Merry Mouse #3
☆ Be the first to review + Add to your collection — Join freeThis issue contains two main stories featuring Merry Mouse. In the first story, Merry Mouse's repair shop is struggling with business until he receives a call about a repair job in a wealthy neighborhood, prompting him to travel to what appears to be a fancy estate. In the second story, Merry Mouse encounters a gorilla who has escaped and is causing havoc, including wrecking a dam; Merry Mouse manages to outwit the gorilla through an electrical trap, ultimately defeating the creature and sending it over a waterfall. The issue also includes a prose story titled "Eating," which follows a character named Denny and his monkey friend Eating as they visit a movie theater, where Eating becomes distracted by food and causes comic mayhem involving a popcorn machine and pastries.
Merry Mouse, fed up with eating cheese, ventures into the woods with a hunting gun to catch rabbit—only to accidentally shoot the landlord, Mr. Lion, and flee into a strange forest where giant rabbit tracks lead to a terrifying encounter with a bear. After a wild chase and a series of mishaps, Merry and his companion fall into a hidden world where rabbits hunt mice, forcing them to outwit their pursuers before escaping back to their own world—only to find themselves back at dinner, happily eating cheese again.
Merry Mouse arrives at a fancy home to fix a leaky faucet, only to find the impatient homeowner constantly interrupting his work—first with demands, then with distractions like tuning into a fight on television. As he tries to repair the faucet, things spiral out of control, leading to a series of increasingly absurd mishaps involving broken pipes, a burst furnace, and a flooded house.
In a jungle adventure, a lazy, bossy gorilla named Gus forces his two companions, Merry and Shadow, to fetch food while he lounges. When they outsmart him by setting a trap that backfires, the gorilla vows revenge—only to be shocked into surrender by a clever twist involving an electric eel.
Quincy the Duck finds a trick voice-throwing gadget and gleefully uses it to make animals and objects seem to talk on their own, causing chaos and confusion wherever he goes. From tricking a fish into thinking it’s being bullied to making a statue appear to speak, Quincy revels in the mayhem—until the pranks start catching up with him.
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