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Containment Bay Z1T9 is a level 60 Trial inFinal Fantasy 14in 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.
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This content is outdated, and most Duty Finder groups will be strong enough to skip one or multiple of Zurvan’s attacks.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’re able to accept the quest’The Last Pillar to Fall’fromUnukalhai in The Rising Stones (X:6, Y:5)to unlock Zurvan.

Zurvan Fight Walkthrough
This fight is divided into four different phases. Below you’re able to 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.
Metal Cutter
Conal AoE
Deals damage to thefront of the boss. The Tank shouldangle 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 beinstantly killed, so be careful.
Once three of the four quarters of the arena have broken away, Zurvan will castThe 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
Soar
Line AoE
Zurvan will create two clones thatdash forward along the indicated line AoEs. Move out of the AoE indicators, then prepare forFlaming Halberd, which will be used immediately after.
Flaming Halberd
AoE Marker
Two playerswill be marked withlarge AoE circles. Everyone shouldspread out to avoid overlapping thesewith each other. Immediately after these two AoEs resolve, Zurvan will useDemonic Dive.
Demonic Dive
Stack Marker
One player will be marked with a Stack Marker.Group up on the targeted player’s positionto split the damage of this AoE.
Wave Cannon
Zurvan will dealhigh damage to his frontand inflictVulnerability Up. When Zurvan begins charging Wave Cannon,move behind him to avoid it.
Ice Puddle
AoE
A puddle of ice will appeardirectly under Zurvan, which deals damage and inflictsLeadenandFrostbiteif you step in it.
Biting Halberd
Deals damage in alarge conal AoEthatcovers the majority of the arena, with asafe 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
Targets random players with circle AoEs. Move out of the AoE telegraphs to avoid taking damage.
Ciclicle
Ring AoE
Deals damage in alarge ring AoE, with asafe spot in the area directly around Zurvan. Move close to the boss to avoid this attack.
Tail End
Point blank AoE
Deals damage in alarge area surrounding Zurvan. Moveaway from the bossto avoid it.
Eventually, Zurvan will becomeuntargetableand summon a wave of adds, marking the beginning of phase three.
Phase 3
This add phase will have you fightthree waves of enemies. The main Tank shouldgroup up all the enemieswhile 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.
Tyrfing
Tankbuster
Dealsmultiple hits of damage to the main Tank, ending with Fire III, a small AoE centered on the Tank. Usedefensive cooldownsto mitigate this damage.
Broken Seal
Special
Zurvan will mark each player with eitherInfinite IceorInfinite Fire. Then,Fire and Ice meteor markerswill appear around the arena. You will need tomove to the marker that corresponds to your debuffand 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 theSoar, 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 topay attention to which debuff you getand move accordingly to prevent the Fire and Ice meteors. If even one hits the arena, everyone will take damage and receive aVulnerability Up stack, so you should avoid this at all costs.