Big Trouble in Big Town

 is a Fallout 3 quest. It is also an Xbox 360 and PC achievement.

Objectives and walkthrough
Flash, a local resident of Big Town, asks you to go secure some hostages from super mutants in the Germantown police station. If Flash does not give you the quest, another citizen of Big Town will. Once at the station, use the upper level door to gain entry and make your way down to the ground level.

Once you are on the ground level, find Red and get her cell door open (pick the lock, open it with a Germantown jailor's key found on mutants, or use the lockup computer with a password found upstairs). Talk to her and she will thank you for rescuing her and tell you about her friend Shorty. Rescuing Shorty is optional and gives good karma. Before leaving the area you might want to explore a bit: if you have at least 50 lock picking you can pick the locks on the two armories in the H.Q. — one of them has a few conventional weapons while the other has the coveted "Fat Man".

Afterwards, exit the building and make your way back to Big Town, dealing with any super mutants remaining in the area.

When you make it to Big Town they will both thank you and Red will tell you that she heard the super mutants discussing yet another attack on Big Town and ask for your help. If you accept you'll be rewarded with good karma upon completion. 2-3 super mutants will storm into the area (if you difficulty is higher, more Mutants can appear), but the residents are pretty weak, so it's your job to help them:
 * With a high enough Small Guns skill you can teach/train them how to shoot.
 * With a high enough Science skill you can also reactivate some broken robots in the junkyard. (Currently buggy, and likely impossible on consoles.)
 * With a high enough Sneak teach the residents how to sneak.
 * With a high enough Explosives you can help the residents to make a minefield. (IMPORTANT NOTE: If the minefield is still active when escorting Sticky from Little Lamplight, he will set off the mines as if he were a hostile! Make sure to have him wait wile you clear out the remaining mines.)

Once the super mutants have been dealt with, the residents consider you their hero. Talk to Timebomb after the attack and he will give you his Lucky 8 Ball with a +1 Luck bonus. It is important to protect Timebomb during the super mutant attack as you will not be able to recieve the Lucky 8 Ball without speaking to him afterwards. Also, if you cured Timebomb in the clinic before saving Red and Shorty, Red will heal you for free. Bittercup will also have new conversations that hint at an attraction to the player, regardless of gender, and with polite responses, she will provide the player with random small items.

With little preparation, you can make the whole fight a lot easier: while Shorty, Red and Sticky are following the player, they can be given any armor, including Advanced Power Armor Mk II, as well as stimpacks. Sticky is also keen fan of Big Guns and will be very helpful if you give him one.

Shorty
If a player rescues Red and does not enter the basement to rescue Shorty, after returning Red to Big Town and fighting off the super mutants, the player will no longer be able to rescue Shorty. He will still be in the basement, but the speech between him and the super mutant captor will carry on as if the player was not present. Upon defeating the mutant, Shorty will remain in the crouched, cuffed position and speak as if he was back in Big Town.

Bittercup Pappy Speech
This bug allows for the fastest experience gains possible. It only works before the Big Town quest has been completed. It may require the 'Lady Killer' perk to have access to Bittercup's dialogue options. However, Bittercup will flirt with and provide free items to any character, male or female, who is polite to her and takes an interest in her life.

Bittercup will tell you about her dating history if you choose the "Nice to meet you, Bittercup." and "I know! No one understands me either!" dialog options. After that, Pappy will offer a dialog option about Bittercup with a Speech skill check, and the option will never go away. It can be repeatedly selected for 5xp each time the check is successfully made. If the player has a Speech skill of 50, the Speech check will have a 100% chance of success. If the player has maxed out the Swift Learner perk, it will be worth 7xp each time.

If going for the achievements to reach Level 8, 14, and 20 with different Karma ratings, the quickest way is to grind experience with Neutral Karma, but save the game shortly before reaching each milestone level. That save can then be used to leave town, do good or bad things until the Karma changes, and then come back to make the next level.

For users having trouble finding Bittercup or Pappy, both are often found sleeping in one of the town's many comfortable dwellings.

Robots
The broken robots option is bugged (observed on all 3 platforms). When you go to find the robots, they are nowhere to be found in the junkyard. On the PC, to get them to reappear, you have to use the following Reference ID codes to get the robots to reappear.
 * Protectron - 0002d934
 * Sentry Bot - 0002c11b

Since the player.placeatme command does not work with RefIDs, you have to go through this set of commands: (in big town, near the junkyard, press ~ to open the console, then type these in. After each line, hit enter)
 * prid 2d934
 * moveto player
 * prid 2c11b
 * moveto player

This will move the destroyed bots to the Player's location, so it is advised to be standing in the locale where they should have been.

The bots may seem stuck in the ground, but as soon as they're "repaired", they will do their "get up" animation and properly stand on the ground.

Make sure you do hang around after doing this, for it won't be long before Super Mutants attack the town (4 total, you will get positive Karma when they're dead). Afterward talk to Red and she will thank you for having defeated the Super Mutants.

Disappearing Town
Sometimes after the attack when you return to the town (after all the dialogue) there will be a super mutant roaming the town and all the townspeople will have gone missing.

Behind the scenes
The name of this achievement could be a nod to the 1986 film Big Trouble in Little China.

Loot

 * D.C. Journal of Internal Medicine in the Germantown Police HQ, upper floor, in the conference room bookcase.
 * Lying, Congressional Style in the Germantown Police HQ, ground floor, in the classroom, on the rusty child-sized desk.
 * Tumblers Today in the Germantown Police HQ basement, in the locked weapons closet.
 * Fat Man in the Germantown Police HQ basement, in the locked weapons closet.
 * Lucky 8 Ball is given to you by Timebomb as a reward for completing the quest. This will only happen if you go into Red's and revive him (requires a Medicine skill of 40).