Enemies: Encountered in Bekenstein – 8 shown
The in-game name of the enemy; there may be different versions of an enemy, for example of different races, that share the same name; advanced enemies have more than two different health levels; DLC enemies are only encountered if you have installed the relevant content
Name
Some powers only affect organic or synthetic targets
Type
The different health bars this enemy has, in order from outermost to innermost; enemies may have less health bars on lower difficulty levels; each health bar type is affected differently by weapons and powers
Health Levels
Chief RoeDLC Organic Shields, Armor, Health
Donovan HockDLC Synthetic Shields, Armor
Eclipse Engineer Organic Shields, Health
Eclipse Heavy Organic Shields, Health
Eclipse Trooper Organic Shields, Health
Eclipse Vanguard Organic Barrier, Health
LOKI Mech Synthetic Armor, Health
YMIR Mech Synthetic Shields, Armor, Health
Weapons: Found in Bekenstein – 1 shown
The in-game name of the base weapon; weapon upgrades will change each weapon's code and number; heavy weapons are used regardless of class and only be Shepard; exclusive weapons may only be used by a given character, and possibly Shepard under certain circumstances; DLC weapons are only available if you have installed the relevant content
Name
The class of this weapon; whether a character can use a particular weapon depends on whether they are able to use any weapons of that class; only Shepard can use heavy weapons
Type
Some weapons may only be used by certain characters; heavy weapons are all exclusive to Shepard; Shepard may use any unique weapon by choosing it at a certain point in the game (including those normally unique to other characters); however, you may only choose a weapon if Shepard is already proficient with that class of weapon
Exclusive To
The style of fire of this weapon; note that semiautomatic means the weapon will fire repeatedly until the clip runs out, while single shot means there is a significant delay between shots
Shot Type
The default number of shots you can take with this weapon before reloading; upgrades may increase this value; heavy weapons do not use clips
Clip Size
The default amount of reserve ammunition you can hold for this weapon; upgrades may increase this value
Reserve Ammo
Submachine Gun - Automatic 20 240
Upgrades: Found in Bekenstein – 1 shown
The name of the upgrade; multiple upgrades of the same name are cumulative; exclusive upgrades affect a single party member other than Shepard; ship enhancements are special upgrades that are used during the end game sequence; DLC upgrades are only available if you have installed the relevant content
Name
The type of upgrade this is, as shown on the research menu
Type
Who or what this upgrade benefits; "Squad" benefits apply to all party members, including Shepard
Benefits
The amount of credits or minerals required to buy or research this upgrade; for upgrades that can be repeated, the cost is multiplied by the number of the upgrade being researched; thus if an upgrade costs Level × 500 Element Zero, the second upgrade would cost 1,000 Element Zero, the third 1,500 Element Zero, and so on; purchased upgrades are not counted for this purpose, so the cost is the same whether purchased upgrades are purchased before or after other research; note that it is possible to get a 1/6 discount on the price of most purchased upgrades (see shop page for details)
Cost
Indicates whether the upgrade is purchased with credits or researched with element zero or minerals; upgrades that are purchased with credits are applied immediately, while others must be found and later researched on the ship
Currency
Tech DamageDLC Armor Upgrade Squad Level × 500 Element Zero
Missions: Which start or take place in Bekenstein – 4 shown
The category and name of this mission or assignment; Missions are more significant in nature than assignments; DLC missions are only available if you have installed the relevant content
Name
Whether this is a plot mission or an optional assignment
Type
The experience reward for completing this mission
Experience
The standard credit reward for completing this mission; different amounts of credits may be earned depending on how the mission is completed
Reward
The area or planet where this mission is initially started
Started
What you have to do in the start area to trigger this mission
Trigger Condition
The areas involved in the completion of this mission (not including the start area, unless the mission proper takes place there)
Areas
Mission 750 30,000 credits Citadel - Zakera Ward Recruit Kasumi Bekenstein
Mission - - Bekenstein Approach the vault Bekenstein
Mission - - Bekenstein Approach the vault Bekenstein
Mission - - Bekenstein Approach the vault Bekenstein
Found Items: In Bekenstein – 23 shown
The type of object to be examined
Examine
If the object requires a hack or bypass minigame to open, that is indicated here
Lock
The item found by examining this object; names in gray italics indicate items which are only available through downloadable content
Found
Where within this area the object can be found; these are normally listed in general order of appearance
Located
Wall Safe - 7,200 credits Security room
Medical Station - Medi-gel Security room
Wall Safe Bypass 7,800 credits Hock's Bedroom
Medical Station - Medi-gel Vault
Kassa Fabrications Locust - M-12 Locust Vault
Weapons Locker - Choose Loadout Door off of vault
PDA Hack 4,200 credits Area beyond vault
Spare Parts - 4,800 credits Second area beyond vault
Med Kit - Medi-gel Second area beyond vault
Refined Platinum - 1,000 platinum Second area beyond vault
Spare Parts - 1,200 credits Room near volatile tanks
Med Kit - Medi-gel Long hall
Dead Merc - Tech Damage Long hall
Refined Platinum - 500 platinum Large area
Spare Parts - 1,800 credits Large area
Storage Crate - 1,200 credits Large area
PDA - 1,800 credits Large area
Refined Platinum - 500 platinum Large area side room
Med Kit - Medi-gel Outside area
Med Kit - Medi-gel Outside area
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