Dragons
Dinraal, Naydra and Farosh still fly fixed routes, and the Light Dragon flies much higher with the Master Sword in her head. You cannot kill them. You land on the body, take one part from each spot, and wait for the next pass. Spikes become elemental arrow fuses. The sword is a story reward, not a drop from hurting the Light Dragon.
Land, take one part, leave
Each dragon leaves an updraft. Glide into it, climb, and drop onto the back. Scales, claws, horn shards and spikes are on different parts of the body. Take one, and that spot will not give another until the dragon has flown its route. Shooting a part from far away also drops it, and the shard falls, so watch where it lands or you will lose it in the Depths or the sea.
Dinraal's route is the Eldin and Akkala side and her parts are fire. Naydra is the Lanayru and ice side. Farosh is the Faron and Gerudo side and her parts are lightning. Dress for that region before you ride, because the body itself is hot, cold or shocking. A spike on an arrow is a strong elemental shot. Horn shards are the rarest and the ones to save.
The Light Dragon and the sword
The Light Dragon is Zelda, and she stays above the cloud line. You reach her by launching from a skyview tower, a high island, or by following the dragon tears. After the memories, the Master Sword is in her forehead and you can pull it. The sword returns when it runs out of energy. It is the weapon the last fight expects you to bring.
You can also gather her shards, scales and spikes. They are light-element materials and strong fuses. Do not treat her like a Gleeok. There is no crash, no head to destroy, and no horn that ends the fight. Take the part, drop off, and let her continue the loop. Hurting her is not a step in the story.
Field notes
| Item | Detail |
|---|---|
| Routes | Dinraal fire, Naydra ice, Farosh lightning |
| Per pass | One part from each spot |
| Light Dragon | Master Sword after the dragon tears |



