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How to Beat Zelenia in the Recollection Trial in Final Fantasy XIV

A practical guide to Zelenia’s normal-mode Recollection trial mechanics, including ordered dodges, Shock placement, tank cones and phase-two sectors.
Length4 min Posted Quest giverVGSources Team
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To beat Zelenia in the level 100 normal-mode Recollection trial, read each attack in sequence: dodge the in/out tells, place Shock circles away from the party, move opposite the sword for Power Break, and avoid red floral sectors in the second phase. The fight rewards tracking where the next safe area will open rather than reacting to one marker at a time.

Before you enter Recollection

Recollection is an eight-player level 100 normal trial in which Calyx pits the party against a mechanical guardian forged from Sphene’s memories of Zelenia. It is not a direct fight against the living Zelenia. The Eorzea Database lists a standard party of two tanks, two healers, and four DPS, an average item level requirement of 715, and a 60-minute time limit. Its listed prerequisite is “Triple Triad Trial.” Thonky’s trial guide instead describes unlocking the duty through the level 100 Main Scenario Quest “Descent to the Foundation.” Since those prerequisite references are worded differently, check the current quest chain in your in-game journal rather than assuming the names are interchangeable.

How to handle Zelenia’s first-phase attacks

Alexandrian Thunder IV: dodge the in/out sequence

Zelenia alternates point-blank circle and donut telegraphs in different orders. Watch which one resolves first, move promptly to its complementary safe area, then shift again for the second hit. Do not assume that the same order will repeat.

Shock: take persistent circles away from the group

Each player receives a countdown circle that resolves repeatedly and leaves damaging ground behind. Spread toward the outer part of the platform so the marks do not overlap in the middle, then move out of each marked patch as its countdown expires. The platform perimeter is dangerous, so leave enough room to dodge without stepping off the safe arena.

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Power Break: move away from the sword

Zelenia’s sword indicates the side targeted by the half-room cleave. Move to the opposite half before the late telegraph resolves, while staying inside the platform’s safe boundary.

Holy Hazard: reposition after the first cone pair

Two pairs of cones resolve from different directions. Choose a wedge that avoids the first pair, then move into a newly safe wedge once those cones have cleared. A position that survives the first hit may be covered by the next pair.

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Specter of the Lost: tanks aim the cones away

Both tanks are targeted by conal physical tank busters. Tanks should mitigate and point the cones away from the party; everyone else should stay clear of their paths.

Thunder Slash: track the order of the cones

This sequence combines Alexandrian Thunder IV’s in/out tell with successive cone markers. The guides recommend beginning in the area scheduled to be hit last, avoiding the first in/out resolution, then moving into space cleared by the first cone to avoid the next hit. Follow the visible marker order rather than memorizing a compass position.

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Prepare for the phase transition

A radial knockback comes before the transition. Stand near the center so the push does not send you into the dangerous outer perimeter. After the cutscene, reassess the arena markers before choosing where to stand.

How to avoid second-phase sector explosions

Check the red floral sectors

The arena is divided into six sectors. Red floral markings identify sectors that can explode when struck by certain attacks, and an explosion can spread to adjacent red sectors. Before committing to a position, check which sectors are red and where the incoming attack will land; do not stand in a marked sector when it is about to be hit.

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Stay out from under the boss

The space directly beneath Zelenia becomes unsafe during this phase. Keep track of that danger while also choosing a safe sector, rather than treating the area under the boss as a default refuge.

Simple priorities if the fight gets busy

  • Keep the sword and floor markers in view; both indicate where danger is headed.
  • Move Shock circles toward the outside, but leave room between yourself and the arena edge.
  • For attacks with multiple tells, use the first resolution to identify where the next safe space opens.
  • In phase two, check both the red sectors and the incoming attack before settling into a position.
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Normal mode and Extreme use different Echo rules

Do not apply the Extreme retry percentages to this normal-mode strategy. Square Enix’s Patch 7.3 notes, updated August 12, 2025, say Recollection (Extreme) moved from Raid Finder to Duty Finder. They also specify a 5% Echo increase after each eligible full-party wipe in Extreme, up to 25%; restarting after less than three minutes of combat does not earn that increase. Those figures are explicitly for Extreme, not normal Recollection. The official duty database indicates that Echo is applied after total party incapacitation, but does not give those Extreme-specific increments for normal mode.

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The mechanic walkthrough here follows the tactical descriptions in the Thonky guide and the community wiki; the official Lodestone listing supplies duty requirements and Square Enix’s patch notes establish the Extreme-only Echo details.

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