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The Carl Barks Library#1
Cover: Carl Barks

The Carl Barks Library #1

Jul 1984 · Another Rainbow · 100.00 USD
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Contains 33 stories
Finds Pirate Gold
64 pp
Pete

In "Finds Pirate Gold," Donald Duck and his crew—complete with the grumpy parrot Old Yellow Beak—set sail for a legendary island, guided by a mysterious map from a seafood restaurant. Unbeknownst to them, their ship is infiltrated by Black Pete, who’s disguised as an old woman, along with his two rat-faced henchmen. As the ducks and the parrot reach the treasure island on a raft, Pete waits in the shadows, plotting to claim the gold for himself.

The Mummy's Ring
28 pp

In "The Mummy's Ring," Huey finds himself unexpectedly entangled in a mysterious journey when he’s sealed inside an ancient mummy case and spirited away to Egypt by emissaries of the Bey El Dagga, a ruler determined to revive the customs of antiquity. Donald and the other two nephews, determined to rescue their cousin, take on jobs aboard the ship transporting the case and later navigate a felucca up the Nile to reach the Bey’s remote domain.

The Hard Loser
10 pp

In "The Hard Loser," Donald Duck and his nephews plunge into the high-stakes chaos of the Screwball Derby, a wild cross-country horse race where every turn brings a new scheme and every stride is a gamble. With mud, mayhem, and a whole lot of stubborn pride, the family’s rivalry heats up as they push their mounts—and each other—to the limit.

Too Many Pets
26 pp

When an organ grinder gifts the nephews a mischievous monkey named Jingo, Donald’s quiet home quickly descends into chaos. The monkey’s antics grow so wild that Donald is forced to sell him to a passing stranger—unaware the man is a foreign spy using the monkey to steal secret plans.

Frozen Gold
24 pp
Pete
Mystery of the Swamp
24 pp

In "Mystery of the Swamp," Donald Duck and his nephews set out on an adventure in the Everglades, only to stumble upon a trio of mischievous little goblins known as Gneezles. When Donald attempts to catch one, the tables turn and the ducks find themselves captured—now the Gneezles have their sights on a very different kind of meal.

Terror of the River
28 pp

When Donald’s sneezes at an auction are mistaken for bids, he and the nephews find themselves the unexpected owners of a houseboat—and soon sailing down the Ohio River. Their journey takes a dramatic turn when they spot a massive serpent looming in the water, only to discover it’s an elaborate submarine with a captain who enjoys a good scare.

The Firebug
13 pp

In "The Firebug," Donald Duck wakes up with a head injury that strangely turns him into a pyromaniac—setting small, harmless fires with no ill intent. But when real arson strikes the town, everyone assumes it's him, and he’s caught in a wave of suspicion he can’t explain.

Seals Are So Smart
10 pp

In "Seals Are So Smart," the nephews enjoy a playful game of ball with a curious baby seal at the beach, sparking Donald’s imagination as he envisions a fortune from a trained seal act. The simple joy of the moment quickly turns into a whimsical daydream about fame and riches, all fueled by the seal’s unexpected cleverness.

If the Hat Fits
1 pp
Volcano Valley
30 pp

In "Volcano Valley," Donald Duck finds himself in a whirlwind of chaos after accidentally receiving a full-size World War II bomber instead of the model plane he ordered. He sells it to the eccentric South American nation of Volcanovia, where the ducks soon discover they can only leave the country by becoming national heroes—a goal that proves far more complicated than expected. Donald’s attempts to earn the title only lead to increasingly absurd and disastrous outcomes, turning him into a national menace instead.

The Ghost of the Grotto
26 pp · Anthropomorphic-Funny Animals

In "The Ghost of the Grotto," Donald Duck and his nephews find themselves caught in a centuries-old mystery while harvesting kelp in the West Indies. When a tale of an armored figure who appears every half-century to steal a small boy comes to light, the danger becomes real—Dewey is taken, and the family must brave a treacherous grotto beneath a sunken galleon, guarded by a massive octopus, in a desperate bid to bring him home.

Adventure Down Under
25 pp

In "Adventure Down Under," Donald Duck finds himself caught in a wild misadventure after being hypnotized into believing he’s a kangaroo, leading him to book a trip to Australia with Huey, Dewey, and Louie. Once there, the ducks’ bizarre mission to capture Mournful Mary, the so-called queen of the kangaroos, quickly spirals into chaos—landing Donald in the clutches of mysterious and unfriendly aborigines.

Christmas On Bear Mountain
20 pp
Uncle Scrooge(1st)

Christmas On Bear Mountain finds Uncle Scrooge McDuck letting the ducks stay in his mountain cabin for the holidays, claiming he's testing Donald's courage by pretending to be a bear—only to be outdone when two real bears, a mother and her cub, show up soon after the ducks arrive.

Fashion in Flight
1 pp
Turn for the Worse
1 pp
Machine Mix-Up
1 pp
Bird Watching
1 pp
The Old Castle's Secret
32 pp
Uncle Scrooge

In "The Old Castle's Secret," Uncle Scrooge and the ducks journey to Scotland in search of a long-lost treasure hidden within the walls of the ancestral McDuck castle. There, they face a chilling mystery when an invisible ghost—visible only by its skeletal shadow—steals the treasure and traps them on a high balcony. With quick thinking and a hidden passage through an old graveyard, the nephews uncover the truth behind the haunting.

Sorry to be Safe
1 pp
Sheriff of Bullet Valley
32 pp

In "Sheriff of Bullet Valley," Donald Duck takes on the role of a deputy in the lawless town of Bullet Valley, where he’s tasked with tracking down a notorious gang of rustlers. Led by the cunning Blacksnake McQuirt—a man who hides his outlaw past behind a respectable rancher’s facade and wields a mysterious branding ray to steal cattle from a distance—the gang has turned the valley into a frontier of deception and danger.

Best Laid Plans
1 pp
The Genuine Article
1 pp
The Golden Christmas Tree
20 pp

In "The Golden Christmas Tree," the nephews’ holiday disappointment takes a magical turn when their longing for a golden Christmas tree draws them into a trap set by a witch who plans to use their tears in a potion to destroy all the Christmas trees on Earth.

Jumping to Conclusions
1 pp
The True Test
1 pp
Ornaments on the Way
1 pp
Horseshoe Luck
1 pp
Lost In the Andes
32 pp

In "Lost In the Andes," Donald, a museum janitor with a knack for stumbling into the unexpected, uncovers that ancient Inca "blocks" are actually square eggs. When the rest of a scientific expedition falls ill, Donald and the nephews press on into the remote Andes, only to encounter a mysterious people whose Southern-accented speech and unusual diet hint at a hidden world beneath the mountains.

Too Fit to Fit
1 pp
Tunnel Vision
1 pp
Sleepy Sitters
1 pp
Bean Taken
1 pp

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Full credits

writer Bob Karp
artist, inker Carl Barks
artist, inker Jack Hannah
cover pencils, inks Carl Barks

Reprints

↩ Reprints Four Color #9 (1942), Four Color #29 (1943), Four Color #62 (1945), Four Color #108 (1946), Four Color #147 (1947), Four Color #159 (1947), Four Color #178 (1947), Four Color #189 (1948), Four Color #199 (1948), Four Color #203 (1948), Four Color #223 (1949)

Reprinted in The Complete Carl Barks #32 (1985), Walt Disney's Donald Duck Adventures #14 (1989), Carl Barks Library of Walt Disney's Donald Duck Adventures in Color #4 (1994), Carl Barks Library of Walt Disney's Donald Duck Adventures in Color #5 (1994), Carl Barks Library of Walt Disney's Donald Duck Adventures in Color #9 (1994), Bilag til Donald Duck & Co #8/1999 (1999), O Melhor da Disney: As Obras Completas de Carl Barks #9 (2005)

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