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Animal Adventures #3

Apr 1954 · Timor · 0.10 USD
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A fox named Rascal encounters a country house advertised for rent and contacts the owner, Mr. Sellum, who eagerly hands over the deed. Rascal and a companion then drive to the countryside, where Rascal encounters a timid creature called the Great Soopermutt and uses a bottle of atomic juice to shrink it down to size. The story concludes with characters named Bobo and Unk attempting to rescue a rotting king from jail, enlisting a whale to help them escape by sea.

Contains 6 stories
Ghost of a Chance
6 pp · Anthropomorphic-Funny Animals
King Karrot

King Karrot puffs up his pride before learning that Alphonso, the scheming King of Lettuce-Land, is visiting—a rival who always seems to outwit him with magic. Desperate to regain the upper hand, Karrot enlists his royal magician Oodini to conjure ghosts that will frighten his competition, but when the plan backfires spectacularly, he discovers that sometimes your own tricks can turn against you.

The Doctor's Advice!
6 pp · Anthropomorphic-Funny Animals
Rascal Fox

Rascal Fox rushes to a doctor's appointment convinced he's in perfect health, only to receive shocking news that sends him scrambling for a cure—which leads him and his brother to a country property that seems like the answer to his problems. What starts as a simple fix-up job quickly spirals into chaos as the two tackle the rundown house, with complications piling up at every turn. By the time the dust settles, Rascal discovers the truth behind his diagnosis may not be quite what he expected.

The Dragon Caper
5 pp · Anthropomorphic-Funny Animals
Soopermutt

Soopermutt finds himself in an unexpected fix when the town desperately calls on him to stop a rampaging dragon—only to discover the creature isn't quite what everyone feared. With his reputation on the line and his secret weapon at stake, our fearless hero must navigate a curious encounter that forces him to think fast and improvise even faster. It's a tale of mistaken assumptions and unlikely solutions wrapped in the kind of madcap charm that made 1954's Animal Adventures such a blast.

Whale of a Mistake!
6 pp · Anthropomorphic-Funny Animals
King Karrot

King Karrot wakes up early to a fishing expedition his nephews have planned, and they insist he demonstrate how he once caught a whale single-handed—a boast the royal rabbit is determined to back up, even if it means stretching the truth. When a fishing warden catches him breaking local law, King Karrot's nephews fail to vouch for his identity, landing their uncle in jail and leaving him to call for help from his Prime Minister. It's a humbling lesson for a king who believed he could get away with anything.

Living--?
2 pp · Anthropomorphic-Funny Animals
Hobart

Hobart dreams of a life without work and discovers the perfect solution: a newfangled push-button machine guaranteed to do everything for him. But when the labor-saving device spins wildly out of control, his vision of effortless living becomes anything but, leaving him to face the chaotic consequences of his shortcuts.

Am I brave?
1 pp · Anthropomorphic-Funny Animals
Soopermutt

Soopermutt wonders if he's truly brave and decides to test himself in a funhouse mirror room, only to discover that confidence and reality don't always align the way a pup might hope. It's a playful 1954 romp that asks the big questions—and delivers the laughs.

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Reprints

Reprinted in Animal Adventures #3 (1954), Konga #9 (1957)

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