LAND OF THE GIANTS-Deadly Pawn, The Unsuspected

Chase - Posted on 23 August 2009


Production Number:

Filmed: (35)

First Aired: 10-12-1969 (30)



A bright morning is in effect when Val, Barry, and Fitzhugh cross the land of a crazed technician, industrialist, electronic wizard, braggart, millionaire Kronig. His computer predicted the arrival of all seven little people. Kronig's Dr. Lalor is shown a furnace beneath Kronig's chess table--which burns fallen pieces. Steve and Dan watch as a giant guard of Kronig's fires a polarizer gun at them and they fall beneath him, helpless.



Kronig is a fanatic chess player. Val, Barry, and Fitzhugh are tossed from a cage onto the chess table which is standing on a center pedestal. Kronig tells them he was observing them on his camera screens for a long time as they passed by in groups of 2, 4, 5, 6, or 7 en route to the city. When Lalor and Kronig go into the computer room, Val steps on a square trap door and falls as it opens beneath her. She holds on until the other two can help her up. Steve calls Betty, who, at the ship in the radio-computer room, pinpoints the others' location and keeps a radio channel open. A guard also uses the magnetic shock gun on Steve, Dan, and Mark just after they hid the rope and pin, the thermal gun, and the hatchet razor matchstick. The guard carries them through the mansion while Lalor tells Kronig it is illegal to capture little people. Lalor also became upset when Val almost fell into the furnace. Lalor tells Kronig he is too intense and may have another nervous breakdown. Kronig is fascinated with his own superiority. At Lalor's pleading, Kronig turns off the trap doors. Kronig wants a test of intelligence: a chess game. The victory for the little people means freedom; if Kronig wins, he turns them over to the SID. Fitz tests a trap door when Kronig tells them the doors will be locked. If they refuse to play, the giant will turn them over right away. He gives them an Earth size chess game, table, and chairs for them to pick their best player. Dan tells the others he is better at checkers. Steve played for fun only but once wrote a book on it. Mark programmed a computer to play chess once but he reveals that it doesn't make him an expert. As Steve and Mark play to see which is better, Barry comments on their moves. Steve queries Barry and finds out the boy played All State Pre Teen Competition Chess Game and won. Mark tells a complaining Fitzhugh that Bobby Fischer was only 14 when he beat Reschesky for the US Championship. Barry takes over Steve's seat to play Mark. Val cheers the boy on, quietly. Barry seems able to beat Mark. Steve tells a worried Barry he will have to play him. Barry is nervous that if he loses, his friends will be turned over to the SID.



Steve gets an idea to have Mark program the Spindrift computer to help Barry make his moves (double entendre). Val gives them her radio, which the giant didn't take. Kronig tells Lalor that a hundred thousand people are obssesed with chess. Kronig dismisses Lalor as his doctor but wants him to stay as a friend. Insulted that the Earth people have chosen a boy to play against him, Kronig vents his anger by having the others tie each other to the chess pieces. The game begins with Lalor helping Barry by moving the pieces for him. Barry must sacrifice the knight (Steve). Kronig dumps Steve, roughly handling him, into the chess box on the floor, laughing, "The boy plays like an idiot."  Steve looks up at him, angry.



Barry also manages to get Mark (a bishop) and Dan (a rook) to the floor box. On Steve's instructions, Dan lets himself get captured by the guard and is put back in the box while Steve and Mark escape--the alarms ringing for all three but only Dan is taken. Kronig doesn't want to be disturbed and no one realizes the other two are gone. Near a radiator, Steve and Mark open a small square sheet of metal and escape through the walls. In the forest, Mark calls Betty to warm up the ship's computer when a giant guard arrives near he and Steve. Steve has Betty talk about anything (she chooses food--well, she is a stewardess) through a hidden walkie talkie to distract the giant. Mark draws him away from the radio so Steve can then retrieve it and the other tools. Lalor gets Kronig to grant Barry a six minute adjournment, the fanatic not allowing the boy the already agreed upon hour. Mark walks into a rope animal trap and gets hung upsidedown by his feet. He grabs onto a tree-bush and calls Betty, who wants to come help him. He tells her to shut up, listen, and yells at her, adding, "Everybody needs you right where you are!"  She apologizes and turns up the computer motivator; Mark giving quick orders at the top of his lungs. He has her call Barry and tell him to stall Kronig. She does and tells him to just follow Mark's orders, seeming a bit annoyed at the boy as Mark was at her. Betty has to call Mark back when the computer begins showering sparks at her. He tells her how to stabilize it. Steve slips back into the box and the guard doesn't notice Mark's absense. In the radio room, Mark has a near tantrum, "Why doesn't that kid answer?!"   Betty calms him, "Mark, coffee, tea, or milk?"

Mark stops and relaxes, "Still calming the passengers, eh?"  He seems to have lost his ill temper and is nicer. Finally, the plan works. Barry puts Kronig in a disclosing check. Kronig turns on the trap doors. Val, still tied to the chess piece, realises this, "He's trying to kill us."



Val yells, "Off the squares, Barry, run! Run!"  A trap door opens near her. Kronig tells a protesting Lalor the little people are not real people and one or two can go into the furnace. Lalor defends the Earthlings, "They are real people--members of the universe, entitled to life just as we are. You have no right, no reason to destroy them."  The guard and the technician lock Lalor in a closet. Barry tells Kronig he will not continue the game unless the doors are shut tight. Kronig counters by showing him the furnace fires on the viewscreen. Fitz faints, feeling his square move---and the man drops the radio Barry had given him in order for Kronig not to see it. Kronig sees it even though Barry tries to hide it. The mad giant drops them all into the furnace just as Dan and Steve were drilling into the trap door electrical wires. Dan spots this and tells Steve, who drops the rope and his gear, in shock. Val calls and tells him the heat isn't on--shorting the lights must have shorted the whole electrical system. The guard and the technician try to fix the controls and the guard leaves his magnetic gun on the floor near the vent square. He almost put his hand into it but the technician called him over to the consoles. Steve and Dan sneak out and magnetize the two giants. The guard drops the keys to the closet. Steve gets the keys to Lalor just as Kronig captures he and Dan and tosses them down the chute into the furnace, "Down! Down!"



The backup systems start to come on and Kronig, being delayed by a fighting Dr. Lalor, works to turn on the fire to the furnace. Dan begins to drill out through the solid steel using the thermal tool; then Steve takes over. Dan tries to fan the others with his jacket. They drill out and Steve hurries them all out the hole. Lalor tries to turn off the furnace and as Kronig rushes to stop the smaller man, Kronig himself falls into the sparking devices and falls. Lalor stoops to check him and he seems dead to Lalor. Steve answers the worried calls of Mark who is still waiting with Betty at the ship, "We're on our way back home. Everyone accounted for."  The five pass a huge tree stump.       































An exciting episode, showcasing Barry a great deal more than usual. Alex Drier, a Canadian actor and newscaster akin to America's Walter Cronkite, does a fantastic job as the neurotic, semi-sane, genius who is fascinated by the mathematical odds and permutations---especially those involving his winning and the deaths of the little people on the trap door squares. Kronig comes out and says what other giants have expressed before--they do not consider the humans real people. A few flaws: the guard do not realize that first, Mark and Steve are missing, then Mark alone is missing and Steve is back---at differing times. Betty, although still confined to a room at the spaceship has much more to do and was in character---even though her bit is little more than a cameo. Her pivtol part here, reminded of her earlier role as peacekeeper in the first season. She had many good scenes here, mainly with Mark but also a brief one with Barry and another with Steve, both via the radio. This gave back a bit of continuity with her character. It is really a shame that the next six episodes produced (filming order) not had her totally missing but did not even offer an explanation for her absense. She was missed by me for all six. At times, the chess pieces look too big when the scene melds the giants and the humans with it all in one shot. At times, it just didn't look right but the idea wasn't ruined. It is not as good as the chess sequence in the Ray Harryhausen movie THE THREE WORLDS OF GULLIVER. The music, mostly original, is excellently beautiful---cute at times, suspenseful, pulsating, yet lighter and continuous throughout 95 percent of the segment. The last piece and a few other bits sound a great deal like LOST IN SPACE'S THE HAUNTED LIGHTHOUSE, indeed both were done by the wonderful Joseph Mullendore, who has done other scores for Irwin's shows, including THE TIME TUNNEL and VOYAGE TO THE BOTTOM OF THE SEA. Mark's rope snare music sounded a great deal like the music in RETURN OF INIDU when Dan and Val were attacked by the hawk. Not surprising as Mullendore did INIDU too---and that episode is all the better for it!


The mansion set was nice looking, much better than the one room set we saw in COLLECTOR'S ITEM. Here was a den, the chess room, the lavish entrance area, and the chess control room. Not a great deal but serving its purpose. The exterior painting of the mansion, probably stock, was also nice---a large, pretty mansion---brooding and imposing. I was glad they just didn't use the Bruce Wayne mansion again as they did in COLLECTOR'S ITEM.


Some wild props included the ray gun, the chess pieces, the chess box, the radiator pipes, and the furnace room. All in all, a well made segment, a trifle predictable but entertaining in spite of that. Val wore her blue jacket over her yellow shirt. Val's outfit for the next few episodes (PRODUCTION ORDER WISE) is as follows: a new blue button down shirt which looks more comfortable and has a yellow collar and trim which goes down the front for LAND OF THE LOST; this is also in EVERY DOG NEEDS A BOY; the old yellow shirt worn under the blue jacket-vest, belt, and checkered skirt (still worn with the new blue top which is a lighter blue) in THE CLONES; and back to the new light blue top for COMEBACK. It must be noted that the skirt stayed the same---only the top changed.     


DEADLY PAWN also had Barry sticking up for the others and himself against a giant--something which happened far too little in the series. His scenes against Kronig are well played and very different from the more agressive Mark scenes against other giants in other episodes as well as different from any scenes with the adults and the giants in almost every other episode. Kronig was a horrible man and so annoying as to almost be too realistic---many sportsmen cannot handle failure and are braggarts, doing things they shouldn't be doing if they are to be role models to the young. Just look at our sports celebrities in almost any sport today. Not many good role models.


DEADLY PAWN also proved that Earth sports are also GIANT sports. Chess was certainly ingrained in the populace's pass times. How? Answers, as always aren't really forthcoming. Again, it could have to do with the resonance talked about by Murray Leinster in his three books and the well conceived space-time warp ideas in Deanna Lund and Fred Eichelman's book VALERIE IN GIANTLAND. The show itself did not give us much explanation as to this. 





What's unsuspected and unexpected is to finally have one of the scenes to next week---tagged onto the back of DEADLY PAWN is this:


"This is Gary Conway, stay tuned for exciting scenes from next week's show..."


"This is Gary Conway, here are some exciting scenes from next week's show..."




1---Fitzhugh, alone in the forest, walking during the day, a radio in his hand. Steve comes from behind some bushes and grabs him, putting his hand over his mouth. Fitzhugh wide eyed, is pulled back by him.


2---Forest: Steve grabs Barry, twists his arm behind the boy's back, and turns him away from him, "What're you up to?"


3---Forest: Steve pulls some kind of cord or vine. A giant knife falls just short of Mark, who is walking. He falls and remains down.


4---Betty, on her knees, extreme close-up--Betty screams loudly.


5---Valerie, a gag just off her mouth, now around her neck, extreme close up, behind her is the wall of an air duct, "Where's Betty? What've you done with her?"   Steve, extreme close up, grabs her and tugs hard; Barry, extreme, close up as he squints and struggles at his ropes.


6---Long shot: giant wall with a mouse hole in it: Steve swings his razor-matchstick hatchet down---Barry is underneath him; Steve is swinging at a jacket thrown by Dan----who is not seen---and Dan is on the other side of the hole--we don't know this and it looks like Steve is hatcheting at Barry, who is bound hand and foot, gagged at the mouth. The hatchet hits the floor near Barry, who jumps back.


7---Medium shot to zoom in on close up: Steve pushes Fitzhugh, who is wide eyed in fear, against the wall of a heating vent, "Nobody fools me!"


8---LONG SHOT: Steve, Mark near giant phone; Barry is ontop and behind giant black phone---Steve lunges at Mark with the hatchet weapon.


9---CONTINUATION OF NUMBER 8---Medium shot: Steve's lunge misses Mark and hits the phone dial, Mark grabs the stick handle of the hatchet device; Barry watches from the phone as they struggle.


10---MEDIUM SHOT---Dan races out of the heating vent doors, "Steve!"  He runs left and off camera.


11---CLOSE UP-Steve pulls a knife (an animal's claw) out quickly.



12---LONG SHOT-Dan, rushing at Steve from the vent in NUMBER 10, stops short in front of Steve's knife, Steve lunging at him.



FADE OUT         



NOTE: I also recall scenes for next week to THE LOST ONES (showing Nick pushing Val, the big fight when Joey gets knocked into the cage, the trapper watching Steve and Nick fight, Nick threatening the men about the girls, Dolph attacking the girls, Steve and or  Nick in the giant's hand), GRAVEYARD OF FOOLS, WILD JOURNEY, HOME SWEET HOME (such as one quote about landing on Earth!), THE MARIONETTES, RETURN OF INIDU (of course, they showed the ghost and the snake and Enog menacing Val in his fist), A SMALL WAR, CHAMBER OF FEAR (with what looked like Fitzhugh falling off a table top), GHOST TOWN (with the girl towering over a city with what made me think the giants were landing on Earth), GIANTS AND ALL THAT JAZZ, NIGHTMARE, COMEBACK, DEADLY PAWN, THE CLONES (with a shot not in the finished episode of two Valeries holding onto and staring at one another in the windtunnel sequence), THE BOUNTY HUNTER, THE CRASH, and  maybe a handful of others, maybe. I sure wish we could find these. They were quite interesting. PANIC, PAY THE PIPER, and DOOMSDAY (definitely used was Kobick's yell of, "Do you hear me, Burton, you haven't got a chance this time!") seem to come to mind too but the memory is hazy as is those of THE MECHANICAL MAN.





Production Number:

Filmed: (33)

First Aired: 10-19-1969 (31)



One morning, Steve hurts his ankle while he and Dan run from Sergeant Eson of the SID. Steve hides under some toadstools and dust gets all over him from it. Looking for Steve in the forest, a rock hits Mark and something unseen comes at a screaming Betty.



Mark returns to camp where Betty and Steve have both gone missing. Fitz and Barry figures some giant, invisible monster is grabbing them one by one. Barry once read a story like that. Val thinks Fitz and the idea is silly and Dan has to end a quarrel brewing between Val and Fitz. Eson tells SID he has something in his hands that he will give to Kobick. Dan, Mark, and Fitz lagging behind, go to search while Val, Barry, and Chipper go into the radio room inside Spindrift and close the outer hatch. Yet, something comes inside---Steve, whom Val almost hits. Steve tells them that he needs help  getting Betty out of a gulley she fell in between rocks in and is unconscious. The main radio doesn't seem to work. Steve and Val go to get Betty out. Barry reconnects a loose cord he found, connecting it back into the radio. He tells Dan what happened and Dan tells him it is okay to go after the captain and Valerie. Fitz calms Dan who isn't sure he told Barry the right thing to do. Barry sees a flock of birds pass over--flying off a tree. Something in the jungle doesn't seem right. He catches Steve gagging Val's mouth and tying her hands behind her back. Paranoid, catching a bewildered Barry off guard, Steve grabs the boy and does the same thing to him, admitting he disconnected the radio. He takes them to an abandoned, vacant real estate office and puts them in a heating vent--and closes the shutters. Eson shows Kobick the radio he picked up in the handkerchef. Kobick tells him about the toadstool (Ikaria Solentus) dust---it makes people paranoid. He tells Eson that Capt. Burton and his little people are very loyal to one another but this changes that---,"Whichever little person came into contact with this--he's about to make a mistake--a giant mistake--in our favor."  



Steve tells Val he overheard a plot to turn him over to the giants. At the ship, Dan and Fitz recall a rocky gulley up north where they once hid from the giant trapper "that time" (perhaps in THE LOST ONES). Fitz insists on going with Dan and Mark as they will continue the search since Barry is gone now also. Keeping distance between them allows Steve to grab from behind and hide Fitzhugh, using the razor hatchet at his throat! Kobick is listening to all their radio conversations with the radio Eson gave him. Fitz convinces Steve to let him help him when Steve tells him about the plot he heard Mark and Betty talking about---a delusion Fitz is unable to steer Steve away from. Steve believes Fitz doesn't know about it because he never could be trusted to keep his mouth shut. Fitz bravely stands up to Steve until Steve lets him help. Steve calls Kobick on a giant phone which has the number 555-382. Kobick begins to trace the call. Steve tells him he knows all about a deal Dan made with Kobick to turn him in for materials to repair the ship. Kobick admits it has been a long time since they last talked. The giant agrees to Steve's proposition of getting five little people---Steve looks at Fitzhugh and adds, "Possibly six,"  and Fitz looks at him in a mad face. Steve realizes Kobick is stalling---and jumps onto the receiver to hang up so Kobick cannot trace where he is.



Kobick didn't get a good trace--only the prefix of a Logan area place. Eson, posing as a phone repair man, begins to check out the Logan area's vacant offices. Steve shows up at Kobick's office with Fitzhugh on guard outside the air vent. In the forest, Steve later finds a discarded or lost giant knife. Fitz guards Val and Barry while Steve returns to camp, easily conning Dan and Mark. Steve goes off alone to find this invisible enemy that is supposedly after them. Mark touches the toadstool dust and yells at Dan, paranoid that Dan wants him to be the one out there in danger. They chalk it up to the tension. Steve calls Mark out to help him--claiming to have spotted an unknown follower behind him. Mark follows and the giant knife falls in front of him--set up on a rope trap!



Mark falls but is unhurt--another step and he wouldn't have been. Steve and Mark have a major fight, Mark tries to warn Dan via the radio but is bested by Steve who hits Mark's head against the knife handle. Chipper licks some dust and nearly bites Dan, who wipes it off the dog, beginning to realize what is really going on. He samples some of the dust and begins to feel funny. He then recalls what happened to Steve, Mark, and Chipper. Val gets an arguing Fitz to listen to her. She screams at him to name the symptoms of paranoia, "Tell me what the hell they are!" Fitz figures Steve is paranoid and unties Val when he thinks Steve may have killed Betty. Steve, bringing Mark bound hand and foot, catches Fitzhugh, threatening to kill him with the hatchet. Val screams and he tells her to be quiet. Steve calls her "Little Miss Tricky One" and tells her to shut up. Now the four are tied up with only Dan free. Steve drags Barry to a mousehole, going into an adjoining store. He roughly ties Barry's ankles up again--bait for Dan. When he tells Dan via radio where the store is, Kobick misses it due to a phone call. He had told them to hold all his calls. Kobick's trump card against Burton and his loyal little people is now Steve. Eson checks the office but doesn't have the right pass key. Dan waits until the phone truck leaves and fools Steve by faking an entrance through the mousehole. Steve was trying to chop him with the razor. Angry, Steve runs into the other store to get Dan. Dan comes into the office from under the front door, having thrown his jacket through the mousehole to distract and get Steve over into the adjoining store. Dan frees Barry, runs to the heating vent and frees Mark. As Dan unties the other two, Mark ignores his order not to hurt Steve and runs out as Steve returns. He and Steve fight, Steve trying to kill him with the hatchet. Dan runs out as Mark falls. Steve uses an animal claw like a knife to attack Dan who seems to get the best of Steve. Nevertheless, Dan ends up on his back, facing the claw knife, squinting, trying to get through to Steve. Dan succeeds and Steve snaps out of it, recalling the chase in the park with Eson. Dan tells him not to try setting them up again and then that he was drugged by toadstool dust--it made him violent. Fitz comes out but Steve and Dan have to help Val out---her legs were so numb she couldn't walk. Kobick and Eson enter just as they escape. Kobick finds only bits of cloth in the heating vent, "like a mouse might might be building a nest."  Kobick and Eson find the mousehole and know they've been beaten. Kobick finds Steve's hatchet.



Outside, Barry asks Val if she is all right. They all worry when Steve admits he can't remember where he put Betty! Fitz tries to jog his memory. From Spindrift's cockpit, Betty calls in that she hurt her ankle when Steve was taking her into town. He tied her up and left her by a gopher hole. Dan cuts her call short as she was warning about Steve---Steve looked and felt guilty enough. Betty doesn't understand but Dan told her Steve was all right now. Steve apologizes again and again. Mark thinks it is all over but Dan tells him that it is not: Steve, both sides of him--Jekyll and Hyde--must take a bath! They all leave the city. 




Perhaps, GIANTS' best episode centered around the regular cast. Kevin Hagen doesn't get much to do unfortunately and Eson seems like the nicest Sergeant around. There are several long and well acted scenes between Conway and Kaszner. Also, many usually unused type of shots--close ups, used here for good effect.


Betty, during her cameos, is largely hidden (or is that hidden largely) behind Mark and then bushes to cover Young's pregnancy. This is worked in well and hardly noticed on first viewing. Sadly though, Betty is no longer the character she once was. The carefully set up characterization from the early first season suffered due to less air time for Betty. Betty did retain her friendship with Valerie. The first thing Val worries about is if Betty is hurt. It is the first thing she asks Steve about when he ungags her. In fact, everyone seems to care about Betty a great deal. That helps. Fitz and Val retain remnants of their former, more obnoxious selves here. This is seen when they argue at camp and later in the vent. Fitzhugh, though, is somewhat brave, refusing to do what Steve orders until given an explanation. Mark, too, retains some of his old arrogant self. When Dan explained Steve is not responsible for his actions and Mark shouldn't hurt him, Mark says, "That's just too bad about him."  Mark intends, it seems, to hurt Steve. Yet Mark is quick to forgive Steve in the TAG. When viewing the episodes in production order, it is easy to appreciate Mark's character===one who cares yet was used to having his own way and is alittle uncomfortable when he cannot.


In the TAG, we see the cockpit control room. This episode introduced one of the many makeshift rooms which replaced the passenger compartment in season two. Sadly the PC is never seen again. There is no reason given for the changes made in the interior of the Spindrift. Oddly, the rooms continue to change and the once excellent  set is now undependable.


The idea of this episode is very scary---made ven more so by Conway's excellent acting, as a plausible villain. It also makes sense that Steve could fool the others so easily. They had come to rely on and trust his leadership. They rarely question his actions at this point in the series but even when they do in this episode, they accept his scant, lame explanations as the truth. That he betrays them and their loyalty is scary. This is made all the more believeable by the fact that so many episodes have gone by where Steve and trust in him was found to be very important to their lives.


Similar episodes occur in all Allen's other series---where leaders are controlled, brainwashed, or paranoid. VOYAGE TO THE BOTTOM OF THE SEA had MUTINY, SABOTEUR, THE ENEMIES, THE TRAITOR, BLOW UP, and many others. LOST IN SPACE had FOLLOW THE LEADER and THE ANTI MATTER MAN (although in this one, the bad guy wasn't really John Robinson--it was his anti self which was a part of him in a way--huh?). THE TIME TUNNEL had BRAINWASH and THE DEATH MERCHANT. Wouldn't it have been nice if General Kirk was taken over somehow and commanded the tunnel personnel to do things with time that weren't quite right!!!?!!! Yet because of the close knit group and their ties, LAND OF THE GIANTS gave us the VERY BEST of all these versions.


Richard LaSalle's music from THE MECHANICAL MAN added to new tunes for this one and it set the mood in all the right places. It is light, moody, dark, exciting, fast paced, optimistic, silly, serious, and---big sounding. It really fits LAND OF THE GIANTS. Some of it sounds drum like, very fitting for the forest scenes. Val wears her yellow shirt without the jacket. The end theme is Second Season music.


A well acted episode and the regulars were all in top form. LAND OF THE GIANTS must have been one of the first series to portray the effect a drug could have on an individual---altering their perception and personality.  Other series had drugs and the criminal element but I doubt other series used the drug and effect in such a manner as to show the terrible consequences it would have on the people around the user---even though Steve, here, was not a willing user.


In this episode, Barry calls Steve both "Captain Burton"  and "Steve."  He calls the others, except for Fitzhugh by their first names. Giants also had possession of radios in RESCUE, THE CREED, and THE CHASE.




































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