Quick Links
Containment Bay Z1T9 is a level 60 Trial in Final Fantasy 14 in which you fight Zurvan, the last of the Warring Triad. Despite being heralded as the physical embodiment of victory in ancient history, Zurvan was imprisoned by the Allagans, and has spent centuries building his strength for an eventual attempt at vengeance.
Related
Final Fantasy 14: Containment Bay S1T7 Trial Guide
Here’s how to beat Sephirot of the Warring Triad in Containment Bay S1T7 in Final Fantasy 14.
Before Zurvan breaks free from imprisonment, you will need to enter Containment Bay Z1T9 and defeat him. Below, we’ll take a look at everything you need to know about this fight, including each of Zurvan’s attacks and mechanics and how to avoid them.
This content is outdated, and most Duty Finder groups will be strong enough to skip one or multiple of Zurvan’s attacks. As such, there are mechanics detailed below that you may not see during the course of a normal run of Containment Bay Z1T9.
How To Unlock Containment Bay Z1T9
Containment Bay Z1T9 is the third Warring Triad Trial, so you’ll need to first complete the quests and Trials for Sephirot and Sophia through the quests ‘When the Bough Wakes’ and ‘Balance unto All’, respectively.
Once you’ve done that, you can accept the quest ‘The Last Pillar to Fall’ from Unukalhai in The Rising Stones (X:6, Y:5) to unlock Zurvan.
Zurvan Fight Walkthrough
This fight is divided into four different phases. Below you can find details on each.
Phase 1
The fight will begin in a circular arena with Zurvan in the center. He will use the following attacks during this phase.
Attack Name |
Type |
Details |
---|---|---|
Metal Cutter |
Conal AoE |
Deals damage to the front of the boss. The Tank should angle the boss away from the rest of the party, by standing on either side of him, to avoid hitting them with this attack. |
Flare Star |
Circle AoE |
Deals damage in the indicated AoE circles that are created on random players. Move to avoid. |
While Zurvan performs these two attacks, quarter sections of the arena will begin to fall away. If you are standing on one of these sections while it falls, you’ll be instantly killed, so be careful.
Once three of the four quarters of the arena have broken away, Zurvan will cast The Purge, dealing damage to all party members, and the fight will transition to its next phase.
Phase 2
The fight will move to a new arena that has a dangerous AoE around its edge that inflicts
Attack Name |
Type |
Details |
---|---|---|
Soar |
Line AoE |
Zurvan will create two clones that dash forward along the indicated line AoEs. Move out of the AoE indicators, then prepare for Flaming Halberd, which will be used immediately after. |
Flaming Halberd |
AoE Marker |
Two players will be marked with large AoE circles. Everyone should spread out to avoid overlapping these with each other. Immediately after these two AoEs resolve, Zurvan will use Demonic Dive. |
Demonic Dive |
Stack Marker |
One player will be marked with a Stack Marker. Group up on the targeted player’s position to split the damage of this AoE. |
Wave Cannon |
Line AoE |
Zurvan will deal high damage to his front and inflict Vulnerability Up. When Zurvan begins charging Wave Cannon, move behind him to avoid it. |
Ice Puddle |
AoE |
A puddle of ice will appear directly under Zurvan, which deals damage and inflicts Leaden and Frostbite if you step in it. |
Biting Halberd |
Conal AoE |
Deals damage in a large conal AoE that covers the majority of the arena, with a safe spot in a sliver directly behind the boss. Once you see Zurvan begin to cast this attack, run directly behind him to avoid taking damage. |
Southern Cross |
AoE |
Targets random players with circle AoEs. Move out of the AoE telegraphs to avoid taking damage. |
Ciclicle |
Ring AoE |
Deals damage in a large ring AoE, with a safe spot in the area directly around Zurvan. Move close to the boss to avoid this attack. |
Tail End |
Point blank AoE |
Deals damage in a large area surrounding Zurvan. Move away from the boss to avoid it. |
Eventually, Zurvan will become untargetable and summon a wave of adds, marking the beginning of phase three.
Phase 3
This add phase will have you fight three waves of enemies. The main Tank should group up all the enemies while everyone else bursts them down.
When all three waves have been dealt with, Zurvan will cast his ultimate, dealing damage to the whole party, and transition the fight to its final phase.
Phase 4
This phase is mostly the same as phase two, but with a few added mechanics. You’ll see all of the attacks used in phase two, plus these new ones.
Attack Name |
Type |
Details |
---|---|---|
Tyrfing |
Tankbuster |
Deals multiple hits of damage to the main Tank, ending with Fire III, a small AoE centered on the Tank. Use defensive cooldowns to mitigate this damage. |
Broken Seal |
Special |
Zurvan will mark each player with either Infinite Ice or Infinite Fire. Then, Fire and Ice meteor markers will appear around the arena. You will need to move to the marker that corresponds to your debuff and stand in it to prevent the meteor from hitting the arena and exploding for damage. |
Zurvan will repeat these mechanics until he is defeated. The main attacks to watch out for are the Soar, Flaming Halberd, and Draconic Dive combo, as this can easily take out a player or two if they are hit by two of these attacks.
Additionally, be sure to pay attention to which debuff you get and move accordingly to prevent the Fire and Ice meteors. If even one hits the arena, everyone will take damage and receive a Vulnerability Up stack, so you should avoid this at all costs.
Next
Final Fantasy 14: Every Orchestrion Roll From Trials
Here’s where to get every Trial Orchestrion Roll in Final Fantasy XIV.
Leave a Reply