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Talk:Bardon

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What's Bardon's deal with ED-E? If I have ED-E with me, Bardon starts shooting at him, even though he doesn't show up as hostile to me. Maybe Bardon hates robots? -98.177.240.90 04:42, November 18, 2010 (UTC)

Raider Psycho-tic helmet

I don't know if it is worth mentioning on the page, but on the few visits I paid Bardon, he always sold the Raider Psycho-tic helmet. And that helmet seems semi-rare, or maybe even unique in F:NV. Can anyone confirm? --DanTheHitman 08:01, December 10, 2010 (UTC)

Where is Bardon?

The article didn't specify his location at the Hoove Dam. Where can he be found?


He's in the Hoover Dam, lower level offices. Hoover_Dam_offices#Lower_level GrahamCracker4m 06:09, July 18, 2011 (UTC)

Complete Bardon Inventory

  • Name and number of the levelled lists
number of items from ONE iteration of each list, multiply by number of lists
  • 5 VendorChestFoodandDrink:
Includes all of the following:
2 checks for one of the following: beer, scotch, vodka, whiskey, wine, atomic cocktail. (25% chance of nothing)
1 of the following: beer, scotch, vodka, whiskey, wine, atomic cocktail.
2 checks for one of the following: nuka-cola, purified water, dirty water, sunset sarsaparilla. (25% chance of nothing, dirty water is listed twice so you have a 40% chance of dirty water and a 20% chance for each of the other drinks.)
1 of the following: nuka-cola, purified water, dirty water, sunset sarsaparilla. (Dirty water is listed twice so you have a 40% chance of dirty water and a 20% chance for each of the other drinks.)
2 of the following: brahmin steak, iguana bits, iguana-on-a-stick, crispy squirrel bits, squirrel stew, junk food, grilled mantis, gecko steak, pinyon nuts, maize, honey mesquite pod, banana yucca, barrel cactus fruit
5 75% checks for one of the following: brahmin steak, iguana bits, iguana-on-a-stick, crispy squirrel bits, squirrel stew, junk food, grilled mantis, gecko steak, pinyon nuts, maize, honey mesquite pod, banana yucca, barrel cactus fruit
  • 2 VendorChestWeaponsAndArmor
One item generated from either of the following two lists, with a 75% chance to be from the common list and 25% from the rare list:
Common:
A suit of leather armor, at 15, 25, 35, or 45% condition
A suit of leather armor, at 15, 25, 35, or 45% condition
A radiation suit at 45, 55, or 65% condition
One of the following:
a suit of painspike armor at 30, 35, or 40% condition
a suit of sadist armor at 30, 35, or 40% condition
a suit of badlands armor at 30, 35, or 40% condition
a suit of blastmaster armor at 30, 35, or 40% condition
One of the following:
A psycho-tic helmet, at 30, 35, or 40% condition
An arclight helmet, at 30, 35, or 40% condition
A wastehound helmet, at 30, 35, or 40% condition
A blastmaster helmet, at 30, 35, or 40% condition
After level 4:
a combat helmet at 45, 50, 55, or 60% condition
a suit of combat armor at 45, 50, 55, or 60% condition
Rare:
A hockey mask, at 15, 25, 35, or 45% condition
After level 5:
An advanced radiation suit, at 45, 55, or 65% condition
A suit of recon armor, at 15, 25, 35, or 45% condition
A recon helmet, at 15, 25, 35, or 45% condition
After level 7:
A suit of metal armor, at 15, 25, 35, or 45% condition
A metal helmet, at 45, 50, 55, or 60% condition
After level 12:
A suit of T-45d power armor, at 15, 25, 35, or 45% condition
A T-45d power helmet, at 15, 25, 35, or 45% condition
Then, two additional 75% checks for any one item from the common list and 3 additional 75% checks for any one item from the rare list.
As for the weapons:
20 checks for this list entire of bullets, until level 6.
1 10mm round, 50 75% checks for +1 round, and 10 25% checks for +1 HP round
1 .308 round, 8 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP
1 .44 Magnum round, 8 75% checks for +1, 8 25% checks for +1 HP, 16 75% checks for +1 .44 Special
50 5mm rounds, 25 75% checks for +1, 50 25% checks for +1 AP, 2 25% checks for +1 box of 5mm surplus, 50 25% checks for +1 HP
1 5.56mm round, 20 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP, 1 25% check for a 5.56 surplus box, 40 75% checks for +1 .223
1 12 gauge shell, 10 75% checks for +1, 2 25% checks for +1 bean bag shell, 4 25% checks for +1 slug
1 .22LR round, 30 75% checks for +1, 10 25% checks for +1 HP, 1 25% check for a box of .22 plinking
1 .357 Magnum round, 12 75% checks for +1, 5 25% checks for +1 HP, 18 75% checks for +1 .38
1 40mm grenade, 6 75% checks for +1, 2 25% checks for +1 incendiary 40mm
1 .50MG round, 12 75% checks for +1, 4 25% checks for +1 AP, 4 25% checks for +1 incendiary .50
1 9mm round, 50 75% checks for +1, 10 25% checks for +1 HP, 15 25% checks for +1 +P+
1 .45-70 Gov't round, 8 75% checks for +1, 4 25% checks for +1 HP
1 25mm grenade, 20 75% checks for +1, 7 25% checks for +1 HE
1 20 gauge shell, 10 75% checks for +1, 5 25% checks for +1 slug
1 BB, 75 75% checks for +1
1 12.7mm round, 50 75% checks for +1, 10 25% checks for +1 HP
At level 6, 9, and 12 respectively, an option for power cells is added. At level 12, then, you have a 50% chance of the list of bullets or the list of power cells for each of the 20 checks. (The second microfusion cell option and the ECP option are only added after level 5, but considering you need to be level 6 for the option for cells to appear, they're included as normal.)
10 microfusion cells, 10 75% checks for +1, 3 25% checks for +1 OC cell, 1 25% check for a bulk box
16 75% checks for a small energy cell, 8 25% checks for +1 OC cell, 1 25% check for a bulk box
16 75% checks for a small energy cell, 8 25% checks for +1 OC cell, 1 25% check for a bulk box
10 microfusion cells, 10 75% checks for +1, 3 25% checks for +1 OC cell, 1 25% check for a bulk box
100 electron charge packs, 30 75% checks for +1 ECP, 50 25% checks for +1 OC cell, 1 25% check for a bulk box
There are then 10 75% checks for the bullet list, until level 6, 9, 12 when the cell list option is added.
  • 3 VendorWeaponsAllEverything75:
One 75% for one of the following:
Either a laser pistol at 25, 30, or 35% condition (with 40, 45, 50, and 55% options unlocking at 3, 5, 8, and 13) supplied with 20 energy cells, 15 75% checks for +1 cell, and 8 75% checks for +1 drained cell, or, after level 6, a laser rifle at 30, 35, 40, or 45% condition (with 50, 55, 60, and 65% options unlocking at 3, 5, 8, and 13) supplied with 30 microfusion cells, 15 75% checks for +1 MFC, and 8 75% checks for +1 drained cell.
If the energy weapon is chosen, it will be the laser pistol 100% of the time before level 6, and 87.5% of the time after level 6.
Either something from this common explosive list:
Common list:
a stick of dynamite, a powder charge, a stick of long-fuse dynamite
After level 4, a frag grenade, a frag grenade (yes, grenade twice), a frag mine, or a grenade rifle at 30, 35, 40, or 45% condition (with 50, 55, and 60% options at 5, 8, and 13)
After level 8, a bottlecap mine, a time bomb, or an incendiary grenade
And after level 15, a brick of C4
Or something from this rare explosive list, which becomes available after level 5:
A pulse grenade, a pulse grenade (twice), or a pulse mine
After level 13, a missile launcher at 30, 35, 40, 45, 50, or 55% condition, or a grenade launcher at 15, 15, 25, 35, 45, or 55% condition (yes, two 15% options)
After level 15, a plasma grenade or a plasma mine
After level 17, a Fat Man at 25 or 35% condition (with 45 and 55% options at 20 and 23) or a grenade machine gun at 30, 35, 40, 45, 50, 55, or 60% condition.
If the explosive list is chosen, it will be something from the common list 100% of the time before level 5, and 83.3% of the time after level 5.
Either something from the common melee list:
Common list:
A baseball bat at 30% condition (with 35, 40, 45, and 50% options at 3, 5, 8, and 13)
A knife at 45% condition (with 55, 65, and 75% options at 3, 5, and 8)
A police baton at 35% condition (with 45, 55, and 65% options at 3, 5, and 8)
A pool cue at 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
A switchblade at 15, 25, or 35% condition (with 45, 55, and 65% options at 3, 5, and 8)
A tire iron at 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
A single throwing spear, with the option for 2, 3, 4, or 5 spears at 3, 5, 8, and 13
A nail board, at 25, 35, 45, 55, or 65% condition
A straight razor at 25% condition (with the option for 35, 45, 55, and 65% at 3, 5, 8, and 13)
A single throwing hatchet, with the option for a second after level 4
A single throwing knife, with the option for 2 or 3 after levels 4 and 8
After level 8, the following options are also added:
A combat knife, at 15, 25, 25 (yes, repeated), 35, 45, or 55% condition (with a 65% option at 13)
A lead pipe, at 35, 45, or 55% condition (with a 65% option at 13)
A sledgehammer, at 30, 35, 40, or 45% condition (with a 50% option at 13)
Or something from the rare melee list, after level 6:
Rare list:
A ripper, at 35, 45, 55, or 65% condition
After level 8, the option for a fire axe at 30, 35, 40, 45, 50, or 55% condition is added (with a 60% option at 13)
After level 12, the following options are added:
A shishkebab at 30, 35, 40, 45, 50, or 55% condition (with a 60% option at 13)
A chainsaw, at 35, 45, 55, or 65% condition
A cattle prod, at 30, 35, 40, 45, 50, or 55% condition (with a 60% option at 13)
After level 17, the following options are added:
A super sledge, at 35, 45, 55, or 65% condition
A thermic lance at 45, 50, 55, or 60% condition
If the melee weapon is selected, it will be something from the common list 100% of the time before level 6, and 87.5% of the time after level 6.
Either something from the common gun list:
Common list:
A 10mm pistol at 30, 35, or 40% condition (with 45, 50, 55, and 60% options added at 3, 5, 8, and 13) plus one 10mm round, 10 75% checks for +1 round, and 5 75% checks for +1 10mm casing
A hunting rifle at 30, 35, or 40% condition (with 45, 50, 55, and 60% options added at 3, 5, 8, and 13) plus one .308 round, 7 75% checks for +1 round, and 4 75% checks for +1 casing
A sawed-off shotgun at 15 or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13) plus 1 12 gauge shell, 10 75% checks for +1 shell, and 8 75% checks for +1 hull
Or, after level 6:
A 10mm SMG at 30, 35, 40, 45, 50, or 55% condition (with 60 and 65% options at 8 and 13) plus one 10mm round, 10 75% checks for +1 round, and 5 75% checks for +1 10mm casing
Or something from the rare list:
Rare:
A BB gun at 35, 45, 55, or 65% condition, 70 BBs, and 40 75% checks for +1 BB
After level 7
1 .44 Magnum round and 10 75% checks for +1 round (this is supposed to also provide a scoped .44 Magnum, but the list has changed and is empty)
After level 9
A sniper rifle at 30, 35, 40, 45, or 50% condition (with a 55% option at 13) plus 1 .308 round, 3 75% checks for +1 round, and 2 75% checks for +1 casing
If the gun list is chosen, it will be something from the common list 100% of the time before level 6, and 87.5% of the time after level 6.
Either something from the common unarmed list:
Common: (Brass and spiked knuckles as well as boxing gloves are duplicated, and so have a 2/9 chance of being selected each)
A set of brass knuckles at 30 or 35% condition (with 40, 45, 50, and 55% options at 3, 5, 8, and 13)
A set of spiked knuckles at 15 or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
A power fist at 30 or 35% condition (with 40 and 45% options at 3 and 6)
A set of boxing gloves at 15, 15, or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
A bladed gauntlet at 30 or 35% condition (with 40, 45, 50, and 55% options at 3, 5, 8, and 13)
Boxing tape at 15, 15, or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
Or something from the rare list:
Rare:
A power fist at 35, 45, 55, or 65% condition
After level 12:
A zap glove at 15 or 35% condition (with 40 and 45% options at 16 and 20)
A mantis gauntlet at 15 or 35% condition (with 40 and 45% options at 16 and 20)
After level 16:
A ballistic fist at 15% condition (with 35, 40, and 45% options at 17, 20, and 23)
A displacer glove at 15% condition (with 35, 40, and 45% options at 17, 20, and 23)
If the unarmed list is chosen, it will be something from the common list 100% of the time before level 8 and 87.5% of the time after level 8.

Then, after that

  • 1 weapon just from the common lists
  • 3 75% checks for a weapon just from the common lists
  • 2 weapons just from the rare lists
  • 1 75% check for something from the common energy list
  • 2 75% checks for something from the common explosive list
  • 1 75% check for something from the common gun list
  • 1 75% check for something from the common melee list
  • 2 75% checks for a weapon just from the rare lists
  • 20 75% checks for a full copy of the bullets list above
  • 15 75% checks for a full copy of the energy ammo list above
  • And 5 50% checks for an item from the following list:
2 missiles
3 missiles
5 missiles
100 BBs
8 .44 magnum rounds
After level 4:
Nothing (supposed to be 10 darts)
60 flamer fuel
240 5mm rounds
After level 5:
5 .308 rounds
5 .308 rounds (yes repeated)
After level 6:
240 electron charge packs
  • 5 75% checks for one of the following:
stimpack, doctor's bag, super stim, rebound, steady
  • 1 VendorChestCapsMedium:
Includes all of the following:
300 caps at levels 1 - 4, 600 caps from levels 5 - 9, 1200 from 10 - 14, 2400 from >15.
Either 10, 20, 30, 40, 50, 60, 70, 80, or 90 caps
Either 1, 2, 3, 4, 5, 6, 7, 8, or 9 caps

So, basically, he's basically Fallout 3 in a nutshell. He's still referencing darts and scoped .44 magnums. Nitty the Kitty! 02:13, 22 September 2014 (UTC)