Equipment
Tyrian weapons
Tyrian 2000 has 46 front and rear weapons, each with 11 power levels. 18 are sold as front guns and 12 as rear guns (2 in both bays); the other 18 are never sold in shops and come with special ships or secret modes. In the shops, power 1 costs from 500 to 1,100 credits. The shop shows the price of the next power level as you press Right.
Weapon list
Weapon Bay Price (power 1) Energy / volley Firing modes Sold in episodes
Pulse-Cannon Front 500 30 1 1, 2, 3, 4, 5 Multi-Cannon (front gun) Front 750 40 1 1, 2, 3, 4, 5 Mega Cannon Front 1,000 120 1 1, 2, 4, 5 Laser Front 900 20 1 3 Zica Laser Front 1,100 90 1 3 Protron Z Not sold 900 50 1 none Vulcan Cannon (front gun) Front 600 20 1 1, 4, 5 Lightning Cannon Front 1,000 70 1 1, 2, 3, 4, 5 Starburst Rear 900 20 1 2, 3, 4, 5 Multi-Cannon (rear gun) Rear 750 40 2 1, 2, 3, 4, 5 Sonic Wave Rear 950 50 2 1, 2, 3, 4 Protron (rear gun) Rear 650 50 2 1, 2, 3, 4, 5 Protron (front gun) Front 600 50 1 1, 2, 4, 5 Wild Ball Rear 800 60 2 1, 3, 4 Vulcan Cannon (rear gun) Front and rear 500 20 1 front 4; rear 1, 2, 3, 4, 5 Missile Launcher Front 850 50 1 1, 2, 4, 5 Fireball Front and rear 1,000 50 2 front 4; rear 1, 2, 3, 5 Mega Pulse Front 900 60 1 2, 3, 4 Heavy Missile Launcher Front 1,000 90 1 1, 2, 3, 4 Rear Heavy Missile Launcher Rear 1,000 90 1 3 Rear Mega Pulse Rear 900 90 1 1, 3, 4 Banana Blast Not sold 950 20 1 none Banana Blast Rear Not sold 1,100 20 1 none HotDog Front Not sold 1,100 40 1 none HotDog Rear Not sold 1,100 40 1 none Hyper Pulse Front 1,050 50 1 1, 2, 4, 5 Guided Micro Bombs Rear 1,100 60 1 1, 4, 5 Heavy Guided Bombs Rear 1,000 80 1 1, 2, 4, 5 Scatter Wave Rear 900 40 1 2, 4, 5 Guided Bombs Not sold 800 40 1 none Shuruiken Field Not sold 850 40 1 none Poison Bomb Not sold 800 40 1 none Protron Wave Not sold 750 40 1 none The Orange Juicer Not sold 900 40 1 none NortShip Super Pulse Not sold 1,100 40 1 none NortShip Spreader Not sold 1,100 40 2 none NortShip Spreader B Not sold 1,100 40 1 none Atomic RailGun Not sold 1,101 30 1 none Widget Beam Front 950 40 1 4 Sonic Impulse Front 1,000 50 1 4, 5 RetroBall Front 1,000 50 1 4, 5 Needle Laser Front 600 50 1 5 Pretzel Missile Not sold 50 50 1 none Dragon Frost Not sold 700 50 1 none People Pretzels Not sold 50 50 1 none Dragon Flame Not sold 50 50 1 none
Prices and energy from the item table; 3 weapons fire differently in episodes 4 and 5 (see their pages). “Not sold” weapons come with special ships or secret modes.
Reading the tables
Level cost is the purchase price for power 1, then what each further power level costs. It grows with each level: the weapon's price × 1, then × 3, × 6, × 10… Total paid
adds the purchase price and every upgrade so far, which is also what you get back when you sell the gun.
Frames / volley is the time between two volleys at Normal speed (35 frames per second). Shots / volley is the number of
projectiles fired each time.
Damage per shot lists the projectiles of the firing pattern. freeze shots stop an enemy without damage, chain shots
deal 1 damage on impact and set off a secondary blast that does the real damage (missiles and bombs work this way), and pierce n shots go through enemies and deal n damage to each.
Est. DPS is a rough damage-per-second figure that assumes every shot hits a single target. It counts chain shots as 1 and
ignores their blast, and spread, homing and piercing shots behave very differently in practice.
Power use is drawn from your generator's energy each volley. If the generator cannot keep up, the gun fires less often.
All weapons
front gun Price 500 credits (power 1) Power use 30 energy per volley Front gun shops episodes 1, 2, 3, 4, 5 Pulse-Cannon: power levels, damage and shops →
front gun Price 750 credits (power 1) Power use 40 energy per volley Front gun shops episodes 1, 2, 3, 4, 5 Multi-Cannon: power levels, damage and shops →
front gun Price 1,000 credits (power 1) Power use 120 energy per volley Front gun shops episodes 1, 2, 4, 5 Mega Cannon: power levels, damage and shops →
front gun Price 900 credits (power 1) Power use 20 energy per volley Front gun shops episodes 3 Laser: power levels, damage and shops →
front gun Price 1,100 credits (power 1) Power use 90 energy per volley Front gun shops episodes 3 Zica Laser: power levels, damage and shops →
not sold in shops Price 900 credits (power 1) Power use 50 energy per volley Protron Z: power levels, damage and shops →
front gun Price 600 credits (power 1) Power use 20 energy per volley Front gun shops episodes 1, 4, 5 Vulcan Cannon: power levels, damage and shops →
front gun Price 1,000 credits (power 1) Power use 70 energy per volley Front gun shops episodes 1, 2, 3, 4, 5 Lightning Cannon: power levels, damage and shops →
rear gun Price 900 credits (power 1) Power use 20 energy per volley Rear gun shops episodes 2, 3, 4, 5 Starburst: power levels, damage and shops →
rear gun 2 firing modes Price 750 credits (power 1) Power use 40 energy per volley Rear gun shops episodes 1, 2, 3, 4, 5 Multi-Cannon: power levels, damage and shops →
rear gun 2 firing modes Price 950 credits (power 1) Power use 50 energy per volley Rear gun shops episodes 1, 2, 3, 4 Sonic Wave: power levels, damage and shops →
rear gun 2 firing modes Price 650 credits (power 1) Power use 50 energy per volley Rear gun shops episodes 1, 2, 3, 4, 5 Protron: power levels, damage and shops →
front gun Price 600 credits (power 1) Power use 50 energy per volley Front gun shops episodes 1, 2, 4, 5 Protron: power levels, damage and shops →
rear gun 2 firing modes Price 800 credits (power 1) Power use 60 energy per volley Rear gun shops episodes 1, 3, 4 Wild Ball: power levels, damage and shops →
front gun rear gun Price 500 credits (power 1) Power use 20 energy per volley Front gun shops episodes 4 Rear gun shops episodes 1, 2, 3, 4, 5 Vulcan Cannon: power levels, damage and shops →
front gun Price 850 credits (power 1) Power use 50 energy per volley Front gun shops episodes 1, 2, 4, 5 Missile Launcher: power levels, damage and shops →
front gun rear gun 2 firing modes Price 1,000 credits (power 1) Power use 50 energy per volley Front gun shops episodes 4 Rear gun shops episodes 1, 2, 3, 5 Fireball: power levels, damage and shops →
front gun Price 900 credits (power 1) Power use 60 energy per volley Front gun shops episodes 2, 3, 4 Mega Pulse: power levels, damage and shops →
front gun Price 1,000 credits (power 1) Power use 90 energy per volley Front gun shops episodes 1, 2, 3, 4 Heavy Missile Launcher: power levels, damage and shops →
rear gun Price 1,000 credits (power 1) Power use 90 energy per volley Rear gun shops episodes 3 Rear Heavy Missile Launcher: power levels, damage and shops →
rear gun Price 900 credits (power 1) Power use 90 energy per volley Rear gun shops episodes 1, 3, 4 Rear Mega Pulse: power levels, damage and shops →
not sold in shops Price 950 credits (power 1) Power use 20 energy per volley Banana Blast: power levels, damage and shops →
not sold in shops Price 1,100 credits (power 1) Power use 20 energy per volley Banana Blast Rear: power levels, damage and shops →
not sold in shops Price 1,100 credits (power 1) Power use 40 energy per volley HotDog Front: power levels, damage and shops →
not sold in shops Price 1,100 credits (power 1) Power use 40 energy per volley HotDog Rear: power levels, damage and shops →
front gun Price 1,050 credits (power 1) Power use 50 energy per volley Front gun shops episodes 1, 2, 4, 5 Hyper Pulse: power levels, damage and shops →
rear gun Price 1,100 credits (power 1) Power use 60 energy per volley Rear gun shops episodes 1, 4, 5 Guided Micro Bombs: power levels, damage and shops →
rear gun Price 1,000 credits (power 1) Power use 80 energy per volley Rear gun shops episodes 1, 2, 4, 5 Heavy Guided Bombs: power levels, damage and shops →
rear gun Price 900 credits (power 1) Power use 40 energy per volley Rear gun shops episodes 2, 4, 5 Scatter Wave: power levels, damage and shops →
not sold in shops Price 800 credits (power 1) Power use 40 energy per volley Guided Bombs: power levels, damage and shops →
not sold in shops Price 850 credits (power 1) Power use 40 energy per volley Shuruiken Field: power levels, damage and shops →
not sold in shops Price 800 credits (power 1) Power use 40 energy per volley Poison Bomb: power levels, damage and shops →
not sold in shops Price 750 credits (power 1) Power use 40 energy per volley Protron Wave: power levels, damage and shops →
not sold in shops Price 900 credits (power 1) Power use 40 energy per volley The Orange Juicer: power levels, damage and shops →
not sold in shops Price 1,100 credits (power 1) Power use 40 energy per volley NortShip Super Pulse: power levels, damage and shops →
not sold in shops 2 firing modes Price 1,100 credits (power 1) Power use 40 energy per volley NortShip Spreader: power levels, damage and shops →
not sold in shops Price 1,100 credits (power 1) Power use 40 energy per volley NortShip Spreader B: power levels, damage and shops →
not sold in shops Price 1,101 credits (power 1) Power use 30 energy per volley Atomic RailGun: power levels, damage and shops →
front gun Price 950 credits (power 1) Power use 40 energy per volley Front gun shops episodes 4 Widget Beam: power levels, damage and shops →
front gun Price 1,000 credits (power 1) Power use 50 energy per volley Front gun shops episodes 4, 5 Sonic Impulse: power levels, damage and shops →
front gun Price 1,000 credits (power 1) Power use 50 energy per volley Front gun shops episodes 4, 5 RetroBall: power levels, damage and shops →
front gun Price 600 credits (power 1) Power use 50 energy per volley Front gun shops episodes 5 Needle Laser: power levels, damage and shops →
not sold in shops Price 50 credits (power 1) Power use 50 energy per volley Pretzel Missile: power levels, damage and shops →
not sold in shops Price 700 credits (power 1) Power use 50 energy per volley Dragon Frost: power levels, damage and shops →
not sold in shops Price 50 credits (power 1) Power use 50 energy per volley People Pretzels: power levels, damage and shops →
not sold in shops Price 50 credits (power 1) Power use 50 energy per volley Dragon Flame: power levels, damage and shops →