Donald Duck & Co #40/1997
Donald Duck wins a surprise vacation in the annual Andeby Fishing Club raffle, only to discover fishing isn’t part of the trip—despite his firm promises to himself that it would be. The journey leads him to a remote island with an active volcano, where the real adventure begins.
Donald Duck and the nephews organize a flea market, where a member of the millionaire club offers 10,000 kroner for a seemingly worthless lamp. Donald, convinced it must be a rare treasure, refuses to sell—only to wonder if he’s been had.
In "Altfor virkelig," Magica de Spell traps Uncle Scrooge inside a magically altered video game, forcing him to reveal the combination to the safe holding the luck charm. Donald Duck and the nephews—Ole, Dole, and Doffen—follow him into the artificial reality to rescue him, but the game quickly turns dangerous when Magica herself enters the digital world.
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Reprints
↩ Reprints Donald Duck & Co #43/1983 (1983), Donald Duck Fra Dag Til Dag #12 (1995)
Reprinted in Mikke påskekrim #[2002] (2002), Donald Duck & Co #28/2023 (2023)
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