For an overview of Stealth Boy devices in all games, see Stealth Boy. |
The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible).
Locations
All random-loot safes and ammunition boxes will have a chance of containing a Stealth Boy.
Closest map marker | Quantity | Description |
---|---|---|
Abandoned car fort | 1 | In the same spot as the D.C. Journal of Internal Medicine. If the corpse is present, you may need to move it to reveal the Stealth Boy. |
AntAgonizer's lair | 1 | Canterbury Tunnels toward AntAgonizer's Lair, on a shelf near a mined hallway. |
Arlington Library | 3 | One, on a table in area overlooking the lobby. One in an ammunition box to the right of the entrance. There is also one in a safe, in the media archives area. |
Arlington Library | 1 | In the Talon Company camp south of Arlington Library, on the top of a round table on the highest level. |
Bethesda ruins | 2 | Two in the Bethesda Ruins West, one on the lower floor in a crate next to the water fountain, and another upstairs on the table. |
Bethesda underworks | 1 | In a skeleton's hand in the central storage room. |
Broadcast tower LP8 | 1 | Inside the sewer chamber behind the broadcast tower. |
Canterbury Commons | 6 | Six are given when a total of 700 caps (or 350 with the Master Trader perk) are invested in Crazy Wolfgang's caravan at Canterbury Commons. You must speak to Crazy Wolfgang to receive the 6 Stealth Boys. |
Chryslus Building | 2 | On top of a table, next to a telephone, in one of the rooms without a ceiling in the Lower offices. The other one is on top of the large safe in the basement. |
Dupont Circle | 1 | In the middle of the three abandoned houses guarded by raiders. The Stealth Boy is on the floor next to the shelf case. |
Farragut West Metro station | 1 | In an office. |
Fort Constantine | 2 | One in CO quarters' basement, on top of a Chinese Army: Special Ops Training Manual, another in the launch control bunker, on a desk in the living quarters, next to a radio and a pre-War book. |
Franklin Metro utility | 5 | Accessed through Falls Church/Mason Dst Metro. |
Georgetown | 1 | Northeast of the DCTA Tunnel 014-B Potomac, upstairs of a building housing super mutants. |
Georgetown East | 1 | La Maison Beauregard at Georgetown East, upstairs on the pool table. |
Grayditch | 1 | In the Outpost in Grayditch. |
Greener Pastures Disposal Site | 1 | In the back end of a truck in the southwest near a dead scientist. |
Hamilton's hideaway | 1 | Its found on the shelf in the weapons cache. |
Hubris Comics | 1 | In the Hubris comics utility tunnel, located on the floor by the northern wall of the northern room, along with the body of its previous user. At the four-way intersection, turn north, then east to reach the room. |
Jalbert Brothers Waste Disposal | 1 | In the northern shack of the Wasteland gypsy village buildings. |
Mason Dixon Salvage | 1 | Can be found in a locker in the southern shack. |
MDPL-05 power station | 1 | Directly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders. |
Megaton | 1 | Inside the Megaton armory. |
Megaton | 1 | Almost directly south of Megaton, in a hollowed out boulder among the rocks bordering the town, along with a .308 sniper rifle (See hollowed-out rock). |
Minefield | 1 | Outside the Gibson house |
Museum of History | 1 | In Ahzrukhal's safe in The Ninth Circle in Underworld |
Museum of Technology | 3 | On displays. One in the atrium, two more on the upper level. |
National Archives | 1 | In the sub-basement in the generator room behind a very hard locked gate. |
Rivet City bow | 3 | In Pinkerton's workshop, there are two on the table and one in a wooden box underneath miscellaneous parts. |
Rockbreaker's Last Gas | 1 | Inside the sniper shack on the top portion of the locker closet to the door. |
RobCo facility | 4 | Found in the offices and cafeteria. 1 on a desk in an office cubicle in the room at the back where the D.C. Journal of Internal Medicine is, 1 in the mainframe room, 1 on a bookshelf in the room where Nikola Tesla and You is found, 1 found in a cubicle left of the entrance in the northwestern most room of the Factory Floor. |
Super-Duper Mart | 1 | In the northeast corner of the Super-Duper Mart, behind the counter. |
Tenpenny Tower | 1 | You find one in your suites safe. |
Tepid sewers | 1 | When you first enter to subway. Deal with 3 raiders (1 behind sandbags, other 2 in corridor); enter the corridor, go ahead to the main room. The Stealth Boy will be in the floor safe between 2 beds. |
VAPL-58 power station | 1 | Inside the VAPL-58 power station on one of the control panels in back. |
VAPL-84 power station | 1 | In the VAPL-84 Power Station. |
Vault 92 | 1 | In the Overseer's Office of Vault 92, sitting in the center of the desk. |
Vault 101 | 1 | During the Trouble on the Homefront quest, look on the body of Steve Armstrong, found in Vault 101's entrance. |
Vault 108 | 1 | In Vault 108's entrance hall on a table next to a broken computer. |
Notes
- The clear, see-through texture produced by stealth armor is slightly different than that of a Stealth Boy, and can be compared by hot-keying a Stealth Boy, and activating it while sneaking.
- The effect lasts for one in-game hour, or 2 real-time minutes. If you use an additional Stealth Boy when a previous one is still active, the duration of the stealth effect does not replenish - it "stacks", so the effect will last two in-game hours.
- Before patch 1.5, it was possible to use the "set timescale to [multiplier]" console command on the PC to extend the Stealth Boy's duration to the desired time. Afterwards, it lasts 2 real-time minutes regardless of the timescale.
- The use of the Stealth Boy while in combat with non-hostile non-player characters and then crouching can cause combat to stop. The non-player characters usually revert to being friendly.
- The geomapper module has the same in-game appearance as the Stealth Boy.
- All three Stealth Boys found in the Museum of Technology are larger than the regular ones.
- They are much more common in Fallout 3 than they are in Fallout: New Vegas.
Bugs
- There is a glitch wherein activating a Stealth Boy causes the hair mesh of a character not wearing any headgear to appear on the Pip-Boy, or in random other locations near the character, while in 3rd-person view. This does not affect whether enemies will detect you. [verified]
- Duchess Gambit, the effect will still be active as long as 1 in game hour. [verified] There is a glitch where activating a Stealth Boy and then traveling to D.C. ruins on the