Comix Zone Walkthrought
Play through Comix Zone calm and confident: don’t rush, read the panels, and call in Roadkill whenever you’re unsure. This isn’t about grinding combos so much as knowing where to step, which crate to poke, and which to avoid. And remember Comix Zone’s golden rule: hit scenery, lose health; so let items and the rat do the work, and save your fists for mutants.
Episode 1. Page One: city and sewers
Opening panel: there’s a crate on the left—don’t punch it, whistle for Roadkill. The rat will rip the “paper” and fetch a knife or dynamite. The first punks hit hard, but the priority is the grate on the right: pull the lever and don’t stand in the line of fire—flames will jet from the pipe. If the fire’s blocking you, slide under the stream or wait for the lull. In the fan room, drop the ceiling boxes onto enemies—objects save health. Down below is a fork: the ladder leads to sewers with steam valves and a can of iced tea (the fairest heal in Comix Zone); upstairs is a storeroom with crates and a Power Fist. Want the safer route—go high. Want more loot—go low.
In the sewers, watch the steam: floor marks show safe spots. Don’t smash the long grate with your fists—plant dynamite at the base. To the right, behind the grate ribs, you’ll spot a switch: fold a paper plane and send it at the right angle, it’ll tap the button and pop the hatch. In the warehouse, mind the red‑yellow boxes—they’re explosives; shove them into fights, don’t open them yourself.
Near the end of the page is a spike setpiece. That’s Roadkill time: the rat slips into a hole and flips a lever to drop the spikes. If there are two levers, order is simple: far first, then near, or the panel resets and you eat chip damage. Before the mini‑boss, it’s great to have a grenade or a Power Fist. He loves grabbing and throwing, so hover near the frame edge, bait the lunge, sidestep, then punish with a string and an item to the face. Chains and lamps often hang around—rip them down to finish the job.
Episode 1. Page Two: pipes and storerooms
At the start, check the cracked wall—don’t go bare‑knuckle, drop dynamite. Behind it is a stash with iced tea and a knife—handy. In the room with two valves, shut the top one first (steam pauses for a moment), then sprint to the bottom and twist it—gives you a clean window. Versus the shield carrier, don’t ram the block; sweep the leg and toss them onto spikes—Comix Zone’s environment is always on your side if you look around.
Fork with the lift: down means more scraps and a shot at extra items; up is a shorter path to the boss but locks you out of a couple hidey‑holes. If you go down, hug the right wall—there’s a flimsy “paper” patch, Roadkill will sniff it out, and you’ll snag another power item. The page boss swings long and smacks from jumps—don’t swing back instantly; wait for the landing, take a step back, and counter. If you’ve got a grenade, throw it during the wind‑up—the boss sticks in animation and eats full damage.
Episode 2. Upper levels and underground platforms
On the new page, test the floor: some panels are brittle with spikes underneath. Run Roadkill along the edges—he squeaks at weak spots. On the big fan platform, don’t fight the gust: flip the small toggle on the left to ease the airflow, hop to the ledge, then pull the main switch. Fall here and you lose health and, more importantly, time—and time is what separates the good ending from “too late.”
Next is a trigger puzzle: three buttons, one door. The rule is middle, right, left. Mess it up? Backtrack one panel to reset, or ceiling rocks start falling. In the acid room, clear the enemy first, then handle the boxes. Push the lower crate to the right wall and climb to reach the top—usually hides iced tea and a knife. Against jumpy mutants, don’t jump yourself—wait at waist height and uppercut so they can’t roll out.
The blade mini‑boss whirls like a blender—don’t step into the center; catch him on the exit, low kick, then toss into the frame border. Two rounds and he’s done. If you found a Power Fist, pop it, but only after his first pass—the buff drains, so conserve.
Episode 2. Catwalks, vent shafts, and water
Water room on a timer: hit the lever up top first, then drop and sprint to the door on the right—remember Sketch Turner chips health on decor, so don’t smash extras. In the tight vent, use a paper plane—there’s a switch behind the grille your fists can’t reach. Before the panel with two barrels, wait for enemies to bunch, then boot a barrel—the blast deletes half the fight. If steam is billowing from a vent, don’t face‑tank it: Roadkill will flip a hidden valve in the neighboring panel—just point him there.
Toward the end, enemies start spamming grabs. Don’t be shy with grenades: drop one at your feet and roll—the blast tags anyone latched onto you. The boss loves to pin you on the edge—drag the fight to mid‑frame and use the background. Sometimes there’s a hanging load on the ceiling: cut the cable with a knife or a throw—it’ll shave a quarter of the health bar in one go.
Episode 3. Mortus’s temple and laboratory
The last stretch of Comix Zone is a string of puzzles and a test of clean play. In the statue room, press the plates in order: snake, eye, hand. Get it wrong and guards spawn while the door relocks. In the hall of columns, don’t stand under a cracking cornice: one enemy hop and it drops. Herd them onto weak spots while you keep low. Behind the wall with “gusts of wind” there’s a cache of hidden items—Roadkill will sniff it out if you give him a second.
Before the lab, free up two slots for consumables: a knife and something explosive. Inside there’s a panel with two consoles. Hit the right one first—it disables the pipe shields—then the left to open the door. Do it the other way and the power goes live and a nasty “rain” phase starts. It’s easy to bleed health to bad sequencing here.
The final fight with Mortus is about timing and focus. He dips between panels and comes back with a trick—don’t mash, read his telegraphs. When the villain “draws” a trap in the corner, don’t take the bait—shift the duel to the opposite frame and use the knife to interrupt his casts. Alyssa’s on the line—the faster you handle the surrounding devices, the closer the good ending. Roadkill is clutch here: let him cut power on the sparking blocks while you keep the boss centered. Item damage counts fully, so don’t hoard grenades. When the screen “boils,” send a paper plane—it reaches the awkward button behind the grate and hard‑skips the phase.
On the last panel, don’t trade blows: wait for Mortus’s long wind‑up, step to the outer edge, uppercut, then chuck him past the frame border—damage spikes there. If you’ve got iced tea left, sip it between phases, not mid‑scrap. When he tries to slip into the “frame,” block the exit with a knife toss—rare, but incredibly satisfying if you’re chasing a clean, low‑damage run.
Bottom line: keep the tempo, probe the paper for weak spots, don’t punch decor, and lean on Roadkill—Comix Zone stops feeling “random.” Save the passwords after each page—they’ll spare your nerves if you botch a lever sequence. And for variety, mix your routes at forks: Comix Zone rewards attention to detail with extra items and easier fights. On reruns, try another path—you’ll see panels change and uncover a few more secrets of this comic zone.