A survivalist by trade, Tycho is a veteran of the wastes. 他戴著一個防毒面具(為防萬一)，穿著強化皮甲，帶著刀、手指虎、軍用水壺、所有常見的生存裝備。通常可以看到他穿著沾滿塵土的皮裝甲，脖子上掛著防毒面具，護目鏡用來預防沙子和眩光和一個用於偽裝和遮陽的沙漠迷彩斗篷。他手上的雙管霰彈槍further confirms the feel that he's just another mercenary.
However, in reality, Tycho comes from the Desert Rangers, a small, but formidable faction from the Mojave Wasteland and beyond, experts in survival and self-styled peacekeepers of the wastes. 他的背景使得他知道如何在沙漠中求生。他離開家鄉和商人及探險者在沙漠上遊盪多年，一次次帶回貨物和地圖。提可一開始只是小小旅行一段，當他更有經驗後就走得更遠了。他到達德州的墨西哥灣然後回到西部。
Interactions with the player character
To obtain Tycho, the player must head to Junktown and be at the Skum Pitt located in the far North Eastern part of the city at 5 o' clock. He will join you indefinitely if you have taken on Killian's quest to deal with Gizmo. If Killian is killed, Tycho becomes non-recruitable.
Due to sprite limitations, he can only use rifles, shotguns, small handguns and a spear. He has 60 hit points. It is unwise to give him any weapon with a burst function; he wastes ammo and can accidentally shoot you if you are near his target when he uses the burst function.
Effects of player's Actions
If caught stealing Neal's Urn from the Skum Pitt (before recruiting), Tycho will become hostile to the player.
Tycho can teach you some survival skills.
Tell me about
|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,
|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
|Hub||The Hub's a giant mercantile community, just a short ways south of
|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.
|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.
|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||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, Necropolis, Hall, Library, Overseer, Medic, Healing, Initiates, Paladins, Scribes, Vats||"I'm sorry, I can't help you there."|
|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.|
- He is equipped with the best armor and has the most health of all the NPCs who can join you.
- Although he wears a regular leather armor, Desert Rangers seem to have a special armor issued to the U.S. Marine Corps before the Great War.
Tycho appears only in Fallout.
Behind the scenes
- Tycho's grandfather was a Desert Ranger (the Desert Rangers are a reference to Wasteland, a game from 1988 which is considered to be Fallout's predecessor). Tycho also mentions the "fat freak" from Las Vegas, which is a reference to Fat Freddy from Wasteland.
- Tycho is not mentioned anywhere in Vault Dweller's memoirs, but Tandi in the Cafe of Broken Dreams mentions him and the Vault Dweller, indicating that they did get together after all.
- According to lead designer Josh Sawyer () Tycho's description in Fallout was the inspiration for the NCR Ranger combat armor and the Desert Ranger combat armor in Fallout: New Vegas as Tycho himself is described as "a man in dusty leather armor with a trench coat and gas mask".
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