Donald Duck & Co #36/2000
In a dream that blurs the line between fantasy and reality, Donald Duck finds himself haunted by a beloved dinosaur ghost who keeps showing up with increasingly absurd challenges. When the spirit finally slips into Donald’s own world one night, the chaos escalates — and the duck must navigate a surreal adventure with his nephews Ole, Dole, and Doffen, and his old friend Dåne, all while trying to figure out how to send the ghost back where it came from.
When Donald Duck and his nephews Ole, Dole, and Doffen stumble upon a lost banknote, Donald insists they return it to its rightful owner—no matter the trouble. A few mysterious bite marks in one corner might just be the key to tracking down the owner, turning their search into a quirky, clue-filled adventure.
When Langbein inherits an old wheelboat from his aunt Tilde and dreams of turning it into a floating restaurant, Mikke Mus agrees to help sail it down the river to Andeby harbor. But instead of reaching their destination, the boat ends up docked at the Bygrensen golf club—much to everyone’s surprise.
When Donald and the nephews stumble upon a real troll in the streets of Andebys, they’re whisked back in time to the land of Idyllonia—thanks to Petter’s time machine—where they must face the sinister Den sorte trollmann. With the help of the mysterious Den hvite trollmann and the mighty Kong Gruff, they’ll need more than luck to survive the ancient magic and political intrigue of a kingdom in peril.
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Reprints
↩ Reprints Donald Duck & Co #33/1958 (1958), Donald Duck Fra Dag Til Dag #14 (1997)
Reprinted in Donald Duck God gammel årgang #2002 (2002), Donald Duck & Co Sætre spesialutgave #10 (2004), Donald Duck & Co #19/2010 (2010), Donald Duck & Co #21/2023 (2023)
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