Carrion DNA Abilities List
In the indie title Carrion you will need to acquire DNA abilities to make your monster stronger and to access different areas of the base. When found these abilities will be added to one of the three possible forms your monster can take. To help you keep track of the abilities in Carrion and what they do check out the complete Carrion DNA abilities list below.
Carrion Main DNA Abilities
To progress the main story of Carrion you need to collect different abilities that allow you to traverse the various levels in the game. These abilities can be found in each level of the game and are acquired in the order they are laid out below. To get a DNA ability you need to destroy the Biomass Sample container they are inside by using your tentacle or other ability. Once the container is open you can enter it to absorb the DNA. Read more about the abilities below:
- Arachnoptysis (Military Junkyard): This is the first piece of DNA you will absorb. This ability allows you to shoot a cobweb to trap your victims or interact with objects. Can only be used in the smallest monster form.
- Xiphorrhea (Uranium Mines): The second piece of DNA you will acquire is Xipphorrhea. This ability changes you into the medium monster size. When used it allows you to smash vent covers, wooden walls, and enemies. Can only be used in medium monster size.
- Photokinesis (Botanical Gardens): Found near the second hive in the Botanical Gardens (must be picked up to advance the level). When active you go invisible allowing you to sneak past lasers. Can only be used in the smallest monster form.
- Hydrophilia (Leviathan Reef Base): After the second hive in the Leviathan Reef Base you will receive this ability in the water. When you have this ability you morph into a swarm of worms that can swim through tight spots. Can be used by all monster sizes.
- Parasitism (Relith Science HQ): You get this ability as you advance through the Relith Science HQ level. It is near the end of the level. When you use this ability you can take control of enemies. Can be used by all monster sizes.
- Acanthosis (Leviathan Reef Base – Bridge): Found in the second half of the level after you have the Parasitism ability. Acanthosis causes you to grow hundreds of deadly keratin spikes when used. Can only be used in medium monster size.
- Harpagorrhea (Nuclear Power Plant): Found in the Nuclear Power Plant level. Must be attained to advance the story. When used this ability sends out sarcous harpoons that allow you to pull objects. Can only be used in the largest monster form.
- Keratosis (Armored Warfare Facility): The final DNA power you will find is inside the Armored Warfare Facility. This power allows you to harden the outer shell of the large biomass to avoid taking damage from things like explosions, bullets, etc. Can only be used in the largest monster form.
- Parasitism (BSL-4 Research Ward): Grab this final piece of DNA to turn into a human so you can reach the surface and beat the game.
You will naturally collect all of the abilities listed above as you progress through the story. None of the abilities listed above are miss-able as they are all needed to complete the game. With that said there are abilities you can miss hidden inside Containment Units in each level.
Containment Unit DNA Abilities
Alongside the main story DNA abilities there are hidden Containment units that contain DNA that act as passives for the biomass. Accessing these units requires having the right main story abilities which often means backtracking to previous levels. If you wish to find all of the abilities listed below check out our Containment Unit DNA Abilities locations guide for more details.
- Echo Location (Hazardous Waste Landfill): There is a glowing diamond symbol on the wall above two shielded-guards. Go into the room there to reach Containment Unit No.1. Here you will find Echo Location which allows you to find consumable bodies.
- Polycheiria 1 (Frontier): Containment Unit No. 2 can be found in the hub area called Frontier. This passive causes a second prehensile tentacle to grow.
- Electrosis 1 (Uranium Mines): Containment Unit No. 3 can be found in the Uranium Mines. This passive increases the maximum amount of energy the biomass has by one tick.
- Pyrophilia 1 (Botanical Gardens): Containment Unit No. 4 can be found in the Botanical Gardens. This passive increases the fire resistance the biomass has.
- Pyrophilia 2 (Leviathan Reef Base): Containment Unit No. 5 can be found in the Leviathan Reef Base. This passive increases the fire resistance the biomass has.
- Electrosis 2 (Relith Science HQ): Containment Unit No. 6 can be found in the Relith Science HQ. This passive increases the maximum amount of energy the biomass has by one tick.
- Electrosis 3 (Nuclear Power Planet): Containment Unit No. 7 can be found in the Nuclear Power Plant. This passive increases the maximum amount of energy the biomass has by one tick.
- Electrosis 4 (Armored Warfare Facility): Containment Unit No. 8 can be found in the Armored Warfare Facility. This passive increases the maximum amount of energy the biomass has by one tick.
- Polycheiria 2 (Bunker): Containment Unit No. 9 can be found in the hub area called Frontier. This passive causes a third prehensile tentacle to grow.
All 9 of the above mentioned passives can be collected to unlock a total of 4 achievements. These achievements trigger at 1,3,6, and 9 collected. If you are wanting to do a 100% run of this game you will need to grab all of these passive abilities.
If you need more help with Carrion check out our complete guide. In it you will find a number of resources including an achievements guide, containment locations, and more. There is a also a complete walkthrough the game’s main story.