Subnautica 2 introduces Biomods, DNA alterations that provide significant advantages to players by scanning flora, fauna, and sea creatures. While the initial Biomods are easily accessible, unlocking the full suite requires dedicated exploration and preparation.

Biomods are categorized into Active and Passive abilities. Active Biomods are triggered abilities used in specific situations, while Passive Biomods offer constant, passive benefits. Players can equip one Active and one Passive Biomod at a time.

Unlocking Your First Biomods

The journey into Biomods begins with a visit to the Welcome Center, located approximately 100 meters south-southeast of your Lifepod. This facility houses a Biolab, the interface for equipping and swapping Biomods. Before you can use it, however, the Biolab must be powered.

To power the Biolab, craft a Battery using 2x Copper and 1x Acidic Raion Pouch at your Fabricator. Insert this Battery into the glowing red Power Terminal within the Welcome Center. Once powered, the Biolab will allow you to unlock the first four Biomods: Dash and Pathfinder (Active), and Oxygen Control and Sea Skimmer (Passive).

Players can also construct their own Biolab at their base using the Habitat Builder, requiring 3x Titanium, 1x Copper Wire, and 1x Mild Acid.

Acquiring the Bioscanner

To unlock the remaining eleven Biomods, you will need the Bioscanner. Obtaining its blueprint involves venturing into a wreck within the Alien Ruins biome. Preparation is key for this expedition, particularly for navigating past the Collector, a Leviathan class creature.

Recommended preparations include crafting a Tadpole and equipping it with the Tadpole Scout Ray Chassis. You will also need a Repair Tool to bypass a locked door. Crafting the Repair Tool requires 1x Titanium Ingot, 1x Wiring Kit, 1x Basic Battery, and 1x Sulfur. For deep dives, consider unlocking Improved Fins and the High Capacity Air Tank.

With your preparations complete, head to the Cicada Wreck (EVA Prep), situated 1200 to 1300 meters east of your Lifepod and at a depth of 100 to 130 meters. The entrance is marked with a '73'. Navigate through the wreck, repair the obstructing door, and follow the tunnels. The Bioscanner will be found on the floor in a room accessible via a hole in the floor.

Crafting the Bioscanner

The Bioscanner cannot be crafted at the standard Fabricator. Instead, you must first unlock and craft the Modification Station. Locate the Alien Ruins Research Outpost, approximately 1000 to 1300 meters east of your Lifepod. Inside, you can scan a Modification Station to learn its blueprint.

To craft the Modification Station, gather 2x Titanium, 2x Celestine, and 2x Copper. The Bioscanner itself requires 1x Standard Scanner, 2x Enameled Glass, and 3x Conduit Crystal. These resources are predominantly found in the Karakorum biome.

All Available Biomods

Once you have the Bioscanner, you can begin scanning the necessary flora and fauna to unlock the remaining Biomods. These can then be equipped at any Biolab.

Active Biomods:

  • Dash: Allows a quick dash in any direction to evade threats or hazards. Unlocked at the Welcome Center Biolab.
  • Pathfinder: Deploys a trail of pheromones to help with navigation. Unlocked at the Welcome Center Biolab.
  • Chum Cloud: Releases a distracting cloud of bait to deter predators. Requires scanning Toxic Sponge and Houndgar.
  • Electric Discharge: Emits an 800-volt electric shock to repel medium and large predators. Requires scanning an Electric Geordie.
  • Sonic Echo: Sends out a sonar pulse to reveal nearby resources. Requires scanning a Collector Leviathan.

Passive Biomods:

  • Oxygen Control: Reduces oxygen consumption while stationary. Unlocked at the Welcome Center Biolab.
  • Sea Skimmer: Increases swimming speed when near underwater surfaces or the seafloor. Unlocked at the Welcome Center Biolab.
  • Bioluminescence: Allows the player to glow in the dark. Requires scanning a Sandspear.
  • Camouflage: Renders the player invisible to predators when not moving. Requires scanning a Bullethead.
  • Dermal Garden: Slowly grows nutritious algae on the player's skin. Requires scanning a Needler Mango.
  • Homing Sense: Detects nearby bases that are powered by electricity. Requires scanning a Surge Jelly or Hammerhead.
  • Slow Metabolism: Improves the efficiency of the player's microbiome, reducing food loss. Requires scanning a Nibbler Mango.
  • Threat Sense: Detects nearby threats using specialized hair cells. Requires scanning a Hoverthorn.
  • Water Retention: Increases water intake from all sources, similar to orca-like kidneys. Requires scanning a Coral Crab.
  • Water Secretion: Slowly fills a water packet by filtering freshwater from the sea. Requires scanning a Water Slug.