- Ultimate Game Solutions - http://gamesolutions.efzeven.nl -

Life Of D. Duck 2 – Walkthrough (Bjørnar B./2008)

Life Of D. Duck 2 Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



You need to get rid of uncle Jubalon if you want to get Dasy back.

Talk to uncle Jubalon and ask him why he eats so much. Also ask him to leave the house and then he’ll tell you about the gold and diamond. Walk up the stairs and use the door north with the heart in it and go through. Grandma’s out cold in bed. Talk to her to realize she needs her heart medicine. Leave the room on the left.

Unlock the door on the left and open the door. Then enter the room of the three nephews. They will escape. Pick up the CROWBAR from the floor. Use the cabinet next to the door and take the money JAR out. Leave the room and go down the stairs. You’ll ask you uncle where the nephews are. Walk to the left and leave the house.

When you come outside, the boys won’t go inside but run away further. Use the door of the garage to get your car out and the MEDICINE from it. Walk back into the house and to the right into the kitchen. Pick up the VACUUM CLEANER on the right and leave the kitchen again. Plug in the vacuum cleaner in the socket on the right and use the cleaner on uncle Jubalon to suck some FAT out of him.

Walk up the stairs and enter grandma’s bedroom. Use the crowbar on the window to take the frame off and pick up the MOSQUITO NET. Give the medicine to grandma and she’ll wake up. She’ll put the bow in the night stand but you can’t take it. Talk to grandma and ask how to get rid of uncle Jubalon. She’ll tell you about the dynamite. Ask her more about it and she’ll tell you about another uncle on the hill. Leave the room and enter the room of the boys on the left. Use the fat on the hamster wheel and the hamster will fly out. Pick up the HAMSTER and leave the room. Go down the stairs watch uncle Jubalon.  As soon as Jubalon reaches for his drink, pull the plug of the TV from the socket. He’ll be angry and throw his soda can at you. Pick up the soda CAN and go outside.

Walk to the left and see two nephews running away. Follow the one going to the left and reach the watermill. One of the nephews is climbing onto the water wheel. The door to the mill is nailed shut so use the crowbar on the plank to open the door. Pick up the PLANK and put the plank on the barrel next to the door so you can stand on it. Use the crowbar again on the sign above the door.

Use the barrel to climb down and put the plank in your inventory. Open the door and enter the mill. Take the WRENCH from the floor and pick up a LOG from the pile on the left. Leave the mill again and walk to the right twice to return to your car. Walk further to the right and you’ll see the oat field. Farm boy Guffen has some trouble with his car but won’t listen to your advice.

While he’s looking at his tractor and thinking, take the LIGHT BULB from his thoughts. Walk to the left and use the car to drive to the map. On the map drive to uncle Scrooch’s house on the upper right. When you arrive a camera is looking at you. Try the front door and then talk to the camera. You’re inside now.

Talk to Scrooch and ask him how to make dynamite. He’ll give you the ingredients. Ask about the detonator on his desk and you can have it if you help him open his safe. He’ll tell you to go to Peter Smart to get a solution. Walk to the left to leave the office and outside pick up the ROPE your uncle threw out earlier. Use the car to see the map. Drive to the house of cousin Anton on the upper left.

Use the door to knock and you’re not welcome. Talk to Anton and ask about the machine outside. He’ll tell you the crank is missing. Use the window above the door to talk to Dasy. Tell her about uncle Jubalon and the nephews. After the conversation, take the horseshoe from next to the door and see that it’s a MAGNET. Walk to the right into the bee field and see the bird with the crank.

Use the mosquito net on the tent in the back to change to the protected duck. Then open the bee hive and get rid of the bee. You can now take the WAX out.  Walk to the left, back to the car and use the car to drive to the map. Now visit the light bulb. Outside his house, use the wrench on the tap to take the HOSE off and pick it up. Use the door to open it and enter the house of Peter Smart. He’s very busy.

Talk to him and ask him about Scrooche. Peter will tell you about the five rites. Ask about the coffee and he’ll give you his THERMOS to fill it with coffee. Look at the fish tank. Use the magnet on the tank to take the PAPERCLIP out. Use the trashcan to find a defective MOTOR SAW at the bottom. Climb the stairs to leave the house and drive the car to the map. Return to your own house.

Walk inside and walk to the kitchen on the right. Fill the thermos with DECAFFEINATED COFFEE from the tank on the right. Leave the house again and use the car to see the map. Return to Peter Smart. Enter his house and pour the coffee into the cup on his desk. Soon he’s asleep. Take Little Helper from the desk and in your inventory add the light bulb to his little body. For energy add the soda can and Little Helper is as good as new.

Use the stairs to leave the house and use the car to drive to nephew Anton. Walk into the bee garden and give Little Helper to the bird in the tree. The bird will pick him up and as soon as Little Helper is in the tree he can throw the crank down. Pick up the CRANK and walk to the left. Use the crank on the machine outside and put the empty money jar under the tap. Insert the wax plate into the machine and use the crank to get the HONEY.

Use the car to see the map again and drive to your own house. Walk to the left and use the crowbar on the lock of the entrance to the old cellar. Open the door and because it’s too dark, use Little Helper on the darkness to make some light. Take the tractor TIRE on the left and put the hose in the drum with gasoline. Attach the motor saw to the hose and use your mouth on the hose to get the FUEL into the saw. Pick up the motor saw again and leave the room. Walk to the right twice to reach the tractor.

Put the log under the tractor and replace the back wheel with the tire from the cellar. Walk all the way to the left to the mill.  Use the rope from your inventory on the arrow in the crocodile to get the ARROW out. Enter the mill and place the huge cog you took from the tractor on the free axis. The mill is working again. Use the board on the saw and pick up the SAW DUST. Use the board on the cogs and the mill will suddenly stop, throwing your nephew from the wheel outside. Pick up the BOARD again.  Leave the mill and walk to the right. Go south and see one of the nephews running away but looses his hat. Pick up his HAT and walk to the right again.

Go right once more and enter your own house. Climb the stairs and enter grandma’s room. Use the hat on the changing screen to change clothes and take the BOW from the table. Grandma won’t see the difference. Leave the room and go down the stairs. Leave the house, walk to the left and south to end up at the river again. In your inventory add the arrow to the bow and tie the rope to it. Use the combination on the raft across the stream. Use the raft to go across to the island.

Use the motor saw on the support beams of the tree hut to cut the hut down and as soon as your nephew is down, he’s picked up by an eagle and taken away. Take the FISHING NET from the dinghy and use the raft to cross the stream again. In your inventory tie the rope to the net and throw the combination in the tree. Drop the dead hamster on the log under the net and as soon as the crocodile starts to eat, the net will drop and the crocodile is caught.

Take your nephew from the crocodile and as soon as he’s out, use your nephews body to wake him up again. He coughs up a crocodile SCALE. You can take this nephew home. Leave the room and walk down the stairs. Leave the house on the left and when you reach the car walk south to find another nephew in front of a cave. Trying to get away, the bear takes him.

When the bear is fighting, give him the honey and he’ll fall asleep. Enter the cave to get your nephew.  Take the FUR and your second nephew is also behind bars again. Leave the room and walk down the stairs. Leave the house on the left and when you reach the car use it to drive to the map. Go to the mountain in the middle where the eagle went to.

Take a CUCUMBER from the garden on the right and use the car again. Drive to uncle Scrooche. Enter his house and tell him what Peter Smart told you. Dip the cucumber in the bath with orange paint to make a carrot lookalike. Leave the house and use the car to drive to your own house. Walk to the left to see the carrot field and when you want to grab the carrot, a rabbit will take it. Put the painted cucumber in the hole and the rabbit will switch it so you can take the real CARROT.

Walk to the right and use the car. Drive back to the mountains. Use the paperclip to pick the lock that ties the mule to the tree. The give the carrot to the mule to make him move. Walk the path north into the mountains and when you reach the meat eating plant, hit the mule to let him go first. You can now walk further and reach the house. Use the door to open it and walk in.

Talk to Magica and tell her about Scrooche. Then use the tip jar next to the door to take some COINS out. Leave the house, walk south along the path back to your car. Use the car to drive back to your own house and open the mailbox to get the mail out. It’s an ADVERTISEMENT for a towel. Walk north into the house and use advertisement with the phone to use the offer. The towel will be delivered and but you have to pay for it. Give Goffy the coins and you’ll get the TOWEL.

Give the towel to uncle Jubalon and he’ll make sure it’s completely soaked with sweat. Put the towel on the heater next to the door and switch on the heater to dry it. Then take the SALT from the floor. Leave the house and drive to the map. Select the mountains and walk the path north. At Magica’s house walk path the house on the right to find the eagle and your nephew in a nest. There’s a patch of ice blocking the road but if your pour the salt on the ice you can proceed to the nest.

Take one EAGLE and your nephew from the nest. All three are safe now. Leave the room and walk down the stairs. Leave the house on the left and when you reach the car use it to drive to the map. Go to the mountain in the middle and walk the path north. At Magica’s house go inside and give her the eagle, the fur and the crocodile scale. She’ll turn you into a frog.

Wait patiently for the spell to wear off and then use the cupboard to look inside. Take the SPRAY BOTTLE and the FOFF BOMB with you. Throw the bomb at the bats on the ceiling so one drops down. Quickly walk out of the house so Magica changes you back into a frog again. Use the bat to fly through the chimney and land next to the meat eating plant.

Use the spray bottle on the plant and it will chase you back to Magica. The plant will eat Magica and spit out the MEMORY MEDICINE. Pick up the bottle and walk all the way to the left to reach the car. Use the car to drive to uncle Scrooche. Enter his house and give him the bottle with medicine. You can now take the DETONATOR from the compartment that opened.

Leave the office and use the car to drive to your own house. Walk north into the house. In your inventory put the sawdust in the thermos and add the nitroglycerin. Combine the filled thermos and the detonator and put the makeshift TNT in the couch of uncle Jubalon.

Game source: A copy of the game was found here [1] on the internet.