Cards

Cards are found randomly in Stages. With higher Difficulties and later Stages, Cards are found more commonly. See the Steam Guide link at the bottom of the page for exact values.

There are 22 Cards, each with a different effect. Mobile edition's Cards are different, and are not listed.

### Card 2 (Blue) - Support Drone

The first Support Drone on the left side of the Plane. It can be destroyed when shot.

### Card 3 (Blue) - Support Drone

The second Support Drone on the right side of the Plane. It can be destroyed when shot.

### Card 4 (Blue) - Missile's Reload Time -10%

Missiles reload time is 10% faster, so more Missiles can fire.

### Card 5 (Blue) - Human Rescue Time -5%

Survivors are rescued 5% faster, allowing faster fleeing from Enemy bullet hell.

### Card 6 (Blue) - Lucky Shield

There is a chance, when taking fatal damage, that an emergency Energy Shield will appear. It only lasts a fraction of the time and only works once per Stage.

### Card 7 (Blue) - Your Ghost Collects Stars (2 Players Only)

When playing with two Players, the second one's death is not the end. They can move, albeit slower, to still collect Stars.

### Card 8 (Blue) - Initial Fire Rate +1

The Player starts off a Stage with +1 Fire Rate.

### Card 9 (Blue) - Initial Fire Rate +1

The Player starts off a Stage with +1 Fire Rate.

### Card 10 (Gold) - Star Doubler

At the end of every Stage, whether win or loss, the Stars collected are doubled.

### Card 12 (Gold) - Laser Beam Energy +10%

The Laser Power-Up deals 10% more damagw.

### Card 15 (Blue) - Rescue Rope Length +5%

Gives the Player more maneuverability while rescuing Survivors, allowing better escape of bullets.

### Card 16 (Gold) - Upgrade Prices -10%

Hangar prices are discounted by 10%. This Card has no use if all Upgrades are bought.

### Card 17 (Gold) - Health Regeneration

Regenerates 1% of health every 1.4 seconds. Very useful for recovering without Health collectibles.

### Card 18 (Gold) - Energy Shield to Begin With

Gives a free Energy Shield at the beginning of each mission. The price to buy another is increased as usual.

### Card 19 (Gold) - Laser to Begin With

Gives a free Laser at the beginning of each mission. The price to buy another is increased as usual.

### Card 20 (Gold) - Megabomb to Begin With

Gives a free Mega Bomb at the beginning of each mission. The price to buy another is increased as usual.

### Card 21 (Blue) - Plane's Speed +5%

The Plane flies 5% faster. Escaping bullet hell is easier, and chasing down rogue Prop Planes is also slightly easier.

### Card 22 (Gold) - Night Camouflage

Gives the Plane a nice black & red paint job and a boost in firepower. Note that this Card can only be collected after all the others, and the firepower boost is only in the Mobile versions.

## Tips

An easy way to farm Cards is to get to Stage 5. By breaking the first two (or three) Crates before getting shot by the EMP, there is a chance Cards will appear. When using the Mouse for more precise control, the level can be consistently completed, but it doesn't hurt to have Health Upgrades as insurance.

A much more efficient, late-game Card farming method is in this Steam Community Guide. The long and short of it is to go to Stage 6 on Insane Difficulty. Combining the 4% chance for every one of the 17 Crates and a 3% chance for the 18th, there is roughly a 50% chance per run of a Card (a coin flip, essentially). Given how easy the Mantis Gunship is with at least one Energy Shield and three Lasers, and how plentiful Lasers are in Stage 6, this is a safe and consistent late-game farming method.

Cards are less useful than in *Reloaded*, but it still is greatly beneficial to have all of them to get the Night Camouflage benefit (on Mobile).