Big Trouble in Big Town



Big Trouble in Big Town is a side quest in Fallout 3.

Detailed walkthrough
Big Town residents have been harassed by super mutants, who capture residents and have recently taken them to Germantown Police HQ, including Red, the town doctor. The quest can be started by speaking with any of the town's residents, speaking with Sticky in Little Lamplight, or if the player talks to Red in Germantown Police HQ.

Rescue
Germantown Police HQ has two possible entrances: the first is using the higher door on the north side. If the player has 100 Lockpick, the lower door on the west side may also be entered, and puts them very close to Red's location. If the former is chosen, some hallways of super mutants and the occasional trap need to be traversed.

Red is located in a jail cell on the ground floor. The cell door can either be picked, opened with a terminal (accessible with a holotape located upstairs) or opened with the Germantown jailors key, found on the toughest super mutant in the station. Beware, as with Broken Steel installed, the toughest super mutant in the station is an overlord armed with a tri-beam laser rifle or a Gatling laser. When spoken to, Red thanks the player for rescuing her, granting good Karma and tells the player about her friend Shorty, in the kitchen downstairs. As an optional objective, the player may go through the basement in order to rescue him. He will be found in the kitchen, in conversation with a super mutant who wishes to eat him. If the conversation goes on long enough (usually only 10–20 seconds), the mutant will start shooting Shorty. Saving him will provide the player with more good Karma. Note that the type of mutant that Shorty is talking to varies depending on the player's level, and can be anything from a regular super mutant to an Overlord, if Broken Steel is installed; however, it will still be labeled "super mutant" in-game.

If Red Dies
If Red dies at any point during the quest, it will not immediately fail. The objectives will update to tell the player to go to Big Town to explain her death. When the player speaks with any of the residents and tells them about their friend's demise, they will give the player 200 caps, stating that the town won't be needing it anymore. The quest will fail at this point.

The Attack
Once Red (and Shorty, if the player chose to help him) have been rescued, return to Big Town and speak to Red to be thanked. You can refuse a reward for good Karma, or request one to receive 300 bottle caps. 200 more can be obtained through a speech check with accompanying bad Karma. The caps can be returned afterward to gain the Karma back.

While the quest is technically over at this point, Red will immediately warn the player that super mutants plan to attack the town yet again. Lacking substantial combative skills, Red asks for the player's help in the town's defense (choose the "I can help you defend yourselves" chat option). Depending on the player's skill levels, the townspeople may be taught one of a variety of countermeasures in the town's scrapyard, or in the case of mine-laying, by the bridge entrance.
 * With at least 50 in the Small Guns skill, they may be taught how to use conventional firearms, and a makeshift shooting range of bottles and cans appears that the player must shoot at.
 * With at least 50 in the Sneak skill, they may be taught how to effectively hide from the mutants. The player must go into sneak mode and let the villagers follow them in sneak mode for some time.
 * With at least 50 in the Science skill, they may be taught how to build robots to use as bodyguards. The player must interact with the sentry bot and protectron there to reactivate them. If only one is reactivated, residents will reactivate the other robot themselves. Note that there are a few bugs associated with this option, such as the protectron not being there at all and/or flying out of the sky to land in random places.
 * With at least 50 in the Explosives skill, they may be taught how to make a minefield. Demonstrate by throwing a mine on the bridge. Note that there is a bug associated with this option.

Alternatively, the player may not teach them anything, and either leave them to their fate, or help fight the mutants anyway. Although the residents are weak, weapons, ammunition, and armor can be reverse pick-pocketed into their inventories to give them a better chance (especially if the Small Guns option wasn't chosen). Forcing a loading screen, such as by entering or leaving a building with an interior cell, or fast traveling from and to Big Town is required to get them to equip their new items.

The super mutants, arriving in pairs, are usually armed with anything from nail boards to miniguns, depending on the player's level.

Shortly after preparations are made, a number of super mutants (this varies depending on the player's actions, as explained below) will attack. If sneak was not chosen, the super mutants must be defeated to complete it. However, if sneak was chosen, two super mutants will enter, try to find the townspeople, and if uninterrupted, eventually leave. They then follow the road north between Hallowed Moors Cemetery and Meresti Trainyard back to the Germantown Police HQ.

Healing Timebomb
Upon arriving in Big Town, Timebomb can be found wounded inside Red's clinic. He can be healed with a Medicine skill of at least 40. If the player heals him, then speaks to him after successfully repelling the super mutant attack on Big Town, he will give the player the Lucky 8-ball.

If Red survives
OR
 * 300 XP
 * 300 caps OR good Karma
 * 500 caps + bad Karma by passing a speech check
 * With either option, Red will still offer healing services and Pappy will offer repair services.

If Red dies

 * 200 caps

Timebomb healed / super mutant attack repelled

 * Lucky 8-ball

Behind the scenes

 * The title of this quest pays homage to the 1986 film Big Trouble in Little China.

Bugs
Большие проблемы в Большом Городе Big Trouble in Big Town