Wonder Comics #2
☆ Be the first to review + Add to your collection — Join freeIn "The Old Hex House," a mysterious letter arrives at the doorstep of a forgotten estate, setting off a chain of unsettling events that linger just beyond the edge of reason. Written in a style both vintage and deliberate, the story unfolds with a quiet dread, leaving readers eager for the next chapter—though Wonder Man himself remains absent, promising a return in "bigger and better adventures." The cover, a striking piece by Lou Fine in both pencils and inks, captures the eerie atmosphere with haunting precision.
In "The Old Hex House," the enigmatic magician Yarko the Great arrives at a crumbling estate to find young Oliver Tate and his daughter Carol trapped in a web of hypnotic control, forced to carry out sinister acts by the malevolent Shaddiba. As shadows deepen and the house itself seems to pulse with dark energy, Yarko must unravel the sorcerer’s schemes before the Tate family is lost to his influence forever.
When Minnie the Mermaid vanishes during a lavish underwater celebration, her distraught family and friends launch a frantic search, offering rewards and threatening dire consequences for the kidnapper in this rollicking 1939 tale from Wonder Comics. The aquatic aristocracy—from Queen Amphitrite to King Neptune himself—must contend with conflicting rescue efforts and unexpected complications as they race to bring the young mermaid home safely.
The legendary knight Don Quixote and his faithful companion Sancho Panza mysteriously step out of the storybooks and find themselves in modern-day New York City, where they must make sense of this bewildering new world. When Don Quixote mistakes a speeding automobile for a dragon and charges to the rescue, his misguided heroics unexpectedly help a police officer apprehend the criminal Butch Spumoni. It's a fish-out-of-water adventure where old-world chivalry collides hilariously with 1939 Manhattan.
Tex Maxon races against the clock to rescue old man Greene from Nick Badger's gang of rustlers, who are holding him captive to prevent the railroad from running through Elk County. With dynamite and determination, Tex battles his way to free Greene and must get him back to the construction camp before the four o'clock deadline, or the company will be forced to build an expensive bridge and route the iron horse through rival territory instead. It's a wild sprint across the frontier to save both a man and a town's future.
When a young woman named Claire Conos enters his life, K-51 finds himself questioning her loyalty—especially after his friend Jack Coe starts acting strangely. But as secrets unravel, the truth reveals a dangerous game where trust is the most treacherous weapon.
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Reprints
Reprinted in Blue Beetle #1 (1939), L'Aventureux #6/1940 (1940), Continuum #2 (2007), Continuum #4bis (2008)
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