Creepy Worlds #84
☆ Be the first to review + Add to your collection — Join freeIn "The Second Atlantis," a desperate scientist’s assistant gambles everything on a time machine, fleeing with stolen gold into an unknown era. What he finds is a world so ancient and alien that he’s stranded, cut off from humanity—and left wondering if he’s journeyed to the dawn of time or its final twilight. Written by Stan Lee and illustrated with eerie precision by Steve Ditko, this haunting tale from Alan Class’s Creepy Worlds #84 features a cover by Wally Wood that captures the story’s unsettling mood.
Lieutenant Jones and his companion Skooby encounter a mysterious U.N.D.E.R.S.E.A. vessel behaving strangely in uncharted waters, only to be attacked when they investigate—leading them to discover that the undersea base they've stumbled into isn't what it seems. Forced into an arena to battle an android duplicate of himself, the Lieutenant must outwit a cunning adversary before he and Skooby can attempt a daring escape. What waits for them when they finally break free will test everything they thought they knew about their own base.
In "The Patient in Room 3D," a team of scientists pushes the limits of cognitive enhancement on a monkey, hoping to unlock genius-level thinking to solve humanity’s greatest crises. When the experiment falls short, the doctors face a quiet reckoning—and a surprising decision to let the patient return to what he was meant to be.
Magazine editor Jeff Mason desperately needs one more story to fill tomorrow's issue, so he heads downstairs for coffee during a late-night work session—only to find himself mysteriously transported via a malfunctioning elevator to a strange realm where discarded and broken dolls have come to life. When Jeff awakens back at his desk, he discovers he's somehow written the very story that matches his bewildering adventure, but the dolls from his dream turn out to be startlingly real.
Dynamo must stop a traitor within Thunder's own ranks. Security chief Benson reveals himself as a Spider agent and steals the atomic gun—a revolutionary weapon—forcing Dynamo into a desperate battle against overwhelming odds at the development center. With only one atomic bullet remaining and Spider's trap closing in, Dynamo must use his wits as much as his strength to reclaim what was lost.
In "Menace from Mars!" from *Creepy Worlds* #84, a group of visiting Martians conduct a chilling test of humanity’s moral character—only to find their results unexpectedly reassuring. Using a machine to probe a human’s thoughts, they conclude that one man, Jo, is free of greed, hatred, and deceit, leaving them satisfied… unaware he’s a mental patient.
When a mysterious figure in a black helmet emerges to rob a bank, the Thunder Agents discover their most formidable opponent yet—one whose mind-control powers render even their combined might useless, turning Dynamo into an unwilling puppet and leaving NoMan powerless. As the criminal extends his grip to the wider world through television broadcast, the agents race to stop him, only to find the stakes climbing higher than ever before.
In "The Man in the Ant Hill!", Henry Pym's daring experiment with a shrinking serum goes awry when he's accidentally reduced to the size of an ant and stranded in an ant hill. Trapped and under attack, he finds an unexpected ally in one of the very insects he's been studying. As he struggles to survive and reclaim his normal size, the experience forces him to confront the dangers of his own ambition.
Dynamo undergoes a grueling psychological test—a maze of his own fears and fantasies—to prepare him for an unprecedented mission: stepping through an alien matter transmitter to scout a distant world in the Alpha Centauri system. When he arrives on the planet of the Immi, a telepathic being claims their ancient race comes in peace, but Dynamo soon discovers deception lurking beneath the surface. With his power dwindling and hostile forces closing in, he must decide whether to trust what he's been told or fight his way back to Earth before the transmitter is sealed shut forever.
In "The Man Who Lost the World!", a desperate assistant pushes a time machine’s limits, stealing gold ingots and stepping into the ray with no way back. When he emerges, Earth is a raw, untamed world—so primitive he’s severed from all human traces. Now stranded, he’s left wondering if he’s reached the dawn of time… or its final silence.
Throughout history, armies have relied on increasingly devastating super-weapons—from Big Bertha to poison gas to tanks to the atomic bomb—each promising to win wars decisively. Yet this story argues that amid all the bombast and technological marvels, the rifleman remains the true queen of battle: the soldier who takes the high ground, delivers precise fire, and ultimately claims victory when the smoke clears.
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Reprints
↩ Reprints Out of This World #11 (1959), Journey into Mystery #72 (1961), Journey into Mystery #73 (1961), Journey into Mystery #75 (1961), Tales to Astonish #27 (1962), Attack #3 (1966), Dynamo #4 (1967), T.H.U.N.D.E.R. Agents #13 (1967)
Reprinted in Amazing Stories of Suspense #192 (1981)
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