The Good, the Bad and Huckleberry Hound

The Good, the Bad and Huckleberry Hound

Year: 1988

Runtime: 93 mins

Language: English

Director: Ray Patterson

ComedyWesternAdventureAnimationTV Movie

Set in the gold‑rush era of the Wild West, a mysterious stranger—Huckleberry Hound—arrives in a small desert town carrying a huge golden nugget. The notorious Dalton brothers steal the nugget, and the townspeople implore the stranger to pursue the outlaws and retrieve the gold.

Warning: spoilers below!

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Timeline – The Good, the Bad and Huckleberry Hound (1988)

Trace every key event in The Good, the Bad and Huckleberry Hound (1988) 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

Huck heads west to find a new farm

In 1849 California, Huckleberry Hound rides west on his horse seeking a place to start a country farm. He reaches the small town of Two-Bit, a place he might call home. The scene sets up both Huck's dream and the town's danger from the Dalton Gang.

1849 Two-Bit
2

The Dalton Gang menaces Two-Bit

The Dalton brothers threaten the town, stealing Huck's belongings in the process. Their presence creates immediate danger and motivates Huck to stand up for the residents. They also set the tone for the ensuing conflict.

Two-Bit
3

Poker challenge and boxing duel

The Daltons coerce Huck into a poker game where the stakes are a gold nugget Huck carries. When Huck accuses the brothers of cheating, they challenge him to a boxing match, which Huck wins, proving his grit. The victory earns Huck some leverage and the respect of the town.

Two-Bit
4

Bank deposit and prize

Huck visits Quick Draw McGraw and Baba Looey's bank to deposit his gold nugget. He wins a prize of his choice and selects a blue-ink fountain pen. The bank trip expands Huck's resources and foreshadows the subsequent bank robbery by the Daltons.

Two-Bit Bank
5

Daltons rob the bank

The Dalton gang robs the bank, stealing Huck's nugget and the prized fountain pen. The town is left in chaos and the balance of power shifts toward the outlaws. Huck's role as a protector is about to be tested.

Two-Bit Bank
6

Huck is named sheriff

Mayor Hokey Wolf calls an emergency town meeting and appoints Huck as Two-Bit's new sheriff. He accepts the responsibility to lead the townsfolk against the Daltons. The sheriff's badge marks the turning point of Huck's commitment to the town.

Two-Bit
7

Huck hunts the Daltons and arrests them

Huck pursues the Daltons across town and eventually apprehends and jails them after a struggle. The town begins to regain confidence with Huck in command. The arrest is a high point for the townsfolk.

Two-Bit
8

Stinky's breakout and gunfight challenge

Stinky breaks out of prison with the Bit-2 News crew and Magilla Gorilla covering the story. Huck receives a threatening letter from Stinky challenging him to a gunfight. The townsfolk grow paranoid and flee to Tahiti, leaving the showdown to Huck.

Two-Bit / Jail
9

Disguised jailbreak and rocket launch

Stinky and his brothers escape again, disguising themselves as their grandmother. Huck chases them until they strap him to a rocket and launch him into the sky, where he is presumably blown up. The launch marks the Daltons' escalation and Huck's presumed death.

Above Two-Bit / Rocket Launch Site
10

Daltons rise to power; Two-Bit's fall

The Daltons seize control of Two-Bit, renaming it Daltonville, and drive the townsfolk onto a freight train. The community blames themselves for Huck's disappearance as the town falls under outlaw rule. The stakes for redemption are raised.

Two-Bit / Daltonville
11

Rocket crash and amnesia in a Native dog village

The rocket crashes at a tribal community of Native American dogs. Huck survives but loses his memory, and is found by the chief's daughter, Desert Flower. The two fall in love, and Huck must undergo tests to prove his worth before the chief.

Native American dog tribe village
12

Tests and memory return

Huck faces a two-part test for the chief's blessing: a game show he wins, and a wrestling match with Chuckling Chipmunk. He loses the second test but saves Desert Flower, earning a blessing. His horse returns and restores his memory, reminding him that the Daltons remain at large.

Native Village
13

Ghost plan and the midnight ghost train

Huck recruits townsfolk from a circus, including projectionist Rusty Nails and a showgirl, to stage a ghostly plan against the Daltons. They threaten to send a ghost train to frighten Daltonville into surrender. The plan uses special effects to dramatize Huck's return.

Daltonville
14

Final capture of the Daltons

Huck arrives aboard the ghost train and scares the Daltons, though Stinky remains defiant. The townspeople chase them into the state prison, while Huck reveals the ruse. The Daltons are brought to justice and the town finds its footing again.

Daltonville / State Prison

Last Updated: October 09, 2025 at 14:35

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The Good, the Bad and Huckleberry Hound Summary

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Characters, Settings & Themes in The Good, the Bad and Huckleberry Hound

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