A Magical Kingdom

A Magical Kingdom is a quest in the Fallout 4 add-on Nuka-World.

Detailed walkthrough
When first entering Kiddie Kingdom from the south, a voice will greet the player character, and goad them to look for the owner in the tunnels, the theater, and the Fun House, as well inform them that the park is constantly covered by a thick cloud of radioactive gas by sprayers installed all across the park.

Tunnels
The entrance to the employees' tunnels is located to the east of the Ferris wheel (be sure to grab the Medallion at the bottom of the Wheel as well). Forward, the halls lead down into a bunker, where a terminal speaks of how the park employees sheltered down in the tunnels, and slowly changed into feral ghouls from the radiation exposure. Through a hole in the back wall, the voice, belonging to a glowing one named Oswald, speaks to a feral as if it were alive. He states that the visitor, the player character, is unlike any other he's met, and wants to prepare for them. He then disappears in a puff of smoke, as a real magician would. Move around to the left, staying near the wall, and hop onto the stairs, avoiding the glowing pool of water, as it will create 10-20 rads/second. Enter the booth and use the terminal to shut off the sprayers. Retrace to the window, and exit the tunnels.

Fun House
Exiting the door will lead the player character to a coaster track, where two cars will zip down the tracks at different intervals. Avoid them, as they do considerable damage. Run down the tracks, and emerge in a courtyard full of ghouls. Oswald has reactivated the sprayers, meaning the radiation will still be strong in the park. The tunnel luckily dropped off near the Fun House. Enter the facility, and firstly ring the bell on the counter. Then, proceed into the Hall of Mirrors. While not as confusing as a normal funhouse, due to centuries of dirt and grime, the room is still dangerous. Proceed carefully, as two enemies are hiding behind the cloudy reflections. One is a feral ghoul, crouched with its back turned away. The other is a radroach bound to pounce once the ammo box beneath it is opened, though a frag mine ahead will likely kill it first. At the end of the Hall, the doors lead to a long hall. Past the first security gate, Oswald will start up a conveyor belt floor, easily outpaced by running, though at certain points, grenades will drop from the ceiling. Run at full speed, jumping now and then, to reach the end. The next room has two spinning platforms to scale over. Doing so, the next room is the Hypno Hall. A terminal to the left of the door allows for less nausea-enduing experiences. Take the swirling hall on the right, then go left and straight, to find SCAV! Issue #3 next to a dead raider. Retrace and go through the hall to the right. Ignore the several swirling images, as well as can, and fight off two painted ghouls near the end. Through the door, the sense of gravity is corret, just not the room. A charred ghoul greets the player's arrival. Going through the topsy-turvy room leads to a room of many doors, a spinning floor, and more ghouls. After the fight, search the many doors. When you'd had your fill of free loot, and several pop-culture references, through the correct door, will lead you to the chained door back to the exit, and the hall up to the control room. There, Oswald has already fled, but promised to keep the fun up. Deactivate the security gates, in addition to grabbing the Nuka-Lixir recipe next to the terminal, then exit the Fun House, or as it should, the Mad House.

Theater
After a stint in crazy, the player has only one place to search: the Theater, located in the famous King Cola's Castle. Cross the bridges, and enter the grounds of the Castle. Fight to the top, and enter. Within, Oswald invites the player to the theater, where he declares his interest piqued by their resilience. He puffs to the ground floor, shows off his ability to revive dead ghouls, then engages the player in battle. Oswald's weapon deals electrical damage, and he will constantly revive ghouls that are killed in battle, occasionally also using a Stimpak. When his health is brought down, he will disappear, then ask the player to join him on the roof of the Castle for one last match. Before leaving, check the rooms behind the stage, especially the one on the right, for the Nuka-Berry recipe, then take the elevator.

Oswald the Outrageous
Arriving on the roof, meet the magical ghoul for the last time. This conversation can go three ways: either Oswald refuses to believe that a cure is nonexistent and attacks; he is persuaded to leave with a hard Charisma check; if Bradberton was searched and Rachel's holotape was retrieved, the player can give it to him, whereupon he will submit, and leave. In any case, the player is rewarded with the unique weapon Sword of Wonders, Oswald's tophat, and, only if Oswald is killed, his outfit. This opens up the park for assignment to a gang as part of The Grand Tour.

Bugs

 * It is possible to fully explore all the locations and find Oswald unresponsive standing at the control for the moving belt in the Fun House.
 * When confronted in the theater, he will offer no dialogue options, whether or not you have found Rachel's holotape. After defeating his attack, he will proclaim that he cannot be defeated so easily. He will roam the park, and resist all damage. It will be necessary to load from a save before entering the Kiddie Kingdom.
 * When getting the unresponsive Oswald after finding Rachael, Using setstage xx03684f 210, or 300 didn't work, but setstage 0603684f 1000 did, he disappeared and was able to assign the flag, but you'll need to look up the id for the password & key to get into his terminal to shut off the mist.

Волшебное королевство