All Necluda Shrines Guide — East Hyrule Region TotK
All Necluda Shrines Guide — Tears of the Kingdom
The Necluda region covers East Hyrule from Kakariko Village to the Necluda Sea coast, including the iconic Dueling Peaks, Hateno Village, and the eastern coastline. It contains 12 shrines spanning puzzle, combat, blessing, and surface-trial types.
Region Overview
Necluda is one of the first major regions most players explore after leaving Lookout Landing. The region runs a natural west-to-east arc — starting near Kakariko Village and the Dueling Peaks, moving through the East Necluda highlands, and finishing at Hateno Village and the coastal cliffs overlooking the Necluda Sea.
Unlike Eldin's heat or Hebra's cold, Necluda has no region-wide elemental hazard. The main challenges are terrain navigation — the highland shrines require sustained climbing — and the escalating combat difficulty of the trial shrines. The puzzle shrines in this region introduce some of TotK's core construction and traversal mechanics, making Necluda an excellent learning zone before tackling harder regions.
The combat shrines escalate sharply from the two-wave Construct trial near the coast to the Stalnox night fight on the hilltop to the brutal Kasio proving grounds on the high cliffs. Do those last.
Recommended preparation:
- Standard exploration kit: arrows, Bomb Flowers, a strong melee weapon
- Fire-resist food (Spicy Pepper + Sunshroom) or Flamebreaker Armor before Ishokin
- Plan to arrive at Mayaumau after 21:00 game time or rest at the nearby campfire first
- For Kasio: bring your best weapons — they will be stripped on entry but the in-shrine gear scales to your expectation of having nothing
Fast travel anchor: Activate the Rabella Wetlands Skyview Tower early. It provides launch coverage for the eastern highland shrines and the coastal cluster. Hateno Village serves as the mid-region base for the eastern half of the sweep.
Total shrine rewards: 12 Lights of Blessing — enough for three full Heart Container or Stamina Vessel upgrades when exchanged at a Goddess Statue.
Getting There: Access Routes
Necluda is accessible from multiple directions and suits different play styles for entry:
From Central Hyrule (standard first visit): Cross the Hylia Bridge east from Lookout Landing or follow the Hylia River southeast. The Dueling Peaks appear on the horizon as a navigation landmark. This route drops players naturally at Ekochiu and Tukarok first.
From Kakariko Village (Sheikah route): If you followed the main story to Kakariko early, you already have a Necluda fast-travel point. Dujonin, Tajikats, and Mayaumau are all within range of Kakariko's fast travel node.
From Akkala (north approach): Players pushing south from Akkala reach the East Necluda coast at the Ishokin and Ikosin area first. This entry point is harder terrain but puts the toughest shrines at the start — efficient for experienced players doing a clean sweep.
From Lanayru (west coast): Necluda's southwestern edge borders Lanayru. Players finishing Lanayru shrines can push east into Necluda naturally, hitting the Zanmik and Oromau area as a continuation of the Lanayru sweep.
On foot from Kakariko to Hateno: The overland path from Kakariko east to Hateno Village passes through the heart of the Necluda highlands and within range of Sepapa, Oromau, and the Dujonin plateau. Players who walk the full route rather than fast-traveling will naturally discover three to four shrine locations along the way.
Skyview Tower coverage: The Rabella Wetlands Skyview Tower covers the core of East Necluda. Activate it early — it launches Link to altitude for gliding to any highland shrine. The Mount Lanayru Skyview Tower covers the southwestern Necluda approach including Zanmik. Together these two towers provide full aerial coverage of the region's 12 shrines. The Necluda Sea Tower (offshore) provides additional coverage of the coastal cliff shrines if you activate it during a coastal sweep.
Complete Necluda Shrine List
1. Ekochiu Shrine — "Weight and Pressure"
Location: East Necluda, near the Necluda River lowlands, south of Dueling Peaks Puzzle Type: Ball-Drop / Weight / Pressure Plate Difficulty: ★☆☆☆☆
One of the first shrines most players encounter in East Necluda, Ekochiu teaches the weight-and-pressure-plate mechanic using heavy stone balls dropped through vertical slots into floor receptors. Each pressure plate has a weight threshold — lighter balls do not depress it, so the correct ball must be matched to each plate. The mechanic is introduced simply in room 1, then complicated in room 2 with a door that requires two balls stacked on a single plate to stay open long enough to pass through.
The shrine is compact and clean, making it an excellent warm-up before pushing deeper into Necluda. The chest requires slipping behind an active pressure plate while the door is open — easy to miss on a first pass.
Tips:
- Use the large stone balls for the heavy plates, not small Zonai devices — only the heavy balls meet the higher weight thresholds on the second and third plates
- In the second room, drop the first ball on the plate and immediately drop the second before the door slides shut — both need to land within roughly two seconds of each other to hold the door open
- The chest is behind the pressure plate on the far wall — crouch and pass through while the door is open rather than racing through the main gap
- The mechanic resets if both balls are removed simultaneously — keep at least one ball on the plate while repositioning the second to avoid resetting the door
2. Tukarok Shrine — "Forward Force"
Location: East Necluda, above the coastal bluffs overlooking the Necluda Sea Puzzle Type: Momentum / Physics / Ball Launch Difficulty: ★☆☆☆☆
Tukarok is a physics shrine built entirely around generating and directing forward momentum. Heavy Zonai balls must be launched across gaps and into targets to trigger doors, extend bridges, and unlock the exit. The core lesson is that mass and launch angle together determine trajectory — a heavy ball launched at a low angle travels far and fast; too steep and it drops short of the target. The third room introduces Zonai fans as a required launch mechanism rather than manual pushing.
Understanding this shrine's mechanics pays dividends in the overworld — the same physics apply to launching Zonai vehicles and fused projectile weapons across distances.
Tips:
- The third room's boulder requires a Zonai fan launch — manually pushing it by hand never builds sufficient speed to reach the target platform across the gap
- Use Ultrahand to fine-tune the angle of the launch ramp before firing; small degree adjustments make a significant difference in where the ball lands
- The final ball sits on a raised ledge above the launch platform — climb up and reposition it to the ramp rather than trying to angle a complicated shot up from the floor below
- If a ball overshoots and is falling toward the void, you can grab it mid-air with Ultrahand before it drops out of reach — do not panic; retrieve and reset the angle
3. Zanmik Shrine — "Vertical Construction"
Location: South Necluda, near the Necluda Lake basin, southwest of the Rabella Wetlands Puzzle Type: Ultrahand / Ascend / Vertical Construction Difficulty: ★★☆☆☆
Zanmik is a teaching shrine for one of TotK's most useful technique combinations: building a structure overhead with Ultrahand, then using Ascend to phase up through it. This mechanic recurs throughout the game's hardest puzzle shrines and overworld exploration, making Zanmik worth completing carefully rather than rushing.
The three-room progression is deliberate: room 1 introduces a single board placed overhead and ascended through; room 2 adds a moving platform that must be intercepted and held stationary before ascending; room 3 requires building a multi-piece stacked structure in the correct order before the final Ascend to the altar.
Tips:
- Any flat surface built directly overhead counts as an Ascend target — Zonai boards, stone slabs, flat containers, and even connected composite structures all work
- Position constructed surfaces as close overhead as possible before triggering Ascend; the activation prompt appears even for surfaces you placed moments ago
- The Construct in the upper chamber of room 3 patrols a tight back-and-forth path — Ascend through the floor section it is not standing on to bypass the fight entirely without spending a single weapon hit
- Build structures bottom-up: anchor the base piece first, add pieces upward, rather than trying to lower a pre-assembled stack from above — the top-down approach consistently misaligns
4. Oromau Shrine — "Spinning Blade Gauntlet"
Location: East Necluda highlands, above the Rabella Wetlands on the elevated terrain ridge Puzzle Type: Ultrahand / Timing / Obstacle Course Difficulty: ★★☆☆☆
A precision timing gauntlet of rotating spinning blades arranged in corridors. Oromau escalates across three rooms: the first has a single blade on a slow rotation; the second has two blade sets with offset timing that must both be at their safe-arc position simultaneously; the third has the fastest-spinning blade in the shrine protecting the hidden chest. The critical insight is that Ultrahand can grab a spinning blade mid-rotation and hold it frozen in place, creating a controlled safe window rather than depending on natural rotation timing.
This shrine rewards patience — players who rush the second corridor in particular almost always take hits from the offset blade catching them mid-sprint.
Tips:
- Grab spinning blades mid-rotation with Ultrahand and hold them stationary to create a gap as wide as you need; waiting for a natural window is slower and less reliable than forcing one
- The second corridor has two blade sets on offset timing — watch one complete cycle before running and identify when both blades are simultaneously at their far arc; that is your sprint window
- The hidden chest in room 3 sits directly behind the fastest-spinning blade — grab the blade with Ultrahand, open the chest quickly, then release the blade before your Ultrahand hold runs out
- The Construct in the middle room between corridors can be led toward a blade you hold in place, then released — free damage without spending weapon durability on an enemy that drops nothing useful
5. Sepapa Shrine — "Scope and Sequence"
Location: East Necluda, on an elevated observation plateau accessed by climbing the bluffs east of the Rabella Wetlands Puzzle Type: Surface Trial / Observation / Arrows / Moving Target Sequence Difficulty: ★★☆☆☆
A surface observation shrine reached by scaling the plateau — the exterior climb is a moderate challenge in its own right. Inside, the puzzle is an arrow-based moving-target sequence: multiple targets travel on rails at different speeds and must be struck in the exact sequence shown on entry. A single out-of-sequence hit resets all targets back to their starting positions. The targets move continuously, so the fastest one demands either bullet-time precision or an anticipatory lead-shot technique.
Memorizing the sequence pattern before firing the first arrow is the single most important technique in this shrine. Players who skip the opening display and guess almost always reset at least once.
Tips:
- Watch the opening sequence display through at least one full cycle before drawing your bow — the order is explicitly shown on entry and firing out of sequence costs significantly more time than a careful first attempt
- The slowest-moving target passes through the widest gap in its arc — save that target for last so you have a generous window even if earlier shots slow your rhythm
- Jump and draw your bow for bullet-time on the fastest target; the time slowdown gives a clean precision window that sprint-aiming from the floor cannot match at the target's speed
- If all targets reset, use the reset as a second memorization opportunity rather than firing immediately — watch the sequence from the start again before re-engaging
6. Tajikats Shrine — "Building with Chains"
Location: East Necluda, on the outskirts of Kakariko Village, northeast of the main village entrance Puzzle Type: Ultrahand / Chain Construction / Flexible Building Difficulty: ★★☆☆☆
Tajikats introduces Zonai chain-link construction — flexible chain segments that connect at their endpoints and can form bridges, pendulums, and hanging load-bearing platforms. Unlike rigid Ultrahand constructions, chains sway and swing under load, requiring a different approach to building. The shrine's three rooms progress from basic chain attachment to a chain pendulum mechanism to a multi-segment chain bridge spanning a wide gap.
The chain mechanics taught in Tajikats apply directly to overworld puzzle-solving, particularly in areas where rigid bridge construction is impossible due to the gap geometry.
Tips:
- Always snap one end of the chain to an anchor point or wall hook first before adding length — chains built free-floating are harder to orient and tend to swing away from the target attachment point
- The final bridge needs to be longer than most players initially attempt — connect at least three full chain segments before trying to span the gap; a bridge that falls short mid-crossing is frustrating to re-assemble
- The Construct guarding the middle room can be distracted by throwing a loose chain segment near it — it attacks the chain for several seconds, giving you time to hit the switch or position your bridge
- Anchor both ends of a chain bridge before walking across it — a bridge that sways under Link's weight is crossable but significantly slower and riskier than a taut span
7. Dujonin Shrine — "Two-Wave Combat Trial"
Location: East Necluda, on a rocky plateau with open sightlines to the Necluda Sea to the east Puzzle Type: Combat Trial / Two-Wave / Flurry Rush Difficulty: ★★☆☆☆
A two-wave Construct combat trial designed specifically to introduce and reinforce the Flurry Rush mechanic before players encounter the harder combat shrines in the region. Wave 1 is a Construct I — standard attack patterns, generous dodge windows, a low-stakes warmup. Wave 2 escalates to Construct II with faster attack cycles, a shield phase that blocks arrows, and a forward charge attack with an extended Flurry Rush trigger window if dodged sideways.
The between-waves heal item is frequently missed by players who are already focusing on Wave 2's spawn animation. Collect it first.
Tips:
- Dodge sideways rather than backward for the widest Flurry Rush window on Construct attacks — the lateral timing window is noticeably more forgiving than a backward roll for this enemy type
- Save your best melee weapon for Wave 2; Construct II has roughly twice the health of Construct I and the fight drags with weaker weapons
- The heal item between waves spawns on the shrine floor the moment Wave 1 dies — grab it before interacting with anything that might trigger Wave 2's appearance
- Shield-parrying Construct II's projectile volley reflects the projectiles back as a counter, dealing solid burst damage and staggering it directly into a Flurry Rush setup window
8. Mayaumau Shrine — "Stalnox Night Trial"
Location: East Necluda, on an isolated hilltop — the pedestal is dark and inactive during daylight hours Puzzle Type: Quest / Boss Combat (Stalnox) / Eye Mechanic Difficulty: ★★★☆☆
Mayaumau only activates at night — the pedestal glows and becomes interactive at 21:00 game time. A campfire sits at the base of the hill for exactly this purpose: rest there to advance to night if you arrive during the day. Inside, the boss is a Stalnox — a skeletal giant with a single large eye that is simultaneously its attack delivery system and its sole vulnerability. The fight has a clear rhythm that rewards patience over aggression.
Phase 1: the Stalnox is mobile and uses swipe and stomp attacks. Target the eye in the socket with an arrow to stagger it and trigger Phase 2. Phase 2: the Stalnox collapses and its eye lands on the floor. All melee attacks on the floor eye during this window deal multiplied damage. The Stalnox reassembles after roughly 30 seconds — repeat the cycle until it is defeated.
Tips:
- The shrine will not activate before 21:00 game time — rest at the campfire at the base of the hill rather than waiting in real time or wandering while the clock advances
- Headshot the eye in the Stalnox's socket for the stagger and knockdown; after the eye lands on the ground, focus all damage on it — this is the highest-damage window in the entire fight
- Bomb Flowers flung directly at the Stalnox body knock the eye loose and stagger the skeleton simultaneously, triggering the floor phase without needing a precise arrow shot through the moving socket
- The Stalnox begins reassembling its skeleton roughly 30 seconds after being knocked down — do not let up on the eye; finish the floor phase before it recovers or you lose the burst window entirely
- Keeping the Stalnox's head in sight at all times is the key to consistent arrow shots — circle the boss sideways rather than backing away, which makes the socket angle harder to track
9. Ishokin Shrine — "Fire Construct Battle"
Location: East Necluda coast, on the coastal cliffs above the Necluda Sea Puzzle Type: Combat / Fire Construct / Elemental Boss Difficulty: ★★★☆☆
An elemental combat shrine pitting Link against a Fire Construct — the only shrine in Necluda where pre-fight preparation makes a measurable survivability difference. The Construct rotates between three attack modes: a direct fire bolt for range, radial flame pillars erupting from the arena floor, and a sustained flamethrower charge with a long windup. Without fire resistance, the flame pillar AoE removes two to three hearts per hit and the multi-pillar pattern can chain into consecutive eruptions.
Fire-resist food from Spicy Peppers and Sunshrooms is cheap to cook in Hateno Village before heading to the coast. Flamebreaker Armor from Goron City is the premium option. Either one transforms this fight from a damage race to a comfortable technical encounter.
Tips:
- Cook fire-resist food before leaving Hateno Village — Spicy Pepper combined with a Sunshroom produces solid flame resistance; the flame pillar AoE is genuinely punishing without it
- Ice Fruit or Sapphire fused to arrows deal double damage against Fire Constructs — bring at least 10 ice-fused arrows if you can source the materials; they make the fight significantly shorter
- The flamethrower charge has a long, clearly telegraphed windup animation — close the distance aggressively and melee the Construct's core during that window rather than retreating; the charge ends and the Construct is vulnerable for several seconds
- Wooden weapons are fully immune to the fire ambient aura damage — fuse a high-attack Lizalfos Horn or similar material to a wooden shaft for safe sustained melee that does not burn out your weapon faster
- During the multi-pillar pattern, lateral movement through the gaps between eruption zones is far safer than trying to outrun the pattern outward — standing still guarantees taking all hits
10. Ikosin Shrine — "Multi-Platform Navigation"
Location: East Necluda deep highlands — among the most remote shrines in the region, requiring significant terrain climbing or a precise Skyview Tower glide to reach Puzzle Type: Ultrahand / Ascend / Multi-Platform / Advanced Navigation Difficulty: ★★★★☆
The most complex puzzle shrine in Necluda and a true test of combined Ultrahand and Ascend mastery. Ikosin chains three fully distinct rooms together, each building deliberately on the previous in a learning sequence that culminates in room 3's simultaneous construction-and-timing challenge.
Room 1 introduces the core loop: build a platform overhead, Ascend through it. Room 2 complicates it with a moving platform on a rail that must be intercepted and ridden while managing an additional overhead construction. Room 3 — the hardest — requires building an elevated platform overhead while also timing an Ascend through it during the brief stationary window as the platform pauses at the far end of its travel arc. It requires executing both the construction and the Ascend within a narrow window.
This is the shrine that most rewards a second attempt. The first run is for learning the room layouts; the second run executes efficiently.
Tips:
- Ikosin provides more variety of Ultrahand objects than any other Necluda shrine — examine all available pieces in each room before committing to a build; several objects have non-obvious uses that skip significant portions of the standard route
- Room 2 shortcut: the side alcove wall has a reachable ceiling section that enables Ascending past the standard platform route entirely — check it before spending time on the rail interception
- The hidden chest in Room 3 requires placing a built platform directly above a specific floor tile — that tile has a slightly different texture and edge treatment compared to surrounding tiles; scan the floor carefully before building
- Do not rush — Ikosin actively rewards pausing in each room to survey before acting; the solutions require precise positioning that suffers when committed to too early
- If you get stuck in Room 3, note the exact position where the moving platform pauses — that is the only Ascend window and it repeats on a predictable cycle
11. Kasio Shrine — "Proving Grounds: Construct III"
Location: East Necluda, high coastal elevation — the hardest combat shrine in the entire region Puzzle Type: Combat Trial / Construct III / Proving Grounds Difficulty: ★★★★☆
The proving grounds apex for Necluda. Kasio is a Proving Grounds shrine — Link enters stripped of all outside gear, armor, weapons, food, and resources. The in-shrine arena provides its own weapons and materials, and these must be collected before engaging the Construct III that waits at the arena center. The Construct III is the highest-tier standard enemy in the game: it uses an energy barrage, a beam cannon, a deployable shield matrix that reflects arrows, and a devastating area-of-effect ground slam.
This is not a shrine to rush. Every weapon inside has a purpose, every resource should be collected first, and the fight rewards careful positioning and perfect-dodge discipline over any attempt to trade hits.
Tips:
- Proving Grounds rule: Link enters with no outside gear — prioritize a full arena sweep to collect every weapon, shield, arrow set, and resource before approaching the Construct III
- The Construct III deploys a shield matrix that physically reflects arrows back at Link — switch immediately to melee the moment the shield activates; trying to out-dps the reflect with more arrows is counterproductive
- The energy barrage has a blind spot: dodge toward the Construct rather than away — the barrage spreads outward from the Construct's position and the safe zone is directly adjacent to its body
- Flurry Rush is the primary damage window — commit fully to perfect-dodge attempts on the charge and swing attacks rather than trading hits; the Construct III's damage output without outside armor makes sustained trades fatal
- The Construct III enters an accelerated attack pattern below half health — save the highest-damage fused weapon found in the arena for this second phase; the damage differential matters when the attack windows shrink
12. Souuniuh Shrine — "Rauru's Blessing" (Hateno Village Quest)
Location: Hateno Village area, east of the main village, unlocked via the Hateno Village side quest chain Puzzle Type: Rauru's Blessing (quest reward) Difficulty: ★☆☆☆☆
A blessing shrine unlocked after completing the Hateno Village side quest chain — no puzzle inside, walk directly to the altar for the Light of Blessing. The outdoor quest chain is the actual challenge here: speak to Hateno Village residents to trigger it, complete the required objectives in and around the village, and the shrine pedestal activates.
Souuniuh naturally falls into a Hateno Village exploration sweep rather than requiring a dedicated detour. Players who are thorough with village NPC dialogue will unlock it without specifically hunting for it.
Tips:
- The quest chain triggers by speaking to residents near the village center — if the shrine pedestal is dark when you arrive, return to the village and exhaust NPC dialogue to find the active quest giver
- No special gear, combat abilities, or elemental resistances are required for the quest objectives — standard exploration kit handles everything
- The chest inside contains a Hateno-area specific material tied to the village lore — worth collecting before taking the altar rather than leaving immediately
- Complete Souuniuh as part of your Hateno Village side-content run; the quest and several other village activities cluster in the same area and can all be finished in a single session
Difficulty Breakdown
| Difficulty | Count | Shrines | |------------|-------|---------| | Easy (★☆☆☆☆) | 3 | Ekochiu, Tukarok, Souuniuh | | Medium (★★☆☆☆) | 5 | Zanmik, Oromau, Sepapa, Tajikats, Dujonin | | Hard (★★★☆☆) | 2 | Mayaumau, Ishokin | | Very Hard (★★★★☆) | 2 | Ikosin, Kasio |
Three easy-tier shrines make Necluda accessible to players entering directly from Central Hyrule. The five medium-tier shrines teach core mechanics — construction, timing, chain-building, sequential puzzles — that build skills useful across the entire game. The two hard combat shrines (Mayaumau and Ishokin) each have specific mechanical requirements that make preparation matter. The two very-hard shrines (Ikosin and Kasio) are respectively the most complex puzzle and the most demanding combat encounter in the region.
No shrine in Necluda requires a dungeon or main story boss completion as a prerequisite. All 12 can be completed in any order, at any point in the game's progression, making Necluda one of the most open regions for shrine hunting.
Strategy by Area
Dueling Peaks Cluster
The Dueling Peaks — the twin mountains straddling the Hylia River passage into East Necluda — serve as the western gateway to the region. Ekochiu sits in the river lowlands south of the peaks, making it a natural first shrine on the Necluda circuit. Tukarok is on the coastal bluffs a short distance east. Both are easy-tier and reward early exploration without demanding significant combat or ability investment.
Recommended route: Enter Necluda from Lookout Landing via the Hylia River path. Pick up Ekochiu in the lowlands first, then follow the river east and climb the coastal bluffs to Tukarok. Both can be completed in a single exploration leg before pushing further east toward the highlands.
Hateno Village Area
Hateno Village is the mid-region fast-travel anchor for all of East Necluda shrine hunting. Souuniuh unlocks through the village quest chain and sits just east of town. Tajikats is on the Kakariko outskirts to the northwest and serves as a natural detour on the path between Kakariko and Hateno. The village inn provides beds for time-advancing, and the cooking pots support fire-resist food preparation before the coastal push.
Recommended route: Complete the Hateno Village side quest chain early — Souuniuh unlocks as a passive reward during village exploration. Use Hateno as your re-supply and fast-travel base for the eastern circuit.
East Necluda Coast
The coastal cluster — Ishokin, Ikosin, and Tukarok — sits on the eastern bluffs above the Necluda Sea. These shrines require more significant terrain navigation than the inland shrines. Ishokin is a combat shrine that demands fire preparation. Ikosin is the most isolated shrine in Necluda and best approached via a dedicated glide from the Rabella Wetlands Skyview Tower.
Recommended route: Cook fire-resist food before leaving Hateno Village and sweep the coast south-to-north. Tackle Ishokin first while the fire preparation is fresh, then push to Ikosin. Tukarok is farther north and can be part of the same coastal sweep on the return leg.
Kakariko Village Adjacent
Kakariko Village sits at the western entry point of Necluda. Tajikats is on the village outskirts, and Mayaumau is on a nearby hilltop — one of the most accessible hard-tier shrines in the region once the night timing requirement is understood. Dujonin is on the rocky plateau east of Kakariko and completes the Kakariko-area cluster.
Recommended route: Use Kakariko as a western base. Rest at the inn or the campfire near Mayaumau's hill to advance to 21:00 game time, activate the night shrine, then clear Tajikats and Dujonin in the same outward sweep before pushing east toward Hateno.
Necluda Shrine Priority Order
Working through Necluda in priority order minimizes backtracking and ensures later combat shrines are tackled with skills built from the earlier encounters:
- Ekochiu, Tukarok — Easy first: low risk, good early Light of Blessing, teaches basic mechanics; both accessible from the Dueling Peaks entry arc
- Souuniuh — Start the Hateno Village quest chain on your first village visit; shrine unlocks naturally as a side-content reward without a dedicated detour
- Zanmik, Oromau, Sepapa, Tajikats — Medium puzzle shrines; sweep these in the Necluda interior circuit in a single session working west to east from Kakariko through the highlands
- Dujonin — Good combat warm-up before the harder trials; teaches Flurry Rush timing on forgiving Construct I and II patterns and provides a gentle DPS check before Ishokin
- Mayaumau — Night shrine; plan around resting at the campfire at the hill base, arrive with a full arrow supply, then run the Stalnox eye cycle until it falls
- Ishokin — Cook fire-resist food in Hateno Village before engaging; approach as part of the coastal sweep south-to-north; the fight is manageable with ice arrows and fire protection
- Ikosin — Save for when you are comfortable with combined Ultrahand and Ascend technique from the earlier puzzle shrines; the mechanics are not new, but the simultaneous execution in Room 3 requires confidence
- Kasio — Do last. Hardest combat in the region; the in-shrine gear is sufficient but perfect-dodge technique and arena awareness must be solid going in
Light of Blessing math: Completing all 12 Necluda shrines yields 12 Lights of Blessing. Exchange 4 at any Goddess Statue for one Heart Container or Stamina Vessel upgrade. Necluda alone provides three full upgrades — a meaningful contribution to Link's survivability for the mid-game.
Necluda and the Depths
The Necluda region surface connects to the Depths below via several chasms. Each surface shrine has a corresponding Lightroot directly beneath it in the Depths, sharing a mirrored coordinate — activating Lightroots provides both illumination of the dark Depths zone and Depths fast-travel nodes that mirror the surface shrine network.
The Depths below Necluda are called the Necluda Depths and contain the Abandoned Necluda Mine, ore deposit clusters, and Yiga Clan outposts. Gloom on the Depths floor depletes maximum hearts until healed at a Lightroot or with Sundelion-based food — prepare accordingly before descending.
Key Necluda Depths connections:
- The Necluda Chasm in the Rabella Wetlands area is the primary Depths entry for the eastern Necluda underground zone — drop in from the wetlands for fastest access to the Abandoned Necluda Mine below
- The Abandoned Necluda Mine lies beneath the East Necluda highlands and is one of the region's best Zonaite and ore farming locations; Zonaite is used to upgrade Zonai Devices and is essential for mid-to-late game Autobuild recipes
- Lightroots mirroring the coastal shrine cluster (Ishokin, Ikosin, Tukarok) form a fast-travel arc along the Depths eastern coastline, enabling efficient traversal of the southeast Depths quadrant
- The Mayaumau hilltop area has a nearby chasm leading to a Depths zone with valuable ore formations and a dense cluster of Brightbloom Seeds — worth descending after completing the Stalnox trial
- The Abandoned Necluda Mine connects to the broader Depths road network and provides passage toward the Abandoned Lanayru and Akkala Mine zones for extended Depths exploration runs
- Lightroots in the Necluda Depths are named with modified spellings of nearby surface landmarks — use this naming pattern to cross-reference surface and Depths maps efficiently
Depths farming note: The Abandoned Necluda Mine has three large Zonaite deposit veins accessible without fighting major Depths enemies. Each farming run from the Necluda Chasm entry to all three veins and back takes approximately 8-10 minutes in-game and yields enough Zonaite for 2-3 Zonai Battery upgrades at Forge Constructs.
With all 12 Necluda surface shrines activated and their mirror Lightroots lit in the Depths, you have near-complete fast-travel coverage for both the surface region and the entire Abandoned Necluda Mine zone below. The mirrored network makes Necluda one of the more efficient regions for dual-layer (surface + Depths) completion runs.
Quick Reference Table
| Shrine | Location | Puzzle Type | Difficulty | |--------|----------|-------------|------------| | Ekochiu | Necluda River lowlands, south of Dueling Peaks | Ball-drop / Pressure plate | ★☆☆☆☆ | | Tukarok | East Necluda coastal bluffs | Forward force / Momentum | ★☆☆☆☆ | | Zanmik | South Necluda, Necluda Lake basin | Ultrahand / Ascend vertical | ★★☆☆☆ | | Oromau | East Necluda highlands, above Rabella Wetlands | Spinning blade timing | ★★☆☆☆ | | Sepapa | East Necluda, elevated observation plateau | Arrow sequence / Moving target | ★★☆☆☆ | | Tajikats | East Necluda, Kakariko Village outskirts | Chain construction | ★★☆☆☆ | | Dujonin | East Necluda, rocky plateau near the coast | Two-wave Construct combat | ★★☆☆☆ | | Mayaumau | East Necluda hilltop (activates at night only) | Stalnox boss / Eye mechanic | ★★★☆☆ | | Ishokin | East Necluda coast, coastal cliffs | Fire Construct combat | ★★★☆☆ | | Ikosin | East Necluda deep highlands | Multi-platform / Ascend | ★★★★☆ | | Kasio | East Necluda high coastal elevation | Construct III proving grounds | ★★★★☆ | | Souuniuh | Hateno Village area (quest unlock) | Rauru's Blessing | ★☆☆☆☆ |
Chest Locations Summary
Every shrine in Necluda contains at least one chest in addition to the altar Light of Blessing. Most are visible along the main path; several require deviation from the obvious route. Here is where to look for each:
| Shrine | Chest Location | |--------|---------------| | Ekochiu | Behind the heavy pressure plate in the second room — slip through while the door is open | | Tukarok | On the raised ledge adjacent to the final launch platform — climb before the last ball launch | | Zanmik | Upper alcove of Room 2 — accessible via Ascend through the alcove ceiling, not the main ramp | | Oromau | Behind the fastest-spinning blade in Room 3 — hold the blade with Ultrahand, grab the chest | | Sepapa | Alcove to the right of the target rail — visible after all three targets are hit in sequence | | Tajikats | Suspended above the chain bridge room — build up to it with a short chain anchor | | Dujonin | Center of the arena floor between Wave 1 and Wave 2 — grab it immediately after Wave 1 dies | | Mayaumau | Far corner of the Stalnox arena — accessible only after defeating the Stalnox | | Ishokin | Behind the Fire Construct's starting position — only safe to retrieve after the Construct is downed | | Ikosin | Room 3, above the specific textured floor tile — requires a deliberately placed overhead platform | | Kasio | Far end of the proving grounds arena — collect on the initial sweep before engaging the Construct III | | Souuniuh | Directly beside the altar inside the shrine — unmissable |
Common Mistakes in Necluda Shrines
Even experienced players hit these friction points in Necluda on a first pass:
Ekochiu: Using small Zonai devices instead of heavy stone balls on the weighted plates. The plates have explicit weight thresholds — only the correct heavy ball triggers them.
Tukarok: Trying to hand-push the Room 3 boulder rather than using the Zonai fan. Manual pushing is never fast enough to clear the gap regardless of how hard or repeatedly you push.
Zanmik: Building constructions from the top down instead of anchoring bottom-up. Top-down assembly consistently misaligns and requires re-doing.
Oromau: Waiting for a natural gap in spinning blade timing instead of grabbing blades with Ultrahand to freeze them. Grabbing is faster and more reliable — use it.
Sepapa: Firing at moving targets before memorizing the required sequence. One out-of-order hit resets all targets. Watch the entry display through a full cycle first.
Tajikats: Building a chain bridge that is too short on the first attempt. The gap is wider than it looks. Connect at least three chain segments before crossing.
Mayaumau: Arriving during daylight hours when the pedestal is inactive. The shrine requires 21:00 game time or later. Use the campfire at the hill base.
Ishokin: Entering without fire-resist food or Flamebreaker Armor. The flame pillar AoE hits hard without protection — the fight is substantially harder unprepared.
Ikosin: Rushing Room 3 without identifying the correct Ascend window. The moving platform only pauses briefly — learn the cycle timing before attempting the timed Ascend.
Kasio: Skipping the arena sweep to grab in-shrine weapons and going straight for the Construct III. Entering the fight with minimal gear against a Construct III is almost always fatal.
Necluda Lore Context
Necluda has deep roots in Hyrule's history and the game's broader lore. Kakariko Village at the region's western edge is the home of the Sheikah clan — guardians of royal family secrets across multiple Zelda timelines. In TotK, Kakariko is a central NPC hub with quest lines tied to the main story, Impa's research into the Upheaval, and several shrine-adjacent side quests that send players across the region.
The Dueling Peaks themselves — the twin mountains flanking the Hylia River passage — are one of the most recognizable landmarks from Breath of the Wild. Their shrine network bridges old and new, with several shrines positioned around the peaks' base specifically for players approaching Necluda for the first time from Central Hyrule. The peaks serve as a natural navigation anchor for the western half of the region.
Hateno Village serves as a research and innovation hub in TotK, with Robbie's Ancient Tech Lab providing armor dye customization and Cece's fashion quest chain providing the Souuniuh shrine unlock. The village is also the site of Link's former house from BotW, accessible for purchase and upgrade in TotK. The village's relaxed atmosphere belies its importance as a fast-travel and re-supply anchor for all of east Necluda.
The East Necluda coast, where Ishokin and Ikosin sit, overlooks the Necluda Sea — the body of water separating Hyrule from the Akkala coastline to the north. Several sky islands are visible above the coastal cliffs on a clear in-game day, providing targets for Skyview Tower glide exploration extending beyond the region's 12 shrine network.
The Sheikah Towers from BotW have been replaced by the Zonai Skyview Towers in TotK, but the Sheikah cultural presence remains strong in Necluda. Kakariko Village NPCs reference the transition, and the shrine architecture in this region reflects the Zonai aesthetic layered over the eastern Hyrule geography the Sheikah once monitored.
Related: All Lanayru Shrines Guide | All Akkala Shrines Guide | All Eldin Shrines Guide | Shrine Puzzle Types Guide
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