Summary
A giant spaceship is spotted heading for Earth. It's part of the ""Intergalactic 147"" snooker game and it wants to put the Earth into a black hole.
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A giant spaceship is spotted heading for Earth. It's part of the ""Intergalactic 147"" snooker game and it wants to put the Earth into a black hole.
Crumhorn invents a chemical that allows him to create land sharks to terrorize London. Things get even more complicated when Penfold gets into the formula.
Greenback attempts to take over England with his latest invention...an army of remote control, allergy causing pillows.
Dr Crumhorn ""Ka-zonks"" DM and Penfold into a hallucinatory world in an attempt to drive them crazy.
Penfold puts on Danger Mouse's suit and can't get out. From then on everyone thinks he is Danger Mouse. Later, DM and Penfold go to Bratislavakia to find out why all the countries of Central Europe have swapped places. There they fall fowl of a mystical stone that causes people to swap bodies.
Just when Penfold should be meeting his Aunt and the airport, he and Danger Mouse are sent to the Amazon jungle where a tribe have been sacrificing people to The Great Ant God from Ataxia. Penfold is captured, and things look grim, but then Penfold's Aunt arrives from a taxi and tells them all to stop playing silly games.
Professor Crumhorn returns and uses his transformation pills to turn himself into a little girl in an attempt to get Danger Mouse to break into Fort Knox.
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While on holiday in Spain, Penfold is kidnapped by a mad Coyote who thinks he is Don Quixote. They go tilting at a windmill that happens to contain Baron Greenback's latest device for world domination.
The Mark III runs out of gas, leaving DM and Penfold stranded in the Sahara Desert.
Professor Crumhorn creates a robot duplicate of Penfold (which is far more efficient than the original). At the push of a button it transforms into a giant machine intent on destroying Danger Mouse.
Danger Mouse is sent to stop Greenback who is behind the theft of America's greatest buildings.
Danger Mouse and Penfold are sent to track down a huge hairy monster that has been crushing the local villages. When they find it they discover he's actually friendly, but suffers from extreme bouts of sore-feet. They get help from the RCMP - Royal Canadian Mounted Podiatrists.
Danger Mouse and Penfold are sent to the Arctic when Greenback threatens to melt the polar ice with sun lamps.
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Danger Mouse travels to the moon and discovers it has been turned into a scrap yard, which has caused the tide to change and flood the Earth.
Danger Mouse must recover plans to a top secret device capable of shattering the world.
Danger Mouse is sent to find Merlin's magic ink well which will grant the finder a wish.
Count Duckula teams up with Dr Frankenstoat to take over the world with an army of robot vampoids.
Greenback offers to team up with Danger Mouse in order to thwart an alien invasion.
Danger Mouse and Penfold travel on the Orient Express with a document they obtained from Greenback.
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Penfold and Danger Mouse journey to the center of the Earth to stop a loud noise that originates there.
Under orders from a super computer, all the world's machines mutiny and refuse to do their jobs.
Penfold swallows Professor Squakencluck's new pill and is turned into a super hero which causes Danger Mouse more problems than usual as he searches for a lost messenger pigeon.
Danger Mouse battles a witch doctor when he and Penfold go to rescue Professor Squakencluck whose plane crashed in the China sea.
Greenback sets out to steal an ancient Egyptian amulet which Danger Mouse and Penfold have been sent to find.
Penfold's gift from J.J. Quark sets monsters after Danger Mouse and Penfold.
Unpacking from a holiday in Mexico, Penfold discovers El Loco hiding in his suitcase. El Loco gets loose and goes on a crime spree in London.
Greenback has London at a standstill after he steals all of the world's tea.
The clock returns with Merlin's predecessor as its passenger and it's up to Danger Mouse and Penfold to stop the wizard from taking over the world.
Greenback devises a ray that animates London's statues and causes them to wreak havoc.
Danger Mouse investigates strange goings-on at Stonehenge only to battle his evil alter-ego.
Greenback creates a mechanical cat that kidnaps Colonel K.
Penfold must defeat El Loco after he drugs Danger Mouse's milk.
The alien J.J. Quark returns and sends a Fangboner to attack Danger Mouse.
Danger Mouse assists Bleep, Bleep recovers an old English home that is being held for ransom.
With Greenback on vacation, Stiletto uses a ray to create giant spiders to take over London.
Greenback is melting the polar ice caps to cause a flood and open up a market to sell rubber rafts at inflated prices.
Penfold is instrumental in keeping alien, J.J. Quark, from taking over the Earth.
Danger Mouse goes after his car, which has taken off on its own, keeping Danger Mouse from attending an award ceremony.
Danger Mouse and Penfold end up in a time-traveling clock when they investigate an attempted robbery of the crown jewels.
An experimental enzyme escapes into the sewers and turns everything it comes in contact with white.
Agent 57 teams up with Danger Mouse to defeat Baron Greenback when Penfold stays home with a cold; the only problem is 57 gets it too and every time he sneezes he changes disguise.
An alien pet escapes from a crash-landed spaceship and it multiplies whenever something touches it, making its capture difficult.
Penfold's hearing problems make him immune to a device that brainwashes anyone who hears Greenback's voice.
Danger Mouse and Penfold go after a mad composer who has destroyed all the world's music.
Greenback raids Mexico's cacti to plant the pins in the most important cushions in Briatin.
Penfold and Danger Mouse get transported to the year 1215 AD thanks to a fluke in the narrator's mic. They now have to act out a twisted version of Robin Hood starring Danger Mouse as Robin and Penfold as Little John.
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Nero gains strange powers, which he uses to terrorize Danger Mouse and Penfold, after he falls into one of Greenback's inventions.
Greenback develops age-altering bombs which turn Danger Mouse into an over eager youth and puts Penfold on the verge of senility.
A salesman of gadgets for secret agents tries to sell Danger Mouse devices which will help him in reaching Greenback's hard to reach hideout.
Greenback makes a device to control DM's car.
Danger Mouse and Penfold are chosen as Ambassadors to meet aliens and end up being terrorized by their giant toys.
Greenback threatens to use his weather control machine to create an ice age if he is not crowned king of the world.
Danger Mouse and Penfold journey to the moon to put a radio jamming station Greenback has built there out of operation.
Greenback tests his new duplication machine on Penfold, which malfunctions and leaves him with hundreds of Penfolds to deal with.
Danger Mouse and Penfold travel to Wales to battle a dragon called Jones.
Greenback ruins a holiday for Danger Mouse and Penfold who are in the Amazon jungle searching for the long lost crown that belonged to an Aztec ruler.
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It is up to Penfold to stop Danger Mouse when he takes up a life of crime.
Count Duckula and Greenback team up to find the Bone Idol which can control all the dogs in the world.
Danger Mouse tracks Greenback down to a New York skyscraper where strange things happen to the World's Greatest Secret Agent.
Colonel K teams Danger Mouse up with a robot Penfold and Penfold with a robot Danger Mouse so one pair can help Agent 57 and the other can capture Greenback.
Danger Mouse and Penfold end up in the future where the world is ruled by cats who are taking orders from a descendent of Greenback.
Danger Mouse must rescue Penfold after Professor Squakencluck's time machine sends Penfold back in time.
A Demon from the 4th dimension dares Danger Mouse to stop him from stealing famous buildings.
Agent 57, the master of disguise, helps Danger Mouse defeat Count Duckula who has teamed up with Greenback to turn Parliament show-biz crazy.
Danger Mouse finds a computerized hideout locator which leads him to Baron Greenback's hideouts.
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Danger Mouse travels to the United States where he teams up with a Texan to defeat Greenback, who has shrunk and stolen the world's greatest buildings.
Danger Mouse is sent to the Indian Ocean to investigate several ship sinkings caused by ghost-like buses that vanish.
Greenback is determined to steal plans that Danger Mouse and Penfold are transporting from Australia to London.
Danger Mouse is captured by Greenback when Greenback threatens to destroy all the world's signposts, and is subjected to a brain picker to remove all his thoughts.
Greenback shrinks himself and enters Colonel K's body to learn all of the Colonel's secrets.
In his quest to save the world, Danger Mouse squares off against Greenback in a duel, travels with Penfold to the Bermuda Triangle and more.
In his quest to save the world, Danger Mouse squares off against Greenback in a duel, travels with Penfold to the Bermuda Triangle and more.
Greenback kidnaps Penfold to get Danger Mouse to bring him four ingredients needed for an evil spell. Danger Mouse meets Count Duckula when one ingredient turns out to be the feather of a vampire duck.
Greenback has stolen a bad luck charm for use in a bad luck ray. Danger Mouse manages to get it and attempts to give it back to the original owners who don't really want it back.
Washing machines under the control of Greenback threaten to destroy London.
Greenback tells Danger Mouse that he will go straight if Danger Mouse beats him in a duel and if Danger Mouse promises to quit his job if he is the loser.
Aliens capture Danger Mouse and Penfold for use in an experiment when they journey to the Bermuda Triangle on the trail of Baron Greenback.
Danger Mouse travels to outer space to find a custard mite and bring him to Earth after Greenback floods the world in instant custard.
Danger Mouse and his sidekick, Penfold, work to thwart Baron Greenback's many evil plans, including destroying the world with bagpipe music.
Danger Mouse and his sidekick, Penfold, work to thwart Baron Greenback's many evil plans, including destroying the world with bagpipe music.
Danger Mouse discovers Greenback is behind a plague of pyramids which are popping up all over England and threatening to sink England.
Danger Mouse must stop Greenback who has stopped the Earth's rotation which in turn has canceled gravity.
Greenback kidnaps Penfold to lure Danger Mouse into a spaceship and send both of them to a planet ruled by machines.
Greenback is causing the world's leaders to laugh themselves to death in his latest plot to become ruler of the Earth.
A fall causes Penfold to think he is the Lord of the Jungle, when he and Danger Mouse try to find out why elephants are being turned into sugar cubes.
Greenback drives Danger Mouse and Penfold crazy with his dream machine.
Greenback creates a `Martian' to keep Danger Mouse busy while he sets out on a crime spree.
Greenback steals a growth serum from Professor Skwakencluck and with it creates giant chickens to take over the world. And for once Penfold saves the day!
Greenback captures Colonel K and has the Colonel send Danger Mouse and Penfold on holiday to a haunted castle in Transylvania.
Danger Mouse and Penfold travel to Scotland to keep Greenback from destroying the world with music from all the world's bagpipes.
Danger Mouse discovers that Baron Greenback is behind a wave of attack robots that have been going after agents.
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In this pilot episode, Danger Mouse and Penfold are dispatched to Loch Ness to investigate the theft of bagpipes and increased activity of the Loch Ness Monster. They uncover a plot by Baron Greenteeth (known in later episodes as Baron Greenback) to find "The Lost Chord," a musical note capable of causing great destruction.
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