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Final Fantasy V Walkthrough

Written by  Djibriel
Contributor

1.33: The Cannons of the Flying Civilization

Enemies: Soul Gun, Launcher (Side), Launcher (Top)

Blue Magic: OBurn Ray, OMissile

The two outer cannons each represent two Flameguns, the two inner cannons each represent two Rocket Launchers. The Flameguns will do nothing but use OBurn Ray, which is a Blue spell you could've learned from Prototype earlier. You can't miss it here. The Rockets will use either OMissile or Rocket Punch, an attack that your Blue Mage can't learn. It cuts down current HP by 50%, but also adds the OMuddle status. Berserkers are nice against them; the AxeDeath Sickle and/or AxeWar Hammer is powerful, and Berserkers are inherently immune to the OMuddle status.

Deal with all of the them with Lightning-elemental attacks. LgtningSkills, and RodLightning 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 OBolt2 spell would), but OBolt2 and SwordCoral Swords work just as fine, only a little slower. Obviously, if you have any AccessoryFire Rings you can absorb OBurn Ray, but it's one of the few benefits of buying a AccessoryFire 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 2-Handed Sorcerors, RodLightning Rod Summoners and combining !Throw with a mage's Magic Power are all very good to have. !Earth is useless, Wind Slash will appear often and will do nothing since Soul Gun 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 (Side)
Launcher (Side)
Boss Monster
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: Potion
Command Immunities
Elemental Immunities
Catch, Control, Scan
PoisonWindWater
Elemental Absorb
Elemental Weakness
None
None
Blue Magic
Status Immunities
None
DarknessPoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldStop
 
Strategy
 
Take out the Launchers first, using OL5 Doom 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 (OSlow and OHaste) to buy time to try to avoid Wave Cannon.
 



Launcher (Top)
Launcher (Top)
Boss Monster
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: Potion
Command Immunities
Elemental Immunities
Catch, Control, Scan
PoisonWindWater
Elemental Absorb
Elemental Weakness
None
None
Blue Magic
Status Immunities
None
DarknessPoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldStop
 
Strategy
 
Take out the Launchers first, using OL5 Doom 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 (OSlow and OHaste) to buy time to try to avoid Wave Cannon.
 



Soul Gun
Soul Gun
Boss Monster
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: Ether
Rare: Elixir
Common: Dark Matter
Command Immunities
Elemental Immunities
Catch, Control, Scan
PoisonWindWater
Elemental Absorb
Elemental Weakness
None
Lightning
Blue Magic
Status Immunities
DarknessPoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldStop
 
Strategy
 
Take out the Launchers first, using OL5 Doom 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 (OSlow and OHaste) 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 Gun itself will give a message every turn and will eventually use Wave Cannon right after "Firing!". Soul Gun 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 Gun 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 OL5 Doom 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 Gun.

It's basically just a race against time, that's what this is. Which is why OSlow is such an asset in this battle. Characters being able to combine a RodLightning 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. 2-Handed Sorcerors with a Bolt2 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). OSlow and OHaste can prove very useful, and RodLightning 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 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
©1997–2026 Josh Alvies (Rangers51)

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