Get Lost #1
☆ Be the first to review + Add to your collection — Join free"Get Lost" is an anthology comic featuring multiple stories: an opening piece about a bored man seeking excitement who encounters a woman telling him to "get lost"; a Western tale of a legendary gunslinger named Strain who becomes a father figure to a young boy; a private detective story titled "Me? The Verdict?" where a detective investigates a complex case involving a mysterious woman and a doll; and a science fiction story depicting astronauts launching a spacecraft to Mars and battling an alien tyrant.
A meek psychiatrist with a thriving practice treating the mentally unwell faces an impossible choice when a conniving banker's daughter demands he marry her—or lose everything, including his three prized therapy couches. Desperate and cornered, Dr. Jerkyll turns to an experimental potion, hoping chemistry might solve what willpower cannot, only to discover the results are far more chaotic than anticipated. This 1954 satire takes a sharp, comedic swing at both psychoanalysis and get-rich-quick schemes, delivering six pages of absurdist mayhem.
In a rough frontier town, the legendary gunslinger Strain arrives looking for a quiet drink—but the Kid has other ideas, idolizing the famous outlaw and eager to team up for some law-and-order heroics. When Strain insists on going into the saloon alone, the Kid follows anyway with Maw's blessing, setting off a chain of absurd misunderstandings that spirals into complete chaos. This satirical western sends up the myth of the tough gunslinger and the starry-eyed admiration that follows him, played entirely for laughs as the Kid's idol worship and a town full of hypocritical "upstanding" citizens collide with hilarious results.
A private detective named Sledgehammer finds himself caught between a desperate woman and her dangerous twin sister when he agrees to take on what seems like a straightforward case—only to discover that nothing about the Nails family is as simple as it appears. As bodies pile up and identities become increasingly difficult to trust, Sledgehammer must navigate a web of deception to uncover the truth before someone else pays the price. This hardboiled mystery-turned-satire twists every noir convention into something hilariously unexpected.
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Reprints
Reprinted in Get Lost #1 (1987), The Comics Journal #282 (2007), Get Lost #[nn] (2008), The Sincerest Form of Parody: The Best 1950s MAD-Inspired Satirical Comics #[nn] (2012)
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