Subnautica 2 Map
Guide Confirmed

Subnautica 2 Danger Zones: Full Hazard Map

Every confirmed danger zone in Subnautica 2 ranked by threat level, from Sparse Plains to the Void, with survival rules for each.

Six biomes in Subnautica 2 carry confirmed threats worth planning around, and the danger climbs steadily with depth: Dolerite Spires and South Raceway are moderate nuisances near the surface, Sparse Plains and Karakorum Metal Farms sit in active Collector Leviathan patrol lanes, Root Canyon doubles that patrol risk with two Collectors, and the Void — the deepest confirmed region in Early Access — holds a pack-hunting Shiver Leviathan that makes everything above it look manageable. This page ranks all six so you know what you are swimming into before you drop.

Survival rules that apply everywhere

These hold across every zone on this list, not just the extreme ones:

  1. Equip the Depth Module before diving past 250–450 m. Nearly every zone below that line requires it just to survive the pressure, let alone the wildlife — check the equipment page before you commit to a deep route.
  2. Never ascend into a patrol lane. Collector Leviathans hunt the water column above you, not the floor. Rising toward a cave ceiling or open water mid-depth is what gets you spotted — the Collector Leviathan guide breaks down the exact safe depth band.
  3. Respect depth-band discipline on the way in and the way out. A safe descent does not guarantee a safe ascent if you drift off the same line you came down on.
  4. Keep an evasion plan ready, not just a fight plan. None of the leviathans on this list are meant to be fought head-on — every entry below is a route-around, not a combat encounter.
  5. Check the interactive map and biome database before entering an unfamiliar zone, especially anything past Root Canyon depth.

Danger zones ranked

ZoneDepthThreatDanger TierWhy
South Raceway0–85 mDead Coral CrabsModerateMinor hazard, low-stakes nuisance near the surface
Dolerite Spires0–128 mGreat Jaw leviathanModerateSessile ambush predator — does not chase, but strikes with neurotoxin if you get close
Sparse Plains0–250 mCollector Leviathan patrol + unconfirmed burrowing threatHighOpen, low-cover terrain with poor escape routes; community nicknames the unconfirmed threat the “worm zone”
Karakorum Metal Farms0–500 mCollector Leviathan patrolHighGuards the only source of Axum Bacterial Culture, so the risk is unavoidable if you want Metal Farms
Root Canyon364–750 mTwo Collector LeviathansHighBoth patrols hunt the upper and mid water column — safe technique is hovering at 400–450 m and hugging the floor
The Void0–3,100 mShiver Leviathan (aggressive pack hunter)ExtremeHighest danger tier in confirmed Early Access — effectively the world edge

Zone breakdowns

South Raceway and Dolerite Spires are manageable with basic awareness, not a full route plan. Dead Coral Crabs in South Raceway are a minor nuisance. The Great Jaw in Dolerite Spires looks dramatic — a giant, venus-flytrap-style ambush predator with a neurotoxin strike — but it is sessile and does not chase. Give it a wide berth and it never becomes a problem.

Sparse Plains is where the danger tier jumps. Collector Leviathan patrols share this open biome with an unconfirmed large burrowing threat the community nicknames the “worm zone,” and the open terrain leaves few places to break line of sight or duck into cover.

Karakorum Metal Farms carries the same Collector Leviathan risk, but here the danger is a toll, not a detour — the cavern is the only source of Axum Bacterial Culture in the game, with no safer alternate route. The Axum Bacterial Culture guide covers the harvest itself once you are past the patrol.

Root Canyon doubles the Collector Leviathan problem: one patrol covers the approach lane, a second covers the layer above the biome itself. Both hunt the upper and mid water column, so the safe technique matches the Metal Farms approach — hover at 400–450 m, hug the floor, never drift toward a cave ceiling. Full patrol mapping lives in the Collector Leviathan guide and the Root Canyon biome guide.

The Void is a different category of threat entirely. It spans the full confirmed depth range of Early Access, 0 to 3,100 m, and is home to the Shiver Leviathan — an aggressive pack hunter (a “shiver”) with confirmed sizes up to 84 m for females and 39 m for males. It is the highest danger tier confirmed in the game, functionally the edge of the Early Access world. Full coverage is in the Void biome guide.

FAQ

What is the most dangerous biome in Subnautica 2? The Void, by a wide margin. It hosts the Shiver Leviathan, an aggressive pack hunter with individuals up to 84 m long, and represents the deepest confirmed region in Early Access. See the Void biome guide for details.

How do I avoid the Collector Leviathan? Stay below its patrol layer. Both Collector Leviathans near Root Canyon and Karakorum Metal Farms hunt the upper and mid water column — hover at 400–450 m and approach along the floor rather than crossing open water at their level. Full routing is in the Collector Leviathan guide.

Is the Void safe to visit yet? Not casually. It holds the most dangerous confirmed creature in the game, the Shiver Leviathan, and spans depths well past what most early Tadpole upgrades support. Treat it as an extreme-tier zone and prepare with the equipment list before any trip there.

Do the Great Jaw or Dead Coral Crabs chase players? No — both are lower-tier hazards. The Great Jaw is a sessile ambush predator that only strikes if you get close, and Dead Coral Crabs are a minor nuisance rather than an active hunter.

For the full creature roster behind these threat ratings, see the all leviathans list, and for how these zones line up with resource clusters, check the resource map and the interactive map.