Runakit Shrine
Runakit Shrine — A Launched Device
Location: Lanayru Region, east Hyrule Type: Puzzle Shrine — Zonai Spring Mechanics Difficulty: ★★★☆☆ (3/5) — Medium Coordinates: 3413, 0238, 0048 Required Ability: Ultrahand, Paraglider Reward: Light of Blessing
Overview
Runakit Shrine is a three-stage spring launch puzzle — one of TotK's most kinetic shrines. The shrine provides Zonai spring launchers (catapult pads) that fling Link to elevated platforms when activated. Each room escalates the mechanic: the first is a direct vertical launch, the second is a horizontal arc requiring Paraglider control, and the third is a chained two-spring sequence requiring mid-air timing. The shrine teaches Zonai spring mechanics directly applicable to Device Dispenser builds and Eldin region traversal.
Preparation
- No items required — shrine provides springs
- Paraglider required — essential for Room 2 and Room 3 mid-flight control
- Ultrahand required for spring repositioning (optional but recommended)
- No elemental protection needed
Room Layout
| Room | Spring Type | Challenge | Platform Height | |------|-------------|-----------|----------------| | Room 1 | Vertical launch | Direct ascent | ~5m above floor | | Room 2 | Horizontal launch | Gap crossing + controlled landing | ~3m up, 8m forward | | Room 3 | Chain launch (×2) | Mid-air timing between two springs | ~12m total ascent |
Walkthrough
Room 1 — Vertical Launch
The entry room has a single Zonai Spring Pad centered on the floor, pointed directly upward. An elevated ledge is visible 5 meters above.
- Walk onto the spring pad's center — you'll feel a slight pull as it locks your position
- Activate the spring (by simply standing on it — it auto-fires, OR press A if it requires interaction)
- You launch straight upward, well above the ledge height
- At the peak of the launch arc, the ledge is to your forward-right — angle toward it with the movement stick and open your Paraglider to control the descent
- Land on the upper ledge
Repositioning option: If the spring's default angle doesn't precisely align with the landing ledge, use Ultrahand to grab the spring housing and tilt it 5–10° toward the ledge before launching. This is optional — the default angle reaches the ledge with normal paraglider correction.
Landing tip: Don't open the Paraglider immediately after launch — let the apex of the arc pass first, then open it. Opening at launch wastes lift height; opening at the apex gives you maximum time to steer the landing.
Room 2 — Horizontal Launch
The second room has a spring angled sideways (roughly 45° from vertical, pointing across a wide gap). A platform is visible on the far side — approximately 8 meters horizontally and 3 meters above the launch point.
- Stand on the horizontal spring
- Launch — you fire across the gap in a ballistic arc
- Open your Paraglider immediately at launch — the horizontal gap requires Paraglider lift to sustain altitude long enough to clear the far platform's edge
- Steer forward and slightly upward to maintain height
- Land on the far platform
Chest — Behind the far platform:
After landing, turn around immediately:
- The chest is against the far wall of the platform, behind your landing position
- It's visible once you turn around — a standard shrine chest on the stone surface
- Contains a Zonaite Longsword or Opal — collect before proceeding to Room 3
If you overshoot: The Paraglider lets you steer — if the spring's arc carries you past the far platform, bank the Paraglider hard toward it. The platform has enough surface area to catch a slightly off-angle landing.
If you undershoot: A Paraglider dive forward can recover some horizontal distance. If you fall into the gap below, the shrine floor at the bottom is safe — climb back to Room 2's spring and retry.
Room 3 — Chain Launch
The third room has two springs in sequence: Spring A on the lower floor, Spring B on an elevated mid-platform. The altar is on the top tier, accessible only by launching from Spring B.
Sequence:
- Launch from Spring A — it fires you upward to the mid-platform where Spring B sits
- At the mid-platform landing, sprint immediately to Spring B — don't waste time; Spring B's timing window allows repositioning but staying in motion is smoother
- Step onto Spring B and launch — the second spring fires you to the top tier where the altar is accessible
- Open Paraglider during the Spring B arc to control landing on the altar tier
Timing note: Spring A and Spring B are independent — there's no timer between them. Take a moment on the mid-platform to orient yourself toward Spring B before stepping on it. The "chain" is your movement between springs, not a timed sequence.
Spring B angle check: Spring B should be aimed at the top tier from the factory default. If for any reason it's off-angle (some runs have variability), use Ultrahand to tilt it toward the altar platform before launching.
Altar
Walk from the top-tier landing zone to Rauru's statue. Collect your Light of Blessing.
Chest Summary
| Chest | Location | Contents | |-------|----------|----------| | Room 2 far wall | Behind landing platform, turn around after landing | Zonaite Longsword or Opal |
Tips & Strategy
- Paraglider is the stabilizer: Spring launches without Paraglider control are inaccurate. Open it during the arc (not at launch) to steer — it gives you 3–4 seconds of drift control to correct trajectory.
- Ultrahand spring tilting: If any spring's default angle misses the target, a 5–10° tilt correction with Ultrahand solves it. Grab the spring housing (not the platform, the device itself), rotate slightly, and test.
- Room 2 chest priority: The chest is behind your Room 2 landing. Turn around before proceeding — once you launch from Room 3's Spring A there's no backtrack.
- Spring B mid-platform: After Spring A deposits you on the mid-platform, you have unlimited time before stepping on Spring B. Use that time to position yourself over Spring B's center and ensure you're ready for the second launch.
- Spring launch mechanic in field: Runakit teaches the standard spring device behavior. Spring pads from Device Dispensers work identically in the open world — angle with Ultrahand, activate, and Paraglider-control the arc. Useful for sky island access.
- Stamina irrelevant: Spring launches cost no stamina. Paraglider glide during launch arcs is brief enough that even base stamina handles it without issue.
Required Abilities
- Ultrahand — optional spring angle correction; required if default angles are off
- Paraglider — essential for Room 2 gap crossing and Room 3 arc control
Related Shrines
- Jiukoum Shrine — Lanayru, Ultrahand construction puzzle near Zora's Domain
- Minetha Shrine — Lanayru, water gate redirection puzzle
- Morasudar Shrine — Faron, updraft and Paraglider puzzle shrine
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