Buster Bunny #15
☆ Be the first to review + Add to your collection — Join freeThe issue contains two stories: In the first, Buster Bunny encounters the Black Knight, described as the toughest fighter in seven kingdoms, and must use his wits to escape and defeat this armored opponent through various improvised tactics and disguises. In the second story, "Chips in Blunder Repairs," a character named Chips works at a repair shop where he is sent to fix a doorbell at an address, but upon arriving finds the job more complicated than expected and encounters various obstacles, ultimately leading to a chaotic encounter with a truck.
Buster Bunny, inspired by tales of chivalry, tries to live up to the old days of knights—only to accidentally cause chaos when he "rescues" a damsel in distress, leading to a series of mishaps that land him in trouble with Mr. Floogle and the local authorities. After a magical mishap sends him and his cousin Bill back to the age of knights, Buster is forced to play the role of a jester, but finds a chance to prove himself when the Black Knight arrives.
Chips, a young rabbit working for J. Pooch United Repair Co., is sent to fix a doorbell that’s out of order, determined to prove he can handle the job without making a mistake. When the doorbell remains silent despite his efforts, he grows frustrated and storms off, only to realize he may have misunderstood the situation.
Lucky Duck hatches a scheme to humiliate Rocky Rabbit by challenging him to a race against a turtle, using a turtle provided by the magazine's publishers. Rocky, confident in his speed and armed with advice from Uncle Roquefort to keep his eyes fixed on the finish line, sets off sure of victory—only to find himself baffled by the slow pace and unexpected detours of the race.
Buster Bunny dons a detective outfit after receiving a mysterious package, determined to prove himself a real private eye. When he stumbles upon a gang of crooks planning a heist at the art museum, he and a fellow animal (a young woman) hide as statues—only to accidentally become part of the crooks' own scheme when the "statues" come to life.
In a bustling blacksmith shop, Hiram Hogg struggles to move a stubborn horse that refuses to budge, much to the annoyance of the other animals. A passing doctor suggests using mysterious "Lallapalooza Pills," which send the horse into a wild, chaotic frenzy — leaving Hiram scrambling to catch it before it causes more trouble.
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