PR-SupLeg-FI

FAQ/Walkthrough for the PS2
version 1.6

by megabyte27

This guide is also available on GameFAQs, and Neoseeker.
If anything seems unclear to you about this guide, please let me know,
and I will gladly help you.

 

Table of Contents

1. Copyright Information

2. Contact Information

3. Version History

4. Super Legends Terminology

5. Basic Controls & Moves

6. Power Ups & Pickups

7. Walkthrough

               7.2 Lost Galaxy Part 1

               7.3 Lost Galaxy Part 2

               7.4 Ninja Storm Part 1

               7.5 Ninja Storm Part 2

               7.6 Mighty Morphin’ Part 1

               7.7 Mighty Morphin’ Part 2

              7.8 SPD Part 1

              7.9 SPD Part 2

             7.10 Super Legends

8. Boss Strategies

9. Rangers Unlocked

10. Secrets & Tips

11. Credits and Thanks

1. COPYRIGHT INFORMATION

This FAQ is copyrighted by Megabyte27, 2008. I am the Author, and will properly credit all those who contribute in the Credits section. No parts of this document may be posted on websites other than GameFAQs.com, NeoSeeker.com, or published in any way (magazines, strategy guides) without my express written permission. For personal use only.

2. CONTACT INFORMATION

You can contact me by e-mail, but there are a few small requests on what I would prefer to receive, and those are:

– Love mail
– Corrections
– Suggestions
– Additions, and I will graciously thank you for all of these, as I
appreciate anything and everything anybody can give me.

And one last detail…
As you might have guessed, I am a power ranger fan; a die-hard fan ever since its premier back in 1993. I wouldn’t be a proper fan if I didn’t play any PR game ever made, or attempt to make a game guide for the first Power Ranger game to premier on the PlayStation 2 where you actually got to play as the rangers!

My email address is as follows: mattrthompson@outlook.com

Please be sure to reference this guide by using the subject line “PR Super Legends Guide,” and feel free to be specific in your request.

3. VERSION HISTORY

02-15-2008: Version 1.0
-After over two months of off and on gaming and writing, I’ve got a decent start on the Lost Galaxy levels 1 & 2. Both are nearly done. My primary focus for right now and for a good portion of the guide will be the RANGER Letters & Timeline Collectibles for each Level. After I have completed that portion, there will be new additions.
03-07-2008: Version 1.1
Lost Galaxy & Ninja Storm Levels complete, Move List up to date to my own progress in the game, Secrets & Tips section started, NeoSeeker.com added to list of sites allowed to post my guide, as well as on my old site, megabyte27.webs.com
04-14-2008: Version 1.2
Mighty Morphin Parts 1 & 2 completed. ASCII banner created for game title and signature for GameFAQs version of this guide. Enemies list updated as per new enemies encountered in Mighty Morphin levels. Level goals for combo and enemy defeats included for each level. Corrected error in MMPR Part One, where credit was given for finding (R) since I missed it. Thanks go out to dynamixx.prince for bringing that to my attention.
05-09-2008: Version 1.3
SPD levels completed. Enemies list updated as to new enemies encountered in SPD levels. Supercheats.com added to list of sites allowed to post this guide. New thanks added to Credits & Thanks section.
06-11-2008: Version 1.4
Super Legends levels completed.
12-11-2008: Version 1.5
Small error in Mighty Morphin Part 1 with Power Coin #9 location fixed. Thanks to kevin matsumura, it’s not a problem anymore! Computercheats.com added to sites allowed to host guide.
06-08-2016: Version 1.6
Updated guide format for new website from GameFAQs. Replaced ASCII title with images. Updated Thanks section with praises to Haim Saban reclaiming the Rangers from Disney. Found Boss Strategies section missing (though I KNOW I made it!) in the process. Section to be filled. Also found that supercheats.com & chaptercheats.com dropped my guide from their sites, so these sites have been removed from the Copyright section.

4. SUPER LEGENDS TERMINOLOGY

LEVEL ITEMS:
Invisipads: I call them this because you can jump and pass through them, yet still land on them
False piece: a Ceiling, floor or wall piece that must be destroyed to unlock hidden areas or continue along your path. Kinda looks like an “X” with an “O” in the middle of it, sorta like this:
BLUE BOX: Sometimes an obstacle, and sometimes helpful in reaching new heights, these contain regenerative or powerup items.
C4 BOX: the red-orange box that explodes when you attack it.
GROUND ENEMIES:
LAVA LIZARDS: Seen only in Operation Overdrive Part 1, they are easy to take out.
STINGWINGERS: Seen only in Lost Galaxy levels
YELLOW SPECTERS: First seen in SPD Part 1, these guys have a big blaster like the canon bearers do. Another excellent source for those big combos.
RED SENTINELS: Introduced on SPD Part 1, they are as bulky as the giant wingers and make the same noise when you beat them, and they are just as easy to defeat.
KELZACKS: See in Ninja Storm and SPD levels, they’re a constant irritation.
BLASTER LIZARDS: The green suited menaces that stun you with each shot from their blaster. AKA Blasters
BLASTER KELZACKS: Just like Blasters, only with an orange suit. AKA Firezacks
GIANT WINGERS: Taller guys with a “V” on their chest. Kinda sound butch when you take them out.
CANON BEARERS: Pretty self-explanatory, a big orange guy with a grate looking face holding a huge blaster that looks like a cannon.
FIRE PLANTS: Found in the Ninja Storm levels, these little buds (no pun intended) spit fire.
BLUE SPECTERS: First seen in Mighty Morphin’ Part 1, they are extremely pale, well built and wearing blue pants.
Z PUTTIES: Lord Zedd’s putties that show up in the Mighty Morphin and SPD levels.
CRYBOTS: Trubian robotic foot soldiers sent by Emperor Grumm because he’s too scared to battle you himself.
FLYING ENEMIES:
YELLOW JACKETS: Bad girls found in Lost Galaxy Part 2, they fly, and are yellow all over. Kinda fitting.
REDBOTS: First seen in Ninja Storm Part 1, they are the Yellow Jacket’s sisters and are just as easy to take out.
BLUE BOTS: First seen in Mighty Morphin’ Part 1, these blue plated buzzers are yet another annoyance in the family of flying enemies, and are still easy as pie to take out.

5. BASIC CONTROLS & MOVES

Basic Controls:
Move: <- or ->
Crouch: Down
Jump/Double Jump: X, X X
Block/Air Block: R1
Dash/ Air Dash: L1
In The Air:
Fast Drop: Down + L1
Platform Drop: Down + X
Wall Jump: On Wall, X
Melee Ground Combat:
Attack Combo: Square x3
Knockback Combo: Square, Square-> + Square
Crouch Attack: Down + Square
Launcher (Uppercut): Up + Square
Radial Attack: Down + Triangle
Side Kick: L1 + Triangle
Body Check: L1 + Square
Standing Throw: Up + Triangle
Directional Throw: Triangle + <- or ->
Slam Down: Triangle + Down
Super Move: L2
Amped Super Move: L2 + L2

Melee Air Combat:
Air Attack Combo: Square x3
Air Knockback Combo: Square, Square-> + Square
Air Launcher (Uppercut): Up + Square
Knockdown: Down + Square
Air Dash Attack: L1 + Square
Drop Attack 1: Down + Triangle
Drop Attack 2: Down + L1 + Square
Air Radial Attack: Triangle
Air Directional Attack: Triangle + HOLD -> or <-
Ranged Ground/Air Combat:
Shoot/Air Shoot: O
Charged Shot: HOLD O

6. Power Ups & Pickups

Here’s some helpful info on what you can pickup along the way.

REGENERATIVE ITEMS:
TIME ORBS: Typically referred to as orbs throughout this guide, they will help to level up your ranger as you go. The more you collect, the better for them.
HEALTH BOLTS: Shaped as the lightning bolt from the Power Rangers logo, these are green and will restore your health.
CHARGE BOLTS: These yellow lightning bolts will fill your charge meter.

POWERUP ITEMS:

ATTACK BOOSTER = BLUE: Will increase your attack power for a limited time.
POWER SPHERES = PURPLE: Make you invincible for a limited time.
THROW BOOSTER = RED: Temporarily increases the damage of your throw attack.
COMBO MULTIPLIER = YELLOW: Your combo score will go up quicker for a limited time.
BLASTER UPGRADE – PINK: Your blaster power gets a temporary increase in damage.

7. WALKTHROUGH

QUICK NOTE: You’ll find that I will point out every orb in each level. I’m doing this to help you to level up your ranger, because the stronger he is, the faster and better he’s gonna be about kicking some butt. Plus, I like the leveling up part a lot, since I play a few RPGs here and there! I know it will get kinda nerve racking, but rest assured, it’s for a good cause, and that good cause is being able to kick Lord Zedd’s butt!

7.1 – Operation Overdrive

Enemies Lava Lizards Blaster Lizards
Boss Moltor
Timeline Collectibles Chrono Crystals
Enemies to Defeat 40
Combo Goal 15

Area 1:

This level is the how-to level, explaining the battle system, your collectibles, the whole thing.

R – From the start of the level, behind two boxes. Destroy the boxes to collect it.

TC1 – Right past the barrier fight with Moltor’s goons, it’s above you. Jump to the ledge to your right, then jump back over to your left to collect it.

A – Right past an opening showing lava flow is an orange ledge. Destroy the false floor (Down+Triangle) to drop and collect it.

TC2 – Right past (A), jump up to the top of the tower buy wall jumping to collect it.

TC3 – Right past #2, after the blaster monster on the high ledge, drop down to a recessed section with a lava lizard “guarding” it. You’ll collect it as soon as you drop to it.

N – Past the tower before you drop to collect 3 sets of time gems, there’s a blaster monster on a ledge. He’s guarding it.

TC4 – Right past (N), drop down and go to your right. You’ll see a blue block. DO NOT DESTROY IT YET. You’ll need it to get the extra height out of your double jump to grab the artifact.

Area 2:

Moltor sends you on a little trip downhill. You can fall off this thing, so BE CAREFUL! You can also use that to your advantage, and throw the lava lizards off, but you’ll lose out on power orbs for defeating them.

Area 3:

TC5 – Located Right before you have to double-jump to a ledge above is another one of those orange barricades. Destroy it and walk in to grab it.

TC6 – After jumping up through two invisipads, and passing below one, you’ll face off against a small group of monsters. After this, jump to the left above the opening you came out of and repel out to grab this one.

G – Right after grabbing piece 6 is an orange platform. Destroy it and drop to collect (G).

TC7 – Did you see a couple ledges above when you grabbed piece 6? After you collect (G), jump back up to your right, wall jump to the top, and jump out to your left to these ledges. Fight off it’s “protector” and collect it at the far left end.

TC8 – While you fight off this next set of goons in what looks to be an obvious trap, there’s an orange wall. Destroy it and take out the two goons that show to grab it.

E – Follow the path to the end after collecting #8, and it’s your prize for kicking some butt!

TC9 – After collecting (E), head back to your left and jump up onto the pads to a high ledge. Take out the two baddies, then double jump to wall jump against the outer wall to grab this one.

Area 4:

TC10 – After another barricaded fight, jump to the invisipads, then double jump to grab this hanging in the air in between the two invisipads. R – After hitting up #10, you’ll see one invisipad above a double set of invisipads. (R) is below you.

Kick some Moltor butt!

BOSS FIGHT: MOLTOR

The bulk of his attacks will come from his swords. One attack combo he uses is a dash-slash combo that will take a small portion of your health. Another one he’ll use is a dash-double slash combo. After each successfully landed attack he will laugh at you. Another of his attacks to look out for is a fireblast.

He sends a wave of fire into the sky that engulfs him, and fireballs fall on both sides of it. This will take about 1/4 of your health away, so avoid this at all cost.

7.2 – Lost Galaxy Part 1

Enemies Stingwingers Blaster Lizards Giant Wingers
Boss Trakeena
Timeline Collectibles Green Bugs
Enemies to Defeat 60
Combo Goal 20

Area 1:

At the very start, collect the upgrade gems up to where it tells you how to streak from one side to another when you can’t jump from ledge to ledge. Turn around, and you’ll see the bug #1. Double jump up towards it from the highest invisipad. Continue across, taking out the two stingwingers. A health bolt is in the upper left corner right past the fight area if you need it. R – During your first barricaded fight with the stingwingers, use the infinite uppercut trick to get extra height to get all the way up to the upper left ledge. It is also possible to double-jump & dash from the very top from the right. Start with your double jump, making sure to jump at the highest point in your jumps, then dash over, and use your kick attack to help break your fall, because you will actually fall slower. The same thing applies to your blaster.

Area 2:

TC2 – After the flame spurts pointing down and an C4 box, drop down and to your left to fall to a platform. Let it take you to your left and you’ll see it hanging in a corner. Jump to grab it. The door to the left of the bug leads you the the next doorway, where bug #3 is. But when you fall down this hole, and you’ll fall to a pit at the very bottom. To get back up is a door to the far left. It can be difficult to catch the moving invisipad, so break your fall by jumping once the left wall is gone, and you should hopefully start seeing it possibly pass underneath you. If it doesn’t pass under you, move your ranger either to the right or left to catch a lift!

TC3 – To the immediate right of the door in the air on the ledge above. Jump to get it.

Destroy the block to the right to proceed. Pass through the stomping pillars quickly to avoid being a pancake ranger surprise, and jump and destroy the blue barrier to pass. You’ll then find out about the blaster upgrade, which might be a tad helpful, and might not. Just use your blaster to take out the stingwingers, and proceed to your right to find a fall. When you fall, you’ll land right in between two C4 boxes. One at a time, blast, then jump to the other side and hang on the wall to avoid the blast. Proceed to your right when your arson campaign is over. As you pass through another set of stompers, you’ll notice a breakaway floor near the end of it. Break it and drop down, and you’ll see (A) high above to your right on the other side of the wall. Double-jump to get it. After you grab (A) head back to your left for bug #4, then all the way back over to your right. Collect the time orbs, take out the stingwinger and activate the switch on the wall to turn off the stompers. Head back to the hole and wall-jump your way back up and head to your right. You’ll see another switch above you. Double-jump t activate it. This will reactivate the stomper, and disengage a security beam so that you can jump up. Jump to the ledge on your right, take out the stingwingers and grab bug #5, then continue to jump up, while collecting orbs and powerups as you go. When you make it to the top, head to the right, continuing to pick up orbs, then take out the C4 box and the few stingwingers. Destroy a regular box to show a hidden switch. Activate it and the two red security beams will disappear. Jump to the invisipad to the right, or just start falling down to the next invisipad below. You’ll see a side-stomper going. If you pass through and dash at the right time, it won’t hurt you. Take out the stingwinger above and fall down and to your left to a small platform with 3 stingwingers and a C4 box. Fall to the box and use it to help take out the stingwingers. Next, destroy the platform and fall to your left hand side, using your blaster fire to slow your fall. Your ranger will say “Looks like we need to go over there” as you get close to a blast away wall, blast it and fall and dash into it.

 

NOTE: Only a Lost Galaxy Ranger will say this. If you’re leveling up a different ranger, you’ll need to look out for these yourself by pacing your fall with your blaster by holding the button down when you’re doing it like this, your charge shot will be all charged up by the time you reach this. Blast the wall, then dash to your left to make it to the ledge. Also, the only Lost Galaxy Rangers that talk are the Red & Green rangers. Blue is quiet as a mouse. To get these tips, make sure you use one of the two talkers.

Next, Double-jump to wall jump up to a series of platforms. Once you get high enough, you will eventually see (N) floating above you, right next to a door. Fall to your left to a platform, then double-jump to your left and blast one of two C4 boxes, then the other one. Now jump out, then jump in place and dash over to the upper ledge. Run over and jump up to grab (N), then you’ll see a wall to your right. Wall jump, then dash over to where bug #6 is hovering above a set of regular boxes. Grab the orbs from the boxes then fall to your left and go through the door.

Area 4:

Proceed to your right, falling down the pit, but stay to your left, using your blaster fire to slow your fall to reach another platform directly below you. There’s nothing there, actually, so go on and fall down the hole the rest of the way. Grab the orbs and powerups on the first set of ledges, then to your extreme right to pick up more orbs and take on more stingwingers and a few giant wingers. Now head back towards the first set of ledges and jump back up the the top ledge to the right. You’ll see a false ceiling above you; aim your blaster up and fire to destroy it, then jump up and to your right for the orbs and power up, then jump and dash over the hole to the other side, collecting more orbs on the way. Now double jump up to the next ledge and take out the stingwinger and the C4 box, then blast the next platform above you and proceed up. There’s a stingwinger protecting bug #7 and a power boost. Grab them and fall down and to your right and take out the stingwinger to the right, guarding (G). Grab it and the orbs to your right and go back down the way you came. Now fall down and head to your right, and you’ll see a series of ledges above you that you can’t reach quite yet. run to your right, avoiding security lasers as much as possible, although it’s tough to make the jumps just right to miss them, and activate the switch on the far right to drop the ledges down. Follow back to your left and jump on the ledges back to your right through a hole in the fence. Take out all the monsters, grab the orbs and hit the switch to bring the platforms up. When you reach your new destination, you’ll see a few orbs under a pad. Go to the right, take out the first two stingwingers you encounter, then jump to the ledge above. Destroy the boxes to claim their prizes and continue to your left. Fall down and grab the orbs below the pad, as well as (E) to the left of it. Then head back to the right and fall back down. Go to your right and use the uppercut routine to help you collect the purple orbs above, getting all the way up to the top ledge. Wall jump the small separator to get over it, then jump out to your left to another platform, holding bug #8. Fight off all the stingwingers and collect the power orbs, and jump all the way back over to that top ledge that you used the uppercut trick to get up to, then double jump to your right to a single invisipad holding bug #9. Drop down from the invisipad and head all the way to the right end to a drop off. Fall off the end of the ledge, and to your left and dash to this inner ledge. Jump almost immediately then dash over to an inner ledge that holds (R) to complete RANGER!

NOTE: You cannot make it back up using the uppercut trick because it will be blocked off. You need to grab this one BEFORE falling all the way down! After grabbing this one, fall down and dash to your left immediately, and double-jump, still to your left. You should see an invisipad with the final bug on it. You won’t be able to actually make it to the platform, but you’ll have the opportunity to use the uppercut trick with one of two giant wingers that appear after you go to the far left and back. Use the wingers to grab the final bug, then go through the door to the final area, and your first big fight with Trakeena.

BOSS FIGHT: TRAKEENA
She likes to jump around a lot. Her flying attacks include a lightning storm, lightning balls, laser blasts and a long electrical field that is shot to the ground. Her ground attacks are just as powerful, and those include a dash punch combo and a dash-flying kick combo. During her hovering attacks, for some strange reason, you can’t put a dent in her.

7.3 – Lost Galaxy Part 2

Enemies Stingwingers Blaster Lizards Giant Wingers Yellow Jackets
Boss Trakeena
Timeline Collectibles Green Bugs
Enemies to Defeat 65
Combo Goal 30

Area 1:

Start by going right, all the way to the end. DO NOT jump up on top of the fire until you have deactivated it. You’ll see a wall-jump opportunity about halfway to the end. Don’t go up yet. At the end of the walk way is a block and a switch. Take out the block and flip the switch to turn off the fire. Now head back over to it, all the while collecting all the energy balls and super meter fillers from the immediate ledge. Now wall jump up the next spot for bug #1. Jump across to another ledge, destroy the block and collect the goodies. Jump across the invisipads to collect your orbs, then down to fight off a small horde of stingwingers. Next fall down and to your left to find a giant winger, and C4 block, a switch, and (R). Do your thing and take him down, set off the block and flip the switch and collect (R). Flipping the switch moves the invisipads down over the flames that you might have fallen into before. Hop across and go through the door.

Area 2:

Nothing much to area 2. Just fall into the pit, and take out the stingwingers and blast lizards. In the process, you should reach the combo goal for the level, 30 hits. Take them out and go on to area 3.

Area 3:

Start by jumping up to the ledge and taking out the stingwinger. There’s a health bolt behind you if you need it. Double-jump outside the upper barricade from the top ledge to get it. Jump up two ledges to find a switch and an invisipad. The switch moves the invisipad. To the right is a false wall. You’ll reach that from the under side from below. Take out one or both of the tall boxes, and time your jumps for in between the two security bars, and jump to the top of the ledge on the left, then blast the wall to the right and dash over. Destroy the block, then double jump over to a small hanging wall, then wall jump to the left to collect (A), then fall down to a fun stingwinger battle. You can use the uppercut trick to grab (A) if you dropped from the top ledge already. Now, as you go all the way over to your right, there are two stingwingers barricaded off and a ledge above them. Use the uppercut trick again here to get to the ledge above. Follow it to the end and fall down and move to the far left to get bug #2, a special meter bolt and a stingwinger. Take him out, collect the bug and jump back up and head back to the left, and fall back down. You may have noticed a false ledge. Destroy it, and fall all the way down and head to your right to find bug #3. Now head all the way back over to the left to find a doorway. After taking the door, you’re back where you were when you were deciding whether to take the hidden area or go up. Now you’re gonna go up. Jump to the invisipad and hit the switch on the wall. When you get to the top, go left first, wall jumping to the ledge to your upper right. Collect the power up and orbs and fall to your right, then dash to avoid falling back down the pit. Take out the stingwingers, then wall jump using the far right wall and the fixture to the left to the upper ledge. Fall to your right and follow the path around. There’s a lone stingwinger near a drop, hinting at something below. Take out the stingwinger, fall down the pit to an invisipad with another stingwinger. Take him out and drop down. In this area, there’s nothing to your right, but something very noticeable to your immediate left: (N)! Take out the stingwingers, then wall jump to the upper left ledge. Grab the orbs on the platform, then fall down and dash to your right to avoid the flames. Grab (N) as well as any powerups that are produced from the two boxes, then jump up on the invisipad, then jump to your left and wall jump back to the right to the ledge, then fall down and wall jump back up the pit to the small ledge to the left. Now double jump up to your right, then to the next ledge above you to find bug #4. It’s protected by some red beams that fire periodically. Learn the pattern then run or dash over to collect it. Now fall back down and continue to follow the path to the right. After all obstacles, you’ll fall down another small pit, and continue to your right. Take out all stingwingers you come across, collecting all lightning bolts and orbs as you need them. A set of purple orbs floats above you in between two of those hanging fixtures once you reach the final stingwinger. Wall jump to reach that one. Wall jump between the final hanging fixture and the ledge to get up to it, then fall down and head for the doorway.

Area 4:

Follow the lightning bolts down to the end to a lift. Activate the switch on the far right, and Trakeena will show up for a moment to taunt you, then sick stingwingers on you. As the lift goes up, take out the stingwingers, using the uppercut trick to check the corners after it stops moving at its second position. At its final position use it again to gain access to bug #5 and a ledge with another letter, located at the very end, guarded by two yellow jackets. Grab (G) and head all the way back over, fall down and take out the rest of the stingwingers. After the barricade falls, run all the way to the end and wall jump to the upper right path. Run to the end, take out the stingwingers and the false floor, then fall down it. Head to the left, taking out the giant wingers and collect (E), then run back to the right and wall jump up and out. Once out, collect the purple orbs above to the right if you please, then jump back into the hole and wall jump to the next ledge. Once there, you’ll notice something blocking your path forward – a thick elevator. To move this elevator up, drop down to a small pit and fall to an invisipad. Jump up two ledges and activate the switch and go back up. Dash across the pit to a series of invisipads holding orbs, and bug #6. Cross here and go on to the next zone.

Area 5:

Head to the right, over the tall ledge. You’ll see a false ceiling and some purple orbs leading to it. Use the uppercut trick to get up there. You can actually destroy it when you get up to it. Once up there, fall to the box to your immediate left, then jump up with it to the ledge above to a switch. Trip the switch to take out the fire and go across to grab bug #7. Head back to the right, fall back down and take out the rest of the troop. Head to the right and jump up to the ledge and through the door.

Area 6:

In here, go to the left and activate a switch. This makes the security balls move up and down now. Drop down the hole and avoid getting hit. You’ll land on another switch. Activate it to make the red bar move to the side, then destroy the box and the false ceiling to activate another switch. This makes another set of red balls move up and down. Avoid getting hit by them and fall down. Destroy the two boxes before you activate the next switch to move the set of barriers so that you can collect the orbs on the way without getting hurt, then go through the door.

Area 7:

In here, jump and shoot the false wall from a distance to keep from getting hurt by the fire, then time your jump and get up there to take out the blasters. Try to use the bomb boxes to your advantage, and try not to get consumed by the blast. Take out the next wall, then watch the flame spurt for a second (camera control with the right d-stick) and fall and run to your right, taking out the false floor and dropping. Activate the switch to move the barriers and move with it, then fall down and take out the yellow jacket and box, then move across to your right, avoiding the flame spurt from below. Drop to the invisipad below and pass through it and take out the blaster immediately, then the two boxes. Pass through when the flame dies, then jump and activate a switch. This switch stops the fire and moves the invisipad. Double jump to the platform then to the right to the invisipad. Jump to the ledge, destroy the box for the powerup, then through the door.

Area 8:

Take out the yellow jackets and jump to the ledge to the right. You’ll see an orb set and bug #8. Run back to your left and fall to a ledge below you. You’ll be standing on a switch. Activate it to turn off the fire to the right. As you fall there are two switches on the wall. Use your blaster fire to help break your fall and activate the switches. This will move two invisipads above the fire area and let you jump back up, but not just yet. One of those switches will have disabled another fire spurt going at the bottom pointing up. You can now use that as a ledge, so jump on it and fall down, taking out the giant winger and the two boxes. The giant winger was guarding one more switch, so activate that final switch, and then jump all the way back up and claim your bug and orbs. Pass through the invisipad and fall to your right, past the dormant flame spurt device, and go through the next door.

Area 9:

Jump to claim the orbs above, then fall down and take out the two yellow jackets and the box. DON’T DESTROY THE BLASTER! Throw him to the invisipad, then use the uppercut trick to collect bug #8, then pass through the invisipad and activate the switch to your left, then run to the two invisipads to your right. Use the invisipad closest to the ground first, then jump away from the constant fire spurt to another invisipad, then back to the original. Ride it to the top to the door, but DO NOT GO THROUGH YET!!! Notice the switch above it? Activate it to unblock the other area and bring another invisipad over. Jump on to it to be able to collect (R) to complete RANGER! There’s another switch to your right that will turn another invisipad into a lift. It’s the very same invisipad that you threw the blaster onto and used the uppercut trick. Well, if you were unsuccessful with the trick before, that’s not a problem now! The lift will take you up so that you can grab bug #9 with ease. After collecting it, jump back up to the door. Unfortunately, the flame spurt did not die, so you still need to avoid it. Now go through the next door.

Area 10:

Grab the power ups and move to the middle platform. You’ll stay on these platforms for a while, fighting off a horde of stingwingers, blasters and giant wingers until you reach the end. Run across the invisipads, collecting the orbs, then go through the door.

Area 11:

This is the final area. Grab all the orbs along the way here, making your way to the lift on the end. As it goes up, follow the orbs’ path and patterns to get them all. Once at the top, stay to your left, and double jump to a small ledge for bug #10, then run to the end and take on Trakeena.

7.4 – Ninja Storm Part 1

Enemies Kelzacks Blaster Kelzacks Giant Wingers
Boss Choobo Cannon Bearers Redbots
Timeline Collectibles Ninja Scrolls
Enemies to Defeat 65
Combo Goal 35

Area 1:

Start by collecting the orbs in the box, then falling off the ledge and running to your right. Use your double-jump and dash to collect the orbs above, then to the opposing ledge with kelzacks waiting for you – aren’t they so nice? You should have seen from a distance a high ledge above the C4 box with (R) on it. You don’t need to uppercut trick a kelzack to get up there. Just double jump to wall-jump to get up to grab it. From that ledge, you will see your next target area, an upward path laced with orbs, as well as a fire plant, similar to the flame spurts on the LG levels. Drop back down, take out the remaining kelzacks, then double-jump to wall-jump in between flame spurts to the upper path to find two boxes, kelzacks and firezacks. Take them out, then double jump across to the higher path to find your next newest enemy, a canon bearer. His blaster takes out about a quarter of your health, so be careful as you engage this freak. Here’s where you’re gonna find scroll #1, but because of the orange sky background, it sorta blends in. It’s above you to the left of the tree. Use the blue box for added height, and double jump to wall-jump from a very small ledge at the side to grab it. Use the box again to get you up high enough to double jump to wall jump against the tree to the upper path. You can still collect the orbs in that box and make it up to the top. Collect all the orbs from the boxes and proceed to the next area.

Area 2:

Choobo will show up to trap and ambush you almost immediately. Okay, once you have control, jump to the ledge above you, then dash and jump to the upper left corner to grab scroll #2. As you grabbed that, you most likely noticed another ledge above. You can’t double jump to get high enough to just wall jump up, so you need to grab a kelzack or something and throw him to that upper ledge, then jump up there, and from the left edge, use the uppercut trick to get you up there. The only thing that’s up there, however, is a few power ups. So it may not be worth it to you to go up there at all. So just take out all enemies to remove the barrier to the right. Pass through, collecting the orbs on the ground, then jump to the ledges, going up and to your right. Hopefully, your using one of the thunder rangers and you’ll hear one of them say, “There seems to be something up there.” Head to your right, and you’ll find a stream recessed below you and an upper ledge marked by green orbs and a fire plant. Time your jump set between flame spurts to get up there using a double jump to wall jump combo to get up there. There are a series of ledges in the next room, so follow the path up and to the right. You should be able to see scroll #3 to the right without moving the camera controls. Double jump and dash to grab it, or, run over to the large box to the far right and double jump to grab it. Return to the same ledge and face the left side to see another path marked with orbs and a fire plant. Double jump to wall jump through the flame spurt to get to the next ledge. Grab the powerup and orbs from the boxes, then double jump to the moving wooden platform, then to the ledge above it, and to the wooden bridge. Fall through the gap and head to your right, into the water below to find two canon bearers and some boxes. Nothing else down here, but it may be worth it to you to grab whatever orbs lurk here. Take them down, then head back up to the bridge and jump the first gap, then double jump to clear the fire plants hanging up there and grab the orbs in the process, continuing to jump across so that you don’t fall through the disintegrating floors of the bridge. You’ll reach a permanent ledge and new enemy will show itself, a redbot, and she’s just as easy to take out as a yellow jacket. Jump to the stone ledge, and you’ll see a waterfall. Use it to double jump to wall-jump to the above ledge, grabbing the orbs on your way up. As you go to your right, you’ll see a white orb. You need to get up there to grab scroll #4 and (A). To do so, jump to the next highest ledge to your right, then double jump to dash to a side, then wall jump the rest of the way and grab them. Fall back down and continue on your path. Kelzacks, a giant winger and redbots will show themselves as you go up the ledges to the extreme right. There are crystals on either side of the wall as you progress, giving you a steady left to right kinda path to follow. Once you reach the very top, jump over to your left next to a tree to grab (N). A redbot will appear there, so take him out, along with the giant winger on the opposing ledge that you had just come from. Continue to your right to find two fire plants, and one fires after the other. Dash through to avoid the flame and double jump to grab the orbs, because you’ll fall right down the hole. There are tall boxes down there that you can use to jump back up to grab the orbs, then continue to your right. One floor at a time, you will take out enemies then the floor will give out, but stay to your right so that you can grab the powerups and orbs and things as you’re able to get into them. This will actually depend on how quickly you disperse the enemy soldiers on each floor. So the faster you take them down, the sooner you gain access to those side rooms. From the first floor is scroll #5, then on the second floor is (G), followed closely by scroll #6. Take out all remaining enemies, and head through to the next area.

Area 3:

Grab the health bolt from the box, then fall off both ledges and into the water. Take out the kelzack and giant winger that show up, along with the C4 box, then start jumping up to the moving platforms, collecting the orbs either as you jump or as the platforms go back and forth, until you reach the top. Jump to the ledge, taking out the two kelzacks, then repel up the wall, avoiding the flame of the fire plant, then take out the redbot above. Continue to the right, take out the firezack then repel up that wall, collecting the orbs. Before you go up, as your Thunder Ranger will suggest, take out the giant winger and kelzack in the water. Either double jump or use the giant blue box to reach the first ledge with fire plants at the ends, then wall jump to the one above it. Grab the orbs and take out the redbot, then double jump over to the moving platform above and to the right of you. Jump to the collapsing piece and move quickly to the next platform before you fall off. I don’t think you’d want to have to do all that over again! Now, as you jump to the next moving platform you’ll see some orbs pointing up to a ledge. Letters (E) & (R) are up here! Talk about a quick spell! Fall back down from the right into a pond and take out the kelzacks. Then follow down to the end and jump up onto a C4 box to see the next scroll, scroll #7. You can either double jump to wall jump to grab it, or hitch a ride on the moving platform, double-jump to dash to grab onto the wall, and wall jump up if necessary to grab it. Now return to the moving platorm, then double jump to wall jump out of the opening above. You’re greeted by a canon bearer and a kelzack. Thank them for greeting you, then start this next ledge routine, and this time, it’s all gonna be double jumping to the upper ledge from the right wall only, with a fiery twist. Take out your enemy each time you go up. You’ll double jump to wall jump to get from one platform to another. On the third ledge there’s two boxes and some orbs floating in the air to the left. Double jump and dash over to collect those orbs and scroll #8. Take out the giant winger that appears from both ledges and continue to your left unless you fell all the way back down. Fortunately, the fall doesn’t hurt you. Get back up to the third ledge and look to your right to find an opening guarded by a fire plant. Time your jump and get out of there. You should see a box below you. If you move your camera down and to the right, you’ll see some orbs and a scroll. Fall down to grab those orbs and scroll #9, then go back up and run along the collapsible ledges. Jump the gap and run along the next set to find a canon bearer blocking your path. Don’t worry about him; he’s just there to distract you. As soon as you touch his platform he’ll fall along with it. Jump across to a small hill, then double jump over to a moving platform when it’s close. Use your camera control to watch for it if you can’t already see it. It will go across to a repelling spot, so double jump to wall-jump to get up there. Run across, collecting the bolts and orbs from the boxes, then continue to the next area.

Area 4:

Grab the orbs from the boxes, then run across. Choobo appears and breaks the ground open. One level at a time, Choobo will try to hit you with his staff as you take out the enemies. Stay to the right or left each time his staff breaks the floor open so you can catch the orbs as you fall from each side. Once you make it to the very bottom, you’ll see Choobo in the background. Too bad you can’t take him out right there! But don’t worry, you’ll get to! After you defeat the onslaught, you’ll be able to exit to your right onto a little bridge. Go across and double jump to wall jump to get to the ledge above. Grab the orbs as you go here. From the first ledge, you should be able to see to your left scroll #10, but then the background makes it blend in only too well, which isn’t very helpful. Double jump to the left to grab it, then go back to the ledge. Stick to the right side to go up to the next platform, collect the orbs then double jump to your right to proceed. Grab the health bolt out of the huge box, then go to the final fight with Choobo.

7.5 – Ninja Storm Part 2

Enemies Kelzacks Blaster Kelzacks Giant Wingers
Boss Choobo Cannon Bearers Redbots
Timeline Collectibles Ninja Scrolls
Enemies to Defeat 55
Combo Goal 45

Area 1:

Start by dropping down from the red thing over the doorway, and go into it to grab scroll #1, then head back to your right, drop down and get the orbs from the box and then double jump to grab the purple ones above it. Once you reach the other side, take out the firezack and grab scroll #2 from above the box, then double jump to the ledge above to collect (R) and some orbs, all the while taking out the redbot. Fall back down and to your right, avoiding the pit, and take out the false wall and proceed inside. Once inside, repel to the top to collect scroll #3, then fall back down to the bottom, breaking the false wall there, and go through. Follow the path leading down, taking out the false floors to progress. Get the orbs from the boxes at the very bottom, and then jump back up to the active doorway and go through.

Area 1-1: Subroom

In this small room is scroll #4. As soon as you go to collect it, you will be bombarded with enemies. Grab the scroll, take them down and proceed through the other doorway.

Area 1: Main

Your back up in the area where you grabbed scroll #3, which is even more evident to you when you move the camera control to your left. Grab the orbs and fall down, taking out both boxes. Learn the timing of the security bars and move through. Grab the orbs along the path, then double jump up to wall jump to grab scroll #5, then fall back down, and take out the newly appeared enemies, then go through the doorway.

Area 2: Construction Site

Yet another cornered battle set. Don’t just fight everybody off and leave, there’s one important item in here. Okay, from your starting point at the left wall, double jump up to see a false wall. Destroy it and fall back down. Now get back up there by double jump to wall-jump to back dash, meaning to the left, to grab (A), then fall back down. Now just take out your attackers and move on to the next area.

Area 3: Rooftops

There’s a health bolt in the box to your left if you need it, then proceed to your right, taking out the kelzacks that appear. While on the lower level, you’ll see a C4 box, blast it to open the area to reveal scroll #6. Grab it and proceed to the upper ledge, where there’s a kelzack to greet you, which is so nice of him to do. Give him and his friend a warm welcome to the power of thunder, then proceed to an interesting jump through. There’s two red bar generators and two sets of purple orbs in between them. Jump up to it and dash through that opening to the other side. A kelzack will appear on this small ledge. Just throw him off, then jump through the next set, which fortunately has a wider gap. This is because there’s orbs floating in two places. Grab them safely and go through to the next ledge. Throw the next kelzack over the edge, then go through the next gap set with two sets of bars and a smaller gap with orbs in the middle of it. Just one more to go! This last set has a giant winger on the roof when you touch down. You’ll have to force him off the roof since you can’t actually throw these guys. If you look to your right, you’ll see the next scroll, scroll #7. Here’s the dilemma: the red bars move up & down, and I believe they do this just so you can grab this scroll, which I believe was very nice of the programmers to put something of a time delay on this. Dash over and you’ll attach to the wall as you grab it. Then jump back over, avoiding the red bar coming back on you, because you will fall, and you’ll lose that much more life energy from it, so do this one quickly and carefully. Once you made it back to the left ledge, double jump and dash to make it up and over to the next roof. Destroy the box to get a health bolt, then take out the false wall and move through. Once you make it in between two ledges, it will trigger a closed fight arena. Take them down to proceed. There are health bolts and orbs in the boxes, so collect them at your leisure, then go through the door.

Area 4: The Streets

Behind you is a switch that will deactivate the bars over the false wall. Take out the wall in the process of taking out the canon bearer and the kelzack, then turn around and shoot the switch. This switch is actually on a timer, so act fast as you go in, but don’t fall down yet. Turn back around, and from the ledge, double jump up and out to a wall jump, shooting the next switch to open the small opening behind you, to grab scroll #8. Both switches are on a very short timer, so you really do have to move quick to get through unscathed. However, you can pass through the red beams, but you will lose some life energy by doing so, because you do have to be super fast, which I think is impossible, so just go for the gusto and step into the danger zone to get the scroll. You can actually activate the switch from the inside to save yourself a little energy, so hit it, and jump through, falling down, then shoot the other switch and pass through. Fall down and head to your left. You’ll see a switch during a small cinematic, showing you a few firezacks on their way over to you. Once you hit the switch, the red bar will move to the left, then permanently disappear after you fall down and to the right. You’ll then be able to to destroy the false wall and go through it to collect (N) and take out the kelzacks that appear, then go back out and fall off the ledge where a train will come and let out its crew of kelzacks and a giant winger. Take out the initial crew, then head back to your left to where the final red beam is and double jump to wall jump to dash-in to grab (G). Jump back down and head to your right and to the upper ledge, where a canon bearer is guarding the path. Take him down, then hit the switch behind him, which is on a small timer, but is long enough to let you make it to the top. Destroy the box to grab a health bolt if you need it as well as the orbs above it. Proceed to a set of moving red bars and navigate through them and out, where you will double jump to wall jump back to your left while following the path of orbs and destroy the box for a health bolt if you need it. Now jump onto the girders and follow them through to another set of moving bars. Navigate them out to find a firezack guarding a small upper area holding (E). You can’t get in there without activating a switch to relieve the red bar. The switch is inside the room. Double jump and use your blaster to hit it, then go in and grab (E) as well as the orbs in the box, then double jump up and out from that ledge to the next one up as you collect the orbs. Take out the giant winger and grab the orb from the box, then jump up on the fan. Take out all enemies, grab the health bolt from the box if you need it, then proceed through the doorway.

Area 5: Construction Site

You’re on an elevator belt in here, fending off enemy after enemy. As you fight the belt will go up, leading to an electrically charged ceiling. Avoid jumping as you get near the top so you don’t become thunder-crispy. When you are at the top, crouch to avoid getting hurt. You’ll go through three rounds of this until the doorway is activated. There is nothing to pickup in here besides experience orbs for defeated enemies.

Area 6: Rooftops 2

There’s a health bolt in the box to the left if you need it. If not, continue to your right. Jump and dash to collect the orbs while reaching the next roof, avoiding the moving red bar as you go. This is actually one of two consecutive ledges with rotating bars, so time your jumps just right to avoid being hit. Fortunately, there’s a health bolt in one of the two boxes you come to almost immediately, so your health shouldn’t be too much of an issue. As you round the corner, there’s a switch on the wall. Use it to deactivate the red bars to repel the wall all the way up to get scroll #9, and again, the bars are on a timer. By the time you reach the top to grab the scroll, the bars will have reactivated. As you fall back down, try to position yourself to where you won’t get hurt. If you got hit, s’ok. Double jump to take out the false wall, then reactivate the switch to turn the bars off again, then go through your newly made opening. There are two boxes blocking your path. Take them both down to proceed. You might have seen the last scroll hovering on the other side of the large red sign, however, the taller box actually prevents you from being able to move forward and possibly double-jump to grab it. Instead, you’ll take out the box, and double jump from its position to a wall jump to grab scroll #10. You will also need to consider the moving bars that will be below you, so try to time your jumping along with the positions of the bars so as not to get hit so you can easily and safely collect the orbs on your way down. Congrat’s, you’ve gotten all timeline collectibles for this level! Now go to the end towards the final gap of the level, and double jump to dash over the gap, while grabbing those orbs to the doorway. DO NOT LEAVE THIS AREA YET!!! There’s a false wall in front of you blast it open to find (R) and some orbs. Get ’em and go on to your final fight with Choobo!

7.6 – Mighty Morphin Part 1

Enemies Putties Blaster Lizards Blue Specters
Boss Goldar Cannon Bearers Blue Bots
Timeline Collectibles Power Coins
Enemies to Defeat 75
Combo Goal 55

Area 1: Rooftops 1

From the start of the level, head to the right, jumping up on to the gas tank, then to the ledge above. Double jump to the highest ledge and take out the putties. Did you notice a set of purple orbs in the air? On a ledge above it to the right is a few orbs and (R), as well as three ledges above it holding Power Coin #1. You must get high enough to collect the coin first, because there aren’t any enemies over there to get you up the rest of the way. Use the uppercut trick on a putty to get up higher then the billboard, about to where your ranger’s helmet is level with the black of a building top before you break the combo, then start falling to the right, using a series of kicks to help break your fall, aiming for a small ledge with a health bolt on it. If you go over too far, you will fall through a hole and land on top of an ad sign. Fortunately, there are three putties on that ledge where you started, so as long as you worked one of them, the other two will still be there waiting for you. Jump over the hole and move to the corner to find Power Coin #1. Now fall through that hole again, and collect the orbs and health bolt, then fall straight down off the ledge to the left to land on top of that ad sign. Now jump and dash to your right to collect (R) and the orbs there, then return to the ad sign and double jump up to the billboard you are moving to your right as you fall, you’ll make it to an opposing ledge, but don’t leave quite yet. Drop to the left to collect a health bolt if needed, then jump out to the next ledge with a double jump. Take out the putties and fall down to the bottom ledge to find a C4 box and some more putties. Take them down, then jump back up and to your right to the health bolt ledge, and continue to the right. As soon as you jump to a small building top, you’re greeted by three putties. Take them down, then continue up to the invisipad and to the left to find a small room with a false ceiling/roof. Destroy it and drop down to grab the orbs, then jump back out and to your right. You’ll find a small series of invisipads going up. Follow them to a small rooftop with two sets of green orbs. Collect them, then proceed to fall to the ledge below you to your right and take out the putties you find. When you take out the false floor, don’t fall down just yet. Notice the ledge directly below you? Use your ranger’s double dash routine to help you reach it so you can grab Power Coin #2 and the yellow orbs above it. Collect them, then fall to your left to the opposing ledge and take out the putties that appear, grab the power ups as you need them, then fall through the invisipad to trigger a small cutscene with Omega, telling the rangers what Goldar’s up to, followed by a closed arena fight. After the fight, go back to your left and fall to collect some orbs, then continue back to your right to collect a health bolt on a small ledge, then through the door to the next area.

Area 2: The Streets

As you move to your right, you won’t find anything quite yet until you jump on and over a small rooftop, where you’ll see a series of green orbs going up at a 45-degree angle. Follow them over the boxes to find some putties and a blaster. Take them down, then jump on to the truck and head right. Grab the health bolt if you need it, then jump up to a ledge, and some blasters will show up on the opposing upper ledges. Work your way left to right, one blaster at a time, then jump over to the enclosed area, where you’ll find a blaster and a few canon bearers. Now, if you move your camera down, you’ll see a room with a bunch of orbs, as well as (A). You will be able to grab that, don’t worry, just not quite yet. Follow your path up, taking out the last canon bearer, then fall down to see some putties. Now, assuming you’ve been using MMPR Red Ranger, you would have heard him say, “What is that up there?” Jump out and up the pipes to an invisipad with a putty on it. DON’T JUST TAKE HIM DOWN!!! Use the uppercut routine to get up to a high ledge with what looks like the stompers from the Lost Galaxy levels, but they’re firmly down on the ground. It’s okay, you can pass through them. But if you kept the putty on the right, you would have activated three switches that would raise these stompers, but they won’t crush you. They’ll just be raised so you can pass through without a problem. Now when you get up there, don’t fall down quite yet. There’s a ledge to your right with a charge bolt on it, as well as Power Coin #3! Double jump to grab these, then look up and to your right to spot another power coin. You can’t get to that one quite yet, but we’ll get there. For now, drop down, grabbing the orbs and following to your right, then jump to grab Power Coin #4. Now head back up and over and fall back down. Activate the switches if you must, but you won’t be able to get back up there again. Fall all the way to the bottom to find three putties who need a good beating. Take ’em down, then go to the left. Move your camera angle to the left to see the room with (A) & the orbs again, then take out the false floor and fall down the hole and to the left, after you take out the putty that’s waiting for you. At the edge of the ledge, double jump up into that room, and collect everything, especially (A)! (A) is against the wall at the left, so you’ll have to jump up to grab it, then fall back down and to your left to find some more orbs and a charge bolt, then get back up and over to your right. Take out the putties, then jump to the roof. See the red orbs and the air vent? Double jump out and back in to get up there, and take out the putty that appears. Stay up there, and jump up to two more ledges, collecting the orbs that are there, then turn around at the final one to see more orbs hanging at the other side of the air box. Double jump out to dash, then wall jump up the big pipe to find a charge bolt and Power Coin #5, then go back down and take out the rest of the putties that spawned when you got up on that air vent, then get up on top of the water tanks there and head over to the right and wall jump to the upper ledge, taking out the putty that’s there to greet you. Jump to the next ledge up then fall to your right where two more putties will spawn, then introduce you to a new enemy, the blue specter, and he’s just as much a nuisance as the Giant Wingers, and are just as easy to take out. He’ll fall from a false ceiling you take out. Well, take him out then jump up and through the hole to one of the ledges. It may be easier to get the right ledge first. Above that ledge is a blaster, so take him out to avoid irritation. Continue to your extreme left to find a putty that needs a beating, and a box with some goodies, then jump to the platforms above you, heading back to your right. You should see a C4 box and a false ceiling. Take out the box to use the platform, then blast the false ceiling since the C4 box didn’t destroy it, then proceed up. Two blue specters will show up almost immediately. Take them down, then proceed to the far left to two boxes. Destroy them both to reveal Power Coin #6! Grab it and go up through two levels of platforms, take out the false ceiling to find three more putties and a charge bolt. There’s another ledge above the charge bolt leading to the right, but don’t head right quite yet. First, look back to your left and up to see a switch. Unfortunately you can’t jump high enough to be level with it to be able to activate it, but you can still shoot it from the ledge below it in front of the silo looking structure with a fan on it. The fan is the middle point there, so aim your blaster up and fire. It will hit and activate the switch, then a very short cutscene will appear showing you a path up and to your right. Don’t worry about that quite yet. For now, continue over to your left and double jump to an upper ledge to find a health bolt and (N). This is within the same area as you were in to get Power Coin #4, with the garage topped building below and to your left, where we saw another power coin hanging in the air. Grab these and head back to your right and double jump to the upper ledge where we saw the high up switch, and head over to the right, but not before setting off the C4 box. Notice the floor? Invisipads and false floors! Fall and you lose life energy. There’s nothing below you there. Continue to your right slowly and take out the other C4 box blocking your path as you collect all orbs and powerups along the way. You’ll reach two sets of active stompers. Memorize the timing to avoid a stomping, and pass through quickly. As you reach the second set of stompers, you’ll see a false floor that’s being stomped a tad faster than the others. Dash through it, then jump up and through the gap to a new area, leading both to the left and to the right. Go to your left first and double jump ontop of water towers there, then fall down to the box below and head to your left for some fun with a group of blue specters. Take them down, then continue to the very end of this path to find a C4 box with a bunch of yellow orbs and Power Coin #7. Collect it all, along with the health bolt spawned from the C4 box if you need it and head back over to the right. Double jump and double dash over the pit and fire pots to reach another nice orb collection, then go back over and fall back down. As you go into the stomper zone, you’ll trigger a very interesting closed arena fight, in that before each wave of enemies, the stompers will stomp in a “wave” formation from one end to the other. The first one starts from the left end going to the right. Fight everybody off, then quickly make your way back to the left to the lowered invisipad, as the stompers follow you back to the left. The pad will raise back to its original position for the impending fight. Take them down then go to the extreme right where that invisipad has lowered itself. For this last fight, the right and middle pads are in their lowered positions, and the canon bearers, blue specter, putties and blasters are either on the middle pad, or enclosed by the one lowered stomper, which makes it look like you have to try and dash to the left to that invisipad to get into that area to fight. Fortunately, you can pass through the stomper to get in. Take out the enemies above first, then use the Air Radial Attack(Triangle) to knock the remaining monsters off the edges of the invisipad. End of story, and weird battle sequence. Now follow to the very end of the path to the right to the door, and go through.

Area 3: Shipyard

In here, go to your right, and you’ll see some orbs floating above you. Grab them and take out the blaster that appears, then run to your right to the end and jump up to grab the orbs there, then fall back down and head all the way back over to the door and pass through the two invisipads. You’ll be greeted by a putty and a blaster. Take ’em out and continue to the right. Jump on to the box, then up to a conveyor belt, and follow over into the little room there with a switch on the wall. Activate the switch to send an invisipad back and forth. Drop and jump to this invisipad to ledge with another switch above it. Activate that switch to make the next invisipad move. Get on the next invisipad and collect the orbs you come across, and shoot the C4 box to stun the putties so you can jump onto that little ledge there, then take them out and jump to the upper ledge, and fall to the path below. As you move along this path, putties will appear, and you’ll start seeing to your upper right the next letter! Have the putties follow you to where you’re cornered and uppercut trick one up so you can grab (G) and the orbs hanging there as well. Fall back down to your left to take out the remaining putties, then jump into the small area for a health bolt for if you need it, then continue on to a ledge below, where another health bolt hangs in the air. You can already see what looks like a little room below you. Use your camera angle stick to preview the contents of this room to find a Power Coin! Fall off the ledge and dash and jump in to your left to make it into the room and grab Power Coin #8. Now double jump to dash out and to your left to make it to the next ledge over where you see some orbs floating. Follow over a little bit and jump up to the white orbs and to the ledge. Follow that down to find some putties and a blaster. Notice the false floor separating the two sets of enemies? Instant energy loss! Nothing down there, so don’t even destroy that thing! At the end of the path are some more orbs and a charge bolt, and above you are a bunch of green orbs. Head back over to the false floor and double jump up to the upper ledge for an immediate health bolt. Grab it if you need it and continue across. The path ends past the first set of green orbs, and an invisipad is really out there. You’ll need to double jump to dash to make it to each consecutive invisipad. Once you reach the third pad, right outside the office structure, look down. You’ll see another invisipad with an orb and another power coin on it. You can grab this one of two ways: (1) Phase through the pad, then jump and dash immediately to get to it, or (2) go inside the building and drop to a couple invisipads, and turn around and jump to it. Now, don’t just take out the baddies. Lure one of them out to the invisipad and use the uppercut trick to get on top of the building. You’ll find Power Coin #9 up top at the other end of the roof. After you get that, head back the way you came and drop to the invisipad below. Now you can get Power Coin #10 below the structure. Take out the remaining blue specter, bust through the false floor and fall to the invisipad below. Double jump back to the left to a single invisipad to collect Power Coin #10. After you’ve collected both power coins, follow the descending path of invisipads and jump over to a jet powered blue platform, like what you were on in Lost Galaxy Part 2, and take out the blue specter. Double jump over to a brown platform, then over to a ledge. See something in the air to your right? There’s (E)! Use the big box to get the extra height you need to grab it, then claim the orb prize from that box and fall off the left ledge to find a C4 box and some yellow orbs. Grab the charge bolt from that box if you can and certainly grab the yellow orbs from above it, then head back to your right and jump over the steel girders to the bottom and look down to find an invisipad with a bunch of purple orbs. Drop to grab them then jump back up and to head to your right and go through the doorway.

Area 4: Heavy Traffic

As soon as you move, you get a small cutscene with Goldar where he doesn’t seem to know how to tell the chicken crossing the road joke. During this cutscene, you’ll see a ledge behind Goldar with a health and charge bolt on it. You will also get a glimpse of the final letter if you pay close enough attention. You’ll need to double jump to dash to a ledge above you to be able to get to the upper ledges. Now, there are two ways to get it: (1) From the upper ledges double jump to dash between the ledges until you reach the ledge on the far right. Drop off this ledge to the left, then fall and dash to your right, and you should be able to grab it immediately. Or,(2), you can use the uppercut trick to get you high enough with a little round of putty pounce. If you go with the first, you’ll be able to grab the health and charge bolts you saw in the cutscene. In fact, they were placed there to give you a clue on how to get (R). Either way, make sure you grab (R) before you continue. Now, you can use the cars to your advantage and let them do your dirty work for you! The orbs from their defeat will either go up to you or form an orb set that you will need to grab before it dissapears. Now, during this fight another new enemy will show herself: the blue bot. Just like her sisters, she’s also a major pushover. At the end of the fight, the doorway is open. Go on to your first boss fight with Goldar!

7.7 – Mighty Morphin Part 2

Enemies Putties Blaster Lizards Blue Specters
Boss Goldar Cannon Bearers Blue Bots
Timeline Collectibles Power Coins Firezacks Fire Plants
Enemies to Defeat 65
Combo Goal 65

Area 1:

You are immediately greeted by a putty and a firezack, but turn around to find a false wall. Take it out and wall jump up to collect a charge bolt and Power Coin #1, and continue forward to the small onslaught that awaits you. As you jump across the river, you might have noticed the next Power Coin hanging above the cave entrance, guarded by a fire plant. Time your jump in between spurts, then jump to the entrance, then double jump out to grab Power Coin #2, then continue inside. As you fall inside, you’ll be ambushed by a single putty if you’re not paying attention. Take him out and continue across. The entire cave entrance is marked over top with fire plants, so be careful as you jump from one area to the next in here. Once you’ve made it through the three ledges, there’s a box with a health bolt, and a set of purple orbs hanging above the false wall. Grab the bolt if you need, it, then take out the wall and wall jump up to an opening. As you get to the top, you may have noticed (R) in a small room. Grab the orbs above you first, then continue across the stone ledge and drop to the breaking wooden platforms, and move quickly to your left, blast the false wall open and get in to grab (R) and the charge bolt in the box, then wait a moment for the platforms to regenerate, which is something that was great of the programmers to do (thanks go out to the crew at A2M for that!), then continue across to where you saw a putty. Pick him off as the platform takes you across, then continue over along the stone path and up to a series of wooden ledges, some of them, if not most of them breakable, so be quick as you go up, following the direction of the ledges to your upper left. Take out the firezack and take out the false floor and C4 box below it first, then drop down and take out the next firezack and false floor there. Go to the right and fall through, and collect the health bolt to the left if you need it, then take out the C4 box to your right and continue over. If your using MMPR Red Ranger, he will say, “This is bad,” because you have a closed arena fight ahead of you as soon as you step past the position of the C4 box. The small cutscene will show Power Coin #3 hanging above the opening to the right. If you want to grab that first, just double jump to dash to your right to grab it, then take down the horde of goons heading your way, then head down the hall to find a firezack and take him down. There’s a switch at the extreme end of the hallway there. Activate it to move the wooden platform above you to the left. Did you notice something else there? Go back to your left a bit and jump up and through the hole to the platform, then take out the false wall to gain access to that room and collect (A)! Now continue back to your left to find a fire plant and green orbs above it. Time your jump with the flame spurt and grab the orbs, then go to the left and through the door to the next area.

Area 2:

To the left of the door is a false wall with a C4 box and a switch. That switch will come in handy in a moment. Just take out the wall and the box, then continue to the right to trigger a small cutscene that starts a closed arena fight. Here’s where the switch comes in handy. There’s actually two of them, one on each side of the room. They activate a tree stomper that will help you take out the horde a tad faster, so use that to your advantage. You won’t find anything else in here, so once the fight is over, go straight through the door.

Area 3:

You are immediately greeted by a putty as soon as you appear, and the screen leading off to the left. Take out the putty and move to the left to find a box blocking your path to a false floor. Jump over the box, and red ranger will say, “There’s definitely something down there,” and he’s right. Take out the floor and drop to collect (N) and some green orbs, then go back up. You can destroy the box and still make it up to the ledge above you by double jumping to wall jump against the opposing wall to your left to get to it. Move quickly since this is a collapsible platform, and jump up to your right to the next collapsing platform, then out of the hole. You’re greeted by a single putty and a box. Grab the power up from the box if you want it and continue over. Collect the orbs and go into the cave, taking out the firezack that’s waiting for you.

NOTE: Landing in this green pit will hurt you, so don’t stay down there for too long.

After you beat the firezack, jump up on the box and look up and to your right. You’ll see an upper ledge with a set of white orbs up there. That’s a clue to something inside the upper walls there. Go inside and red beams will appear, not letting you go back. There are two false walls in a row here. Destroy them both, then pass through and grab(G). Now double-jump to wall jump all the way up to the ledge, then turn back around and double jump up towards the wall to grab Power Coin #4, then take out the putty, grab the orbs and drop down to the platform, and it will take you across. Grab the orbs along the way, and you’ll see a ledge above you. Don’t jump up to it immediately, because there’s two fire plants at that end. The other end only has one fire plant, making it just a tad easier to get up there without losing too much life energy. Now jump up from one collapsing platform to the next to the ledge above with a putty and a firezack waiting for you. As soon as you move in a little bit, red ranger will say, “This is bad,” as a small cutscene occurs, bringing the putty out of the background and in to fight. Take ’em down, then drop to the right. There’s a series of orb sets in the air and on the opposing ledge, guarded by a fire plant. Time your jump just right to get over and grab the orbs without getting burned, then fall down below for a putty surprise, then jump up and to your right to find a false wall. Destroy it and head through. The red bars will block you off immediately, and a small cutscene will give you a brief land layout. There are fire plants all around you at first, so time your jumps just right to make it through unscathed, then move quickly through the series of collapsing platforms, all the while collecting the orbs that are above you, and finally to a cave entrance. Repel the walls up to a small platform, but don’t fall down to the other side so quickly. Red Ranger will say, “What is that up there,” pointing out two platforms: the one to the left holds (E), and the one to the right, behind the false wall has Power Coin #5. Grab ’em and fall to the right side, collecting the orbs as you fall, then proceed to the door.

Area 4:

Okay, there’s two directions you can go here: right and to a closed arena fight and then to your left and down a hole. Fight first, then go back to the left and down the hole to replenish your health and charge meters as needed, then go on to the doorway.

Area 5:

To your right are some orbs and a drop off with a single putty. Knock him off and continue to find some more orbs and some metal platforms. When you step on these platforms they will start moving back and forth, and there are fire plants on both levels of this, and it’s tough to avoid them since you can’t jump between the two like you can with invisipads. Below these platforms is a firezack guarding Power Coin #6. Take him out and claim your prize, then jump back up to the metal platforms and continue to the next spot with two firezacks, Power Coin #7 and another set of metal platforms that work the same way get the coin and orbs and continue up the shaft by wall jumping to the upper ledge. As soon as you move across a bit, red bars will appear to keep you from going back, and a firezack will show itself. Take him out, and look to the right to spot (R) hanging in the air! There’s also a blue bot in the air, attempting to guard it. Nothing a few kicks won’t fix! Grab (R) while you take her down, then collect the health bolt from the left box if you need it, along with the orbs leading you back to the right; the other box has purple orbs in it. Now take out the false floor and the firezack & putty waiting for you below and grab Power Coin #8 and the orb from behind the box and head back to the right. You’ll notice above the blue bot there a platform with a putty on it that you can’t reach quite yet. You can fix that by activating the switch on the wall above you and to the right. Jump over to the platform, take out the putty and repel up the shaft to your right. As soon as you approach the box, another set of red bars will confine you, and a putty will show up. Show him who’s boss and continue across to find two canon bearers: one below you and one in front of you on an opposing ledge, each of them guarding the final two power coins, both of them below you at opposite ends of the path, so pick off the canon bearer above you, then go below and to your left to collect Power Coin #9 after you take him down, then to your left to grab Power Coin #10! Now if you haven’t reached the 65-hit combo goal yet, here’s your opportunity. Pick one of the canon bearers and do it. Get it and jump to the upper ledge and continue to the right to find a shaft to repel. Go right and collect the orbs and things from the boxes as you make your way back down from your right, kinda staircasing you down from one side to another, and collect all orbs from the extreme left at the bottom, then the one set of purple ones above the doorway, then through the door.

Area 6:

A small cutscene will take place, showing you an interesting fight arena, where two walls from both sides will come in to crush you as you fight, and orbs to collect while you fight. Grab the orbs and take out the horde, then jump back up to avoid getting squashed. After the big squeeze, a piece of the floor busts off. Go down that hole to find another squeeze-type situation, in that the big red thing follows you slowly. There are a bunch of green orb sets there that you can get without any problem. After that you’re in a small corridor with moving red bars. Once you make it through them, a small cutscene shows another big red stomper coming down from the ceiling to a black top. This black top will move up once you reach the center of it and two putties will show up. Take them down, while avoiding a small fire burst to your right. After taking them down, the fire burst will go away, queuing you to move to that platform before you get squished. After that, get back on it to go up again. This time you face a putty and a canon bearer. Make short work of them then high-tail it to the left to avoid a squishing, then back on a third time. Now it’s a canon bearer and a blue specter, and a false wall on both sides protecting flame spurts. Be sure to take out the walls first before you are in a tight squeeze after the fight. Same routine again, but with two blue specters and a false wall on the right. Rinse, lather and repeat, and go up again to face a blue specter and a putty, and both sides are covered again, so blast ’em open and kick some putty while the specter waits his turn! Go up again for twin canon bearers. Knock ’em down a notch, and take out the false wall to the right and move over again. Now the stomper shakes for a moment and goes back up, revealing a doorway on the upper ledge. FINALLY THAT’S OVER!!!! Go through the door and get out of there!

Area 7:

Grab all the orbs you see, along with any health and charge bolts you may possibly need. I know I was down on health from the stomping fight, so I was very happy to find a health bolt in the box above the doorway. Take out the putty in the next little section and grab the rest of the orbs and charge bolts there, then go throughh the doorway to the right for your final fight with Goldie, er… Goldar!

7.8 – SPD Part 1

Enemies Red Sentinel Blaster Kelzacks Yellow Specters
Boss Icthior Crybots Blue Bots
Timeline Collectibles Containment Cards
Enemies to Defeat 60
Combo Goal 75

Area 1:

Alright, rangers, suit up! Start by running to your right through the base, and look up to find some green orbs hanging next to an SPD bulkhead. Notice the low ceiling when you jumped to grab that? There’s something above you there. Once you’re out far enough, double jump to wall jump, then dash in to your left to find a set of purple orbs and Card #1. After you collect it, you’re introduced to a new enemy, the red sentinel, and they are as bulky as the giant wingers and make the same noise when you beat them, and they are just as easy to defeat. Run to your right to find a blue bot above you. Take her out and a crybot appears. Destroy the small box in that area after you use it to get the extra height needed to grab the purple orbs in the very top corner, then continue across to find a big blue box blocking your path. The small box contains a health bolt and the large box holds a powerup. Don’t destroy the big box quite yet, because you can jump through the gap there, and you’ll need it to grab the white orbs hanging above the pink powerup, then destroy the C4 box to continue across. Now, when you jump ontop of where the C4 box is, you’ll see a blue bot hovering all the way over to the right. Use your blaster to take her out from a distance, then double jump up and over to that ledge to collect (R). Fall back down to your left, then run over to the right to find a red sentinel guarding a false wall with a health bolt inside. Take him out then double jump up to the ledge to the left by repelling from the right, then jump to collect Card #2. Jump across and Shadow Ranger will say “Here’s a hint: check out over there.” Double jump to the upper right, then fall down the hole along the orb path to find a firezack just beyond a C4 box. Take out the box and firezack, then jump out of the hole to find an invisipad. Jump to the invisipad, and it will move across to several traps along the way that you will need to duck and jump as you reach the other side. A second invisipad will lower you to another one. And by the way: if you fall off, you get to start this all over again, so be careful as you cross. Dash and jump to get to it and it will take you up, then jump to your right to find a few firezacks. Did you see a false floor? Take it out after you defeat the two firezacks. I recommend using your blaster to take out the firezack holding up on top of the false floor to avoid falling to the unknown. It’s not that bad anyway. Just a red sentinel guarding a box, (A) and a health bolt. Jump up and out then go right to the door.

Area 2:

Head right to find a box, then double jump to collect two sets of green orbs in two opposing corners of this small recessed area. After you grab all the orbs, jump over the security line and collect the orbs along the path there. See the invisipad that’s blocked off? There’s gonna be a fun closed arena fight! Jump up and to your right first so that you can get the green orbs there, then jump across and Icthior shows up for a sec to tell you about the festivities. There’s a new enemy in here I like to call the Yellow Specter. These guys have a big blaster like the canon bearers do, and make the same sounds as them. Another excellent source for those big combos. Hold one of them off until he’s the last one, and use him to get your 75-hit combo for the level! After the fight is over, the invisipad is available for use. Take it down to find a C4 box and some orbs. Destroy the box and proceed, jumping over the security lines, then climb on the invisipad and let it take you up to the next level, where a firezack waits for you. Use your blaster to stun him, then move in for the kill. Now in this tall open area, there’s an unstable platform hovering above you as well as a ledge to the upper left with a C4 box blocking your access. If you’re fast enough, you may be able to take out the C4 box and make it over to that ledge to collect the health bolt and orbs. Then double jump and dash to the ledge to your far right. Collect the orbs and go through the door.

Area 3:

After a quick large scale view, you’ll see Card #3 above and to the right of you, as well as a set of green orbs at the opposing corner. Double jump to reach the orb, then dash across to collect the card, and you’ll fall to a ledge with a crybot on it. Take him down and continue the path below. Collect the orbs as you continue to your right to find two firezacks, and a small ledge above you blocked by a C4 box. Jump and blast it, then go up, and take out the false wall to proceed. There’s a switch to the far end. Activate it to open the previously blocked path below, but don’t go back downn quite yet. On the upper ledge you’ll find a health bolt and (N). Grab them and go back down to your new path. There are a bunch of moving security bars to mess with you. Learn the timing and go across. Go all the way to the end and wall jump up to find a C4 box and (G). Collect it, fall back down, then wall jump up to an opening with a red sentinel guarding Card #4. Collect it, then continue to the top to a small ledge holding Card #5 being guarded by a blue bot. Collect it, then take out the C4 box and continue up and across. Fall off the upper ledge to a small box and a small cutscene will show you your path across. Keep in mind that if you fall, you’re sent back to your starting point, so be careful. When you reach two blue collapsible pieces, you can double jump to double dash across to a ledge with a big box and a crybot. Take out the crybot then continue to the moving invisipad. Jump to avoid the security bar and across. Alternatively, you can also double jump to double dash all the way over from the invisipad as you reach the security bar, not from the platform itself. Once you reach the ledge, blow the C4 box and use the collapsible ledge above you to avoid the blast and jump over to the right and drop down and collect the orbs and take out the crybot. Drop down to the moving invisipad and follow it across, avoiding the security bars and quickly moving from one collapsible platform to the next. Notice the wall? Double jump up to see (E). Stand on the last platform until it drops, then immediately dash to the right the the next platform and jump to the ledge on your left, then jump to grab (E). Continue across, and you’ll find two elevating invisipads. Use one to jump over the security bar and to the other. Don’t go to the top yet, that’s your exit, and there’s more to find. Let the lift take you down to find a firezack. Take him out, then follow down to the end of the path and fall down, to find some orbs, a health bolt and Card #6. Collect it and go back up and to the door up top.

Area 4: SPD Control Room

We start this area with a closed arena fight in the SPD Control Room. Take them down, then go all the way to the end. Fall off in between security bar bursts for a small powerup that might have come in handy during the fight (oops!), then go back up and through the door.

Area 5:

As soon as you start moving, Shadow Ranger will say “Let’s head upwards.” Do what he says and wall jump up to a platform with a firezack and Card #7. Take down the firezack, collect the card and fall back down. Start up the other side of the wall to find two firezacks. Take them out, then from the upper ledge, double jump to your left to find (R). Get it and fall back over to your right and keep going. As you jump over the gap while collecting the purple orbs, turn around to see Card #8. Double jump back to the left to grab it, then fall back to your right to the small ledge. Double jump to the right to collect the final set of purple orbs then fall down to the floor and enter your next arena challenge: SPD Security System malfunction! Where’s Kat when you need her? Anyway, start running and dashing to keep ahead of the red lightning bolt at all costs. If you hit it, it’s instant death and you have to start this segment all over. Start by heading forward with dashing because as you reach the next small section, you’ll be heading down, going back and forth to a small bottom section, then wall jumping up to a ledge then moving quickly between collapsible platforms, and you’ll go through two sets of that until the lightning bolt appears above you, and a small cutscene shows a switch below you and to the left. Don’t forget to the right as well, because as you go down these, your last two containment cards are to the right at the false walls protecting them. Grab the cards quick, then go back to your left to activate the switches to make the platform move down one level at a time. Once at the very bottom, high-tail it over through one more set of collapsible platform jumps, then to the door at the end.

Area 6:

Starting out with a fun little arena fight, take them all down. Use your charge meter to help you out on this. It will make this fight so much quicker. Then continue to the very end and double jump to wall jump to the next ledge for another closed arena fight. Don’t use up all your charge meter on this one, but it may come in handy. After this final fight, jump up and go through the door.

Area 7:

Above you is a bunch of white orbs. Double jump up to get them, then dash to get the others at the other corner, then fall down and grab the orbs below the blue generator, and take care of the crybot that’s waiting for you. Now double jump to wall jump to the upper ledge and go through the door for your first fight with Icthior!

7.9 – SPD Part 2

Enemies Red Sentinel Blaster Kelzacks Yellow Specters
Boss Icthior Crybots Blue Bots
Timeline Collectibles Containment Cards
Enemies to Defeat 70
Combo Goal 85

Area 1:

Start by jumping to collect the orbs above the invisipad to your right. Once you land on the invisipad, it will start moving to the right. Duck to avoid the security bar, then jump to the small hanging platform, then back down to the invisipad and duck again to avoid the next security bar, then double jump to the higher ledge with a red sentinel on it. Just knock him off the ledge and he’s taken care of. Shadow Ranger will say, “There’s something up there,” so double jump to wall jump to the ledge above, containing two C4 boxes and (R). Grab (R) and head back down and to your right to the next moving invisipad. As you move across, jump to avoid the security bars and collect the orbs as you come across them until you reach the far ledge with a C4 box on it. Destroy it to find yellow orbs, then continue to your right and repel up the wall, where you’ll be greeted by a pair of firezacks. The first firezack is on the same level as you, guarding Card #1, which is high enough in the air for the other firezack’s blaster to hit you, so be careful as you collect it. After you take out the second firezack, make your way up the ledges to your right by double jumping over to your right to make it to the first ledge. Notice the orbs above and to the left of you? Follow that path all the way over to the extreme left, and you’ll see a ledge to the right with a C4 box at the outside end. Jump and fire at the box from where you are so you can land on the ledge without a problem. Once there, you’ll find Card #2 and a bunch of orbs. Now head back down and to the right to your previous path. From the next ledge, you’ll see a lone firezack. Take him out from a distance, given the collapsible platform in front of you. Then jump to the platform and dash across to another set of collapsible platforms, then wall jump up to the ledge to your left to find a crybot and a firezack enclosed by two C4 boxes, in effect guarding (A). Stay on top of the C4 boxes by jumping from one to another, and as you jump to grab (A) shoot the box and dash away. Do this again with the other C4 box to help get rid of the two, and it will take a few hits each to get rid of them, if the two explosions didn’t already do them in! Now continue across the gap to your right and run across the collapsible platforms, jumping in between two sets, then wall jumping to the upper ledge. Move across from one invisipad to the other, and it will go up a ways to reach another invisipad with a firezack on it. Take him out, then jump from that pad to the upper ledge. As you move across the path, Icthior will show up to start a fun little closed arena fight with Yellow Specters, Red Sentinels and a crybot here and there. Try to get the level combo goal here if you can by isolating at least one yellow specter until the end of the fight and juggling him to get it. After this fight is over, jump the gap to the invisipad to the far right. Fall to one below you to the left and it will descend. There’s a firezack on the next one down to your right. Once you get on it it will start moving as well. Make your way to the bottom to find a couple of C4 boxes. They’ve got a charge and health bolt in each. After you’ve grabbed these, jump up to the ledge and go through the door.

Area 2:

Move your camera angle down immediately to find a crybot guarding Card #3, so fall off the end of the ledge and in to your left to get it, then jump out to the moving invisipad to grab (N), then go back up and wall jump your way up to the next ledge to find a time spurt style security bar. Go through in between bursts to find a yellow specter. Here’s your chance to get the level combo goal if you were unsuccessful during the closed arena fight in Area 1. Afterwards, double jump to your right to a small pipe-style ledge and fall to the ledge below and to the right of you. There’s another time spurt security bar here that’s blocking your jump. Double jump in between spurts to the next pipe ledge above you for some orbs, then back down, going from one collapsible ledge to another, then moving quickly across to fend off a yellow specter. As you fight him off, the invisipad you end up on will start moving, and you’ll see a bunch of stuff above you, including a containment card! If you’ve already made it to the other end while fighting the yellow specter, it’s okay; the invisipad moves from one end to the other, going back and forth. On it’s way back, grab Card #4 first, along with the charge bolt if you need it. The next jump zone has a health bolt in it, so grab it if you’re low on health. The next jump zone has you wall jump up. Above the C4 box on the ledge you reach is (G). Grab it, then head back down to the right to a collapsible ledge and jump and dash across the gap. You’ll find another moving invisipad at the other end of the ledge. Get on and go across, gathering the orbs carefully so as not to fall off the invisipad. As you go across, you’ll find a ledge with a crybot and C4 box. Nevermind those and keep moving, while staying low, with the invisipad to a ledge below the yellow specter to find two C4 boxes and a crybot guarding a health bolt, orbs and (E)! Grab it and head back, and double jump up through the collapsible platform and to the right. The yellow specter may blast you as you go up, but don’t worry about it too much. Just jump out of the stun and over to take him out. Next, double jump to wall jump to the moving invisipad behind you, then jump from it to the ledge to the right to find a crybot, some security bars and a C4 box. Take him out then double jump over the security bars and destroy the box for a charge bolt if you need it. Now dash and jump across to the collapsible platform and wall jump up to find two yellow specters who are in need of a warm SPD welcome. Grab all the orbs and go up to a small platform to the left with Card #5, then continue your way up by wall jumping to find two crybots and C4 boxes. Do your thing and continue across to find a collapsible platform and two sets of orbs leading up. Double jump to wall jump to get up to a ledge with a C4 box on it and orbs hanging above it. Unfortunately, you can’t double jump high enough to get the last orb set, but look up to find (R)! For now, take out the box for its prize, a health bolt, then jump across the gap to your left to find a door, but don’t go through yet. Jump to the ledge above to grab the orbs, then take out the blue bot with your blaster, since she’s moved to the other end, then just double jump across to collect both (R) and the last of the orbs. Go all the way back over and through the door.

Area 3:

Go right and jump across to what looks like a shuttle that has a different style invisipad. Once halfway across it, it will start moving, and two yellow specters and two red sentinels will show themselves. Take them out and go back down to the bottom invisipad set, if not already there, and jump across to a platform and wall jump up to the pipe, then jump up to the invisipad and to the ledge above. Keep moving across to trigger a closed arena fight. Take them down then double jump over the two security bars and drop to the pipe below. Continue going down and avoid the security bar burst to another shuttle. Double jump to it to progress to another set of yellow specters and red sentinels, and it will move across to yet another shuttle. Double jump to dash to get to it and fend off another set of those guys as it moves you across. You’ll get to another wall jumping zone leading up to another closed arena fight. The exit zone is still the same as the last time, but this is the last spot. When you reach the bottom, you’ll see a bunch of orbs. Collect them all before proceeding through the door to your right.

Area 4:

As soon as you get in here, you’re almost immediately blasted by a yellow specter. Go show him who’s boss after you regain control. There’s a bunch of enemies on this long platform to play with, and be sure that you do if you haven’t reached the enemies defeated goal already. That’s another must to being
able to complete each level 100% besides the collectibles, R-A-N-G-E-R, and combos. Plus, only enemies truly defeated count towards this goal. The ones that you’ve pushed off an edge don’t count as defeated. Okay, now jump out to an invisipad, then double jump to your left and to the extreme end to find a C4 box and a yellow specter on a ledge above you. Double jump to the ledge and take out the yellow jacket, and grab the orbs on the small ledge to your upper right, then fall back down and head back to your right where you saw an invisipad with orbs hanging above it. Ignore that for a minute and head out of this area to see a blue bot guarding a small platform with orbs and Card #6 on it. Collect them and head back to the left and back into the enclosed area. Ride the invisipad up to the top, and collect the orbs on both sides of the gap and use the C4 box to get you up to the platform. Collect the orbs there and continue across from one platform to the next, then double jump to a paltform to the far right with a red sentinel who’s not paying attention and take him out. Jump up and over to find a C4 box and a set of purple orbs. The box has yellow orbs in it. Jump back up and to the platform above where the red sentinel was to collect the green orbs there to trigger the double set of invisipads to move across. They may be out of jump range, so let them come back to you and jump to the top invisipad and avoid the security bars. Once across you will find a platform with Card #7. Grab it then jump to the platform above it with a triple set of green orbs, then fall off to another set of double invisipads that will move across below where Shadow Ranger says, “There’s something up there.” You’ll get up there, don’t worry. Once the double set stops, jump out and to the right to find a blue bot hovering in the air. Take him out, and as you reach an opening in the floor, Shadow Ranger will then say, “Trust your instincts. Go down.” Once down, take out the red sentinel at the left end as well as the C4 box to find a health bolt, then go to the other end to find Card #8 then jump back out to find an elevating invisipad. Jump up onto it, grabbing all orbs on your way up until you reach a set of invisipads in the formation of a triangle. Collect the orbs from the first invisipad, then jump to the upper invisipad in the middle and get the orbs there. You should be able to see on the lower left invisipad another containment card. Jump over to collect Card #9, as well as the orbs next to and above it, then jump back over to the upper invisipad, then to the one above it to face a blue bot. Take her down then continue to follow the upward path of pads, going from one side to another. When you reach the top, go to the platform on your right and Shadow Ranger will say, “Look, over there!” Pan the camera to the extreme right to find Card #10. Double jump to double dash to clear the gap between platforms and do it again to return, and it is possible to get the orbs along that gap once both ways. Head back to your extremem left to find more orbs and a C4 box and claim the health bolt from inside the C4 box. Now double jump to wall jump to get up to the next platform and go through the door at the end.

Area 5:

A very short level, just a major closed arena fight consisting of nothing but red sentinels and yellow specters. Once the fight is over, head through the door for your final fight with Icthior!

7.10 – Super Legends

Enemies Red Bots Cannon Bearers Red Sentinels
Boss Icthior Crybots Blue Bots
Timeline Collectibles Containment Cards Blaster Lizards
Enemies to Defeat 80
Combo Goal 105

Area 1:

Immediately above you is a set of purple orbs, just out of double jump height so wall jump to grab it, then continue to the right. You’ll find more orbs hanging in the air. Grab them as you go until you come across a small group of monsters that are a single crybot and two canon bearers. Use this opportunity to get your combo goal now, then continue across the collapsible platform sets and double jump to wall jump up the wall to the opposing ledge, then double jump over to the left again to reach the orbs and Crystal #1, then aim yourself back to the right as you descend to face a red bot, a crybot and a canon bearer. Easy pickins here! Again, don’t forget your combo goal if your combo run broke off before reaching 105 on your earlier attempt. Once you beat them, continue to your right to find a set of security bars that will blink on and off. Pass through the bottom for a power up and a charge bolt, then dash back out, and double jump to wall jump to clear the bars to the ledge above. Use the same routine to jump back to your left and back to the invisipad above you. There’s a health bolt there if you need it and (R)! Drop back down and continue over, avoiding the security bar as you make it to the doorway.

Area 2:

Again you’ll find orbs above you. Double jump to wall jump and dash to grab them, then continue across to find more orbs hanging above a huge blue box. Use the box for added height to grab the orbs, then fall back down and feel free to destroy the box for more orbs, then continue to the right for a closed arena fight filled with canon bearers, red sentinels, yellow blue bots and crybots. A fun time! Look out for the security bars when you jump, because they will move from the right to the left as you start the fight, and then back to the right when the fight is over. Afterwards, proceed throught the small walkway to find a huge blue box. Use its height to grab the orbs there, then take it out and make your way up to the ledge and look back to your left to find Crystal #2. Double jump to wall jump to grab it, then continue across. Take out the C4 box to find a set of white orbs, then continue to the right to the doorway, but don’t forget the white orbs hanging above the doorway.

Area 3:

With an interesting change of scenery comes an old enemy not faced since the operation overdrive level, the blaster lizards. Take down those little guys and continue across and take out the false wall to progress. A small cutscene will take place where Omega screams “oh, no!” at the sight of a canon bearer. What a scaredy ranger! Anyway, take him and the blue bot out. Notice the false wall? Blast it to reveal some orbs and (A). Grab ’em and continue across to find two blasters. Give them a warm welcome then continue across. You’ll notice a recessed upper ledge. Once you get in there two security bars will appear. Jump up to that ledge to find a crybot guarding (N). Thank him for keeping it safe and sound for you, then jump to grab it, and dash out to grab the set of green orbs hanging in the air and fall down to the bottom to find a crybot and a blaster. Take them out, remembering that only monsters you defeat are counted towards the enemy goal, and not the ones that get thrown off the edge, then double jump up and over the security bars and move quickly from the collapsing platform to the ledge above to find to blasters. Take them out then continue up to find Crystal #3 hovering above you. Double jump to wall jump to get it, then continue across to find almost immediately Crystal #4 on an invisipad to your right. Next, head back to the ledge and double jump to wall jump to make it onto the moving invisipad, and jump off at the end then follow the path around until you reach what seems like a dead end. Look below you to see a bunch of security bars. The ledge will move down the path little by little while you face off with a bunch of red sentinels. Once you reach the bottom you’re greeted by a blaster. Take him out and continue across. A bunch of security bars are being used here. Stay at the base for a moment to pickup Crystal #5 and some orbs, along with a health bolt if you need it. It’s in the C4 box. Get out of there and double jump to the upper edge and take out the blaster as you go across the path there. When you reach the end, there’s an invisipad that will take you across. Keep you eye out for Crystal #6 in a small area that seems impossible to get to with out dying. As you reach the edge, drop through the invisipad and immediately dash, then jump collect the crystal and if you’re lucky, the orbs as well. You’ll reappear on the previous path after falling. Now as you go across, double jump to wall jump up, then double jump over the security bars and fall back down to the invisipad. When it stops jump or dash across the gap to find a blaster. Take him out and continue across to an intermittent security bar. Right past it is (G). Grab it and turn around and jump up to find a red sentinel and a canon bearer. Take them out while on the ledge and not the invisipad so that their defeats will count toward your enemy goal. Next, take the invisipad to the far right, then double jump to wall jump to the doorway.

Area 4:

Go up the stair-like ledges to a small cutscene with Lord Zedd that turns into a closed arena fight that shows off Zedd’s awesome looking zord. The fight consists of canon bearers, red sentinels and blue bots, as well as Zedd’s zord spitting out red balls at you. After the fight is over, grab the health bolt out of the box if you need it and head through the door.

Area 5:

Jump the gap to find a canon bearer. Take him out then take the invisipad up to find another canon bearer. Take him out and continue up via wall jump to the opening to the right. There’s nothing above the opening so don’t waste your time. Continue across to find a red sentinel and a canon bearer. Continue across to find a red sentinel on a small platform. As you jump out to greet him he will have already gone off the edge, so that’s one less of him to have to worry about. Jump across to the next little section, where as soon as you jump to the upper platform, security bars will prevent you from going back then jump across to the golden path to munchkin land! (Couldn’t resist it, sorry!) Once around the bend you’ll find a blue bot hovering above you. Look to the right of him to find a false wall. Take out the blue bot and the false wall, then jump from the big box and in to find (E). Grab it and fall down in between two canon bearers. Take them down then follow to the end and jump up the invisipad sets in between the fire devices, then double jump up from the final invisipad set to find Crystal #7, then drop back down. Follow the path over to another section of a gold path where a cutscene will show you both the next crystal, as well as a blue bot entering the area, and fortunately Omega doesn’t scream like a little girl this time! Drop off the edge to find a red sentinel and a canon bearer. In between them is Crystal #8, but take them out first. Repel the walls to grab the crystal, then jump out of that recession and to your right to find a blue bot and a red sentinel. Take them out and continue over. There’s another blue bot over here guarding a false wall, and why not? (R)’s in there! Kick some bot, then take out the wall and claim your prize. Drop down and go across to find a few canon bearers in between security bars. Take them out and continue across. Double jump to wall jump out and up to the next ledge and look up and to your left to find Crystal #9. Double jump to get it, then continue to the right to find a security bar hovering above an invisipad. Get on the invisipad and it will take you up where you’ll find Crystal #10. Grab it and drop down and to the right to the doorway.

Area 6:

You start this area off with a fun closed arena fight after a small cutscene with Zedd. After the fight, jump to the gold ledge and double jump over the security bar to the invisipad, then over the second bar to the doorway.

Area 7:

In here, you get to see Zedd’s zord in full, and it looks freakin’ awesome! Now go show Lord Zedd who’s boss!

8. RANGERS UNLOCKED

When you collect RANGER, you unlock a new ranger to play as. Here is a complete
list of all the rangers unlocked per level.

Blue Galaxy Ranger – From Lost Galaxy Part One

Blue Mighty Morphin Ranger – From Mighty Morphin Part Two

Blue Overdrive Ranger – From Operation Overdrive

Blue Wind Ranger – From Ninja Storm Part One

Green Samurai Ranger – From Ninja Storm Part Two

Lunar Wolf Ranger – From Super Legends

Red SPD Ranger – From Space Patrol Delta Part Two

Red Wild Force Ranger – From Lost Galaxy Part Two

Yellow Mighty Morphin Ranger – From Mighty Morphin Part One

Yellow SPD Ranger – From Space Patrol Delta Part One

9. SECRETS & TIPS

(*) Is your ranger not quite at full strength? Use the Lost Galaxy or Mighty Morphin levels. They’re the best for leveling up your ranger. Or as you’re juggling a canon bearer after the fact that he’s dead, keep it going as high as you want, whether your charge meter is full or not, and you’ll get massive purple orbs as you get higher and higher from that combo. That will also guarantee you the combo goal for the level if you haven’t already gotten it.

(*) Need an extra boost to get over to that hard to reach ledge? All rangers have a teleport-type move to use at the end of their dash, so press SQUARE to extend that dash just a tad farther. And it doesn’t matter if you hold SQUARE down because it still goes the same small distance.

(*) You can control the camera using the right D-Stick. This will be a big help in finding your timeline collectibles and RANGER letters.

(*) Not quite sure what you’ve collected so far? Press in the right D-stick and it will show you what of RANGER you’ve collected, how many of the collectibles you have, how many enemies you’ve defeated as well as the level count, and your combo hit sets.

(*) A single shot from your blaster will stun your enemies. It doesn’t matter if it is a charged shot or not. Use this to your advantage to get up close and personal.

(*) The uppercut trick that I’ve been referring to is done with practice. I’ve gotten several emails asking about this, and have happily provided assistance with it. Okay, here’s the trick. Press UP and hold SQUARE to launch an enemy into the air, then let go, and you’ll automatically spring up into the air, then hit SQUARE again to execute a flip kick, which then boosts the him into the air a tad higher. As soon as you’ve don this, jump and hit SQUARE again to do another flip kick. While you’re in the air like this, you will always do a flip kick by default. So, continually flip kick to jump to get up higher and higher, and it will allow you reach platforms and ledges you could not normally reach.

(*) Blast lizards are weak little pansies that can be easily taken out with two hits, although they have a high defense to your own blaster. It is important to take these guys out first to avoid being stunned by their blasters, thus ending your combo run, and leaving your ranger vulnerable to attack. So, as the Wasserman says, “TAKE THEM DOWN!”
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(*) Canon bearers are big and kind of a nuisance. But at the same time, they can be quite useful. If you encounter them, leave them til the end of the horde of enemies you take on, then as you destroy them, get them into a wall or corner, and you can actually keep a steady combo going, and you can get a MASSIVE combo out of them. If it’s worth the ten minutes to you, you can get a 999 hit combo! Although it does not unlock anything, it will however fill your charge meter up, so there is actually some good that comes out of it!

10. Credits and Thanks

ASCII Credits:

Made with Rootsecure.net’s ASCII Generator. Edited by Megabyte27

This credit applies to the ASCII signature, Title graphics, and Haim Saban’s blessings used in the GameFAQs version

StarFighters76 – Thanks for the Ranger Unlock List!

Red Fury 1 – Helped me locate bugs #9 & #10 for LG Part 1! THANK YOU!!!!

dragoncloud01 – Helped me locate bug #10 for LG Part 1! THANK YOU!!!!

Attarkai_Cessa_Tzarr – Helped me locate bug #6 for LG Part 2, as well as Power

Coin #10 and (R) for Mighty Morphin’ Part 1! THANK YOU!!!!

joeystud1984 – Helped me locate (R) for Mighty Morphin’ Part 1! THANK YOU!!!!

dynamixx.prince – Kept me honest on Mighty Morphin’ Part 1 by making sure that

the final (R) that credit was given to for helping to find was properly
mentioned. THANK YOU!!!!

kevin matsumura – Thanks for catching Power Coin #9 for Mighty Morphin Part 1!

A2M – Thanks for making one of the best POWER RANGERS games since the first to hit the SNES and SEGA GENESIS consoles.

Disney Interactive Studios/Disney – Thanks for keeping POWER RANGERS alive.

Koichi Sakamoto – Thanks for sticking with POWER RANGERS ever since it was created to keep the spirit of the Power Rangers alive.

Haim Saban – Thank you so much for making something so cool, that has caught the attention of millions of us. Speaking for all POWER RANGER fans, we are all very happy that you were able to regain your legacy.

MAY THE POWER PROTECT YOU ALWAYS