Weapons
The standard Power Beam is the default weapon and remains useful throughout the game; though weak, it has unlimited firing capacity and has the fastest firing rate of any beam. It also can charge safe zones.
Adding to the gameplay mechanic of opposites are the Light and Dark Beams, which are more effective against enemies of the opposite world and have other effects, but have limited ammunition (another first for the series). These beams are also used to open various portals in both of the worlds and activate certain crystals, therefore making the conservation of their ammo all the more pressing. The Light Beam is similar to the Plasma Beam from Prime, it has short range and can set enemies on fire, as well as charge safe zones. It's highly effective against dark enemies. The Dark Beam on the other hand is much like the Ice Beam. It can freeze enemies, allowing for missile shots to destroy them easily. It can snuff out safe zone crystals. The Charge Combos for the beams are the Sun Burst, creates a bright light and shoots off in five directions, and Dark burst, sucks enemies into its dark energy.
Finally, the fourth beam, the Annihilator, is a mixture of both energy types and is quite powerful, though it uses twice as much ammunition as the other two. It has the ability to automatically home in on any enemy target, even without locking on. It is regarded as a sonic weapon: it activates sonic keys. It has a fast firing rate as well. Its Charge Combo is known as the Sonic Boom, which destroys a wide area.
The standard Missiles return to this game, and can be upgraded with a new item to lock on to up to five objects to fire multiple Missiles at the same time. Several puzzles make use of this new ability. Finally, the mainly superfluous (with one exception, the Super Missile) Charge Combos, which fire a number of missiles in conjunction with the selected beam, return, though gameplay is not seriously affected by their acquisition.