Standard human biology is a joke on Proteus. Biomods are the genetic enhancements that fix that — but most of them are locked behind a Bioscanner that the game never tells you how to find. Here's every Active and Passive Biomod, exactly what creature to scan for each, and where the Bioscanner itself is hiding.
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Your Body Is Not Built for This Planet
Standard human biology on Proteus is functionally a liability. You're slow, you have zero natural defenses against anything that wants to eat you, and your oxygen burns down like you're sprinting even when you're just floating still. Biomods are Subnautica 2's answer to that problem — genetic enhancements that give you active abilities and passive buffs through the Biolab. The game hands you four to start and then goes almost completely silent about how to unlock the rest, which is exactly the kind of design choice that makes a guide like this necessary.
The catch that trips up nearly everyone: the tool you need to unlock anything beyond your starting four — the Bioscanner — isn't given to you, isn't obvious from the menu, and is hidden in a wreck that most players won't stumble into without already knowing it's there. Worse, scans completed with your regular Scanner before crafting the Bioscanner don't retroactively count. If you've been pointing your basic Scanner at creatures hoping it'll unlock something later, it won't. You'll need to find every creature again after the upgrade. This guide covers the Bioscanner location, every Biomod currently in the game, and exactly which creature to scan and where to find it. For game top-ups across your library, LootBar is worth checking for competitive rates before buying through other storefronts.
The Bioscanner — Why You Need It and Where to Find It
The basic Biolab lets you equip your starting Dash, Pathfinder, Oxygen Control, and Sea Skimmer. Everything beyond that is locked until you have the Bioscanner — an upgraded Scanner that's the only method for unlocking additional Biomods. Here's the full breakdown:
Detail | Bioscanner — What You Need to Know |
What It Does | Upgraded Scanner — the only tool that unlocks Biomods beyond your starting four. Standard Scanner scans don't count toward Biomod progress, even retroactively |
Where to Find It | Cicada Wreck / EVA Prep, near the Blackbox Iso Signal. Roughly 500m southeast of the Alien Ruins Research Outpost, bearing approximately 130 |
Distance from Lifepod | Approximately 1,700–1,800 meters east / east-southeast if traveling directly from the starting Lifepod area |
Prerequisite | Repair Tool required to open the wreck door. Modification Station must be discovered and built before crafting — this isn't available from the start of the game |
Crafting Cost | Scanner + 2 Enamel Glass + 3 Conduit Crystals at a Modification Station |
Game Stage | Mid-game. You won't encounter a Modification Station until the second major area — don't expect to get this early |
Critical Warning | Scans completed with the standard Scanner before getting the Bioscanner do NOT count. You must rescan every creature again after crafting the upgrade |
Recommended Gear for the Trip | Tadpole vehicle for depth planning, Repair Tool, Air Bladder as backup, and a clear route marker. The Cicada Wreck route is not a casual beach errand |
Bonus Function | The Bioscanner also enables alien technology scanning, making it a critical progression gate beyond just Biomods |
How to Actually Get There
Start from the Alien Ruins Research Outpost rather than trying to navigate directly from your Lifepod — the route is significantly easier to follow once you're already at the Outpost. From there, travel roughly 500 meters southeast, bearing approximately 130, until the Cicada Wreck / EVA Prep area comes into view. You'll likely encounter the Blackbox Iso Signal objective along this route naturally, since the wreck is also where that signal leads. Bring a Scanner and Repair Tool — the wreck door requires repair before you can enter, and once inside you'll need to move through the EVA Prep area and drop down through a lower broken section to reach the Bioscanner fragment itself.
AbyssGuides' route notes are worth repeating here: if you haven't reached the Ruby and Iso blackbox objectives yet, the route can feel like empty abyss before the wreck materializes — don't assume you've gone the wrong way just because the swim feels long. Bring a Tadpole for depth planning and an Air Bladder as backup. This is a mid-game expedition, not a quick errand.
Passive Biomods — Full List and Locations
Passive Biomods run continuously once equipped, no manual trigger required. You start with one passive slot but can unlock up to six over the course of the game:
Biomod | Effect | Scan Target | Location |
Oxygen Control | Reduces oxygen consumption when not moving. Available from the start | None — starting Biomod | Default. Most vital early passive — equip immediately |
Sea Skimmer | Faster seafloor travel. Available from the start | None — starting Biomod | Default. Best general-purpose passive for most routes |
Water Retention | Gain more water from all sources — enlarged kidneys | Coral Crab | Shallows — domes of coral that start walking when you get close |
Skin Algae | Slowly grows nutritious algae on your skin for passive food | Nibbler Mango | Shallows — guaranteed unlock, these blue eels are impossible to miss as the starting biome's main threat |
Water Filter | Slowly fills a water packet by filtering fresh water from the sea | Red-Scaled Nibbler (Karakorum variant) | Karakorum — rock formations and caves just outside the Alien Ruins |
Homing Sense | Detect nearby underwater bases with electrical power for finding new blueprints | Surge Jelly + Hammerhead | Surge Jelly ~170m southeast of Lifepod. Hammerheads in Coral Gardens / Shallows near Coral Crabs |
Threat Sense | Detect nearby hostile creatures before they're visible | Varies — check current patch notes | Multiple — confirm exact target as Early Access updates land |
Active Biomods — Full List and Locations
Active Biomods require a manual trigger — Shift on PC, L3 on controller. You only have one active slot at a time, which means choosing carefully based on what you're doing in a given session:
Biomod | Effect | Scan Target | Location |
Dash | Dash in a chosen direction to evade predators. Available from the start | None — starting Biomod | Default. Recommended active for most players — Ctrl on PC / L3 on controller |
Pathfinder | Leaves a trail of glowing particles marking places you've already been | None — starting Biomod | Default. Best for confusing routes and cave systems where you risk getting lost |
Sonic Echo | Emits a sonic wave highlighting nearby resources — makes material gathering much easier | Collector Leviathan | Sparse Plains or Karakorum Metal Farm. DANGEROUS — use a Tadpole vehicle to avoid being killed by its tentacle grab |
Electric Discharge | Releases a bolt of electricity at a target creature to deter attacks | Electric Geordie | Observatory Island, Power Plant, Root Canyon |
Chum Cloud | Releases a cloud of bait to distract predators with food | Toxic Sponge + Houndgar | Toxic Sponges in Coral Gardens. Houndgars in the Graveyard. Both scans required |
Camouflage | Renders you invisible to all predators while staying still — best early exploration tool for dangerous areas | Bullethead | Observatory Island and surrounding areas near Root Canyon |
Best Biomod Setup for Most Players
WhisperOfTheHouse's guide lands on a setup that works well across most of the early-to-mid game: Pathfinder or Dash as your active Biomod, and Sea Skimmer as your default passive. The logic is straightforward — use Pathfinder when you're exploring a confusing route or cave system where losing track of your path is a real risk, switch to Dash when you already know where you're going and need a quick escape option instead, and keep Sea Skimmer equipped as your baseline passive for faster seafloor travel during normal exploration.
NeonLightsMedia specifically recommends Oxygen Control as the most vital early passive once you have access to it — extending your air supply whenever you stop moving solves one of the most consistent pressure points in early Subnautica 2 survival. If you're choosing between Sea Skimmer and Oxygen Control for your single early passive slot, oxygen management usually wins until you've built up enough air capacity through other progression that the timer pressure eases.
Key Tips for Farming Biomods Efficiently
• Don't waste scans before you have the Bioscanner — any creature you scan with your basic Scanner before crafting the upgrade has to be scanned again. Wait until you have the Bioscanner in hand before going on a scanning expedition
• Skin Algae is the easiest unlock in the game — Nibbler Mangoes are the main hostile creature in your starting Shallows biome. You'll encounter them naturally just trying to survive the early hours, making this Biomod close to guaranteed
• Bring a Tadpole for the Collector Leviathan scan — this creature can kill you outright if it grabs you with its tentacles. Riding a Tadpole means the vehicle takes the damage instead of your character. Don't attempt this scan on foot
• Chum Cloud needs two separate scans — Toxic Sponge and Houndgar are two different creatures in two different biomes. Plan a route that covers Coral Gardens and the Graveyard in the same expedition rather than making two separate trips
• Camouflage is worth prioritizing for dangerous exploration — becoming invisible to predators while stationary is specifically useful for areas you're not ready to fight through yet. Get this unlocked before pushing into Observatory Island or Root Canyon content seriously
• Most creatures have multiple spawn locations — the coordinates in guides are confirmed sightings, not the only place a creature exists. If a listed location isn't producing the creature you need, check similar biome types elsewhere on the map
• Check the Early Access roadmap for new Biomods — Subnautica 2 is in active development, and Unknown Worlds has confirmed new biomes and creatures are coming that may introduce additional Biomod scan targets. This guide reflects the current build as of mid-2026 and will expand as the game does
Final Thoughts
Biomods are one of the more quietly powerful systems in Subnautica 2 specifically because the game does almost nothing to point you toward them. Most players spend their early hours running on the four starting mods without realizing there's a whole second layer of character progression locked behind a single hidden tool. Once you have the Bioscanner, the unlock path for every other Biomod becomes a checklist — find the creature, point the scanner at it, equip the result.
Prioritize the Bioscanner trip as soon as you have a Repair Tool and access to a Modification Station. Everything else in this guide becomes significantly easier once that single piece of equipment is in your inventory. Skin Algae and Water Retention are close to free along your normal exploration route. Sonic Echo and Electric Discharge require more deliberate detours but pay off immediately once equipped. Build your Biomod loadout around whatever route you're running most — exploration, combat avoidance, or resource farming — rather than trying to unlock everything in one trip.
For top-ups across your gaming library, the LootBar platform has competitive rates worth checking. Buy Subnautica 2 Game Key there and Find the Bioscanner first. Everything else follows from there.














