Minecraft End Portal Finder

Minecraft End Portal Finder

Triangulate the stronghold target from two Eye of Ender throw positions and bearings, using Minecraft's X/Z coordinate plane.

Throw spacing 547.8 blocks Bearing gap 29.0° Method 2-ray intersection

Example workbook is ready to download.

Eye of Ender observations

Enter plain decimal numbers. Bearings use degrees clockwise from south; negative Java yaw values are also accepted.

Eye of Ender 1

East/west coordinate, from – 30,000,000 to 30,000,000.

North/south coordinate, with positive Z toward south.

Clockwise from south. Accepted range: – 360° to 360°.

Eye of Ender 2

Second throw's east/west coordinate.

Second throw's north/south coordinate.

Use the same bearing convention as the first throw.

End Portal coordinates

Estimated stronghold target

X coord. 1,098
Z coord. 232

Rounded to the nearest block from the two bearing lines.

Estimated target: X 1,098, Z 232.

Triangulation details

Point X Z Bearing
Eye of Ender 1 – 14 174 273°
Eye of Ender 2 333 – 246 302°
Estimated target 1,098 232 –

The estimate is the mathematical intersection of the two horizontal bearing lines. Small angle errors can move a distant intersection by many blocks, so repeat the measurement closer to the target for a tighter result.

How to use this Minecraft End Portal Finder

What this calculator does

This calculator estimates the X and Z block coordinates where two Eye of Ender direction lines intersect. In practical terms, it is a two-point triangulation tool for locating the stronghold area that an Eye of Ender is pointing toward. It works entirely from horizontal coordinates and bearings; Y elevation is not part of the calculation. The result is a navigation estimate, not a guarantee that the portal room itself sits on the exact returned block. Minecraft's official stronghold guide explains that an Eye of Ender flies in the direction of a stronghold and that stronghold placement differs between Java and Bedrock editions; see the official Minecraft stronghold overview.

When to use it

Use this finder when you want to conserve Eyes of Ender, when you can measure Java Edition yaw precisely with the debug screen, when you are using a simple ground compass in Bedrock Edition, or when a first rough estimate says the stronghold is still far away and you want a better second fix. The method is especially useful when the two observation points are separated by a meaningful distance and the two measured bearings are noticeably different.

How to calculate

  1. The calculator opens with a complete demonstration: Eye 1 at X – 14, Z 174, bearing 273°, and Eye 2 at X 333, Z – 246, bearing 302°. The result and the example XLSX are immediately available.
  2. At your first observation point, record the on-screen X and Z coordinates. Throw an Eye of Ender and measure the direction it travels. Enter those values in Eye of Ender 1.
  3. Move to a second location, preferably far enough sideways that the new bearing changes appreciably, then repeat the measurement in Eye of Ender 2. Results update live.
  4. Read X coord. and Z coord. under End Portal coordinates, then travel toward that block pair. If the target is distant, repeat the two-throw process closer to it because small bearing errors amplify over long distances.
  5. Select Download Excel to export the current observations and result as a real XLSX workbook. Reset clears the demonstration and all entered values; export is then disabled until all six required inputs are valid again.

Input guide

Eye of Ender 1 – X coord. and Z coord.

Both are required plain decimal numbers in blocks. X is east/west; Z is north/south, with positive Z pointing south in Minecraft. This calculator accepts values from – 30,000,000 to 30,000,000. The startup examples are X – 14 and Z 174. Moving the first point changes the first bearing line and therefore the intersection. Do not paste coordinate tuples, commas, scientific notation, or a Y value into either field.

Eye of Ender 1 – Bearing

This required value is a decimal angle in degrees, measured clockwise from south. The accepted range is – 360° to 360°; the startup value is 273°. Java's negative yaw convention is therefore usable without manual conversion. A tiny bearing change can move a far-away estimate substantially. Enter the horizontal direction only, not the vertical pitch, and omit the degree symbol because the field already shows the unit.

Eye of Ender 2 – X coord. and Z coord.

These required block coordinates describe the second observation point. The demonstration uses X 333 and Z – 246. The second point should not be identical to the first; a useful baseline makes triangulation more stable. Changing either coordinate changes the second ray's starting location. A common mistake is walking mostly along the first Eye's path instead of moving sideways, which can leave the two bearings nearly parallel.

Eye of Ender 2 – Bearing

This required angle uses exactly the same clockwise-from-south convention as the first bearing. The demonstration value is 302°. If the two bearings are mathematically parallel, there is no finite intersection and the calculator asks for a better second measurement. If the two lines intersect behind a measured direction, the coordinates can still be computed, but the result note warns that the observations are likely inconsistent.

Output guide

X coord. is the estimated east/west block coordinate of the intersection and Z coord. is the estimated north/south block coordinate. Both are rounded to the nearest whole block because the result is intended for in-game navigation. The pills above the calculator also show Throw spacing, the straight-line block distance between observation points, and Bearing gap, the smallest angular separation between the two measurements. Those two summaries help diagnose geometry: a larger useful baseline and a clearly nonzero bearing gap usually make the intersection less sensitive to small aiming errors.

The Triangulation details table repeats both observation rows and the estimated target from the same calculation model. It is not a second calculation. A zero coordinate is valid; a very large positive or negative result can also be mathematically valid, but it may indicate that the bearings are very close to parallel or were measured imprecisely. The Minecraft Wiki's stronghold triangulation guidance describes the same two-observation principle and the underlying tangent/cotangent equations.

Worked example

With the startup data, the first throw is at ( – 14, 174) with a 273° bearing and the second is at (333, – 246) with a 302° bearing. Converting each Minecraft bearing into a horizontal direction vector and solving the two line equations gives an intersection near X 1098.44 and Z 232.30. Rounding to whole blocks produces the displayed first-open result: X 1,098 and Z 232. The throw points are about 547.8 blocks apart, while their smallest bearing separation is 29.0°. Those same six inputs and two rounded outputs are written to the downloadable startup workbook.

How the triangulation works

Minecraft bearings are measured clockwise from south, so each bearing can be converted directly to a 2D direction vector on the X/Z plane. For a bearing β in degrees, the direction is proportional to ( – sin β, cos β). The calculator builds one line through each observation point and solves for their intersection using a cross-product form of the standard two-line intersection equation. This form is numerically safer around due-east and due-west directions than evaluating tangent near 90°.

Point 1 + t × Direction 1 = Point 2 + u × Direction 2. When the two direction vectors are not parallel, the unique intersection gives the estimated stronghold X/Z location.

Triangulation only works as well as the observations. If two bearings differ by only a tiny fraction of a degree, their lines may not meet until extremely far away. Likewise, a one-degree aiming error can produce a large positional miss when the target is distant. The Minecraft Wiki tutorial on locating a stronghold discusses practical angle-based methods and why a second observation is useful.

Practical accuracy tips

  • Record X and Z from the same block position from which you take the bearing.
  • On Java Edition, use the horizontal yaw value rather than visual estimation when possible.
  • For a second throw, move sideways relative to the first direction so the bearing changes enough to create a stable intersection.
  • When the first result is far away, travel toward it and triangulate again from two closer points. Repeated local measurements reduce the effect of small angular errors.
  • Remember that Eyes of Ender lead toward a stronghold target rather than directly mapping the portal-room block. Once you reach the stronghold, you still need to locate the portal room.