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The Monster Factory#1
Cover: Phil Belbin

The Monster Factory #1

Jan 1976 · Gredown · 0.50 AUD
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Contains 7 stories
The Monster Factory
8 pp · Fantasy
Peter HypnosWilly BlakeneyPeter's mother

Peter Hypnos stumbles upon a factory humming with a strange melody, drawn in by the promise of transformation. There, his friend Willy Blakeney shows off his new giant head with pride, leading Peter through a surreal workshop where people are reshaped into whimsical, monstrous forms—painlessly, freely. When Peter refuses to change, he leaps from the roof, saved by a sudden, absurd parachute from his satchel, and returns home to a mother who gently scolds him for wandering too far.

Games around Reality
11 pp · Fantasy
Peter HypnoswormcaptainJensscientistPeter's mother

In "Games around Reality," Peter Hypnos finds himself shrinking into the seat of his chair, only to be guided by a woodworm through a surreal river that swells into an ocean. There, he’s swept onto a pirate ship that’s really a school for men stripped of refinement—where politeness is a fatal flaw. Rescued by a mysterious scientist in a submarine who speaks of cosmic collapse, Peter’s journey takes a dizzying turn when his chair’s leg explodes, leaving him to wonder if reality itself is just a tiny part of something far greater. His mother dismisses the tale, grounding him in a world that refuses to believe in the impossible.

Through the Door of the Silver Key
10 pp · Fantasy
Peter Hypnos'strange rabbit'painterplant boytortoisegiant snailH.P. LovecraftPeter's mother

In a surreal village where art bleeds into reality, Peter Hypnos stumbles into a painting and finds himself hunted by a silver key that opens doors to impossible places. With a boy who’s slowly turning into a plant and a cast of strange companions—including a talking rabbit, a painter, and a tortoise—he rides a giant snail and a mechanical balloon toward the legendary House of the Silver Key, where mountains of keys hold the secrets of escape. When H.P. Lovecraft appears with a cryptic warning, Peter must decide what it truly means to return—before the world he left behind forgets him.

The Final Hole
12 pp · Fantasy
Peter HypnosAthosdrunkard giantfactory ownersurreal characters from the mind of Isidore GrandvilleCharles

In a surreal Sunday field, Peter Hypnos shrinks into a giant attacking rose, urged on by strange voices to keep going. Swallowed by a glass, expelled into a factory that compresses people small, he tumbles from its towers and lands in a realm where the fight for liberty and equality rages — until he finds the last hole, small but just enough to squeeze through. Back in reality, his mother teases him about being late, but promises to keep him on Sundays.

Short Trip to Old Age
10 pp · Fantasy
Peter Hypnoschained birdhungry manbeautiful womanPeter's mother

In a dream that stretches across lifetimes, Peter Hypnos navigates a surreal journey through youth and old age, encountering a chained bird, a hungry man, and a beautiful woman along the way. As he ages rapidly and confronts his younger self, he seeks refuge and meaning—only to be rejected, then guided by an unexpected ally. When the bird returns with a drop of the essence of reality, Peter awakens once more, back at the start, with a simple task from his mother: finish his homework.

The Solution in a Mirror
5 pp · Fantasy
Peter Hypnoscarnival menPeter's mother

Peter Hypnos stumbles into a strange, shifting world after grasping a hand from a crack in the rocks, his body warped and stretched beyond recognition. Guided by a mysterious creature who whispers that the solution lies in a mirror, he struggles through a surreal landscape, seeking his true form. When he finally finds a mirror that shows his normal self, he is pulled into the reflection—only to wake up at home, just as his mother rushes him toward the carnival’s house of mirrors.

A Walk through the Subconscious
11 pp · Fantasy
Peter HypnosbirdLyla the flyDanthe resistenceI-Idea

In "A Walk through the Subconscious," Peter Hypnos is pulled into the fractured mind of a drunk named Dan after a fly and a bird in his fishing can plead for help. Guided by the enigmatic I-Idea and navigating surreal landscapes of resistance and repressed memories, Peter confronts symbolic barriers that lock away Dan’s inner turmoil—until a detonation unleashes chaos and a quiet shift in Dan’s resolve. Back on the riverbank, the moment lingers, charged with unspoken change.

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Full credits

writer, artist, inker José Beá
cover pencils, inks Phil Belbin

Reprints

↩ Reprints Eerie #72 (1976), Eerie #73 (1976), Eerie #76 (1976)

Reprinted in Rambla #15

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