Final Fantasy V Walkthrough
Written by Djibriel
Contributor
1.33: The Cannons of the Flying Civilization
Enemies: Soul Cannon, Launcher, Launcher (2)
Blue Magic: Flame Thrower, Missile
The two outer cannons each represent two Flameguns, the two inner cannons each represent two Rocket Launchers. The Flameguns will do nothing but use Flame Thrower, which is a Blue spell you could've learned from Prototype earlier. You can't miss it here. The Rockets will use either Missile or Rocket Punch, an attack that your Blue Mage can't learn. It cuts down current HP by 50%, but also adds the Confuse status. Berserkers are nice against them; the Death Sickle and/or War Hammer is powerful, and Berserkers are inherently immune to the Confuse status.Deal with all of the them with Lightning-elemental attacks. Lightning Scrolls, and Thunder Rod plus Ramuh are the best damage dealers as they are multi-target and don't suffer from multi-target penalties (like a multi-target Thundara spell would), but Thundara and Coral Swords work just as fine, only a little slower. Obviously, if you have any Flame Rings you can absorb Flame Thrower, but it's one of the few benefits of buying a Flame Ring, otherwise a fairly crappy decision at this point.
When you're done, the Master Cannon comes out. Crap. You can engage in a fight with it when you examine it. I strongly suggest you heal up entirely before this fight and install one or more characters with the ability to cast up to level 4 White spells. If this requires White Mages, so be it. Dealing Lightning- elemental damage, and a lot of it, is basically what the coming fight is about, so Two-Handed Mystic Knights, Thunder Rod Summoners and combining !Throw with a mage's Magic Power are all very good to have. !Gaia is useless, Wind Slash will appear often and will do nothing since Soul Cannon doesn't take damage from Air- elemental attacks.
"Diffusion Beam Cannon: Online!" "Laser Crosshair Brightness: 20!" "Safety Lock: Offline!" "Barrel Pressure Rising!" "Blast Shielding Activated!" "Energy Cells 128% Capacity" "Firing!"
Wave Cannon.
Launcher Bestiary #260 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 50 | 10800 | 1000 | 0 | 0 | 20 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
7 | 2 | 1 | 0 | 0 | 10 | 1 | |
Stolen Items |
Dropped Items |
||||||
Common: Ether | Common: Hi-Potion | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control, Scan | |||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Take out the Launchers first, using Level 5 Death or your most powerful Lightning-elemental attacks, preferably multi-targeted. They can inflict Old and big chunks of damage. Once they're gone, continue to use Lightning-elemental attacks and Time magic (Slow and Haste) to buy time to try to avoid Wave Cannon. | |||||||
Launcher (2) Bestiary #261 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 50 | 10800 | 1000 | 0 | 0 | 20 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
7 | 2 | 1 | 0 | 0 | 10 | 1 | |
Stolen Items |
Dropped Items |
||||||
Common: Ether | Common: Hi-Potion | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control, Scan | |||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Take out the Launchers first, using Level 5 Death or your most powerful Lightning-elemental attacks, preferably multi-targeted. They can inflict Old and big chunks of damage. Once they're gone, continue to use Lightning-elemental attacks and Time magic (Slow and Haste) to buy time to try to avoid Wave Cannon. | |||||||
Soul Cannon Bestiary #259 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 36 | 22500 | 1000 | 100 | 40 | 55 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
7 | 2 | 1 | 0 | 5 | 10 | 1 | |
Stolen Items |
Dropped Items |
||||||
Common: Dark Matter | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control, Scan | |||||||
Elemental Absorb | Elemental Weakness | ||||||
None | |||||||
Blue Magic | Status Immunities | ||||||
Strategy | |||||||
Take out the Launchers first, using Level 5 Death or your most powerful Lightning-elemental attacks, preferably multi-targeted. They can inflict Old and big chunks of damage. Once they're gone, continue to use Lightning-elemental attacks and Time magic (Slow and Haste) to buy time to try to avoid Wave Cannon. | |||||||
Wave Cannon is a nasty attack. It deals maximum HP/2 damage to all characters and sets the Sap status too. Soul Cannon itself will give a message every turn and will eventually use Wave Cannon right after "Firing!". Soul Cannon has two unnamed smaller cannons on its back, both with an effective HP ratio of 800. I'm saying effective in all cases as neither the Launchers nor Soul Cannon itself will live to see the full extent of its potential; when reaching a certain HP ratio, they will self-terminate with an explosion.
The Launchers will attack with an unnamed attack called Valiant Attack which is a missile set to destroy half your current HP, also setting the Old status. It's really kinda nasty and will probably get you twice before you can take them out. You can take them down in what probably will be two multi-target Lightning- elemental attacks or the Blue Level 5 Death spell. Whatever, !Release a Prototype for Mega Flare, see if I care. Make absolutely sure to take them out first. Now, it's time to face Soul Cannon.
It's basically just a race against time, that's what this is. Which is why Slow is such an asset in this battle. Characters being able to combine a Thunder Rod with the !Throw ability are the best damage dealers, so set either a spell ability on a Ninja or !Throw on a pure caster. Two-Handed Mystic Knights with a Thundara spellblade are very strong as well. A good combination is a Time Mage with either level 3 Black or level 2 !Call (!Call is better). Slow and Haste can prove very useful, and Thunder Rod spells hurt pretty bad as well. If you're having trouble still, !Catch a few Sand Bears and unleash them for 2200 damage a hit.
You'll probably take a single Wave Cannon to the face even if you're decent on the preparation, which isn't too bad. If you choose your Job and ability combinations poorly, you might find yourself taking more, which actually is. The combination of steadily decreasing HP, characters whose stats have dropped dramatically with the Old status (even a short while in the status takes a toll on the Old characters) can prove an effective strategy for the opponent if you don't have the pure power of survival.
After the fight, you'll get two Hi-Potions (from the Launchers) and a Dark Matter, one of the three !Mix items you won't be able to utilize yet.
Caves of Narshe: Final Fantasy V
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.