Lighthouse Mouse

Lighthouse Mouse

Year: 1955

Runtime: 7 mins

Language: English

Director: Robert McKimson

Animation

Sylvester Cat serves as the lighthouse keeper’s mouse‑catcher, tasked with preventing a mischievous mouse from unplugging the lantern. The exhausted mouse only wants a quiet night’s rest and enlists Hippety Hopper, a baby kangaroo who has just washed ashore after a shipwreck on the rocks, to battle Sylvester and keep the light extinguished.

Warning: spoilers below!

Haven’t seen Lighthouse Mouse yet? This summary contains major spoilers. Bookmark the page, watch the movie, and come back for the full breakdown. If you're ready, scroll on and relive the story!

Timeline – Lighthouse Mouse (1955)

Trace every key event in Lighthouse Mouse (1955) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Nighttime at the lighthouse

It's 11 o'clock at night on a small island as the beacon's light is diverted by a mischievous mouse. The deflected beam keeps the resident rodent awake and alert as it moves through the lighthouse. The scene sets up a chaotic chain of events triggered by the tiny intruder.

11:00 PM Lighthouse, small island
2

Polly's warning and the call to action

Polly the parrot swoops into the light-keeper's bedroom shouting that the lights are out. The light-keeper wakes in annoyance and identifies the culprit as the 'crazy moose' and directs Sylvester to catch the mouse. Polly echoes the orders, turning the moment into a chorus of warnings.

Light-keeper's quarters, Lighthouse
3

Australia wrecks and Hippety escapes

A cargo ship named Australia crashes against the rocks, scattering wooden crates along the shore. Inside one crate, Hippety Hopper—the baby kangaroo—breaks loose as the crate splinters apart. He hops away from the wreck toward the island, starting his unintended interlude with Sylvester.

shortly after Shoreline of the island
4

Sylvester stirred awake and dispatched upward

The light-keeper closes in on Sylvester, scolding him for sleeping while the 'crazy moose' is loose. He orders Sylvester to hurry upstairs and capture the mouse, a command Polly echoes in the background. Sylvester vows to handle the task and races toward the upper level.

Lighthouse interior
5

Hippety enters the lighthouse

Hippety Hopper slips into the lighthouse and follows Sylvester up the stairs. Sylvester traps Hippety with a mousetrap, stringing it so he can yank it when the snare goes off. He believes he has captured a giant, terrifying mouse, and his jaw drops in astonishment.

Lighthouse interior / stairs
6

The mouse frees Hippety from the trap

The resident mouse frees Hippety from the snap trap, foiling Sylvester's obvious plan. Hippety then returns the favor by pulling the plug out of the wall, cutting the lights and sending the room into darkness. The lighthouse's power outage escalates the slapstick chase.

Lighthouse electrical area
7

Lights go out again and Sylvester improvises

With the lights out, Sylvester scrambles to reconnect the power. He climbs, stretches, and nails the cord in place to stop Hippety and the mouse from pulling it again. The moment showcases his improvisational bravery, though it's laced with danger.

Lighthouse stairs / electrical area
8

A misread shadow leads to chaos

Sylvester spots what appears to be Hippety's shadow and swings at it, only to discover the figures behind the door are the mouse and Hippety with a back-and-forth switcheroo. The misunderstanding leads to a clash that sends Sylvester tumbling down the stairs. Polly's counting continues loudly in the background.

Lighthouse interior / stairs
9

The lights flicker as the cord is cut

The lights dim again when the mouse cuts the extension cord in two places with scissors, plunging the lighthouse into darkness. Sylvester's panic grows as the situation spirals toward a dangerous escalation. The countdown of Polly's narration amplifies the tension.

Lighthouse interior
10

Conduction gambit and a shocking fix

In a desperate gambit, the light-keeper pursues Sylvester with a Shillelagh, while Sylvester volunteers to become a human conductor, bridging the torn cord. He gets a massive electric shock that re-energizes the beacon but leaves him singed. The lights blaze back on, saving him—for the moment.

Lighthouse interior
11

The dynamite fuse and the final blow

The mouse rigs a dynamite-like fuse around the cord, and Sylvester braces for the blast. The fuse hisses and explodes the cord beyond repair, leaving Sylvester burnt and defeated as the light-keeper charges in with a massive club strike. The lights go out again amid the ensuing chaos.

Lighthouse interior
12

The final scene: Sylvester as the beacon

In the closing tableau, the light-keeper, Polly, Hippety, and the mouse sleep contentedly while Sylvester serves as the beacon, powered by a battery and lighting the beam through his eyes. He laments that being a pussycat could be so complicated. The night ends with a fragile peace and a weary but hopeful feline.

Lighthouse interior

Last Updated: October 07, 2025 at 08:22

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Lighthouse Mouse Spoiler-Free Summary

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