In order to solve this problem, you may consider adjusting your router's Port Forwarding settings*. Each router is unique, so consult the owner's manual for your router or contact the manufacturer for specific information on working with your router's ports. For your information:
- If you are prompted for a device or profile name, you can enter anything you like (such as Wii, etc.).
- The starting port to open is 1, the ending port to open is 65535 (or as high as the router will allow).
- Protocols will need to be set to UDP only.
- Set the IP address for the ports to forward to the same as the Wii's static IP address. If you don't know what the Wii's IP address is, the best way to determine it is by performing a manual setup:
So the Wii needs to use all but one of the 65,536 possible ports (the only one they didn't include was port 0)? Why can't Nintendo bother to provide specific port numbers? This advice presumes one only wants to use a Wii and no other system that might use UDP ports on his or her Local Area Network (LAN). What happens if you have a PC behind the same router to which the Wii is attached that has an application or applications that also utilize UDP ports? If you follow Nintendo's advice you have to reconfigure your router every time you want to switch from using that appliation on the PC to allowing a friend to visit you using the Wii.
Presuming you really want to allow a friend to vist, though, to open those ports on a Linksys BEFSR41 router, take the following steps:
192.168.1.1, so you would enter
http://192.168.1.1, if you haven't changed the IP address.
Another alternative to port forwarding is to configure the router so that it supports a "demiliartized zone (DMZ)", though I've heard complaints about the DMZ option not working for some on this router. You can set up a DMZ by going to the DMZ screen under the Applications & Gaming tab. The DMZ screen allows one local system to be exposed to the Internet for use of special-purpose services such as Internet gaming and videoconferencing. DMZ hosting forwards all the ports at the same time to one PC, i.e. instead of forwarding just the ports needed for a particular application, you forward all 65536 possible ports for both TCP and UDP traffic. Port Range Forwarding is more secure because it only opens the ports you want to have opened, provided, of course, that you don't have to forward almost every possible port, because Nintendo doesn't deign to provide information on the specific ports needed. But, this may be less of an issue, if the DMZ host is some system with its own firewall software running on it.
To use the DMZ feature, instead of the port range forwarding procedure described above, select Enable on the DMZ screen and put the IP address of the host, e.g. the Wii, in the DMZ Host IP Address field. Then click on Save Settings. You need to be aware that, unless you've specified a static IP address for the Wii, that rebooting the router, powering the Wii off and on, etc. may result in the IP address changing. If its address changes you will have to put in the new address in the DMZ Host IP Address field, so it is better to assign a static address to the Wii.
Unfortunately, to date, I haven't been able to determine which specific ports need to be opened on a firewall to allow someone to visit. I sniffed the traffic coming from another Wii a couple of times, but it didn't appear that the same destination port was being used each time, so this is just a way to make it work for a Linksys BEFSR41 router without knowing the specific ports required for the application on the Wii.