Creepy Worlds #85
☆ Be the first to review + Add to your collection — Join freeIn "Death Trap of Mongo," a test pilot awakens to find himself in a surreal realm where a viking sailor and a young woman claim he’s entered a dreamer’s world after death. When the woman insists she’s not dead, the pilot realizes she may be in peril back in reality—and the two flee toward the safety of his jet. Cover by Gil Kane, this eerie tale from Joe Gill and Steve Ditko blends psychological tension with a haunting mystery, all wrapped in a 1980s British reprint edition.
In "Death Trap of Mongo," Flash is dragged back to the alien world of Mongo when Gorlak and his enigmatic wizard Ming kidnap Dale, seeking vengeance. As Flash fights to rescue her, the true nature of Ming’s power is revealed in a climactic duel, while Zarkov works in secret to free King Barin and the imprisoned council, setting the stage for a shifting balance of power on the planet.
In "A Dreamer's World," a test pilot awakens to find a Viking sailor and a young woman waiting outside his cockpit—only to learn he’s not where he thinks he is. As the dreamlike realm reveals its secrets, the pilot and the woman must navigate a world where the line between life and vision blurs, and one wrong step could mean losing everything.
In "The Laughing Clown Caper," jealousy drives Zingo to steal Ellard’s iconic sad clown mask, hoping to tarnish his rival’s fame by taking over the act—only to become a laughingstock himself. When the truth begins to unravel, Mandrake steps in to expose the deception before the prank spirals out of control.
Bill Jones, an awkward observatory worker, tumbles into a mysterious purple light and emerges in a fantastical world where he's hailed as a champion warrior—eventually becoming king alongside the radiant Queen Mmmmmm, who loves him fiercely. As rivals plot against him and danger closes in, Jones must defend his newfound kingdom and the woman he's come to adore. A whimsical adventure about a nobody who became royalty, told with the playful charm and twist-ending sensibility that made these classic fantasy tales so memorable.
A warlock's centuries-old curse follows an elegantly crafted automobile from its creation in 1907 through decades of tragedy and destruction, claiming victims across generations and wars. Now, in 1967, two passionate car restorers—Lynn Adams and Frank Hutchins—unknowingly purchase the doomed vehicle at auction, determined to restore it for an antique car show. As they work to bring the beautiful machine back to its original glory, they begin to sense there's something sinister lurking beneath its polished exterior.
In "Look Deep Into My Eyes," a desperate hypnotist on the edge of collapse discovers he’s heir to a lineage of ancient sorcerers eager to pass their malevolent power to him. Just as the ritual begins, a sudden, forceful slap from a mysterious woman shatters the connection—leaving him shaken, changed, and wondering who she really is.
In "Flash Gordon and the Sea Beast," Flash, Dale, and Zarkov are stranded in Mingo City when a storm forces them down, only to be captured by the enigmatic Captain Sangre. With their survival hanging in the balance, they're drawn into a desperate mission to free Sangre's ship from the grip of a monstrous Goliath Electric Eel—requiring the combined wits of Flash and Zarkov, and the help of a captain with secrets of his own.
In "Stranger in the House," a family's quiet evening shatters when a soldier appears in their living room, imposing strict rules with unsettling calm—though the true source of the drama lies in the intricate, hidden world of a dollhouse, where tiny figures play out their own strange rituals. The story unfolds with quiet unease, blurring the line between reality and miniature life, all rendered with careful precision.
When a quiet but crucial administrator known as the Chief receives a surprise honor ceremony, it sets off alarms in his own mind—and attracts the dangerous attention of a criminal mastermind called Spider. Kidnapped and held hostage, the Chief must use his wits to signal for help, triggering a rescue mission led by the agent Dynamo that spirals into a desperate chase with Spider's forces holding all the leverage. It's a tense game of cat-and-mouse where one wrong move could cost everything.
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Reprints
↩ Reprints Mysteries of Unexplored Worlds #3 (1957), Mysteries of Unexplored Worlds #5 (1957), Mysteries of Unexplored Worlds #6 (1957), Flash Gordon #2 (1966), Adventures into the Unknown #173 (1967), T.H.U.N.D.E.R. Agents #15 (1967)
Reprinted in Uncanny Tales #110 (1975)
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