Sinister Tales #14
☆ Be the first to review + Add to your collection — Join freeIn "Earth-Trap!", a young man named Miro finds himself caught in a dangerous game when he tricks an old man into believing he can move objects with his mind. The old man, unaware he’s the one controlling Earth’s gravity, panics and alters the planet’s pull, trapping everyone in place. With gravity at a standstill and the world frozen, Miro realizes his own hidden telepathic abilities may be the only way to reach the old man and set things right—before it’s too late.
In "Man Without Fear!", a young soldier haunted by fear finds himself thrust into the chaos of war, paralyzed by dread as the battle erupts around him. When a fatal shot sends him falling, his spirit rises—not to flee, but to charge forward, becoming a phantom of valor that stirs courage in those who witness his ghostly resolve.
In "The Threat from the Void," Peter Shield, a lone scientist on the brink of global catastrophe, sends desperate signals into space as Earth teeters on the edge of World War III. When a voice from Jupiter answers—declaring that Earth will be destroyed unless all warfare ends—the planet holds its breath, and the war never begins.
In "The Man Who Talked!", a stranded ventriloquist finds himself in a remote island village where the locals are poised to destroy his lost dummy—only for him to speak through it from miles away, his voice carrying across the sea with impossible clarity.
Something is On This Ship! follows a curious ship’s mate who boards the infamous 'Sulu Queen' to investigate the chilling rumors of ghosts. After the captain dies in terror, the mate is left staring into the dark, unsure whether the ship’s dread is real or just the weight of fear.
In "More Than A Mortal!", a young man named Joel becomes convinced that Shakespeare must have been more than just a man—until a pair of pranksters set out to prove him wrong. Their joke takes a strange turn when the very man who inspired it seems to appear in person, leaving them questioning what’s real and what’s legend.
In "Hide-Out!", a young man named Rick stumbles upon a mysterious crystal that seems to grant his wishes. When he uses it to shut down his rivals, the results are immediate—and far more dangerous than he expected. But when the police close in, he drops the crystal, shattering it before he can make one final wish.
In "The Shock!", Joe stumbles upon a strange electric charge in his radiator that sends him hurtling across the country in an instant. When he realizes he can use the power to commit crimes and vanish without a trace, he takes a risky gamble—stealing from his employer and fleeing back home, only to find the power cut off and his escape route gone.
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↩ Reprints Strange Tales #53 (1956), Strange Tales #54 (1957), Strange Tales #55 (1957), Strange Tales #56 (1957), Strange Tales #57 (1957), Strange Tales #58 (1957)
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