - An old Indian name for Bayport was Alaqua Cove. (Book 36, 153)
Battle of Bayport - In 1756 a buccaneer ship attacked two armed merchantmen off Bayport. One sunk, the other got away. The pirate ship sent a landing party ashore at Pirates Hill.
Indian Burial Ground - An Indian burial ground resides on Skull Mountain.
North Woods - Off North Woods Road, a lumber company bought North Woods many years ago.
Old Turner Mill - The Old Turner Mill is located next to an abandoned grist mill which was built by settlers when Bayport was inhabited by Indians. Elekton Controls renovated the grist mill building and grinding wheel mechanism. The Turner Mill used the grinding room to grind grain and produced the best flour in Bayport. Water from a high stone dam feeds an elevated millrace / water wheel at the Old Turner Mill. A tunnel and cave lead out of the basement / cellar of the Old Turner Mill down to Willow River. The tunnel was once an escape route for settlers who were fleeing from the Indians.
Whalebone Island Lighthouse - Located just south of Bayport Harbor. In colonial days it was a hideout for a ruthless pirate named Red Rogers. In the 1800's, a lighthouse was erected on Whalebone Island and when the lighthouse was shut down a more powerful one was built at Dory Point to serve the general coastal area.

BAYPORT INFRASTRUCTURE

Barmet Coastguard Station / Unit - Chief Warrant Officer Robinson; Chief Petty Officer's Ayres / Bertram / Brown / Jones; Lieutenant's Anson and Parker; and Seaman Thompson are stationed here. Coast Guard boats include the 'Alice' and the 'Henley's' and a cutter with powerful searchlights. The 'Mallimuk' is also a coastguard cutter with Captain Barnes at the helm. They also have a Coast Guard Launch docked at the Station. Another coastguard launch has Lieutenant Ted Newgate at the helm. The Hardy's typically do their own investigations but keep the Coast Guard informed.
Bayport Airport Terminal / Bayport Field - Also called Bayport Field has a north- south runway which parallels the entrance road and is an approximate two-hour flight to New York City - LaGuardia Airport. The Bayport Airport has an adjacent highway leading through open country to the outskirts of town. Burt Hildreth is in charge at Bayport Airport. The Stanwide Mining Equipment Company is located on the north edge of Bayport Airport with Mr. Albert Allen as its president. Lou Diamond is the Tower Chief at the airport. Dick Harper is an Airport Guard and a friend of Fenton's. Bayport Airways also has a counter at the airport. Ace Air Services schedules airplanes to do reconnaissance work. Randy Watson is one of their pilots who also flies Fenton on some of his reconnaissance trips. Premier Airways Flight Service is also located here. An antique airplane exhibit is housed at the Bayport Air Terminal. The Central Antique Airplane Club is nearby, and Cole Webber is its President. Manson's Airplane Charter Service is also located at the airport. The Civil Aeronautics Board is located at Bayport Airfield. George Simons owns a helicopter and helps the boys with sleuthing. Hangar B is located at Bayport Airport and is where Fenton Hardy and Jack Wayne keep their planes. Pilot Cole Weber and his antique biplane are for rent when no other planes are available for trailing criminals. It's orange and white and made of wood and fabric. His plane once had engine trouble, and the Hardy Boys had to jump out of the plane by parachute.
Bayport Boat Yard - Charlie is a mechanic who fixes the boy's boat when it gets damaged.
Bayport Bus Terminal / System - Bayport has a number of Bus Companies.
Bayport City Engineers, Chemist, Game Warden - Robert 'Bob' Carpenter and Dick Ames are city engineers. Mr. Strand is a Chemist in Bayport who runs analysts for the Hardy's when needed. Mr. Dorsey is a game warden and a friend of the Hardy's.
Bayport and Coastline Railroad Station - Has northbound and southbound railroad lines with diesel train engines.
Bayport Downtown - Downtown Bayport has municipal buildings and a town hall with a large, illuminated clock tower outlined on all four sides. The Bayport Hotel is located here along with the Bayport Police Department.
Bayport and Eastern Steamship Company
Bayport Ferryboat Office - Ike Harrity worked here as a ticket seller and sold tickets for many years and was a timid man. Clams Dagget once operated a Ferry Service for the town of Bayport to Rocky Isle in Barmet Bay. The name of his ferryboat was 'Sandpiper'. Bill Braxton, a young mechanic, and stock-car racing driver designed and built the Sea Spook, a new, rakish hydrofoil craft which was the talk of Barmet Bay. The Flying Express, owned by Spencer Given, is a big hydrofoil providing ferry service to Providence, a port at the tip of Cape Cutlass, seventy miles south of Bayport. The Flying Express is one hundred feet long with accommodation for sixty passengers and a top speed of seventy miles per hour. At slow speeds, the Flying Express floats on the surface like a boat, at high speeds the hull raises up out of the water and skims along like a low flying aircraft. The hydrofoil is a neat invention made by Enrico Forlanini in 1906.
Bayport Fire Department - Fire Chief Tally is in charge. The fire department has an aerial ladder truck to help rescue people.
Bayport Fireworks Committee - Chairman is Mr. Atkin
Bayport Fish & Game Department - Grants permission to fly peregrine falcons and also grants special hunting permits.
Bayport General Hospital - Dr. William Gardner is a close friend of Fenton's, whom he calls Bill. Dr. Mills is also a Bayport Physician. Dr. Bates works at the hospital as well.
Bayport Harbor Police - Lieutenant Daley and Officer Thorne, a rookie, work here. The harbor police have a boat with running lights and a small radar antenna on the cabin roof. The Harbor Police also has a helicopter which takes the Hardy's out occasionally when needed.
Bayport Historical Society - Located in an old stone building with Mr. Lightbody as Curator. The Bayport Historical Society was gifted a collection of cutlass swords from the Estate of Senator Entwistle and some lovely costumes dating from 1812.
Bayport Immigration Service
Bayport Library - Jason Purdy was a wealthy eccentric man who left his estate to the Bayport Library.
Bayport North Lines Freighters - The 'Dorado' and 'Capricorn' are two of its freighters. Bayport North Lines Freighters is owned by Orrin North.
Bayport Police Department - Located in downtown Bayport, also has a Police Emergency Squad Vehicle for rescuing people. The Police Department has experienced scuba divers and their own launches. Chief Collig is the Police Chief for the department.
Bayport Pool
Bayport State Police Barracks - Captain Ryder works here.
Bayport Steamship Company
Bayport Town Square
Bayport Warehouse District - There are dozens of warehouses near Bayport
Bayport Water Department
Bayport Waterfront District - Across the street from the waterfront is a row of supply houses, cheap restaurants, and secondhand stores. Several businesses located in the waterfront district are located here: the Sea Foam Restaurant; the Bayport Excelsior Hotel is a third-rate hotel; the Bayport Waterfront Customs and Immigration Office; the Bayport Fish Market is a famous fish market; Jenk's Tobacco Shop is a meeting place for shady characters; Lawson's Livery Boat Rental and MacPherson's Boat Rental Services; the Skipper's Club is where Oldtimers play cribbage, chess, solitaire, and billiards in between spinning sea yarns about the good old days; Mike's Place restaurant also doubles as a hangout for shady characters; Little Chinatown is located off Mully Street, the main thoroughfare through the waterfront district; and Paul Goo's Laundry. Most people in Little Chinatown are from Hong Kong. Pretzel Pete is an informant of Fenton's who's also located at the Bayport waterfront.
Bayport Yacht Club - Has gas pumps for local businesses and residents
Coastal Power and Light Company - Built Tarnack Dam
Crux Diving Company - Owned by Captain Rankin. His own ship is called 'Petrel'. Master Diver Roland Perry learned his trade at the Navy's Deep-Sea Diving School in Washington DC. The 'Petrel' is a steel salvage vessel with equipment to handle any imaginable marine emergency.
Delmore Prison - Warden Duckworth is the head of the prison just off Route 403.
Elkin Amusement Park - Has a roller coaster and several other rides, barbecue pits and a House of Horrors.
Greed Sand Airport - The closest airport to Bayport near a local fossil area.
Quinn Air Fleet Terminal - Quinn's air fleet terminal is located just north of Bayport and is where the Safari Queen airship docks. The Safari Queen is a gleaming silver dirigible airship that sails over Bayport and is powered by an engine. The Safari Queen is the biggest craft of its kind since the Hindenburg aroused the keen interest and hopes of all lighter-than-air enthusiasts. The Safari Queen is six hundred (600) feet long and cruises along at one-hundred-fifty (150) miles-per-hour. Lloyd Quinn is the owner of Quinn Air Fleet Terminal and Air Fleet Service. The fenced-in grounds of the Quinn Air Fleet base houses a mooring mast stubby domed tower especially designed for quick, convenient debarking of the Safari Queen passengers. The terminal is a vast, sprawling complex of buildings, which includes both an assembly plant and spacious maintenance hangars, in effect, an international airport. It also has a reception building for passengers, with customs and immigration personnel to deal with incoming flights.
Rock Spring Railroad Station - A railroad station located near Bayport.
Tarnack Dam - A towering white concrete dam impounding the Tarnack River built by Coastal Power and Light Company.
Tarnack Reservoir - The Tarnack River is impounded by the Tarnack Dam creating the Tarnack Reservoir. An underground tunnel leads from Tarnack Reservoir and passes water down to an outlet in a cove off Barmet Bay with an underground current and roily water.
United States Intelligence Office - Roy Dykeman and Mr. Cruthers are several of its investigators.
Upstate Reservoir - Feeds water to the city of Bayport when Tarnack Reservoir doesn't have enough water.
Willow River Bridge - Located at the mouth of the Willow River near Barmet Bay.

BAYPORT'S NEIGHBORING TOWNS

Allendale - A small village nearby
Bartonsville - Town nearby
Beemerville - Town about sixty miles up the coast and home to the Marlin Crag Airport. The Flickering Torch Restaurant is located just outside Beemerville where they play country music and is popular with the crowd from Beemerville's airport.
Bridgeport - The nearest big town to Bayport; Home of Quality Paper Company
Bridgewater - Town nearby which is also known for Willow Beach
Brockton - Town nearby up Willow River from Bayport
Cape Cutlass - A port city known as an artist colony, seventy miles south of Bayport.
Cherryville - Small town by the railroad
Claymore - Town nearby
Clayton - Small town nearby. Home of Alden Automotive Research and Development Company where they experiment with high-speed cars. Keith Alden is the owner and was once a famous racing driver.
Clintville - Town nearby
Delmore - Town near Bayport with a Kesselring German Motorcycle Dealer at 155 Main Street. A penitentiary is also located in Delmore with Warden Duckworth as head of the prison.
Ducksworth - Town about 20 minutes away
Eastern City - A town nearby with an airport, terminus for half a dozen airlines. Eastern City also has a Police Headquarters where Inspector Moon is a friend of Fenton Hardy's. Eastern City also has Watkins Pharmacy as one of its local businesses.
Eastport - Town nearby and home of Barmet Shoals
Granite City - Town west of Bayport. Home of J.G. Retson Stone Quarry. Chief Carson is the Police Chief at the Granite City Police Department.
Green Point - Town near Pleasantville
Green Point on the Bay - Located at the mouth of the Willow River
Greenville - Town nearby with the peaceful shaded campus of Cheston College which you can get to by train from Bayport. The Greenville Museum is also located there.
Gresham - Town nearby
Harlington - Town nearby
Harpertown - Town nearby with a location called Saucer Rock along Pine Road. Route 10 and the State Highway both lead to Harpertown.
Harrington - Town nearby. Harrington Field is home of the Strato Balloon Club. Harrington Airport has a single paved runway off the mainstream of air traffic.
Hartsburg - A town less than one hundred (100) miles from Bayport. Home of the Lexo Drug Plant where Mr. McCardle is Plant Manager.
Henryville - Town nearby
Highbury - Town nearby
Hopkinsville - Small town nearby
Hunt - A town about fifty (50) miles from Bayport. Home of Hunt College, where Frank, Joe, and Chet once took a film-making course. The Hunt College campus is out in the country. A few miles from Hunt is a spectacular waterfall at Silver Mine Falls State Park. Hunt College is an attractive small school with modern buildings set against a green sloping hillside with a quiet river which runs through a glade.
Lakeside - Town nearby
Lewiston - Town nearby about ten (10) miles away from Bayport
Millvale - A town near Bayport. A foundry is located here which can make a copy of a death mask the Hardy boys needed to pass on to some crooks in swap for their friend William whom they kidnapped. Foreman Alex Krusinski is a friend of Fenton Hardy's.
Morrisville - Town nearby
Newton - A small town, thirty-five (35) miles away from Bayport
Northport - Town nearby which hosts an annual Big Boating Regatta. When boating north from Bayport to Northport on the Atlantic Ocean you pass various small islands and a jagged reef. Northport used to have a Trolly on Waterfront Street. Northport also has restaurants, souvenir shops, and boat supply stores. Northport has a boatyard where they make new boats, and Mr. Caine manages the dock. Mr. Caine is an old salt who owns the 'Black Cat', a fast boat. Harry's Confectionary Shop is also located in Northport.
Oak Knolls - A town just west of Bayport with one of its local businesses being the Treat Hotel.
Ocean Bluffs - A town nearby, home of Conrad Greene, the US Chess Champion. A small community located on a rocky cove which got its name from cliffs that drop off steeply toward the water. Has a narrow beach of barely five feet and is stony and uneven. Ocean Bluffs has a police ambulance where Lieutenant Skillman and Officer Gray help out.
Ocean City - Town nearby
Pittston - Town nearby
Pleasantville - Town nearby, Maxby's Pawn Shop is located here.
Pohasset - A small fishing village just north of Beemerville which is frequented by artists who haunt the wharves and scenic dunes about sixty miles up the coast from Bayport.
Providence - A port city at the tip of Cape Cutlass, seventy miles south of Bayport.
Rockaway - Small town near Honeycomb Caves approximately fifty miles down the coast from Bayport.
Riverville - Town nearby
Seaview - Town nearby on the mainland across from Whalebone Island.
Southport - A town near Bayport on the shores of Eagle Bay.
Surfside - A coastal summer resort near Cabin Island located in a cove off Barmet Bay.
Taylorville - Town nearby
Thornton - Town nearby
Willowville - Town nearby in a valley by Barmet Bay.

BAYPORT STREETS AND ROADS

Bay Street - Leads to Barmet Bay
Dover Street - Bayport Boarding House is located here
Elm Street & High Street - The Hardy family home is an attractive old rambling stone house located at the corner of Elm and High Steets in Bayport with the front facing Elm Street.
Highway 18 - The Landon Mansion is located just off the highway about thirty minutes from Bayport
King Street - Bivven's Novelty Shop is located here
Main Street - Bayport Soda Shop, Ruben Brothers Costume Shop, Hayley Building, Milton Place Bank, and the Bayport Better Business Bureau are located here
Market Street - Flints Costume Shop is located here
Mully Street - The main thoroughfare through Bayport's Little Chinatown, Paul Goo's Laundry is located here
Oak Avenue - Leads to Bayport's Business District
Pine Street - Flints Costume Shop is located here
Renshaw Avenue - Schwartz's Masquerade and Costume Shop is located at 79 Renshaw Avenue
River Road - The town's dump is located off River Road at the edge of Bayport
Route 10 - Located just north of Bayport runs almost twelve (12) miles before intersecting another major highway
Route 403 - Delmore Prison is located just off Route 403
Shore Road - Shore Road goes north past the commercial piers and private docks past the north end of Bayport Harbor. It also winds along the coast past the Tower Mansion, Kane Farmhouse, Hillcrest Road, a steep cliff rising from Barmet Bay, and the Felix Pollitt Farmhouse. Shantytown is also located along Shore Road, as is the Jefferson House. Dune Beach is located along Shore Road at the Oceanside Bathing Pavilion. Shore Road leads to Ocean Bluff and Seagram's Cove. Mary's Quick Stop and Tom and Mary's Diner are also located along Shore Road.
West Road - People like to go spelunking off West Road which runs through a stretch of barren rocky hillsides
Willow River Road - Passes the Old Purdy Mansion
Additional Bayport Streets and Roads include: Bay Bluff Road, Black Horse Pike, Crosstown Avenue, Dock Street, Fern Terrace, Highway 10, Hill Road, Hillcrest Road, Horton Road, Kennedy Street, Kent Street, Larch Street, Lincoln Street, Mack Street, Malabar Road, Meadowbrook Road, Mound Road, Mount Pleasant Drive, New Street, North Woods Road, Parker Street, Pembrook Road, Pleasantdale Road, Rockcrest Drive, Route 7, Schuyler Street, Springdale Avenue, Springer Road, State Street, Wallace Street, and Weller Street.

HARDY'S HOME

FENTON'S STUDY

On the second floor of the Hardy's home is a study / workshop that Fenton uses. It has a library with books, files of disguises, file cabinets of criminal cases, photographs of underworld characters, and translations of thousands of codes. Fenton also has a clock on his large desk and a high-backed swivel chair to sit in. He also has a shortwave radio set in his study for long distance communication.
 
MAIN HOUSE

The Hardy family home is an attractive old rambling stone house. Their house is located at the corner of High and Elm Streets in Bayport with the front facing Elm Street. The house also has a front and back porch. The screen door and front door open into the living room and the back door opens into the kitchen. The front porch has a glider on it while the back porch has a porch railing, a rocking chair and a hammock. The house has a kitchen and living room on the first floor. Fenton's favorite club chair is located in the living room.

The house has a front and back stairway leading up to the second floor. Frank and Joe's bedroom is on the second floor of the house. The boys have a radio clock between their beds and a stereo set in their bedroom. The second floor also has a guest room which shares a bathroom with the boys. One description of the house said it was a three-story clapboard house, but the two-story stone house seems to be more popular.

The main house also has a basement / cellar in which the boys frequently warm up their shortwave radio to communicate sensitive information while Fenton's away on a case. The boys also have a Shortwave Ham Radio Shack located in the attack. The boys have a powerful short-wave set which includes a receiver, a transceiver with VOX hook up, a signal generator, and a phone patch. Colorful QSL cards stud the wall over their gear attesting to contacts with hams all over the world. They also have a basement lab for dusting objects with powder looking for fingerprints. There is also a recreation room in the basement where the boys occasionally watch TV. There's a phone extension in the basement as well. There are two doors to the basement, one from the first floor and one that goes to the backyard. Frank and Joe also have a dark room in one corner of the basement. The main house has an outdoor alarm system with a blaze of floodlights and a shattering alarm signal. The boys installed a new alarm system electric-eye 'snooper- scope' arrangement with a series of buzzers on all floors. Their security system also has several spotlights which cast a dazzling glow all around the yard. An outside metal tubing drainpipe leads to the second floor behind a rhododendron bush.
 
BARN / GARAGE / YARD

The Hardy family home has a large two-car two story garage to the side of the house. The property has an attractive garden in the back where Nicolo the Hardy's gardener cuts their lawn every week. The garden is also where they like to entertain friends, and they have a few lawn chairs. The boys occasionally assist with cutting the grass, weeding, and doing other chores for Mom around the house. The Hardy's property has a large tree-shaded lawn and a long gravel driveway leading to the garage. The property also has a swimming pool. It had an old-fashioned barn updated to a garage with a first-floor gymnasium and a crime lab on the second floor.

The crime lab on the second floor / loft of the garage is Frank and Joe's fully equipped pine-paneled crime detection laboratory and clubhouse. This is where the boys do scientific analyses for their clients. They match fingerprints and carry out chemical tests of poisons, explosives, and other materials from the scene of a crime. The lab has a microtome and photomicrograph to analyze ashes and wooden grains. It also has a maple bookcase, a small safe, plaster footprint molds, various scientific kits, assorted disguises, wigs, beards, masks, and hats. A short-wave radio antenna is located on a high pole near the garage. On it sets a three-element beam antenna used to send long distance messages. The home security system also has an alarm bell on the garage to announce when criminals are trespassing.

MORTON'S FARM

Mr. Morton runs the family farm as a hobby. Mr. Morton has a produce delivery truck which Chet uses occasionally to make deliveries to local grocers. The Morton's once showed their new milking machines to Frank. A river landing stage is located on the Morton Farm. The Morton farmstead has a gravel driveway which leads to a rambling old brown and white farmhouse with an apple orchard in the rear with a lane and a barnyard in front. The main farmhouse has a swing on the back porch. A garage is also located on the farm. The farmhouse kitchen is large with a group of windows in one corner. The barn has livestock, hay, and feed, along with a telephone extension to the main farmhouse. There is also a henhouse near the rear of the barn. Chet helps to spray apple trees on the farm. Len Wharton is a good-natured former cowboy who works at the Morton's farmstead. The Morton property is surrounded by rolling countryside. Iola once invited her friend Mary Todd to stay with her and her family at the farm when her brother had been kidnapped and until he was found. The foremost attraction at the farmstead is Iola Morton, Chet's dark- haired sister.

While Chet, Frank, and Joe were digging in a bog, helping Chet dig a pool, Frank dug up a piece of shale with indentations from old clamshells called a brachiopod. A valuable fossil, maybe millions of years old. Chet's science teacher suggested he take it to the Bayport Museum. The Morton's host old-fashioned hayrides for their friends. Dr. Brown called on Chet once at the Morton Farm when he received an awful blow to the head.

REGULAR CHARACTERS

PHIL COHEN

ACTIVITIES

Phil likes to play tennis matches and owns a motorcycle. He once held the County Tennis Championship. He also takes fencing lessons and plays a portable organ. He is the agent for the Hardy Boys music combo - 'The South Forty', which has three guitars, one drum, and one organ and they play folk rock. Phil also likes to compose piano music. He once wrote a song for Frank and Joe as they prepared to head to Hong Kong, China. 'For the Hardy's will get you, sooner or later. So, surrender right now while you can. They'll give you fits, with their uncanny wits. They always come up with their man!' Phil used to work for the Bayport Museum restoring old artifacts. He also worked a part-time job at Wild Word Amusement Park north of Bayport as a park attendant.

FAMILY, FRIENDS, AND EDUCATION

Phil is in the Hardy Boys gang and a student at Bayport High School and is prominent in various sports. Phil's a good student who usually has a book in his pocket. Phil once jokingly said, 'The Hardy's come and the Hardy's go, but what they're up to, does anybody know?' His friends admire his great talent for drawing and painting. Phil once quoted, 'My strategy is elementary, the girls can make the hamburgers, and the boys will eat them.' Phil has a medical career in mind and once provided first-aid to Joe Hardy in Jamaica. He also learned to speak a few words of Swahili while in Jamaica. He once spoke gibberish on purpose to a Jamaican to get him to treat him better.

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Phil is a thoughtful and handsome youth. He is slender and agile with an easy-going manner. Phil is a distinct contrast to Chet Morton. A quiet boy, good with books, and has an artistic nature. Phil's a slight, intense boy with a razor-sharp mind. Phil is lightweight, but fast as a cat. He is a quiet intelligent boy with sandy hair who likes to assist Frank and Joe with their sleuthing. He's quick on the uptake and a useful fellow to have around in times of danger. When talking with Frank and Joe he once said, 'The kind of games you two play.' Phil's alias is Phil Rubinow. He also spied on some bad eggs for Frank and Joe while in Jamaica.

CHIEF EZRA COLLIG

CHARACTER TRAITS

Police Chief Ezra Collig is the head of the Bayport Police Force / Bayport Police Department / Bayport Police Headquarters. Police Headquarters is a gray stone building located in downtown Bayport. Chief Collig is a well-known friend of the Hardy's. He occasionally reaches out to Captain Ryder of the State Police when a case goes outside the Bayport city limits. He also works with the Secret Service on counterfeit bill cases. Chief Collig once called himself Clint Collig. He drives a special high-powered vehicle. Chief Collig informs his prisoners that they don't have to answer any questions and advises them of their constitutional rights. He is an old-timer who worked his way up in the force. He understands criminals because he's collared his share, and often assists the Hardy's on their cases.

PHYSICAL TRAITS

Chief Collig is a tall husky man. He's a keen-eyed robust officer and a vigorous middle- aged man with a weathered face. He's solidly built and in his late forties. He's also said to be a husky man with iron gray hair, and a heavy-set slow talking man who cooperates with the Hardy's. A tall burley man who takes great interest in the Hardy's and their cases.

SLEUTHING SKILLS

Chief Collig occasionally contacts Fenton Hardy to help on difficult cases. Chief Collig puts out radio alarms to get others to help find attackers. He uses a strip of celluloid to open locked car doors. Oscar Smuff once falsely accused Chief Collig's wife of being a car thief. Chief Collig is often found at the teletype machine scanning the latest reports and sending out criminal descriptions throughout the state. Chief Ezra Collig is a grizzled veteran of many battles with Bayport's criminal elements. Chief Collig noticed how well the Hardy Boys do at finding clues and once asked the boys with a chuckle, 'Are you sure you don't want to join the force?' When a gang of carnival men were about to attack Frank and Joe for kayoing one of their men, Chief Collig stepped in and threatened to arrest the first one who throws a punch. Frank and Joe were glad to see Chief Collig and were quick to thank him.

JERRY GILROY

ACTIVITIES

Jerry likes to ride motorcycles and play tennis matches. He also likes to go boating with Tony Prito has an old jalopy he likes to drive around in with his pals. The engine roars, the tin rattles, and there's the raucous bark of an air horn. Jerry likes to call his jalopy and old crate but also owns a sky-blue Cavalier Hardtop that was stolen.

FAMILY, FRIENDS, AND EDUCATION

Jerry is in the Hardy Boys gang and a student at Bayport High School and is prominent in various sports. He's also an excellent fielder on the Bayport High School Baseball Team.

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Jerry is a medium height, wiry, strong, red-cheeked friend of the Hardy Boys. He is also allergic to the smell of pine which makes him sneeze. He likes to assist the Hardy Boys with their sleuthing. Jerry occasionally likes to borrow his dad's car to help Frank and Joe capture criminals while shadowing them.

FENTON HARDY

FAMILY AND EDUCATION

Fenton's name is an old family name among the Hardy's of Ireland. It seems the Hardy's ancestors emigrated to America in 1800. The Hardy's are a distinguished clan. Fenton lives in Bayport with his family, wife Laura, two sons Frank and Joe, and occasionally his unmarried sister Gertrude Hardy when she comes to stay with the family. Fenton has called his sister quite a sergeant. He also said she was quite a driver in her day, in a lady like way of course. Fenton once said of his sister Gertrude, 'You're right, we should have investigated. You see you're a better detective than all of us.' Fenton has a cousin named Ruth Hardy who lives in New Mexico and runs the families Crowhead Ranch since the death of her husband. Fenton also has another cousin, Helen, in Gresham. Elmer Hardy is also a second cousin to Fenton and Gertrude. Fenton is said to be an astute father. He attends church with his family on Sunday. The family physician is Doc Bates. Fenton is an alumnus of Woodson Academy and knew Elias Woodson well. He also once spent a summer at Officers Training Camp and was a pole-vaulter in college. Fenton also considered the study of gases as a hobby.

FRIENDS

Dr. William Gardner, a close friend of Fenton's, he calls Bill, works at the Bayport Hospital. Captain Phil 'Pearly' Early is a retired Navy Officer and an old friend of the Hardys. He had a brilliant war record and served on the Svenson. Philip 'Phil' Dodge is a lawyer friend of Fenton's. Fenton once helped make a bail payment for Mr. Dodd and his son Jack when they were framed as car thieves. Fenton is called 'Fent' by General Jack Smith. Hank Shale is also an old friend of Fenton's from Lucky Lode, Montana, an old mining camp. Dick Harper is an Airport Guard at Bayport Airport and a friend of Fenton's. Warden Duckworth at Delmore Prison is an officer and friend of Fenton's. Eastern City has a Police Headquarters where Inspector Moon is a friend of Fenton's. Foreman Alex Krusinski is a friend of Fenton's who works at a foundry in Millvale. He's also personally acquainted with various Central and South American Consuls. Fenton always works closely with the police, which earned him the respect and friendship of Chief Ezra Collig. Officers Starr and Dunn of the State Police are also old friends of Fenton's. Fenton has Wall Street friends he asks questions of now and then associated with various cases.

Captain Thomas Maguire is a friend of Fenton's who lives in a cabin at the edge of Black Hollow somewhere in the Pocono Mountains of Pennsylvania. Captain Maguire is a retired police captain / Chief of Police. John Bryant is a detective friend of Fenton's in San Francisco that can be depended upon. John once said, 'I didn't think even a Hardy could be in two places at once.' He also assured Frank of his fullest cooperation on one of his cases.

PHYSICAL AND CHARACTER TRAITS

Fenton is a distinguished looking man appearing much younger than his years of which he is said to be middle aged and/or in his mid-forties. He's a lean, handsome, athletic detective with blue eyes that twinkle. Fenton is a tall, dark, big-shouldered man with a high ability to reason. He listens with rapt attention and is extremely meticulous. He's a handsome man, graying slightly at the temples. A rugged face, square shoulders, and his general demeanor is confident. Fenton's cool demeanor is seldom ruffled by either good news or bad but seldom seems excited. Fenton was previously trained as a successful ace detective where he honed his skills on the New York City Police Force before he retired and left the big city to work entirely on his own, and with phenomenal success. Because Fenton is successful at solving cases, he gets recommended for other cases. Many of his methods are studied and adopted by law enforcement agencies throughout the world. Fenton is also an old master detective on sabotage cases.

After retirement, Fenton has enhanced his reputation by handling difficult and dangerous cases for the government, large corporations, and private individuals. Fenton set up his own agency / private practice as a private investigator in Bayport and is now one of the most famous private detectives in the country. Fenton is one of the finest private detectives in the United States and is famous from the Atlantic to the Pacific and is a renowned super- sleuth. Fenton's exceptional skill in solving baffling crimes has made him famous and one of the ablest private investigators in the country. Fenton spends a lot of time in his work study. He also has many enemies and criminals he's sent to prison.

SLEUTHING SKILLS

Fenton set up a private practice in Bayport and is now one of the most famous Private Detectives in the country. Fenton spends lots of time in his study on the second floor of their home which doubles as his workshop. He has a library with books, files of disguises, cases of criminal cases, and translations of thousands of codes. He also has a clock on his large desk. From a secret compartment under his desk drawer, Fenton can withdraw a key to his extensive files. He has a large metal file for important papers and records. Fenton also has a ham radio set up in his study. He also charges high-priced fees for his services plus expenses to solve his cases. Hence, the boys get asked to do some cases simply because Fenton is too high-priced. Fenton uses a special magnifying glass to look for clues and quite frequently gets called away on strange errands. Fenton often carries a small but powerful pocket transceiver radio. Fenton also uses an invisible dye on cloth to help trap suspects. He is always prepared to leave at a moment's notice. Fenton's wife Laura also packs his bag for the field with disguises, bugging devices, and emergency rations.

Sometimes he goes underground in one of his disguises to contact various thieves. When Fenton works on a case, he often forgets about sleep. Fenton uses a wristwatch to help him keep time. He sometimes disappears to fool people into thinking he's far away. Fenton would rather die doing his duty, rather than protecting criminals. He never fires his gun first unless he has to.

Fenton frequently solves baffling mysteries. However, he's not at liberty to talk or say much about his cases early on. Fenton has a zest for crime puzzles. He occasionally uses an alias, Foster Harlow, J.C. Phillips of Edmonton, Canada, and L. Marks. Fenton often asks

the FBI to put out dragnets on wanted suspects. Oscar Smuff, a self-made private detective who eventually became a Bayport police detective stands in awe of Fenton. However, Fenton says Smuff is clumsy at detective investigations and frequently interferes with Fenton's cases. Smuff has often said to the Hardy Boys, if you get in over your head, call me if you need advice. Chet Morton's dad occasionally provides real estate property information to Fenton's operatives when requested. Scratch Cantrell is a well-known local drifter and longtime acquaintance of the Hardy's. He lives alone in the woods and answers questions about what he's seen. Sheriff Paul once said, 'Mr. Hardy has a great reputation among us lawmen. I sure hope no harm has come to him.' One night Fenton and the boys were separately going after the Yellow Feather in Barmet Bay. Later the boys said, 'No wonder he out maneuvered us, Dad's the only one I know who handles a boat that well.' Fenton also occasionally reads FBI Reports.

After solving a case, an envoy of the Tropicalia Government pinned a medal on the private investigator saying, 'In token of your distinguished efforts for the cause of peace and justice.' He beamed. Fenton smiled and said, 'But these boys here deserve it more than I do.' Fenton and the boys received commendations from the Department of Defense for their involvement in the Bombay Boomerang Case. Fenton follows the trail wherever it leads and sends the boys an SOS if he needs help in a hurry, however, Fenton is pretty hard to intimidate. After receiving a warning message by the criminals, Aunt Gertrude told Fenton, 'You'd better drop this case while we're still healthy!' Fent said, 'If I dropped my cases because of threats, I'd soon be out of business.' So, he turned the home alarm system on to be on the safe side. Once Frank and Joe thought Fenton was dead, and then he rescued them. Fenton then said, 'A base canard! An inexcusable exaggeration!' He once thought how he admired the way his sons handled difficult cases. Usually when Fenton is unavailable, he's following up on an outside clue or keeping someone under surveillance. A criminal once said, 'It's Fenton Hardy! Lend me your light, I'm going to get this dick if it's the last thing I ever do!'

HELPING THE BOYS

Fenton occasionally helps Frank and Joe with some of their cases / sleuthing. He occasionally lets the boys watch a crime investigation from the inside. He frequently gives advice to his sons and tutors them in anti-crime technologies. Fenton also gives the boys advice on how to handle stolen goods to help catch the criminals. He taught his sons the most modern scientific detective methods. Fenton is very confident in his sons' sleuthing abilities and recommends them when he's busy on other cases and often says 'Good Luck' to the boys. Fenton schooled the boys in cryptography code breaking and in the use of explosives. He also schooled the boys in perilous situations and in careful observation and the importance of laboratory work. Fenton said to the boys at the end of one case, 'When all is said, I'm as proud as a peacock about the way you handled yourselves and the work you did on this case.' While on a case with the boys on a plane ride from New York City to Bayport, Fenton noticed a passenger move in behind the boys preparing to attack them. Fenton attacked the man who accidently poisoned himself. The police held him on several charges, attempted murder and carrying a false passport that Fenton identified. Frank and Joe also love Fenton's keen sense of humor and admire his brilliant mind.

Several of Fenton's quotes and advice to the boys are noted here:
'One bit of success makes up for a hundred false trails.'
'Develop your powers of observation.'
'A good detective never sighs with discouragement nor becomes impatient; some cases take persistence and years to solve.'
'Persistence is just as important as cleverness in detective work.'
'Just as in fishing through the ice, you have to be patient.'
'I'm confident that you'll land the big one.'
'Solving mysteries is pretty much a problem of elimination. The more suspects and clues you can eliminate, the closer you are to the real criminals.'
'The main thing is to find the motive for the crime. When you know that, you'll be well on your way to catching the criminal.'
'The elimination of false clues is a battle half won.'
'In your place, I would have paid.'
When Aunt Gertrude suggested that Laura forbid the boys any further detective work against such tough criminals Laura said, 'Fenton expects his sons to follow through and see justice done. He doesn't want me to pamper them into being cowards. I expect them to be cautious and alert and not deliberately run into trouble.'
'A little undercover sleuthing in advance is better than barging in head-on.'
'Two of a detective's best friends are the newspaper and the police.'
'Even the slightest clue can sometimes solve a difficult case.'
'No smart detectives take unnecessary chances.'
'Be on guard at all times.'
'Keep your eyes and ears open and look for the unusual.'
'Be friendly to someone you know who's using an assumed name, 'it's the best way to get to the truth.'
'Thinking with a pencil often helps to clarify a case.'
'There's no mystery that can't be solved, if it's worked on long and hard enough.'

OPERATIVES

Fenton has a number of operatives who assist him on various cases. Frank and Joe sometimes cooperate with Fenton on his casework and like to follow in their world-famous dad's footprints and become detectives. The boys often ask their dad if he needs help with his case work. Joe and Frank also deliver private papers and like to help their dad. Henry Zatta is an ex-con informant for Fenton who picks up good underworld tips. Another operative's name is Vickers. While not an operative of Fenton's, Chief Ezra Collig of the Bayport Police Department often contacts him on difficult cases. Jeff Kane is also one of Fenton's operatives whom he asked to watch the family's house after it was bombed and while they were staying at the Bayport Hotel while it was being repaired. Jack Wayne, a veteran pilot, is also an operative of Fenton's who often flies him and the boys as well as some of the other operatives in Fenton's single-engine aircraft while working on cases. He also provides intelligence on things happening at Bayport Airport. When Jack isn't available, Larry Dillon helps the boys with sleuthing flights around Bayport. Randy Watson is a pilot of Ace Air Services but also flies Fenton on some of his reconnaissance trips.

Assistant ace detective Sam Radley is Fenton's Chief Operative who helps the Hardy's with many of their cases. Sam also helps to protect and guard friends of the Hardy's when they are being threatened by criminals to try and get the Hardy's to stop sleuthing. Pretzel Pete is also an informant for Fenton's at the Bayport waterfront. Chet occasionally contacts Fenton Hardy directly when Frank and Joe appear to be in trouble, and he suspects they may be prisoners. Fenton once asked Chet to apply all the sleuthing he ever learned from Frank and Joe to tail Joe at the Flickering Torch in case he gets in trouble and then report back to Fenton. Jeff Kane is one of Fenton's operatives. Kane readily agreed to take over Frank and Joe's assignment to keep the Daisy K's crew under close observation in 'The Hooded Hawk Mystery'. He investigated the crew members and their reputations but found nothing suspicious in their activities. However, the Daisy K's crew was afraid of their captain.

ACTIVITIES AND SPECIAL SKILLS

Fenton drives a black sedan. However, he often borrows the boy's car when his is being repaired. Fenton occasionally likes to swim and likes to go to Maine for camping trips with his wife Laura. He also likes to watch the New York Yankees Baseball Team. Fenton found it necessary to purchase a plane for use in emergencies connected with his work.

While flying in his airplane his callsign is 'Skyhawk One-One-Eight-Howe-Boscoe', Skyhawk 118HB. His airplane is a sleek, six-place aircraft. Fenton knows karate chops. Fenton is also a Security Advisor to the Howard Museum in Bayport. He once used artificial respiration to revive the boys. Fenton rides horses when needed to stay on the trail of notorious criminals. He also has a passport for international travel when needed. Fenton also helped the Florida Space Flight Center set up a new security system so that the Firebird Rocket wouldn't be destroyed.

FRANK HARDY

ACTIVITIES

Frank owns and rides a sleek black/silver Honda motorcycle which backfires like pistol shots and mounted a police radio on his motorcycle to contact the police when needed. Frank and Joe drive their own old and well-kept sleek yellow and/or red powerful convertible sports coupe with a soft purr. Frank handles the convertible with the skill of a racing driver but always drives the speed limit. A boathouse on Barmet Bay and a boat called the 'Sleuth' was gifted to Frank and Joe of which they paid for some of it on their own. The 'Sleuth' has a powerful marine transceiver for contacting the authorities when needed. The 'Sleuth' also has an electronic beeper the boys can activate to help find it when it's stolen. They also have a rowboat to use when the 'Sleuth' isn't available or is being repaired. The boys made duplicate keys to the boathouse for close friends. They also have an ice boat he and Joe take to Cabin Island in Barmet Bay which they've named the 'Sea Gull', sometimes called the 'Gull' for short. Their ice boat safety gear includes iron- pointed creepers for their boots, and a crash helmet and googles. The ice boat is used for hard-water sailing. Frank also knows how to ice skate. He has a surfboard for beach parties and is considered an expert surf-rider. He has also taken fencing lessons and has a mask, gloves, and crossed foils for safety gear. Frank also likes to play the game of chess with Joe.

Frank and Joe also took skin-diving lessons. Frank, Joe, and Chet went surfing at Waikiki Beach on Honolulu, Hawaii during a layover on their way to Australia while on a case.

Rahmud Ghapur, a new friend of the boys, gifted Frank and Joe a peregrine falcon valued at $500 dollars along with falconry equipment. Their falcon was temporarily stolen and patrolman Smuff helped to get it back. The boys call their falcon, 'Miss Peregrine.' Miss Peregrine killed a carrier pigeon which was carrying two valuable red rubies on her first flight at the Morton farm. Ahmed the rug dealer is the man teaching the boys about falconry. Frank and Joe went with John Fenwick to Cliff Mountain to help him retrieve one of the young hawks / peregrine falcons out of the eyrie. Frank and Joe also learned about different customs in India from Mr. Delhi (Alias), whose real name was Bhagnav.

Frank and Joe own a scrimshaw walrus-tusk cribbage board, decorated by an Alaskan Eskimo. Frank and Joe took a few weeks' film-making class at Hunt College with Chet. Frank and Joe like to listen to country music on their stereo set. They also know how to ski and like to go to Vermont quite a bit. Frank and Joe went skiing in Switzerland while on a case with some American teenagers they met. Frank once had an accident while skiing and did a cliffhanger. Fortunately, Joe was watching and came to his rescue.

EDUCATION

Frank is a serious honor student at Bayport High School. He is active on the Bayport High School Baseball Team and is one of the pitchers for the team. He also does the 440-yard dash for the Bayport High School Track Team and is considered a track star. Frank is captain and quarterback of the Bayport High School Football Team, is young and a good athlete. He also plays left halfback and is the team's punter. He's also the point-after a touchdown kicker. Frank and Joe return home early after dances so as not to break football training rules. Frank and Joe once played an exhibition game of rugby at Bayport High School. He is also currently saving money for a College Fund. He is well schooled in cryptography code breaking by his dad, Fenton Hardy. He is also well schooled in explosives by his dad. He went to Voiceprint School to learn about Sound Spectrographs and took a Voiceprint Identification Course at the Voiceprint Laboratories. Frank gets deeply engrossed in books on Civil War History and is well schooled in Civil War Firearms by General Smith. He is also well schooled in perilous situations and in careful observation and the importance of laboratory work by his dad. He is self-schooled in locks and keys by reading a book authored by John Mead, the deceased owner of the Mead Estate just north of Bayport.

FAMILY

Frank is the oldest son of Fenton and Laura Hardy, and lives in Bayport a mile or so from Barmet Bay. He is Eighteen (18) years old and is one year older than his younger brother, Joe Hardy who is seventeen (17) years old. Frank watches out for his younger brother, noting when he's had a rough day and suggesting he go to bed early. Frank occasionally attends church on Sunday morning. He likes to give hugs to his mom and shake hands with his dad. Frank and Joe never forget their mother's birthday. After Frank and Joe solved the case of 'While the Clock Ticked', Aunt Gertrude threw the boys a surprise party at the Purdy Mansion and utterly astounded the young detectives. Frank and Joe are extremely fond of Aunt Gertrude. Frank was kidnapped once while walking to Callie Shaw's house to go to a baseball game. Joe, Laura, and Aunt Gertrude looked for Frank after they found out he never made it to Callie's house. As clues, Joe found Frank's initialed handkerchief and dragging shoe heal marks. The kidnappers demanded ten thousand dollars ransom for his return, but Frank escaped just before the ransom was paid. Fenton has always told the boys, 'Persistence is just as important as cleverness in detective work.' Frank and Joe built a Crime Lab on the second floor of the barn to help them with their detective work. The barn was later converted into the family's garage.

FRIENDS

Callie Shaw is Frank's favorite girl, and he looks at her with admiration. Occasionally, he discusses case work about dad with Callie when he's worried Fenton is in danger. Frank is not allowed to be sour when he's around Callie, and they like to dance at Bayport High School dances and play jokes on one another. Frank would do anything to rescue Chet and gets straight to the point when it comes to protecting one of his best friends. He even goes to the Morton's house at lunch time, to turn the tables on Chet. Chet has mentioned more than once that Frank and Joe have a way of attracting trouble. To relax, Frank and Joe and the gang have a music combo named 'The South Forty' and they like to play folk rock at some of the local venues. Frank and Joe are very loyal to their friends when they need help. Frank and Joe are pen pals with Evangelos Pandropolis, an 18-year-old Greek student. Frank, Joe, and Evan are members of an international camera club.

CHARACTER TRAITS

Frank is more deliberate by nature compared to Joe and has a more even temper. He also has a natural instinct to keep cool in a crisis. He doesn't go ape over seeing a beautiful woman like some of his friends. Frank is fascinated by watching a good pilot during an emergency landing and watches their every move. He is always willing to help people in need when they call for help. He's always there to help someone out or to fix something for them as well. Sid Solo is the owner of Solo's Super Carnival. He once hired Frank and Joe to keep pick pocketer's away. Sometimes Frank is too trusting of people who say they're Fenton's operatives only to be tricked into being kidnapped. Frank tends to run towards mysterious things to try and figure them out. Frank once breathed a silent prayer of thanks after having revived Joe with mouth-to-mouth resuscitation during a close call. Frank and Joe used part of their reward money from one case to pay off Nyland's wife's hospital bills. Frank also stood up at a public meeting to explain the facts and ask Bayport residents to give a fellow businessman a fair chance to run a Ferry Service between Bayport and Providence. Frank once quoted, 'Speculations an integral part of detective work, but what we need now are facts!'

Frank tries not to tell mom or Aunt Gertrude about the frequent danger he and Joe find themselves in, so they won't fuss. He also tries not to mention when Fenton is missing, so they won't worry about him either. Frank and Joe are usually good about telephoning home to let mom and Aunt Gertrude know when they're going to be out late or home late for meals when expected and to let them know they are safe. Frank said to Aunt Gertrude, 'We don't want to stay away too long, not when we have delicious pies to come home to.' Frank loves to watch spine-tingling TV mysteries and he doesn't believe in ancient curses. A London paper described the sinking of a ferryboat where Frank and Joe were named as the two American passengers who did not abandon ship until just before she sank and were picked up by a rescue boat. The captain quoted, 'They were very courageous to take their chances in the Irish Sea instead of trying to climb aboard a crowded lifeboat.' Chet and an unknown woman called Frank and Joe a couple of heroes.

PHYSICAL TRAITS

Frank is tall with dark hair and he's slender with a thin build and keen-witted. He has a serious tone of voice and a detective's sharp X-ray gleam in his eye and for finding clues and for when it comes to tracking carefully. Frank is young and a good athlete.

SLEUTHING SKILLS

Frank doesn't like to disappoint clients and is considered a clever detective. He often asks his dad if he needs help with his case work and often consults with him. He also likes to follow in his world-famous dad's footprints to become a detective. Frank and Joe have become as famous as Fenton Hardy. Frank is an excellent amateur detective who's cracked a lot of cases. He gets asked to do some cases simply because his dad is too high-priced.

Frank and Joe call themselves 'Hardy and Company'. The boys often promise their mother they will take no unnecessary chances. When it comes to cases, Frank once said, 'The harder the better.' Frank is not easily deterred by initial disappointments in pursuing criminals. Frank and Joe also deliver private papers for Fenton. Frank is always doing a little sleuthing, looking for clues, and has great detective reasoning. He is very observant and likes to say, 'Did you notice?' Frank is sometimes called a hot-shot sleuth. He uses a small magnifying glass to examine clues. He frequently reports on the progress of cases to Fenton (Dad) and Chief Collig. Frank and Joe solve cases for free and often refuse to accept payment for helping to solve mysteries for others. Frank and Joe solved their first mystery of 'The Tower Treasure'. Frank occasionally wears disguises to help find clues. He also once used the alias, 'Frank Karlsen'. Another alias Frank uses is 'Frank Harber', from Nationwide Insurance Company. He also once used the alias, 'Francisco Fuerte'.

Three more aliases include 'Frank Teller', 'Frank Brown', and 'Roy Bard'. He also used an alias on Flight 101 from Prestwick, England to New York City. He was 'Bud Richmond', an announcer on station WHOX meaning HOAX.

Frank inherited his dad's sleuthing talents and zest for crime puzzles and has proven courage and abilities as an independent sleuth. Frank and Joe had grown up steeped in police lore and their brilliant sleuthing had earned them fine enviable reputations of their own. Frank and Joe have also taken temporary undercover jobs at businesses to gain information through close observation. Frank is old friends with Captain Jaworski of the Chicago Police Department. In general, Frank and Joe tend to attract danger as once quoted by their best friend Chet Morton. Frank was once kidnapped and tossed into the ocean and chased by three sharks, two miles off the coast of Cape Cutlass, but the sharks turned out to be porpoises. There is no stopping Frank and Joe on a case till it's solved. Frank and Joe work best on their own, following their own clues and meeting dangers resourcefully.

They've also received several rewards for solving cases and going on a vacation when they have the time. Fenton also asked Frank and Joe to play burglar and steal Malcom Wright's invention. To break into his house and retrieve a top-secret invention and guard it with their life before the thieves who were planning to take it, took it. Frank once had his pants stolen when he was a guest at Woodson Academy. He found them on top of the school's tower and his new friend Skinny Mason helped Joe get them down. When Frank and Joe solved the Yellow Feather mystery, Greg Woodson said, 'How can I ever repay you?

Money could never make up for risking your lives to help me.' Frank said, 'Don't try, we like catching criminals.' As part of their reward for saving Tava, a boy from India, the boys father invited Frank, Joe, and Chet to India for a trip the following summer. Frank and Joe also received another gift, a peregrine falcon, a noble, courageous bird.

Frank was carefully trained in firearms by his dad but doesn't carry one while working a case. Frank and Joe saved Fenton's life when criminals knocked him out, put him in a casket and threw him off a dock, into the water to drown him in the Bombay Boomerang case. While on a plane ride to Stornaway, Scotland, Frank volunteered to crawl out on the left wing of the plane while it was in flight to dislodge a bomb in the engine. When Joe was missing, Frank's anger and frustration had knotted the muscles in his shoulders. He forced himself to relax, knowing that a man who loses control of his emotions weakens his own cause. Recalling Aunt Gertrudes warning about looking before you leap; Frank realized the pool they were about to jump into was full of Piranhas. While at Kennedy Airport in New York City looking up a clue on a caged monkey from Brazil, a cobra broke loose and cornered Joe. Frank caught the cobra in the loop of a snake hunter's rod and saved Joe's life. While on a case in Mexico City the boys visited a fortune-teller to see if they could get any clues to their case. Also, while in Mexico, Frank and Joe found a lost pyramid by accident of which the local archaeologists were very grateful. Frank once said of the case of The Witch Masters Key, 'This mystery is too much! We've never been involved with one like this!', he said discouraged. However, Frank and Joe believe that superstition is ridiculous. Frank was proud he had a part in solving the Firebird Rocket case, but also felt the familiar emptiness he always experienced when a case was finished.

SPECIAL SKILLS

Frank knows how to perform artificial respiration and has used it several times to help revive others in need. He is proficient at water lifesaving techniques. Frank has a passport for foreign travel and can translate Spanish when needed. He is good at thinking up plans on how to get more information from people. He also knows Morse Code. He once played a double in a movie as a sword fighter in 'The Sword Adelante'. He also played as an extra in the same movie as a grape picker. Frank is a pretty good horse rider and knows how to cinch a saddle. He has a collection of the latest dance records. Frank is a licensed Ham Radio Amateur and set up a Ham Shack in their attic with Joe. His call sign is WB2XEJ in which he has a General Class License. Frank and Joe are experienced scuba- divers who know about gradually surfacing so they don't get an attack from the bends.

Frank and Joe also like to play the guitar with their new amplifier. Frank likes to play rhythm guitar. He is also a licensed pilot and is licensed to fly land planes, sea planes, and float planes. Frank knows the ancient Japanese art of jujitsu and used it to beat Indian guards up at the top of Lion Mountain, southwest of Bayport. Frank can read both French and Spanish. He also likes interesting challenges.

GERTRUDE HARDY

FAMILY & FRIENDS

Gertrude is the unmarried sister of Fenton Hardy. Fenton said Aunt Gertrude was engaged at one time. She was very popular in the day and had many admirers. Fenton's daring exploits when he was a detective in the New York City Police Department doesn't impress her nor is she impressed by the international reputation he's acquired as a private investigator. She always fears the worst for Fenton. She is called Aunt Gertrude by her nephews Frank and Joe, but sometimes they just call her Aunty. Gertrude is also a sister- in-law to Laura Hardy. She frequently stays for long visits with the family and has a deep warm affection for her nephews. Beneath her huffish ways she has great affection for the boys. Her chief mission in life is to protect her nephews from danger when Fenton is away. Aunt Gertrude gets very defensive when anybody threatens Frank and Joe and has said, 'You cannot talk to my nephews that way! You will leave immediately!' When the boys were threatened on the phone by strangers Aunt Gertrude said, 'I mean business, you villains leave my nephews alone or I'll… Those ruffians make be furious!' Gertrude is an elder sister of Fenton's. She's an energetic woman with a determined air and an eye that misses little, yet the boys are very fond of her and like to tease her. Her heart is as soft as the fluff meringue on top of her famous lemon pies.

Aunt Gertrude is the boy's favorite relative. They have a great respect for her insight into human nature. Gertrude occasionally calls Chet's jalopy a mechanical monster. Aunt Gertrude once said about Chet, 'That boy Chet needs a firm hand.' Aunt Gertrude likes it when the boys are doing things that have some type of educational value. Aunt Gertrude thinks that very nice young men are the proper kind of companions for Frank and Joe. She sometimes wishes the boys were girls so they could help out with the housework. Gertrude also believes things are different at the Hardy's home when she is there, there are no meals at all hours, and she always makes a point of trying to improve the family's habits. After surprising Frank and Joe with a nice dinner with four of their friends, she said, 'You two can have your little mysteries, so I thought I'd arrange one myself.' She rules with an iron fist, at least on the surface, and the boys have learned not to argue with her. Gertrude has a cousin named Ruth Hardy who lives in New Mexico and runs the families Crowhead Ranch since the death of her husband. She also has another cousin, Helen, in Gresham.

Elmer Hardy is also a second cousin to Fenton and Gertrude. Gertrude has a friend in Baltimore, Maryland who gave her a retired racehorse stable named Southern Pines Stables. One time Gertrude dog set Biff Hoopers Great Dane Tivoli for two weeks and trained him to be a very well-behaved dog.

PHYSICAL AND CHARACTER TRAITS

Gertrude is tall and lean, black-haired, and bespectacled, and a straight but angular figured maiden. She has a no-nonsense look behind her steel-rimmed spectacles but is also sharp featured with a kindly face. Gertrude is a spare woman with a tart tongue and a warm heart. Gertrude has a very strong personality and an unpredictable peppery / tart temperament but is also extremely kindhearted, having a heart as soft as a marshmallow. Her prim visage is deceptive, though for beneath her forbidding appearance she is really one of the kindest persons one could ever hope to meet. She has amazing intuition. When she gets scared, she screams and shakes like a leaf and has been said to believe in sinister omens. Gertrude sometimes loses sleep while worrying about Fenton and the boys. When Aunt Gertrude gets to worrying, Fenton once said, 'Gertrude, please don't subject us to the horrors of your imagination.' It's been said that it's hard to fool Fenton's smart sister and it's dangerous to cross her path, but the boys still like to tease her. It's also been said that she packs a pretty mean pocketbook and has been known to use a broom to scare off prowlers. She's also ready to attack criminals with a frying pan when threatening the boys. Aunt Gertrude likes to be strict with the boys and makes a fuss if things are messy. She occasionally fusses over people like a mother hen. Fenton calls her quite a sergeant.

Gertrude has definite opinions and never hesitates to express them and once she makes up her mind, there's no changing it.

Aunt Gertrude loves her nephews dearly, but she never hesitates to give her opinion about the boy's detective work. She also acts like a regular nurse sometimes when the boys bring home people in need. She also likes to make snacks for the boys. The boys call Aunty one of the best cooks in Bayport and one of Chet Morton's favorite people. She also worries about Chet not getting a well-balanced diet and tries to help him reform his eating habits. Aunt Gertrude could never resist a compliment about her cooking. After receiving a complement from the boys about her cooking, Aunt Gertrude smiled and smoothed back her hair. Gertrude has always been fond of horses. Gertrude once said, 'The world is full of rude and nasty people.' She also said, 'You can't rely on men who don't have a woman around the house to keep them straight.' She also believes Dr. Montrose is a fraud.

SLEUTHING SKILLS

Gertrude loves hearing every word of the boys' sleuthing adventures, however she frequently likes to scold Fenton, Frank, and Joe for not being safe and makes dire predictions about the dangers of sleuthing, which occasionally come true. However, she is secretly extremely proud of the boy's sleuthing accomplishments but is not in favor of them becoming future detectives. Gertrude has often said, 'Chasing criminals is no past- time for young boys.' She often calls criminals, hoodlums. While on a case, Frank and Joe once asked Sam Radley to look up the owner of two twenty-year-old license plates they found in a Cape Cutlass boathouse. They turned out to be Aunt Gertrude's. The boys thought it was funny that their Aunty was investigated by them. Fenton said his sister was quite a driver in her day, in a lady like way of course. She had her own car which was a bright-green sedan she washed every other day. She even got a summons once for driving too slow on the turnpike. The plates were thrown away, found, and put in the boathouse.

After the boys solved the case of 'While the Clock Ticked', Aunt Gertrude threw her nephews a surprise party at the Purdy Mansion and utterly astounded the young detectives. Once when the boys had an angry client, Aunt Gertrude invited him over to eat and he was able to calm down. Gertrude has often said, 'It's too dangerous for the boys to play detective.' Once when the boys were almost run over by a motorcycle Aunt Gertrude said, 'Trouble, trouble everywhere, won't you boys ever take my advice?' Sometimes when Gertrude is home alone and the burglar alarm goes into full blast, she calls the police. Aunt Gertrude's response to seeing a prowler said, 'We saw him, and if I ever get that fellow, I'll give him the thrashing of his life.' Aunt Gertrude once mentioned she overheard a rude man in Gresham say, Hardy and caves. This helped Frank and the boys to find Joe who had been kidnapped. Fenton once said of his sister Gertrude, 'You're right, we should have investigated. You see you're a better detective than all of us.' Responding to the boys, Aunt Gertrude said, 'You boys can keep your ologies and your bugs, now explain your explanation.' When Aunt Gertrude marches purposefully into Police Headquarters, the boys know its wise to keep in the background when she was in that mood. Aunt Gertrude once said, 'Just the same, good detectives can stay right at home and solve certain mysteries. They don't have to gallivant all over the countryside.' Aunt Gertrude helped the boys find a clue on the front lawn and said to the boys, 'You think you're the only ones who know how to look for clues?' The boys complimented Aunt Gertrude on her good piece of detective work. When the boys are getting ready to go on a sleuthing trip they've said of Aunt Gertrude, 'There's no better packer in Bayport.'

ACTIVITIES AND SPECIAL SKILLS

Gertrude is interested in learning to do the Limbo. She also inherited a retired racehorse stable from a friend in Baltimore, Maryland named Southern Pines Stables. Gertrude also likes to go to bazaars, concerts, and to the movies with Mrs. Hardy. Her lady's guild has excellent rummage sales. She also likes to visit sick members of the congregation after Sunday church and likes to go for early morning walks and to read. Gertrude is the newly elected President of the Bayport Historical Society. She also has a club friend named Mrs. Witherspoon.

JOE HARDY

ACTIVITIES

Joe and Frank drive their own old and well-kept sleek yellow and/or red powerful convertible sports coupe with a soft purr. Joe and Frank always drive the speed limit. A boathouse on Barmet Bay and a boat called the 'Sleuth' was gifted to Joe and Frank of which they paid for some of it on their own. The 'Sleuth' has a powerful marine transceiver for contacting the authorities when needed. The 'Sleuth' also has an electronic beeper the boys can activate to help find it when it's stolen. They also have a rowboat to use when the 'Sleuth' isn't available or is being repaired. The boys made duplicate keys to the boathouse for close friends. They also have an ice boat he and Frank take to Cabin Island in Barmet Bay which they've named the 'Sea Gull', sometimes called the 'Gull' for short. Their ice boat safety gear includes iron-pointed creepers for their boots, and a crash helmet and googles. The ice boat is used for hard-water sailing. Joe also knows how to ice skate. Joe owns and rides a sleek black/silver Honda motorcycle which backfires like pistol shots. Joe has a surfboard for beach parties and is considered an expert surf-rider. He has also taken fencing lessons and has a mask, gloves, and crossed foils for safety gear. Joe also likes to play the game of chess with Frank.

Joe and Frank once took lessons on how to skin-dive. Joe, Frank, and Chet went surfing at Waikiki Beach on Honolulu, Hawaii during a layover on their way to Australia while on a case. Joe and Frank own a scrimshaw walrus-tusk cribbage board, decorated by an Alaskan Eskimo. Rahmud Ghapur, a new friend of the boys gifted Joe and Frank a peregrine falcon valued at $500 dollars and were also given some falconry equipment. Their falcon was temporarily stolen and patrolman Smuff helped to get it back. The boys call their falcon, 'Miss Peregrine.' Miss Peregrine killed a carrier pigeon which was carrying two valuable red rubies on her first flight at the Morton farm. Ahmed the rug dealer is the man teaching the boys about falconry. Joe and Frank went with John Fenwick to Cliff Mountain to help him retrieve one of the young hawks / peregrine falcons out of the eyrie. Joe and Frank also learned about different customs in India from Mr. Delhi (Alias), whose real name was Bhagnav.

Joe and Frank took a few weeks' film-making class at Hunt College with Chet. Joe and Frank like to listen to country music on their stereo set. Joe and Frank know how to ski, and they like to go to Vermont quite a bit. Joe and Frank went skiing in Switzerland while on a case with some American teenagers they met. Frank had an accident while skiing and did a cliffhanger. Fortunately, Joe was watching and came to his rescue. Joe really enjoyed a hot-air balloon ride with Mr. Krassner before the balloon was shot down by criminals.

EDUCATION

Joe is a student at Bayport High School. He is active on the Bayport High School Baseball Team. He also plays tennis matches for the Bayport High School Tennis Team and likes to play a fast game of tennis. He is young and a good athlete. He's also a track star and does the 100-yard dash and the 440-yard dash for the Bayport High School Track Team. Joe also plays left halfback for the Bayport High School Football Team. He's also the main receiver for the kickoff return team. He also plays quarterback and defensive safety and is the one who signals for the kickoff. During a Bayport High School Football game against Hopkinsville, Joe intercepted a pass and ran it 100 yards for a touchdown as time ran out, winning the game 7 - 0. Frank made the extra point. Frank hugged his brother and said, 'What a run! There's never been a touchdown run that long in the history of Bayport High!' Joe has a trick knee, if he twists it sharply, he slumps to the ground. He once twisted it in a football game at Bayport High School. Joe and Frank return home early after dances so as not to break football training rules. Joe and Frank once played an exhibition game of rugby at Bayport High School. He is currently saving money for a College Fund. He is well schooled in cryptography code breaking by his dad, Fenton Hardy. He is also well schooled in explosives by his dad. He went to Voiceprint School to learn about Sound Spectrographs and took a Voiceprint Identification Course at the Voiceprint Laboratories. Joe also gets deeply engrossed in books on Civil War History and is well schooled in Civil War Firearms by General Smith. Joe once borrowed one of General Smiths firearms to participate in a Civil War Firearms Contest while on a case. He is also well schooled in perilous situations and in careful observation and the importance of laboratory work by his dad, Fenton.

FAMILY

Joe is the youngest son of Fenton and Laura Hardy, and lives in Bayport a mile or so from Barmet Bay. He is seventeen (17) years old and is one year younger than his older brother, Frank Hardy, who is eighteen (18) years old. Joe occasionally attends church on Sunday morning with his family. He likes to give hugs to his mom and shake hands with his dad. Frank and Joe never forget their mother's birthday. After Joe and Frank solved the case of 'While the Clock Ticked', Aunt Gertrude threw the boys a surprise party at the Purdy Mansion and utterly astounded the young detectives. Joe and Frank are extremely fond of Aunt Gertrude. Fenton has always told the boys, 'Persistence is just as important as cleverness in detective work.' Joe and Frank also built a Crime Lab on the second floor of the barn to help them with their detective work. The barn was later converted into the family's garage.

FRIENDS

Iola Morton, Chet's sister is his favorite girl. Joe and Iola Morton like to dance at Bayport High School dances with one another. Joe once said to Chet, 'Iola, Callie, and Helen are Bayport's three most beautiful girls. Chet has mentioned more than once that Joe and Frank have a way of attracting trouble. To relax, Joe and Frank and the gang have a music combo named 'The South Forty' and they like to play folk rock at some of the local venues. Joe would do anything to rescue Chet Morton. Joe also likes to joke around with his friends. He even goes to the Morton's house at lunch time, to turn the tables on Chet. Joe and Frank are very loyal to their friends when they need help. Joe and Frank are pen pals with Evangelos Pandropolis. Evan is an 18-year-old Greek student. Frank, Joe, and Evan are members of an international camera club. Joe's new friend William from Jamaica gave him a trinket from around his neck, a gift / keepsake of friendship, some kind of heirloom. William said, 'I know we'll always be good friends.' A very pretty girl with willow blond hair and a big smile had her eye on Joe and directed all her attention to him. Joe didn't mind at all. Chet said, 'What do you know? Joe's being swept off his feet right before our eyes!' Phil said, 'Obviously he's in love, just look at him. His face is one big grin!' Frank chuckled, 'Shirley's very pretty. I'd be grinning too if she'd picked me.' Phil laughed, 'Some talk for a hard-boiled detective! I thought you only had work on your mind!' Frank said, 'There's a place and time for everything.' After being invited to Mr. and Mrs. Evans for lunch, the boys had to leave. Shirley said to Joe, 'Don't forget to write me.' Joe said, 'I'll write, scouts honor.' After Joe made a crack about Chet's Jungle Man Act with him and Iola, Joe said, 'On second thought', Joe corrected himself with a glance at Iola, 'At least part of the act will be worth looking at.' She blushed.

CHARACTER TRAITS

Joe cannot resist temptation when joking with others. He has a less even temper than Frank. Joe is not sympathetic to criminals and is more impetuous by nature than Frank. Joe is rather impulsive but always dependable. He also has a natural instinct to keep cool in a crisis. He doesn't go ape over seeing a beautiful woman like some of his friends. However, he is bashful with girls but is attached to Chet's sister, Iola Morton. While Chet pretended to play an Indian warrior and take Iola as prisoner, Joe said, 'I will defend this maiden to the last arrow!' Iola shrank towards Joe. Joe usually doesn't worry about Frank unless he's sure there is something to worry about. Joe is fascinated by watching a good pilot during an emergency landing and he watches their every move. Joe loves to watch spine-tingling TV mysteries. He's always willing to help people in need when they call for help and he's always there to help someone out or to fix something for them. Sid Solo is the owner of Solo's Super Carnival. He once hired Joe and Frank to keep pick pocketer's away. Joe also knows how to administer first aid to people in need.

Sometimes Joe is too trusting of people who say they're Fenton's operatives only to be tricked into being kidnapped. Joe tends to run towards mysterious things to try and figure them out. Joe tries not to tell mom or Aunt Gertrude about the frequent danger he and Frank find themselves in, so they won't fuss. Joe and Frank used part of their reward money from one case to pay off Nyland's wife's hospital bills. Joe and Frank are usually good at telephoning home to let mom and Aunt Gertrude know when they're going to be out late or home late for meals when expected and to let them know they are safe. He also tries not to mention when Fenton is missing, so they won't worry about him either. Chet made a film about his sister Iola. A lovely girl in a swimsuit emerged from a pond, stretched, threw back her long dark hair and ran toward the camera in slow motion. Joe told a friend who wanted to meet Iola, 'Forget it pal, I never introduce her to a prospective rival.'

A London paper described the sinking of a ferryboat where Joe and Frank were named as the two American passengers who did not abandon ship until just before she sank and were picked up by a rescue boat. The captain quoted, 'They were very courageous to take their chances in the Irish Sea instead of trying to climb aboard a crowded lifeboat.' Chet and an unknown woman called them a couple of heroes.

PHYSICAL TRAITS

Joe has a fair complexion and blond wavy hair and blue eyes. He also has a detective's gleam in his eyes. Joe typically has a normal suntanned lithe body during his summer school break. Joe's physical description is just like that of one of the underworld characters where he had a double in the Ghost at Skeleton Rock-Beppo. Joe is also young and a good athlete.

SLEUTHING SKILLS

Once after eating second helpings of Aunt Gertrudes fricasseed chicken and dumplings Joe said, 'Sometimes I'd rather eat one of your meals than solve a mystery!' Joe mentioned one time, 'You can't live with Dad all your life without learning something about sleuthing.' Joe also sometimes cooperates with Fenton on some of his cases and is considered a clever detective. He likes to follow in his world-famous dad's footprints and to become a detective. Joe and Frank have become as famous as Fenton Hardy. He often asks his dad if he needs help with his case work. Joe and Frank deliver private papers and like to help their dad with his casework. Joe doesn't like to disappoint clients. He is always eagerly looking for clues and has great detective reasoning. Joe is a budding detective who likes to do a little sleuthing. Joe and Frank had grown up steeped in police lore and their brilliant sleuthing earned them fine enviable reputations of their own. Joe is sometimes called a hot-shot sleuth. Joe is not easily deterred by initial disappointments in pursuing criminals. He frequently reports on the progress of cases to Fenton (Dad) and Chief Collig. Joe and Frank solve cases for free and often refuse to accept payment for helping to solve mysteries for others. Joe and Frank solved their first mystery of 'The Tower Treasure'. Joe occasionally wears disguises to help find clues. He also has the alias', Joe Karlsen, JoseFuerte, Joe Jensen, Joe Jones, and Jay Mackin. Joe used an alias on Flight 101 from Prestwick England to New York City. He was Larry Walker, a student returning from a hike through Scotland.

Joe inherited his dad's sleuthing talents and zest for crime puzzles and has proven courage and abilities as an independent sleuth. Joe has a sharp eye for clues. Joe and Frank have taken temporary undercover jobs at businesses to gain information through close observation. In general, Joe and Frank tend to attract danger as quoted by Chet. Joe has a new camera to take pictures of potential suspects. It's an ultraminiature camera which attaches to a lapel for taking secret photographs. He also likes to carry a small flashlight in his coat pocket. Joe is an excellent amateur detective who's cracked a lot of cases. He gets asked to do some cases simply because his dad is too high-priced. Joe and Frank call themselves 'Hardy and Company'. The boys often promise their mother they will take no unnecessary chances. Joe was kidnapped and tossed into the ocean and chased by three sharks, two miles off the coast of Cape Cutlass, but the sharks turned out to be porpoises. There is no stopping Joe and Frank on a case till it's solved. Joe and Frank work best on their own, following their own clues and meeting dangers resourcefully. They've also received several rewards for solving cases and going on a vacation when they have the time. When Joe and Frank solved the Yellow Feather mystery, Greg Woodson said, 'How can I ever repay you? Money could never make up for risking your lives to help me.' Frank said, 'Don't try, we like catching criminals.' As part of his reward for saving Tava, a boy from India, the boy's father invited Joe, Frank, and Chet to India for a trip the following summer. Frank and Joe also received another gift, a peregrine falcon, a noble, courageous bird.

Joe was carefully trained in firearms by his dad but doesn't carry one while working a case. Joe and Frank saved Fenton's life when criminals knocked him out, put him in a casket and threw him off a dock, into the water to drown him in the Bombay Boomerang case. While on a case in Mexico City the boys visited a fortune-teller to see if they could get any clues to their case. Also, while in Mexico, Joe and Frank found a lost pyramid by accident of which the local archaeologists were very grateful. Joe once shot a wildcat with a pistol as it was attacking Frank. Joe once saved Franks life by convincing San Juan Puerto Rico airport officials that Frank was on a cargo plane which just left the airport and needed to return to the airport. Due to the thin air and cold temperatures, upon his return Frank needed an oxygen mask and a hypodermic stimulant injection to become conscious again. Joe was once stung by a scorpion just west of Yuma, AZ. Joe once also told Tony to 'Start praying, old buddy' while they were flying through two thunderheads. The storm was so violent, he thought it was the end. When visibility improved, Joe said, 'We're not going to heaven yet.' Joe once said in regard to the case of The Witch Masters Key, 'This looks like one case we're not going to solve!' He said discouraged. However, Joe and Frank believe that superstition is ridiculous. Joe once said, while recovering after being attacked, 'We detectives are used to some roughing up now and then.'

SPECIAL SKILLS

Joe is proficient at water lifesaving techniques. Joe has a passport for foreign travel. He also knows Morse Code. He once played a double in a movie as a sword fighter in 'The Sword Adelante'. He also played as an extra in the same movie as a grape picker. Joe is a pretty good horse rider and knows how to cinch a saddle. He has a collection of the latest dance records. He is a licensed Ham Radio Amateur and helped set up a Ham Shack in the attic with Frank. His call sign is WB2XEJ in which he has a General Class License. Joe and Frank are experienced scuba-divers who know about gradually surfacing so they don't get an attack of the bends. However, Joe once experienced nitrogen narcosis and fell into a deep sleep while scuba diving. During one of the times Joe was kidnapped, Frank and the boys found him in a cave by Barmet Bay. Dr. Bates, the family physician, also looked at him when he returned home. Joe and Frank also like to play the guitar with their new amplifier. Joe likes to play lead guitar. He also subbed as lead guitarist for a band in Beemerville, called The Emergency Exit. He also has an extensive collection of rocks and stones. Joe is also a licensed pilot and is licensed to fly land planes, sea planes, and float planes. Joe knows the ancient Japanese art of jujitsu and used it to beat Indian guards up at the top of Lion Mountain, southwest of Bayport. Joe can read both French and Spanish.

Having worked on a counterfeit case, Joe knows a good deal about currency. Joe teased Chet one time after he pick-pocketed him to prove the hand really is quicker than the eye. Joe learned a few words in Swahili from his new friend William in Jamaica.

LAURA HARDY

FAMILY AND FRIENDS

Laura is the wife of Fenton Hardy and mother of Frank and Joe whom she often calls the three of them, the menfolk. Laura lives in Bayport with her husband Fenton and sons Frank and Joe. Fenton's sister Aunt Gertrude, Laura's sister-in-law often comes to stay with the family for long periods of time. Laura also enjoys fixing lunches and serving refreshments in the living room for family and friends of the menfolk. Frank once asked his mom, 'What do you want for your birthday?' She wanted a sapphire birthstone from the West.

She said her great-great-grandfather had been a pioneer in the Rockies. She frequently tweaks the ear of her small boy, Joe. Martha Johnson is an old school friend who visits now and then. Martha's a friend from High School who became a nurse and moved to the west coast. Laura is a friend of Mrs. Morton's, Chet, and Iola's mom, and they sometimes help each other when they're worried about the boys and thinking about them being in danger. She also helped out a sick friend, Gloria Filer, an old schoolmate who lives in Bartonville. Mrs. Wilson is an old friend of Laura and Fenton's. Another one of her friends is Mrs. Putnam whose husband Roy is an explorer from Central America.

PHYSICAL / CHARACTER TRAITS AND SPECIAL SKILLS

Laura is a petite but pretty woman. She's an attractive, slim, soft-spoken, quiet, and graceful woman who is sweet-faced, has sparkling blue eyes and blond wavy hair. She's a small slender woman with a sweet smile. She's a trim, pleasant woman with blue eyes.

Laura attends church on Sunday with her family. She is generous and sympathetic and gullible at times. Laura often makes baked goods and delivers them to people in need. She likes to go to bazaars, concerts, and to Library Board Meetings. She also likes to go on camping trips with Fenton to Maine. Laura waits up late for Fenton when he gets home late around midnight. She helps with the boy's laundry and puts antiseptic on their scratches.

Laura likes to read and go to the movies with Gertrude Hardy. She's often said to the boys, 'It's quiet and very lonely when all the menfolk are away.' Laura tries to take the adventuresome life of her family philosophically but worries over the dangers she knows they encounter. She also studied Spanish in school and took lessons for several months.

SLEUTHING SKILLS

Laura always prepares Fenton for whatever he might need for his assignments. She makes sure the detectives in the family are properly equipped for their out-of-town sleuthing trips. She also packs Fenton's bag for the field with disguises, bugging devices, and emergency rations. She is proud of the boy's sleuthing accomplishments and occasionally helps the boys with reporting. She often loses sleep worrying about Fenton and the boy's sleuthing activities in dangerous cases but rarely displays her concerns openly. Laura also works on the humanitarian side of some of Fenton's and the boy's cases helping families in need.

When Aunt Gertrude suggested that Laura forbid the boys any further detective work against such tough criminals Laura said, 'Fenton expects his sons to follow through and see justice done. He doesn't want me to pamper them into being cowards. I expect them to be cautious and alert and not deliberately run into trouble.' Tava, a boy from India who was kidnapped and then rescued by the boys; took off his handsome ruby ring and presented it to Mrs. Hardy and said, 'Please accept this token of my deep gratitude to the mother of the two bravest boys I have ever known.' Laura has often said to the boys, 'What's this about, a mystery?' 'You're both just like Dad.' While away on a case, Frank asked his mom how Iola and Callie were doing. She said, 'You boys had better not stay away too long, or both girls will find other escorts.' Laura too, is fond of the girls like Frank and Joe, Callie Shaw and Iola Morton.

BIFF HOOPER

ACTIVITIES

Biff likes to ride motorcycles and enjoys tennis matches. He likes to take close friends camping with his dad's boat. One of Biff's hobbies is amateur boxing where he dances about and spars with his pals. He has also taken fencing lessons. Biff works weekends as a watchman at the Lektrex Plant just outside Bayport. He also plays bass guitar and is part of the Hardy's gang music combo called 'The South Forty'. The gang likes to play folk rock. He also likes to play the harmonica. Biff likes to host going away parties just before going on long vacations. He's well-tanned, wears sunglasses and works as a lifeguard at Dune Beach. He also likes to play tennis. In his free time, Biff works on building his sailboat and likes to go fishing. He also worked a part-time job at the Wild World Animal Park just north of Bayport as a park attendant. Biff's chief delight is his secondhand jeep.

FAMILY, FRIENDS, AND EDUCATION

Allen is nicknamed Biff for a distant relative - a boxer named Biff. He has an ungainly Great Dane named Tivoli whom he won in a mail order contest where he submitted the winning slogan for a new cereal. Tivoli's father and mother were both Great Dane international champions. Biff got Tivoli when he was nine months old and expected that he would make a great guard dog. Tivoli once stayed with Aunt Gertrude Hardy for two weeks as a guard dog while Frank and Joe were away on a case. Biff once had a hound dog with sad droopy eyes that wouldn't hurt a flea and whose name was Sherlock. The Hooper's own a green sedan / station wagon. Biff's family has a cabin on Willow River about five miles upriver from Barmet Bay near Woodson Academy. Biff likes to date Sally Sanderson and is friends with all of the Hardy Boys gang. He also once said that Iola Morton is cute. Biff is a student at Bayport High School and is prominent in various sports. He also plays tackle, linebacker and is a rangy fullback on the Bayport High School Football Team. He's also considered the most rugged lineman on the football team of which Frank and Joe are also considered star performers. Biff is young and a good athlete.

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Biff is blond and long-legged with an ambling gait. Biff is a tall six-footer and lanky like a spider. He is also husky, broad-shouldered, and good looking. Biff is a muscular youth with muscle like steel. He has superior strength but never picks fights. Biff is also one of the Hardy Boys gang. Biff likes to use his fists when things get rough, and many criminals have felt the iron of his wallop. Biff also enjoys assisting Frank and Joe with their sleuthing and is willing to help out in an emergency. Biff has a speed boat he calls the Envoy which he lends to the Hardy Boys now and then when they don't want to be noticed by the criminals. Occasionally he follows suspects for Frank and Joe. While on vacation in Niagara Falls, Biff stopped to help Frank and Joe catch the criminals who had kidnapped their friend Chet Morton. Occasionally Biff helps Frank and Joe capture criminals while shadowing them. Biff's alias is Biff McGuire.

MORTON PARENTS

Mr. and Mrs. Morton are the father and mother of Chet and Iola Morton. Mr. Morton is a good-looking man with the same general build and coloring as Chet. Mr. Morton works in a Real Estate Office in Bayport. Mr. Morton is a realtor who handles prospective sales. Mr. Morton's efficient secretary is Miss Benson. Mr. Morton occasionally provides real estate property information to Fenton Hardy and his operatives when requested. Mr. Morton usually stays at work until 5:00pm. He also is part owner of Voyager Travel Bureau. Mr. Morton's brother's name is Tyler Morton and he's a famous big-game hunter. Chet likes to call him Uncle Ty. Mr. Morton also likes to fish at his favorite fishing spot.

Mrs. Morton is an older edition of Iola and is an attractive dark-haired woman who is also witty and light-hearted. Frank and Joe have said that Mrs. Morton is about the best cook in the world. Mrs. Morton is a friend of Laura Hardy and sometimes they worry together about the boys when they think they're in danger. When Chet is not around, Mrs. Morton assumes he is out with the boys.

CHESTER "CHET" MORTON

ACTIVITIES & HOBBIES

Chet loves his bright ancient yellow and sometimes green and/or tomato-red jalopy he's affectionately named 'The Queen'. Chet also refers to his jalopy as 'The vehicle I love'. He loves to soup up his hot rod which also has a familiar chug when driving down the road. His jalopy is said to sound more like a helicopter than a car. A series of rapid-fire explosions dented their eardrums. Down the street chugged an antiquated jalopy fire- engine red, bucking like a bronco and backfiring explosively with nearly every revolution of the cylinders. Chet's fire-engine red car is also called 'The Red Menace' by Phil.

Usually Chet nurses along his jalopy, his prized possession as though it were made of solid gold. Chet is a good mechanic and can do almost anything with a car. Chet was once a part-time fitness coach at Doc Grafton's Health Farm. Chet once took skin-diving lessons from the same man who taught Frank and Joe how to skin-dive. Chet went skin-diving off Pirates Hill and brought Iola and Callie some souvenirs. Iola said, 'I'm proud of you brother, I hope there's a pearl among these.' Chet won first place in a painting contest for the most original work in all categories for 'Still Life of a Watermelon in a Basket.' Chet once went into business selling boomerangs to a local hardware store. There's no lack of customers. The kids have a boomerang club, and they're tossing those things like crazy all over the landscape. Chet also plays the Jew's harp and does a little soft-shoe and knows how to dance the jig. Chet, Frank, and Joe went surfing at Waikiki Beach on Honolulu, Hawaii during a layover on their way to Australia on a case.

Though Chet avoids most forms of exertion, he develops a new hobby every few weeks. He works at it furiously till the first flush of enthusiasm wares off, or an obstacle arises that threatens to require too much effort to overcome. Chet also likes to show off and exhibit his hobby talents to his friends and likes to talk about them almost as much as he likes eating. Chet is a competent historian for most of his hobbies. Occasionally, Chet is up to his old tricks, telling the experts he knows more about their subjects than they do. He has a constant mania for embarking on new hobbies and a knack for finding the right people to help him. Frank and Joe are secretly amused by Chet's great enthusiasm for any new interest even though they may be somewhat short-lived. Chet is constantly developing any one of a dozen different hobbies which are said to change as often as the weather.

After Chet reads up on a hobby of interest, he can explain the techniques of doing everything to everyone. However, when it comes to buying things for his hobbies, Chet's hindsight is better than his foresight. He often has to pay for his mistakes with hard work, which he's allergic to. Chet bought Elias Batter's taxidermist kit at an auction for $8.00. Chet was affectionately called Professor Morton by Frank and Joe and called Maestro by the youth when he was teaching several younger youths about taxidermy. Chet also has an Indian Chief outfit and battle regalia. He once pretended to be Chief Wallapatookunk wearing his Indian warrior's suit. Chet's great-grandfather was a member of the Pushunk Tribe. Ezekiel Morton was honorary Chief Wallapatookunk of the Pushunk's. Chet's getup was a ceremonial outfit used on special occasions. Wallapatookunk means 'Eat-a-Whole- Moose'. His great-grandfather used to tell a very strange legend of a fabulous treasure buried in Pushunk Territory. 'The legend says the treasure is buried in a crisscross shadow'. Joe jokingly called Chet heap big wheel among Indians. Chet mentioned that the Ramapan's Tribe is somewhere around where the Pushunk Tribe used to live. Chet took hot-air balloon lessons to become a full-fledged balloonist from the Lone Tree Balloon Club near Oak Knolls.

While working on one of his hobbies, Chet made a scrimshaw gift for Aunt Gertrude, it was an ivory instrument of delicate, symmetrical design. One had three long tines and the other had a revolving wheel with a toothed rim. It's called a jagging wheel used for ruffling and marking the edge of pies. Chet noted that he hopes Aunt Gertrude uses it very often. After Chet made his golf ball scavenging box Joe admitted, 'Chet, for once you've come up with something practical.' Chet made a film about his sister Iola. 'A lovely girl in a swimsuit emerged from a pond, stretched, threw back her long dark hair and ran toward the camera in slow motion'. Joe told a friend who wanted to meet Iola, 'Forget it pal, I never introduce her to a prospective rival.' Chet learned a lot about filmmaking and said he's going to be a director someday. Chet called one rocket he built the 'Morton Moon Grazer'. When Chet's rocket crashed into a neighbor's chicken coop, Chief Collig said, 'He might have known that Chet was at the bottom of this mess. You and your hair- brained hobbies.' Aunt Gertrude once said about Chet, 'That boy Chet needs a firm hand.'
Some of Chet's hobbies are noted here, however this is not an all-inclusive list:

Algology and the Study of Marine Vegetation
Archaeology and the Study of Indian Artifacts - He also likes archaeology in association with Aztec or Russian gold.
Boomerang - Chet's latest craze
Botany and Plants as a Botanical Consultant
Building a Flying Machine
Building Rockets - Chet worked on building a rocket in his basement for weeks. He intended to enter it into a national high-school science contest. He designed a foolproof steering system for his rocket. Chet was notified he won first prize in his category of the science competition, fifteen hundred dollars in cash!
Camping - Chet has a brand-new trailer tent for camping trips
Cats - Chet likes the ones without tails that are famous on the Isle of Man. Chet picked up a couple of Manx cats on the Isle of Man and brought them back to Bayport to go into business. He thought they would be a hit in Bayport.
Clouds and Weather Forecasting
Clown - When Solo's Carnival clown went missing, Chet volunteered to be the new replacement clown and was introduced in the Big Tent as Chesterton the Great. The crowd roared with delight at Chet's antics.
Cooking for Friends While Out on Various Outings, Culinary Arts
Cycling - Chet and Phil look a bicycle tour of Ireland and accidentally ran into Frank and Joe on the Isle of Man while the boys were on the case of 'The Witchmasters Key'.
Dieting and Vegetable Survival in the Wilderness
Food and Relaxation - These are his Chief Hobbies
Fixing up a Heavy Dory with a Motor to go Fishing
Fishing
Fly Tying for Fly Fishing
Gold Artifacts - Chet earned a correspondence course diploma from a State Correspondence School.
Golf Ball Scavenging - Chet built a very large box with a gasoline engine attached. There are lines of holes on one side and a long hose dangling from the corner. He calls it 'The Retriever', because of its suction pump.
Ham Radio licensed amateur operator with a call sign of W2RBR
High-Powered Microscope
Hiking with the boys
Horoscopes and Astrology
Horse Riding, Lasso Throwing, and Cowboy Stuff
Hot Air Balloons - Chet took lessons to become a balloon pilot
Iceboat with a Propeller
Infrared Camera
Impressionist, he's good with voice imitations and is a Master Impersonator
Indian Lore, History, and Customs
Judo, Took lessons from Instructor Russ Griggs
Jungle Man - Swinging from tree branch to tree branch with the use of ropes
Karate - The art of self-defense
Magic - Calls himself the great, the incredible, the 'Fantastic Morton!' Chet took a mail-order course in magic. 'Listen to my incantations! Utterances that will mystify the ages.'
Marvelous Morton Water Kite - Which is towed behind the Hardy Boys boat, 'The Sleuth'
Metal Detector with Ear Plugs
Motorcycles - Chet and Phil went to the Isle of Man to watch the motorbike races and see the guy's zip around the back roads like crazy.
Movie Making - Chet enrolled in a film-making course at Hunt College with Frank and Joe and Frank once called Chet a movie-making buff.
Painting - Chet won first place in a painting contest for the most original work in all categories for 'Still Life of a Watermelon in a Basket.'
Photography, with an Old Camera, a Tripod, and a Leather Sheath
Rock Collecting while out Hiking
Rocket Propelled Bicycle
Scrimshaw - The art of polishing whale teeth and walrus tusks, then carving a picture or design into ivory.
Shot Put
Speaking Swahili - Chet learned to speak Swahili by reading a book on it while in Jamaica.
Spelunking and Exploring Caves
Stock Car Competitions
Taxidermy
Ventriloquism - Chet learned this from a book
Weightlifting and Body Building

EDUCATION

Chet is a student at Bayport High School and a school chum to Frank and Joe Hardy. He's also prominent at various sports at Bayport High School. Chet likes to play tennis matches and also does shot-put for the Bayport High School Track Team. Chet is also on the Bayport High School Wrestling Team and uses a defensive stance when being attacked. Chet is a regular's stalwart center for the Bayport High School Football Team and once noted, 'Centers ought to be ready for surprise tackles.' He also is a great lineman on the football team and a good athlete. Chet is said to be block-solid with a rocking gait. Chet was on the high school's grid squad by virtue of his ample bulk, which could plug a hole in the teams forward wall like a truck. Chet also works out by occasionally jogging alongside the road. He also assumes he will not go to college. However, he did have a desire to be a college man at Zoar College in New York State, but Zoar College turned out to be phony. Fortunately, Chet was able to get his $25 application fee returned.

FAMILY & FRIENDS

Chet lives on a farm with his mom and dad and younger sister Iola outside Bayport. Chet's full name is 'Chester' Morton whom Frank and Joe Hardy's Aunt Gertrude occasionally calls him. Chet sometimes likes to call Aunt Gertrude, Miss Hardy. He once got a corn soup recipe from the Seneca Indians to give to Aunt Gertrude because he thought she would like it. Chet also goes to check on Frank and Joe's Aunt Gertrude when all of the Hardys are out of town. Chet has a bull terrier dog named Spud. He lives in a rambling old farmhouse with an apple orchard in the rear with a lane and a barnyard in front. A garage is also located on the farm. The farmhouse kitchen is large with a group of windows in one corner. The barn has livestock, hay, and feed, along with a telephone extension to the main farmhouse. Chet helps to spray apple trees on the farm. Chet's dad also has a produce delivery truck which Chet uses occasionally to make deliveries to local grocers. He also attends Sunday church services with his family. Chet's uncle's name is Tyler Morton and he's a famous big-game hunter. Chet likes to call him Uncle Ty. Chet also has an aunt and uncle who live in Los Angeles. Chet's Uncle Jim is a Chief Painting Instructor at a summer art school in Crown Lake, New England at a place named Millwood. Once when Chet's sister Iola invited her friend Mary Todd to stay with her at the farm because her brother had been kidnapped, Chet took a liking to Mary Todd. However, Chet's favorite date is actually Helen Osborne whom he goes on triple dates with Frank and Callie and Joe and Iola. Helen Osborne has dark hair, is not as slim as Iola and shares Chet's interest in food. Frank once called Chet, 'brother Morton'.

PHYSICAL AND CHARACTER TRAITS

Chet is a plump boy with a round, ruddy, freckled moon face, and a pug-nose. He's a stout youth who's often called a big boy. Chet is one of the Hardy Boys best friends and he's a man of his word. He's a stocky youth and a good-natured and loyal pal who's always dependable in a tight jam. Chet is amiable, has an easy-going nature, a professed dislike for danger, but Frank and Joe can count on him to act with sturdy courage when involved in one of their adventures. He is often easily distracted by things going on around him and gets nervous when he's worried and occasionally oversleeps at times. Chet loves to tinker with machinery. He likes to take things easy and avoids unnecessary risks whenever possible. Chet is also easily embarrassed. Chet is good with voice imitations and is a master impersonator. Chet's also noted he's afraid of ghosts, believes in ancient curses and likes to run away from mysterious things that scare him. Chet likes to fish and read mystery stories and considers himself to be a dare devil type. He's also a chiseler who tries to get the Hardy Boys to pay for treats when he does favors for them.

When it involves girls, Chet doesn't mind combining work with pleasure. He also goes ga- ga over gorgeous women, especially movie stars. Chet likes pretty girls and calls them dolls. Chet is known to take any opportunity / excuse to flirt with pretty girls. Frank and Joe are used to Chet bragging about solving cases with the help of the Hardy's, especially in front of girls. While at Hunt College taking his film-making course, Chet met a nice girl off campus. Thelma Sanger was a tall girl with a winsome face, short auburn hair, and large hips. She doesn't usually talk to strangers. She lives on a farm with her father outside Hunt. Chet said he lived on a farm too. Chet's camera was knocked into some falls, and he thought it was lost. Thelma climbed into the basin and found Chet's camera between the rocks and returned it to him. As a reward, Chet offered Thelma a chocolate soda. To Frank and Joe Chet said, 'And brother, can Thelma pack em away! She kept up with me! She may be big, but she sure has personality. Besides, she likes me!' Frank and Joe like to banter about Chet's new girlfriend. After being out with Thelma, Chet wandered into the dormitory, starry-eyed. 'She's wonderful!' 'There's nobody like her in Bayport, or anywhere else for that matter.' 'She beat me at the hand type of Indian wrestling three times out of five.' 'What biceps! She'd be great working on a farm!' Then Chet was finally roused from his daydream. When Chet realized that Thelma wanted to get engaged, he left Hunt and joined Frank on the case of 'The Shattered Helmet' and flew to Greece.

Chet is also known to sigh loudly when he's asked to do work. Chet likes to live in sleepy little towns where he feels he'll fit right in. Chet is not very diplomatic at times when people are victims of a crime that's unsolved. Chet likes to take too much stuff with him when he goes on camping trips with the boys. He's often elected to watch and guard the campsite while Frank and Joe are sleuthing for clues. Chet also likes to use corny puns now and then. He once drove to Beemerville to help find Frank after he heard he was missing.

Chet doubled up his fists and was ready to fight a Woodson Academy student because he tripped Frank while he was trying to save school records from being completely burned in a bonfire. Chet spoke up and suggested he could guard the records till morning. Chet was then attacked, and the records were stolen but Chet had kept one record of importance which he had hid to help Frank and Joe. Frank praised Chet and said, 'You're an Ace!' When Frank and Joe went missing at Woodson Academy, Greg Woodson called Chet to help find them. He brought his dad's farm truck with his propeller iceboat so they could cover more ground looking for the boys. When they saw the ice-fort, Chet wanted to investigate. Greg mentioned the door was sealed up and that they needed to break in. Chet suggested backing up his iceboat to the ice-fort's wall and using it to cut a large hole in the wall. Finding Frank and Joe, Greg and Chet quickly gave them first-aid and they regained consciousness. When a portion of the Hardy's home was blown up, Chet offered for Frank and Joe to stay at the Morton farm until the home repairs were completed. Occasionally Chet also earns a reward for helping Frank and Joe solve a case. Chet was once invited to go with the boys to India for helping save Tava, a boy from India who had been kidnapped. Chet is superstitious and believes that rune and Horkel stones are unlucky.

LOVE OF FOOD

Chet's curiosity is almost as great as his giant-sized appetite. His friends like to tease him about his huge appetite quite often. His visits to the Hardy's often coincide with his friend's meal hours. Joe once said to Aunt Gerturde of Chet when he showed up just before breakfast, 'After all our buddy's only had one breakfast this morning. His inner man is telling him it's time for an encore.' Chet is known all over Bayport for his enormous appetite. Chet's favorite pie is baked rhubarb, and his favorite sandwich is cream cheese and salami. As much as Chet likes food, he's often called an official taster and has a large appetite. Chet loves eating and is rarely found without food in his possession. He sometimes reveals hidden emergency food rations when food is scarce and shares it with friends when they need something to eat. It's been said of Chet, there is no hard and fast distinction between breakfast and lunch. Chet once used his reward money from one of Frank and Joes cases to buy a one-year supply of banana splits at the Bayport Soda Shop. Chet loves to cook for his friends when they are out on various outings, and he loves double meals. Chet's fondness for food has caused him to develop a flair for the culinary arts. He easily gets motion sickness and when he does, he doesn't feel like eating.

Chet once said, 'It might be dangerous around the Hardy's home, but Aunt Gertrudes baking makes up for everything. In Book 6, The Shore Road Mystery, Chapter XIII, 'A Hungry Sleuth', while on a diet of vegetables, Chet is tempted to eat a chocolate fudge cake while on a stakeout for the boys. Due to being tempted over and over again, Chet wasn't able to deliver the chocolate fudge cake to Mrs. Hardy's friend as requested by Aunt Gertrude. Chet is a chief connoisseur of Aunt Gertrude's excellent culinary abilities. Chet once gave Frank and Joe a traveler's box of candy as a parting gift at the airport as they were leaving on a case with Jack Wayne and said, 'It's only what I would like someone to bring me.' Despite needling from his friends, Chet never reduces his intake of food. 'I know good food when I see it.' Joe once said of Chet, 'Our friend must have a vacuum for a stomach.' World's Greatest Appetite - Man of Many Helpings. He once said, 'Did I just miss a meal?' 'I don't care if the whole United States government is keeping him in there! I'm starving! I want to eat!' 'Mysteries are more solvable when the inner man is satisfied.' 'While Chet Morton tucked away a few extra helpings of ham and beans.' 'If you two don't get a move on there won't be any of us pancakes or sausages left for long-either!' Chet once made a scrimshaw gift for Aunt Gertrude, a jagging wheel used for ruffling and marking the edge of pies. Chet noted that he hopes Aunt Gertrude uses it very often. Chet once said, 'Say, how about chow? I haven't eaten since breakfast. I might faint.'

SLEUTHING SKILLS

Chet frequently assists Frank and Joe with sleuthing and sharing in some of their exciting adventures and is known as an invaluable ally for sleuthing. He once said, 'The Hardy's always get their man. They'll find the gold!' Chet's main reason for helping Frank and Joe is because somebody has to look after them. However, he's constantly bemoaning getting involved in their crime cases as Frank and Joe have a habit of getting Chet into tight spots. Underneath Chet's complaints, Frank and Joe's friend has plenty of courage and even more curiosity. Although Chet preferers safer pursuits, no danger could make him desert hiS friends. When Frank and Joe are in a tight spot, Chet always pitches in to help. He also has a passport for foreign travel when assisting Frank and Joe on some of their cases. Chet occasionally contacts Fenton Hardy directly when Frank and Joe appear to be in trouble, and he suspects they may be prisoners. Occasionally, Chet helps save Frank and Joe and Fenton and also helps to capture criminals by not listening to the boy's advice to be more careful. Chet sometimes does his own sleuthing and uncovers trouble before the boy's notice. Chet is jokingly called 'Detective Morton' by the boys. However, just when Frank, Joe, and Amos needed a miracle, two minutes before 3:00 AM when a bomb was set to go off to kill them in the Purdy Mansion, Chet showed up to save the day. Amos Wandy said, 'Thank Heaven! Your friend is indeed a lifesaver!' Joe said, 'Chet! If we've said thanks a million times, it wouldn't be enough!' Chet said he had a funny feeling the boys were in trouble and went to investigate and saved the boys' lives. Frank said, 'Chet, you're showing promise as a detective and as an actor.' Chet once used an alias of Chet Ball. Chet also used an alias on Flight 101 from Prestwick, England to New York City. He was Chuck Brown, a pro-football player.

When coming to the rescue of Frank and Joe, Chet sometimes does a war whoop. Fenton once asked Chet to apply all the sleuthing he ever learned from Frank and Joe to tail Joe at the Flickering Torch in case he gets in trouble and then report back to him. Chet occasionally helps the boys capture criminals while shadowing them. Frank once said of Chet after slapping him on the back, 'Good work pal! This may help to speed up our case.' After Chet, Iola, and Callie helped the boys find a clue Chet said, 'I thought that would make you sit up and notice. Just come to Morton and Company for the best in detecting clues.' He also sometimes accidentally helps Frank and Joe find clues. Chet has learned from the boys that no possible clue can be overlooked. Sometimes Chet is too trusting and unknowingly gives away valuable information to criminals in disguise. As part of the boy's reward for saving Tava, a boy from India, the boy's father invited Frank, Joe, and Chet to India for a trip the following summer. Once when a wolf pack approached Chet in the dark, rather than shoot them and warn criminals they're in the area, Chet threw a rock and scared them off. Joe and Frank said, 'Smart thinking pal. That took a lot of nerve too! You deserve a medal, Chet.' Chet once used his boomerangs to take down the criminal's airplane during takeoff, stopping the Super S missile from being delivered.

While on surveillance, Chet braced a wall in a building that started to collapse to save Frank and Joe. He got trapped by debris and got a broken arm as well. Joe told the police about Chet's heroic action. The Bayport Times also trumped the bravery of Chet Morton all over the front page. The Hardy's friend was hailed as a hero. Chet said his broken arm was 'All in a line of duty' to Aunt Gertrude. With a grin Chet said, 'Anything for my friends.' Chet even went to Hong Kong China to catch some criminals and return the Ruby King. While on a case with Frank and Joe, Chet noticed some contraband in the trunk of a car the boys were trying to help two men repair. Chet made an excuse to go into town to get some food and came back with the police. After the criminals were arrested, Chet said to Frank and Joe, 'All right, fellows, who's the detective now?' Chet said this while looking at Frank and Joe with a satisfied grin on his face. Joe told Chet, 'You get all the credit this time Chet. You're getting places as a detective!' When the boys updated Fenton he said, 'Good work, and give Chet my congratulations.'

Once when Fenton asked Chet to shadow the boys to make sure they catch their plane, the boys were kidnapped. Chet got a taxi and followed the kidnappers then rescued the boys before they were killed. Chet said, 'Boy, what would you do without me to get you out of these scrapes?' Once when the boys took a cab to meet an informant they fell into a trap. Fortunately, Chet and William followed them and rescued them before being taken hostage.

SPECIAL SKILLS

Chet has taken fencing lessons and has a mask, gloves, and crossed foils for safety gear. Chet once wore a ten-gallon hat while learning to ride horses, throw lassos and do cowboy stuff. Chet has an old camera he takes pictures with that he picked up at a pawn shop and uses it for his photography. He also has a tripod and a leather sheath. He's a licensed Ham Radio Amateur and his call sign is W2RBR. Chet took a summer job at the Starfish Marina in Cape Cutlass, 70 miles south of Bayport to help with sleuthing for Frank and Joe. He once fixed up a heavy dory with a motor and used it to go fishing anytime. Chet nick- named his dory, 'The Bloodhound'. As it turned out, the motor didn't work, and the dory had two seams which split and 'The Bloodhound' sunk to the bottom of Barmet Bay.

Chet arranged to take flying lessons and once enjoyed going for a ride in a nice orange and white biplane at the Bayport Antique Airplane Expo. Chet also made an iceboat with a propeller and said it's a cross between a bobsled and an iceboat. He was also asked and did an excellent job of being a temporary cook at Woodson Academy along the bank of Willow River. When Solo's Carnival clown went missing, Chet volunteered to be the new replacement clown. Solo introduced Chet in the Big Tent as Chesterton the Great. The crowd roared with delight at Chet's antics. Chet also worked a part-time job at Wild World Animal Park as a park attendant.

IOLA MORTON

ACTIVITIES / EDUCATION / FAMILY / FRIENDS / CHARACTER & PHYSICAL TRAITS

Iola Morton is the younger sister of Chet Morton, best friend of Frank and Joe Hardy. She's also a schoolmate / school chum of Joe and Frank Hardy. Iola is a student at Bayport High School and Joe Hardy's favorite girl and favorite date. Iola occasionally likes to drive her brother Chet's tomato-red jalopy. She likes to watch baseball games and go on sleigh rides with her boyfriend Joe Hardy, the youngest son of Fenton and Laura Hardy. She also likes to have tennis dates with Joe. One time when Chet said he was hungry, Iola promised, 'We'll take care of that.' Joe said, 'First plateful of juicy sizzling hot claims goes to Miss Iola Morton!' He also said, 'Girls, that was the greatest meal I ever ate!' Iola likes to go spelunking with Callie and Chet.

Once, after Joe saved her from passing out in a spelunking cave she said, 'I think you're wonderful too!' Iola's best friend is Callie Shaw, Frank Hardy's favorite girl and favorite date. Iola and Callie also like to ride the Venus Rocket Express Rollercoaster at the carnival with Joe and Frank. She also has a pond at her farm where Callie and the boys like to go ice skating and play snap the whip. Another one of Iola's girlfriends is Helen Osborne who also likes to listen to dance records. Iola also spends time with her friends Mary Todd, Maria Santos, and Judy Rankin.

Iola is witty and light-hearted. She is vivacious and has a twinkle in her eye for Joe Hardy and likes to tease him as often as she gets the chance. She also teases Joe and Frank about not being able to stay out of trouble. Iola's hair once caught on fire when a criminal caused a barbecue pit to explode. She laughed and said, 'It's one way of getting a new hairstyle.' Iola also likes to dance with Joe during dance parties and at Bayport High School dances with their friends and at the annual Fresh Air Camp Benefit Ball. Iola is slim, pretty, has blue / brown twinkling eyes and dimples and dark hair. She is also said to be attractive, and pixie faced. She has a tilted nose and glossy black hair which falls softly to her shoulders. Iola is as slender and good looking as brother Chet is rotund. She has small mobile features, sparkling eyes, and lots of vitality. Iola is a pert brunette and Joe Hardy's idea of the prettiest girl in Bayport.

SLEUTHING SKILLS

Iola is called a capable sleuthing assistant and once took a waitress job at the Palais Paris restaurant in Rockaway to help Joe and Frank with sleuthing near Honeycomb Caves. Iola often offers to help Joe and Frank with some of their sleuthing into clues and Joe has said, 'She's pretty smart.' She is occasionally asked by Joe and Frank to scout out suspects for them as well. Once while out rock hunting, Iola drove Chet's jalopy to go get help from Joe and Frank while Chet and Callie tried to keep a suspect nearby for identification.

Whenever Iola and Callie go out on a date with Joe and Frank, they always end up in the middle of a mystery and wait around while the boys do some sleuthing. Iola once saw criminal Rance Nepo trying to get away and blew the whistle on him, and a cop on the beat nabbed him. Iola once shared some extra flattery with a suspect to keep him off guard while the boys did some sleuthing. She also likes to help Joe put on disguises. To help the boys with a clue, Iola suggested her and Chet get out their collection of old Indian books to find tribes that begin with 'R' and do leather work. Callie and Iola found the name - Ramapans, a small tribe about 500 miles away who are skilled in making small trinkets and leather articles. Iola then set the boys up with Mrs. Ruby King, curator at the Bayport Museum who gave them all the information she knows about the famous Chinese chess piece called the Ruby King. Iola also threw a surprise going away party for Joe and Frank to earn money to send Chet to Hong Kong China to help catch some criminals and return the Ruby King. When Chet is out of town helping Frank and Joe on a case, Iola sends her love to her brother.

SPECIAL SKILLS

Iola and Callie Shaw like to host masquerade parties for close friends. She and Callie once hosted a fish fry at the farm with games and eating. She also likes to have sleepovers with her best friend, Callie Shaw. Iola once invited her friend Mary Todd to stay with her and her family at the farm when her brother was kidnapped and until he was found. She enjoys looking for seashells with Callie and the boys. Iola also enjoys watching love pictures at the Bijou Movie Theater with Callie and the boys. She also loves to go to beach parties.

Chet once made a film about his sister Iola. 'A lovely girl in a swimsuit emerged from a pond, stretched, threw back her long dark hair and ran toward the camera in slow motion'.

Joe told a friend who wanted to meet Iola, 'Forget it pal, I never introduce her to a prospective rival.' Iola and Callie once threw Joe and Frank a bon voyage party with a big white cake box. She likes to collect charms for her bracelet and go rock hunting. Iola likes to look around Décor Shops and go on shopping sprees. She also likes to watch TV with Callie and offers the boys lemonade when they stop by. She once gave a Little Red Riding Hood Puppet Show at a Hospital Bazaar and she plays a homemade hootenanny on the guitar.

TONY PRITO

ACTIVITIES

Tony likes to swim and play tennis matches. He also has a yellow speedboat the Hardy Boy's like to borrow occasionally while sleuthing. Tony's speedboat is called the Napoli, and his family has a boathouse to berth it in at the Bayport waterfront. Tony's speedboat is described as a sleek, bright-red motorboat. The Napoli is a rangy, powerful craft with graceful lines that Tony is very proud of. Tony's boat was once stolen by criminals and wrecked at Rocky Point by the Atlantic Ocean while Joe Hardy was chasing it. The Napoli was salvaged by the Bayport Police Department and eventually repaired. He has also taken fencing lessons with the Hardy Boys. Tony likes to play drums for the gang's music combo, 'The South Forty', where they like to play folk rock music. He's an expert with tools and loves to tinker over engines. Tony once took a summer job as a Stream Guard with the Fish and Wildlife Service in Alaska at a camp on the Kooniak River just outside Juneau. He also took a summer job working part-time at Wild World Animal Park as a park attendant.

FAMILY, FRIENDS, AND EDUCATION

The Prito home is located on the northside of Bayport. Tony's father owns Prito Construction Company, a local contracting supply yard in Bayport. Tony occasionally works for his dad during summer vacations and drives a smart-looking white panel truck / white van. He also picks up blueprints from Architects and delivers them to his dad. Mike is a yardman who helps the Prito's with sales. John Losi and Bond Deemer are hiring agents for the Prito Construction Company as well. Tony's dad built a number of homes in the Oak Hollow Housing Development in Bayport. Tony once placed a brass crescent over the grille of the family car his dad brought over from Italy as a keepsake hood ornament for their first car. Tony once used some of his reward money from helping the Hardy Boys on a case to help buy his folks a new car. Tony has a second cousin named Bernie Marzi, a drummer for the 'Emergency Exit', a band that plays at the Flickering Torch. He also has an Uncle Roberto from whom he inherited some mysterious curios - shrunken heads. His Uncle Roberto owned Prito's Curio Shop in New York City. Tony also has another cousin named Ralph who's a Coast Guard Officer. Tony is a member of the Hardy Boy's gang and a student at Bayport High School where he's prominent in various sports and a star left end for the football team. He is young and also considered a good athlete.

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Tony is a good-looking youth, bright-eyed, lanky, olive skinned, wavy black-haired school chum of the Hardy's with dark eyebrows. He is a slender youth of Italian descent. Tony is a lively boy with a good sense of humor. Tony carries an amulet, a lucky piece to ward off evil spirits. Tony is a close friend of Frank and Joe Hardy and likes to assist on some of their sleuthing adventures and occasionally follows suspects for them. While on vacation in Niagara Falls, he stopped to help the Hardy Boys catch some criminals who had kidnapped Chet Morton. Tony also takes Frank and Joe out in his boat to look for clues when the boys think they'll be followed in their own boat. Once when conditions were really bad in Barmet Bay being full of ice chunks, Tony agreed to risk his boat to capture the 'Yellow Feather', but only after Frank and Joe agreed to pilot his boat. Tony admits that Frank and Joe are better navigators. Once when his boat was severely damaged, Tony was even willing to pay for harpoon damages to the Napoli and told the Hardy Boys, 'It's all in the cause of detective work.' He occasionally says to Frank and Joe, 'Maybe I can be your bodyguard.' Tony's boat, the Napoli, was hit and sunk by a cannon ball off Pirates Hill while assisting the Hardy Boys. When Frank and Joe received a reward for finding an ancient treasure and solving the Secret of Pirates Hill, they bought Tony a newer and better Napoli II. Once when helping Frank and Joe on a case, Tony played the role of a native eccentric Guatemalan Indian who rarely spoke and roamed the countryside looking for the sacred Quetzal bird. When Tony and Joe were in the Hardy's plane on a case and the plane was hit by lightning in a violent storm, Tony crossed himself. Tony has several aliases he's used while sleuthing for Frank and Joe, Tony Gonzalas and Tony Wilson.

SAM RADLEY

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Sam is a muscular, sandy-haired detective / investigator. He is medium height, has a wiry build and thinning hair. Sam and his wife Ethel live in an apartment near the center of Bayport about a half mile from the Hardy's. Sam is Fenton Hardy's Chief Top-Flight Operative and has assisted him on many cases. Frank and Joe have great respect for Sam's abilities. Sam's an Ace Detective and assistant to Fenton Hardy. Sam helps to protect and guard friends of the Hardy's when they're being threatened in order to get the Hardy's to stop sleuthing. Sam frequently gets in contact with Fenton for the boys and can be relied upon to stick with a case till it's solved. He also works to help Frank and Joe when criminals force their hand to give them something they want. Sam also has a car to get around with and follow up on leads for the Hardy's. When Sam helped the boys with a case, he needed to be dropped off at a location and called a taxi because he thought it would look suspicious if the boys dropped him off.

Sam once used artificial respiration to revive the boys. Sam also uses a detective's field kit with magnifying glass and tape measure to look for clues. He occasionally makes suggestions for finding clues and is an expert on typewriter clues. He also once did some detective work to keep Frank out of jail when criminals filed false complaints about his driving. Sam also helps the boys get their car fixed so they can continue their sleuthing.

Sam sent Biff and Tony as backup for the boys in Niagara Falls when Chet Morton was kidnapped. He also has a passport for international travel. Sam admires Frank and Joe's sleuthing abilities and encourages them in every way he can. He once caught up with a suspect, had a tussle, and was thrown and broke his leg. Sam also helped to rescue the boys at the Olympic Health Club and Fenton was quick to say, 'You did a great job, Sam.'

PERRY ROBINSON 'SLIM'

FAMILY, FRIENDS, AND ACTIVITIES

Perry is one of the chums of the Hardy Boys. His dad is Henry Robinson who's a caretaker at the Tower Mansion in Bayport. His dad's boss and owner of the Tower Mansion is Hurd Applegate. Perry's nickname is Slim. His dad is a good-natured, easygoing man of high principles. Perry's mom is a gentle, kind-faced woman and lame. Perry's twin sister's names are Paula and Tessie. Frank and Joe Hardy admire Slim because he doesn't have any fake pride. Perry is a student at Bayport High School and is an ambitious boy who's in the Top 10 of his class. Perry is also a future budding Engineer. Perry works at a local Supermarket to help his family financially and will be good at whatever he does.

CALLIE SHAW

ACTIVITIES / EDUCATION / FRIENDS / CHARACTER / PHYSICAL TRAITS

Callie has a sports car and occasionally gives Frank and Joe a ride to the airport. She also lets the boys borrow her car when they need transportation. She also likes to go on sleigh rides with her boyfriend Frank Hardy, the oldest son of Fenton and Laura Hardy. She likes to go spelunking with Iola and Chet. After Frank saved her from passing out in a spelunking cave she said, 'We'd still be there and maybe dead by this time. Thanks a million for saving us.' Callie Shaw is a student at Bayport High School and is considered Frank's favorite date and likes to go to Bayport High School dances with him. Callie also likes to go dancing with Frank at the annual Fresh Air Camp Benefit Ball. She likes to have tennis dates. Once, when Frank forgot about a sleigh ride, he was to have with Callie, she shook her finger in mock anger, 'You have a date!' The boys and their friends took a nice sleigh ride to an old Inn where they spent a fun-filled evening of fine foods, singing and dancing to the latest records. Callie and Iola like to ride the Venus Rocket Express Rollercoaster at the carnival with Frank and Joe. She once gave Frank a scarf as a Christmas gift. Callie also did a paper on Italian literature - Dante's Inferno for school.

Sometimes Callie is called 'Cal' by her friends. Her best friend is Iola Morton, Chet Morton's sister. She and Iola once hosted a fish fry at the Morton farm with games and eating. She also planned a Fourth of July beach party for the gang. Callie has been a special friend of Frank's for several years. Another one of Callie's girlfriends is Helen Osborne who also likes to listen to dance records and the latest new ballad records. Several other of Callie's friends are Maria Santos and Judy Rankin. Callie has a teasing gleam in her eye for Frank Hardy and often tells the boys to stay out of trouble, hear. Callie also likes to dance with Frank and plays jokes on him now and then. Callie is a pretty, tall, brown-eyed girl. She is also considered an attractive blond, who sometimes has brown hair and is slender and vivacious and carefree. Callie has a vivacious voice, is blond, quick- witted, and appeals particularly as Frank's special friend. Callie is a slim, blond, lithesome girl who's often at the Morton Farm.

SLEUTHING SKILLS

Callie once took a waitress job at the Palais Paris restaurant in Rockaway to help Frank and Joe with sleuthing near Honeycomb Caves. She occasionally gets asked to scout out suspects for the Hardy's and reports back on what she's found. She once beckoned the Hardy boys to a secluded place where they couldn't be seen so she could report on her scouting because she saw an important telegram with details of the suspects' names.

Whenever Callie and Iola go out on a date with Frank and Joe, they always end up in the middle of a mystery and wait around while the boys do some sleuthing. Callie once saw criminal Rance Nepo trying to get away and blew the whistle on him and a cop on the beat nabbed him. Callie also once screamed on purpose and fell into a suspect's arms to distract him so he wouldn't see Frank's sleuthing. She pretended to faint and said a mouse ran over her feet. When she and the gang were out swimming off Frank and Joe's boat in Barmet Bay, she was attacked by a skin diver and the boys saved her from a near fatal accident.

Callie helps the boys with sleuthing and loves to tease the boys. Once when both Frank and Joe were glum, Callie told them, 'Cheer up, it can't be that bad!' Joe said, 'You win an Oscar for optimism.' Once when Fenton was missing, Callie said to the boys, 'You'll have him back soon, worrying won't do you any good.'

SPECIAL SKILLS

Callie likes to bake cakes and helps Frank on the humanitarian side of some of his and Joe's cases with food delivery. Callie and Iola Morton like to host masquerade parties for close friends. She also likes to have sleepovers with her best friend, Iola Morton. She enjoys looking for seashells with Iola and the boys. Callie also enjoys watching love pictures at the Bijou Movie Theater with Iola and the boys. She loves to go to beach parties. Callie and Iola once threw Frank and Joe a bon voyage party with a big white cake box. She also likes to hangout with friends and listen to dance records. Callie likes to help Frank get some rest and refreshments when needed. She likes to collect charms for her bracelet and go rock hunting. Callie also likes to look around Décor Shops and go on shopping sprees. Callie also likes to watch TV with Iola. She once gave a Little Red Riding Hood Puppet Show at a Hospital Bazaar and plays a homemade hootenanny on the guitar.

OSCAR SMUFF

CHARACTER TRAITS

Oscar Smuff is a self-made Private Detective who wants to become a policeman for the Bayport Police Department. He considers himself to be a top-notched sleuth and is an egotistical detective who assumes an air of great importance. However, others have said of him, this is 'another one of Smuff's bluffs.' He is a want-a-be amateur sleuth with low powers of deduction and insight. He is easily distracted and likes to be the hero. However, he is not a squealer. Oscar has read many books on crime detection and keeps a notebook where he frenziedly writes in it on his cases.

He once said he was the middleman for getting Chet's yellow jalopy back when it was stolen. People pay him for information, but he doesn't give up money easily. He's often reluctant to share his clues with the Hardy's. However, he stands in awe of Fenton Hardy though. Fenton says of Smuff, 'He's clumsy at detective investigations.' He's also interfered in Fenton's cases and is more of a hinderance than a help. He once said to the Hardy Boys, 'When you get in over your head, call me if you need advice.' The Hardy Boys occasionally tease Oscar about being poor at detective work and a would-be detective. He once falsely accused Chief Collig's wife of being a car thief. Oscar Smuff later became a detective for the Bayport Police Department. When Frank and Joe's peregrine falcon was temporarily stolen, Patrolman Smuff helped to get it back. Oscar loves to eat and lives near Rocco's Fruit Store.

PHYSICAL TRAITS

Oscar Smuff is a short stout man. He wears a loud checkered green-tweed suit and a soft felt Tyrolean hat. He is a roly-poly figure of a man and has a round face which glows with self-importance.

JACK WAYNE

PHYSICAL & CHARACTER TRAITS / SLEUTHING SKILLS

Jack is a lean-faced, tanned, young veteran private charter pilot of Fenton Hardy's single- engine sleek aircraft based out of Bayport Airport. Jack is a close friend of Fenton's and his right-hand-man on charter flights. He frequently flies Fenton, Frank, Joe, and Fenton's operatives on long assignments to help out on various cases. He also teaches the boys how to fly their dad's six-place single-engine blue and white craft. Jack also instructs the boys in long-range flying and navigation and taught them how to fly seaplanes and floatplanes. Fenton's plane's tail number is NII8HB, SkySleuth 118 Howe-Baker. Jack has a cubbyhole office at the airport and frequently provides intelligence on things happening there as one of Fenton's operatives.

Prior to taking off, he also warms up the plane's engine. After his flights he spends time writing flight reports. Jack knows how to speak French and has learned some detective training working with the Hardy's. He also has a passport for foreign travel. Jack owns a sleek blue silver-winged craft called Skyhappy Sal that's a charter ship of the Ace Air Service operated by Jack. He keeps his craft in Hangar B at the airport. Tom Lester handles charter flying assignments for Jack. Larry Dillon is a pilot at Bayport Airfield who helps the boys when they need sleuthing flights around Bayport. Larry is a tall, crisp-voiced pilot who flies a handsome red high-wing craft. Eric Martin is also a young pilot whom the boys know at Bayport Airport.

Jack once risked his life to save the Hardy Boys just before Skyhappy Sal crashed on the beach at Tigers Bight and exploded into a ball of fire. Jack suffered a concussion and was hospitalized. With the insurance and reward money, Jack was able to buy a new Skyhappy Sal. On one case, the Hardy Boys asked Jack to fly his plane and chase the criminal's carrier pigeon back to their hideout. Someone sabotaged Skyhappy Sal when Jack was just leaving Bayport Airport for Wildcat Swamp via Green Sand Lake with Cap Bailey, Frank and Joe. After an emergency landing, Joe said, 'Only Jack Wayne's skill had kept the plane from turning over'. Jack once rescued the boys in a sinking boat, while he was flying over, he threw down an inflated life raft. He also once used the Hardy's plane to dive bomb the criminal's boat to keep them away from Frank and Joe's boat. After the boys were knocked out by criminals who stole their stuff, Jack came to the rescue and loaned them some money and jackets.

ADDITIONAL CHARACTERS

MR. CALLAHAN

Mr. Callahan is the Hardy family's plumber. He has a small, paneled truck. He's a middle- aged man who wears a visor cap and overalls. Mr. Callahan has a large nose and bushy eyebrows. He carries a plumber's tool kit and is an old acquaintance of Fenton's.

SCRATCH CANTRELL

Scratch is a well-known local drifter and longtime acquaintance of the Hardy's. He lives alone in the Bayport woods and answers questions about what he's seen there. Frank and Joe once saved Scratch from a burning ring of fire in North Bayport, and he told them about a human spiderman and a web he saw on the side of the road.

CLAMS DAGGET

Clams Dagget is a retired seafaring man who once operated a Ferry Service to Rocky Isle in Barmet Bay. He once threatened Frank and Joe for taking some of his business when they wanted to buy a Chinese Junk Boat and start a Ferry Service to Rocky Point.

JACK DODD

Jack is a friend of the Hardy Boys. He owns a small green and white boat that Frank and Joe once saved for him. Jack has a rabbit's foot key chain he likes to carry with him. He is a likeable dark-haired youth. His dad is thin and a well-dressed farmer. His dad is also a widower and both he and his dad work on a farm on Shore Road in Bayport. His Uncle Martin Dodd is an Astronomy Professor at Cheston College.

JIM FOY

Jim is a Chinese American youth and a friend of the Hardy Boys. Jim has a cousin who lives in New York City and works as a salesman in Staten Island selling Chinese Junk

Boats at the Hong Kong Trading Company. Jim likes to call himself the Oriental Avenger. Jim's Uncle, Dan Foy owns a restaurant in Chinatown, New York City called the Canton Palace.

Six boys, Jim, Biff, Chet, Tony, Frank, and Joe chipped in $100 dollars each to buy a Chinese Junk to start a ferry service from Bayport to Rocky Point. Ben Foy is Jim's cousin who sells Chinese Junk boats in Statin Island, New York City. The junk was built with Borneo Ironwood with one-inch-thick mahogany deck planking. The figure head up front has a painted figure of a stern-looking, slant-eyed Chinese mandarin holding a scroll in his hands. Even with its sails furled, the craft has a romantic, adventuresome look. The junk is a thirty-foot two master, carrying two large sails and a jib. Amidship is a round-roofed cabin. The junk has decorations such as oriental dragons and banners painted in bright colors at various points around the junk. At the stern is the name Hai Hau, Chinese for Queen of the Sea. Included with the junk's equipment is a thirty-five-horsepower auxiliary outboard engine. The boys also went to the Coast Guard to get a Certificate of Award Number. Frank and Joe also installed a two-way short-wave radio for ship-to-shore communications with the Police and the Coast Guard.

ELMER HARDY

Elmer Hardy is a second cousin to Fenton and Gertrude. Joe calls him a weirdo from a picture of him he once saw. He has a shock of light-colored hair, with cheeks and chin hidden beneath a full, flowing beard. Frank once called him a freak. Nobody in the family had set eyes on him for thirty years ever since he ran away to sea. Elmer was a bit of a wild one. When Elmer came to visit, the boys picked him up at the bus stop. Elmer looked like some romantic figure straight out of the Great Age of Exploration. He had sun-bronzed skin, a great mane of hair, a thick beard, and rough seaman's garb. Aunt Gertrude says that Cousin Elmer is practically a family legend who calls himself an old sea dog.

FANS OF THE HARDY'S

In Book 18, The Twisted Claw, several fans of the Hardy Boys were introduced throughout the book.

Clay Ellis - A radioman on the Yellow Parrot Ship was interested in crime stories and helped Frank and Joe out on their case.

Dan Tiller - An Amphibian Pilot between Tambio and Cambrian Islands. Dan helped the boys off the island and used a radio compass to determine distance to a signal source.

Leroy Ellis - Son of radioman Clay Ellis, who was being black-mailed to help the criminals because he was a prisoner in the Caribbean.

RUTH HARDY

Ruth Hardy is Fenton Hardy's cousin who lives in New Mexico. Fenton was invited to visit her ranch. He also has an aerial photo of the ranch. Ruth has run the ranch since the death of her husband. The name of her ranch is called the Crowhead Ranch. A giant crooked arrow lined by ponderosa pines points the way to the Crowhead Ranch. Her previous blond hair is now streaked with gray. Her face is careworn from her husband's death and having to take care of the ranch. The ranch homestead has an attractive, dark beamed living room with a massive rough-stone fireplace. Hank is Ruth's dictatorial foreman who's unfriendly but means well. Pymatuno is a Navaho nicknamed Pye who's the best Indian cowhand in New Mexico. Terry is an awful tease and is better known as the singing cowboy. A small Indian village is located near the ranch on the other side of the trees. Ruth's ranch house was burned down by Arrow Charley and then rebuilt in two weeks by the ranch hands after the criminals were caught.

ABEL JEDSON

An old, retired officer who knows every ship along the coast and everybody on them.

JERRY MADDEN

Jerry Madden is a young wiry, good-looking youth and brother of a boy on the Bayport High School varsity football squad. Jerry is a pilot at Bayport Airport and has a job flying for the Stanwide Company. He was hired after he received his instruments and multi- engine ratings certificate. Jerry once recognized Clint Hills footprints in the airport hangar in concrete. He also makes observations and gives clues to Frank and Joe and reports any unusual goings-on at the airport. Jerry was concerned about the boys when they rented an airplane and had an emergency. The boys once asked Jerry to check the other pilots' lockers for stolen goods. Jerry also piloted the boys to Ile de la Mer 'Island of the Sea' where the criminal's hideout was on one of their cases.

SKINNY MASON

Frank and Joe first met Skinny Mason when he was playing a game with a group of boys on the ice of Willow River near Woodson Academy. Skinny fell through the ice and Joe jumped in to save his life and Frank and Greg Woodson helped as well. Skinny said to Joe, 'I'll never forget you saving my life.' Skinny is one of the students at Woodson Academy and lives in the student's dormitories. Skinny was so grateful to his rescuers that he embraced them with his thanks. Joe and Frank frequently asked Skinny about things going on around Woodson Academy and about the other students. Skinny became an ally in helping Frank and Joe solve the mystery of the Yellow Feather. As proof of confidence to the boy's new helper, they gave him a gun. Skinny mailed a letter he found in the library from Elias Woodson to Greg Woodson on the day that Elias, Mr. Woodson died. Skinny runs various errands for the boys to help them out. Skinny led Joe around Woodson

Academy when Frank went missing, helping Joe look for him. Skinny has also been called Joe's young assistant.

Skinny even pointed out clues for Joe to see, which helped Joe to find Frank before he froze to death. Skinny was taken into their confidence, and he said he wouldn't say anything to anyone about their case. When the boys asked Skinny to shadow Benny Tass, his chest swelled with pride as he agreed to help them out. Skinny also helped Chet Morton out in the kitchen when he volunteered to temporarily take over cooking duties at Woodson Academy. Skinny helped Frank to find Joe when he went missing down by the school's camp hut and started a fire to help warm him up. Skinny was also asked by Frank to play detective and ask a fellow student how he got permission to go to the Bayport Times Newspaper Office and report back on how he reacted and what he said. Skinny's uncle is John Mason who graduated from Woodson Academy about twenty-two years earlier.

GENE MORAN

Gene is a young boy who lives near the Hardy's in Bayport. While Gene was out looking for tree toads in the woods near the Morton Farm for his Boy Scout merit badge, he spotted dark-skinned people fleeing and updated Frank and Joe on what he saw.

PRETZEL PETE

Pretzel Pete is an informant for Fenton Hardy at the Bayport Waterfront. He has an open and honest face. Pretzel Pete is a comical looking individual who sells pretzels. He calls, 'Pretzels, Hot Pretzels, best in the Land.' He wears a white hat with a brown band that has Pretzel Pete embroidered in white letters. He wears a white cotton suit with a loose-fitting coat. He also wears a vivid red silk handkerchief embroidered with anchors around his neck. He wears narrowed trousers with a series of wrinkles. His total outfit is bizarre. He carries a large metal food warmer with three aerials on top, each with a dozen pretzels.

GEORGE, MORGAN, & MARY TODD

Mary Todd is an attractive girl with wavy jet-black hair, flashing brown eyes and a fast gait who's about the same age as Frank and Joe Hardy. Mary is the daughter of George and Mrs. Todd. George worked at the Redding Machine Company and was a fine man. Mary noted that Mr. and Mrs. Todd passed away recently. Morgan Todd is Mary's older brother and a very bright boy, a little older than Frank and Joe Hardy. Morgan Thomas Todd is an instructor of Foreign Affairs at Kentworthy College in Upstate New York and studied political methods in an unfriendly country of the United States. Mary is a freshman at

Kentworthy College which is located in Kentworthy, New York about a six-hour drive from Bayport. Mary and Morgan also have relatives on the West Coast.

Cadmus Quill, Morgan's associate mentioned he was planning to return to Europe to marry a girl he met while studying abroad. Cadmus Quill is a good student and from a family with a good reputation who studied abroad with Morgan. Mary took a waitressing job at the Palais Paris Restaurant in Rockaway to do some sleuthing near Honeycomb Caves with Iola Morton and Callie Shaw to help find her missing brother Morgan. Mary used an alias while at the Palais Paris Restaurant calling herself Mary Temple. Mary also helped to take care of Chet when he was hurt, and he took a liking to Mary while she was temporarily staying at the Morton's farm. Morgan Todd was rescued by Federal men from a submarine off Honeycomb Caves where signal jamming was occurring towards Telescope Hill.

HARDY SLEUTHING TACTICS

CRIMINAL IDENTIFICATION

When someone is leaving the scene of a crime in a vehicle, look for driver or passenger features. Were they wearing a hat, if so, what did it look like? If you picked it up as a clue, was there a label or name on the hat? Were they wearing any identifying garments? Were they wearing a wig, if so, what color was it? Did the wig have any identifying marks or labels of who the owner is or who made it? What color was their hair? Did they leave any strands of hair behind that could be used to identify them? Did they leave any fingerprints behind? Were there any circular patterns at regular intervals? When you find the object that was used to attack someone, dust it for fingerprints to help identify the attacker. Then have the person who was attacked give a statement of what their attacker looked like.

Was anything left behind at the crime scene which could be used to identify the criminal(s). Did they leave any footprints behind? Examine the footprints to see if you can tell what type of shoes they were wearing. Look for initials on articles of clothing like gloves to help with identification. Take pictures of the suspects and do a rundown to see if they have a record. Ham radio transmissions are supposed to end with a call sign for identification, criminals typically don't do this. When there is a pretty convincing case for or against someone, set a trap to determine how they stand. Foot tracks can be wiped out after a heavy rain, but new ones can be seen later. Deep footprints mean a heavy-set fellow. Tattoos can also be used to identify criminals. A conman doesn't always look like a conman. When you make a guess as to who or what something is based on clues, it's called conjecture.

CRIMINAL POST CAPTURING ACTIVITIES

Work to jail some of the criminals a little at a time and try to get them to talk. Gathering too many criminals at once is harder, it's best to surprise and outnumber them. When capturing criminals, the Hardy's ask lots of questions to better understand all the things that went on and stall for time so the police can arrive before the criminals get away.

Interrogate the criminals to see if they will give you any information or new clues or the names and descriptions of others in their gang. Threaten to tell the police about the suspect so they talk to you and answer your questions. By telling a criminal it will get harder for

them if they don't cooperate, sometimes they cooperate. An unexpected question often does the trick with the suspect to get secret information on the operation. Accuse criminals of wrongdoing to shake them up a bit. After the criminals have been caught, try to coax them into talking more about their set up. Pretend to be a fellow gang member and try to get them to talk.

If possible, get taped recording confessions from criminals in jail who talk in their sleep for possible clues. Talk to the young criminals who seem to be fed up with the gang and try to convince them to help out. Get criminals to turn states evidence against their partners if possible. However, don't talk about what you know in a case in front of a prisoner. Be careful when making accusations because you may have to apologize for jumping to conclusions. Sometimes there's too many unknowns to start drawing conclusions. Fenton always cautions the boys not to jump to conclusions. As the end is getting closer for the criminals, the net closes in around them. When nearing the end of a case, if captured, try to trick the criminals into telling you about what they're proud they've done and get a confession. By now the Hardy's are rapidly putting two and two together and the once baffling clues in the strange case begin to fall into place, like the pieces of a jigsaw puzzle.

CRIMINAL TRAILING

Criminal Trailing - Leads / Clues

Don't give up on possible leads. Fenton has a photograph file for all automobiles of domestic and foreign manufacture. When you witness something unusual, note what time it occurred for future reference. Contact the airport tower operator regarding flight plans for criminals to and from Bayport. Try to get the registration number of the criminal's aircraft so its owner can be traced. Call all your friends to make sure they didn't use the key to your boat and leave the gas tank empty before blaming the thieves. Do occasional surveillance to try and get additional clues. Sneak up to windows and listen to suspects talk and get additional clues if possible. Finger detailed woodwork looking for something that moves like a movable panel. Footprints are easy to follow in soft ground but as soon as the earth grows hard, they end. 'What's the new M.O. in this new racket?' Modus Operandi. Habit is the downfall of many thieves.
 
Criminal Trailing - Hide While Following Criminals

Stay as inconspicuous as possible when following criminals and sleuthing from a distance. When trailing someone, keep far enough behind to escape notice. Wear disguises when needed while looking for clues and missing persons. When you're trying to allude people who are tailing you, put on a rubber mask and pretend to be someone else. Hide out close to the criminals so you can hear about new clues. When looking for clues near criminals the boys minimize all possible noise makers. Only sneak up on people when there's cover to hide you, so you can listen to them for clues. Don't build a fire in the middle of the night because it will focus others' attention on you. Build campfires where others can't see them. If you're on horseback and you get close to your enemy, dismount and go on foot. Don't talk loudly when you're in your boat on water at night as voices carry across water. Hide your boat among the reeds so the criminals won't take it or damage it.

Hide your car when you know criminals are most likely trying to tail you. Sneak into the backseat of the criminal's car and follow them back to their hideout. When using a float plane to hunt criminals dead-stick the landing so they don't hear you coming. Find a good observation post, well-hidden to watch the criminal's hideout with a clear view. When sleuthing at night or when being followed, keep your flashlights off as much as possible. Hold up in a safe place and then decide what to do next. When the enemy is coming after you in the dark with flashlights, climb a tree and hide in the thick foliage and when they've passed, follow them. When hiding from criminals, be sure to hide in natural cover. Try not to let the gang get wise to the fact that you're on to them. Working undercover is best compared to radio announcements that tell the public you're working on a case. There should be absolutely no publicity during your case.
 
Criminal Trailing - Be on Guard

Advise from Fenton Hardy, 'Be on guard at all times.' Shadow suspects in the best detective fashion and learn to be constantly on alert. If your movements are being carefully watched by dangerous criminals, you must constantly be on alert. Do night shifts at hotels to watch for possible criminal attacks. When you are on the trail of your enemy and you stop to rest, set up an early warning system in case they try to surprise you. Take turns standing guard so you don't get taken by surprise. When suspects are potentially talking about illegal business try to eavesdrop, however don't let anybody eavesdrop on you.

Don't look for your enemy in the dark in unfamiliar areas as you'd make yourself an easy target. Be careful not to let the last person in your party get bushwhacked. Borrow a friend's guard dog to help out when things get bad. Ask your friends to shadow you while you act as bait for the criminals to grab them and then your friends can nab the criminals. If you think you're going to be followed, call a friend to come watch your back when you leave. When following known criminal trails, be on the constant lookout for any traps.

Being warned that going to a location is a trap, the Hardy's may be able to turn the tables on the gang. 'Forewarned is forearmed, as Aunt Gertrude would say.' However, Frank and Joe are pretty good at falling into traps.

Be careful of lawmen who might be phonies, saying things that don't sound right and who look out of uniform. When criminals are trying to sabotage the Hardy's plane, ask Chet to keep an eye on the plane for them and lookout for any suspicious characters. If you suspect someone has sabotaged your airplane, go over it with a fine-toothed-comb before you use it again. Use fellow operatives to check the neighborhood for suspicious characters who might be spying on you. If walking into a suspicious situation, invite your pals along as bodyguards to assist when things get tough. When the boys need bodyguards, Biff, Tony, and Phil are called the back-up team to help them out. They are also called the reinforcement team. When it's risky to leave Mrs. Hardy and Aunt Gertrude alone in the house with the thugs prowling around, contact friends to guard the house while they're out of town. If someone steals all your money and passports in a foreign country, go to the American Consulate. They will give you some cash, cable home for money and secure identification papers for you. When something important that the crooks want needs to be delivered, call one of your friends to deliver it so they won't be followed.
 
Criminal Trailing - Criminal Tactics

Criminals are slippery people who cover their tracks well. If a criminal is using an alias, don't call him by his real name or he'll quickly flee. If criminals are trailing the Hardy's, they wouldn't make themselves known. When someone leaves a warning note for you to leave, it usually means they have something to hide. If an Indian warns you to stay away and you suspect he's not a member of the tribe because his accent is too thick, he's probably not a real Indian and is a phony. If a salesman just asks for information and doesn't give a high-pressure sales talk, they are most likely a criminal trying to find out what your next move is. When the criminals tell you there's buried dynamite all around you and they don't seem to walk around very carefully themselves, there's probably not. When the criminals realize the Hardy's won't give up the case, they'll undoubtedly use even more drastic methods to stop them.
 
Criminal Trailing - Hardy Tactics

Press your ear against the wall to listen for criminal noises in the next room. Trick criminal spouses into accidentally giving up information on their spouse's whereabouts. Use atom- crackers to scare the criminals. Once your locks have been compromised by criminals, change them out to block entry. Bring a transistor radio with you while camping so you can keep up with important news. Use a highly detailed real estate map of Bayport and its environs with the geographical features to study and plan what to do next. Purchase town maps to help with sleuthing in strange communities. Rent pilot Cole Weber and his antique biplane when no other planes are available for trailing criminals. Move the enemies get away plane so they can't get away. Do evening stakeouts along road intersections looking for criminal activities. When on a stakeout, keep an eye on the front door and the back door. Put seaweed on the propeller of the criminal's boat so they can't get away. Return the criminals carrier pigeon and follow it by airplane back to their hideout. When trying to find the path of criminals, follow the path of least resistance because of the loot they are carrying. Use a tree sapling to help pole-vault over an electrified fence. Read up on foreign countries in the encyclopedia to quickly get oriented before traveling there. The Hardy Boys often read up on different facts for their cases from an encyclopedia. When a stranger seems to be focusing on you and taking pictures, address them as they may be part of a gang of criminals.

Pursue subjects of interest with possible criminals indirectly. Move to different hotels and check in under an alias with a false name. When in public areas, separate from one another while looking for clues so you'll look less conspicuous. Put out inside lights first before entering a doorway so you won't be silhouetted. Before sneaking up on a criminal who is signaling, circle their position to make sure there is no accomplice. The best way to catch a crook is to make them believe you've decided they're innocent. Fenton once pretended to be hurt, and the news reported he was in the hospital, setting a trap so the criminals will be less cautious when they strike again. Make phony radio broadcasts to throw the criminals off. Newspaper articles saying the Hardy's have gone back home are used to throw the criminals off track. Fake leaving town so as to capture a wanted criminal at the Hardy home. Play Hare and Hounds with criminals who are following you. Pretend to visit a friend and sneak out the back to go unnoticed where you want.

When intruders are at the back door, leave it unlocked and jump them when they come in. When criminals are trying to stop you from going to a particular location, go someplace else first that's similar and mix up how you get there, either by car, train, or horse. If you see an enemy following you, deliberately let them catch an occasional glimpse of you, leading them farther away from their gang. When you spot a possible gang member, don't stare, pretend to lose interest in them so they stick around. Occasionally, you may have to disappear and go underground to track down the gang. Sometimes it's ok to allow yourself to get caught by the criminals on purpose to get closer to the gang and its operations.

Before taking action, use an FBI tactic by allowing the enemy to follow you until he tips his hand.

If you suspect the Bayport airport is being watched, drive to the nearest airport to fly out of town. Park your car the next block away when looking for clues or casing a particular property. Park behind hotels so your car can't be seen from the road. If you're trailing a criminal's vehicle, look for distinguishing features like a dented trunk. Don't tail too closely to the car you're following. When you are trailing someone in a car, if they are not turning corners and trying to lose you, they're probably not aware they're being followed. Follow familiar tire tracks when you follow crooks. Take Fenton's radio signal-sender and attach it to the axle of a car you want to trail, then turn on the special receiver for the radio tailing device. You can trace the cars' course by manipulating a loop antenna. When your transportation breaks down, flag down other people to give you a ride where you need to go. Always fasten your seat belt when in the car in case criminals try to run you off the road.
 
Criminal Trailing - Communication While Following Criminals

The secret word 'Falcon' between Fenton and the boys means danger ahead. When you're in public talking about daily sleuthing activities, whisper so others don't hear what you're talking about. When you're trying to keep something secret don't call from the Hardy's home phone as it might be tapped. Sometimes it's best to use mail to get a private message through. When searching for a fleeing suspect with a group of people, meet every half hour to make a report. Leave a handwritten note when you're out looking for criminals, so that if your friends get back first, they'll know what's going on.

Communicate by sign language when you don't want to be heard. Use hand signals to communicate when thieves are nearby. Use hand-squeeze signals. One hand squeeze means 'Lets attack'. Two hand squeezes mean 'Caution'. Long-short-long hand squeezes mean 'We'd better scram.' An ordinary handshake means 'Agreed'. When wigwagging your pals to signal them, hide yourself so you can't be seen by the criminals. You can also use bird calls in the dark to help find one another. The boys often use a familiar bird whistle in the woods to signal one another. Frank and Joe's secret distress signal is a long piercing bird like whistle they use when in trouble. A shrill, high-pitched call.

The Hardy boys use a shortwave radio in their convertible to report the latest developments to the police. Signal out an SOS when you need help. Pass important coded messages back and forth ship to shore as needed. Carry a flashlight with you at all times so you can beam out an SOS to others when you're in trouble. Use a code blinker to silently flash signals

and important warnings. Regarding a prearranged signal, when one party does it and the other doesn't, it may be because they don't want to reveal their position to the suspects and are waiting till the coast is clear before they respond to the signal. You can also use police whistles to signal one another when no one else is around.

EQUIPMENT USED TO HELP WITH CLUES

Equipment - Cameras, Telescopes, Binoculars

The Hardy Boys have a self-developing camera with a high-powered telescoping lens which is useful for long range shots. The boys also have an aerial camera to take pictures from airplanes. If you take pictures at noon there will be less shadows and more details. Use an ultraminiature camera that attaches to a lapel for taking secret photographs. Take film out of a camera before it's stolen and get the film developed. When you're close to the enemy at night use the infrared camera to take pictures of them, to get a record of evidence against them. So, when they're in court, they'll be easily convicted. However, when taking pictures of criminals, do it unobtrusively so they don't notice. Use a telescope to spy on criminals from a distance to gather names and numbers if possible. Use field glasses / binoculars to investigate things and watch criminal activity from a distance. Use a pair of powerful binoculars to focus on mysterious vessels. Bring binoculars on a road trip. The boys also keep a pair of binoculars in the glove compartment of their car.
 
Equipment - Microscopes, Magnifying Glasses, Measuring Devices, Metal Detectors

Use a comparison microscope to look at similar gun cartridges to compare to similar calibers. Carry a detective kit with a magnifying glass and metal signaling mirror. Use a detective's Field Kit with a magnifying glass and tape measure to look for clues. Fenton has an extra-powerful magnifying glass for scrutinizing minute details on clues and objects and contraband. Use a jeweler's loupe to examine stones minutely. Tap walls for hollow sounds with a small mallet and check the floor for trap doors or movable boards. Use a tape measure to measure the dimensions of the room and the walls outside the room to see if there's a secret passage behind the vault. Use maps and measuring devices to calculate distances between points of interest. Use a Geiger counter metal detector box and wear special coveralls to protect yourselves when searching for radiation. Fenton has a magnetometer, an electric mine detector for locating metals under the sand. Fenton also has a portable fluoroscope and metal detector in the trunk of his car.
 
Equipment - Fingerprints, Footprints, Facial Identification

Carry a fingerprint dusting kit. Use a special camera with lights to take photos of fingerprints, while dusting for ones that are less obvious. Frank and Joe's travel gear includes a fingerprint set and a radio sending and receiving set. Use a cast kit for footprints to take a moulage of shoe tips. Heal prints are better especially with distinctive cracks. The boys devised the Hardy Plaster - Cast Kit containing two half-gallon cans, one containing plaster of Paris, the other empty. A can of clear plastic spray, and a wooden stick for stirring. Fenton has a facial identification kit with an illuminated viewing screen with filmstrips showing hundreds of different hairlines, eyes, ears, noses, chins, eyeglasses, and hats.
 
Equipment - Paper Analysis, Carbon Dating

Carry chemical solutions to test paper under ultra-violet light for clues and coded messages. Sprinkle special dye powder on papers you think someone wants to steal. If anyone gets it on their hands, a blue stain will show up in minutes and they'll have a terrible time washing it off. When subjecting charred remains of paper to the right combination of chemicals, clues that were meant to be destroyed become visible again. You can also use Carbon 14 testing to help date artifacts.
 
Equipment - Sound Analysis, Electronic Bugs, Lie Detector

The boys use a tape recorder to also help gather clues. Listen to cassette taped interviews to try and help solve a mystery. Use a sound spectrograph for converting voices into picture patterns in the form of graphs. Criminal voice recordings and spectrograms are kept, acting like fingerprints. A store of voiceprint records is kept at the Bayport Bank and Trust Company. Use a portable tape recorder to tape criminal voices. Fenton uses a decoder which works on the decibel principle. A small black code book and miniature tape recorder help decode high peaks in any conversation. Carry a sound detector with you if you think someone may bother you at night. It plainly hears sounds far beyond the range of the human ear. Use electronic bugs to gather information from criminals. Use a bugging device called an 'insect' to pick up sounds and transmit them to a receiver. Wear a bug, a concealed microphone when questioning a suspect to possibly get a clue. After discovering there's a bug in the Hardys home, make-a-plan and send the crooks on a wild goose chase. Once you find out your phone has been tapped, pass on false information to confuse them. While away, if you suspect your home phone is bugged, call the neighbor's phone to talk to the family. Borrow a portable lie detector / polygraph machine from the local police to test a possible suspect.
 
Equipment - Amateur Radio Communications

Use amateur radio to gather clues and seek information about the criminals and to report the latest developments to the police. When suspects are broadcasting on the radio, try to listen in on their frequencies. Do a field-strength test on the boy's transceiver to pin down what direction the crooks radio broadcast is coming from. Sunspots can cause freakish radio transmission difficulties. The boys radio kit has a self-inflatable balloon to carry the antenna aloft, trailing with aerial wires. Frank and Joe often dialed SFC-1234, the hot-line number Mr. Hardy had given them for top-secret phone calls. When getting a call from Fenton, switch on the scrambler to ensure secrecy for your conversation. This is synchronized with a portable device he uses whenever circumstances permit it.
 
Equipment - Boat, Airplane, Helicopter Transportation

Before a long sleuthing trip in the Sleuth, take it for a spin drive to make sure it's ok. The Sleuth, the Hardy Boy's boat has a marine transceiver for contacting the police on a police frequency. Rent a helicopter and pilot to help look for aerial clues.
 
Equipment - Emergency and Stakeout Gear

When sleuthing in the woods, carry a small emergency kit with knives, rope, first-aid articles, and some food. Carry a small set of pocket tools in case of an emergency. After you know the criminal's hotel room is empty, take a long needle-sharp gadget and pick the lock. Carry a penknife to scrape paint chips and other clues of interest. Use a movie camera and a still camera with a telescopic lens and a two-way radio and folding chairs for surveillance of criminals.
 
Equipment - Educational Materials, Files, Note Pads, Secret Compartments

Before leaving on a new case, quickly peruse several schoolbooks on the history of where you are headed. Fenton and Sam Radley both have a cross index of a long list of criminals. Carry a notepad to collect a list and description of items that were taken. With pad a pencil, make a sketch of the evidence. Sometimes when a person sends a telegram, they make a draft which can be found in a waste basket. Keep a secret compartment in your suitcase.

FOLLOWING THE CLUES

Following Clues - Clue Categories and Beginning a Case

Frank and Joe keep a notebook with four categories on their cases, 1) Crimes, 2) Suspects, 3) Clues, and 4) Theories; then filling in the facts. Before starting and taking a case or at the beginning of a missing person's case, look for photos, letters, and diaries, anything which might give you a lead. What do they look like? Are there any distinguishing characteristics. When looking for a missing person, you need to find out more about them, what their interests are and how they spend their spare time. When talking about fishing the boys said, 'Just like detective work, sometimes you wait hours for a bite.' When it comes to clues, never leave a stone unturned.
 
Following Clues - General Observations

Live railroad tracks are shiny while unused tracks are rusty. Take sightings from your current location, north, south, east, and west, so you can find the same location again. When you climb to the top of a knoll to look around, pause a moment to get your bearings. If you notice that criminals are looking for something it indicates that they themselves don't have it. Consult maritime charts when looking for information on the tides as it's best looking for clues during low tide. A case is considered to be at a dead end when there are no more clues or suspects.
 
Following Clues - Searching for Clues

In detective work, sometimes it's the crazy clues that bring results. Reconnoiter an area to do a systemic search and look for clues. Search for clues outside in widening circles.

Check card file information at Motels if available. When looking for clues on a criminal in their hotel room, check the drawers, the wastebasket, and even under the mattress. Fine- tooth-comb hotel rooms as criminals may have left a clue to help track them down and everything will tie together. Also check with the chambermaid to see if there was anything in the trash. Search a location room by room to make sure it's clear. Check Taxi Company log sheets for clues. Check County Clerk Offices for building / property records with information on original plats and deeds. Look up unknown names for clues and addresses in the Bayport Telephone Directory. Look at tanning agents of leather straps and also note the aroma for identification. Frequent leather goods dealers to find out what manufactures use specific trademarks. Users of India betel nuts spit a bright-red fluid. Give abandoned vehicles a thorough inspection for clues.
 
Following Clues - Undercover Work & Guarding Activities

You can also take temporary undercover agent jobs at local businesses in order to gain information through close observation. It's ok to take temporary jobs while sleuthing for clues, anything in the line of duty is all right. Bring Callie and Iola along on a case so the criminals won't suspect why you're there except for a joyride. Go out in a boat that's not yours and hide in the cabin so as not to be seen and look for clues. If you suspect someone is watching your boat, borrow a friend's boat when looking for clues. Get someone to watch where you are staying and your stuff while you're out looking for clues. Invite your friends to help with other angels on your cases.
 
Following Clues - Dealing Directly with Criminals

When a suspect asks you if you've found any clues, when you did, tell them no and apologize for bothering them. If you get caught backstage while looking for clues, pretend to be asking for an autograph. If criminals throw you in the water, pretend you can't swim, and they'll leave you alone. You can also pretend your boat is sinking so the enemy stops shooting harpoons at you. If you see a clue on the floor and you don't want others to know you're picking it up, pretend to drop your handkerchief and then pick it up.
 
Following Clues - Paper Analysis

Look for similar ink blots on sides of postcards to pinpoint where they were purchased. Old yellow postcards are found in stores that don't sell many. Look at charred pieces of paper in fireplaces for possible clues. The boys sometimes find clues on old maps of ancient brown parchment paper. Inspect all photographs to see if any touching up has been done. Take a carbon copy of a strange signature as it might be a clue. Keep handwritten clues and compare them for common handwriting to help piece together unrelated clues.
 
Following Clues - Tracing Phone Calls & Code Breaking

Use a private phone to have a number traced. Check to see if the criminals had any visitors or phone calls when looking for clues. When inquiring for clues by phone, hang up before anyone can trace the call. When the boys uncrack codes, they use simple substitution or transposition ciphers.

LAW ENFORCEMENT ASSISTANCE

Law Enforcement - Working with Law Enforcement Agencies

Work with local, State, and Federal Police Officers and Agents to help solve your crime and look for additional clues and request back up. Work with the FBI when needed. The Hardy's occasionally send telegrams to the FBI to see if they have any information on the same criminals, they're after. Radio operators share information between the various law enforcement agencies. They have a Police Dispatcher who sends out radio messages with fugitive descriptions to all prowl cars with orders to pick them up for questioning. The Franklin Township Police has also cooperated with Chief Collig. When sleuthing out of town, the boys converse with local police for assistance. If you're worried about your family members when the criminal gang is seeking revenge, call Chief Collig to post a

plain clothesman day and night. If a detective is unknown to you, ask to see their detective's license.
 
Law Enforcement - Requirements & Procedures

You'll need a reason and a court order to get into a suspect's apartment to look around. Before going to the police, you have to have a definite base for making a complaint. Get the State Police involved, show probable cause, and get a warrant to search a place the suspects have been hanging out for clues. Until the Hardy's have real evidence on the criminals, there's no sense tipping their hand to the police. The Department also uses plain-clothes detectives to help on various cases. The police can hold potential suspects as material witnesses against criminals who steal. When you find valuable jewelry, drop it off at police headquarters for safe keeping. Ask for a police escort when you're hauling a valuable load. Call in a police stenographer to take down a criminal's statement. If a criminal wants you to open a case, recommend that it be done at police headquarters.
 
Law Enforcement - Searching for Criminals

When criminals try to skip town, the police set up a dragnet out beyond Bayport with County Sherriff patrols and State Police sending out an interstate alarm for the criminals. When checking leads in a new town, start by talking to the police. Talk with workers and friends and look for clues where missing people worked and lived. Encourage witnesses to give statements to the police about what they saw while also doing this yourself. Work with the police to issue an All Points Bulletin (APB) for criminals who are on the run.

Most criminals have a police record that can be searched. After the criminals leave their motel room, get the police to help search for clues. Dust for fingerprints and take them to the Bayport Police Department for identification. Work with Chief Collig to put a false report in the paper noting Frank and Joe have discovered the precise location of a stolen artifact in order to smoke out the criminals into the open. Criminal detection methods then aren't what they are today.
 
Law Enforcement - Facilities & Equipment

Bayport Police Headquarters is a gray stone building located in downtown Bayport where they have an Interrogation Room. The police department also has a police ambulance and a big black sedan along with a police-launch with a spotlight on its deckhouse for doing water searches.
 
Bayport Police Department Contacts

Police Chief Ezra Collig - Well known to the Hardy's, contacts Fenton to help on difficult cases, and takes great interest in the Hardy's cases

Lieutenant Daley - Works for Chief Collig and is a tall thin faced officer Lieutenant Obels - Checks license plate numbers for the Hardy's

Detective Darkle - A plain-clothes detective for the Bayport Police Department Detective Hanley - A plain-clothes detective for the Bayport Police Department Detective Con Riley (Reilly) - An old acquaintance of the Hardy's, he often questions people about possible crooks and assisted the Hardy's in checking out the Mead Estate Detective Pat Muster - A plain-clothes officer who's brawny with red hair. He once told Frank and Joe, 'You always deliver the goods!'

Officer Callahan / Patrolman Callahan - Member of the Bayport Police Department Officer Casey - Member of the Bayport Police Department

Officer Creech - Head of the Crime Lab at the Bayport Police Department

Officer Mike DiSalvo - A motorcycle patrol officer with a white helmet and black boots Officer Kennedy - A member of the Bayport Police Department

Officer Mack Malone - Does errands for the Bayport Police Department and Fenton Hardy Officer Roberts - An old friend of the Hardy's

Officer Thomas - Member of the Bayport Police Department Officer Charlie Tomlin - Member of the Bayport Police Department Officer Jake Willis - Member of the Bayport Police Department

Patrolman Began as a want-a-be amateur sleuth with low powers of deduction and insight, later becoming a detective for the Bayport Police Department. When Frank and Joe's peregrine falcon was temporarily stolen, Patrolman Smuff helped to get it back.

Sergeant Murphy - Member of the Bayport Police Department Sergeant Sampson - Member of the Bayport Police Department
 

Los Angeles Police Department

The Los Angeles Police Department has the most extensive file on tattoos, and it's been indispensable in breaking several difficult cases.
 
New York City Police Department Contacts:

Detective Lieutenant Danson - Assists the Bayport Police Department and the Hardy's
 
State Police Contacts:

Captain Ryder - Often contacted by Chief Collig when needed outside Bayport city limits Harbor Patrol - Chief Collig notifies the Harbor Patrol when needed

Lieutenant James Cook - Works at the State Police Barracks Officer Starr - An old friend of Fenton Hardy

Officer Dunn - On old friend of Fenton Hardy Trooper Williams - Member of the State Police Trooper Winn - Member of the State Police

State Penitentiary / Prison Contacts: Warden Duckworth - Delmore Prison: Warden Scott Ogburn

Federal Police Contacts:
Agent Alberts - Head of the federal men when dealing with the Navy and Coast Guard Emery Keith - FBI Agent in New York City
George Mallett - Assistant FBI Agent in New York City who asked the Hardy Boys to help on a case
Lieutenant Commander Wilson - Works for the Coast Guard
Secret Service - Chief Collig works with them on counterfeit bill cases SKOOL - Secret Knowledge of Organized Lawbreakers
UGLI - Undercover Global League of Informants

LEAVE A TRAIL FOR OTHERS TO FOLLOW

The boys have an emergency detective kit with small pieces of vivid red paper to leave a trail for other detectives / friends to follow after them. If you're kidnapped, leave a shoe behind to help others find the way along the trail. Also try to leave clues around so that others can find you, things like a handkerchief or dragged shoe prints. Try to escape and then look around to get your bearings. If you're a prisoner, leave a clue or coded message behind as to which way your captives took you for others to follow. If you have to depart quickly from your hotel because you've run into trouble, leave a coded message. When questioning someone who was kidnapped and blind folded, note how long they spent riding from place to place and if they noticed anything unusual on the way. If you suspect someone is trailing you, test the car behind you by slowing down to see if they match your speed and just want to tail you. Then pull over and stop to see if they'll pass you.

POST CRIME ACTIVITIES

Post Crime - Automobiles & Boats

If you or a witness got the license plate number from the fleeing vehicle, check with the Department of Motor Vehicles (DMV) Bureau / Department to help identify the owner of a particular car make and model used in criminal activities. What was the color and make of the car? Auto thieves like to steal standard makes and colors of vehicles to use for robberies. Did it leave any identifiable tire tread marks? If so, can you tell which direction they were going when they left the scene of the crime? Was any trace of a motorist left behind such as paint chips? Scrape paint chips off the bumper with a penknife to help identify the color of the automobile you're looking for. Collect paint particles from vehicle crashes to identify which garages criminals take cars to for repainting. When looking for signs of recent visitors, look for automobile tracks or footprints. Also look for names and numbers on boats for identification.
 
Post Crime - Fingerprints, Footprints, and Faceprints

Dust for fingerprints. Were there any circular patterns at regular intervals? Look for fingerprints and watermarks on paper notes. Look for footprints or broken twigs as indications of recent visitors to the scene. Examine the footprints to see if you can tell what type of shoes they were wearing or if there are particular tool marks. Look for rings with designs. Make a plaster mold of a face in the sand like for footprints and shoeprints.
 
Post Crime - Other Clues Left Behind & Detective Equipment

If a wig was left behind, can you tell who the maker was, track them down and look for additional clues or information about the criminal. If they left any strands of hair behind, check with the Police Department to help identify them. Look for typewriters that match the writing on the paper. When looking at typewritten clues, look for letters that are out of line or with tails that are worn away. The Hardy's keep a file on typewriter clues to compare for similarities with other criminal notes. Paper clues and watermarks can also be traced to find their origin and paper manufacturer, to see if it belongs to a special customer. Hold papers to a window and let the light strike it obliquely to help decipher smeared or smudged writing. Closely look at letters for possible coded messages. You will need to gather tangible evidence to be able to ask to look at secret documents. Grab any potential clues from garbage cans. Look for unusual things and irrefutable evidence. Decode any messages you find at the scene of the crime. These may help lead to other clues. Gather glass fragments into cheesecloth for further analysis. Review microfilm reports for employee records. Use Carbon 14 testing to help date artifacts. Use a telescope to spy on criminals from a distance. Telescopes are very valuable and powerful. Use a carrying case and an attached tripod. Use a magnifying-glass and lights to take a close look at typewritten notes. Treat paper with a chemical solution and look at it under an ultra-violet light for clues.
 
Post Crime - Working with Others

Use amateur radio to gather clues and seek information about the criminals. If you're concerned about delivering a message by shortwave radio, do it in person. When you need a message to remain secretive, write in plain block letters to disguise your handwriting. For messages written in other languages, contact a translator for assistance. You can also take clues to a chemist for analysis. Also research the City Police Files for any clues. Discuss mysteries and a plan of attack to find additional clues and for capturing the criminals.

Huddle with Fenton on what angle of the mystery to tackle next. Evaluate the case from all angles. Determine a reconstruction of the crime to see if it makes sense. When the group needs to discuss a case, walk away from everyone else's hearing. Lock all the windows in the basement. Lock the door and windows for security when plotting next moves. Fenton and the boys frequently discuss means of foiling the criminal's evil schemes. Always be concerned when something odd happens at or near the scene of a case you're investigating.

STOLEN GOODS

Criminals sometimes frame innocent people to get extra time to get away with the loot. Look for missing items at jewelry stores, repair shops, secondhand shops, antique shops and pawn shops. Collect a list and description of items that were taken so you can report them to the Police Department. If you suspect something to be a swindle, then most likely it is. Report things to Chief Collig when they get stolen. Steal very important objects before the thieves do, then hide it and guard it with your lives. Buy a car and allow it to be stolen to help catch the thieves and hide in the trunk so you know where they take all of the stolen vehicles. Detect forgeries of old documents and letters by noticing that the old phraseology is not well versed. Look at counterfeit money under a microscope. Forged bills are much rougher and thicker than genuine bills. Counterfeit plates are used to make fake bills. When loaning money for something that seems suspicious, make a record of the serial numbers. When the Hardy's house was bombed, Frank and Joe stayed at the house to make sure and guard it from looters. When standing guard, give no sign of recognition to one another. When you find buried treasure, make small excavations in other spots to bewilder prying eyes. To help keep the location of your treasure hidden, dig it up while under a tent. It's important to safeguard any ancient treasures that turn up in a case.

WITNESS'S AND INFORMANTS

Witness's & Informants - Gathering Tips and Clues

Talk to reliable witnesses to see if they have any tips or clues you could follow. Convince a client that someone tricked them, so they give you more information. Fenton writes notes for the boys so they can talk to old friends of his to gather information to size up suspects. The boys ask their friends to watch places of interest for them and report on what they've seen. Take statements from various victims of crimes looking for clues.
 
Witnesses & Informants - Probing for Information

Select your words carefully so others are not aware they're being probed for information. Be vague on details to those who pry, being engaged on other matters. Be careful about secretly asking known criminals the whereabouts of your informants. Once a rumor gets started, it's hard to stop. Informers are willing to talk for a price but try not to be spotted by the mob and given a one-way trip to the bottom of the bay. When informers get paid off, they'll squeal on their own grandmother as they are like double agents. If you're in a strange village and you can't tell friend from foe, don't tell anyone what you're there doing. When a fake doctor tries to get information out of you, evade his questions so he won't suspect you're onto his game. Be friendly to someone you know who's using an assumed name as Fenton says, 'It's the best way to get to the truth.' When walking into a business to get information on the previous client, you can't just ask about them because they may be in league with them. Try to strike up a conversation. When someone picks you up at the airport to transport you to your contact, have the driver produce a card to identify himself. When a witness is hesitant to talk for fear of threats, flash them a twenty- dollar bill to try to get them to remember.
 
Witnesses & Informants - Witness Protection

Once an informant tells you what they know, you may have to protect them from the criminals until the case is solved. You may even need to invite them into your home to help protect them. Offer police protection so a witness will talk and give you information without fear of being hurt. Disguise your friends in order to hide them from the criminals. Occasionally disguise yourself to look like an informant and for their protection. If a visitor has a plausible enough reason to stop by, then they are most likely not a prowler. If a potential client of the boys asks questions about Fenton, be on your guard, this is Rule Number One. We don't know where Dad is, when he's expected, or what case he's working on. Occasionally the boys take an oath binding them to secrecy before they can hear strictly confidential information. In order to protect an informant and their family, disguise them so they can help you capture the criminals.
 
Witnesses & Informants - Assistance from Others

Paul Jimerson, brother of a client helped the boys with some detective work in Niagara Falls when Chet was kidnapped and also helped the boys get to the bottom of the Mask Mystery. Ask Tony Prito to keep an eye out for strange fisherman while out in the Napoli. Go to the Bayport Times Office to dig up stories of interest from their back files. Visit the State Prison to see if the Warden has any idea what your ex-con suspects might be up to or who any ex-prisoner associates, and maybe even a picture to go by. Talk to the mailman for information on finding people. Contact others who have seen the suspect and ask them to identify the person as the suspect. Ask other people their opinion about possible suspects looking for clues. As proof of confidence to the boy's new helper, they gave him a gun. Be careful about how much you tell people who are helping you, they may talk too much to the wrong people. Check with all of the gas station attendants for a missing client's car and possible destination. When checking on a lead from one person to an unknown person, it's nice to get a note from the person you know to the unknown person to help introduce yourself. One client said, 'I promise you, if I ever get sour on life again, all I need to keep up my spirits will be to remind myself of Frank and Joe Hardy and Chet Morton - three swell fellows!'

CRIMINAL CRIME TACTICS

AIRPORTS & PLANES

Leave the airport several hours earlier than scheduled so you won't be followed. Cancel your flight plans and don't file a new one. When abandoning a plane, leave nothing behind which can be used to identify you. The last leg of airline flights can be used as red herrings to throw the Hardy's off your trail. Leave your contacts at the airport without picking them up if you suspect someone's tailing them. To stop the Hardy's from interfering with your racket, beat up their pilot and plant a bomb on board. Sabotage the Hardy's plane so when they are about to take off, the wheels will lock keeping it from taking off.

ALIAS / FAKE IDENTITIES / DISGUISES

If you have a criminal record a mile long or as long as your arm, use lots of aliases to disguise / cover yourself and not be identified. Write your name in code. ie. Foster = Retsof. Don't keep any identification on you in case you're caught by the police. If you have a record and you want to stay inconspicuous, dye your hair and have plastic surgery to change your facial features as it's an old dodge among criminal elements. Wear nylon stocking masks on your head so you won't be recognized. Shave your beard at the airport and put on a red wig and glasses. You can also wear a blond wig and a dress, so you won't be noticed. To hide your identity, have plastic surgery and grow a goatee. If your physical characteristics match Joe Hardy's description, you can pretend to be Joe Hardy and not be questioned. Wearing a blond wig and a mustache disguise may also fool the Hardys. Pretend to wear a cast on your arm to hide any identifying tattoos from the Hardy's so they won't recognize you as part of a gang.

AMBUSH / ATTACK YOUR PURSUERS

Decoy your victims by groaning and then capture them. Use strangers to tell the Hardy's they have a phone call, and when they go, ambush them. Attack people who are snooping around trying to find evidence of bad deeds. Set off bombs to hurt the Hardy's. Shoot people with arrows because it's harder to trace than bullets. Roll big rocks downhill to break cabins the Hardy Boys are at and send them home. Lure the Hardy's by morse code signals, then surprise attack them. Lure the Hardy Boys to a vacant building and knock them out. Then steal their jackets, wallets, money, and driver's licenses. Use gas pellets the size of golf balls to subdue your enemies. Use brass knuckles to hit someone in the head and knock them out. When you suspect the boy's friends of spying on you with their dog, offer them poisoned ice cream to knock them out. Steal the Hardy Boys camper and put it at the base of a cliff. Then throw rocks and trees at the boys when they come to get it. Send the Hardy Boys a clue to a specific spot / hollow tree and when they reach in, harm will come to them from a scorpion sting.

AUTOMOBILES

Discourage the Hardy Boys from staying on a case by crashing into their taxi and forcing them off the road. Drive cars off the road who are looking for you, so they can't solve the mystery. Let out the air on the Hardy's car tires so they can't get to their destination. Use sharp objects to give the Hardy's car a flat tire to slow them down. Cut the hydraulic brake lines and the hand brake cable on the Hardy's convertible causing them to crash. After disabling your pursuers car, throw smoke bombs and attack them while you're wearing gas masks to take any valuable evidence away from them. To deter being followed, use a vehicle smoke screen with a fogger attached to the exhaust pipe of your car to belch out a thick purplish mass of smoke and tear gas. If you are being chased by another car, throw out an array of tacks, bent nails, and broken glass to cause a flat tire so you can get away. Light and throw Molotov cocktails at the Hardy's car as a warning to stay away.

Steal a car to help you rob a store. Also use stolen license plates on your car when robbing stores. When the police are after you, it's best to change the license plates on your car. If you abandon a car, file off the engine number and door serial numbers, and remove the license plates. Once your main get-a-way car is spotted by the police, stop using it for robberies. Repaint stolen cars so the police won't recognize them. Paint stolen cars to look beat up and haul them by barge out of the area without the police noticing. Polish chrome bumpers to hide any evidence of vehicle collisions.

BOATS

Steal the Hardy Boys boat when they are busy rescuing others or when they need it for transportation in a hurry. Jam the gas gauge on the Hardy Boys boat so it still reads full when there isn't a drop of gas in the tank. Steal known local boats the police are less likely to notice criminal activities with. Steal a boat, use it and return it with a warning note to the Hardy's. When the Hardy Boys speedboat is catching up to yours, throw a heavy log of wood at them when they're too close to turn away. If the Hardy Boys are after you in a canoe, sabotage it so it sinks. Use ships to move stolen goods and then change the color of the ships paint while at sea and change the name of the ship. You can also get supplies from launches, so you never have to take your ship into port.

BOOBY TRAPS

Make a false treasure map to lure the Hardy's into a trap. Charge a Civil War rifle with electricity so the Hardy Boys will get electrocuted when they grab it. Set up booby traps with sawed off shotguns to hurt people while trying to stop them. Booby your hideout when leaving it behind to try and injure the Hardy Boys when they come looking for clues. If you think you're going to be followed, set out some traps. Place a pile of leaves and twigs along the trail to hide a bear trap. Place an uprooted tree into position to fall on someone triggered by a taught rope covered by earth and leaves. Place an electrified fence in the way to block your enemy and set off an alarm. When you know the boys will be looking for clues, booby trap a cigarette lighter with a sharp needle with poison which springs out from a hidden trap to pierce the skin and make someone deathly ill. Booby trap a barbecue pit to explode when the Hardy's and their friends use it. Give the Hardy's a tip on the location of a get-a-way car and then try to blow them up with the use of a trip-wired bomb. Get a tape recording of your enemies talking and use it to lure them into a trap.

When trying to kill the Hardy's, lure them into your pool for a swim when it's unknowingly full of piranhas.

BREAKING INTO A PLACE / FENTON HARDY'S SAFE

Case a place prior to stealing goods and disconnect the burglar alarm before you break in to steal the valuables. Disconnect an alarm system while it's off and then break in later when someone thinks it's on but it's not. As a routine precaution, keep a place under surveillance you intend to do a pickup at. Look for inside help to make pulling a job easier. Draw a detailed layout of the place you're trying to case, so it can be used to help make plans. Jimmy the back door before you break in. Take wax impressions of doorknob key holes / locks and have keys made from them. Hit two targets at the same location, one as the real motive and the other as just a cover-up. Cause distractions like fires so you can steal valuable items and stones from others. Rewire an elevator to make it stop on the wrong floor so you can steal jewels, and no one will know where you are. You can also switch office numbers to confuse any followers.

Knock out the night watchman with gas. Be sure to take the guards guns. During a robbery, when you knock someone out make sure they stay knocked out, otherwise they may wake up and shoot at you. Decoy the guards by setting off a firebomb down the street and use your car to pin them against a wall, then return to help with the robbery. Ransack a place looking for valuables. Hide in a crate and have it delivered to the place you want to break into and disarm the alarm. When a shipwreck occurs, get there before the hired salvage ship does and steal any valuables. Watch the social columns in the newspaper for names of people who are away and when their house is unoccupied, rob it. Set up roadblocks at railroads causing a wreck and during the confusion, rob the train. Send false messages by radio to induce train crews to put boxcars on lonely sidings so you can rob them. Scream out in the night and when people leave what they are doing to investigate, rob them of their belongings.

Lure Mrs. Hardy and Aunt Gertrude away from the house prior to cracking Fenton Hardy's safe for information. Lure the Hardy's out of their house with a phony message so you can blow the safe. Break into Fenton's study and steal his fingerprint records. Try to crack safes with a charge of nitroglycerine. When pretending to buy a treasure, ask to see more from the safe, then steal the first treasure. When the owner chases the first thief, the second thief can clean out the safe.

CAUGHT BY THE POLICE

Hide any outward signs of being guilty and remain stubbornly silent. If you get caught by the police, maintain stony silence. If someone says you're wearing a sweater that was involved in a crime, say you borrowed it. Give a false confession and go get your coat in the next room and escape through a trap door under the bed. While in jail, fake being sick and an inexperienced guard will open the cell-door, then jump him, disarm him and race out the front door. Ex-prisoners may plan and carry out a prison break for their associates in jail. Criminals who turn away from the gang usually don't want to end up in the chair. Sometimes it goes a lot better in jail if you tell everything about what you've been doing to the police. Hoping for a lighter sentence, some criminals give details about other gang members. If you had previously warned the Hardy's of danger or told them where the kidnappers were keeping someone, you perhaps will get a lighter sentence.

COUNTERFEIT MONEY / DOCUMENTS

Prepare skillful forgeries of valuable autographs and rare documents on aged paper so even the experts are fooled by them and then sell them on the market. Kidnap a chemist who has perfected a method of aging wood and paper to forge counterfeit old documents and letters and sell them as collectors' items. Sell phony stock certificates to local citizens to get extra cash when you need it. Pass bad U.S. Government checks to get cash from strangers when needed. As a joke, one criminal sent Fenton Hardy a Magnacard made out in Fenton's name. No doubt the card was counterfeit. Use curriers to get counterfeit bills to the passers.

DESPERATE MEASURES / SETTING OTHERS UP

When things start to get desperate, try not to show your hand. This is when you need to try harder to discourage the Hardy's to drop the case. When things get too hot, it's every man for himself and in a month, meet up again. When the Hardy's find out too much, get closer together with the gang to help each other out. As the Hardy's get closer to cracking a case, saboteurs should become bolder and likely to strike anywhere at any time. When the Hardy's are getting close to solving your crime, you can also give them other suspects to take up their time and slow them down. Plant radios on people you don't like and turn them into the police, to get them arrested and put in jail. Plant someone's fishing pole in the trunk of a stolen vehicle to make them look guilty. Call the police and make up a story to get the Hardy's arrested. You can also steal something from the Hardy Boys and plant it in a room you've broken into to frame them instead.

EQUIPMENT

Use a hidden camera to take pictures of Top-Secret stuff. Bug company conference rooms to get sensitive information. Tap telephone calls to the Hardy's house to get information. Stop the Hardy's by jamming their radio equipment from broadcasting a signal. Plant a listening device in the Hardy's home with a small radio transmitter in the attic. You can do this by pretending to be an electrical inspector.

Use Professor Darrow's machine / device to cast a dazzling light at anyone looking at it causing them to stiffen statute like. Then you can steal the jewels. Lie to the professor telling him a story so he won't run, and he'll continue to do research and help you unknowingly. Professor Darrow's machine is called a paralyzing-ray device. There are also two small portable ray guns which can be used. Dazzling light rays from the ray gun do no permanent damage, they simply affect certain brain centers and temporarily immobilize the subject until the neural circuits have time to clear themselves.

EVADING CAPTURE

When you're being tailed, run into an alley and give them the slip. When you want to hide a stolen vehicle on a gravel road, place bushes as a screen to hide the side road. When the Hardy's are getting suspicious, check out of your motel and leave by the back door and don't leave a forwarding address. Have an escape tunnel under your cabin in the woods should the authorities try to get you and then get away in your car. When leaving the scene of a crime, drive one direction and then do a U-turn and go another direction. When you've stolen something and know you'll be followed, walk in the water along the beach so you won't leave footprints. Contact Fenton Hardy to solve a crime that you yourself committed. By doing so, you'll simply use Fenton to divert suspicion from yourself. Once an investigation begins on your crime wave, let it die out and flare up again in other cities. When the cops are closing in, head to Canada to get away. You can also use the hurt knee gag to help get away when you're trapped.

EVIDENCE / CLUE MINIMIZATION

Wear gloves so your fingerprints can't be traced. Wipe fingerprints clean off surfaces and everything you've touched so you don't get caught. Wipe away your footprints. If you take your shoes off and leave behind sock footprints instead of shoe prints, they won't be as helpful in identifying you as the thief. Steal and destroy voice recordings of yourselves and other criminals for a fee. You can also steal the same voice recordings and voice prints and threaten other criminals to pay up or you'll give it to the police. Destroy any evidence that may get you thrown in jail. Attempt to burn up any evidence before the police get there.

Steal papers / evidence from the Hardy's. Break into the Hardy's car to look for information in their glove compartment. Steal evidence from the Hardy's before they can examine it and dust it for prints. Make false cries for help to lure the Hardy Boys away and then steal their clues. Bomb or blow-up locations like the Purdy Mansion to destroy all the evidence of what you've done. Use a fake cop to get the boys to back down and then take clues away from them. Build a bonfire to burn record books so evidence can't be found against you. Pretend to be a cousin of one of the Hardy Boy's friends and stop by and pick up one of the clues from Mrs. Hardy.

HIDEOUTS / HANG OUTS & GANGS

Seek out hideouts away from people. Paint a landscaping scene on hanging canvas to hide a cave / hideout with camouflage. Hideout on uninhabited islands to evade police, such as at Ile de la Mer in the Caribbean. Electrify metal items near your hideout to keep unwanted guests away. Use white phosphorescent dye to create a scarecrow to keep people away from your hideout. Use vacant warehouses to carry out some of your crimes and use mobile vans to help carry goods and people you've kidnapped. Use the circumstances of a haunted legend as a cover-up for secret activities and to scare people away. Shoot at sleuthing planes to keep unwanted visitors away from your hideout. Make your hideout in an old, abandoned farmhouse. When choosing a base of operation, choose something near the seacoast and not likely to be subject to interference. Gangsters and hoodlums find local dives they like to hang out at. Jenk's Tobacco Shop is a meeting place in Bayport for shady characters along with Mike's Place restaurant which also doubles as a hangout for shady characters. Hang out and work in gangs. National criminal schemes are very well organized. Some gangs also use symbols to represent their gang and to discourage others from coming near.

INFORMANTS / WITNESSES

Pretend to be reporters to get information from informants. Pretend to be friendly to get information from Chet Morton about the Hardy's plans. Pretend to be a pseudo-salesman to try and get information out of the Hardy Boys and Chet. Pretend to be a doctor to get access to one of the Hardy's operatives in the hospital and ask questions to get information out of him. When you're tailing the Hardy's while they're interviewing people and looking for clues, tell the people they just interviewed you have an urgent message to give the Hardy's, so they'll tell you where they went next. You can also pretend to be a salesman and ask lots of questions about the Hardy's. Hold witnesses so they can't testify against you to the authorities. Prearrange alibis in case you get caught and are questioned by the police. Threaten to beat up potential witnesses so they keep silent.

KIDNAPPING

Kidnap people who know too much or are important to people who are getting too close. When trying to take a hostage, force them into your vehicle by gunpoint. You can also use chloroform rags under your victim's nose to knock them out. Use hypodermic needles to poison your captives. Tie up hands, feet, and gag non-criminals who get too close to your operation. Kidnap someone and drop some of their belongings at the site of a stolen vehicle to cast suspicion on them, not you. Tell those you've kidnapped a phony story, if they believe it, they won't try to get away. When kidnapping someone, tell them you were sent by their friends to protect them from evil men. International criminals can work with local friends to pull off kidnapping rackets. Try to scare your captives into sitting still by telling them there's dynamite all around them. Do not say anything in front of your captives to give them a clue what you're doing. After you've kidnapped someone, request that the ransom money be returned by carrier pigeon so the money can't be traced. You can also steal horses for ransom money. When fellow criminals steal from your ransom money and then threaten to squeal on you, hold them as one of your prisoners. You can also push your victims over the side of a boat to get rid of them. Some criminals plan a quick death with sleeping potions for their enemies.

When the Hardy Boys land at a new airport, pretend to be the police and mention their contacts' name and then take them as prisoners. Send fake postcards from people you've kidnapped so the Hardy's stop looking for them. Kidnap Fenton Hardy's informant and threaten to kill him unless Fenton gives you what you want. Kidnap the Hardy Boys so they can't find what they're looking for. Kidnap the Hardy Boys friends to slow them down on their sleuthing. Schedule a fake burglary to lure Fenton Hardy in to capture him as a prisoner. Build an ice fort and seal in the Hardy Boys after you've knocked them out. Pretend to kidnap the Hardy Boys by stealing their coats and wallets and give them to Fenton. This way he'll worry about the boys and possibly give you some information about the case.

SECRET COMMUNICATIONS

Use common objects to pass messages in so others don't see them. Hang up quickly so your phone calls can't be traced. It's ok to communicate using Morse Code. Write your names in code to confuse others, ie. Foster = Retsof. Send up smoke signals to pass along messages. Use a chain of walkie-talkies to secretly communicate longer distances. Vary your short-wave transmitting frequencies on a regular schedule to minimize the likelihood of being listened to. Broadcast coded messages to one another over the radio airwaves.

Alternating numbers with words is a harder code to break. Use a scrambler to mask radio transmissions between gang members. Broadcast at low power on the same frequency so you can talk without the cops listening in. If you are hiding in a building, take a mirror and aim it to catch the sun and shoot flashes of light to signal your pals with an international code. When criminals want to secretly send codes to one another, they can also pretend to be disc jockeys and send out coded messages over the radio in between songs.

When convicts work together on a job, they use con language / prison slang to confuse others. Pair of bins = Binoculars; Oiler = Soft soaper; Half stamp = Tramp; Clobby joint = A Gambling house; Long nit = A Lookout man; Bath in the canal = Drown; Baron = A Convict profiting in prison; Apple = Swindler; Cop a heel = To Run; Tin star = County Sheriff; Torch man = Safe Cracker; Cheeser = A safe that's easy to open; Layabout = Loafer; Arkitnay = Shut up; Bice = Two-year prison term; Big Note = A Wealthy man; Bindlestiff = Hobo; In the Bing = Solitary; Finger man = Informer; and Equalizer = Gun.

SLOWING DOWN YOUR PURSUERS

To slow down your pursuers, steal their camping gear. Throw gas grenades at people who are trailing you to scare them away. Drop logs from an unmarked airplane in front of a boat to stop it from reaching port. Drain someone's gas tank to stall them from getting to their destination quickly so you have more time to ransack their home. String a chest-high fine steel wire net across the road to knock motorcyclists down. Hook up a thin wire to trip someone who is following you. To minimize your enemy's communication, cut their telephone lines. Shoot at a herd of buffalo to send a stampede towards your enemy to slow them down from following you.

Lure your pursuers off the trail they really want to follow. If someone is following your trail, convincingly fake your death so they stop following you. Place stolen vehicles at other people's homes and call the police with a tip-off to the supposed thieves. Decoy the police off track by playing a record with an auto crash sound so they look for an accident and not a stolen car. Leave skid marks as decoy maneuvers at the wrong intersections while taking stolen cars to another spot. Cut down your follower's landmarks so they can't follow the trail and spread mud on the new stump, so it looks old. Dress up as lawmen and order people out of areas you don't want them in and confiscate their communication equipment. If you're being followed in the woods along a trail, jump from rock to rock so your pursuers can't see your footsteps. Sometimes it's good to lie low, hoping to discourage pursuers.

Light the Hardy's boat house on fire to slow them down and stop them from sleuthing. Sabotage a plane the Hardy's rented to look for clues. Break the Hardy Boys radios so they can't call for help. Tear down the Hardy Boys shortwave radio antenna so they can't send long range messages. Try to blow up and discourage the Hardy's from following their treasure map. Ransack the Hardy's camp, gear, and boat so they won't stick around. Call a local farmer to block a road with farming equipment so the Hardy's can't continue to tail you. Puncture the exhaust pipe of the Hardy Boys car so when they get too much carbon monoxide, they go to sleep during their stakeout. Tell someone on the deck of the ship to swing the boom and knock the Hardy Boys into the water. Send fake telegrams to the Hardy's saying all is well and to stand down. Send fake messages to the Hardy Boys so they won't listen to a potential new client and think they're crazy. Pretend to be a possible client to the Hardy's drawing them away to New York City when the case is actually in Bayport. Deliberately mislead authorities to delay the Hardy Boys from following you.

Falsely place an ad in the newspaper saying you're dead and died of an accident so the Hardy's stop looking for you. Call the police and report the Hardy Boys as being two dangerous criminals.

SPYING

Watch the detectives / police who watch criminals. When you are following someone, have a partner follow you in case you're being followed. When trailing the Hardy's, don't make yourselves known. Watch through the Hardy's home windows at night looking for clues.

Watch the Hardy's, tap their phone, and intercept their radio messages. To watch the Hardy's without staring, look at their reflection in a glass door. Pretend to be a distant cousin of the Hardy's and stay at their house to gather information and leave quickly. Take pictures of the Hardy Boys so you can let other criminals know what they look like.

STOLEN GOODS

If you steal something from a crate, put some weight back in it, equal to its previous weight. Train up a monkey to act like a thief to steal people's wallets, key rings, passports and other identification papers as a monkey is clever enough to be a professional burglar. When looking for an object possibly sold to someone else, look at the store's sales checks for information. Masquerade as homeowners while people are out of town and falsely receive and sign for packages on their behalf. Be cautious as some criminals may try to blackmail you with information they have on you, to possibly take a bigger cut of the stolen cash. Hide things you've stolen beneath your coat. Electrify your stolen goods so when someone touches them, they get shocked. Use tricky suitcases with secret pockets and false bottoms to hide large quantities of jewels and electronic equipment. Use carrier pigeons to transport valuable jewelry and messages back and forth. Move valuable stuff from state to state by using other people's names and addresses, thus practically eliminating the risk of being traced.

If you get asked about things you're trying to pawn or get the value of, be evasive when answering. Forge a reference letter to put possible customers at ease to get them to buy things from you. It's ok to peddle your stolen loot on the contraband market after the loot is no longer too hot to peddle so you have a place to store it. When selling stolen goods to stores to sell, give a false name and address for information. When you are unloading stolen goods and a policeman wanders by, have two accomplices start a fight and act as decoys so the job can be finished. If you can't get your stolen money back, pull an extortion scheme by gunpoint on a defenseless youth.

WARNING MESSAGES

Send threatening messages to ward off pursuers. If you're beginning to worry, you'll be found out, send out death threats. Send threatening messages to the Hardy Boys before they even start a case. You can also put water in the Hardy Boys car to stop them from starting a case. When calling the Hardy's to make a threat, do it from a public telephone booth so it can't be traced. Threaten the life of the Hardy's friends to get them to stop sleuthing. Contact the Hardy's to tell them you have one of their informants and to threaten you'll kill them if they don't back off on the case. Threaten the Hardy Boys, their mom and Aunt Gertrude unless they leave town for a week. Dress up like an Indian Warrior and talk like and Indian to warn the Hardy Boys to stay from the tribe they're going to see. Try to stop the Hardy Boys by sending a false radio message from mom to go to a new location instead. Then give them a message when they've arrived, 'Danger, Do Not Come, Dad.' Surround the Hardy Boys and tell them you have their daddy and fatso and that if they don't come, they'll never see them again. By bluffing them, you could really fool Frank and Joe Hardy.

If verbal threats don't work, shoot rifle smoke grenades at the Hardy's as a warning to stay away. Use fake grenades to deliver warning messages to the Hardy Boys. Throw a stone with threatening messages on it through the Hardy's living room picture window. Wrap a warning note on a heavy bolt with a rubber band and toss it through the Hardy's window. Throw rattlesnakes in the Hardy Boys car to scare them off. As a warning to the Hardy's, give Mrs. Hardy and Aunt Gertrude a box with a snake in it. Hide a lethal sword in a walking stick and use it to warn others to stay away. Threaten the Hardy's by totally wrecking one of Mrs. Hardy's friend's cars to get them to drop the case.


Sources:

The Hardy Boys Unofficial Home Page Hardy Boys Original Series

The Hardy Boys Wiki

Wikipedia

Comments and feedback are appreciated on this reference guide, please feel free to reach out by email. john.a.perry@juno.com