Star Trek Voyager Across the Unknown: Every Hidden Technology and How to Steal Them

Getting stranded in the Delta Quadrant is brutal enough without realizing half of your ship upgrades are locked behind cryptic question marks.

When I first opened the research menu in Star Trek Voyager Across the Unknown, seeing a massive wall of unknown technologies drove me completely crazy. You start the game with 45 hidden research nodes mocking you. They are split across Engineering, Crew, Science, Combat, and Borg categories. If you want to survive the trip back home, you cannot rely on Starfleet standard issue gear. You have to beg, borrow, and steal alien technology.

Finding these upgrades requires scouring the sector map for Points of Interest featuring golden titles referencing classic episodes. Sometimes the RNG gods hate you and a required location refuses to spawn. When that happens, I highly recommend restarting the sector and reloading your save. You also unlock a massive chunk of these technologies by passing brutal skill checks during specific side missions.

Since my original run through the Delta Quadrant, the community has uncovered even more obscure secrets. We are talking about tech locked behind a microscopic ten percent chance on a yellow skill check. If you are tired of missing out on crucial upgrades because you picked the wrong dialogue option or the dice rolled against you, I have compiled the complete and updated list of every hidden technology, where it hides, and exactly what hoops you need to jump through to get it.

Sectors 1 Through 4: The Early Scavenge

The early game is a desperate scramble for survival. Your hull is weak and your crew is constantly getting injured. You need to prioritize crew health and basic engineering fixes before you even think about picking fights. Do not skip the Vidiian tech.

EARLY GAME TECHNOLOGIES

These upgrades keep your ship from exploding during the first few sectors. Pay special attention to the Dreadnaught RNG check.

TECHNOLOGY & STATS LOCATION & UNLOCK REQUIREMENTS
Ultra Thin Reactor Plating Reduces damage by 25 percent when your warp core takes a hit. Sector 1 (Emanations): You have to roll a critical success during the second skill check on the planet.
Vidiian Surgical Device Cuts base treatment time by 10 percent. Sector 2 (Phage): Chase them down, use the tractor beam, and willingly provide an artificial lung.
Modified Trajector Matrix Boosts impulse flight speed by 10 percent. Sector 2 (Prime Factors): Let your crew rest on Sikaris and successfully trade for the tech.
Nucleogenic Biobed & Linked Beaming Heals crew faster and reduces spatial anomaly damage. Sector 2: Biobed requires passing skill checks at The Cloud. Linked Beaming unlocks automatically during Eye of the Needle.
Pralor Shield OR Weapon Tech Reduces enemy shield penetration OR boosts your torpedo penetration. Sector 3 (Prototype): Beam the android aboard. Negotiate for the shields. Forcibly rescue your crew member for the weapons. You can only pick one.
Regenerative Fusion Reduces fatigue impact in Away Missions by 20 percent. Sector 3 (Jetrel): Scold Dr. Jetrel when given the option, then try to complete the experiment.
Trabe Nutriplexer Decreases the morale penalty for Emergency Rations from -40 to -30. Sector 4 (Alliances): Acquired by giving building materials and food as aid.
Dreadnaught AI OR Quantum Torpedoes AI boosts torpedo speed by 50 percent. Quantum boosts damage by 15 percent. Sector 4 (Dreadnaught): For AI, scan, intercept, and deactivate with a "Good" outcome. For Quantum Torpedoes, attack the torpedo first, capture it, and hit an absurd 10 percent yellow skill check. Good luck.
Vidiian Disruptor Technology (DLC) Increases phaser shield penetration by 10 percent. Sector 4 (Medical Ethics): Let the doctor heal, experiment on the crew, ask the Vidiians for help, and hand over Dr. Pel. You lose her as a recruit permanently.
The Diplomat's Ear Grants an Engineering Tier 5 skill early. Random Early Sector: Send Tuvok and Neelix to find the code cracker on the station. Search for tech to purchase. Costs 9 Dilithium and has a random chance to scam you instead.

The choice at the Pralor Debris Field always trips people up. I personally go for the Pralor Weapon Technology every single time. A 20 percent shield penetration on your torpedoes ends fights significantly faster, which saves you more hull integrity than the shield upgrade ever could. Also, I cannot state enough how brutal the Quantum Torpedoes unlock is. Locking a major weapon upgrade behind a 10 percent chance is a cruel joke by the developers.

Sectors 5 Through 8: Assimilation and Cloaks

This is where the difficulty spikes violently. You start running into the Borg and the Hirogen. The game also introduces massive multi-step unlock requirements that span across different sectors. Getting the Cloaking Device in Sector 7 is probably the most stressful mission in the game. You have to sneak in with a shuttle and perfectly execute a rescue mission without losing anyone. If you fail, you miss out on the most overpowered escape tool Voyager has to offer.

MID GAME TECHNOLOGIES

Stealing from the Borg is dangerous, but the upgrades are entirely worth the risk.

TECHNOLOGY & STATS LOCATION & UNLOCK REQUIREMENTS
Neuro Electric Field Gen OR Borg Laser Scalpels Generator offers huge patient capacity but drains morale. Scalpels reduce staff needs. Sector 5 (Unity): Choose to keep the Field Generator instead of destroying it. If you retrieve it and give it to Riley instead, you get the Scalpels.
Holographic Ship Projector & Mobile Emitter Unlocks combat ability for the Doctor and lets him join away missions. Sector 5 & 6: Projector unlocks automatically during Loyalties. Emitter unlocks automatically during Scorpion.
Borg Armor Module Boosts base hull integrity by 50 points. Essential for survival. Sector 6 (Scorpion): Simply accept Seven of Nine's offer to upgrade Voyager. Do not reject her help.
Cloaking Device OR Hirogen Laser Cloak lets you flee combat. Laser adds 15 percent phaser penetration. Sector 7 (Old Friends): Confront the Hirogen directly for the Laser. Sneak via shuttle and rescue both crew members alive to get the Cloak.
Mind Pilot Link Increases rotation speed in combat by 40 percent. Sector 7 (Prey): When you discover the intruder, choose to help it return home.
Bio-Dampener Increases success chances in Borg POIs. Sector 7 (The Raven): Send the away team instead of Voyager. Rescue Seven of Nine and ask about her parents.
Exobiology Medicine Reduces base treatment time by 10 percent. Sector 7 (Nothing Human): Beam lifeform to sickbay or send away team and beam right back. Contain it with a strong force field. Use holodeck to get Dr. Crell Moset.
Radiation Recycling & Vaccine Vaccine reduces storm injuries. Recycling cuts waste time. Sector 8 (Juggernaut): Choose vaccine over suits. Rescue survivors, listen to Pelk, pass the final command check, and administer the cure in sickbay.
Vinculum-Anti-Viral (DLC) Reduces patient treatment time by 15 percent. Sector 8 (Infinite Regress): Beam Vinculum aboard and pass the check to modify it. Requires the Neuro Electric Field Gen from Sector 5.
Optimized Cloaking Matrix Massively upgrades your cloaking efficiency. Sector 8 (Romulan Risk): You must have recruited Telek Rmor way back in Sector 2 AND obtained the Cloak in Sector 7 to finish this timed research.

The Optimized Cloaking Matrix highlights exactly why this game requires meticulous planning. If you ignored an optional recruit hours ago in Sector 2, you are permanently locked out of a top tier science upgrade in Sector 8. I learned that lesson the hard way during my first playthrough and had to watch the timer expire while my science team did absolutely nothing.

Sectors 9 Through 12: The Final Push

By the time you reach the final stretch of the Delta Quadrant, the resource requirements for new technology become staggering. You will need to rely heavily on your workshop development chains to get anything done. You also face a massive sacrifice here if you want top tier hull plating.

LATE GAME TECHNOLOGIES

The final upgrades require navigating complicated politics, massive resource investments, and permanent sacrifices.

TECHNOLOGY & STATS LOCATION & UNLOCK REQUIREMENTS
Reactive Armor Reduces hull damage taken by 15 percent. Sector 9 (The Drone): Send away team with the Doctor. You will permanently lose the Mobile Emitter. Allow One to be born, fight the Borg sphere, and convince One to stay.
Communication Jammer Lowers enemy fire rate by 20 percent. Sector 9 (Think Tank): Reject the offer, engage Hazari, decrypt comms in lab, expose Think Tank, then engage and defeat them.
Gotana-Retz Hyperdrive Modulator Increases energy threshold for propulsion by 1. Sector 9 (Blink of an Eye): Requires Level 5 Doctor. Observe planet, send Doctor, and pass the skill check.
Equinox Antimatter Injector Grey-mode provides 100 energy instead of 60. Sector 10 (Equinox): Requires completing a very long workshop development chain. Start this immediately.
Vaadwaur Targeting Technology Increases phaser fire rate by 20 percent. Sector 10 (Dragon's Teeth): Successfully complete the side mission.
History of Mankind OR Science Milestone History boosts morale. Science speeds up research. Sector 10 (One Small Step): Recover the Ares IV logs. Choose to honor historical achievements for morale, or scientific ones for research speed.
Telasian Laser Mining & Talaxian Delight Boosts resource gathering and food morale. Sector 11: Turn in the imposters in Live Fast. Build the shield generator in Homestead.
Friendship One Remnant (DLC) Increases research speed by 15 percent. Sector 11 (Friendship One): You need 99 Engineering. Pass the final check to examine the laboratory equipment.
Omega Power DLC Boosts warp flight speed between systems by 10 percent. Sector 11 (Good Shepard): Send Tuvok to help the ensigns. Use at least one idea from each ensign during the away mission. Crucially, pick Ensign Duftley's tractor beam idea at the end.
Energy Dissipator Level 2 Slightly increases your combat disable time. Sector 12 (Endgame): You must side with Ralik back in Sector 11, keep him alive, and then agree to take over the transwarp hub in the finale.

The Alternative Cloak Method

If you completely messed up the Hirogen encounter in Sector 7 and missed the original Cloaking Device, the game throws you one final lifeline. When you reach Sector 11, head to the planet Nightingale. Accept the offer and initiate trade talks. You need a functioning shuttle bay for this. Let your shuttle team aid the Kraylor while Voyager stays with the Annari. Have your shuttle team either quietly escort or confront the Kraylor about their lie. Succeeding here rewards you with both the base Cloaking Device and the Optimized Cloaking Matrix. It is a convoluted diplomatic nightmare, but it beats flying into the final battle completely exposed.

The Synaptic Stimulator Ghost Hunt

I cannot write an updated guide without addressing the elephant in the room. The community has been tearing the game code apart looking for the Synaptic Stimulator. During the Equinox mission in Sector 10, talking to the Ankari brings up a dialogue option that specifically requires this tech. Because the lore places this device during episodes like "The Chute" and "Warlord", players suspect it is buried somewhere in Sector 5 or 6, but nobody has found the exact trigger yet. If you manage to locate the specific dialogue tree for this ghost tech, you will be a hero to a very frustrated player base.

Unlocking all 45 hidden technologies completely changes how Across the Unknown plays. You transition from a desperate, heavily damaged science vessel into a terrifying dreadnought draped in Borg armor and temporal shielding. Check your sector maps carefully, keep your command skills high, and never trust a Vidiian.

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