Tycho is a survivalist and member of the Desert Rangers,[1] often traveling around the wasteland. By 2161, he is currently in Junktown, where he hangs out in the Skum Pitt, a local bar. He appears as a potential companion of the Vault Dweller in Fallout.
Background[]
Early life[]
Born in a survivalist community in what was once the state of Nevada sometime around the early-to-mid 22nd century, Tycho says that his grandfather was a member of the pre-War Texas Rangers, making Tycho himself heir to at least two generations of survivalist training, knowledge, and weapons. According to him, his family rode out the nuclear apocalypse in the safety of this community in the Nevada badlands. Tycho learned everything about wasteland survival in his youth, from identifying safe water sources to a laundry list of little things to look out for to stay alive; his developmental years were spent hearing stories about the wasteland, such as one about his father traveling to Las Vegas and having a negative experience with someone who he describes as "a fat freak."[2][3]
Eventually, Tycho joined as a full member of the Desert Rangers, founded as the spiritual successors to the Texas Rangers, and put his survival training and combat skills to use by going out into the world looking for ways to make life just a little easier for mankind in the post-nuclear world, seeing it as befitting his heritage to continue the work of his grandfather and the Rangers of old.[4]
Well-traveled Ranger[]
With time spent in the wasteland as a long-range explorer for the Rangers, Tycho developed a taste for going the distance literally speaking, at first staying close to home, then steadily expanding his horizons as he gained more knowledge and experience in life among the wastes. Eventually, his travels brought him to the very boundary of land and sea when he arrived on the shores of the Gulf of Mexico in what was once Texas.[Non-game 1]
Towards the latter half of the 22nd century, Tycho has amassed a wealth of knowledge about the communities and dangers around New California as well as about the pre-War world. While his knowledge is limited on subjects like the old Vaults,[5] and pre-War military bases, [6] he has seen such things as advanced force fields,[7] pre-War facility layouts,[8] and the lethality that follows a nuclear detonation.[9] Along with exploring around, Tycho also keeps his ear to the ground, collecting stories and tall tales about various oddities of the wasteland like ferocious clawed predators, mutated scorpions, and a city of post-humans, combining it with the knowledge and training he learned in his youth.[10][11][12] Though he has seen much of the post-nuclear West Coast, by 2161 he has not yet seen all of it, such as indicating that he had never before been to the surrounding area of the Boneyard and only knew about it from rumor as a coastal place that is hard to live in due to being infested with violent gangs.[13]
Around early December 2161, Tycho took a break from traveling, wanting to take it easy for a while. He chose to reside in Junktown and patronize the Skum Pitt, which is where he had his encounter with the Vault Dweller after the man left Vault 13 to track down a water chip.[2][Non-game 1]
Personality[]
In his course roaming the wasteland, Tycho is no stranger to violence, with a bevy of injuries and scars to show for his rough way of life. By late 2161, the Ranger has lost pieces of his ears and whole teeth,[14][15] on top of suffering injuries to one of his legs and rib fractures.[16][17] As a result of his experiences, he developed a kind of grim resolve when it comes to fighting against enemies: anyone trying to kill him had better aim for the head,[18] because any other injury will merely slow him down,[19] until he inevitably finds and kills his foe, painfully.[20] The only injury that might give the Ranger pause is taking damage to his dominant right hand or arm that he prefers to shoot with.[21] whereas he gruffly shrugs off damage to his other arm.[22] As a skilled veteran Ranger, Tycho has learned to not rely purely on ammo-fed firearms and can use any melee weapon comfortably, especially a spear.[23]
Despite his harsh life choices and vicious fighting style, Tycho proves himself an honest, polite man,[24] with a fondness for a good alcoholic beverage, especially a strong stout, and even fancies a taste of Nuka-Cola as well.[25] The Skum Pitt's watered-down beer does not quite cut it for him, but he does not complain too much.[26] Converesly, Tycho steers away from using chems, as he acknowledges that while they give a temporary boost, the damage done to their body means the user always pays for it dearly in the end.[27]
Overall, Tycho has strong convictions and an internal moral compass. He despises greedy tyrants like Gizmo, believing that Junktown has promise that can be realized under Killian Darkwater's leadership (though voices his skepticism over the idea of building a future out of the refuse of the past).[28] As such, he purposefully avoids Gizmo's casino, and remarks that the only reason he would enter it is to step on Gizmo's neck while joking on his ability to get past his blubber.[29] Tycho is fully aware that his skills would help him clean up the town's scum with relative ease, particular starting with the Skulz, but he personally believes that it is not his place to step in; he voices his confidence that instead Killian will clean the town up when the time comes.[2]
This attitude seems to stem from a firm belief in self-reliance, as opposed to others who lash themselves to things like faulty pieces of Old World technology.[30] He also shares his hope that the Great War, a testament to the consequences of humanity's greed and insanity, eventually serves to teach its remnants a few things, or at least enough to avoid repeating the actions that led to it.[31] After all, those who followed in its wake pay the price for mankind's hubris every day.[32]
Equipment[]
Complimenting his time as a Desert Ranger, Tycho wears a recolored model of pre-War riot gear including body armor and a gas mask; others of its type were used by wastelanders such as the Vault 76 dwellers in Appalachia on the East Coast and survivalist Randall Clark in Utah. This sturdy model would eventually be appropriated by the New California Republic and adopted as armaments for the veteran members of their own Ranger organization.[33] On top of his armor, Tycho carries all the necessary survival gear like a knife, brass knuckles, a water canteen, and a pair of goggles to keep his eyes safe when not wearing his gas mask. His trenchcoat is sand-colored for reasons of camouflage and doubles as protection against sand and glare from the sun.[Non-game 1]
Interactions with the player character[]
Fallout[]
Interactions overview[]
| Interactions | ||
|---|---|---|
|
This character is a permanent companion. | |
| This character starts quests. | ||
| This character is involved in quests. | ||
|
This character is allied with the following faction(s). |
|
Companion[]
- To recruit Tycho, the player must head to Junktown's Skum Pitt, located in the far northeastern part of the city. The bar opens up at 17:00 (5 p.m.). Tycho can be recruited by mentioning Killian's job to take Gizmo out; if the player killed Killian already, Tycho will refuse to join. Recruiting him is worth 300 experience points.
- When first talking to him, the player will have an option to join him for a drink. Pursuing this unique dialogue option will provide one Nuka-Cola and a permanent +5% to Outdoorsman.
- Tycho uses the bald, leather armor sprite and his weapon choice is limited by his animation frames: He can use unarmed weapons, spears, small pistols, and rifles/shotguns. He has the most hit points out of all the companions and the second best armor resistances in the game (after Katja and equal to Dogmeat), making him a very valuable addition.
- As with Ian, giving Tycho automatic weapons like the assault rifle or combat shotgun is ill-advised, as AI doesn't check for friendlies when firing bursts. The sniper rifle is the optimal choice, unless the Red Ryder LE BB gun is available: It has a more consistent damage output and Tycho can fire it twice per round.
AI behavior[]
- Packet name and number: [Tycho] (90)
- Disengage distance: 8 hexes
- Chance to act aggressively in combat: 100%
- Minimum chance to hit needed to attack: 20%
- Runaway hit points threshold: 0 HP
- Chance to use secondary attack (eg. burst): 10%
- Chance to make called attack: 25%
- Chance for a float message: 4%
Other interactions[]
- If caught stealing Neal's urn from the Skum Pitt while not in the player's party, Tycho will turn hostile.
- In the Bridge Keeper encounter in Fallout 2, the Bridgekeeper may ask "Which non-player character from Fallout 1 survived to appear in the sequel?" Tycho is one of the wrong answers.[34]
Tell me about[]
| Tycho's Tell-Me-Abouts | |
|---|---|
| Query | Response |
| Junktown | Well, Junktown's not really home, but it's an interesting city. It has potential, although I don't know that building out of the refuse of the past is the best way to construct the future. |
| Rangers | We Rangers hail from back east, what used to be called Nevada. Our heritage stretches back to the days of the Texas Rangers. We learn survival and combat skills in order to go out into the world and have a chance of surviving and making things better. |
| Chip | I haven't seen a relic of old technology like a water chip for a long time. Personally, you're better off depending on yourself, not on some piece of tech that you can't fix. |
| War | The War was a testament to human greed and insanity. Let's hope that we have learned enough to never repeat such folly. |
| Wastes | The wastes are hostile and dangerous, even to the wary traveler. Radiation and strange creatures will take their toll. Tread with caution, and remember that everything you see and hear is a clue. |
| Necropolis | The City of Death is well named. It lies in what used to be the little town of Bakersfield. Now, though, it's home to ghouls and worse. |
| Vault | I've heard of the great underground Vaults. I don't know much about them, though. |
| Killian Darkwater | Killian's a good man doing a difficult job. |
| Gizmo | Gizmo is . . . well, he strikes me as a crook. He'll get his in the end. |
| Boneyard | The Boneyard? I'm told it's a place of gangs and hard life, near the coast. |
| The Hub | The Hub's a giant mercantile community, just a short ways south of Junktown. |
| Casino | Gizmo's casino is probably one of the last places I'd want to go, unless I were going to step on Gizmo's neck. Not that I could get a foot past all the blubber. |
| Store | Killian has a decent general store in Junktown. |
| Deathclaw | Heard some tales about something faster, bigger, and meaner than any living creature has a right to be. Not too many, though, which means that it doesn't leave many survivors. Big claws, ferocious disposition. |
| Military Base |
The military had several secret bases scattered about, I know. I just don't know where. |
| Apocalypse | Nuclear armageddon was the result of pride and foolishness. Now, we're paying the price. |
| Mutants, Strange | Certainly there are some strange things out there. I've seen mutated scorpions and cows, and I've heard that Necropolis is home to ghouls, who seem human but are far different. |
| Booze | I prefer a good strong stout, or perhaps a Nuka-Cola. |
| Chems, Drugs | I'd stay away from chems if I were you. Sure, they can give you a boost, but you always wind up paying for it in the end. |
| Psychics | You mean telepathetics? Heh . . . seriously, I don't buy it. |
| Merchants | Some merchants from the Hub visit Junktown and other cities on a regular basis. |
| Brotherhood, Cathedral, Children, Exodus, Followers, Garl, Master, Unity, Set, Watershed, Hall, Library, Overseer, Medic, Healing, Initiates, Paladins, Scribes, Vats | "I'm sorry, I can't help you there." |
Comments[]
| Tycho's comments | |
|---|---|
| Location | Comment |
| Deathclaw's lair | Note the lack of any animal life for quite a distance. And the piles of bones. Whatever lives here is a real beast. Keep your weapon handy. |
| Necropolis | There are many strange tales about Necropolis, the city of the dead. Stay alert, because it could get dangerous really fast. |
| The Glow | Watch out for radioactive hot spots. This place obviously sustained a direct nuclear strike, and secondary cascade radiation may be bad. I'd recommend avoiding this place completely if we can. |
| Mariposa Military Base | A military place like this must have a central command room somewhere. I bet we could get through those force-field generators with a little hot-wiring, or if we could find the force field control computer. |
| Giant Footprint | Yeah, I'd stay the hell away from whatever made that. Seriously, I've never seen anything like that. I think our best option is to move on, fast. |
Fallout: New California[]
| The following is based on information from Fallout: New California. |
Tycho can be found randomly when taking a card from the loot deck. When exploring with him as the active companion, the player character can exhaust him in to gain two experience points.
When the player character performs the camp action, he will become unexhausted. However, if the player character does not have Endurance, he must be discarded.
| End of information based on information from Fallout: New California |
Inventory[]
| Apparel | Weapon | Other items |
|---|---|---|
| Leather armor | Shotgun | Stimpak x3 12 gauge shell x20 Bottle caps |
Appearances[]
Tycho appears in Fallout and the Fallout: The Roleplaying Game expansion Fallout: New California. He is also mentioned in Fallout 2.
Behind the scenes[]
Master Yupa from Nausicaä of the Valley of the Wind. Tycho is described as reminiscent of his looks.
Originally, the idea is that he came from east of California, in the Nevada area. His family comes from people who survived the devastation when WAR happened, likely living among the badlands of Nevada. As I envisaged it, Tycho learned a lot about desert survival and whatnot from his small community, which kept a strong survivalist contingent -- so they still had some small arms and books. They probably had something like the cliff-dwelling Indians going on for their town, though I never fleshed it out.
Anyway, Tycho took off to wandering the desert with traders and explorers for several years, returning from time to time with goods or maps. Most likely he started with small trips and went further abroad as he became more experienced. He went as far as the Gulf of Mexico in Texas and then headed back west. Eventually he wound up on the west coast as a long-range explorer from a loose group of desert rangers whose actual origins, scope and purpose weren't defined.
In some ways Tycho is reminiscent of master Yuta from "Nausicaa and the Valley of the Winds." He carries a gas mask just in case, wears hardened leather armor, has a knife, knuckles, canteen, all the usual survival gear. I'd pictured him as this guy in leather armor (Fallout-style) with a gas mask hanging around his neck, goggles (to keep out sand and glare), a sand-colored cloak usable for camouflage and to keep the sun off, and a double-barreled shotgun.”— Jesse Heinig, Fallout Bible 9- Tycho's choice of gear and appearance are said to evoke that of the character Yupa from the 1984 Hayao Miyazaki film Nausicaä of the Valley of the Wind: a seasoned veteran of a post-apocalyptic world who wears a long coat, leather armor, and gas mask while traveling across the ruined landscape (shown in the above image).
- The facts of Tycho's grandfather being a Texas Ranger and the Desert Rangers being their spiritual successor are a reference to the eponymous faction from the 1988 game Wasteland that Fallout was originally envisioned to be a sequel to before being retooled into its own series.[35] Tycho's mention of his father encountering a "fat freak" from Las Vegas,[2] is also a reference to Wasteland, specifically the character Fat Freddy.[Non-game 1]
- While the Fat Freddy reference and its mention of Las Vegas was intended as a one-off, the city would later canonically appear in the Fallout series in Fallout: New Vegas, 120+ years after the events of Fallout where it is now known as New Vegas, along with that game expanding on the history of the Desert Rangers after the events of Fallout as well.[Meta 1]
- Unlike other companions such as Dogmeat and Ian, Tycho is not mentioned anywhere in the Vault Dweller's memoirs, leaving his fate during and after the events of Fallout ambiguous. If the Chosen One interacts with the younger Tandi in the Café of Broken Dreams in Fallout 2, she mentions Tycho and implies he canonically helped the Vault Dweller but offers no further details on his fate.[36]
- Tycho's description of the Skum Pitt as "a wretched hive of villainy and all that," is a reference to the Star Wars franchise, specifically A New Hope where Ben Kenobi describes the city of Mos Eisley in much the same fashion.[37]
- The character's name is a latinized version of Tyche,[Meta 2] the Greek goddess of luck and fate.[Meta 3]
- According to Joshua Sawyer, the design of the NCR Ranger combat armor in Fallout: New Vegas and the Desert Ranger combat armor in the Honest Hearts add-on was inspired by the description of Tycho's outfit in Fallout ("a man in dusty leather armor with a trench coat and gas mask").[Non-game 2] with the former design appearing in the cover art of the game.
- The Desert Ranger depicted as part of the Unification Monument is shown wearing this armor.
- In the 2018 board game Fallout: New California, the NCR Ranger combat armor's design was used to depict Tycho.
- Tycho's sprite in Fallout is actually wearing the leather armor item, which is visualized as football padding in the inventory.
Gallery[]
References[]
- ↑ Tycho: "{173}{}{You gain 300 experience points for recruiting Tycho, the desert ranger.}"
(Tycho's dialogue) - ↑ 2.0 2.1 2.2 2.3 The Vault Dweller: "{107}{}{So, what's your story?}"
Tycho: "{109}{}{I could ask the same of you. In the interest of amity, I suppose I'll tell first. I'm called Tycho. Came from out east, what used to be called Nevada.}"
The Vault Dweller: "{110}{}{That's a pretty long trip.}"
"{112}{}{Yeah, it was. Decided to take it easy for a while. This place shows some promise, just as soon as someone cleans up some of the scum.}"
The Vault Dweller: "{113}{}{Why don't you?}"
"{118}{}{Not my place. I'd rather not cross Killian, after all. He'll clean up this town when he gets around to it. A good man, mark my words. But watch out for that fellow Gizmo. Reminds me of another fat freak my father told me about back in Las Vegas.}"
(Tycho's dialogue) - ↑ The Vault Dweller: "{111}{}{How did you survive all the dangers?}"
Tycho: "{115}{}{Had some pretty good training, and some good weapons, too. My grandfather was a Ranger way back when, and he taught my father everything he knew. Dad passed it on to me. So I know enough not to drink glowing water, so to speak.}"
The Vault Dweller: "{117}{}{Really? Survival's tough these days. You must be pretty knowledgeable.}"
Tycho: "{122}{}{Yeah, well, my family taught me everything there is to know about survival. Don't drink water that's totally clear and free of insects and moss, for instance. Only poisonous or radioactive water would be that clean in the wilderness. Lots of other little things to look out for, too.}"
(Tycho's dialogue) - ↑ The Vault Dweller: "{1001}{}{Rangers}"
Tycho: "{1101}{}{We Rangers hail from back east, what used to be called Nevada. Our heritage stretches back to the days of the Texas Rangers. We learn survival and combat skills in order to go out into the world and have a chance of surviving and making things better.}"
(Tycho's dialogue) - ↑ Tycho: "{1118}{}{I've heard of the great underground Vaults. I don't know much about them, though.}"
(Tycho's dialogue) - ↑ Tycho: "{1139}{}{The military had several secret bases scattered about, I know. I just don't know where.}"
(Tycho's dialogue) - ↑ Tycho: "{157}{}{I bet we could get through those force-field generators with a little hot-wiring, or if we could find the force field control computer.}"
(Tycho's dialogue) - ↑ Tycho: "{156}{}{A military place like this must have a central command room somewhere.}"
(Tycho's dialogue) - ↑ Tycho: "{154}{}{Watch out for radioactive hot spots. This place obviously sustained a direct nuclear strike, and secondary cascade radiation may be bad. I'd recommend avoiding this place completely if we can.}"
(Tycho's dialogue) - ↑ Tycho: "{1129}{}{Heard some tales about something faster, bigger, and meaner than any living creature has a right to be. Not too many, though, which means that it doesn't leave many survivors. Big claws, ferocious disposition.}"
(TYCHO.MSG) - ↑ Tycho: "{155}{}{Note the lack of any animal life for quite a distance. And the piles of bones. Whatever lives here is a real beast. Keep your weapon handy.}"
(Tycho's dialogue) - ↑ Tycho: "{1142}{}{Certainly there are some strange things out there. I've seen mutated scorpions and cows, and I've heard that Necropolis is home to ghouls, who seem human but are far different.}"
(Tycho's dialogue) - ↑ Tycho: "{1123}{}{The Boneyard? I'm told it's a place of gangs and hard life, near the coast.}"
(Tycho's dialogue) - ↑ Tycho: "{8510}{}{Lost another piece of my ear . . .}"
(Tycho's dialogue) - ↑ Tycho: "{8511}{}{Dammit, there goes another tooth . . .}"
(Tycho's dialogue) - ↑ Tycho: "{8520}{}{I've had a broken leg before.}"
(Tycho's dialogue) - ↑ Tycho: "{8517}{}{Dang it, another busted rib.}"
(Tycho's dialogue) - ↑ Tycho: "{8518}{}{If you wanna kill me, try the head.}"
(Tycho's dialogue) - ↑ Tycho: "{8519}{}{You can slow me down, but I'll still get ya.}"
(Tycho's dialogue) - ↑ Tycho: "{8524}{}{If I'm blind, I'm gonna hurt you before I kill you.}"
(Tycho's dialogue) - ↑ Tycho: "{8515}{}{Dang it, that's my shootin' hand.}"
(Tycho's dialogue)
Note: Upon being hit in the right arm. - ↑ Tycho: "{8513}{}{Didn't need that arm anyways.}"
(TYCHO.MSG)
Note: Upon being hit in the left arm. - ↑ Vault Dweller: "{164}{}{What sorts of weapon skills have you learned?}"
Tycho: "{165}{}{Pretty good ranger training: I can use a spear, of course, in a pinch; I'm also skilled with small pistols and rifles.}"
(Tycho's dialogue) - ↑ Neal: "{129}{}{Fella's called Tycho. Apparently a ranger from back east or something. Pretty nasty fighter, from what I hear, but a straight-up character.}"
(Neal's dialogue) - ↑ Tycho: "{1151}{}{I prefer a good strong stout, or perhaps a Nuka-Cola.}"
(Tycho's dialogue) - ↑ Tycho: "{106}{}{Delightful. I hope you don't mind your drink well-watered - they treat beer here like it's a potted plant.}"
(Tycho's dialogue) - ↑ Tycho: "{1152}{}{I'd stay away from chems if I were you. Sure, they can give you a boost, but you always wind up paying for it in the end.}"
(Tycho's dialogue) - ↑ Tycho: "{1100}{}{Well, Junktown's not really home, but it's an interesting city. It has potential, although I don't know that building out of the refuse of the past is the best way to construct the future.}"
(Tycho's dialogue) - ↑ Tycho: "{1127}{}{Gizmo's casino is probably one of the last places I'd want to go, unless I were going to step on Gizmo's neck. Not that I could get a foot past all the blubber.}"
(Tycho's dialogue) - ↑ Tycho: "{1102}{}{I haven't seen a relic of old technology like a water chip for a long time. Personally, you're better off depending on yourself, not on some piece of tech that you can't fix.}"
(Tycho's dialogue) - ↑ Tycho: "{1103}{}{The War was a testament to human greed and insanity. Let's hope that we have learned enough to never repeat such folly.}"
(Tycho's dialogue) - ↑ Tycho: "{1141}{}{Nuclear armageddon was the result of pride and foolishness. Now, we're paying the price.}"
(Tycho's dialogue) - ↑ Tycho's character description: "{100}{}{You see a man in dusty leather armor with a trenchcoat and gas mask.}"
(Tycho's dialogue) - ↑ Bridgekeeper: "{134}{}{Which non-player character from Fallout 1 survived to appear in the sequel?}"
The Chosen One: " {142}{}{Uh...Tycho?}"
(Bridgekeeper's dialogue) - ↑ The Origins of Fallout
- ↑ Tandi: "{109}{}{Say...do you and Tycho still keep in touch?}"
(Tandi's dialogue) - ↑ Tycho: "{141}{}{Well, this is the Skum Pitt, a wretched hive of villainy and all that. Just west of here is Gizmo's, a big casino. Word is the games are rigged. A little south of here is the Crash House, run by Marcelles, where you can get a night's sleep for way too many caps. Past that is Killian's. Killian runs a general store, and he also enforces the law in this town - a good man. Then south of there you have Doc Morbid, whose operation is a little funny, if you take my meaning.}"
(Tycho's dialogue)
Non-game
- ↑ 1.0 1.1 1.2 1.3 Jesse Heinig in Fallout Bible 9: "Tycho's a nod to the desert rangers of Wasteland. Obviously that "history" didn't wind up in Fallout, so that makes it more of an homage than anything.
Originally, the idea is that he came from east of California, in the Nevada area. His family comes from people who survived the devastation when WAR happened, likely living among the badlands of Nevada. As I envisaged it, Tycho learned a lot about desert survival and whatnot from his small community, which kept a strong survivalist contingent -- so they still had some small arms and books. They probably had something like the cliff-dwelling Indians going on for their town, though I never fleshed it out.
Anyway, Tycho took off to wandering the desert with traders and explorers for several years, returning from time to time with goods or maps. Most likely he started with small trips and went further abroad as he became more experienced. He went as far as the Gulf of Mexico in Texas and then headed back west. Eventually he wound up on the west coast as a long-range explorer from a loose group of desert rangers whose actual origins, scope and purpose weren't defined.
In some ways Tycho is reminiscent of master Yuta from 'Nausicaa and the Valley of the Winds.' He carries a gas mask just in case, wears hardened leather armor, has a knife, knuckles, canteen, all the usual survival gear. I'd pictured him as this guy in leather armor (Fallout-style) with a gas mask hanging around his neck, goggles (to keep out sand and glare), a sand-colored cloak usable for camouflage and to keep the sun off, and a double-barreled shotgun."
Note: Tycho's background is actually elaborated upon in the game, including many of the above facts. - ↑ J.E. Sawyer on Formspring
Meta
- ↑ Chris Avellone's Twitter (archived): "During development of New Vegas, were there plans to incorporate more Desert Ranger/Wasteland references, like the 'fat freak mobster' Tycho mentioned in F1? And later on, was Wasteland 2 to feature NV references, but were cut/decided to be unfitting for the game?"
"No, we only tried to do it with Old World Blues, because part of OWB was supposed to be an homage to Fallout's roots (ex: Giant Robot Scorpitr- er, Scorpion)." - ↑ Tycho on Wikipedia
- ↑ Tyche on Wikipedia
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