Containment Bay Z1T9 (Extreme)
Duty Information
Expansion: Shadowbringers
Encounter: Containment Bay Z1T9 (Extreme)
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 60
Item Level: 250
Unlock Requirement: A Demonic Duplicate
Encounter Overview
Containment Bay Z1T9 (Extreme) is the high-end version of the Zurvan encounter from Heavensward. This fight is structured into multiple distinct phases, beginning with a collapsing arena opener, followed by a movement-heavy first phase, a rotation-based center phase, an add gauntlet, and a final phase that combines all prior mechanics with strict execution requirements.
Zurvan Extreme is a coordination-heavy fight. Players must handle spreads, stacks, knockbacks, directional cleaves, tower assignments, tether pairing, and pattern recognition. The final phase in particular is unforgiving, requiring correct debuff handling and precise positioning across multiple overlapping mechanics.
Arena Overview
The encounter begins on a full circular platform that is gradually destroyed during the opening sequence. Once the main fight begins, the arena becomes a ring surrounded by deadly fire, instantly killing any player who leaves the platform.
Later phases make heavy use of arena positioning, including center stacking, edge spreads, and tower assignments across the full arena.
Mechanic Archive
Metal Cutter
A frontal cleave tankbuster used frequently throughout the encounter. Zurvan should always be faced away from the party.
Flare Star
AoE markers placed under players that explode after a delay. The party should stack or group near edges to control placement and preserve safe space.
The Purge
A raidwide attack that ends the opening “caged” phase and transitions into the main fight.
Wave Cannon (Normal)
A targeted line AoE fired at a marked player. The marked player should move to the side while the rest of the party avoids the line.
Soar
Zurvan creates line AoEs across the arena. These determine the pattern for the upcoming Twin Spirit charges.
Twin Spirit
Spirits spawn at the edge of the arena and charge straight across. These always follow Soar and define safe zones for the party.
Flame Halberd
Large AoE markers placed on most players. These must be spread along safe zones while avoiding Twin Spirit paths. Healers typically share one AoE due to limited space.
Demonic Dive
A stack marker placed on a healer. The group must stack together in the center while avoiding hazards.
Cool Flame
A separate AoE marker placed on the other healer. This player must stay away from the group while the stack resolves.
Demon’s Claw
A knockback applied to the main tank that also inflicts Stun and Magic Vulnerability Up. The tank must position carefully to avoid being knocked into the arena edge.
Wave Cannon (Claw)
A line stack AoE targeting the stunned main tank. The party must stack in the line to share damage, with the off-tank closest to Zurvan.
Southern Cross
Ice AoEs spawn where players were standing when the cast finishes. Players should stack briefly, then rotate together to a safe area.
Biting Halberd
A massive frontal cone attack. Players must move behind Zurvan before the cast resolves.
Tail End
A large AoE centered around Zurvan. The safe area is near the edges of the arena.
Ciclicle
A donut AoE. The safe area is close to Zurvan.
Execrated Will
A tanked add that uses a critical-hit tankbuster and gains increasing damage through Berserk.
Execrated Wit
A high-priority add that casts Meracydian Meteor. If this cast completes, the party is instantly wiped.
Execrated Wile
Uses a gaze attack that inflicts Hysteria if not avoided. Players must look away to prevent losing control of their character.
Ahura Mazda
A transition attack after the add phase that deals heavy raidwide damage and begins the final phase.
Infinite Fire & Ice
Players receive either a fire or ice debuff and are tethered to a partner with the same element. Tethered players must stay close together or suffer Infinite Anguish, a stacking damage-over-time effect.
Tyrfing
A multi-hit tankbuster that becomes stronger with each cast, adding additional strikes before a final burst. Tanks must use heavy mitigation or invulnerability cooldowns.
Broken Seal
Eight towers appear—four red and four blue. Players must stand in towers matching their debuff color. Incorrect or empty towers result in heavy raid damage and likely a wipe.
Broken Seal Patterns
Each tower pattern determines the follow-up attack:
• Double Cross → Biting Halberd
• Inner Ring → Tail End
• Outer Ring → Ciclicle
Infinite Anguish
A damage-over-time effect applied when tethered partners move too far apart. This rapidly becomes lethal if not corrected.
Encounter Flow
Caged Phase
The fight begins with Zurvan bound in the center. Over time, large portions of the arena are destroyed, forcing the party into smaller safe zones while handling Metal Cutter and Flare Star. This phase ends with The Purge.
Phase 1 – 100% to 75%
Zurvan becomes mobile and begins using his primary mechanics: Wave Cannon, Soar, Twin Spirit, and Flame Halberd. The party must identify safe zones based on Soar patterns and spread accordingly.
Later in the phase, Demonic Dive, Cool Flame, and the Demon’s Claw into Wave Cannon combo introduce stacking and tank positioning requirements. The phase loops until Zurvan reaches 75%.
Phase 2 – 75% to 60%
Zurvan moves to the center and remains stationary. This phase revolves around handling Southern Cross and rotating around the boss, while reacting to random “ice attacks”:
Biting Halberd, Tail End, or Ciclicle.
The party must stay coordinated as a group, rotating together after Southern Cross while tanks manage positioning and avoid cleaving the party.
Phase 3 – The Execrated
Zurvan leaves the arena and summons waves of adds. Each wave introduces different priorities, with Execrated Wit always being the highest-priority target due to its wipe mechanic.
Players must also avoid gaze attacks from Execrated Wile and manage tankbusters from Execrated Will. Once all waves are cleared, Zurvan returns with Ahura Mazda.
Phase 4 – Final Phase
The final phase combines all previous mechanics with the addition of Infinite Fire & Ice, Tyrfing, and Broken Seal. Players must remain paired with their tether partner while correctly soaking towers and reacting to the corresponding follow-up attack.
Later in the rotation, Zurvan reintroduces Soar, Twin Spirit, and Flame Halberd, followed by stacking and tank mechanics. The sequence repeats with increasing pressure until the party defeats Zurvan or reaches the enrage after multiple Broken Seal cycles.
