User:Trocyte V./Vortex Trials

The Vortex Trials are an Arena-type gamemode in Plants vs. Zombies: Infinite Generation. It is unlocked by talking to Tass Ilo in LEAF-Prime's Infinity Time base and doing a short introductive quest. Afterwards, it can be launched by selecting a large blue node with a stylized escapement gear on the world map for Infinity Time.

The Vortex Trials take place in a combat simulator rewritten to emulate various sets of conditions, noted by some NPCs as distinctly off-the-wall and eccentric at best. Its true purpose, however, is to apply combat data for use in an experimental line of modular equipment, and perhaps greater ambitions.

To generate loot for the gamemode, a Metal Driver is required.

Metal Driver
The Metal Driver is the key item used to generate rewards in the Vortex Trials. It is a nondescript boxy device later revealed to be a simpler version of the Build Driver, with muted accents, panels covering the exposed machinery on the original Build Driver, and a missing crank. When the Driver is active and the player is in the Vortex Trials, the device is secured to the player character's waist.

To prepare the Driver for use in the Vortex Trials, Metalbottles must be acquired and inserted into the device, obeying the following rules: Metalbottles are typically purchased by the player, but the Metal Driver can be upgraded to automatically extract essence into empty vials when completing certain activities and performing certain tasks. To prevent reward screen clutter, these finders can be turned on and off when interacting with the Driver's insertion screen.
 * Slot 1 determines the distribution of the primary stats (mobility, defense, regeneration) of the generated armor piece. Metalbottles meant for slot 1 are based on biological/"living" things. Slot 2 determines the secondary stats' distribution (potential, dexterity, strength.) Metalbottles meant for slot 2 are based on artificial things.
 * Inserting a bottle into slot 2 and leaving slot 1 blank will generate a weapon instead of an armor piece.
 * Certain combinations will harmonize with each other and create a "Best Match" once the Driver is activated, creating a component of a uniquely-named armor set and granting various bonuses to the resulting armor piece.

Encounters
The Vortex Trials cycle through the below encounters in a random order during a run. Once an encounter has been chosen by the game, it cannot be chosen again in the same run until all other encounters have been chosen as well.

Completing the encounter's objectives scores points for the run, which will fill up a meter on the player's HUD; all encounters have a cutoff point for their scoring at which it will be declared a flawless run. However, every encounter is timed, meaning that being able to perform well is required to attain a flawless run.

Once the meter is filled, the team immediately moves to the boss encounter, automatically terminating an encounter if one was in progress.

Jetstream
"Ever tried to fight a remote weapon without one of your own? Trust me, unless you're perfectly even with the pilot, it just won't work."

- Tass The simulation changes to a void in a clear sky; the team stands on a spire in the middle with adequate cover while plumes of energy dense enough to stand on rise up around them. They will shift positions on a regular basis.

In this encounter, unmanned remote weapons called A-Funnels will spawn in the air and attempt to fire at the team. The goal of this encounter is to destroy them and return the data artifacts they drop (homing in on players once they appear) to the center, scoring points. Once enough artifacts have been deposited, a fortified turret will spawn and being opening fire; destroying it awards a large bonus and triggers the next cycle.

There is a hidden enclave in the spire below where the team stands that contains a single loot chest; opening it will reveal a small amount of upgrade currency and either a Cetus or Jet Metalbottle. In the same enclave is a one-way teleporter that will take players back to the spire's main floor.

This encounter's score limit is capped at three successful cycles.

Viewfinder
"Did you know that decades upon decades ago, a light gun was just a diode and a toy gun, reacting to flashes on a monitor and pretending it was a real gun? What a world we live in."

- Tass The simulation changes to a dark room, in which the floor, walls, and ceiling have been textured with solid dark noise. Only one wall is open, which reveals a seemingly-infinite illuminated straight path with various forms of cover. The team is able to walk through this path up to the white void enemies spawn out of, where they will be pushed back.

Simulant lieutenant Canins will spawn and attempt to rush the team down in straight lines; destroying them will reward points. The Canins will drop capacitors on death that the player can store up to three of before all of their weapons are disabled; they must then go to a marked device in the room to deposit the capacitors, shorting it out and earning extra points. Once all of the devices are shorted out, an ultra Pantherin will spawn; killing it will award even more points and begin a new cycle.

One of the walls in the spawn room will randomly open up a difficult-to-see entrance to a hidden room containing a loot chest. Opening it will reveal a small amount of upgrade currency and either an Ursus or Television Metalbottle.

This encounter's score limit is capped at three successful cycles.

Loot
Upon completion of a successful run, all players are returned to the starting room, where a machine bolted to the wall will turn on. Players can interact with this to receive their loot.

If all five components of a Best Match have been acquired, the player will receive a package containing a set of Build Evolution ornaments for the corresponding Best Match set, which will saturate the armor's colors to match the brighter color schemes of Tass's Voltaic Armor.