King's Quest VI: Heir Today, Gone Tomorrow/Castle of the Crown (Long Path)

Getting a Suitable Lamp
Night Mare will take you back to the Isle of the Crown, where King Caliphim and Queen Allaria will head off to rally their supporters. In the meantime, it's time for you to get into the castle. But you have a couple of things you need to do first.



For one thing, you have a white rose that you've been meaning to send to Cassima for a while now, but you've been a little busy. Now that you're finally back on the Isle of the Crown, go to the tree at the fork in the road and USE the white rose on Sing Sing [1]. Sing Sing will fly off, and a brief cutscene will play where Cassima tells Sing Sing not to return to Alexander so as not to endanger him. Hmm, nothing else from Cassima? Well, hopefully you'll be seeing her soon enough. You have everything you need for the Magic Paint spell except for a paintbrush, and you know just where to get that. Head to the village and enter the pawn shop.



It looks like the genie is hanging around, disguised as an old man again. Wait, didn't Jollo suggest that you try to convince the vizier that you'd died? You know the Drink Me potion from the Isle of Wonder will allow you to fake your own death, and with the genie here, this is a golden opportunity. USE the Drink Me potion on yourself in the pawn shop [3]. Alexander will very dramatically announce that he's killing himself with poison, drink the potion, and seemingly "die". The genie will be delighted, and head straight off to tell Alhazred the good news. Play close attention to the cutscene that follows, as it'll tell you something very important, namely what the genie's lamp looks like.



After the cutscene, Alexander will come to, leaving the pawn shop owner somewhat bemused at what just happened. The only thing left to do here is to get the paintbrush for the Magic Paint spell. USE the tinderbox on the pawn shop owner, and take the paintbrush. Leave the shop.

By happy coincidence, the lamp seller from the beginning of the game has returned to town, and just when you're ready to trade him an old lamp for a new one. You already made good use of your lamp as a mock teapot for the Make Rain spell, so you don't need it anymore. USE the lamp on the lamp seller, and he'll give you a selection of lamps to choose from. You now know that the genie's lamp is blue, with a round base and a tall, thin neck. Use the HAND on the lamp that fits that description (it's the second one from the right) to take it [1]. The lamp seller will walk off, but not before rubbing the lamp you gave him. That one's a dud, but yours isn't: with a lamp that's an exact replica of the genie's, Jollo can help you acquire the genie's lamp and become his master.

Magic Paint


At long last, it's time to enter the castle. Walk back to the castle entrance. Of course, you can't use the magic paint here in front of the guards: they're not that stupid. Walk one screen west to the side wall of the castle.



Your teacup now contains the appropriate mix of swamp ooze and River Styx water: the next step is to stir the mixture with a long black feather. Bet you wondered if you'd ever use the feather you found on the Isle of the Sacred Mountain, didn't you? Well, wonder no more: it's finally going to come in handy. Go to the inventory screen, and USE the feather on the teacup [1]. Alexander will stir the mixture with the feather, which in retrospect was clearly from Night Mare, and the black color will run into the mixture. Now you're ready to do some painting. USE the paintbrush on the wall [1], and Alexander will paint a door there.

Once you've finished painting, go to the inventory screen and USE the hand on the spell book to read it. Use the page turn icon to go to the page with the Magic Paint spell, and use the CAST icon to cast the spell [4]. Once Alexander casts the spell, the painted door will turn into a real door. Use the HAND icon to enter the door [2]. Finally, Alexander has made it into the castle!