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Subnautica 2 Biomods - Full List and Bioscanner Unlock Guide

Subnautica 2 Biomods - Full List and Bioscanner Unlock Guide

Biomods are character upgrades in Subnautica 2 that you equip at the Biolab inside the Welcome Center. You start with two active and two passive options, and the rest stay locked until you build the Bioscanner, an upgraded scanner that reads alien fauna and flora for genetic data.

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Quick answer: Find the degraded Bioscanner inside the wreck at the Blackbox Iso Signal (roughly 1,800m east of the Lifepod), scan it, then craft a Bioscanner at a Modification Station using 1x Scanner, 2x Enamelled Glass, and 3x Conduit Crystal. Scan the listed creatures at the Biolab to unlock each biomod.
Image credit: Unknown Worlds Entertainment (via YouTube/@ZaFrostPet)

How biomods work

The Biolab terminal sits in the Welcome Center southeast of your starting Lifepod. Once you power it with a battery and boot the NOA system, you can equip biomods in two categories. Active biomods trigger on a button press with a cooldown. Passive biomods run continuously while equipped.

Four biomods are available from the moment you access the Biolab: Dash and Pathfinder on the active side, Sea Skimmer and Oxygen Control on the passive side. Everything else needs a Bioscanner reading on a specific species.

Scans from the original Scanner do not count toward biomod requirements. You have to re-scan creatures with the Bioscanner after you craft it, even if you already documented them earlier.

Four biomods are available from the moment you access the Biolab | Image credit: Unknown Worlds Entertainment (via YouTube/@Lucky Ghost)

Finding and crafting the Bioscanner

There is only one degraded Bioscanner in the world, tucked inside the wreckage tied to the Blackbox Iso Signal. The signal unlocks as you progress, but you can head there manually. The site sits in the second major biome, where the water turns darker and greener and alien structures appear on the seafloor. From the starting Lifepod, it lies around 1,800 meters east, or about 600 meters southeast of the Alien Ruins Signal.

You need the Repair Tool to open the wreck. Inside, swim through vents and broken sections of the hull, then descend through a collapsed chamber. The Bioscanner is at the bottom. Scan it with your standard Scanner to register the blueprint, then return to a Modification Station.

Step 1: Build or locate a Modification Station. It is not available in the starter Fabricator and only appears once you are deep enough into progression to reach the second area.

Step 2: Open the Modification Station and select the Bioscanner upgrade. The recipe consumes 1 Scanner, 2 Enamelled Glass, and 3 Conduit Crystal, converting your existing Scanner into the upgraded version.

Step 3: Equip the Bioscanner and approach any fauna or flora. A successful scan registers the species in your Biolab and unlocks any biomod tied to it.

Open the Modification Station and select the Bioscanner upgrade | Image credit: Unknown Worlds Entertainment (via YouTube/@ZaFrostPet)

All active biomods

Active biomods are manually triggered abilities. Five are currently available.

BiomodScan requirementEffect
DashUnlocked by defaultBurst movement in any direction to dodge predators or hazards
PathfinderUnlocked by defaultLeaves a pheromone trail you can follow back through caves and wrecks
Sonic EchoCollector LeviathanEmits a sonar pulse that highlights nearby resources
Electric DischargeElectric GeordieReleases an 800-volt shock that deters medium and large predators
Chum CloudToxic Sponge, HoundgarReleases a bait cloud that distracts predators

All passive biomods

Passive biomods stay on while equipped. Ten are currently in the game.

BiomodScan requirementEffect
Sea SkimmerUnlocked by defaultIncreases swim speed near underwater surfaces and the seafloor
Oxygen ControlUnlocked by defaultSlows oxygen consumption when you stop moving
BioluminescenceSandspear, Electric GeordieCauses your body to glow in dark water
CamouflageBulletheadMakes you invisible to predators while stationary
Water RetentionCoral CrabIncreases water gained from all sources via enlarged kidneys
Homing SenseSurge Jelly, HammerheadDetects nearby bases with active electrical power
Threat SenseHoverthornDetects nearby predators through specialized hair cells
Dermal GardenNeedler MangoSlowly grows edible algae on your skin
Slow MetabolismNibbler MangoReduces food consumption rate
Water SecretionWater SlugSlowly fills a water packet by filtering seawater
Image credit: Unknown Worlds Entertainment (via YouTube/@ZaFrostPet)

Where to find the key scan targets

Many of the listed creatures appear in the starting area, while the harder unlocks live in the deeper trench and alien zones. The Water Slug, Sandspear, Coral Crab, and Bullethead are accessible early. The Electric Geordie, Houndgar, and Toxic Sponge live in or near the alien ruins region. The Collector Leviathan, required for Sonic Echo, is a deep-zone scan in the trench biome.

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Note: Scanning a Leviathan-class creature like the Collector Leviathan is hostile territory work. Bring a fully charged Bioscanner, backup oxygen, and an escape route before you commit to the scan.

Early-game picks worth prioritizing

For the first several hours, Oxygen Control and Sea Skimmer cover the basics: longer dives when you hold position, and faster traversal when you skim the seafloor. Pathfinder remains useful well past the early game because cave systems and wreck interiors are long enough to get lost in.

Once you have the Bioscanner, Water Secretion from a Water Slug is the cheapest meaningful unlock. It removes most of the busywork around hydration. Camouflage from a Bullethead pairs well with cautious play, since standing still already avoids most aggression.

For combat-heavy areas, Electric Discharge is the standout active option after you scan an Electric Geordie. It works as a deterrent rather than a kill button, but that is enough to break off attacks from medium and large fauna.

Once you have the Bioscanner, Water Secretion from a Water Slug is the cheapest meaningful unlock | Image credit: Unknown Worlds Entertainment (via YouTube/@Lucky Ghost)

How to confirm a biomod is unlocked

After a successful Bioscanner scan, return to the Biolab terminal in the Welcome Center, or any Biolab you have built. The locked biomod entry switches to unlocked and becomes selectable in either the active or passive slot. If an entry still shows scan requirements after you scan a creature, the species you registered is not on its requirement list, or the scan was completed with the standard Scanner instead of the Bioscanner.

Biomods that require multiple species (Chum Cloud, Bioluminescence, Homing Sense) only unlock once every listed creature has been Bioscanned. Partial progress is tracked on the unlock screen for each entry.