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Portal

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NMS1dot3PortalCharged.jpg

Portals are structures in No Man's Sky that allow quick travel between worlds.

Summary[edit | edit source]

Portals are structures in No Man's Sky that can be found in any star system. As of the Atlas Rises update, portals can be activated and used to quickly travel between worlds within the same galaxy. A portal must first be charged in order to become activated. Once the portal has been charged the player can do the following two things:

  • Ask for the current planets address.
  • Input an address to travel to.

It should be noted that in order to use the portals, players must have come a decent way in the main story in the game. After a while in the main story you can start to hunt for the glyphs used by the portals.

You cannot access your ship after going through a Portal under normal circumstances. You may access it by claiming a base on "side B," returning to "side A," then using the station teleporter to return to your base on side B. However, this requires you to give up any existing base.

Research[edit | edit source]

Tests of the Forgotten Colonies have shown:

  • The portal sequence is broken down into 6 parts.
  • [P][R][SS][HH][YYY][DDD] - (P = Portal ID / R = Region ID / S = System ID / H = Height / Y = Width / D = Distance Multiplier)
  • The first glyph in a portal marks the portal number inside a system. There will never be more than 16 possible portals. But since there is never more than one per planet, finding a system with more than 16 satellites is nigh impossible. It would need 6 planets with 2 moons each.
  • The second glyph rarely reaches above its first glyph. It seems to be the region ID, but not many regions are in one angle at a certain distance. If the glyph is overshot and the only option is Glyph 1, you land next to your current system.
  • The sequence of two between the region and the height leads to the same region. The first can give an error while using high glyphs like 16. This means the region has less than 15x16 systems or 240. It is unclear how many regions even have above 240 stars. The third one always survives a 16. This means the third and fourth glyph are definetly connected. On the border there is a chance that 1/1 (or Dawn/Dawn) doesn't work for the system integer and gives an error. It might be that some systems of regions get "eaten" in The Fade.
  • The first and last glyphs vary greatly, but the central glyphs don't if you follow a straight line from the center. Only major movements will change those and it counts down on the last glyphs after the segment. This means that segment relates to your position in the galaxy. The sequence counts 1/1 and 16/16 as nearly the same for the z-axis. It counts down (256-129) for z<0 and up (1-128) for z>0. That means to reach the bottom of the galaxy you need 9/1 and to reach the top you need 8/16 as your glyphs. If you overshot don't worry, you get dropped into the nearest existing system.
  • After the height comes the width on the y-axis. Since the radius of the galaxy is far bigger than its height, it seems to use three glyphs instead of two for accuracy. This is calculated up (1-2048) for left to right and down (4096-2049) from right to left. So Insect-Quadforce-Quadforce (or 8/16/16) will lead to the galaxy's edge on the bottom and Dragonfly-Dawn-Dawn (or 9/1/1) will lead to the galaxy's edge on the top. This means the Gamma and Delta Quadrant edges are harder to reach with portals.
  • If the last segment is changed, the distance jumped changes between 250-500ly per glyph. But not four glyphs are used for distance, even though in theory this would allow galaxies with a radius of 16.35 million ly. Euclid only has a radius of 1.15 million ly in its corners. In that light it makes sense for the last three glyphs to handle distances which roughly amounts to 1.1 million ly of radius. This however might complicate the existence of portals in the galactic corners which are barely reachable.
  • Using 16/16/16 for the distance multiplier leads to the portal activating near the core. This doesn't mean 1/1/1 or Triple Dawn leads to the galaxy's edge or to an error (due to lack of systems). If used on the portal 1/1/1 leads to the core as well. The distance from the center is calculated up (1-2048) for left to right and down (4096-2049) from right to left. So Insect-Quadforce-Quadforce (or 8/16/16) will lead to the galaxy's edge on the right and Dragonfly-Dawn-Dawn (or 9/1/1) will lead to the galaxy's edge on the left. This means the Beta and Delta Quadrant edges are harder to reach with portals.
  • To visit another planet in a system and discover their portals, it is enough to find the first and access the following portals by using the next glyph in order for the first glyph of the address.
  • Using the Dawn-Glyph (Glyph 1) for the first glyph will always transport you to the system's main portal. Normal portals always start with the Bird-Glyph (Glyph 2) and ascend in order. So using the Dawn-Glyph in random experiments should always yield results.
  • Exotic and dead planets have portals and those can be found with stargates... portals. This address however is seen as an anomaly and wills the portal into existence. The sequence says "Error" even if the address is correct. It still connects! It is unclear if portals on these worlds exist without being called upon. They spawn repeteadly once visited.
  • The easiest corner of the galaxy to find is the Alpha Spiral due to only needing 9 glyphs.
  • The most neutral (z=0) extreme coordinates are:
  • [2][1][1/1][1/1][9/1/1][1/1/1] - North Pole Boreas
  • [2][1][1/1][1/1][1/1/1][8/16/16] - East Pole Eurus
  • [2][1][1/1][1/1][8/16/16][1/1/1] - South Pole Notus
  • [2][1][1/1][1/1][1/1/1][9/1/1] - West Pole Zephyrus
  • [2][1][1/1][1/1][9/1/1][9/1/1] - Alpha Spiral Alpha Polaris
  • [2][1][1/1][1/1][9/1/1][8/16/16] - Beta Spiral Beta Polaris
  • [2][1][1/1][1/1][8/16/16][9/1/1] - Gamma Spiral Gamma Polaris
  • [2][1][1/1][1/1][8/16/16][8/16/16] - Delta Spiral Delta Polaris
  • Delta Polaris is the furthest EXISTING system of the quartett. The address is accurate, all others are error proximity teleports!

Activation[edit | edit source]

Portals must first be activated before they can be used to travel. Oxide elements, isotope elements, and silicate elements will be needed to charge the 16 portal glyphs.

Portal Glyphs[edit | edit source]

Below are the Glyphs used for the portals.

PORTALSYMBOL.0.png PORTALSYMBOL.1.png PORTALSYMBOL.2.png PORTALSYMBOL.3.png PORTALSYMBOL.4.png PORTALSYMBOL.5.png PORTALSYMBOL.6.png PORTALSYMBOL.7.png PORTALSYMBOL.8.png PORTALSYMBOL.9.png PORTALSYMBOL.A.png PORTALSYMBOL.B.png PORTALSYMBOL.C.png PORTALSYMBOL.D.png PORTALSYMBOL.E.png PORTALSYMBOL.F.png
An unlocked Portal bearing various Glyphs.

They have to be unlocked via Traveller Graves before a portal can be used to travel to another planet.

Addresses[edit | edit source]

An address in the portal system is a unique 12 glyph combination of the above glyphs. The same glyph can be used multiple times. Below you will see an example of an address to a portal

PORTALSYMBOL.3.png PORTALSYMBOL.1.png PORTALSYMBOL.7.png PORTALSYMBOL.9.png PORTALSYMBOL.F.png PORTALSYMBOL.1.png PORTALSYMBOL.5.png PORTALSYMBOL.E.png PORTALSYMBOL.3.png PORTALSYMBOL.C.png PORTALSYMBOL.6.png PORTALSYMBOL.F.png

Known Portal locations[edit | edit source]

For a list of known (and often marked portals) see the Portal Catalogue.

History[edit | edit source]

First announced during the 2014 Game Awards, portals have the ability to take the player to a random part of the galaxy. In the pre-release version of the game, the only planets known to have portals were Gorogohl and Yaasrij.

They normally appear as an individual portal, but some have been discovered with multiple smaller portals surrounding a larger one.


Gallery[edit | edit source]

Portals in player's Starting Planet or Starting System:

Pre-release portals: