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Star Trek Voyager: Across the Unknown
Star Trek Voyager: Across the Unknown is a story-driven survival strategy game in which the fate of the iconic starship is in your hands. Take the helm, manage…
If you care which of Star Trek Voyager: Across the Unknown’s seven endings you actually see, this isn’t a moral puzzle so much as resource management: keep the right crew, hoard specific Borg hardware, hit stat thresholds, and save at two critical moments. Screw up one prerequisite and entire ending branches vanish.
Most narrative games promise “meaningful choices.” Voyager’s late game actually delivers – but not in the way you’d expect. The game ties multiple endings to concrete prerequisites: a numeric crew count labeled “Ex‑Borg,” a Science Technology stat threshold, a separate combat-power threshold, and a handful of items (warp core, a Vidiian device, a Borg Vinculum/Vinclum). Those aren’t role‑playing outcomes; they’re gating checks. Miss them earlier and options evaporate.
When you hit Sector 11 you decide Ralik’s fate. Make a manual save at that point – then choose carefully. If you ally with Ralik you open a cluster of five endings during the Sector 12 encounter with the Borg nebula and hub. But opening that cluster carries steep prerequisites: enter Sector 12 with either 100 Ex‑Borg crew and 35 Science Technology, or with 400 pure combat power. Those are not trivial mid‑run goals; they force you to plan builds and side missions from the early game.

The allied‑Ralik branch then splits by actions inside the Borg aperture: don’t destroy the hub and take it over (Home, Hub and Holdfast); destroy the hub after collecting the Borg Vinculum and refusing crew sacrifices (Welcome Home, Voyager); or attempt the destroy path but fail to save everyone and let the autopilot fly you into the aperture (The Calm Before the Storm). Small decision differences produce wildly different epilogues — but only if you met the gating numbers first.
If you don’t save Ralik you can still destroy the hub — but that path requires staging a crew sacrifice and passing three late-game skill checks to defy Admiral Janeway. Fail the checks and the game forces a different outcome. Succeed and you destroy the hub but strand Voyager in the Delta Quadrant. It’s an explicitly mechanical payoff: the moral choice is real, but the outcome is still a stats-and-items puzzle.

Two endings are effectively universal once you reach Sector 12’s point of no return: “Long Road Continues” (refuse to enter the nebula — adds 15 more years) and “Was It Worth It?” (enter the nebula and fight the Borg Queen but don’t destroy the hub). Two conditional endings require specific clean‑ship runs or inventory choices (the “Starfleet Way” demands you remove all Borg rooms before the final run).
The game’s canonical ending isn’t vague: it requires reaching Earth with a particular roster intact — Tom Paris, Chakotay, Tuvok, Harry Kim, B’Elanna Torres, The Doctor, Seven of Nine and Icheb — and completing any successful path while preserving those characters. Small missteps earlier (for example, using the Vidiian medical device on B’Elanna in Faces or merging Tuvok and Neelix into Tuvix) permanently lock you out of that route.

It’s easy to sell this as “player choice matters,” but the tougher truth is those choices only matter if you met a checklist first. The game rewards meticulous save management, stat farming, and item hoarding. In practice that turns the emotional weight of late-game decisions into a mechanical gate: no warp core upgrade, no Vinculum, no canonical send-off.
Star Trek Voyager: Across the Unknown ties most of its seven endings to concrete stat and item checks centered on the Sector 11 decision about Ralik and the Sector 12 Borg hub. Save before both decision points, hoard the Vidiian device and the Borg Vinculum, hit either 100 Ex‑Borg + 35 Science Technology or 400 combat power for the allied branch, and keep the canonical roster alive if you want the “true” ending. If you didn’t plan for that, the game will still give you endings — just not the ones you were hoping for.
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