The Vault - Fallout Wiki

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The Vault - Fallout Wiki
Biography and appearance
AffiliationDesert Rangers
Vault Dweller
Desert Ranger
LocationJunktown, Skum Pitt
Dialogue FileTYCHO.MSG
QuestsGet Gizmo's confession
Recruit Tycho
Save Killian's life
SPECIALStrength: 6
Perception: 7
Endurance: 6
Charisma: 5
Intelligence: 6
Agility: 7
Luck: 5
Derived StatsHit points: 60
Armor class: 22
Action points: 8
Carry weight: 175
Unarmed damage: 0
Melee damage: 4
Sequence: 14
Healing rate: 2
Experience points: 150
Normal DT/DR: 2/25%
Laser DT/DR: 0/20%
Fire DT/DR: 0/20%
Plasma DT/DR: 0/10%
Electrical DT/DR: 0/30%
EMP DT/DR: 0/500%
Explode DT/DR: 0/20%
Tag SkillsSmall Guns: 56%
Unarmed: 65%
Melee Weapons: 70%
Throwing: 31%
Proto id00000210

We Rangers hail from back east, what used to be called Nevada. Our heritage stretches back to the days of the Texas Rangers.

— Tycho

Tycho is a Desert Ranger[1] and a recruitable NPC in Fallout.


Hailing from Nevada, Tycho is an expert on the wasteland and surviving within it. He comes from a small group of survivalists that avoided nuclear annihilation in the badlands of Nevada. This community taught him a lot about desert survival, weapons training, and other related topics.[2] Tycho's wanderlust eventually drove him to wander the desert with traders and explorers for several years. He always returned to his home, with news and goods. Eventually, as the range of his travels grew, he signed on with the Desert Rangers and headed west, towards the coast, as a long-range explorer.[3]

In appearance, he seems like any other wasteland explorer, with a leather armor, gas mask hanging around his neck, goggles to keep out sand and glare, a sand-colored cloak usable for camouflage and sun protection, completed by double-barreled shotgun.[3][4] However, as a Ranger, his priority is to make things better, just like the Texas Rangers did. That's why he studied the art of surviving and combat extensively.[5][6] Around 2162, he stayed at Junktown, catching a little bit of R&R.

Interactions with the player character

Interactions overview

This character is a permanent party member.
This character starts quests.
Perk empathy synthesizer.png
This character is involved in quests.


  • To recruit Tycho, the player has to visit the Skum Pitt after 17:00 (5 PM). Tycho will join the player if they accepted Killian's task to deal with Gizmo. Tycho will not be available if Killian is dead and will attack if the player is the culprit.
  • Due to limitations of the engine, Tycho can only use weapons he has animations for, namely those that use the rifle, pistol, spear, or unarmed animations.

Other Interactions

  • Tycho can teach the player some survival skills through dialogue, giving a +5% bonus to Outdoorsman.
  • Tycho will become hostile to the Vault Dweller if they are caught stealing Neal's urn.
  • He has unique float dialogue for locations around the southern wasteland;
Tycho's comments
Location Comment
Deathclaw warehouse 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.
West Tek Research Facility 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.

Tell me about

Tycho's Tell-Me-Abouts
Query Response
Followers, Cathedral, Garl, Master, Unity, Set, Hall, Library, Overseer, Medic, Healing, Shady, Sands, Exodus, Initiates, Paladins, Scribes, Children, Brotherhood, Vats, Morpheus, Khans, Tandi, Alya, Diana, Gwen, Petrox, Tolya, Seth, Aradesh, Razlo, Zimmerman, Regulators, Scavs, Blades, Nicole, Lieutenant, Experiments, Police I'm sorry, I can't help you there.
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, Vault-13, Vault13 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.
Hub The Hub's a giant merchantile 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 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.


Icon armored vault suit.png
Leather armor
Assault carbine icon.png
Icon briefcase.png
Carried items
3 Stimpaks
20x 12 gauge shells
Bottle caps
Icon male severed head.png
Drops on death

Behind the scenes


Tycho appears only in Fallout and is mentioned by Tandi in Fallout 2.


  1. Tycho: "{173}{}{You gain 300 experience points for recruiting Tycho, the desert ranger.}"
  2. 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.}"
  3. 3.0 3.1 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."
  4. Tycho: "{100}{}{You see a man in dusty leather armor with a trenchcoat and gas mask.}"
  5. 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.}"
  6. 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.}"