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Mighty Morphin Power Rangers: Rita's Rewind Trophy Guide
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Mighty Morphin Power Rangers: Rita's Rewind Trophy Guide

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A Robotic Rita Repulsa, from 2023, time-travels to 1993 and teams up with Rita Repulsa to destroy the Power Rangers once and for all. Play through some of the most iconic fights in the Mighty Morphin Series and put an end to their mayhem for good!
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Mighty Morphin Power Rangers: Rita's Rewind
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PS5 • PS4
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Trophy Roadmap

Use this roadmap to understand the main path through Mighty Morphin Power Rangers: Rita's Rewind. Review the difficulty, estimated time, platform coverage, walkthrough notes, and trophy-specific tips before starting your next clean-up run.

Walkthrough

Tap a section to jump or scroll through the detailed breakdowns below.
Step 1: Mighty Morphin' Story Mode
Welcome to the Mighty Morphin Power Rangers Universe, this time, with a slight twist on the original story. The events of the story involve a Robotic Rita Repulsa from the year 2023, who was last seen in the movie Mighty Morphin Power Rangers: Once & Always. Robo Rita has found a way to travel back in time to her past self as a means to find a solution to end the Power Rangers, with the Power Rangers of this time period unable to prevent her from escaping to the past. During this stage of the guide, you'll be prioritizing just playing through the game and enjoying the story unfold. The main trophies to keep an eye out for are
Morph Into Action and
Rock 'Em Sock 'Em, as these will come naturally by just playing through the level, but it's important to be aware of them to improve your skill in getting the other combo-related trophies later on. The difficulty of the Story mode can go two different routes, depending on how many playthroughs you would like to do. The first route is a bit more difficult; you could play the first playthrough on Hard difficulty, but it would be much harder if you're not familiar with beat-em-up games, as enemies are more aggressive and do more damage. Unless you are very experienced with these types of games, it's not recommended to start on this difficulty for your initial playthrough. The second route is to start the first playthrough on Easy difficulty, as it will make the future stages far easier and will allow you access to Modifiers, which will make completing
Dinozord Power a breeze. If you do not mind playing through another playthrough of the game, this route is highly recommended. Additionally, the upgrades added to any Power Rangers will permanently remain and can be used on any save file. Once you have completed the first playthrough of the Story mode, you can progress to the next stage.
May the Power Protect You
Dinozord Power
General Chaos
Hair Apparent
An Order of Wings
Skeleton Crude
New Kid in Town
Once and Always
Yesterday of the Dumpster
Feathered Fiends
Eye Five
Woe Partner
Evergreen
Morph Into Action
Rock 'Em Sock 'Em
Step 2: Clearing "Headache" Difficulty
Welcome to the "Headache" difficulty, where you can either make the game very difficult or the easiest experience moving forward. After completing the game for the first time, if you choose to start a new save file, you will gain access to modifiers. These modifiers can either make the game even harder outside of the difficulty selection of your choice or make the game even easier. The two modifiers recommended to make this playthrough as seamless as possible are "One-Hit Enemies" and "Infinite Lives".
Note: You can not add or edit modifiers to an already existing save file. The only way to add modifiers is by creating a new save file.
The "One-Hit Enemies" modifier will make any enemy a one-hit kill (Except Megazord Battles), meaning that trophies like
One-Way Street are practically given to the player. The "Infinite Lives" modifier is pretty straightforward, as it will basically never allow you to have a checkpoint/save file restart. You can still lose lives in the stages themselves, but it won't act as a penalty like other non-modified saves. Since you have also completed a playthrough of the game, it gives you access to a sixth playable character, the , as playing as all of the Rangers at least once will pop
Six Fighting Against Evil. This stage will only focus on completing this difficulty, and after doing so, you can proceed to the next stage.
Megazord Power
Six Fighting Against Evil
One-Way Street
Step 3: Obtaining 100% Secrets and Level Goals
Welcome to the collectible aspect of the guide! The best way to tackle this stage is either to chase all secrets/level goals on an existing save file or to create another save file on Easy difficulty and enable the recommended modifiers to make completing these as easy as possible. No matter the save file, as long as you have collected the Arcade Parts in one of the previous save files, you will be able to play the arcade machines, making
Token Achievement easy to achieve on any save file. The other collectibles can be easily gathered by viewing the trophy descriptions for
Very Special Guest and
Hidden Treasures, as they provide a thorough description of where each of the items can be found. In the event you may still be missing one of the secrets, you can use the video shown in the
Zordon's Insight trophy description for additional help, as most of the remaining collectible trophies will pop the other collectible-related trophies. Once you have completed all of the secrets and level goals, you may proceed to the final stage of the guide.
Achieve Your Goals
Token Achievement
Very Special Guest
Zordon's Insight
Hidden Treasures
Step 4: Miscellaneous & Boss/Stage-Specific Trophies
Welcome to the final stage of your Power Ranger journey! This stage will mainly consist of some miscellaneous trophies that you may have missed thus far, specifically
To the Top, which requires the player to achieve a 75-Hit Combo. The other trophies are tied to Boss-specific trophies, all of which can be easily achieved by adjusting the modifiers to "One-Hit Enemies" and "Infinite Lives". Attempting Boss-specific trophies, like
Green With Envy, will be challenging on the higher difficulties, due to the AI being more aggressive. The only remaining trophies are tied to specific stages, which can be seen in more detail under the descriptions for
Six Feet Under and
Rock Star.
Morphinomenal
Unleash the Power
To the Top
Six Feet Under
Rock Star
And Stay Up There
Disco Giblets
Surf's Up
Green With Envy
Introduction/General Information
Welcome to the Introduction/General Information section of the guide! This section will help give you a better understanding of the enemies you will encounter, as well as the playable characters at your disposal. The Color Key will help clarify the trophy descriptions, as it will be very useful in distinguishing Enemies, Stage Levels, and Modifiers. The Basic Controls will cover multiple control types based on the Ranger you play and the vehicle you control. The Information below will also present every Playable Character, Zords, and Enemy Types that you're bound to encounter and provide you with the knowledge to demolish any enemy that crosses your path. Here is the list of every chapter within this section:
1. 
The Color Key
2. 
The Basic Controls
3. 
Playable Characters
4. 
Playable Zords
5. 
The Enemy Types
6. 
Additional Information
Red Ranger
Red
Blue Ranger
Blue
Yellow Ranger
Yellow
Pink Ranger
Pink
Black Ranger
Black
Green Ranger
Green
Stage Level
Light Blue
Enemies
Dark Red
Modifiers
Purple
POWER RANGERS
Walk
/
/
/
Dash
(
,
) / (
,
)
Jump
(
)
Double Jump
(
,
)
Dodge
(
)
Attack
(
)
Dash Kick
(
,
,
) / (
,
,
)
Rising Attack
(
,
)
Dive Kick
(
,
)
Down Smash
(
,
,
)
Super Attack
(
)
Power Blast
(
+
)
Grab
(
) ( Walking near enemy )
Grapple
(
) ( Holding enemy )
Throw
(
,
) ( Holding enemy )
Taunt
(
) ( Super uncharged )
ZORDS & BIKES
Move
/
/
/
Shoot
(
)
Dodge
(
)
Jump
(
)
Super Attack
(
)
MEGAZORD
Move
(
,
)
Dodge
(
,
)
Left Punch
(
)
Right Punch
(
)
Run
(
,
)
Hop Back
(
,
)
Rocket Fist
(
) ( While running )
Power Sword
(
) ( When charged )
Jason Lee Scott / Red Ranger
Billy Cranston / Blue Ranger
Trini Kwan / Yellow Ranger
Kimberly Ann Hart / Pink Ranger
Zack Taylor / Black Ranger
As you progress throughout the game, you'll run into some dedicated Zord Level Stages, where you will be in control of one of six possible Zords, depending on the character you play. The will become accessible after you have completed the Story Mode for the first time. These stages can essentially best be described as a Rail Shooter, which consists of the Zord taking a pre-determined path, and it's your job to shoot any oncoming threat by using the D-Pad or (
). Although you can use (
) to control your crosshair, it's not recommended as you are unable to make any diagonal movements, meaning it's best to use the D-Pad for all movement. While most of the Zords operate very similarly to each other, there is one Zord whose movement is drastically different compared to the others. Below is a brief explanation of the Zord Types and how their movement functions in the stage:
Grounded Dinozord-Types
Tyrannosaurus Zord
Triceratops Zord
Saber-Toothed Tiger Zord
Mastodon Zord
Information: These specific Zords are Grounded-types, which means their movement is limited to only what they can directly stand on. The shooting controls are the same amongst all the Zords, with movement being the most notable limitation. The best means to control these Zords is to be aware of the area's terrain and watch the direction of enemy projectiles, as all the Zords can only move left and right, while the crosshairs can move in any direction.
Flying Dinozord-Types
Pterodactyl Zord
Information: This is the only Zord in the entire game that completely disregards the need for platforming and ground obstacles, as this Zord can fly in any direction, unlike the Ground Zords, being able to move to any part of the screen. Additionally, the Pterodactyl Zord can avoid the laser sections of the Zord Levels with ease. If your priority is to complete these sections with the No Deaths Level Goal, then this is the best Zord to select for its small form and maneuverability.
Like every beat-em-up game, Rita's Rewind features a slew of enemies in each stage that you'll have to beat up in order to progress! Each of these enemies has different attacks and functions that you'll have to adapt and work around to defeat them. Below is a list of all the enemies you'll encounter in the order of when they first appear.
Enemies
Description
Putty Patrollers
Putty Patrollers are the first enemy you deal with in the game, and they are by far the weakest! They have no special abilities or gimmicks; they are just standard enemies. Beat them up as normal! They'll walk up to you and try to hit you with close-up punches and kicks, but pose no real threat outside of their numbers! They can also occasionally grab you, and you'll have to mash (
) in order to escape; otherwise, they'll throw you for some damage! They can also show up holding an item, and will throw it at you for damage, so make sure to dodge whatever they throw!
Shield Putties
Shield Putties, as the name implies, put up a shield when you start attacking them, blocking damage! While they technically have the same amount of health as a Putty Patroller, you'll typically have to deal extra attacks to them - after hitting their shield about 4-6 times, the Shield Putties drop their guard, allowing you to hit them. Alternatively, after one hit, you can walk right past them and punch them in the back, where they can't shield at all! They hold up their shield for about a second, giving you ample time to walk behind them and strike! These enemies also have a shielded attack! They'll hold their shield behind their head for about a second and then strike, and can tank a few hits while in this state - enough to ensure you can't break them out of it before getting hit unless you have the "One-Hit Enemies" modifier enabled.
Sword Putties
Sword Putties generally introduce themselves by running on-screen with their primary gimmick attack, holding out their sword hands in front of them, and charging forward to strike you. They're nearly invulnerable during this attack(save for a well-timed divekick that will probably get you hit anyway), and will not stop until they either run off the stage or to the edge of the screen. If they go off the stage (typically off a building, ledge, or an open grave!), they will die and despawn conveniently, but if they go to the edge of the screen, they will collide with it and do a backwards flip as they hit the ground for a knockdown, during which they can be hit before landing. They also share the amount of HP as a Putty Patroller. Sword Putties have no invulnerability outside of their running attack, and rarely do close-up attacks, instead opting to step backwards to set up said run attack! They indicate that they are about to do this by scraping their two swords against each other, but will be prevented from attacking if you hit them out of it!
Tenga Warriors
Tenga Warriors are encountered from the second level onwards! They have roughly 1.5x the health of a Putty Patroller, and will occasionally fly up in the air and track your position, hovering over you before slamming directly downwards onto the ground to hit you! But don't worry - they'll stop tracking you for about half a second and turn red before slamming down, giving you ample time to move out of the way and avoid being harmed. Right after performing this attack, they will be vulnerable to your attacks, allowing you to defeat them! Tenga Warriors also do close-up attacks and tend to act like normal Putty Patrollers when grounded.
Big Putties
Big Putties are the toughest enemies in the game that aren't bosses, and boy do they show it! They can't be grabbed or knocked down at all; their attacks are armored, similar to the Shield Putties, and they can take just over four times the amount of hits as a Putty Patroller! After taking about 4-5 hits, a Big Putty will be able to attack, breaking out of your combo string. Big Putties have big damage and durability, but they really have nothing else going for them. If you play the hit-and-run strategy of dealing some damage, running, letting them attempt to attack you, and then hitting them again, you'll kill them off in no time!
Clown Putties
Clown Putties appear in later levels rather scarcely, and are exactly the same as Putty Patrollers. Their primary role is to set the atmosphere for certain stages - particularly Stage 7, where you meet them for the first time. Additionally, the Clown Putties can also spawn by walking on top of giant balls that will slowly make their way towards the player. You can either dodge them by walking around them, do a Dive Kick (
,
) to knock them off the ball, or use a dash attack to destroy the ball. If you let them roll offscreen, they don't return! These specific enemies will only be present in this Stage and will not make a return until Stage 15.
Bomb Putties
Bomb Putties are identical to Putty Patrollers with one glaring exception: they can - and often do - pull giant bombs out of nowhere! They throw these the same way Putties throw the barrels at the player, and then they explode, so you'll need to make sure you are far away from the bomb when this happens! If you punch a Bomb Putty, they are holding a bomb, they will drop it, and it will explode where it lands, meaning it will probably hit you - so your best bet is to stay away until they throw it and then attack them before they spawn another bomb! Bomb Putties can be a hassle to deal with, but they do bring a major upside to battles! The bombs they drop are extremely dangerous to you, yes, but they are also extremely dangerous to all other enemies, including themselves!
Skeleton Putties
Skeleton Putties appear in later levels rather scarcely, and are almost the same as Putty Patrollers. Their primary role is to set the atmosphere for certain stages - particularly Stage 8, where you meet them for the first time. The main difference between them and the Putty Patrollers is that they can throw bones at the player from a distance for their main attack. The only other stage you'll encounter this enemy is at Stage 15.
Skeleton Putties
Super Putties appear in later levels alongside other enemies, and are nearly identical to Putty Patrollers, the one exception being that they have access to a Dash Kick and a Dive Kick just like you do!
Punk Putties
Punk Putties appear in later levels rather scarcely, and are exactly the same as Putty Patrollers. Their primary role is to set the atmosphere for certain stages - particularly Stage 10, where you meet them for the first time. The only other stage you'll encounter this enemy is at Stage 15.
Football Putties
Football Putties function more as stage hazards than actual enemies! They charge towards you, invulnerable to your attacks, knocking you down if you get hit! Your best bet is to sidestep or jump over them. You can also power through them with your Power Blast attack (performed by pressing
+
at the same time), but this is NOT recommended, as you will lose health! You can also target them with your super - and as you guessed, this is also not recommended, as this will cause you to lose your super meter, and will not stop them whatsoever. You truly cannot harm Football Putties, so just avoid getting hit by them!
Credit for Enemy Types images: Morphin Legacy
Tip #1: If you are not that experienced at side-scrolling beat-em-up games and want the easiest time getting the collectibles, it's recommended to complete the game on Easy difficulty, then play through the game on Hard difficulty with the Modifiers added. If you still find it difficult to achieve all of the Level Goals for
Achieve Your Goals on the Hard difficulty with modifiers, specifically in the Zord stages, and don't mind making another playthrough, you could start a playthrough on Easy difficulty with modifiers and chase for all the collectibles/level goals on that playthrough. Tip #2: The best ranger to start your first playthrough, as well as some of the harder difficulties, is not the Red Ranger, but rather the Pink Ranger. While all of the rangers are similarly designed, Combat-Wise, and the most significant factor is the Zords themselves. For the Hard/Headache difficulty, the Zord Levels are the most punishing and have a lot of stage elements that can cause the player to take damage, specifically, the laser and parkour sections. However, the Pink Ranger has easily the best Zord in the entire game, due to her Zord being the only one that can fly and completely ignore the parkour sections by just flying over them. The same goes for the lasers, as she can just fly over the laser patterns. Tip #3: For any playthrough on either Hard/Headache difficulty, the two most important modifiers that must be run are "One-Hit Enemies" and "Infinite Lives". You can also run "Go-Go Party" to make all pick-ups Go-Go Power Boosts, to increase Speed and Defense; However, it comes at the cost of removing all healable pick-ups. So if you are attempting to complete the Level Goals, it may make it difficult to stay alive later on in the stage.

Trophy Tips

Detailed notes for each trophy covered in this guide.
May the Power Protect You
Complete the training mode
This is essentially the tutorial of the game, and is called "Combat Training." You have the option to start it as soon as you start the story mode for the first time, and if you choose not to, you can also play through it in Bonus Modes from the main menu. This mode is pretty simple. No enemies attack you, you go over the controls and beat up some training dummies. Once you're done, you'll have a general understanding of how to play - as well as a shiny bronze for your troubles!
Dinozord Power
Finish game with Hard difficulty
Difficulty Related
Just as the trophy states, you must finish the game on Hard difficulty and can prove to be quite the challenge. You can't change your difficulty once you've started the game, so you'll have to start a save file with Hard difficulty and play it to completion. This can be quite the challenge... or it can be easy. While skill level certainly plays a part, what can also play a part are Modifiers! If you're looking to play this game with the minimum amount of playthroughs, then by all means, play this one first and get through it! Your opponents and stage hazards will do more damage than on lower difficulties, and the CPU will be smarter. Worst of all, you only get 5 continues! If you die too many times in a level, you'll have to start that level over with a continue. If you use all of your continues, the save file will be deleted! So if you're willing to do an extra playthrough to make this game a cakewalk, by all means, do it! It's recommended to play through the game on Easy difficulty to make finishing the game faster than it likely would be if you played on Hard difficulty for your initial playthrough. Why? Once you finish the game on any difficulty, you'll unlock a series of modifiers you can activate for new save files. Just like with difficulty, you can't alter them once the game has been started, and you will need to make a new one!
Recommended Modifiers:
These are the recommended Modifiers you should consider to choose when starting your game on a new save file. Make sure to select Hard difficulty after! Here's a thorough explanation of each modifier and what they provide:
One-Hit Enemies: As you would imagine, this takes away a lot of the challenge for this game! While it's certainly admirable (and fun!!) to play the game without this modifier, having one-hit KOs for every opponent makes the game a lot faster, making it easy for you to get the short level times required for
Achieve Your Goals - everyone dying in one hit also makes combat go easily to ensure that you don't die in a level, as you also need to complete every level once without dying for the same trophy! Even further along are the benefits this modifier brings for some of the more obscure trophies. This modifier makes Time Disruptors also go down in one hit, making
One-Way Street go extremely quickly regardless of whether or not you have Time Disruptors in your game.
Disco Giblets,
Surf's Up, and
Green With Envy also become essentially free as you can defeat these enemies before they get any attacks off, and this WILL give you their respective trophies! As a side note, this modifier will make Stage 12 take about 20 seconds...
Infinite Lives: If you only use one modifier, make it this one! This modifier is exactly as promised - you'll never run out of lives, meaning you'll never have to use a continue. This modifier can be essential for beating the game on Hard difficulty without a headache. Speaking of headaches, you'll also want to use this modifier to beat the game on Headache difficulty for
Megazord Power!
No Time Disruptors: While this one isn't really a big deal, not spawning time disruptors will save you just a smidge of time throughout the levels, as you'll essentially have one less enemy to deal with in several sections of the game.
Moon Gravity: This one isn't really required for most of the game, but there is a minor platforming section in one of the Zord levels that this modifier lets you skip entirely with one jump if you're using a grounded Zord. You can also just jump really high!
Go-Go Party: This makes all of your power-ups into Go-Go power-ups, which give you more speed and durability. You'll also do more damage, which is useful if you aren't using the "One-Hit Enemies" modifier! Just be warned that you won't get any health items with these modifiers, as these powerups don't replenish health! This modifier doesn't apply to Zord levels or driving levels.
While none of these modifiers are required, they certainly make the game a lot easier! You will earn this trophy as soon as you clear the final stage of the game on Hard difficulty. It doesn't matter if you fulfill any other trophy conditions throughout this run, either, so if you think it'll be faster or easier to get various trophies on a lower difficulty, go for it! The game isn't very long, especially not if you're using modifiers, so making an extra playthrough on Easy difficulty for collectables with modifiers won't take much time at all!
Megazord Power
Finish game with Headache difficulty
Difficulty Related
Note: For the PS4 version of the game, this trophy references beating the game on "Nightmare difficulty" instead of Headache difficulty. There is no Nightmare difficulty; for both versions of this trophy across consoles, you only need to beat the game on Headache difficulty.
Headache difficulty is, well, a headache. The CPU is stronger and smarter than ever, and if you die three times in a stage, you have to start the whole game over, losing your save file! You can't change the difficulty mid-game, so you'll have to start and finish the entire game like this. You also have to complete the game on Hard difficulty in order to have access to this difficulty, so unfortunately, you can't stack this with
Dinozord Power! But you should head on over to
Dinozord Power anyway! By the time you're allowed to play on Headache difficulty, you're guaranteed to unlock the modifiers, which allow you to make the game much easier (or harder!!) at the start of a save file. Just like difficulty, this can't be changed once the game has been started.
Dinozord Power will tell you all you need to know about these modifiers that will get you through this challenge! If you aren't using modifiers, then it's recommended you use whichever Power Ranger you have the highest stats with. There's no real reason to play as a lower-powered character, especially not for a challenge like this! Aside from that, take the game slowly and avoid risks. You don't need to make this playthrough the one where you get collectables, but try your hardest to fulfill the requirements for
Disco Giblets,
Surf's Up, and
Green With Envy, as all of these require you to avoid damage during boss fights!
Achieve Your Goals
Complete all level goals
Stack
Level goals are a short checklist of things you must do in each level, and they are generally consistent between stages! Every level will demand that you finish without accruing any deaths, as well as demanding that you finish the level in under a certain amount of time! This is easiest on Easy difficulty, and will go even faster if you use modifiers - check out
Dinozord Power for details on which modifiers to use for a quick and easy way to get through every level! After that, you must collect every secret in every level. Not every level has a secret, whereas some have 1-4. Secrets come in the form of collectables, arcade machine parts, and civilians to save! Check out
Token Achievement,
Very Special Guest, and
Hidden Treasures for where to find each secret.
General Chaos
Defeat Goldar
Story
Goldar is the first boss in the game, featured at the end of Stage 2: Downtown Rooftops. He's a fairly simple boss, sporting just a few moves! His first move is a fireball attack, in which Goldar shoots a ball of fire directly forward. It's large, and you'll have to jump earlier than you might expect if you wish to avoid it! Or you could sidestep the fireball, but that will make it harder to attack from it. Goldar is vulnerable throughout this entire attack, so try to hit him out of it, or punish him for performing it! Goldar's second attack sees him leaping into the air and striking the floor with his sword, causing a big fiery blast. This blast goes in all directions, meaning you can't sidestep it, but you can jump over it rather easily. Goldar is invulnerable during this attack, but is very vulnerable after, so when you see him fly into the air, be ready to jump over fire and start hitting him as soon as he's vulnerable!
Note: As soon as the fight starts, Goldar will typically perform one of these two moves.
As you're hitting Goldar and dealing damage, he will have some defensive attacks based on you! The first one is what you get for hitting him for too long - if you get greedy with an attack string as you're beating him up, he'll power through your strikes with a strike of his own to send you back! So you can't just hit him forever; instead, hit him a few times and back off, letting him attack again to make himself vulnerable for another string of hits. His second defensive attack is a unique move that occurs when you've removed one and two-thirds of Goldar's health bar, respectively. He will point his sword towards the sky and shoot lightning, spawning some enemies, and then flying above the stage to avoid you while you deal with them! He is completely invulnerable during this phase. The first time it occurs, Goldar spawns Putty Patrollers and Shield Putties, whereas the second time he spawns Putty Patrollers, Shield Putties, and Sword Putties. Once you've defeated all of these enemies, Goldar will return to the fight as normal.
Hair Apparent
Defeat Madame Woe
Story
Madame Woe is the boss of Stage 11, Angel Grove Park. Madame Woe has two primary offensive moves, as well as a weak close-up strike, as all characters do! Her first offensive move is her ice breath, and she will always start the match with this! She'll shoot an icy gust of wind at you and if it hits you, you'll freeze, leaving you vulnerable to attacks until you mash out of being frozen with (
). This move will prevent you from jumping in, so your best bet is to sidestep! Even if you divekick and hit Madame Woe while she's doing this move, the ice breath will hit you, and you'll freeze. Madame Woe's other primary attack is her hair grab! You'll want to sidestep this one as well - she'll move her hair forward like a tentacle and grab you, and this attack can go full-screen! This move is annoying to punish, as it's still active when she is retreating her hair! With both of her attacks, simply sidestep and walk towards her. Make sure Madame Woe is done with the move she is performing, and start attacking! She'll eventually use a close-up strike to knock you away, so you can't combo her forever, but get a combo string on her and walk away to continue the cycle of damage. For every fifth of Madame Woe's health bar you deplete, she'll enter a special phase where she is invulnerable and perform a defensive move! For one and three fifths respectively, she will shake the stage and drop fireballs from above! Red X's will mark the spot where these fireballs will land, so avoid standing on them and you'll be safe! After a few dozen fireballs, Madame Woe will return to the fight as normal. For two and four-fifths of her health bar depleted, she'll go invulnerable again and do a special wave attack in which waves come from the left side of the screen all the way to the right. You can dodge these in theory, but you're best jumping over each one, occasionally double jumping to avoid two! Try your best not to get hit by any of these waves! You'll need to complete a fight against Madame Woe at least once without getting hit by this attack - refer to
Surf's Up for everything you need to know on this attack! Once she's done with her wave attack, Madame Woe will return to the fight as normal. Depleting the final fifth of Madame Woe's health bar will defeat her and earn you this trophy!
An Order of Wings
Defeat Turkey Jerk & Chunky Chicken
Story
This boss fight is rather complicated, as you're dealing with two bosses at once! They each act independently of each other, except when you get one of their life bars low enough to trigger a defensive move, in which they both become invulnerable and team up in Stage 5: Abandoned Factory!
Turkey Jerk's Moveset
Turkey Jerk is an extremely defensive character, opting to run away from the fight and chuck bombs at you! These bombs, unfortunately, don't hurt Chunky Chicken, but they will absolutely hurt you, so avoid them! To beat Turkey Jerk, you'll need to chase him down and beat him up, all while avoiding Chunky Chicken, who will be trying to fight you up close! Outside of his one distance attack, Turkey Jerk also has two defensive moves that trigger each time you deplete his health bar by a fifth. For the first and third fifth, he will become invulnerable along with Chunky Chicken, who will start flying above the stage. Chunky Chicken will spawn portals for Turkey Jerk to run in and out of to try and hit you! As stated, both birds are completely invulnerable during this phase, so just jump over Turkey Jerk when he runs near and avoid damage! After a few seconds of this, the fight will return to normal. When you've depleted Turkey Jerk's health bar by two and four-fifths, respectively, Turkey Jerk will go into the center of the screen and become invulnerable again, along with Chunky Chicken, who will start flying in place above the center of the stage. Turkey Jerk will shoot a laser and spin around in a circle to hit you with it, and you're going to have to jump over it to avoid damage. Try to avoid getting hit even once, as you're going to have to finish this boss fight at least once without getting lasered! Refer to
Disco Giblets for more information on this move. As for the final fifth of Turkey Jerk's health bar, he'll die! If you've already defeated Chunky Chicken by this point, you'll finish the stage and earn this trophy; if not, finish off Chunky Chicken for completion.
Chunky Chicken's Moveset
The co-star of this boss, Chunky Chicken, was actually introduced in Stage 4, Industrial Waste Site, and he tends to act the same here. Unlike Turkey Jerk, Chunky Chicken has no special defensive moves triggered by depleting health, and instead does a special defensive move in cycles as his main attack, pooping out of portals to try to attack you, all while being invulnerable. Once he's done with that, Chunky Chicken will step out of a portal and walk up to you, being vulnerable to damage, so start wailing on him! Like most bosses, you'll only be able to get a few hits on him before he powers through your attacks with a close-range strike and sends you away to repeat his attack cycle. Once you completely deplete Chunky Chicken's health bar, he'll die! If you've already defeated Turkey Jerk by this point, you'll finish the stage and earn this trophy; if not, finish off Turkey Jerk for completion.
Skeleton Crude
Defeat Bones
Story
Bones is the boss of Stage 8, Cemetery, and is battled in three stages across the level! For his first stage, he's fairly simple. He'll distance himself and hurl grounded projectiles at you, and occasionally use sword swipes when you're fighting him up close. For every quarter of his health you deplete, he'll briefly become invulnerable and spawn several copies of himself; however, only one of these copies can be attacked to damage him! Each time he does this, there will be more copies spawned. Each of them can hurt you - attacking the wrong copy won't do any damage to Bones, but will remove the copy!
Note: Testing has indicated that, despite consistent patterns of copies for each cycle, there is no consistent placement for where the real Bones will appear: it's completely random.
After defeating Bones here, you won't get the trophy; instead, Bones will leave, and you'll have to play the level until you reach the level's mid-boss: Bones! Again. He's missing his arms now from your previous battle moments ago, and he's missing most of his moveset too! In this form, Bones will be trying to keep himself just out of your reach to attack him, while using his new attack - a string of blue fireballs shooting from his mouth. They don't go very far, but they can make him difficult to approach! Along with this, he'll sometimes leap high into the air and come down in a different spot in order to distance himself from you! At around the halfway point for his health, Bones will become invulnerable and go to the center of the stage, shooting projectiles in a circle around him. Jump over each projectile that comes your way, and once he's done, he'll be vulnerable, and you can return to the fight. Fight him until he's defeated again, and then continue the stage! This trophy hasn't been earned yet! When you get to the end of the stage, Bones is back for a third round, seemingly incapable of learning. This time, he's just a floating head (as your earlier battle must have done a number on him...), and he's moving around the screen with a rather small hitbox, forcing you to chase after him to hit him. As he moves around, he'll occasionally shoot lasers out of his eyes; this is a full-screen projectile that knocks you down and prevents you from attacking him from the front, but he's still vulnerable from the back! Once you hit him out of his movement pattern, he'll be knocked away and stunned, so you'll have to quickly run up to him to perform a full combo before he recovers. For every quarter of Bones' health you defeat in this phase, he'll vanish, and a warning will pop up on the side of the screen that he is about the launch an attack! During this attack, he's completely invulnerable and will have a column of projectiles in front of him and a spinning row of skulls heading towards you! With a well-timed double jump or dive kick, you can avoid this easily. So easily, in fact, you don't really need it to be well timed...
New Kid in Town
Defeat Green Ranger
Story
Refer to
Green With Envy for information on how to defeat the Green Ranger in in Stage 13: Waterfront Rooftops!
Once and Always
Defeat Robo Rita
Story
Robo Rita is more of a gimmick boss than an actual fight in Stage 15, Rita's Palace! When the battle starts, you actually won't be dealing with Robo Rita at all! Instead, you'll be dealing with an army of constantly spawning Putty Patrollers while trying to destroy two consoles on either side of the screen! Once both of these consoles are destroyed, Robo Rita will stop spawning Putty Patrollers and descend from above the stage to "fight" you. She'll be behind a shield, mostly invulnerable as she fires electric blasts at you. These electric blasts can hurt you, but a well-timed strike will send them back where they came from - these are the only things that can break Robo Rita's shield, and she'll keep shooting them at you until her shield is gone completely, leaving her open to attack. For every hit you land with these electric blasts, Robo Rita will have an additional reflect move in which she sends the shot back at you with increased speed, meaning you'll have to time your strike differently. After a bit of ping pong with Rita, you'll beat her until she either respawns the consoles and more Putty Patrollers for you to repeat the cycle, or loses at least a third of her health, in which she'll enter her second phase! For Robo Rita's second phase, she'll come back down to the stage and move around while shielded, tossing out more energy blasts. Instead of shooting them straight at you, she lobs them up in the air, and they bounce! Hit them to shoot them straight forward, and once you've nailed her enough times with the blasts, her shields will go down, and you can hit her for a full combo before she brings them back up. Every so often, she will spawn more Putty Patrollers, some holding barrels! Keep fighting her and using the energy blasts to take down her shields, and once you've depleted her health bar, she's done for! Congratulations on defeating Robo Rita and finishing the game!
Yesterday of the Dumpster
Complete Episode 1
Story
Episode 1 will begin with your character fighting against , where she will toss out Putties/Putty Patrollers to attack you. This fight isn't tied to any specific stage, so your performance isn't judged, and this section will only last 30 - 45 seconds. Now the actual Stage begins, as you start in Canyon Path and fight your way through a variety of enemies, which include: Putty Patrollers, Shield Putties, and Sword Putties. Additionally, you can also aim for
Rock Star, which can be attempted once you find the area of the stage where boulders are being rolled down the mountain. Eventually, you'll stumble onto at the end of the level, who will toss more Putties at you, with one of them carrying a Time Disrupter. If you are unable to destroy the Time Disrupter in time, it will reverse the time spent in-game by 10-15 seconds and will continue to do so until it's destroyed. Kill off any of the remaining Putties in the area, and the stage will conclude. Stage 2 begins on Downtown Rooftops, where you'll be introduced to the Tenga Warriors, who can perform dive attacks and launch their feathers towards the player. This is also the first stage where the player can fall off the map, but thankfully, it does not count towards your total levels and will only reset your Super Attack Meter below your health bar. Once you make your way to the end of the stage, you'll find Goldar, who will be the boss fight for this level, and tied to
General Chaos upon defeating him. After defeating the boss, Rita Repulsa will throw her staff at them, rapidly growing in size and segueing into the last stage of the episode. Stage 3 will introduce the first "Zord/Megazord Battle", which will start with playing as the individual Zord. These Zord sections will have the Zord of your choice play through a "Rail-shooter" section of the game. For further context regarding the Zords' playstyle and best Zord to choose, please refer to the Introduction/General Information for more information. Once you progress enough in the stage, you'll encounter an underground facility, which is holding a larger power generator made by Rita to harness the power of the Time Crystals seen inside the Time Disrupter. This section will feature lasers with set path movements, so it's easy to avoid them while also destroying the energy containers and maintaining the facility. Once you've escaped from the facility, you will enter a boss fight against a Gigantic Goldar, who can launch a variety of moves such as Fireballs, Rock Attacks, and Magma Trails. Simply shoot at them with your Zord, and once you have lowered their HP bar enough, the Megazord section will begin. The Megazord section will combine all of the other Power Ranger Zords to form the Megazord. This section of the fight is very straightforward, as your main controls for movement are forward and backward, along with being able to temporarily dodge to the left or to the right. During this fight, it's essential to watch the boss's movements - It will give you the knowledge to know when there are any openings to attack, since all of your attacks can only connect via close range. You can also aim for
Rock 'Em Sock 'Em as long as you can press (
) and (
) in quick succession, which just controls the Left Punch and Right Punch. Once you have fully charged up Power Sword at the top of the screen, an animation will play of the sword falling towards the player, which can allow you to get the killing blow. There will be a quick mini-game once you swing the sword towards the boss. The faster you can press (
) during the slash, the more intense the explosion will be.
Stage 1: Canyon Path
Stage 2: Downtown Rooftops
Stage 3: Battle
Power Ranger Level
Special Guest: 1 → Mr. Chaplan Mementos: 3 → Mr. Ticklesneezer → Deandra Flowers (obtained after talking to Mr. Caplan in the Juice Bar) → Sleeping Potion
Power Ranger Level
Mementos: 1 → Paper Lantern
Zord/Megazord Level
Mementos: 1 → Treasure Map
Feathered Fiends
Complete Episode 2
Story
The episode will begin with a cutscene of and concocting another idea that could put an end to the Power Rangers. The stage begins with the Power Rangers investigating the Industrial Waste Site, due to sightings of Putties rumored to be gathering in the area. Similar to Episode 1, you'll be fighting against the same enemies you've encountered thus far, including finding another Time Disrupter that must be destroyed, or that specific section will be constantly repeating until it's destroyed. At the end of the level, you will find a boss fight against Chunky Chicken, who has a teleporting gimmick by using portals, and you must pay careful attention to where a portal will spawn. Once you lower their HP enough, they will fly away, segueing into the next Stage. The next Stage takes place at an Abandoned Factory, which is much shorter compared to the other stages, as half of the stage is spent going up an elevator while enemies jump onto the platform. During this stage, a new enemy is introduced called the Big Putties. As the name suggests, it's a massive Putty which has far more HP than the normal enemy, and the weight of the Big Putty will cause the elevator to rapidly fall down. Once they are defeated, the elevator will continue heading up towards the top of the building, where you'll find Chunky Chicken, this time with extra help from a new boss called Turkey Jerk. The enemy has a similar use of portals, by doing charge attacks, teleporting back to the other side of the screen using the portals. Additionally, they have an attack where they center themselves in the middle of the arena and spin around with a laser, which you'll have to jump over to evade. If you can successfully evade all of the laser attacks, you will also earn
Disco Giblets. Once you have defeated both of them, they will fly off in defeat, ending the Stage. The next stage will take place on Highway 93, where it'll introduce the first Bike Level. During this stage, the Rangers will use their Bikes to catch up with Rita's convoy of Chrono Crushers and destroy them before they escape. Once you catch up to one of them, you can use (
) to shoot at them, and with enough damage will expose the Time Crystals that were being hidden inside the vehicle. Similar to the Time Disrupters, you must destroy each of the Crystals within a certain time frame; otherwise, time will be reversed and bring you back a couple of seconds before the Time Crystal was revealed. Additionally, if you can destroy the Time Crystals in time without having time reversed, then it will also earn you
One-Way Street. The number of Chrono Crushers you have to destroy will depend on the difficulty you're playing on: Easy difficulty will only require 3 of those bikes to be destroyed, while Normal, Hard, and Headache difficulties will require 5 Chrono Crushers to be destroyed. After destroying all of the vehicles in the level, your Power Ranger ends the stage with the bike hitting the iconic "Akira Bike Slide", popping the trophy shortly afterwards.
Stage 4: Industrial Waste Site
Stage 5: Abandoned Factory
Stage 6: Highway 93
Power Ranger Level
Special Guest: 1 → Ms Appleby Mementos: 3 → Power Eggs → Power Rangers Photo (obtained after talking to Ms. Appleby in the Juice Bar) → Grumble The Magic Elf Arcade Part: 1 → Synchronic Converter
Power Ranger Level
N / A
Zord/Megazord Level
N / A
Eye Five
Complete Episode 3
Story
The next episode will begin with and arguing with each other after failing once more to stop the Power Rangers. The stage will begin in the Carnival, where Zordon informs you that there have been disturbances reported in the area and be investigated by the Power Rangers. In this stage, a new enemy type is introduced, called Clown Putties, which act very similarly to the normal Putties. The only main difference regarding this new enemy is the sections in the level where these enemies will be walking on a giant clown ball that can damage the player. The best way to avoid damage is by maneuvering around them or by using Dive Kick (
,
), which will knock them off the giant ball and allow you to kill them. During this stage, there will be another Time Disrupter, which must be destroyed quickly, or this specific section will continually repeat until you can destroy the device quickly enough. This Stage will also introduce the Bomb Putties, which will launch massive bombs at the player. Unlike the other stages, Stage 7: Carnival has both a Power Rangers level and a Mini-Game. Once you have made it to the Ferris Wheel, will reveal himself to the Power Rangers and will immediately segway to a Rollercoaster Mini-Game. Your character will be sitting in one of the carts on the coaster and will have to shoot down Clown Putties, who will be held up by three balloons. They will be shooting projectiles at you, which have to be shot at; otherwise, they will do damage to you. All that's required to defeat them with ease is to shoot the three balloons they are being held up by, and they will fall out of the stage. At a certain point in the level, the Point of View will change to First Person and will require a bit of multitasking for this part. The Clown Putties will appear from both the left and right sides of the screen; meanwhile, a pair of Rollercoaster Carts will be in front of you, with more Clown Putties shooting more projectiles at you. You'll need to direct most of your attention towards the Carts in front, as that allows this section to progress quickly. Eventually, another new boss will introduce themselves, who is . Just like the Clown Putties in this mini-game, the boss will also shoot projectiles at the player, which must be destroyed. Due to the boss being just an Eye, his hitbox will be relatively small, so ensure that your shots are lined up or wait until he is stationary, launching those projectiles. Once you do enough damage, your Power Ranger can release one large blast towards the boss, and you will end this stage. The next stage takes place at the Cemetery, with Bones revealing himself once again and immediately starting a boss fight. For specific strategies on how to fight Bones, please refer to
Skeleton Crude for more context. After you do enough damage, his body will split into multiple pieces and run away from the player. As you make your way through the stage shortly afterwards, you will encounter another Time Disrupter, which must be destroyed to prevent the section from being stuck in a loop. This stage will also introduce the Skeleton Putties, which will launch bones that act as projectiles towards the player. Additionally, this specific stage also opens up the opportunity to obtain
Six Feet Under, which requires you to throw any enemy into one of the open graves you'll find scattered around this section. Eventually, you will stumble upon Bones again, starting another boss fight with slightly less HP than he had during the first fight, and missing his arms with a different attack pattern. After enough damage, he'll split apart into multiple pieces and run away again. Progress through the stage like normal, and you'll encounter Bones for the final time, but now he is only a Skull and will do a different set of attacks from the last time you fought them. Once you have done enough damage, Bones will blow up in defeat, and returns to face the Power Rangers with Rita Repulsa making them gigantify, ending the Stage. Stage 9 is another Zord/Megazord Level, where you have to shut down one of Rita's Refinery Operations, while will try to attack the player in intervals. Once you progress far enough in the level, you will encounter a new enemy type called the Harvester, which is the device the Power Rangers assume Rita is using to refine the Energy into the Crystals seen in the earlier stages. You must destroy the claw mechanism on the Harvester to reveal the Time Disrupter, which must be destroyed to move further in the stage. After defeating them, you'll make your way to another underground facility with a power generator that must be destroyed; however, the lasers this time around will have more complex patterns of attack. Destroy the energy containers attached to the generator, and you'll walk back outside and encounter a boss fight with . They will launch a variety of moves such as: Eye Lasers, Magma Craters, and Eye Critters. Simply shoot them with your Zord, and once they have their HP lowered to a specific amount, you will enter the Megazord section. Once you're in this section, time your dodges and your attacks, as you will have no long-range attacks. After doing enough damage, your Power Sword will be charged, and allow you to deal the killing blow.
Stage 7: Carnival
Stage 8: Cemetery
Stage 9: Battle
Power Ranger Level/Rollercoaster Mini-Game
Special Guest: 1 → Willy Mementos: 2 → White Gorilla Costume → VR Headset (obtained after talking to Willy in the Juice Bar) Arcade Part: 1 → Trilinear Deflangelator
Power Ranger Level
Memento: 1 → Pumpkin Point
Zord/Megazord Level
Memento: 1 → Genie Lamp
Woe Partner
Complete Episode 4
Story
This episode starts strong, with and deciding to attack the Power Rangers, where they least suspect... at their Juice Bar. Stage 10 will also introduce a new, powerful enemy called the Super Putties, which are similar to the normal Putty Patrollers, but with more HP and offense. As you make your way through the town, you will stumble onto another Time Disrupter, needing to be destroyed to prevent the stage from looping. Eventually, you'll make your way to a downward staircase, with your Power Rangers automatically walking down there after defeating the remaining enemies in the area. Now you will enter the Subway, which has been infested with Putties, along with a new enemy type, the Punk Putties. This new enemy also acts similarly to the Putty Patrollers, as their main attack pattern consists of kicking. Inside the Subway, there is another Time Disrupter that must be destroyed. Towards the end of the Subway level, you'll be met with two Big Putties, who will be the last enemies to complete the Stage. Stage 11 starts immediately with the Rangers being sent to Angel Grove Park after more sightings of Putties have been spotted. In this stage, a new enemy will be introduced, which is the Football Putties. Unlike the other enemy variations that have appeared so far, this particular enemy is the most unique, as it's an enemy that can NOT be killed or attacked. These specific enemies must be dodged, and they attack in a horde with a straight charge attack from either or both sides of the screen. Even after you get past the Football field from where they first appear, they will still be persistent throughout the rest of the stage. Once you progress far enough into the stage, you'll notice a fog rolling in on the stage floor, next to two vending machines, where a new boss introduces themselves, as . This boss has some tedious moves, with one move being a Frost Breath that will freeze the player in place, and another move involving her hair that can grab the player from a distance and inflict an electricity attack. For specific strategies on how to fight , please refer to
Hair Apparent for more context. The one move you want to pay the most attention to is her Wave Attack, which spawns a giant flood of water that will send waves throughout the Stage. If you can successfully avoid this specific attack and complete the boss fight, then you will also earn
Surf's Up. After you do enough damage, you will kill and complete the Stage. The last stage of the episode will take place on Main Street, where the Power Rangers will be on their bikes to chase after the boss of this stage, , who has been kidnapping High School Students. This Bike Level is more complex than the previous one, as this boss will toss out mines to attack the player, and after any bullet damage you do to them, it will launch them forward and require you to hit the booster pads on the road to propel your vehicle forward. Outside of the mine attack, will also throw bombs at the player, and if you are not close enough to the boss, your bullets will be unable to do any damage from a far distance. The best strategy for this fight is to dodge the mines while also aiming for any power-ups that can fill up your Super Attack Meter and do some serious damage. Once you defeat , your Power Ranger will end the stage with the bike hitting another iconic "Akira Bike Slide".
Stage 10: Downtown Angel Grove
Stage 11: Angel Grove Park
Stage 12: Main Street
Power Ranger Level
Mementos: 3 → Lipstick → Walkie Talkies → Punk Potion Arcade Part: 1 → Logarithmic Omnithrottle
Power Ranger Level
Special Guest: 1 → Marge Mementos: 1 → Heart Necklace
Bike Level
N / A
Evergreen
Complete Episode 5
Story
This episode kicks into high gear with the Power Rangers encountering a new mysterious enemy, a Green Ranger? Up to this point in the game, there have only ever been five Rangers, but there are hidden details in the previous stages to indicate that there was, at one point, a sixth Power Ranger. Just before you can get any answers, the Green Ranger runs away as the launches attacks towards the Rangers as they progress through the level. The will have two forms of attack: The first being a multiple missile strike that will continually launch missiles towards the player, and the second being a large laser attack that will sweep the stage, which must be dodged by jumping or dodging. Stage 13 has one of the tightest zones compared to smaller levels like Stage 2, as it's very easy to fall off the stage. While you won't lose a life if you fall, it will waste the entirety of your Super Attack Meter. Eventually, Zordon reveals he was once in possession of the Green Power Coin but had been lost to time, which has now been activated through the two Ritas' Magic and allowing the Green Ranger to be under their control. After you finally catch up to the Green Ranger, he reveals that his true identity was , who was the new transfer student that Zack Taylor/Black Ranger commented on before the start of the episode. Upon this discovery, you will enter the Boss Fight with the mind-controlled ranger and should use the tactics described in
Green With Envy for an easier time with this fight. Once you get their HP low enough, you will unlock
New Kid in Town, and the Stage will end with the Green Ranger retreating to their . Stage 14 will be the last Zord/Megazord section in the game, which will throw everything at you that you've experienced in previous Zord/Megazord sections, including Lasers, Havesters, and several parkour sections to maneuver around. This will be the most challenging Zord level yet, so it's important to watch your surroundings and destroy any structures to drop any healing or attack pick-ups, as it will drastically help in this stage. At a specific point in the stage, you will head underground to another Power Generator with even harder-to-dodge lasers, with the canisters being located in the same place as in previous sections. After you escape from the facility, your Zord will eventually reach the coastline, where you will find the Green Ranger and the . This boss fight will be a bit unique, as you must attack the Green Ranger first until their HP bar is depleted to attack the . Similar to Stage 13, the moveset will be identical and give you some knowledge about how to dodge its attacks. Once you have depleted the HP to a certain amount, you'll enter the Megazord for one final standoff with the . Thankfully, the moves are also very similar to other Megazord battles with close-range and long-range attacks from the enemy. After enough damage, you will call upon the Power Sword and deal the final blow to the , ending the stage. In the final stage, the Power Rangers take the fight directly to Rita's Palace, which is located on . You will charge through her palace, where you will encounter every type of enemy you have fought thus far, except for the Football Putties, since they were mainly placed to act as more of a stage hazard than an actual enemy. They will toss out more enemies this time around, including Big Putties, so make sure to keep an eye out for any destructible items scattered around the stage for HP and maybe even a Go-Go Power Booster. After progressing far enough in the stage, you will find attempting to escape through a portal to . The only way to stop her from escaping is to destroy the two machines that are powering the portal. For specific strategies on how to fight against , please refer to
Once and Always for more information. Once you lower her HP enough from , you will have successfully put an end to and will have completed the Story Mode!!
Stage 13: Waterfront Rooftops
Stage 14: Battle
Stage 15: Rita's Palace
Power Ranger Level
Mementos: 1 → Wheel of Misfortune
Power Ranger Level
Mementos: 1 → Green Candle
Bike Level
Mementos: 1 → Badge of Darkness
Token Achievement
Achieve a high score on all arcade games in the Juice Bar
Collectible
There are three arcade machines inside the Juice Bar; however, all of them are broken and require specific parts to restore. Each machine only requires one part to fix it, and you will discover them throughout the game, specifically by destroying the breakable objects in the environment, such as a box, a mailbox, or a mini carnival stand. Once you have obtained an Arcade Part in the Stage, you can play the arcade machine associated with that part in the Juice Bar. If you want to play the Arcade Machines immediately after obtaining the part, then press (
) and choose Quit. Select the save file and the Ranger you want to play as, but before selecting the Stage, press (
) to teleport you to the Juice Bar.
Note: Once you collect a part, it will be collected for all save files, including new ones! Part collections are permanent. This does not apply to any other collectables or secrets!
Each arcade machine has a different game type, and the requirements for a high score are not as intimidating as the trophy description may imply. When you first play any arcade machine, there is no high score yet; all machines have their high scores set to zero. All that's required is to achieve any score on the machine, no matter how high or low, as any numbered score will count as a high score for the arcade machines. Below is a full list of arcade machine names, their parts, and the specific locations where to find each one.
Arcade Machine
Arcade Part
Stage Location
Drive Bomber
Synchronic Converter
[ Stage 4: Industrial Waste Site ] - This arcade part can be found inside a breakable box. You will want to look for a breakable box directly to the right of a large shipping crate with "Putty Squad!" spray-painted on the left of the crate, and a Dumpster to the left of the breakable box. Once you find the location, break the box, and you'll find the arcade part.
Karate Chopshop
Trilinear Deflangelator
[ Stage 7: Carnival ] - This arcade part can be discovered just before you enter the Ferris Wheel area of the map. You want to look for a Red/White stand directly next to the Ferris Wheel, and you'll see three mini stands along with one breakable box in between two of those stands. Destroy the box between the mini stands, and the collectible will drop.
Nanopilot
Logarithmic Omnithrottle
[ Stage 10: Downtown Angel Grove ] - This arcade part can be discovered from inside a Mailbox just outside of the Angel Grove starting area. Once you leave the starting room and enter outside, you'll find a blue mailbox on the corner of the sidewalk. Hit the mailbox until it is destroyed, and the item will drop.
Very Special Guest
Rescue all four secret guest stars
Collectible
Rita's Rewind has secret guest stars that can be found throughout some of the stages, stuck inside an object. These specific guest stars have been in either one or multiple episodes of Mighty Morphin Power Rangers, so if you're knowledgeable of the series, you will appreciate these little inclusions for characters seen in the show. Additionally, these guests, upon interacting with them, will give you a Memento. Below is a list of all of the secret guest stars and where you can find them:
Secret Guest Stars
Locations
Mr. Caplan
[ Stage 1: Canyon Path ] - Mr. Caplan can be discovered stuck inside a large dumpster and can only be freed after you punch the button to the left of the dumpster. You will need to progress the level until you find a building with graffiti reading "Bulk N Skull", and right next to that graffiti, you will find the Dumpster, where you can free Mr. Caplan. They can be interacted with at the end of the episode in the Juice Bar.
Ms. Appleby
[ Stage 4: Industrial Waste Site ] - Ms. Appleby can be discovered stuck inside a red telephone booth. After you progress throughout the level, you will see a large shipping crate with "Putty Squad" spray-painted on it, with the red telephone booth directly to the right of it. Simply punch the telephone booth and you will have freed Ms. Appleby. They can be interacted with at the end of the episode in the Juice Bar.
Willy
[ Stage 7: Carnival ] - Willy can be discovered underneath a mini stand in the back between two stands, one being a yellow and purple stand called "Ducks-In-A-Row", and the other being a red and white stand called "Bottle Bros." In between those two stands will be a small stand with lots of ducks, and by punching the stand, you will free Willy. They can be interacted with at the end of the episode in the Juice Bar.
Marge
[ Stage 11: Angel Grove Park ] - Marge can be discovered inside a giant ice crystal caused by . After you make your way past the football field and the swingsets, you will see a large red dumpster, which stands next to a broken metal fence and a giant ice crystal with someone stuck inside. Walk through the broken metal gate and punch the ice crystal to free Marge from captivity. They can be interacted with at the end of the episode in the Juice Bar.
Morph Into Action
Achieve a 25-hit combo
Please refer to
To the Top for information regarding combos in this game!
Unleash the Power
Achieve a 50-hit combo
Please refer to
To the Top for information regarding combos in this game!
To the Top
Achieve a 75-hit combo
In Rita's Rewind, a combo isn't defined by how many hits you can land on an enemy before they can escape your attacks - rather, it's a counter of how many blows you can deal to all of your opponents in battle before taking a hit yourself. When in battle, you'll essentially need to not take any hits in order to get the desired number! It's easiest to do this if you have a high speed stat and a low strength stat, as you'll be able to move around faster to avoid attacks, and since you'll be doing less damage, you'll be able to deal more hits before your opponents all die. But wait, there's more! If you're thinking you can just take your time and be careful for this, you actually can't! While it takes a few seconds, your combo counter will eventually restart if you haven't attacked an enemy for long enough, so if you've defeated all your enemies, you're going to have to rush to your next encounter to keep the combo going! Strangely enough, while you lose your combo counter by taking damage from an enemy or a stage hazard, you don't lose it for falling off the stage, despite taking some damage, so if you really wanted to, you could use your upward slash attack (
+
) near a cliff to hit your enemies and then die to avoid being hit by them and losing your combo. It's not optimal or easy, but it's something you can keep in mind if you're desperate! On the flipside, if you're having trouble keeping yourself out of harm's way for this trophy, you can also get a high combo through an infinite juggle! Set up an enemy - or two if you can! - in a place where they won't go offscreen when they die. You'll need to make sure they are the last enemy on screen, and that another ambush isn't going to show up once they die. Then you can keep walking back and forth under them and hitting them out of the air with a standing attack for infinite juggle potential. Check out
And Stay Up There for more details and a reference regarding this infinite juggle combo!
Zordon's Insight
Discover all secrets in the game
Collectible
Stack
In order to unlock this trophy, you must collect every secret in every level. Not every level has a secret, whereas some have 1-4. Secrets come in the form of collectables, arcade machine parts, and civilians to save! Check out
Token Achievement,
Very Special Guest, and
Hidden Treasures for where to find each secret. You'll also get this trophy naturally while going for
Achieve Your Goals. For an easy-to-follow reference for each secret as you progress throughout the game, please use the video below from Thomas' Trophy Tutorials, as it does an excellent job showcasing the locations for any item you may still be missing:
Credit: Thomas' Trophy Tutorials
Six Fighting Against Evil
Play as each of the Power Rangers at least once
Playing as a Power Ranger can happen as soon as you switch to them in the Juice Bar (accessed by pressing (
) in the level select map), so you don't actually have to enter a level with them at all! Just walk up to a Ranger, press (
), and you'll swap to them! Do this for each one, and you'll have this trophy. All that said, this trophy isn't actually available as soon as you start the game. While the Pink, Blue, Red, Yellow, and Black Rangers are available from the very start, you'll have to unlock by finishing the final stage of the game on any difficulty.
One-Way Street
Complete the first bike level without triggering a time loop
Time-Sensitive
The first bike level in the game is Stage 6, Highway 93. The entire level is centered around shooting armored vehicles carrying Time Disruptors, which you're going to need to destroy! This level doesn't have any combat, as you just tail your opponents and shoot the trucks until you've destroyed the Time Disruptors, but if you don't destroy the Time Disruptors fast enough, you'll be looped back to a few seconds before encountering them in the first place! There are also obstacles in place meant to slow you down, obstruct your shots, and kill you if you smack into them! For this trophy, you need to destroy every Time Disruptor before they have a chance to send you back in time! If you fail even once, you'll have to start the level over again. This trophy can range from impossible to fail to a decent challenge, and there are a few different ways to go about it!
The Normal Way
This way can be done on your first playthrough (or any playthrough) and simply involves playing with precision. As your target moves left and right, pay attention to move left and right with them, ensuring that your shots don't miss. This can be slightly annoying and might take two or three tries if you mess up, but it's not so hard at the end of the day!
The Co-Op Way
If you're really having trouble with this, you could ask a friend for help! Unlike other beat-em-up games, having more players doesn't increase the numbers or toughness of your enemies, so bringing in a friend will just give you twice the firepower, effectively doubling your chances of earning this trophy. Plus, they'll earn this too!
The Easy Way
This trophy itself isn't super difficult in the first place, but if you want to make it easier on yourself, try using the "One-Hit Enemies" modifier, available for a new save file after beating the game once. This will make the Time Disruptors blow up in one shot, so as long as you can land even one hit on them before they turn back the clock, you're golden!
The Free Way
Yes, actually free. "One-Hit Enemies" make this trophy absurdly easy, it's true - but it's still technically possible to fail. Want to make it impossible to fail? When choosing modifiers at the beginning of a save file, choose "No Time Disruptors". This has an interesting effect on the level - while the Time Disruptors still appear as the object of the level for you to destroy, they will never actually reverse time, no matter how long you wait. There are ultimately several ways to go about this challenge, each one easier than the last, and whichever one you pick, just remember you can always pick an easier method if the one you're using isn't working for you! All strategies were tested on Hard Difficulty except for the Co-op method. As it functions the same as the Normal Method with just a second gun, a test was not necessary.
Hidden Treasures
Retrieve all 20 collectibles
Collectible
Stack
Despite the trophy description saying you'll need to find 'Collectibles', in-game, they are actually referred to as "Mementos". These Mementos are random collectibles that are easter eggs to actual Mighty Morphin Power Rangers episodes, along with item descriptions quoting the lines from those specific episodes. They will be either scattered in certain stages and interact with the stage to find it, or obtained by interacting with a "Guest Star" at the Juice Bar after saving them from a previous level. Below is a list of every collectible tied to this trophy, in order of when you will first encounter them:
Picture/Name of Collectible
Description/Location
Mr. Ticklesneezer
Description: This doll once belonged to Trini's mother. Now you're the one with the Goddies. Location: [ Stage 1: Canyon Path ] - This collectible can be discovered directly behind a large brown rock, with a Railroad crossing sign directly in front of it, and a railroad leading to the edge of a cliff on the left. Simply walk behind the rock and you'll unlock the collectible.
Deandra Flowers
Description: Receiving a Bouquet of these would be a very moving gift. Wait, did Mr. Caplan find these in a dumpster? Location: [ Stage 1: Canyon Path ] - This collectible can be discovered after you've rescued Mr. Caplan, who will be stuck in a dumpster, and must be freed by pushing a button to the right of the dumpster. Once you rescue him, play through the level until you arrive back at the Juice Bar. Interact with Mr. Caplan, and he will give you the item after the conversation ends.
Sleeping Potion
Description: Caution: Not to be taken before flying aircraft. Location: [ Stage 1: Canyon Path ] - This collectible can be discovered in an alleyway, between a brick building and a blue brick Sandwich/Soda Shop. Hit the trash can next to the Vending Machine until it breaks, and the collectible will be dropped.
Paper Lantern
Description: Supposedly, a magical family heirloom. Makes a great gift! Location: [ Stage 2: Downtown Rooftops ] - This collectible can be found in a trash can, sitting beside some boxes, in the left corner. You'll know when you find the specific trash can, as it will be next to a massive red rug with tables and chairs resting on top of the rug. Hit the trash can until it breaks, and the collectible will be dropped.
Treasure Map
Description: Jeremy was supposed to be keeping this safe, as it only leads to destruction. Location: [ Stage 3: Goldar Battle ] - This specific collectible is a bit difficult to find, as it will be found in a Zord Level, where you'll be in control of a specific Zord determined by which Power Ranger you're playing. To find this collectible, it will be hidden inside a large stone spike on the left side of the screen, and you must shoot at the large spike for the item to drop. The best chance to catch it is to shoot the large rocks on the left and keep an eye out for the item when it drops.
Power Eggs
Description: These were supposed to be locked in a chest, deep beneath the sea. How did YOU get them? Location: [ Stage 4: Industrial Waste Site ] - This collectible can be found hidden behind a broken metal fence, with a No Entry sign directly in front of where the collectible is. Additionally, there will be a radio to the right of the collectible's location. Simply walk behind the fence into the tall grass directly behind the sign, and you'll pick up the item.
Power Rangers Photo
Description: Future generations need to know how grateful we are to the Power Rangers. Make sure this photo gets into the time capsule! Location: [ Stage 4: Industrial Waste Site ] - This collectible can be discovered after you've rescued Ms. Appleby from inside a Telephone Booth, which is sitting between a green crate and a blue brick building. Once you rescue them, play through the level until you arrive back at the Juice Bar. Interact with Ms. Appleby, and they will give you the item after the conversation ends.
Grumble the Magic Elf
Description: A classic children's book featuring Mondo the Magician. One of Kimberly's old favorites. Location: [ Stage 4: Industrial Waste Site ] - This collectible can be discovered once you're inside an Industrial Building, which can be found next to a stack of four breakable boxes on the right and one singular breakable box on the left, just behind a brick pillar with a green box in front of the pillar. Hit the box behind the pillar to drop the collectible.
White Gorilla Costume
Description: Hey, seriously... don't monkey around with this. Just give it back to Zack. Location: [ Stage 7: Carnival ] - This collectible can be discovered in a trash can against a wooden fence, located between a red carnival stand and a pink/blue carnival stand labeled Water Fun. Hit the trash can until it breaks, and the collectible will drop.
VR Headset
Description: With this technology, you can ride a simulated rollercoaster. Good job, Willy! Location: [ Stage 7: Carnival ] - This collectible can be discovered after you've rescued Willy, who can be found underneath a mini stand with a ton of ducks on top, between a Yellow/Purple Stand and a Red/White Stand. Destroy the mini-stand, and you will have rescued them. Once you rescue Willy, play through the level until you arrive back at the Juice Bar. Interact with Willy, and they will give you the item after the conversation ends.
Pumpkin Point
Description: If you're lucky, you might still be able to turn this over to Monty Conte for a prize. Location: [ Stage 8: Cemetery ] - This collectible is fairly difficult to find, as the environment is covered in fog with very minimal details that stand out. You can find this collectible behind a rotted tree with a large pumpkin to the right. Simply walk behind the rotted tree, and you'll find the collectible resting behind it.
Genie Lamp
Description: You want wishes? You'll wish you had never summoned the creature inside this artifact! Location: [ Stage 9: Eye Guy Battle ] - This collectible can be found in a Zord Level, where you'll be in control of a specific Zord determined by which Power Ranger you're playing. This specific item can be found inside a cave, stuck on the right side of the wall. Simply move you're cursor over the item and shoot at it, which will immediately unlock the collectible.
Lipstick
Description: Ah, this must have fallen out of Kimberly's mom's purse. You didn't find that too, did you? Location: [ Stage 10: Downtown Angel Grove ] - This collectible can be found at the very beginning of the stage, hidden behind two stacks of Pink Mats. Once the level begins, simply walk behind the two stacks of pink mats towards the wall, and the collectible will be unlocked.
Walkie Talkies
Description: Hey, these are for Angela! Well, at least they're not stuck in the trunk of the Radbug. Location: [ Stage 10: Downtown Angel Grove ] - This collectible can be discovered behind a stack of boxes, located in the back alley between two buildings: Pete's Za and a Green brick building. Once you find the two buildings, enter the back alley between them and walk through the boxes, which will let you obtain the collectible.
Punk Potion
Description: This volatile tincture can alter the personalities of even the nicest teenagers into anti-social, sneering miscreants. Location: [ Stage 10: Downtown Angel Grove ] - This collectible can be obtained later in the level, specifically, inside the subway section of the level. As you progress through the level, you'll enter a subway and want to look for a giant breakable box with a radio to the left, a green barrel to the right, and advertisements above the subway reading in this order: Pizza Libre, Redspecter the Movie, and Pink Stuff. Once you find the area, break the box, and it will reveal the hidden item, allowing you to pick it up.
Heart Necklace
Description: This Campbell family heirloom serves as a good reminder that love conquers all, even masters of hate. Location: [ Stage 11: Angel Grove Park ] - This collectible can be discovered behind a park bench next to a pair of swingsets. As you progress in the level, you want to keep an eye out for a lone park bench, directly alongside a long grass bush. Simply walk behind the park bench and you'll uncover the collectible.
Marge's Necklace
Description: It's nice that Marge gave this to you, but maybe you should let Billy return it to her. Location: [ Stage 11: Angel Grove Park ] - This collectible can be discovered after you've rescued Marge, who can be found frozen inside a giant ice crystal, just behind a broken metal fence. Simply destroy the ice crystal to rescue Marge, and play through the level until you arrive back at the Juice Bar. Interact with Marge, and they will give you the item after the conversation ends.
Wheel of Misfortune
Description: It's going to be difficult to perform Rumpelstiltskin without this prop! Just don't break it! Location: [ Stage 13: Waterfront Rooftops ] - This collectible can be discovered inside a row of breakable boxes, directly next to two clothes lines. Progress through the level until you stumble across three breakable boxes lined up against each other towards the bottom of the screen, next to the clothes lines. Simply destroy the breakable box in the middle, and you'll find the collectible.
Green Candle
Description: How did this get out of the Dark Dimension? Whatever you do, do not light this! Location: [ Stage 14: Dragonzord Battle ] - This collectible can be found in a Zord Level, where you'll be in control of a specific Zord determined by which Power Ranger you're playing. You want to watch out for any aircraft as they will attempt to steal a large container of Time Crystals. You'll need to shoot them out of the sky and destroy them before they fly away, with one of those aircraft, dropping the collectible upon destroying the aircraft.
Badge of Darkness
Description: It's vitally important to keep this magical item away from the putties, not to mention seafood. Location: [ Stage 15: Rita's Palace ] - This collectible can be discovered inside a crate of Time Crystals, in between two green boxes in the left corner of the room. Progress through the level until you find a room where you can see the planet Earth, and find the Time Crystal crate between those two green boxes. Simply destroy the Time Crystal Crate, and you will find your final collectible.
Six Feet Under
Throw an enemy into an open grave
This trophy must be earned in Stage 8, where there will be open graves that act as pits for players and enemies to fall into. If an enemy falls into this, they disappear, and they'll often just sort of... walk in. But you actually don't want them to do that! Just over 3/4 of the screen away from a grave, use (
) while walking near an enemy to grab them, and then press in the direction the grave is alongside (
) again to toss them! If you line it up right, your opponent will fall into the grave, earning you the trophy. Note that you can't send them into the grave by means of a juggle or any kind of strike! It has to be with a throw; otherwise, it won't count for this trophy
Rock 'Em Sock 'Em
Land 9 punches in a row as the Megazord
Ever played Punch-Out!! for NES? When you're playing as a Zord in a first-person boss battle, get up close to your opponent and alternate left and right punches with (
) and (
), respectively. If you're fast enough, you can get 9 punches consistently, sometimes more! It's not as good as Punch-Out!! but... seeing as a new title hasn't come out since 2009, this might be as good as it's going to get.
Rock Star
Knock an enemy into a boulder
This trophy can only be earned in the very first stage! About halfway through Stage 1: Canyon Path, you'll enter an underground tunnel where boulders fall from above to crush you and your opponents. If an enemy gets hit by this on its own, you won't get the trophy; rather, you must punch them until you put them into the air, and juggle them into a boulder! This sounds harder than it is, as the boulders are large and fall frequently. As long as you can keep an opponent juggled for a second, a boulder is bound to fall and hit them.
And Stay Up There
Juggle an enemy 10 times
A juggle is when you hit an airborne opponent! For this combo, you'll have to hit the same enemy while they're airborne ten times before they hit the ground! This might sound difficult, but given how most hits tend to knock your opponent upwards just a little, you shouldn't have too much trouble. Especially with the air-based moves, although you really won't need these! Now you could try to come up with a convoluted way to get ten hits on an airborne opponent, but the best and easiest way to do it is shown below. Note that you can do this on many levels, not just the one shown!
Credit: Thomas' Trophy Tutorials
Alternatively, with decent timing, you can juggle an enemy infinitely by walking back and forth under them as they fly through the air. You can do this anywhere as long as there's nothing to stop you (like an enemy trying to attack!), so go until you get tired! If you're having trouble with
To the Top, this infinite combo can get you there as well. Here's a reference:
Credit: DEATH_HAZARD_FGC ( also known as QuantumZapper)
Disco Giblets
Completely avoid Turkey Jerk's laser
Turkey Jerk is the co-boss of Stage 5, and he packs a few weapons to fight you with - one of which is a laser that comes out of his staff. When you decrease his health by two-fifths, the tip of his silver staff will glow red and he'll shoot his laser out, spinning in a circle from the center of the screen in a clockwise motion - starting at about 3:00! Along with that, his partner, Chunky Chicken, will fly up in the air above the center of the arena, hovering above the attack, making the laser easy to anticipate so long as you're looking for it! The same thing happens again when you get Turkey Jerk down another two-fifths of his health, but this time, he'll spin it faster. Turkey Jerk is also completely invulnerable during this attack, meaning your only option is to dodge it!
The "Right" Way to Dodge the Laser
Turkey Jerk's laser isn't particularly difficult to dodge, but if you get hit by it even once, you'll have to start the whole level over to get this trophy! The first time he spins his laser around, just jump over it every time he brings it! The second time, you'll need to double jump, dodging two full rotations of the laser each time you go airborne. It's annoying and can feel awkward, and if you hit the ground before you double jump, you'll probably get hit! Just do your best, and if you really need to, do a dive kick to hit the ground with different and more precise timing!
The Cheap Way to "Dodge" the Laser
There's an old saying you've probably heard all your life: "Dead turkeys shoot no lasers." It's true! On your second playthrough of the game (or third, fourth, fifth, etc...), you'll be able to use modifiers, and the one you'll want to use is "One-Hit Enemies". This modifier will make it so that all of your enemies go down in one hit, and that includes bosses! You'll have to activate this modifier at the start of a playthrough and go until you get to Turkey Jerk. Hit him once and he goes down! You'll have to defeat Chunky Chicken as well (also with one punch) for the stage to end, and then you'll earn this trophy. Turns out it's really easy to not get hit by a laser if no laser ever gets fired! Happy Thanksgiving! All strategies provided were tested on Hard Difficulty.
Surf's Up
Completely avoid Woe's waves
Madame Woe is the boss fight of Stage 11, Angel Grove Park. She's a simple boss as they go - avoid her attacks and then pummel her to death! For every fifth of her health bar that you deplete, she will enter a special phase where she becomes invincible and launches special stage hazards at you (except for the final fifth of her health, in which she dies). Depleting the second and fourth fifths will see Madame Woe doing a wave attack, in which waves of water come from the left side of the screen to hit you on the right. If one of these waves hits you even once, you'll have to restart this level in order to earn the trophy, so do it right! There's not a ton to be said about the waves, unfortunately, as they are the same speed both times and just require good timing to avoid. That said, there is a slight bit of strategy to it!
The Intended Way
The only way to dodge the waves is to jump over each one - as soon as you land, you'll need to jump again. The problem with this strategy is that the waves aren't spaced around your jump time, so in between waves, you'll get slowly closer to the next oncoming wave, and you'll eventually get hit mid-jump. The solution? On a jump where you're close, do a double-jump to avoid the next wave and restart the cycles. Or just move slightly backwards on your jumps. You could also dodge these waves with (
), but that has the same problem as jumping, without the double-jump solution, so this is not advised.
The Easy Way
No one wants to have to restart the entire level just to try one boss over and over, so instead, consider restarting the entire game! After beating the game once, you can apply modifiers at the beginning of a new save file - one of them being "One-Hit Enemies". This modifier makes all enemies - including Madame Woe - die after taking just one hit. Having this modifier on will make it impossible for Madame Woe to ever spawn her waves in the first place! One swift hit to the face and you'll drop her dead, earning the trophy as you avoided her waves by avoiding ever having to face them in the first place. Congrats on what was surely a very annoying task for everyone who did it without modifiers! No matter how you go about this, you'll earn the trophy as soon as you dodge that final wave or defeat Madame Woe without getting hit by a wave. All strategies provided were tested on Hard Difficulty.
Green With Envy
Defeat Green Ranger without being hit
Note: While it's technically possible to earn this trophy on any difficulty, it is highly recommended to go for this one on Easy Difficulty. Even with "One-Hit Enemies", this trophy is difficult!
As the trophy description states, you must defeat the Green Ranger without taking a single hit of damage. You technically fight the Green Ranger twice, but for this specific trophy, you will be fighting him in Stage 13. The Green Ranger has all of the attacks you have, and helps him out by shooting at you when you deplete his health by one and two-thirds, respectively! Along with that, the Green Ranger has a ton of invulnerability frames, making landing any hit a hassle. He's a tough nut to crack, and you'll have to play extremely carefully.
The Divekick and Run Method
Jump backwards, divekick, and dash away! Avoid conflict at any cost, and just stay away from this guy. He's clearly nuts! Engaging in hand-to-hand combat is a bad idea, as it leaves you vulnerable to the Green Ranger's punches. It's a simple method, but it's not free - you'll still have to be careful about where you divekick from and avoid his special attacks.
Dodging and Weaving
You can, with skill and precision, fight the Green Ranger using a series of dodges, combos, and divekicks, but you'll have to know what you're doing! The idea is that you hit him with a divekick attack, and if it lands, hit him with a few punches before dodging away. You'll have to play a little bit smarter than the previous method, as you'll have to pay attention to when he doesn't get hit by your attacks, but this method is much more effective as a reward for your hard work! Here's a visual guide:
Credit: FakeHector
Dodging and Weaving
Seeing as you'll have to restart the entire fight if you take just one hit, getting hit at all means that, for the purposes of this trophy, you lose. So why not even the playing field? After beating the game once, you'll be able to select "Modifiers" at the beginning of a new save file. The one you're going to want to select is "One-Hit Enemies". With this modifier, every enemy with die in one hit - including the Green Ranger! He'll still have his slew of invulnerability frames, and he'll still be difficult to approach. But play it safe and nail him with a divekick, and you'll be home free! One hit and the trophy is yours! Of all the trophies, this is merely the second hardest trophy in the game, but it's still pretty hard. On higher difficulties than Easy, this boss fight can be a challenge to finish at all, much less without damage! Don't be ashamed to use modifiers!
Morphinomenal
Get all Trophies
Upon completing these final trophies, you can now consider yourself qualified to be a
Morphinomenal Ranger! Thank you for using this as your go-to guide for Mighty Morphin Power Rangers: Rita's Rewind!
#trophy-achievement
#singleplayer
#collectable-heavy

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