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Star Trek Voyager Across The Unknown: All Hidden Technologies

Surviving the Delta Quadrant’s 12 sectors with basic gear is a brutal grind! Unlocking Star Trek Voyager Across the Unknown hidden technologies totally change the game. While some simply need a smart dialogue choice, tougher upgrades make you earn them by finishing side missions.
Just started the game and don’t have a clue what you’re doing? Start by reading my Star Trek Voyager: Across the Unknown Guide instead.
How to Unlock All Hidden Technologies in Voyager
The following Voyager Across the Unknown hidden tech guide is sorted by mission order. Jump to the exact category you need to optimize your tech tree and upgrade the U.S.S. Voyager.
| Technology | Category | Sector / Mission | Stats | How to Unlock |
| Ultra Thin Reactor Plating | Engineering (Tier 2) | Sector 1: Emanations | Slashes warp core damage by 25 percent. | Nail a critical success on the planet’s second skill check. |
| The Diplomat’s Ear | Crew (Tier 5) | Random Early Sector | Grants an early Engineering Tier 5 skill. | Send Tuvok and Neelix, look for tech to purchase, and pay 9 Dilithium (chance to be scammed instead). |
| Vidiian Surgical Device | Crew (Tier 2) | Sector 2: Phage | Shaves 10 percent off base healing time. | Chase them down, use the tractor beam, and hand over an artificial lung. |
| Modified Trajector Matrix | Engineering (Tier 2) | Sector 2: Prime Factors | Bumps impulse speed by 10 percent. | Let the crew chill on Sikaris and successfully trade for it. |
| Nucleogenic Biobed | Crew (Tier 1) | Sector 2: The Cloud | Speeds up crew recovery times. | Successfully pass the required skill checks. |
| Linked Beaming | Engineering (Tier 2) | Sector 2: Eye of the Needle | Reduces spatial anomaly damage. | Automatically unlocks during the mission. |
| Pralor Shield Technology | Combat (Tier 3) | Sector 3: Prototype | Drops enemy shield penetration by 25 percent. | Beam the android aboard and talk it out (Locks out Weapon Tech). |
| Pralor Weapon Technology | Combat (Tier 3) | Sector 3: Prototype | Doubles torpedo shield penetration to 20 percent. | Beam the android aboard and rescue your crew by force (Locks out Shield Tech). |
| Regenerative Fusion | Science (Tier 3) | Sector 3: Jetrel | Cuts Away Missions fatigue by 20 percent. | Call out Dr. Jetrel and finish the experiment. |
| Trabe Nutriplexer | Crew (Tier 2) | Sector 4: Alliances | Softens the morale hit from Emergency Rations. | Hand over food and building materials. |
| Dreadnaught AI | Combat (Tier 3) | Sector 4: Dreadnaught | Makes torpedoes 50 percent faster. | Deactivate the ship for a “Good” result (An “Excellent” roll gives you an ally instead). |
| Quantum Torpedoes | Engineering (Tier 3) | Sector 4: Dreadnaught | +15% torpedo damage. | Attack and capture the missile, then pass the rare yellow skill check in the reprogramming scene. |
| Vidiian Disruptor Technology | Combat (Tier 3) | Sector 4 (Medical Ethics) | +10% phaser shield penetration. | Let the Doctor experiment, ask the Vidiians for help and hand Dr. Pel over, losing her as a recruit. |
| Neuro Electric Field Generator | Borg (Tier 2) | Sector 5: Unity | Heals up to 20 patients slowly, but drains 3 morale per cycle. | Choose to keep the generator rather than trashing it. |
| Neuro Electric Field Gen. Level 2 | Borg (Tier 4) | Sector 5: Unity | Bumps patient capacity from 20 to 30. | Keep the field generator. |
| Borg Laser Scalpels | Crew (Tier 4) | Sector 5: Unity | Frees up 2 crew members from sickbay duty. | Successfully wrap up the side mission. |
| Holographic Ship Projector | Engineering (Tier 3) | Sector 5: Loyalties | Enables the Doctor’s ship‑projection combat ability. | Unlocks automatically during the Doctor’s loyalty mission. |
| Mobile Emitter | Crew (Tier 3) | Sector 6: Scorpion | Allows the Doctor to join away teams reliably. | Unlocks automatically during Scorpion as the Doctor gains the emitter. |
| Borg Armor Module | Borg (Tier 1) | Sector 6: Scorpion | Adds a flat 50 points to hull integrity. | Say yes when Seven of Nine offers to upgrade Voyager. |
| Hirogen Hunting Laser | Combat (Tier 4) | Sector 7: Old Friends, New Enemies | Boosts phaser shield penetration by 15 percent. | Face down the Hirogen directly about the relay. |
| Cloaking Device | Science (Tier 4) | Sector 7: Old Friends / Sector 11: Nightingale | Lets Voyager cloak and escape fights. | Pull off a flawless shuttle rescue, or settle the Sector 11 diplomatic dispute. |
| Mind Pilot Link | Engineering (Tier 4) | Sector 7: Prey | Speeds up combat rotation by 40 percent. | Choose to help the intruder get home. |
| Bio Dampener | Borg (Tier 2) | Sector 7: The Raven | Ups your odds at Borg POIs. | Unlock triggers are currently unverified. |
| Exobiology Medicine | Crew (Tier 3) | Sector 7: Nothing Human | Drops base treatment time by 10 percent. | Beam the lifeform up or send a team, try separating them, and hit an excellent roll. |
| Micro Slipstream Drive | Engineering (Tier 4) | Sector 8: Tomorrow’s Yesterday | Shaves 25 percent off trading time. | Build the drive and knock out the workshop chain. |
| Anti Radiation Vaccine | Crew (Tier 1) | Sector 8: Juggernaut | Halves the odds of crew injuries in Neutronic Storms. | Pick the vaccine over the radiation suits. |
| Radiation Recycling | Science (Tier 4) | Sector 8: Juggernaut | Speeds up the Waste Disassembler by 25 percent. | Save the survivors, research the vaccine, pass the command check, and administer the cure. |
| Vinculum Anti Viral DLC | Borg (Tier 3) | Sector 8: Infinite Regress | Speeds up treatment time by 15 percent. | Beam the Vinculum aboard, analyze it, and pass the final check (requires Sector 5 Field Generator). |
| Optimized Cloaking Matrix | Science (Tier 5) | Sector 8: Romulan Risk / Sector 11: Nightingale | A massive upgrade for your cloak. | Finish timed research (needs Telek Rmor + Sector 7 Cloak), or handle the Sector 11 dispute. |
| Gotana Retz Hyperdrive Modulator | Combat (Tier 3) | Sector 9: Blink of an Eye | Raises combat propulsion energy threshold by 1. | Granted when the event wraps up. |
| Reactive Armor | Engineering (Tier 4) | Sector 9: The Drone | ‑15% hull damage taken. | Send the Doctor with the away team, allow One to be born, win the fight and convince him to stay, sacrificing the Mobile Emitter. |
| Communication Jammer | Engineering (Tier 4) | Sector 9: Think Tank | ‑20% enemy fire rate. | Reject the deal, work with the Hazari, decrypt their comms and defeat the Think Tank. |
| Equinox Antimatter Injector | Engineering (Tier 5) | Sector 10: Equinox | Cuts trading time by 25 percent. | Grind through a massive workshop development chain. |
| Vaadwaur Targeting Technology | Combat (Tier 4) | Sector 10: Dragon’s Teeth | Speeds up phaser fire rate by 20 percent. | Beat the side mission Dragon’s Teeth. |
| Allocator Efficiency Module | Crew (Tier 4) | Sector 10: Critical Care | Lowers sickbay energy cost by 2. | Rescue the Doctor and his mobile emitter. |
| History of Mankind | Science (Tier 4) | Sector 10: One Small Step | Each science lab buffs morale by 2 every cycle. | Grab the Ares IV logs and honor history (Locks out Sci. Milestone). |
| Scientific Milestone | Science (Tier 4) | Sector 10: One Small Step | Boosts research speed by 15 percent. | Grab the Ares IV logs and honor science (Locks out History). |
| Telasian Laser Mining | Science (Tier 2) | Sector 11: Live Fast and Prosper | Bumps up resources grabbed from POIs by 8 percent. | Rat out the imposters. |
| Talaxian Delight | Crew (Tier 5) | Sector 11: Asteroid Field Homestead | Food rations give a 4 percent morale boost per cycle. | Help out the Talaxians by building their shield generator. |
| Friendship One Remnant DLC | Science (Tier 3) | Sector 11: Friendship One | Speeds up research by 15 percent. | Scan the module on the away mission, ask about the missing piece, and finish the job. |
| Omega Power DLC | Engineering (Tier 3) | Sector 11: Good Shepard | Bumps interstellar warp speed by 10 percent. | Pick the ensigns’ dialogue options, roll with their ideas, and pass the checks. |
| Energy Dissipator Level 2 | Science (Tier 5) | Sector 12: Endgame | Adds a little extra time to combat disables. | Back Ralik in Sector 11, keep him breathing, and claim the transwarp hub during the finale. |
That’s everything. Which one do you think is the most worthwhile? Let me know in the comments below.



