Stealth Boy (Fallout 3)

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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 see (but not completely invisible).


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.


FO3 Stealth Boy in use

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

  • 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 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. 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 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.
  • They are much more common in Fallout 3 than they are in Fallout: New Vegas.


  • pcIcon pc 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]
  • xbox360Icon xbox360 There is a glitch where activating a Stealth Boy and then traveling to D.C. ruins on the Duchess Gambit, the effect will still be active as long as 1 in game hour. [verified]
  • ps3Icon ps3 Occasionally, if you use a Stealth Boy and then open a save previous to using it and put it in any container (even owned ones), then walk out of the building, it disappears. [verified]

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