Marmaduke Mouse #4
☆ Be the first to review + Add to your collection — Join freeMarmaduke Mouse attempts to help two men fly their experimental planes by recruiting other characters to assist them. When the men decide to steal food from the townspeople instead, Marmaduke takes a shortcut to Duke Catto's castle, where he discovers the villain's plan to trap neighbors in his catnip gardens and force them into servitude. Marmaduke and his companion Spinky warn the townspeople and thwart Catto's scheme. Later, Marmaduke encounters Flip and a maestro at Bee's house, leading to a comedic mix-up involving a phonograph record where Marmaduke is mistaken for the singer.
Marmaduke Mouse takes on the case of the notorious Unhappy Bandit to prove himself as a real detective to King Louie—and despite his clumsy methods and run-ins with an ornery horse, our hero manages to corner the crook in an old barn. When the bandit finally reveals why he turned to robbery, Marmaduke gets more than just a captured criminal—he gets an unexpected lesson about what really makes someone miserable.
Marmaduke Mouse decides it's time to take matters into his own paws and hunt down the cats that have been terrorizing his fellow mice—armed with a gun he's not entirely sure how to use. What follows is a comedic clash of heroic ambition and comical incompetence, as our pint-sized hero fumbles his way through encounters with squirrels, felines, and the local sheriff. By the time the dust settles, Marmaduke learns that being a hero isn't quite as straightforward as the cheering crowds in his imagination promised.
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