Runakit Shrine

Lanayru
Medium
Surface
surface
lanayru
springs
launch
paraglider
ultrahand
chain-launch

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.

  1. Walk onto the spring pad's center — you'll feel a slight pull as it locks your position
  2. Activate the spring (by simply standing on it — it auto-fires, OR press A if it requires interaction)
  3. You launch straight upward, well above the ledge height
  4. 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
  5. 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.

  1. Stand on the horizontal spring
  2. Launch — you fire across the gap in a ballistic arc
  3. Open your Paraglider immediately at launch — the horizontal gap requires Paraglider lift to sustain altitude long enough to clear the far platform's edge
  4. Steer forward and slightly upward to maintain height
  5. Land on the far platform

Chest — Behind the far platform:

After landing, turn around immediately:

  1. The chest is against the far wall of the platform, behind your landing position
  2. It's visible once you turn around — a standard shrine chest on the stone surface
  3. 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:

  1. Launch from Spring A — it fires you upward to the mid-platform where Spring B sits
  2. 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
  3. Step onto Spring B and launch — the second spring fires you to the top tier where the altar is accessible
  4. 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

The Legend of Zelda: Tears of the Kingdom

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