Thargoids are an elusive bunch but there are certain tricks and hotspots that can help you find what you are looking for. The most consistent means is to find Thargoids in Non-Human Signal Sources (NHSS) in either the Pleiades Region or the Witch Head Nebula. However, you can also find Thargoids at a few static locations across human space.
Current Active Regions
Pleiades Nebula (~100Ly around Merope)
Witch Head Nebula (~75Ly around Witch Head Sector IR-W C1-9)
Coalsack Nebula (~Region Size Unknown)
New map under development to include Coalsack Region.
Non-Human Signal Sources
Non-Human Signal Sources are a special type of signal source that can be found in areas of Thargoid activity, Upon finding and entering a NHSS there is a chance you will get one of three outcomes:
A single Thargoid Interceptor (Cyclops, Basilisk, Medusa or Hydra)
A swarm of scouts + a Thargoid Interceptor (Hostile)
A swarm of scouts (Lower NHSS)
If you get option 2, the Thargoid Interceptor will emit an EMP pulse when it arrives and it will be immediately hostile
A NHSS can only be seen while in supercruise. Since they will often appear in bulk, to easily scan them all drop onto the Nav Beacon and scan it. Once you jump into supercruise all NHSS will be unveiled.
NHSS are dynamic and will appear and disappear over time, lasting anywhere up to 30 minutes each.
In some rare cases (Threat 5-8 only) you will have an empty instance with only damaged ships, in these instances there is a chance you may find a Thargoid Probe or a Thargoid Sensor.
See this investigation into NHSS spawn rates and possible instances: NHSS Spawn Analysis
The Anti-Xeno Initiative recommends Asterope in the Pleiades Nebula as one of the best Thargoid hunting systems in the game.
The system always has a large number of NHSS.
Most of the NHSS spawn around the main star and the single station orbiting that star.
There are no other planetary bodies or gravity wells to slow you down.
Depending on the Threat Level of the NHSS you will find different types of Interceptors or more Scouts. Understanding this is key to finding the Thargoids you’re after for solo attempts.
[Threat 2] - 1x Thargoid Probe
[Threat 3] - 2x Scouts
[Threat 4] - 4-7x Scouts OR 1-2x Human Ships + 4-7x Scouts (Typically 4 Scouts)
[Threat 5] - 1x Cyclops OR 4-8x Scouts
[Threat 6] - 1x Basilisk OR 1x Cyclops + 4x Scouts
[Threat 7] - 1x Medusa OR 1x Basilisk + 4x Scouts
[Threat 8] - 1x Hydra* OR 1x Medusa + 4x Scouts
[Threat 9] - 1x Hydra + 4x Scouts
*Lone Hydras can only currently be found in the Coalsack Nebula. Every Threat 8 in the Pleiades Nebula or the Witch Head Nebula will contain 1x Medusa + 4x Scouts.
With one exception: The system Pleiades Sector MI-S B4-0 contains Solo Hydras, present in both regular and guaranteed Threat 8 signal sources
Guaranteed Interceptor Signals
If a NHSS has a Salvage icon next to it in the navigation panel, you will ALWAYS get a solo Interceptor based of the list above. For example, here is a guaranteed Basilisk signal source. Additionally, this instance is slightly different, as it only includes small debris and no green cloud.
Note: The small canister symbol on the left.
NHSS SPAWN TABLE
Hyperdictions are another less direct means
to find Thargoids…. for Thargoids to find YOU. Hyperdictions occur when jumping from systems to system in Thargoid activity areas.
When a Hyperdiction occurs you will be ripped out of Hyperspace and left floating somewhere in-between the star systems you were jumping from (you will actually still be in the origin system). One of the hyperdicting thargoids will perform an EMP attack, which will shut down your ship if you are not protected (see: Modules). Similar to any other encounter, If the Scans you while carrying Thargoid or Guardian technology (cargo), it will become hostile if you do not drop the items.
If you have a Shutdown Field Neutralizer, it is possible to avoid the shutdown and proceed to engage the Interceptors.
Hyperdictions can have more than 1 interceptor, up to 4 in total.
Based on combined research from Canonn and AXI we have found that collecting a sensor and jumping at least once with the sensor activates a hidden permanent ‘marked’ effect that applies a 20% Hyperdiction chance in the Pleiades and Witch Head Region.
To gather this data we performed the following test several times over on different accounts:
Jump 100 times between two systems in Pleiades (Result: Zero Hyperdictions)
Collect a Thargoid Sensor (Also tested Probes and the Proximity Scan from the sensor)
Jump 100 times between the same two systems in the Pleiades (Results: ~20 Hyperdictions)
To further confirm the Hyperdiction rate, CMDR Maligno has done over ~500 Jumps around these regions and found a very constant rate of ~20% per jump (once ‘marked’)
NOTE: Holding the sensor does not directly increase the chances, it only unlocks the 20% chance rate.
There is also a chance to be hyperdicted when jumping systems with active Anti Xeno Combat Zones, Ignoring the “marked” effect.
Hyperdiction Statistical Analysis
By CMDR Maligno - Canonn Research
Provided statistical evidence compiled by CMDR Maligno, we can make the following two conclusions:
The Hyperdiction rate around the Pleiades Nebula is around 20% and is unaffected by carrying Meta-Alloys.
There are 13 unique combinations of Interceptors in a given Hyperdiction scenario, with Hydra-bearing cases the least common ones.
The following table represents the most common interdiction combinations:
Read the full report by CMDR Maligno here: Study of Hyperdiction Statistics
Across human space there are a handful of permanent Distress Calls and Megaships that can spawn Interceptors. These will typically have 1-2 Interceptors spawn upon arrival. Megaships also will sometimes have scouts instead.
Relogging (exit to menu and log in) will cause these locations to refresh with potentially different Thargoids.
A few notable locations:
HR 1185 - Permanent Distress Call (Very useful to find multi-goid fights or solo Hydras outside of the Witch Head Nebula) - Read about the HR 1185 Distress Call Spawns here.
Deciat - A few damaged Megaships (Scenarios around these can spawn Interceptors)
Gree - This systems contains 2 megaships that can be used to summon Thargoids. Currently this is the only system officially approved by AXI for hosting megaship events.
For an extended list, check out the Thargoid Attacks Spreadsheet
List and Project Lead: CMDR Melting Cube.
Contributors: CMDR Aranionros Stormrage and CMDR Darth Vader
Engaging the Thargoid
Okay, so you found a Thargoid Interceptor. DON’T PANIC! In most cases a Thargoid will be non-hostile unless provoked. The following things can provoke a Thargoid.
Getting too close, Thargoids will get angry if you move within 500m of them (unless they are scanning you)
Shooting them (pretty obvious)
Carrying Thargoid or Guardian Cargo, such as Thargoid Hearts or Ancient Relics. (Thargoids ignore guardian modules)
Attacking a different Thargoid nearby.
Using a research limpet on the Thargoid.
If you do not provoke a Thargoid, once it has collected any items of interest it will High Wake out of the instance.
Once a Thargoid has begun to leave an instance it is too late. A Thargoid’s jump sequence cannot be interrupted.
It is possible to summon extra Thargoids to an instance by feeding Meta Alloys to an interceptor. If you feed 5x Meta Alloys or Thargoid Hearts to any variant of Thargoid, once collected, a cyclops interceptor will arrive in the instance. Typically it is only possible to spawn one interceptor at a time, however in a Thargoid Hyperdiction instance it is possible to spawn multiple at once by feeding several Thargoids.