Fallout: New Vegas has a great variety of different weapons and armor for players to use, but some of the most useful — and best looking — of these are unique items, often obtained as special quest rewards or as loot from named boss characters.

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The Stealth Suit Mk II is a unique suit of armor that appears in the Old World Blues DLC. It can be upgraded as part of a quest line to provide even better bonuses and some unique functionality, too. And it talks, to boot!

How To Start Old World Blues In Fallout: New Vegas

Mojave Drive In

Players looking to pick up the Stealth Suit Mk II need to first start the Old World Blues DLC. The quest, 'Midnight Science Fiction Feature,' points the player to the correct location. Alternatively, head to the Mojave Drive-In location around midnight and interact with the crashed satellite present there.

Player companions must be dismissed before starting Old World Blues, as only the player character is allowed entry to the DLC area.

Where To Find The Stealth Suit Mk II During Old World Blues

X-13 Exterior

The Stealth Suit Mk II in its base form is a quest reward from the Old World Blues main quest: X-13: Attack of the Infiltrator!

First, players should head to the X-13 Research Facility, which is near the perimeter fence on the west side of Big MT.

X-13 Location Pipboy

In order to find the Stealth Suit Mk II, players can safely ignore the room with the forcefield, as the component parts of the Stealth Suit Mk II can be found in the rooms past the reception area.

The suit needs to be assembled first, and it comes in three parts — boots, gloves, and chest plate. These can be found along a corridor just off the entrance to the X-13 Research Facility.

Where To Find The Stealth Suit Mk II Gloves

Gloves Location

The Stealth Suit Mk II Gloves can be found in Lab 1, just off the main entrance. The Gloves will be found on top of a table. Collect them and move on to the next room, which should be just along the corridor.

Gloves

Where To Find The Stealth Suit Mk II Boots

Boots location

The boots are in the next lab along the corridor.

Helpfully, the doors are labeled with what lab they are. The boots can be found in Lab 2. Just inside the door, the boots will be present on a high-tech table.

Boots

Where To Find The Stealth Suit Mk II Chest Plate

Chest Piece Location

The Chest Plate for the Stealth Suit Mk II is the last one to be found, appropriately located in Lab 3.

Just inside the room is the Chest piece for the Stealth Suit Mk II, sat on a high-tech table. Behind the table on the floor is a Chinese Spec-Ops Manual.

Stealth Suit Chest
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Where To Locate The Testing Area In The X-13 Research Facility

Door to research area

After assembling all the parts, the Testing Area can be found at the end of the corridor. A walkway spans a large forcefield with a door at the end.

Stealth test Door

To gain entry to the Testing Area, the player needs to interact with the nearby terminal with the Stealth Suit Mk II in their inventory.

Stealth Suit Assembled

If the suit is being worn upon entry to the area, the suit will make a comment about the test and how to begin.

How To Begin Basic Stealth Testing

Equip Stealth Suit

To begin, equip the Stealth Suit Mk II. Moving through the large doors, players are presented with a small room with a hole in the floor and three doors leading elsewhere. The hole in the floor leads to the Stealth Test Room.

Jump to Test Area

To start the test, interact with the console on the wall.

Test Console

As with many of the experiments at Big MT, the stealth testing requires multiple repetitions to unlock the best bonuses. The basic stealth test, however, is quite simple, only requiring the player to traverse a section of a building with laser wire traps and the occasional patrolling robot.

Players are able to fully explore the testing area before starting the test, which can make things much easier. Changes made to the test area during pre-testing exploration carry over to the tests, so by destroying robots and dealing with lasers, the player can make subsequent trips through the testing area much less fraught.

Disable Traps Before Starting

You're able to deactivate/alter the function of any laser tripwires before they're activated.

Laser Tripwire Example

Although the laser tripwires may provide a challenge, characters with a Science or Repair skill of at least 50 (including bonuses from magazines) can permanently disable or hack the wires. The robobrains can also be destroyed, preventing them from spotting the player during the stealth testing.

Retrieve The X-13 Document

Door to Admin Room

The goal of the basic stealth test is to retrieve the X-13 Document from the administrator's office. There are several routes that take the player to the office. If the player prepares the stealth testing area by disabling robots and lasers, they can simply walk to the office without any fuss.

Alternatively, it's possible to leave the testing area and jump down to the administrator's office from the observation area, bypassing the test entirely. The door to the admin office observation office is protected by a Hard lock and resets each test.

Entryway to skip test

After passing through the locked door, players can jump into the office to retrieve the document from the safe, bypassing the test entirely.

Skip the Test and Jump

The safe is unlocked and can be looted normally.

Administrator's Wall Safe

Once the X-13 Document is looted from the safe, the test stops, and the player can retrieve a reward from the rewards safe near the testing area.

Completion of the first stealth test releases robo-scorpions into the test area.

Completion of the Basic Infiltration Test upgrades the Sealth Suit Mk II and its Stealth bonuses. It also progresses the Project X-13 Quest.

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Complete The Advanced Infiltration Test

hostile tripwire

To fully power up the Stealth Suit Mk II, players have to complete a series of stealth tests, each one more difficult than the last. As with the Basic Infiltration Test, the robobrains and turrets inside the testing area can be destroyed at any time. Before starting the Advanced Infiltration Test, the player will need to clear the area of robo-scorpions.

The Advanced Infiltration Test activates the laser tripwires found in the testing area, but if the player has already disabled them, this won't be a problem at all. The test can also be solved by returning to the observation area and jumping into the administrator's office to retrieve the X-13 Document.

Completion of the Advanced Infiltration Test awards a +1 Perception bonus to the Stealth Suit Mk II, as well as the rewards found in the testing rewards safe.

Complete The Expert Infiltration Test

Proximity mine

The Expert Infiltration Test is somewhat different than the previous two tests in that a new challenge is added to the test, a challenge which can't be removed until the test begins. Like the others, the Expert Infiltration Test includes robobrains and laser tripwires that can be disabled prior to testing.

However, the Expert Infiltration Test also includes proximity detectors that will detect the player if they get too close, bringing an end to the stealth test. These proximity detectors function like land mines without an explosion and can be deactivated without any skill requirements by approaching them and clicking the action button.

The first room after starting the test is the most dangerous for the proximity mines, as the others can be avoided entirely.

Stealth Test Entry Room

The addition of mines makes completing the test properly a bit more difficult, but not impossible. The proximity detectors give a little leeway, so players who want to complete the test properly have a couple of seconds to back away from the detectors to give themselves a little extra breathing room.

Proximity mines will respawn after every unsuccessful attempt at the test.

Alternatively, the X-13 Document can be accessed through the observation area.

The Expert Infiltration Test rewards the player with a +1 Agility bonus to the Stealth Suit Mk II, as well as rewards in the rewards safe at the start of the testing area.

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Complete The Robot Compliance Test

Disable Traps Before Starting

The Robot Compliance Test is a bit different from the others in that it requires some specific actions from the player and can't be completed simply by retrieving the X-13 Document. Additionally, the Robot Compliance Test will respawn destroyed robots.

All security measures for the Robot Compliance Test remain the same as in the Expert Infiltration Test, with robots and proximity mines respawning. The Robot Compliance Test requires players to deactivate several robots by sneaking up on them and deactivating them with the action button prompt.

Sneak up on robot-1

The test immediately ends once all robots are deactivated.

The reward for completing the Robot Compliance Test is a 20% increase to movement speed while sneaking. However, this is bugged in some versions of the game. There are some mods that attempt to fix this.

After all the tests are completed, it's much easier to loot the area, too, so that's a nice little bonus. The tests can be completed over and over again for more rewards from the rewards safe — should players so desire.

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Fallout: New Vegas Tag Image Cover Art
Fallout: New Vegas
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8 /10
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Released
October 19, 2010
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WHERE TO PLAY

SUBSCRIPTION
DIGITAL
PHYSICAL
Checkbox: control the expandable behavior of the extra info

Developer(s)
Obsidian Entertainment
Publisher(s)
Bethesda
Genre(s)
RPG
Platform(s)
PS3, Xbox 360, PC