Worlds of Fear #10
☆ Be the first to review + Add to your collection — Join freeIn Worlds of Fear #10 (1953), a chilling tale unfolds as Policeman Perry Mahoney stumbles upon a terrifying secret: skeletal beings abducting humans in a hidden cave, turning them into pale, fleshless horrors. With his fiancée Peggy in danger, Mahoney must confront the walking dead in a story written by Bill Woolfolk and illustrated by Sheldon Moldoff, whose moody art brings the nightmare to life. The cover, by Norman Saunders, captures the dread with a haunting, gothic flair.
Policeman Perry Mahoney and his fiancée Peggy stumble upon a terrifying secret in a remote cave—skeletal beings abducting humans and turning them into fleshless horrors. When the creatures turn their gaze toward the couple, the two must flee through the darkening woods, hunted by the walking dead.
An indecisive man named George Denning seeks escape from his mounting personal troubles at the seashore, where he's drawn into a mysteriously compelling sideshow by a barker with piercing, hypnotic eyes. Once inside the tent, George discovers something far more sinister than carnival freaks—the exhibits are tormented souls trapped under the barker's control, each warped into a grotesque parody of their former selves. As the barker reveals his dark purpose, George realizes he may have walked into something from which there is no escape.
In "The Devil's Side Show," a man paralyzed by indecision stumbles upon a strange midway where the barker’s hypnotic pitch offers no escape — only transformation. Trapped between choices he can no longer make, he becomes part of the spectacle, forever caught in a performance he never agreed to.
A newlywed couple acquires a mysterious juju wishing doll from a Haitian voodoo priestess, and despite warnings about the dark powers of Mokilu, the voodoo god of darkness, they can't resist testing its supernatural abilities. When their wishes on the cursed trinket begin manifesting in terrifying ways, they discover that invoking such ancient forces demands a price far more terrible than they ever imagined.
This 1953 non-fiction piece explores the arcane rituals that nineteenth-century occult writers claimed could transform a man into a werewolf, detailing elaborate ceremonies involving mystical circles, boiled herbs, animal fat, and invocations to supernatural forces. The text outlines both the ceremonial method—performed under a new moon with specific ingredients and incantations—and alternative means whispered about in occult circles, presenting these dark practices as they were documented by self-proclaimed experts of the era. It's a fascinatingly eerie look at werewolf lore as believed and recorded during the 1800s.
In a grim little town where luck is a currency and marbles hold more than color, young Corker trades his mother’s last hope for a chance to win a tournament—his prized marbles are the glass eyes of the cruel Mr. Ebber, a man whose gaze still haunts the shadows. As the game begins, something far darker stirs beneath the surface of the glass, and Corker starts to wonder if he’s playing for victory—or if the game is playing him.
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Reprints
Reprinted in Voodoo #8 (1961), Mystic #63 (1965), Mystic #64 (1965), Spellbound #63 (1965), Spectre #3 (1967), Spectre #4 (1968), Eclipso #7 (1969), Doomsday #3 (1972), Doomsday #4 (1972), Crypt of Horror #1 (2005), Four Color Fear: Forgotten Horror Comics of the 1950s #[nn] (2010), Haunted Horror #3 (2013), Pre-Code Classics: Worlds of Fear #2 (2017)
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