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████████████████████ LOYAL MARE STAGE ████████████████████
First, I'm going to start with MLP.003 Loyal Mare (Rainbow Dash).
Her weapon (Sonic Rainboom) will be very helpful in traversing the other stages.
The music in this stage is based on Air Man from Mega Man 2, and "At The Gala" from MLP:FiM.
The beginning of this stage will have a few Mets, whose armor will block your shots.
When you come near, they will be vulnerable very briefly as they get ready to shoot.
Yep, that was a Wonderbolt. You'll see more of them later in the stage.
I do a little maneuvering here; it saves only a second or two.
It's difficult to reach the left ladder as you have to just barely avoid the spikes.
Personally, I wouldn't recommend coming this way. Take the right ladder, instead.
I come here to get a large gem (worth 20 gems) in order to buy something later.
There is another Wonderbolt here. Don't even bother; just walk past.
This enemy is called a Spine (or Gabyoall). It will dash very quickly if you are near.
There are actually a whole bunch of them throughout the stage.
If you're having a lot of trouble with them, consider bringing Fluttershy's weapon (The Stare).
The Stare will kill them in one hit. They are invincible to all other weapons.
There are a few more Wonderbolts in this section. I just force them to fall off the stage.
They are usually very annoying to kill because they are invincible while they are flipping through the air.
They're not particularly difficult, but they like to jump whenever you shoot at them, making it hard to hit them.
Unless I have armor-piercing weapons, I don't really like to bother with them.
The rest of this section is pretty much all falling blocks, with an extra life if you want it.
As long as you keep moving, it's pretty straightforward.
You'll have to stop for a second at a wall of spikes in order to go underneath it.
At the end just before the boss door, there will be a wall of spikes with a ladder behind it.
After killing the Sniper Joe, carefully ride the air current up and to the right to reach the ledge, then go down the ladder.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: LOYAL MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Loyal Mare got an upgrade since Episode 2. At the start, she still does the same strategy.
If an attack is near her, she will jump. If you are near her, she will use her Sonic Rainboom.
If you are under her, she will slam into the ground, with lightning shooting to the sides.
(...lightning that looks a lot like Elec Man's weapon. Not that I'm complaining.)
Just shoot her, walk under her, and jump over the lightning (optionally shooting her from behind).
In previous versions of the game, this is all you had to do. In Episode 3, there is a change.
When she gets to 8 or less health, she starts using a completely different strategy.
She will jump very high into the air, rebound off the wall, fly to the other corner while shooting at you...
...and then dive kick into the ground, sending more lightning to the sides.
While it is a very cool-looking attack, a fairly simple strategy allows you to dance around all of that.
Shoot towards her just a little under the apex of your jump. Then just move and jump as you see here.
And we recover one of the Elements of Harmony.
And then we get this nifty animation of Mega Pony running as she acquires Loyal Mare's weapon.
The Sonic Rainboom is basically a short dash forward. It can be done multiple times in the air (with a delay).
It hits fairly hard, and it is armor-piercing, meaning it can hit enemies like Mets and Wonderbolts regardless.
████████████████████ LAUGH MARE STAGE ████████████████████
Next is MLP.006 Laugh Mare (Pinkie Pie).
Her weapon (Party Cannon) is a good weapon that will help in future stages.
From the beginning, you can go left or right. I prefer right in this case.
I bypass an enemy, and I get some gems out of it. Most of which I bypass anyway.
Here is where I start to make good use of my new weapon, bypassing these spikes.
And here is Gummy. You have to shoot him 18 times with the buster to kill him.
I try to play through this stage as quickly as I can (Sonic Rainboom helps a lot).
The reason is because there is a balloon-riding segment later in the stage.
At any rate, I figured it would be a little more entertaining to do things a little more quickly.
The music in this stage is based on Crash Man from Mega Man 2, and "Giggle at the Ghosties" from MLP:FiM.
I didn't really care for Crash Man's theme in Mega Man 2, but I think it works pretty well for Pinkie Pie.
Careful falling down the spikes here. It curves a little right, then a little left.
I get right up in Gummy's face and shoot him 14 times plus one dash (which does 4 damage).
Next up is the balloon segment of the stage.
And I made it in time, yay.
Here's where Sonic Rainboom is really useful. I don't have to be so reliant on the balloons to progress.
Though I still have to use the balloons sometimes, it's a lot faster being able to dash in midair.
However, I do play it safe by not jumping unless I need to.
Be careful in this jump. It can be easy to mistime your jump and end up touching spikes.
In an actual speedrun, it probably would be good to bring a Weapon Tank to refill weapon energy.
Since Laugh Mare's weakness is the Sonic Rainboom, and it'll have no energy left for the boss fight.
Another choice here: left path or right path? Left path is shorter; right path has a large gem.
I prefer the left path, but both paths are easy. So if you want gems, take the right path.
For the last screen before the boss, I just walk and dash straight through. Simple, huh?
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: LAUGH MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
I think Laugh Mare's intro exemplifies Pinkie Pie's cartoony nature pretty well.
Laugh Mare has the same pattern as previous versions of the game.
If you jump while she's walking, she will immediately fire a shot diagonally up.
Bait her into her anti-air attack with a short hop, then jump over her.
At either corner, sometimes she will quickly fire shots in front and balloons above.
For the former, jump over the first two shots with one jump, then jump the third shot, then the fourth.
Walk towards the center to avoid the first two balloons, then walk back to avoid the rest.
After that, she'll go back to walking back and forth across the room.
Once the pattern is learned, it's a relatively easy battle, but still pretty fun.
And there's the second Element of Harmony.
Laugh Mare's balloons fire horizonally when you hold the attack button.
When the button is released, the balloon inflates and floats upward.
Strangely, inflated balloons pierce armor, effective against Mets and Sniper Joes above you.
████████████████████ MAGIC MARE STAGE ████████████████████
The third pony to fight is MLP.001 Magic Mare (Twilight Sparkle).
Her weapon (Magic Wave) will help against some enemies like Timberwolves and Manticores.
This song is surprisingly based on Heat Man from Mega Man 2, and it works well.
Surprising because this song is in a major key, while Heat Man's song is in a minor key.
And here is our first introduction to teleporters. Go in the green teleporter, come out the orange one.
There will be many sets of teleporters in various configurations throughout the stage.
And also, moving spikes! Also in various configurations throughout the stage.
Careful not to jump onto the spikes in this room. I've actually done that before...
This Met is easily killed with the Party Cannon from here, though I don't use it.
It's not overly difficult to get that large gem, especially with Sonic Rainboom, but I don't like to risk it.
Here's another good spot for Sonic Rainboom; it can go through these spikes right here.
And here, you don't have to wait for the spikes to retract completely. Just go as soon as it's clear.
Next room is a miniboss: a large owl that flies around and sends more owls at you.
The bottom-left corner is relatively safe, and the Party Cannon can easily hit the miniboss above you.
This has a bit of tricky timing; I drop down, take a step to the left, then dash through the Sniper Joe.
More gems here, but I don't really need them, and I'd rather not wait for the teleporters to cycle through.
Party Cannon easily kills the two Sniper Joes here. Although it's not too hard to do it buster only.
If you just walk to each teleporter, you can easily bypass the first Sniper Joe here. Then just kill the second one.
The next room will show off some more Sonic Rainboom as I dash over the spikes.
In this room, timing is key. Go in the green teleporter when the orange one is at the ladder.
Next room, I decide to get the two small gems and simply dash to the ladder.
Otherwise, you would wait until the moving teleporter was over the ledge before teleporting.
After that, it's a few straightforward rooms to the boss door.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: MAGIC MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Magic Mare is a tough boss if you're going for no damage and buster only.
She will shoot three energy balls toward you while teleporting through the air.
They will pause between each teleport until all three of them fly towards you.
Another tactic of hers is to teleport between each corner, firing two shots and a fully-charged shot.
This one's easy since it's easily dodgeable, and you can easily hit her.
The hard part is when she's shooting the energy balls. They will home in on you.
Try to lead them by jumping so that they'll stay in the air, leaving the ground available.
I usually jump for the second one, then walk under her for the third.
But it all depends on their positions and where she decides to teleport to.
I've had some close calls in this battle, but it's fun once you have an idea what to do.
That said, you should hope that she stays on the ground so that you can shoot her.
Otherwise, this battle can have a tendency to drag on for quite a while.
And there we go, we got our third Element of Harmony.
Magic Wave fires three shots: one straight forward and two in a wave pattern.
It can be used to hit enemies multiple times quickly.
This will be especially useful against the Manticores in Kind Mare's stage.
████████████████████ HONEST MARE STAGE ████████████████████
Next on the list is MLP.002 Honest Mare (Applejack).
I use her weapon (Apple Bucker) near the end of Kind Mare's stage.
This music is based on Metal Man from (bet you can't guess!) Mega Man 2.
To me, it's also one of the more recognizable MLP songs ("Raise This Barn") in this game.
Timberwolves appear in this stage, firing one shot towards you and then lunging in your direction.
They take 10 buster shots to kill. I skip some of them, and others I just shoot fast.
In some areas, Fruit Bats will fly overhead, dropping apples downward in a spread.
In Episode 2, it was a pretty narrow spread, so it was rather difficult to step between apples.
Now, the apples are a little further apart, which makes it a lot easier.
Be careful in this section; the Fruit Bats can knock you into a pit with apples.
So be very careful with jumping. Wait for a Fruit Bat to come and go if you have to.
If you're having trouble with Timberwolves, The Stare (Kind Mare's weapon) kills them instantly.
Also, Magic Wave (Magic Mare's weapon) kills them in three waves.
Both weapons are good to bring in this stage, and Magic Wave is Honest Mare's weakness.
In this room, I use Sonic Rainboom to give me a boost; otherwise, the Timberwolf would hit me.
When you fall down, make sure to hang right, because there's a Timberwolf waiting for you on the left.
On the next screen, wait a moment, then jump to lead its shot away, then walk underneath.
The rest of the stage is pretty straightforward; there isn't really much to say.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: HONEST MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Honest Mare is probably the most difficult of the mane six to beat without taking damage and using buster only.
It starts easily enough. She jumps where you're at, and then lunges toward you. She does this three times.
Then she jumps backward to the side of the screen. Then comes the hard part.
She will suck in ten apples from the other side of the screen, and you have to quickly jump over them as they come.
They fly at you quickly, and it can be difficult to dodge all of them. There isn't much way to make it easier except practice.
If you aren't using buster only but don't have Magic Wave (her weakness), I recommend bringing Sonic Rainboom.
If you get hit, it's possible to get stuck inside Honest Mare's sprite without a way to get out unless you dash out.
Also, her only vulnerable spot is her head, which is a much smaller target than the whole body like the other mares.
One thing I would do differently is to jump over her so that she's always on the left side when she starts vacuuming.
If she's on the right, then apples will come from the left, and it can be hard to notice apples against the barn's color.
Whew, that's the fourth Element of Harmony.
Apple Bucker: You toss an apple into the air. If you keep holding the attack button, you'll kick the apple across the screen.
Normally, you kick it horizontally, but if you hold Up, then you can kick it diagonally up, too.
It's pretty unwieldly to use, but it hits hard and is armor-piercing. Kicked apples do more damage.
████████████████████ KIND MARE STAGE ████████████████████
The penultimate mare will be MLP.005 Kind Mare (Fluttershy). Her weapon is The Stare.
The Stare is useful, but I didn't really need it for these stages. I'll use it in the Discord stages, though.
This stage has butterflies that suddenly fly up out of pits.
They can be hard to hit with the buster. Boss weapons can be helpful here.
Otherwise, there's a long delay between butterflies, so waiting is a good option.
Manticores can be hard to deal with. They shoot fire quickly across the screen.
The timing to jump over the fire is very tight. The first Manticore isn't so bad, but the others...
That's why I try to kill them as quickly as possible. Magic Wave helps a lot with that.
The second Manticore is tough because you also have a pit to worry about.
Past him, there are a couple of Mets that can also knock you into a pit or into spikes, so be careful.
And now we'll have our first introduction to water.
Hang right as you fall to get a large gem, then hang left to get in the water before the Manticore shoots you.
Luckily, it's easy enough to shoot this Manticore, even with the buster.
Be careful of the butterfly flying out of the pit, and then we come upon a wall of Mets.
Easily taken care of with balloons, but still relatively easy with the buster. (Episode 1 didn't have water here.)
You can't get these items up here without Sonic Rainboom, so it's a good weapon to bring here.
You *can* get that Energy Tank if you bought Emergency Wings from the shop.
Though it's kind of pointless since you can just buy Energy Tanks (which are cheaper).
This music is based on Flash Man from Mega Man 2, and "So Many Wonders" from MLP:FiM.
In Episode 2, there was a Manticore that you could shoot from the ladder. Here, it was moved back.
Again, Magic Wave helps in getting rid of them quickly.
Now you really have to be very careful with your jumps, because there are a whole bunch of spikes above.
I go through pretty quickly, but I'd suggest waiting for the butterflies before jumping.
Another Manticore, but he's very easy to shoot from here (and I'm running low on Magic Wave anyway).
And here's what I brought Apple Bucker for. They're easy enough to shoot with the buster, but apples are faster here.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: KIND MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Kind Mare can be pretty tough to beat no-damage buster-only (though not as tough as in Episode 1)...
because she throws homing flying squirrels at half health. But I came up with a strategy that ends up making her very easy.
So, she's pretty simple in the first half. Just keep walking under her while shooting her.
I want to keep her near the left wall. But don't let her touch the left wall, or else she'll fly towards the other side.
When I shoot her the 13th time, I go to the left wall, intentionally miss my shot, then jump and shoot her bunny.
Even though I'm paralyzed by The Stare, she'll be close enough where she'll throw bunnies harmlessly over my head.
Then when the paralysis wears off, I just time my shots so that she'll throw her squirrels off the side of the screen.
Normally, the squirrel will home in on you while she's throwing bunnies at you, making it hard to dodge both.
But since she'll always throw a new squirrel when the old one is gone, I can keep her in one place indefinitely.
The Stare will affect certain enemies (not all). They will be instantly defeated, with different humorous animations.
The Stare uses up a lot of weapon energy, though, so you have to watch your usage.
Very useful against Manticores, which we'll be seeing more of in the first two Discord stages.
████████████████████ GENEROUS MARE STAGE ████████████████████
And the last mare we're going for is MLP.004 Generous Mare (Rarity).
To be honest, her weapon (Gem Seeker) is nearly useless, so I have no need of it in most stages.
There is supposed to be no music in the beginning here (it starts a little later).
In a nod to an episode of MLP:FiM ("A Dog and Pony Show"), we find Spike fishing.
This ends up being an autoscroller for the first half of the stage.
First, we have these Diamond Dogs in minecarts. When one is killed, another takes his place.
So I don't bother killing them. I bypass them with Sonic Rainboom.
This way, I only have to worry about two minecarts before they stop showing up.
The section starts off relatively easy. After the minecarts, just shoot anything in your way.
Jump over any pits, of course.
Don't get caught between a wall and the left side of the screen, either, or else it's instant death.
Unless you've memorized this autoscrolling section, it can be a bit tough to get through here without dying.
You can jump up here to get several small gems and a large gem, though the bottom is the easier route.
There will be lots of jumps towards the end of this section...
...accompanied with several spikes. Instant death everywhere!
Once you're through there, you'll face the miniboss of the stage: Sweetie Bot.
Sweetie Bot is easy. Just jump and shoot it in the head, dodging its projectiles.
Once down, it will explode and send you flying through the air.
Here, I managed to get Spike to float in the air. It depends on your position as Sweetie Bot is exploding.
I've even managed to get Spike to fall off the screen. He'd then appear inside the wall on the next screen.
Anyway, the second half of the stage is considerably easier than the first half.
Go through this room, then switch to Sonic Rainboom if you have it, before you go down the ladder.
You can dash to the left through the spikes for a few small gems and an extra life.
You can use Magic Wave or Apple Bucker on the bottom-left spikes to reach the large gem.
This music is based on Bubble Man from Mega Man 2, and "Art of the Dress" from MLP:FiM.
These Diamond Dogs can be tricky to take out, so I just rain apples on them from above.
Here, there are two paths. Take the upper path for an Energy Tank. I think the bottom path is easier.
If you use Magic Wave wisely, you can walk through the entire length without getting hit.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: GENEROUS MARE ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Generous Mare can be pretty tough to no-damage if you don't have a strategy.
She will create a gem underneath you. After a while, if you stand on it, it will explode.
She'll then jump and repeat. Once there are three in the ground, she will shoot them toward you.
Once she's at half health, she will switch patterns (an upgrade from Episode 2).
If you're near her, she'll jump backwards to the far wall and put up a shield of gems.
If you're far from her, she'll send homing gems at you, then run towards you.
If you're near her again, she'll create a gem under you, then jump backwards and repeat.
The thing is, this ends up being easier to control than the first half of the battle.
With the right strategy, the last mare goes down, and we have all six Elements of Harmony.
Gem Seeker is just plain bad. I'll use it once in the run, and not even against Rainbow Dash (her weakness).
Gem Seeker is supposed to be a shield and a homing weapon, but it's unable to do either function well.
When you hold the attack button, it creates a gem shield. Press the button again to fire homing gems.
████████████████████ DISCORD STAGE 1 ████████████████████
I'm going to be boss weapons throughout the stage, just to change things up a bit.
And to make things faster and a little more interesting to watch.
You will probably want to save The Stare, because that's the boss's weakness.
Or bring a Weapon Tank with you (which is probably a good idea, anyway).
Be very careful here as there are spikes overhead to kill you if you stay on one fan too long.
Two kicked apples with Apple Bucker will kill the Sniper Joe from the top of this ladder.
Here, there are two paths to take. Left path is faster, but I would recommend the right path.
The reason is, even though the right path has a Manticore, it also has an Energy Tank.
Although if you don't need it, the left path is faster, but Sonic Rainboom is required.
The Energy Tank (and Manticore) is in the room below, where the ladders lead to.
The two paths converge here.
If you're saving The Stare for the boss, I'd recommend using Magic Wave for the Manticore.
Man, I really like this song. Of course, it is based on two excellent songs:
"Dr Wily Stage 1" from Mega Man 2, and "This Day Aria" from MLP:FiM.
Kudos to Khao for composing this great song.
And another Gummy in a slightly hard-to-evade area, but Magic Wave works well here, too.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: DRAGON ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Not sure if this boss has any official name, so I just call him Dragon.
While some players will remember Mecha Dragon from Mega Man 2, this boss has different strategies.
He starts by shooting 5 times at you, followed by a delay during which you can shoot back.
Once he takes 8 damage, he will fly to the left side. He will come in low, so jump over him.
Now, he will shoot 8 times, so try to lure them away from the top block so that you'll have room to shoot.
My strategy is, shoot him three times, then drop down. Repeat for the rest of the battle.
After he takes another 6 damage, he'll cover the entire area with smoke.
You will not be able to see any platforms at all, so this fight can get tricky real fast.
One strategy you can do is to put your mouse pointer on top of the bottom block.
It will give you a reference point so that you have an idea of where the other platforms are.
When the Dragon gets down to five health left, he'll immediately shoot out another wave of eight shots.
So I try to time it so that I'm on the ground when that happens.
If you use The Stare, even just once, all smoke will instantly disappear for the rest of the battle.
In fact, if you use it at the start, smoke will never appear at all. He won't even fly from the right to the left.
████████████████████ DISCORD STAGE 2 ████████████████████
So, I purchased the Mega Friendship Buster, which allows me to use charge shots.
It works pretty much like you'd expect if you've played any Mega Man games.
It does 3 damage to enemies and bosses, so it's a very powerful weapon.
Here, I show off a bug that probably wasn't intended: I can "store" a charge shot for later use.
It's nothing game-breaking, although sometimes there's a sound glitch when I do this.
As for that Weapon Tank back there, there's a hidden passage behind the Manticore.
I switch to The Stare before falling down, because there's a Sniper Joe waiting for me.
Then there's a long drop down, with spikes leading the way. Just tap right as you fall.
There's a Met at the bottom; I'd suggest using Apple Bucker against it.
There's a lot of teleporter action in this underwater area. I recommend switching to Sonic Rainboom.
In this room, if you mistime your teleport, you can adjust yourself with Sonic Rainboom.
The next room is a small teleporter maze, though relatively easy to figure out.
In this room, normally you teleport across the room. But if you have the energy, dashing is easier.
If you have near-full energy, you can use it for the whole room.
Here, I release the charge shot that I "stored" near the beginning of the stage.
Charge shots help here because they cut through multiple spikes.
Use Magic Wave or Apple Bucker to destroy spikes under you.
You may want to save Magic Wave for the boss, if you don't have charge shots.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: WINDIGO ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
I admit, when I first saw that outline, I thought of Kecleon for some reason.
So here is Windigo, and this is quite frankly the easiest boss in the entire game.
All you have to do is jump over it. Over and over and over again.
Technically, when you're far, it dashes toward you. And when you're near, it does another attack.
But you don't even have to stand very far away to trigger its dash attack.
And if charging is too much work, just switch to Magic Wave.
Yep, it really is as easy as that.
████████████████████ DISCORD STAGE 3 ████████████████████
Spines are immune to everything except The Stare, but they will be stunned if hit.
There isn't a whole lot to say in this stage, so there might not be much commentary.
Here, it's probably safer to take out the Diamond Dog with Party Cannon before proceeding.
I use Sonic Rainboom a lot in the first half of this stage to help me get past all the spikes.
In the next room, take out the Met with Party Cannon so that it won't shoot you when you go up.
Also make sure to shoot the spikes so that you don't teleport right on top of them.
Here, I don't mess around with these two Wonderbolts. I just kill them with Sonic Rainboom.
It's the simplest, easiest, most reliable way to get rid of them, even if it costs a lot of energy.
Here, jump as you transition to the next room, and hang left so that you stay on the ledge.
You can easily snipe Sweetie Bot from this vantage point.
If you get hit and fall off the screen, Gummy's health will regenerate, so be careful.
When he's gone, jump again as you transition to the next screen...
...and fight ScootaBot. It can be a bit of a pain to time your jumps to fight it normally.
Unfortunately, there isn't a ledge to stand on for Apple Bot, so you'll have to fight it normally.
With a good rhythm, it shouldn't be too hard to shoot and dodge at the same time.
I don't even want to deal with Wonderbolts now. I just dash through as fast as I can.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: CMC ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
I'm not even sure what to call this... thing. I just call it CMC (Cutie Mark Crusaders, for those who don't know).
First, I kill Apple Bot with Apple Bucker (its weakness). Just fling apples straight up.
Then I actually use Gem Seeker for the first time on Sweetie Bot (its weakness).
The reason I kill those two first is because I can dash to the right corner and avoid ScootaBot's projectiles.
I *think* ScootaBot's weakness is Sonic Rainboom, but that's very unsafe, so I spam Magic Wave.
It works much better. I could have used it on Sweetie Bot, too, but, eh, I wanted to show Gem Seeker at least once.
████████████████████ DISCORD STAGE 4 ████████████████████
And here we have the boss rematch stage that's in every Mega Man game.
I suggest just taking your time and saving your weapons for the bosses.
Honest Mare is taken down by Magic Wave very easily. Should be no trouble at all.
If you time your shots right, you don't even have to jump.
Laugh Mare's weakness is Sonic Rainboom.
But since it's a melee attack, this battle still takes a while, though it's still easy.
Note that her cannon does NOT actually hurt you if you touch it.
Since the dash is pretty short, I have to go through the cannon a little bit before dashing.
I use a slightly different strategy against Kind Mare than before, but the end result is the same.
Generous Mare needs a slightly different strategy. I try to hit her with two apples for each jump.
That first apple was a little too early, so I let it drop.
After six kicked apples, she weak enough that an unkicked apple will finish her off.
Magic Mare is weak to The Stare, and she humorously tumbles to the ground when she'***.
Unfortunately, it can't deplete her health completely, so I use charge shots to finish her off.
You can also bring a Weapon Tank here to refill The Stare (and all your other weapons) if you like.
Loyal Mare's weakness is Gem Seeker, but in a no-damage run, it's not really worth using.
So I kill her with charge shots, which is still fairly quick.
If you don't care about taking damage, then you can just bum rush her with Gem Seeker.
Gem Seeker will drain her health very quickly.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ BOSS: DISCORD ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Finally, here is Discord himself... in some kind of strange machine.
Timing is the key here. If you jump just like so, you shouldn't get hit.
It's kinda hard to describe, but every 1st, 5th, 9th, etc. shot will be under your feet.
Every 3rd, 7th, 11th, etc. shot will be in your face (if you were on the ground).
So you should jump in a way that you aren't there during those shots.
The second form is a little easier, methinks. Again, timing is the key.
Jump as the shot is about to reach you, and the next shot should go over your head.
And of course, shoot him whenever you jump.
It takes some practice, but it's probably easier to get the hang of than the first form.
All right, we did it! We defeated Discord! We beat the game!
This ending scene is based off of (like everything else) Mega Man 2.
Uhm, wait, is that chocolate rain...?
████████████████████ DISCORD STAGE 5 ████████████████████
Don't worry, the game is supposed to look like this.
Note that you cannot be damaged in this part of the stage!
So even though I get hit, I don't receive any damage at all.
In fact, I'm not sure if it's even possible to get through this stage without getting hit.
▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ FINAL BOSS: DISCORD ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄ ▄
Discord has a very nice, Sigma-like entrance. (Sigma is the villain in the Mega Man X series.)
So there are a couple of ways to fight him. I think that Sonic Rainboom is the easiest way.
The idea is to stay behind him for most of the battle so that he can't touch me.
I haven't found a reliable way to get behind him at the start of the battle, so I have to dodge normally at first.
When he jumps at me, I dash through him, then dash behind him. Then I'm free to shoot him.
However, when he takes 8 damage, he will suddenly jump and use a different attack, so I have to dash again.
After that, he will use that jumping attack after every three waves of projectiles.
Other than that, it's just a matter of being ready to dash when he is about to jump.
It's also possible to cancel his wall of projectiles with Gem Seeker, but Sonic Rainboom is so much simpler.
Unfortunately, all weapons do only 1 damage to him, including the Mega Friendship Buster.
████████████████████ ENDING/CREDITS ████████████████████
"Not a charge shot!"
All right, now we really stopped Discord for real.
We beat the game! Yay!
Weird that the timer keeps going, though.
Well, thank you for watching my video! Enjoy the credits, too!
I really like this song ("A True, True Friend"). A very fitting end to the game.
Cool, now Phoe's gonna be in every Mega Pony video playthrough. XD