Stealth Boy

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).

The technology was developed by Robert Mayflower, based on captured Chinese Hei Gui stealth suits, belonging to the Black Ghost counterinsurgency/terror units. Though the Stealth Boy is more portable and capable of projecting a more powerful stealth field, it has severe drawbacks.

The effects of the stealth field only last for about an hour, at which the Stealth Boy will run out of power and require recharging if possible. Also, repeated usage has been found to have unpleasant mental side-effects on the user, as was found by the Brotherhood of Steel, who quickly discontinued it in light of this discovery (see Circle of Steel).

After the war, it was used by the Nightkin elite super mutant units of the Master's army.

Fallout
Nightkin NPCs can be seen using Stealth Boy, however, their usage is entirely cosmetic. Unlike the mechanics of traps, the player does not have to make a saving throw in order to spot Nightkins.

Locations

 * Giant Footprint special encounter - on the body of a dead peasant
 * The Glow Level 5 - in a locker
 * Cathedral Tower (All Floors) - on Nightkin Sentries
 * Cathedral Lair Level 3 - in a locker
 * RobCo- sitting on a desk- on the first floor


 * Both Safes in the upstairs of the Evergreen Mills

Known Locations
Stealth Boys can be found everywhere in The Capital Wasteland and in shops like Moira's "Craterside Supply" and in various abandoned markets like Super Duper Mart. Stealth Boys can also be found in Ammo Crates, Metal Crates and rarely on fallen enemy bodies there is also one in the museum of technology.

Caveat: The following locations should be verified independently. There are MANY Stealth Boys scattered about the wasteland. Until verification is done, no guarantees can be made as to the absolute veracity of all the following locations for all players.

{| border="1" cellpadding="5" class="fallout-table" ! align="center" | Number ! Location }
 * 1 || In an office in Farragut West Metro Station.
 * 2 || Tepid Sewers 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.
 * 3 || Museum of Technology on displays. One in the atrium, two more on the upper level.
 * 4 || Canterbury Tunnels toward AntAgonizer's Lair, on a shelf near a mined hallway.
 * 5 || In the Broken Bow in Pinkerton's workshop there are two of them.
 * 6 || In the VAPL-84 Power Station north of the Robco Facility.
 * 7 || In Tenpenny Tower You find one in your suites safe.
 * 8 || In the National Archives sub-basement in the generator room behind a very hard locked gate.
 * 9 || At least four of the scattered around the Robco Facility.
 * 10 || In Ahzrukhal's safe in The Ninth Circle in Underworld
 * 11 || In Greener Pastures Disposal, in the back end of a truck in the southwest near a dead scientist.
 * 12 || Inside the VAPL-58 Power Station on one of the control panels in back.
 * 13 || In the northeast corner of the Super-Duper Mart, behind the counter.
 * 14 || Inside the armory in Megaton.
 * 15 || In Vault 108's entrance hall on a table next to a broken computer.
 * 16 || In Gallo's storage closet under an overturned crate.
 * 17 || 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.
 * 18 || In the Bethesda Underworks in a skeleton's hand in the central storage room.
 * 19 || In the Vault 92 Overseer's Office, sitting in the center of the desk.
 * 20 || During the Trouble on the Homefront quest, look on the body of Steve Armstrong, found in Vault 101's entrance.
 * 21 || La Maison Beauregard at Georgetown East, upstairs on the pool table.
 * 22 || Georgetown, northeast of the DCTA Tunnel 014-B Potomac, upstairs of a building housing Super Mutants.
 * 23 || In one of the Abandoned Shacks buildings, just north of Jalbert Brothers Waste Disposal and east of Rockbreaker's Last Gas, on the table.
 * 24 || In Dupont Station, in the middle of the three abandoned houses guarded by raiders. The Stealth Boy is on the floor next to the shelf case.
 * 25 || In the Abandoned Shack on cliff west of Rockbreaker's Last Gas. It is in a hole in the first locker.
 * 26 || In the Talon Company camp south of Arlington Library, on the top of a round table on the highest level.
 * 27 || Almost directly south of Megaton, in a hollowed out boulder among the rocks bordering the town, along with a Sniper Rifle.
 * 28 || Five 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 5 Stealth Boys.
 * 29 || At the entrance to Rivet City, run to the right of Harkness, and when you land on the area under the platform that him and the entrance are on, turn around and run in the opposite direction (Away from the direction of the broken bow) and there's one in a little alcove.
 * 30 || Directly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders.
 * 31 || On a dead body in the control room by the entrance of a vault.
 * 32 || In Paradise Falls inside a wardrobe in the main building.
 * 33 || In Minefield Outside the Gilbert house
 * 17 || 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.
 * 18 || In the Bethesda Underworks in a skeleton's hand in the central storage room.
 * 19 || In the Vault 92 Overseer's Office, sitting in the center of the desk.
 * 20 || During the Trouble on the Homefront quest, look on the body of Steve Armstrong, found in Vault 101's entrance.
 * 21 || La Maison Beauregard at Georgetown East, upstairs on the pool table.
 * 22 || Georgetown, northeast of the DCTA Tunnel 014-B Potomac, upstairs of a building housing Super Mutants.
 * 23 || In one of the Abandoned Shacks buildings, just north of Jalbert Brothers Waste Disposal and east of Rockbreaker's Last Gas, on the table.
 * 24 || In Dupont Station, in the middle of the three abandoned houses guarded by raiders. The Stealth Boy is on the floor next to the shelf case.
 * 25 || In the Abandoned Shack on cliff west of Rockbreaker's Last Gas. It is in a hole in the first locker.
 * 26 || In the Talon Company camp south of Arlington Library, on the top of a round table on the highest level.
 * 27 || Almost directly south of Megaton, in a hollowed out boulder among the rocks bordering the town, along with a Sniper Rifle.
 * 28 || Five 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 5 Stealth Boys.
 * 29 || At the entrance to Rivet City, run to the right of Harkness, and when you land on the area under the platform that him and the entrance are on, turn around and run in the opposite direction (Away from the direction of the broken bow) and there's one in a little alcove.
 * 30 || Directly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders.
 * 31 || On a dead body in the control room by the entrance of a vault.
 * 32 || In Paradise Falls inside a wardrobe in the main building.
 * 33 || In Minefield Outside the Gilbert house
 * 26 || In the Talon Company camp south of Arlington Library, on the top of a round table on the highest level.
 * 27 || Almost directly south of Megaton, in a hollowed out boulder among the rocks bordering the town, along with a Sniper Rifle.
 * 28 || Five 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 5 Stealth Boys.
 * 29 || At the entrance to Rivet City, run to the right of Harkness, and when you land on the area under the platform that him and the entrance are on, turn around and run in the opposite direction (Away from the direction of the broken bow) and there's one in a little alcove.
 * 30 || Directly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders.
 * 31 || On a dead body in the control room by the entrance of a vault.
 * 32 || In Paradise Falls inside a wardrobe in the main building.
 * 33 || In Minefield Outside the Gilbert house
 * 30 || Directly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders.
 * 31 || On a dead body in the control room by the entrance of a vault.
 * 32 || In Paradise Falls inside a wardrobe in the main building.
 * 33 || In Minefield Outside the Gilbert house
 * 32 || In Paradise Falls inside a wardrobe in the main building.
 * 33 || In Minefield Outside the Gilbert house
 * 33 || In Minefield Outside the Gilbert house
 * 33 || In Minefield Outside the Gilbert house



Side effects
Some time after they acquired the Stealth Boy technology, the Brotherhood of Steel experimented with those devices. It turned out that prolonged use causes the user to suffer paranoia, delusions, and eventual schizophrenia. When this was discovered, the devices were banned and the team disbanded. However, it was not known that the team had already begun to suffer the effects of the device. Thinking the disbanding of their team to be a conspiracy, they decided to steal the Stealth Boys and form a new covert operation called the Circle of Steel.

Appearances
Stealth Boy can be found in the first Fallout and Fallout 3, although it is mentioned in Fallout 2 and its description is present in Fallout Tactics files. The device's back story wasn't developed until Van Buren, the canceled Fallout 3 by Black Isle, where it was spelled as StealthBoy to prevent it from being confused with the "Stealth Boy" playing style. It was going to appear in the canceled Fallout: Brotherhood of Steel 2 as "Stealth Girl", as it was usable only by Scarlet, a female character.

Bugs
The use of the Stealth Boy while in combat with non-hostile NPCs and then crouching causes combat to stop. The NPCs revert to being friendly. The stealthboy completely ends any and all agression to the player from friendly NPCs on the spot, even if provoked.