Containment Bay Z1T9 Guide – Zurvan Trial Mechanics FFXIV
Duty Information
Expansion: Heavensward
Encounter: Containment Bay Z1T9
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 60
Item Level: 235
Unlock Requirement: The Last Pillar to Fall
Encounter Overview
Containment Bay Z1T9 is a level 60 trial introduced in patch 3.5 during the Heavensward expansion.
Players face Zurvan, the Demon, in a multi-phase battle that evolves as sections of
the arena collapse and new mechanics are introduced.
The encounter progresses through four phases involving platform destruction, line attacks, stacking
mechanics, add waves, and a meteor soaking puzzle in the final phase. The arena layout changes
dramatically early in the fight, forcing players to adapt their positioning as the battle continues.
Arena Overview
The encounter begins on a large platform divided into four visible segments. As the fight progresses,
sections of the arena collapse in a counterclockwise order beginning with the eastern quarter.
Players standing on a collapsing section will fall to their deaths.
After the final platform section collapses, players drop into a lower arena where the rest of the
battle takes place.
Mechanic Archive
Metal Cutter
A frontal cleave targeting the main tank. Zurvan should be faced away from the party to prevent the
attack from striking the group.
Flare Star
Circular AoE markers appear on random players. Targets should move away from the group to avoid
overlapping damage.
Soar
Zurvan leaps away from the arena and begins a sequence of line attacks. After the initial lines,
clones appear along the arena edges and fire additional line AoEs. Players must identify safe lanes
between the lines.
Flaming Halberd
Two players are targeted with moving circular AoEs that follow their position. These players should
move away from the group until the attack finishes. When the markers resolve, flaming puddles remain
on the ground.
Demonic Dive
A stack marker that typically targets a healer. Players should group together to share the incoming
damage.
Wave Cannon
Zurvan targets a random player with an unmarked line attack. The targeted player should sidestep
quickly to avoid being hit.
Ice Puddle
A persistent puddle centered on the boss that slows and damages players standing within it.
Movement around the boss becomes more restrictive once this appears.
Biting Halberd
A massive conal attack used shortly after Ice Puddle appears. Players must move behind Zurvan to
avoid the attack.
Southern Cross
Multiple AoE markers appear on random players. Stacking together allows these markers to overlap,
creating more open space in the arena for the following mechanics.
Ciclicle
A large donut-shaped AoE centered on Zurvan. The safe area is close to the boss.
Tail End
A large point-blank AoE around Zurvan immediately following Ciclicle. Players must move away toward
the edges of the arena to avoid the blast.
Add Waves
During the add phase, several waves of enemies spawn and must be defeated to progress the encounter.
- Execrated Threw – melee adds that should be gathered by a tank and burned down.
- Execrated Will – stronger adds that require tank attention.
- Execrated Wit – caster add that should be prioritized by the party.
Broken Seal
Zurvan initiates a sequence that assigns elemental debuffs to players and prepares meteor soak
mechanics.
Infinite Fire
A debuff applied to several players that allows them to safely soak fire meteors.
Infinite Ice
A debuff applied to the remaining players that allows them to safely soak ice meteors.
Fire & Ice Meteors
Meteors fall across the arena in triangular patterns. Players must stand in the meteor that matches
their assigned element. Incorrect soaking or leaving meteors unattended inflicts raid-wide
Vulnerability stacks.
Tyrfing
A multi-hit tankbuster that increases in the number of strikes each time it is used. Tanks should
prepare defensive cooldowns and healers should be ready to sustain heavy incoming damage.
Encounter Flow
Phase 1
The encounter opens on the segmented platform. Players handle Metal Cutter and
Flare Star while avoiding the collapsing platform sections. As the fight progresses,
the arena segments fall away in a counterclockwise order.
When the final section collapses, the party drops into a lower arena and the fight transitions to
Phase 2.
Phase 2
Zurvan introduces more complex attack patterns beginning with Soar, a sequence of
line attacks from both the boss and his clones. Players must dodge the lines while maintaining
spacing for upcoming mechanics.
The phase continues with Flaming Halberd markers, the Demonic Dive stack mechanic, Wave Cannon line
attacks, and the Ciclicle/Tail End positional sequence.
Add Phase
Several waves of enemies spawn that must be defeated before the encounter continues. Tanks should
collect the melee adds while the party focuses down dangerous targets such as the caster add
Execrated Wit.
Once all enemies are defeated, Zurvan returns and the fight transitions to the final phase.
Phase 3
The final phase repeats many Phase 2 mechanics while adding the
Broken Seal sequence and elemental meteor mechanics. Players must correctly match
their debuff with the appropriate meteor to prevent raid-wide damage.
Throughout this phase Zurvan continues using the increasing tankbuster
Tyrfing, making defensive cooldown management and healing coordination important
as the fight progresses.
These mechanics repeat until Zurvan is defeated.
