Two ducks, two different things
Both features are called ducks, and one of them is not this quest. Before you walk out of the dish, check which one you are chasing.
| Duck Hunt | Rubber Duckie quest | |
|---|---|---|
| Where | The 2D dish, mid-batch | The outside island |
| What you do | Grab a rifle and shoot ducks that fly across the screen | Find 12 rubber duckies hidden on the island and carry them back to a sealed door |
| How it starts | A banner takes over the screen while you are splitting | You walk out through the EXIT door and go down into the tomb |
| What it pays | Cash per duck you hit, on a short timer | One chest at the end: +$2.1M, +250 Tokens, a badge and an exclusive skin |
Duck Hunt is one of the screen events, and it is covered on the events page. Everything below is the island quest.
Walk out through the EXIT door
The dish has an EXIT door in its bottom-left corner. Walking through it puts you in a 3D island hub, and the game marks the first trip with a badge: FRESH AIR, subtitled go outside through the exit door.
The hub is a small village square. A fountain stands in the middle under a ball that carries the current weather word - one frame read RAIN - with benches, lamp posts and message boards around it: a LEADERBOARD board on one side, a FEEDBACK board on the other, and a TITLES sign above the square. The island around it has farm plots, trees, crates, fences and a shoreline.
TIP
The quest runs on this island, not in the dish. If you are still looking at balls, you are in the wrong place - the counter only appears after you go outside.
Find the tomb before you find a single duck
Do the walk once without collecting anything, because the door at the end tells you the rule.
- Walk out through the EXIT door and get down into the underground rooms. A rope hangs in the shaft, and the ROPE - Climb out prompt is the way back to the surface (01:42).
- Down there it is dark, which is the point: a Broken Lantern lies on the floor with a Pick up prompt and the line something glints on the floor nearby.... Take it before you go further.
- A little deeper, a skeleton sits beside a Note you can Read. The note is signed - N and explains why a chest is down here: the rope snapped; I can't climb out. My chest is too heavy to drag any further, so I'm leaving it right here with me.
- Keep going to the stone hall marked THE SEALED TOMB. Read the Temple Door and the panel does the counting for you.
The panel is titled THE SEALED DOOR and states the rule in full:
BRING BACK EVERY RUBBER DUCKIE HIDDEN ON THE ISLAND, AND THIS DOOR WILL OPEN.
Under it sits FOUND 0/12 and a single button, I'LL FIND THEM. There is nothing to buy, no lock to pick and no order to follow. The door is a progress bar with a stone front.
The counter in the corner is the only tracker
From the moment you are on the island, a small panel sits in the top-right of the screen: DUCKIES over 12 slots, reading 0/12 until you pick one up. Each duck you find lights one slot, and the pickup prints the words RUBBER DUCKIE across the middle of the screen.
That panel is the whole quest log. There is no list of duck names, no map marker and no hint system, so the counter is how you know whether a corner you just searched was already done. When it reads 12/12 every slot is lit and the door stops asking.
Where the ducks actually sit
The ducks are large yellow bath ducks, bigger than any pickup item and plainly visible once you are looking at one, so the hunt is not about spotting a thumbnail - it is about coverage. They sit at ground level and above it, in spots a running player passes without looking down. These are the hiding places the 18 October recording picked them out of, in pickup order:
- Against a painted building wall, at night, on the ground floor (01:56).
- Beside a wooden crate under trees, on the dark grass side of the island (02:37).
- On a rooftop edge, which is the one that needs a jump rather than a walk (03:26).
- Around the plaza fountain, in the open next to the benches and lamp posts (04:51, with the counter at 9/12).
- In plain grass beside the fence and lamps, where the duck is easy to walk past because nothing else is near it (08:58).
- Behind a tree, for the twelfth.
Those are the six we could place from a frame. The other six in the same walkthrough were collected between those points, so the useful summary is the kind of cover rather than a route. Four rules cover all twelve:
- Look down and behind anything: crates, trees, hedges, benches, walls. A duck pressed to a wall reads as scenery from a running angle.
- Look up. At least one duck is on a roof edge, so a rooftop pass is part of the route.
- Sweep the plaza on foot rather than through it. At least one sat beside the fountain.
- Trust the counter, not your memory. The HUD slot lights the moment the pickup lands, so a duck you already took cannot be double counted.
Stuck at 11/12
This is the question the quest actually produces. Under the video this guide is built on, one player asked "Where is the last duck?" and got the reply "in a bush near the scarecrow" - a player's answer, not something we verified ourselves, and we saw no scarecrow in the frames we read. What it does show is the shape of the problem: the last duck is almost always behind vegetation or beside a landmark you stopped noticing.
When the counter stops at eleven, re-walk the island in this order rather than hunting at random. The counter stays on screen underground too, so you can check it against a corner you just cleared:
- The vegetation ring around the plaza - hedges and bushes pressed against benches, lamps and walls.
- The rooftops you skipped on the first pass.
- The shoreline and the fence line, where a duck sits alone in open grass.
- The farm side, behind the buildings rather than in front of them.
At 12/12, open the door and take the chest
With all twelve slots lit, go back down to the sealed door and read the panel again. The button has changed to OPEN THE DOOR, and the game narrates the result: the wall opens... something warm flickers beyond. Inside is a small room with ducks on a shelf and an Old Chest with an Open prompt.
Opening it prints THE CHEST! with +$2.1M and +250 TOKENS, and fires the badge ALL THAT QUACKS, whose description reads find every rubber duckie, then clear the tomb and claim its chest. The chest also hands over the skin. A card titled QUEST COMPLETE! appears with RUBBER DUCKIE, EXCLUSIVE SKIN and OWNED! stamped on it, and the line underneath explains what it does: the ball becomes a ducky for everyone to see! Designed by Fisherman.
TIP
250 Tokens is real spending power on the skill tree, where nodes in the same recording cost 29 to 170 Tokens. Decide which node you are buying before you leave the tomb, not after.
The Old Fisherman sits on a chair near the square with his own dialogue box - he is the one credited on the skin card, and the quest line in the recording runs through him rather than through a menu.
What this page could not read
- A fixed position for each of the 12 ducks. We list the cover types and the frame each pickup came from, not twelve map coordinates, because the ducks may not be in the same spot on your server.
- Whether the ducks respawn or the quest can be repeated once the skin is owned.
- What the Old Fisherman says in full. His dialogue box was mid-sentence in every frame we read.
- What the Witch's half of the outside world asks for. The game description names explore the Twisted World and help the Witch as one pillar; no capture we hold shows her quest.
- Whether the quest is Halloween-seasonal. The only recording we have was made on 18 October 2026, in the Halloween build.
Each of those is a gap in the material, not a "no" about the game. The counter, the door text and the chest numbers are read from the screen and are quoted exactly.
Continue
- Want the timed duck minigame instead? The events page covers Duck Hunt, Blood Moon, Meteor Shower and the rest.
- Working out what to spend the Tokens on? The skill tree node prices are the place to start.
- Holding a batch and deciding whether to sell? Challenge runs explain what a try is worth.