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Containment Bay Z1T9 (Extreme)

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This article is about the level 60 challenge-mode trial. For the optional story-mode level 60 trial, see Containment Bay Z1T9.

Containment Bay Z1T9 (Extreme)

Level
60 (Sync: 60)
Item Level
250
Difficulty
Extreme
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
60 minutes
Phoenix Down
Not Available
Duty Finder
High-end Trials (Heavensward)
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 25 
Req. quest
Feature Quest A Demonic Duplicate
Entrance
Azys Lla (X:25.4, Y:22.5, Z:8.4)
Location
Containment Bay Z1T9
Region
Abalathia's Spine
Stone, Sky, Sea
Available
Patch
3.5
The Echo
On wipe: +5% (max +25%)

You hold a tomestone recovered from the research facility of Azys Lla. According to Unukalhai, this recording device contains the data required to generate a simulacrum of Zurvan at the peak of his original, unmitigated power─the final trial of a program designed to test the mightiest of Allag's elite champions. If you would subject yourself to the dangers of this ancient challenge, you need only approach the verification node and stretch forth your hand...

— In-game description

Containment Bay Z1T9 (Extreme) is a level 60 trial introduced in patch 3.5 with Heavensward.

Strategy

Containment Bay Z1T9 (Zurvan) Extreme Video Guide

The Demon: Zurvan

Caged Phase:

Zurvan starts the fight chained to the center of a circular platform, unable to move.

15 seconds into the fight, Zurvan will destroy the eastern quadrant of the arena. 10 seconds later he will destroy the northern quadrant, and then finally the western quadrant.

Caged Phase Rotation
Attack Description
Metal Cutter x2 Frontal cleaves towards the main enmity target. The main tank should stand on the north side of the arena to start.
Flare Star AoEs are placed under random players, which explode a few seconds after. The group should stack to the far edge of the quadrant as to allow melee to dodge while remaining in attack range.
Metal Cutter x2 By now most platforms are gone, but avoid joining the group at the south quadrant until the west quadrant begins to glow.
Flare Star Same as before.
The Purge Unavoidable magic damage to the entire party. Transition to phase 1.

Phase 1 - 100% - 75%

Zurvan descends, unbound from his chains.

The arena transforms, now having a deadly ring of fire that deals 9999 damage to those who step outside.

Phase 1 Abilities
Name Description
Wave Cannon (Normal Variant) One player is marked with a blue circle. After a few seconds, Zurvan will fire a large line AoE towards the target, inflicting damage and a 20 second incurable Bleed.
Soar Three line AoEs will appear across the arena. Those hit will take moderate damage and a Vulnerability Up. Always sets up Twin Spirit.
Twin Spirit Three Twin Spirits appear on the edge of the arena preparing to charge straight across the center. Deals moderate damage and inflicts Vulnerability Up.
  • This attack is always paired with Flame Halberd
Flame Halberd The six non-healers are marked with Flame Halberd, large AoE fireballs that must be separated around the edges of the room. Deals moderate magic damage.
  • There is not enough space in the arena for the two unmarked healers to avoid damage. Healers will need to stand in one player's fireball.
  • Fireballs leave lava patches on the ground afterwards that give Fire Resistance Down while inside. Move out of them quickly.
  • Always paired with Twin Spirit. Spread around the room's edges but avoid standing in the Twin Spirit's path.
Demonic Dive One of the two healers is marked with a stack marker. Avoid any lava patches and move towards the center to group up.
Cool Flame The other healer is marked with an orange arrow and should avoid stacking for Demonic Dive, as this attack deals AoE damage.
Demon's Claw The main tank is dealt a heavy half-arena knockback (can't be resisted) and inflicted with Stun and Magic Vulnerability Up.
Wave Cannon (Claw Variant) The stunned main tank is targeted by a line stack AoE. The rest of the party must stand in the AoE to divide damage and save the tank's life.
  • Deals increased damage to the player closest to Zurvan. Ensure the second tank is up front.

Soar, Twin Spirit, and Flame Halberd positioning:

Soar has two potential attack patterns. Zurvan sends three copies of himself from the center towards the edge of the room; the locations these copies are sent are where the three Twin Spirits will charge from.

  • If Soar was in a equal three-pronged pattern, the following Twin Spirit will cut the arena equally into sixths.
    • Each player marked with Flame Halberd should take a different safe spot. The healers can choose any.
  • If Soar was in an asymmetrical pattern across the center, the following Twin Spirit will split the arena in two halves.
    • Three DPS/tanks should move to one half of the arena and the other three to the other half, distancing themselves equally along the edge.

Damage from the cage phase carries over to this phase. As a result, groups will almost always skip the first rotation of attacks.

Phase 1 Rotation
Phase Attack Strategy
100% - 90% Metal Cutter x2 Face Zurvan away from the rest of the party.
Wave Cannon (Normal) The marked player should move to Zurvan's side. The rest of the party should avoid standing near the marked player.
Metal Cutter x2 Rotation loop point until brought below 90% health.
90% - 75% Metal Cutter x2 Face Zurvan away from the rest of the party.
Soar Avoid the line AoEs. Pre-position in preparation for the follow up Flame Halberd AoEs.
Twin Spirit + Flame Halberd Spread any Flame Halberd AoEs across the safe zones. Healers will have to choose one AoE to stand inside.
Demonic Dive + Cool Flame The healer marked with the stack marker should run towards the center along with the group.

The healer marked with the orange arrow should find a spot away from the group but still avoid lava patches.

Metal Cutter x2 Face Zurvan away from the rest of the party.
The Demons Claw The tank should stand in a spot that prevents them from getting knocked back into the wall and killed.
  • If Zurvan is in the very center of the room, the tank may have to stand dead center on top of Zurvan.
Wave Cannon (Claw) The second tank should stand closest to Zurvan in the line AoE; the rest of the party should be in the middle of the AoE.

Rotation loop point until brought below 75% health.

Phase 2 - 75% - 60%

Zurvan will move to the center of the arena and cast Ice and Fire, putting a patch of ice directly below himself, preventing players from moving through him. This ice patch inflicts Leaden and Frostbite.

Zurvan will not move out of the center of the arena at all during this phase.

Phase 2 Attacks
Name Description
Southern Cross Four seconds after this cast ends, AoE ice patches will explode where players were standing at the time the cast ended. Deals high magic damage and Vulnerability Up.

The ice patches remain for six seconds and inflict Leaden and Frostbite to those that step inside.

  • DPS and healers should stack behind the boss for the cast, then, when the cast finishes, the entire group rotates 90 degrees clockwise around Zurvan.
Biting Halberd Zurvan faces a random player and casts a 270 degree frontal cone attack. Deals high magic damage and Vulnerability Up. Has a 5 second cast time.

All players must run behind Zurvan before the cast finishes.

Tail End A large AoE centered around Zurvan. Deals high magic damage and Vulnerability Up.

All players must run to the edges of the arena.

Ciclicle A donut AoE centered on Zurvan. Deals high magic damage and Vulnerability Up.

All players must run towards Zurvan.

Note: Certain points in Zurvan's rotation will randomly choose between the above three attacks.

These will be denoted as Ice Attacks.

Phase 2 Rotation
Phase Attack Strategy
Opener Metal Cutter x3 The main tank should remain split from the party.
75% - 60% Loop Biting Halberd Will likely target one of the DPS/Healers. Be prepared to run completely around to the back side of Zurvan. Avoid the center.

Once the cast finishes, the main tank should move to the opposite side to prevent Zurvan from turning.

Southern Cross DPS and Healers should stack directly behind Zurvan until this cast finishes, afterwards everyone should rotate around Zurvan 90 degrees clockwise to dodge the AoEs.
Metal Cutter Prevents the main tank from stacking on the group for Southern Cross.
Random Ice Attack Will either be Biting Halberd, Tail End, or Ciclicle at random. Adjust accordingly.
Metal Cutter x2 If Biting Halberd was the previous attack, the Main Tank should ensure they quickly move away from the group.
If Zurvan is above 68% HP, this rotation will loop infinitely.

Phase 3 will start after 1 rotation when below 60% health, or after 2 rotations when between 60 - 68%.

Phase 3 - The Execrated

Zurvan leaves the arena and summons three sets of enemies. All enemies must be killed to progress to the final phase.

The Execrated Abilities
Enemy Name Abilities Description
Execrated Thew None These small enemies do nothing but auto-attack damage. Tanks can pick them up with little fear.
Execrated Will Hard Thrust A physical-damage tank-buster that always critically hits. Ensure tanks hold enmity on these.
Berserk Grants the Execrated Will a stack of Damage Up. Cast roughly every 10 seconds.
Execrated Wit Meracydian Meteor A long cast that, if completed, drops a meteor on the arena — instantly defeating the party. These enemies must be killed immediately.
Comet Small AoEs randomly dropped around the arena while the Execrated Wit is alive.
Execrated Wile Meracydian Fear Gaze attack. If players do not look away, they will be inflicted with a 10 second Hysteria. Hysteric players will more than likely run outside the arena and die.
Phase 3 Strategy:
Group Enemies Strategy
First Group
  • Execrated Will x1
  • Execrated Thew x3
All enemies can be easily grouped up and killed with AoE abilities.
Second Group
  • Execrated Will x2
  • Execrated Wit x1
  • Execrated Wile x1
Each tank should take one Execrated Will each.

DPS should immediately focus on killing the Wit before it can finish casting Meteor. All players should avoid the Wile's Fear gaze during this time. Once the Wit is dead, kill the Wile, then finally the Wills.

Third Group
  • Execrated Will x1
  • Execrated Wit x1
  • Execrated Wile x1
  • Execrated Thew x3
One tank should pick up the Will, the other can take the Wile and Thews.

Like before, kill the Wit immediately while avoiding Wile's gaze attack. Kill the Wile, then the Will, and finally the Thews if they are still alive.

Once all enemies are dead, Zurvan will cast Ahura Mazda. This is a long cutscene attack that deals high physical damage to the entire party.

Zurvan will then begin their final phase.

Phase 4

Zurvan will use all prior attacks in combination, as well as add a couple new attacks into the mix. There is no more ice patch underneath Zurvan any more, so players are free to move under and through him to dodge.

Phase 4 Abilities
Name Description
Infinite Fire & Ice Four living players will be given Infinite Fire and four Infinite Ice. Players will then be tethered to a random partner with a matching debuff.

Tethered players must stay close together (boss hitbox range) at all times. If separated too far, the tether will turn purple and turn into Infinite Anguish.

  • Infinite Anguish deals continuous damage over time and increases damage taken until the two tethered players are brought close together again.
  • Players that were dead prior, or die after, will lose their debuff — making a later mechanic more difficult.
    • Though dead players will lose their debuff, their partner will still retain theirs.
Tyrfing A multi-strike tankbuster. Stabs the main tank five times, then blasts them with Fire III for a high magic damage AoE. Use large mitigations.
  • Every time this spell is cast, Zurvan adds one additional stab to the first part of the combo.
Broken Seal Eight towers spawn around the arena: Four blue circles and four red circles. These towers match the color of Infinite Fire & Ice.
  • Each tower must be occupied by a player with a debuff of the same matching color. If multiple players are dead, a wipe is likely.
  • Standing in the wrong colored tower will deal high magic damage. This will likely kill the player, but the tower will count as occupied.
    • If players are missing debuffs from being resurrected, they will be treated as having the wrong color debuff.
  • If a tower is left empty, it will explode and deal high magic damage and Vulnerability Up to all players.
    • If all eight towers were left unoccupied but players still remain alive, Zurvan will Enrage.
  • There are three patterns Broken Seal can appear in. Each pattern will have a specific Ice Attack that follows.

The pattern for Broken Seal will be chosen at random, however the follow-up Ice Attack will always correspond with the Broken Seal pattern.

  • Pattern 1 (Double Cross) will always be followed by Biting Halberd
  • Pattern 2 (Inner Ring) will always be followed by Tail End
  • Pattern 3 (Outer Ring) will always be followed by Ciclicle
Phase 4 Rotation
Attack Strategy
Infinite Fire & Ice The player tethered to the main tank will need to stand close to the boss to avoid Infinite Anguish. Alternatively, this player can stand to Zurvan's side.
Wave Cannon (Normal) The marked player should move to Zurvan's side. All other players should avoid that side.
Tyrfing Tanks should use a large mitigation/invulnerability. Healers should be ready to keep the tank alive.
Southern Cross Stand together until the cast completes, then rotate 90 degrees clockwise to avoid the AoEs.
Metal Cutter Don't stand with the main tank.
Broken Seal + Ice Attack A random pattern will be chosen for towers, which will determine the Ice Attack that follows. Move with your tether to an empty tower matching your debuff.
Infinite Fire & Ice Repeat of prior
Wave Cannon (Normal) Marked player moves to Zurvan's side.
Tyrfing Tank should use heavy mitigation. Will now stab +1 more times.
Southern Cross Handle as before.
Metal Cutter Don't stand near main tank.
Broken Seal + Ice Attack Handle as before, pay attention to the Ice Attack that happens immediately after.
Soar Every second Broken Seal is followed by a Soar combo. Identify the pattern and pre-position accordingly.
Twin Spirit + Flame Halberd Spread out in safe zones while healers attempt to stand in only one Flame Halberd AoE.
Demonic Dive + Cool Flame Players not marked for Cool Flame should run towards the center to stack for Demonic Dive.
The Demons Claw The main tank should stand in a spot that prevents them from being knocked into the wall, likely being the dead center of the arena.
Wave Cannon (Claw) The second tank should stand closest to Zurvan while the rest of the party stands in the midpoint of the Line AoE.
This rotation then loops from the beginning.

After the 5th cast of Broken Seal, Zurvan will Enrage with a long cast of Flame Halberd that wipes the party.

Loot

Treasure Coffer

Name Type Item Level Rarity Quantity
Paladin's Zurvanite Arms (IL 265) Other N/A CBlue 1
Zurvanite Axe Marauder's Arm 265 CBlue 1
Zurvanite Edge Dark Knight's Arm 265 CBlue 1
Zurvanite Pike Lancer's Arm 265 CBlue 1
Zurvanite Fists Pugilist's Arm 265 CBlue 1
Zurvanite Katana Samurai's Arm 265 CBlue 1
Zurvanite Points Rogue's Arm 265 CBlue 1
Zurvanite Bow Archer's Arm 265 CBlue 1
Zurvanite Fire Machinist's Arm 265 CBlue 1
Zurvanite Pole Two-handed Thaumaturge's Arm 265 CBlue 1
Zurvanite Word Arcanist's Grimoire 265 CBlue 1
Zurvanite Rapier Red Mage's Arm 265 CBlue 1
Zurvanite Cane Two-handed Conjurer's Arm 265 CBlue 1
Zurvanite Song Scholar's Arm 265 CBlue 1
Zurvanite Star Astrologian's Arm 265 CBlue 1
Zurvanite Carapace Fragment Material N/A ABasic 1
Zurvanite Weapon Coffer (IL 265) Other N/A ABasic 1
Demonic Lanner Whistle Other N/A ABasic 1
Faded Copy of Infinity Other N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Zurvan Safari 10 Defeat Zurvan in Containment Bay Z1T9 (Extreme). - 3.5
Mightier than the Demon 5 Complete Containment Bay Z1T9 (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15

Music

Section Theme
Phase 1 Battle to the Death - Heavensward
Phase 2 Penultimania
Phase 3 Infinity

Images

Dialogue

Restrainment Node: Initiating final disengagement sequence.
All non—combat personnel are advised to evacuate.
Zurvan: Mine age of slumber is at an end.
Zurvan: A thousand thousand suns may set...
Zurvan: But the insult of mine imprisonment...
Zurvan: Hath been etched upon mine eternal memory.
Zurvan: I am come to mete out justice.
Zurvan: To bestow the blessings of victory unending.
Zurvan: I am Zurvan.
Zurvan: He who standeth above all other gods.
Zurvan: He who shall bring slaughter and ruin!
Restrainment Node: Disengagement sequence complete.
Subject: Zurvan is released from containment.
Zurvan: Good and evil, the war eternal...
Zurvan: The fires of anger roar and howl...
Zurvan: My doubt is fled!
Zurvan: By sorrow's chill doth all become ice...
Zurvan: I am beyond your petty morality!
Zurvan: Death's gaze is fixed upon you.
Zurvan: I shall rise above all!
Zurvan: Bear witness to my will!
Zurvan: Frozen in time, mine armor of flame.
Unto eternity's end, my righteous reign!
Zurvan: Bow to mine infallbile judgment!
Zurvan: What manner of mortals withstand such punishment?
By battle, then, shall your fate be decided!
Zurvan: Hath mine equivication cost me this contest!?
Zurvan: If such is my fate...