This walkthrough explains how to complete Case 0012: Bakery Heist in Detective Duck, covering every clue location, puzzle solution, and the correct suspect choice. You will get the full step-by-step path from the opening scene to the case-closed screen, including what to do if you get stuck on the safe code or the final accusation.
Case Overview and Starting Point
Case 0012 begins outside the Duckburg Bakery, where the owner, Mrs. Mallard, reports that the morning’s cash box was stolen from the back office. Your first task is to examine the three obvious areas: the front counter, the alley behind the bakery, and the office itself. The game marks these with a yellow magnifying glass icon, so you cannot miss them if you sweep the screen edges.
Before you enter, talk to the two witnesses standing near the door: the delivery driver and the regular customer. They give you the time window of the theft (between 5:30 and 6:00 AM) and mention that the back door was unlocked. These details matter later for the alibi check.
Clue Locations and What to Look For
There are six key clues in this case. In the office, check the desk drawer (a torn receipt), the window sill (a muddy footprint), and the safe (it is locked, but you can inspect the dial for grease marks). In the alley, look inside the dumpster (a discarded baker’s apron with a flour smudge) and behind the crates (a partial shoe print). Finally, talk to the cat that lingers near the dumpster—it will meow and lead you to a small key hidden under a loose brick.
Each clue is interactive, and you must click on them in any order. The game does not penalize you for exploring, so take your time. The key is essential because it opens the office desk drawer, which contains the torn receipt that lists a delivery of expensive vanilla beans.
Solving the Safe Code Puzzle
The safe in the office requires a three-digit code. The hint is on the wall calendar, where the 15th, 22nd, and 29th are circled. The clue text says, “The baker always uses the day of the month when he changed the special.” If you check the specials board, you will see that the special changed on those days, and the numbers correspond to the order of the specials: 1, 2, 3. So the code is 123.
If you enter a wrong code, the safe will not open, and you will hear a buzzer. You have unlimited attempts, so there is no penalty for guessing. Once opened, you find the empty cash box and a note with a phone number. The note is the final piece of evidence linking the suspect to the scene.
Interrogating Suspects and Alibis
After collecting all six clues, you can interview the three suspects: the delivery driver, the regular customer, and the baker’s assistant. Each has a dialogue tree with three questions. The delivery driver claims he was on his route at 5:45 AM, but his delivery log shows he was at the bakery at 5:50 AM. The customer says she was waiting for the doors to open, but her coffee cup is still full, which is suspicious because she usually drinks it quickly. The assistant says he was in the back kneading dough, but his apron is missing—the one you found in the dumpster.
Present the torn receipt to the assistant, and he will admit that he ordered the vanilla beans but did not pay for them. Present the muddy footprint to the delivery driver, and he will say he was in the alley to fix a flat tire, but the footprint matches his shoe. Present the coffee cup to the customer, and she will claim she did not drink it because it was too hot, but the cream has separated, indicating it sat for over an hour.
Choosing the Culprit and Ending
After the interrogations, you must accuse one suspect. The correct answer is the baker’s assistant. The evidence points to him: the apron in the dumpster, the key that opens the desk drawer (which only he had access to), and the fact that he lied about being in the back. When you accuse him, he confesses that he stole the cash box to cover a gambling debt, and the case closes with a short cutscene.
If you accuse the wrong suspect, the game will show a “Case Not Solved” screen and ask you to review the clues. You can reload your last save or continue from the interrogation room. There is no penalty for a wrong accusation other than replaying the final sequence.
Common Mistakes and Tips
Players often miss the key under the brick because it is small and easy to overlook. Make sure to click on the cat first, as it will not move until you do. Another common error is entering the safe code in reverse order (321) because the calendar circles are in a vertical column. The code is always read top to bottom, so 123 is correct.
Also, do not skip the dialogue with the cat—it is not just flavor text. The cat’s meow gives you a visual hint (the key glows briefly) that is essential for finding it. If you are stuck, try examining every object in the office twice; some clues only appear after you have inspected the safe.
Frequently Asked Questions
What is the safe code in Detective Duck Case 0012?
The safe code is 123. You get this by looking at the circled dates on the wall calendar (15, 22, 29) and matching them to the order of the specials on the board (1, 2, 3).
How do I find the key under the brick?
After you talk to the cat in the alley, it will walk to a loose brick and meow. Click on the brick to pick up the key. You must talk to the cat first, or the brick will not be interactive.
Can I accuse the wrong suspect and still finish?
Yes, but you will get a “Case Not Solved” screen and must reload or retry. The game lets you replay the interrogation and accusation as many times as you like, so you can always correct your mistake.
Is there a time limit in this case?
No, there is no time limit. You can explore and examine clues at your own pace. The only timed element is the dialogue, but it does not affect the outcome.
What happens if I miss a clue?
If you miss a clue, you cannot accuse the correct suspect because the dialogue option will not appear. The game will prompt you to find all clues before allowing the final accusation, so you will not be permanently stuck.
Why This Case Is a Good Starting Point
Case 0012 is the first case in the Bakery District chapter, and it is designed to teach you the core mechanics of Detective Duck: finding clues, solving puzzles, and interrogating suspects. The safe code puzzle is a simple pattern recognition task, and the clue locations are all within a small area, so it is a low-pressure introduction to the game’s logic. Completing it unlocks the next case, which involves a more complex multi-room investigation.
Related
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
More cards in this drawer
- Motorola Phone Recovery: How to Recover Data
- Poco X3 GT Dimensity 1100 67W Fast Charging Launched?5.00 min/km
- Flash Converter: What It Is & How to Use It
- Choosing a Pipe Flow Meter for Swirling Flow
- DRAM Light on Motherboard: Meaning & Fixes5.00 min/km
- Trustworthy Cloud Storage: 5 Services to Shortlist