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The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist in Fallout 3.

Characteristics[]

It generates a modulating field that transmits the reflected light from one side of an object to the other.[1] The end result makes the wearer almost invisible to the untrained eye.[2]

Locations[]

All random-loot safes and ammunition boxes will have a chance of containing a Stealth Boy. Fixed locations include:

Closest map marker Quantity Description
Abandoned car fort 1 Near the copy of the D.C. Journal of Internal Medicine. If the corpse is present, it may need to be moved to reveal the Stealth Boy.
AntAgonizer's lair 1 Canterbury tunnels toward the AntAgonizer's lair, on the first shelf to the left upon entering a hallway armed with frag mines.
Arlington Library 1 Upstairs on a counter overlooking the lobby.
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 rightmost shelf.
Bethesda underworks 1 In a skeleton's hand in the central storage room.
Broadcast tower KB5 1 At the raider wreckage fortifications located southwest of the broadcast tower. It is on the round table next to the grenade box.
Canterbury Commons 3-7 Up to seven (level dependent) 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. One must speak to Crazy Wolfgang to receive the 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.
Falls Church/Mason Dst Metro 1 On top of the left oven in the raider camp inside the diner.
Fort Constantine 2 One in the 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.
Fort Independence 1 In the central room on the main floor, on a round table next to some bunk beds.
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.
Hamilton's hideaway 1 Found on the shelf in the weapons cache.
Hubris Comics 1 In the Hubris Comics utility tunnels, 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.
MDPL-05 power station 1 Directly east of the MDPL-05 power station, floating inside a boat by a dock with raiders.
Megaton 1 Almost directly south of Megaton, in a hollowed-out boulder among the rocks bordering the town, along with a sniper rifle.
Museum of Technology 3 On the 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.
Nuka-Cola plant 1 In the offices, next to Winger Mercier's corpse.
Rivet City bow 3 In Pinkerton's workshop, there are two on the table and one in a wooden box underneath miscellaneous parts.
RobCo facility 4 Found in the offices and cafeteria. One on a desk in an office cubicle in the room at the back where the D.C. Journal of Internal Medicine is found, one in the mainframe room, one on a bookshelf in the room where Nikola Tesla and You is found, and one found in a cubicle left of the entrance in the northwesternmost room of the factory floor.
Rockbreaker's Last Gas 1 Inside the sniper shack on the top portion of the locker closet to the door.
Roosevelt Academy 2 Both in Roosevelt Library; one on the desk with the Nuka-Cola Quantum, and one in the ladies' bathroom on the floor to the right of the toilet.
Statesman Hotel 1 In the sewer in front of the hotel's main entrance. It is located on the middle shelf.
Tenpenny Tower 1 In Dashwood's safe, in his Tenpenny suite. Dashwood's safe key is required to open his safe.
VAPL-58 power station 1 Inside the VAPL-58 power station on one of the control panels at the back.
Vault 92 1 In the overseer's office, sitting in the center of the desk.
Vault 101 1 During the Trouble on the Homefront quest, 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 terminal.
WKML Broadcast Station 1 In the sealed cistern that is located south-southwest of the broadcast station.
Turtledove Detention Camp Point Lookout (add-on) 1 In an open cabinet.
Ark & Dove Cathedral Point Lookout (add-on) 1 On the table.
Medical tent Point Lookout (add-on) 1 On the table.
Homestead Motel Point Lookout (add-on) 1 On the table.
Ritual site Point Lookout (add-on) 1 In an open safe.
Trapper's shack Point Lookout (add-on) 1 On a night stand.
Chinese Intelligence bunker Point Lookout (add-on) 1 On a shelf.
Sub recovery site Point Lookout (add-on) 1 Inside SSN-37-1A, on the console.

Notes[]

FO3 Stealth Boy in use

Screenshot of a barely visible character with a Stealth Boy on in Fallout 3

  • The clear, see-through texture produced by the Chinese 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 two real-time minutes. If using 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. Afterward, it lasts two 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 stop combat. 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.

Bugs[]

  • PCPC There is a glitch wherein activating a Stealth Boy causes the hair mesh of the player character not wearing any headgear to appear on the Pip-Boy, or on other random locations near the player character, while in 3rd-person view. This does not affect whether enemies will detect you.[verified]
  • Xbox 360Xbox 360 If the player activates a Stealth Boy and then travels to the Capital Wasteland on the Duchess Gambit, the effect will still last one in-game hour.[verified]
  • Playstation 3Playstation 3Playstation 3 Occasionally, if the player uses a Stealth Boy inside a building and then loads a save previous to using it and puts it in any container (even owned ones), then exits the building, it disappears.[verified]

Gallery[]

See also[]

References[]

  1. Fallout item description: "{5400}{}{Stealth Boy}"
    "{5401}{}{A RobCo Stealth Boy 3001 personal stealth device. Generates a modulating field that transmits the reflected light from one side of an object to the other.}"
  2. Museum of Technology placard: "This is the RobCo "Stealth Boy" Model 3001 Personal Stealth Device. Developed by Robert Mayflower, the Stealth Boy generates a modulating field that transmits the reflected light from one side of an object to the other making the bearer almost invisible to the untrained eye."
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