If RWBY Characters were Souls Bosses
Chapter 3
And, we're back with yet another chapter in this (Hopefully?) thrilling series. This time, we're talking about everyone's favorite Best Girl and all around Bad-ass, Weiss Schnee. (Again, I hope? She doesn't have to be the Best Girl for you. That could be Penny or Blake or even Neo. ...Neo is definitely someone's Best Girl. She is pretty awesome, after all. I could go on a rant about Volume 1 Weiss, and why she most definitely is not Best Girl or Waifu material, but let's save that for another discussion, eh?)
She also happens to be the other half of my second favorite ship, White Knight (For perhaps the very best version of that particular ship, might I recommend either Falling Snow or White Knight from MahinaFable?)
Right so, where was I? Oh, yes, discussing the - arguably - most powerful member of our favorite quartet of Glass Cannons. (I'll explain what I mean by that in the Yang chapter.)
Weiss Schnee is effectively RWBY's version of a Caster/Controller from DnD or some other RPG. She works best at ranged combat, but is equally good in melee and very fast thanks to her Semblance.
She's also fragile as fuck.
In StygianBlack's Auraborne (Please, kindly go read it. My man just dropped the latest chapter to it, and it was awesome!) he brings up the point that Blake hasn't won a single 1v1 since the "fight" with Ilia, if you could call that a fight. And, I would counter that Weiss, Best Girl Weiss, hasn't won a 1v1 since Volume 1!
Now, what do I mean by this. Didn't I just say that Weiss is a bad-ass and the strongest of her team? Well, yes, but here's the thing about Casters, They Are Glass Cannons! Take Caleb Widowgast from Critical Role, for instance. He's a Wizard and often deals the most damage out of everyone in the Party. He also folds over like a wet noodle if a Bad Guy hits him. (I'm just over halfway through The Mighty Nein Campaign, on episode 80.) (Also, thank you to The Caleb Widowgast for Following/Favoriting all lot of my stories. I appreciate it.)
Weiss is the same way.
She can annihilate a bunch of Fodder enemy with her ranged attacks or her Summons, or deal significant damage to a single, powerful enemy. She's the one who Grounded the Sphinx, Grounded the Giant Nevermore, Blocked the Atlesian Colossus's Cannon, Inflicted the only real damage to Hazel with her Summoned Queen Lancer during their first fight, and only, fight with him, and through a combo attack from both Blake and Ruby froze the Atlesian Paladin Prototype that Roman Torchwick was piloting.
You may noticed that only one of those accomplishments was down by herself and it still took other, much more melee heavy focused characters to beat the Sphinx, i.e. Ruby and Qrow.
Yes, she is powerful, but not alone. Not in a 1v1. And, yes, before you say something, I'm not counting the Queen Lancer as a 1v1 because that started as a fight between her and the Atlesian pilot between Lancer Grimm and then the Queen Lancer showed up to what is essentially a 2v1 fight... That Weiss actually lost even though she dealt the killing blow to the Queen. The airship did crash, after all. (Could you argue that this is a nitpick, yes, but it's my opinion for this. If you have a counterpoint, by all means tell me in a review or PM and I'll happily discuss it with you.)
In her first ever fight, her Aura wasn't able to withstand the only hit that the Arma Gigas dealt her after she avoided all its other attacks and it has since has become her Signature Summons. When she fought against the Boarbatusk, it took Ruby telling her its weakness for her to win (A weak point that she may or may not have already known about that is unclear.) When she fought against either Banesaw, the White Fang Lt or Flynt Coal, she dealt multiple superficial hits to each before they finally got a single hit on her. A single hit that not only was devastating to look, it all but knocked her out of the fight each time.
Hell, Blake had to rescue her after she lost to that Mountain of a Faunus. (That is a reference to the Volume 2 commentary by the way, where Monty literally calls the man that. Yes, I listen to the commentaries, all of them. They're actually pretty entertaining, and insightful.)
I could go on, but you get my point by now, right? Devastatingly powerful, but fragile to boot. The definition of a Glass Cannon.
She also happens to fill the roles of a Lancer, Smart Guy and The Heart alternatively as well. For more on what I mean by that go read the TV Tropes page on the Five Man Band. (Or, alternatively you could just watch the videos related the topic by Overly Sarcastic Productions on Youtube. They are very entertaining. And, yes, I do indeed recommend all of the Content Creators that I love. Frankly, they have better content than I could make, but I digress.)
Anyway, Story time.
Falling Snow
Lore: Weiss Schnee, much like her friend and partner has fallen to Salem's Corruption. It was as the two of them were traveling through Vacuo in search of a cure for the unnatural occurrence, whether temporary or not, that she came to be that way. Her and Ruby both. Unlike with Ruby, though, Weiss's infliction was of a faster pace, possibly due her having a weaker Aura Pool overall.
Before she succumbed to the Corruption violating her mind and body, she helped as much as she could to protect Ruby, going so far as to spread false rumors as to where she had disappeared of to. Indeed, her last act of Humanity was creating a barrier wall, a veritable Fortress of Ice and Stone in the Mountains surrounding the valley of the Dark Forest where Ruby's Rose Recluse is held (See Fallen Rose for more information.) A Fortress that is somehow surrounded by a gathering storm cloud, obscuring it from sight and satellite (Not that Remnant has satellites, but you get what I mean.)
And, there she dwells as a Queen of Grimm and Corrupted soldiers both.
Approach: Approaching the Fortress from the air is a death sentence. Not only do the clouds overhead produce a constant heavy rainfall that makes flying through it all but impossible, the Skies are patrolled by a guardian. As your character comes to find out when the Bullhead you're traveling in is shot down by a sudden, blistering storm of Feathers from a Summoned Giant Nevermore. This then transitions into a Boss Fight with the Summons where you can either use the destroyed shuttle's still functioning weapon systems after you boot them back up or pick at the gigantic bird's health pool with whatever ranged weaponry you have on hand.
The Nevermore Summons avoids Ground Combat if it can, constantly cycling between it's Feather Falls AOE attack and attempting to crush you under a fly-by attack with its talons. Meanwhile, you are also repeatedly harassed by incoming waves Corrupted soldiers and recruits or Summoned Beowolves and Creeps. You can avoid the AOE Feather Falls by hiding in the cargo hold of the Bullhead wreck or just dodging around a bit. It also works a crowd clearer for you should be getting overwhelmed by all the chaff.
As soon as you drop the bird to half health with either the shuttle's guns or your own, the Nevermore falls to the ground, its wings crippled. From there you can once again either well on it as it attacks you with wing talons and its beak in between bouts of attempted flight or just shoot it again with the guns. The Nevermore, being a Summoned Spirit does not drop a Remnant of its own.
Once it's dead, the Corrupted and Summoned enemies stop attacking as well. (Note, that this is one of the few battles that doesn't have a Bonfire before or directly after it, but you will also respawn directly before the battle should you fall during it. Fromsoft isn't completely Evil, just malicious.)
From there, you'll have to approach the veritable fortress on foot.
The ground around the mountains is less sand and more gravel and stone than the rest of the Greater Vacuan Desert, with lingering snow at the upper levels where the ground plateaus due the storm clouds' precipitation changing from torrential rain to heavy snow, but you'll still see a few sparsely growing plants here or there, including the odd tree. Some of them are even useful for crafting items like healing balms against certain elemental attacks...
The clouds gathering overhead around the Fortress really are storm clouds. As such you should be cautious if you're traveling through the area in metal armor or wielding a metal/metal-tipped weapon as stray lightning bolts with begin to strike the parapets and the flags therein at random as well as a few stay trees in the area as the storm unleashes itself.
You'll also find random patrols of Corrupted soldiers, recruits and rangers in the area as well, with some being a mixture of them all. These patrols can also randomly die from a stray lightning bolt as well in hilarious fashion as they ragdoll from the plasma's explosive discharge. (Lightning is actual plasma for those who aren't aware.) As you approach the Fortress wall itself an unseen sentry will sound an alarm and you'll have to start running to the nearby gate (There are two. Both locked guarded by a retinue of soldiers and a couple of mid level knights or even a Summoned enemy Huntsman.) as you'll be pelted by a constant barrage of Summoned Nevermores. While not Giants, these birds have far too much health to simply take down on your own, and they keep coming no matter how many you kill.
On entering the Fortress, and killing all the Corrupted within the gatehouses (The two are connected via passages within the long, winding wall.) You'll find yourself alternating between sneaking by sentries that, once alerted, call forth endless waves of Summoned enemies until they're killed, and engaging in small encounters with the soldiers and recruits residing there. Just like with Ruby, these Vacuan soldiers and recruits wield simple weapons, spears and shields, bows, crossbows and the odd rifle or pistol from officers or skilled marksmen. The sentries all have Hunting Horns and swords. There are a few more Huntsmen/Huntresses patrolling or guarding alongside these Corrupted soldiers.
In fact, after you go through the gatehouses, several winding corridors, a couple of dining areas, one for common soldiers and the other for officers, several similar-feeling, maze-like store room and the barracks, you'll come across an area patrolled by Huntsmen alone, save the trio of hidden sentries watching over everyone below. This final puzzle once again has your character avoiding the patrols within until they can kill the sentries above. Then, it's simply a matter of going back down to stealthily take down most, if not all the remaining enemies.
Sections of this winding Fortress wall are blocked by rubble within as the building's structure succumbed to the elements outside. For these sections you have to go back outside either on the roof-like causeway above, or along several makeshift bridges hanging over a massive precipice behind the fortress. This was once the most direct way to the Dark Forest, but Weiss has blocked it off after destroying the road leading there, and subsequently making it impossible for Ruby to leave, even if she wanted to. Going back outside means dealing with the patrols there and the weather. These are more running gambits than any other type of traversal as, as soon as you are spotted by a sentry, you'll once again be mobbed by the never-ending flock of Summoned Nevermores.
(Sometimes the sentries outside will sound an alert when they are randomly struck by a stray lightning bolts and survive, causing some Nevermores to be summoned, only for the birds to then immediately disappear as they find no threat. Why do I tell you this? Because there's a limited timeframe after each summon where you can freely sprint across the roof sections without being attack as the Summons' countdown timer restarts. Or, you know, attack the sentries instead.)
Both gatehouses have their own Bonfire that activates after you slaughter all the enemies therein and there's one more after you clear out the room with all the Huntsmen. From there a lone flight of stairs leas up to a pair of double door set within the mountain itself and the Boss Arena beyond.
Falling Snow's Aesthetic/Appearance: As is appropriate for an Atlesian, Falling Snow's Aesthetic is that of paranoia and fear of the unknown. She built the Fortress Wall to keep anyone from getting to Ruby, then she seeded it with only those she truly trusted, including her own Summons. When you find her, she is hiding deep within the bowels of her arena, whispering to herself as her eyes dart around at every little noise and movement of the light.
She wears either a dirty, shredded version of the long version of the dress she wore in Volume 4 for her recital, or an equally damaged version of a long, sheer white gown similar to the one she wears in RWBY X Justice League, Part 2 (The worst of the two films, IMO.) That, or a very roughed up version of whatever her new outfit in Volume 10 will look like. Weiss does love her dresses.
She still wears a tiara. Though, it's one whose fragile, silver filigree and sapphire imbedded crowns are splattered with new and old blood.
Her skin is whiter than snow with thick black veins throbbing everywhere, her silvered hair thinned and crackling like dried up leaves, and she bears weeping, oozing self-inflicted wounds to her face, bare feet, and hands. As the battle progresses, bloody, bone-white horns erupt from her head and back as an overt sign of her fear and mania overcoming her rational mindset.
Lastly, she wields a blackened, twisted version of Myrtenaster Known simply as the Twisted Myrtenaster. It deal Bleed damage.
Arena: As you enter the room in a cutscene and the doors close behind you, your characters start to hear what sounds like nails clawing at the ground while indescribable, dissonant whispering is heard from all around. You shake up the noise as it tried to claw within your mind only to find yourself in a looming, impenetrable void of darkness. The ground is a mass of torn up, jagged stone and ice, if you aren't wear foot wear you character takes bleed damage from this over time.
As you step into the room, a shadow skitters past beyond your sight first one way, then another before finally revealing itself to be a short, fragile-looking figure, twitching and whispering to itself as it clutches at its own skin with hands ending in bloody, fingernail-less hands. You step closer and the figure, which has its back to you, turns revealing a hideous face with its eyes gouged out. As soon as she "spots" you, The Falling Snow unleashes an unearthly howl as her mouth stretches unnaturally wide, and the fight is on.
The Falling Snow is effectively Rennala, Queen of the Full Moon on asteroids. She summons her Arma Gigas, Queen Lancer, Giant Nevermore or Boarbatusk as needed at different intervals during the fight while unleashing devastating, room-filling elemental attacks from a distance or a quick series of rapier attack with Myrtenaster when you get in close before she dashes away from you again.
I said with Ruby that you had to fight aggressively, like you would with a Bloodborne Boss, dodging her attacks while throwing out combos of your own, and, with Jaune, you had to be patient and slow, waiting for at opportune time to get a hit or two in between his when he drops his defense for a moment. With Weiss, it's different once again. She has few defenses, save for using her Glyphs to almost teleport away rapidly. Beyond that, she shove you away with a Gravity Dust infused Glyph, a Gust of Wind Dust or creating a Hard-light Barrier for blocking Heavy attacks and a Flaming Riposte with Myrtenaster when you get in too close, but fail to note her shift in stance for countering you, or the red glow about the twisted, barbed length of the blade.
That being said, she a tricky opponent.
She likes to start the fight with one to two arcs of Fire Dust that you can easily avoid by forwards rolling just as they reach you. She'll summon more flames as she see fit. It's more to knock you off your rhythm than anything else. Then, she'll open up with either a line of Ice Dust to freeze you in place for a follow up combo or so she has more time to Summon a Spirit. That, or she fire shards of Ice at you rapidly as she back flips away when you reach mid range of her.
She might unload a massive, devastating, Hard-light Dust beam at you. This arcing beam of energy is unblockable, so dodge as needed. that being said it take her a moment to wind it up, so to speak, so you can begin dodging beforehand, or use the opportunity to close in for an attack.
Occasionally, if you try to trade ranged attacks with her, she blocks line of sight with you by creating a sizeable wall of Earth Dust. She immediately tries to Summon after breaking line of sight with you. The Earthen Wall, or any Earth Dust related attack, stays on the battlefield until destroyed so you can use the Wall as a shield against her attacks. She can also erupted this ability as an Earthen Spike underneath you as you close with her, launching you into the air for a possible grab attack.
The grab attack is her Finisher from the White Trailer. It uses a combination of Lightning Dust and her Time Dilation to pierce your character in a split second. This Grab attack is unavoidable if you are launched into the air and deals tremendous damage regardless of what armor you are or are not wearing. If fact, it'll breaks any armor in the torso area with how strong it is, rendering it useless until repaired.
Her summoning of the Arma Gigas, Queen Lancer, and Giant Nevermore all take different rates of time to complete, and so, can be broken if you hit while she trying to summon them. The Boarbatusk is summoned almost instantly and can be created multiple times as a Fodder level enemy, though mostly it's used as a mobile bomb as she infuses the summons with Combustion Dust.
She can blast you away via Glyphs she placed on the ground. The regular white Glyphs launch you forwards or stick you in place and are easy to avoid in the darkness, but the red blasting Glyphs, which also launch you into the air much like the Earthen Spike, and the black Gravity Glyphs are much harder to avoid.
As the fight wears on The Falling Snow begins unleashing newer and greater elemental combos at you, conjuring bolts of Lightning Dust, Fireballs and thinner, but more frequently-fired triple beams of Hard-light Dust. Sometimes she unleashes these elemental attacks in a series of combos combining the Ice and Lightning or the fireballs with Earth Dust for added shrapnel effects and knock back. She's generate and launches various-sized pieces of Earth Dust your way.
She'll spring into the air via a Gravity Dust infused Glyph where she'll summon a rain of Ice shards or even more lightning. She'll generate a flamethrower effect between her Wind and Fire Dust.
At two thirds of her remaining health a cutscene plays out where she clutches at her skull, screaming wordless in pain while stumbling away from you just as dozens of bloody, bone white horns and spines erupt from her skull and back as an unnaturally dark Aura surrounds her. She then rise into the air, float on an ethereal air as she glares at you with burning pits of hateful, red light. Red Lightning crackles and randomly strikes at the Arana as storm clouds gather overhead (These same storm clouds are also generated outside and subsequently change the landscape). These random lightning bolts are annoying as they can hit you and stunlock you at just the worst moments.
This newly Invigorated Falling Snow begins to use her Glyphs for increased mobility, darting around, to and fro, as she avoids your limited attack range while swiping at you with abandoned with both the Twisted Myrtenaster and her bloodied, bony hands in short, but rapid series of swipes and swings. All the while, as she's doing this, she's also launching dozens of ice shards, energy beams or fireballs your way.
Avoid the multiple attacks and she'll briefly pause from exhaustion before moving again in the same way.
Occasionally, at Close to Mid range she'll unleash another of those unearthly shrieks, the Siren's Shriek, her throat and mouth stretching unnaturally wide. This attack stunlocks you while damaging you, but is only effective at close to mid range and she warns you first with a deep inhale and an arching of her back. She usually does this attack after you hit her while at close range.
At low Health, The Falling Snow stops dancing with you and goes all out. She unleashes Shriek after Shriek while summoning the Arma Gigas' Sword as a spinning ranged attack or summoning the Nevermore's wings to hover in the air even as she summons it's version of the Feather Fall attack, while combining the feathers with Ice or Fire Dust elements. She'll launch the Queen Lancer's tail spike at you as a Grab attack before drawing you in to be impaled on Myrtenaster as she blasts you with Lightning Dust Before finally flinging you away.
When she finally falls to you she leaves behind the Twisted Myrtenaster rapier which inflicts the Bleed effect on targets and doubles as a focusing tool for Dust Attacks beyond those seen using Dust munitions with guns and the Remnant of Falling Snow. This Remnant details how with her last conscious thoughts Weiss did everything she could to save her sister-in-arms and leader from those who were chasing after them and saddened that she would never see her again. As her mind devolved into the gibbering, paranoid fearful creature you killed her last thought was that she missed the Falling Snow of Solitas and she hoped that Ruby would have the courage to finish her on meeting her at the designated time.
Ruby never did. She showed up at the meeting, but Weiss didn't appear and Ruby, believing the worst due to her own mind fracturing under the effects of the Corruption within her, left before Weiss could finally appear. This is the reason why Falling Snow is a gibbering, nervous wreck when you meet her. She trying to determine what happened to Ruby, but is unable to formulate the proper thoughts due to her own Corrupted, fractured mind. As with the Fallen Rose Remnant, this Remnant can be combined with another to form the True Soul of Weiss, a necessary item to get the True, Good Ending.
After you kill her, the Void where you to fought in vanishes into smoke, revealing a simple, naturally-occurring tunnel within the mountains that eventually leads to the secret back way to the Rose Recluse (I told you I'd return to that in Ruby's chapter.)
The best way to fight Weiss in both phases is up close. Sure, she can she clap back with a series of rapier attacks and if she inflict enough on you, you'll enter a Bleeding State, but she also deals less elemental attacks save for some Fire or Ice. This constant harrying of her also forces her from using her most dangerous ability, her Summons. Each of which acts as a separate entity. (Rarely, she may summon two separate entities at once or a combination of two, usually the Arma Gigas mixed with the Giant Nevermore. But this takes longer to summon.)
During her second phase you can actually Riposte her as she's charging at you with her Glyphs, so long as you time it right. She is also vulnerable to Backstabs and takes severe damage to either.
Just make certain you stock up on Healing Balms for Lightning, Fire and Ice effects, though, you should be cautious when using the Healing Balm for Fire as it briefly douses you in water, making you more vulnerable to Ice and Lightning.
Oh, yes. As one last creepy factor for Falling Snow, she's whispering and singing to herself the entire fight.
Nightmare: Nega Weiss
Lore: Thank God for Ice Queendom! Cause I don't have to justify just who Nega (For Negative) Wiess is. Nega is a Boss from an optional side quest. There are three Bosses in total for this side question with several mini bosses sprinkled in, too.
The Quest is started when you characters comes across the corpses of several soldiers and/or Huntsmen. As you inspect them, you'll find that they have no outwards signs of injury. In fact, other than being shriveled up corpses they all seemed to have died in their sleep. You'll face your first Nightmare Grimm soon after that. Whether you win or not, doesn't matter the end result is the same.
After you face the Grimm you'll come across Shion and the next Bonfire or Safe Point and they'll tell you of both the name of the Grimm you just face and what it does to people. Then they'll ask you to help them out on a mission, Killing the True Nightmare, mother of all Nightmare Grimm. You can decline if you so choose, but this will result in Shion dying as they go after the creature on their own.
If you accept, they'll tell where the last saw one of the Mature Nightmares before marking its general location on your map.
Approach: Approaching the general area for the first Nightmare, regardless of if you've been there before, you'll find that the area is different now. There's a heavy mist everywhere with distant, dim red lights glowing within. As soon as you enter this mist you've been taken by the Nightmare's spores and now in it's Dreamscape. There is no leaving, no escape, until you kill it.
Keep walking forwards and you eventually enter The Winter World of Dream Weiss (This Nightmare is the one that possessed Weiss at the end of Volume 1, obviously.) Out in the Tundra you'll come across randomly patrolling Nightmare Faunus in ones, twos, or threes (Think the Ashes of Ariandel DLC from DS3) These phantoms are tougher than most enemies, hitting harder, but depending on your level at the time falling quickly.
After fighting for a bit as you explore you'll come up to a cliffside rise and looking down, you'll find the Schnee Dust Train, prepped and ready to go. Descend the cliff or just jump down on the train and it'll take you to the Walled City where you'll have your boss encounter with Nega Weiss.
At the city you'll find more Nightmare Faunus attacking and destroying the Lower Districts while through the Upper and Lower Districts are dozens of Phantom Soldiers fighting back. Fight your way through the confusing, maze-like streets and you'll come up to the Central Plaza, there, you'll fight a mini boss (No spoilers yet, but, hmm, has anyone seen Jacque Schnee anywhere?)
After the battle, the path leading up to the Schnee Manor will be open to you. (Read: That gigantic staircase leading up to Leyndell) Go up the stairs, killing or dodging the Mini Weisses and phantom soldiers along the way before you make your inside after opening the way too massive Front Door. Don't Forget to light Bonfire while you're there.
Inside lies the Grand Parlor, and Nega Weiss.
Oh, yes, there should be some interesting secrets within the city, if you decide to look for them. The cages holding the Sillies, though no Sillies remain. The annoying bat that is Whitley, fliting around, raising the alarm when he spots you or a Nightmare Faunus in the Upper Districts. Various Klein Doors guarding loot or shortcuts, including one with a bonfire. The technically a mini boss in Angry Kleinbot. More murderous mini Weisses!
Nega Weiss's Aesthetic/Appearance: Nega Weiss looks exactly as she does in Ice Queendom. Military outfit, shades, Book of Winter holding Dream Myrtenaster. She doesn't really have an Aesthetic of her own, as she's merely the Nightmare lingering memory of Weiss's Dream it had conjured. In that, she was the personification of Weiss's mind trying, and failing, to logically segregate the people she cared about from her existing mindset.
(Okay, Rant Time: I will say now that Nega Weiss and the Nightmare is the best part of Ice Queendom, even if the pacing does drags a bit. She's also the reason why I don't like Volume 1 Weiss anymore, and I used to tolerate her before. Ice Queendom shows that Weiss in Volume 1 very much was a product of her environment and upbringing. Someone who thought she could just play the system and she'd eventually get what she wanted. Seriously between the Volume and Ice Queendom filling in the holes it becomes pretty clear that she was just playing at being The Best Teammate for Ruby so that she could eventually take over as the new leader. That is what I got from Ice Queendom! Your perspective could be very different. That being said, Volume 2 and onwards Weiss becomes the Best Girl.
(Thank you.)
Arena: The fight begins with a cutscene like most fights, a long, low angle shot leading towards the sound of heel on marble that as soon as the camera reaches the toe of her long, thigh high boot it begin to rise, revealing Nega Weiss in all her glory. She lowers her shades, glares at you before flipping open the book in her hand as she states, "By the Authority granted to me by the Atlesian Council, under my sister's advice, I, Weiss Schnee, Command you to Kneel and Accept your punishment!"
Nega Weiss is a fairly straight forwards fighter.
She has more health than Falling Snow, is slower on the dodging and blocking (though she can Riposte you), and primarily engages you in melee. While she doesn't have the same magical abilities as Weiss, she'll still launch a fireball or two your way when she isn't unleashing a torrent of fire at you as she blocks and skate around your attacks. She can, however, attack you with both magic and rapier strikes at the same time so be cautious as you close with her.
She can, also, instant summon multiple Phantom Ursai as a moment's notice.
She can't be Backstabbed or Riposte herself, but that's because the Weiss your fighting isn't real. Damage her enough to stun her, or use one of the Four Relics still within the City (and one outside), to reveal the Nightmare controlling her with it's thorns to attack it directly.
The Nightmare resembles the Bed of Chaos, but with only one weak point, it's heart or core. It's main body and the single, glowing red eye hangs back in the rear of the room, beyond melee range as the floor before it is filled unbreakable, unburnable thorn beds, while its many, branching roots are wrapped tightly around the many pillars of the Grand Parlor which it uses to slam and push you around as you try to shoot at its vulnerable core. These attacks are all but impossible to dodge.
The Nightmare dies after only a few, well-placed hits, but each attack immediately reawakens Nega Weiss causing it to disappear again, unless you use a Relic to reveal its true form. The Nightmare only attacks if Nega Weiss is stunned, so using a Relic is an optional method of taking the plant-beast hybrid down while avoiding it's room filling attacks.
As soon as you land the f=killing blow the fight end in a cutscene where the Nightmare screams in agony as it tears down the pillars around the room in its death throes, burying you and Nega Weiss under tons of rubble. You then snap awake, finding yourself lying down in a random field of whatever area you were supposed to originally find the Grimm at.
The Nightmare, and thus Nega Weiss, do not leave behind a Remnant of any kind as they have no soul, instead they drop a Seed of Nightmare. You'll need three to unlock the ending of the Side Quest, A Gift from Shion and the Boss battle therein. There is also no way back into the Dreamscape once you kill the Nightmare. so make certain you get everything you want to find (Somehow, the items, armor, and weaponry you found in there exist outside of the Dream due to wonky Dream magic.)
Bleiss Schnee
Lore: Can I say that I love the concept of Bleiss? Be cause I do. A feisty, foul-mouthed version of Weiss that has wwaaayy too much interest in Jaune is just creative Genius! She's also a Boss. An Optional one.
Bleiss comes from another reality. Perhaps even the same one as the Black Knight Jaune, though I don't think she'd be into that particular Jaune, except as a one night stand. He's not good for much else. (More on the Black Knight in Jaune's chapter.)
Approach: Bleiss is a unique enemy boss in that you can stumble upon her anywhere in the world, and I mean anywhere, even in another Boss's Arena, just so long as it a roaming boss. You could find her wiping the floor with low level enemy soldiers or Grimm, or getting her butt kicked instead. The reason for this is simple, Bleiss scales with you, the player. She's always at least two to four levels higher than you, but other than that, it's an equal footing.
Simply approach her and the fight begins. For this reason you actually want to fight alongside other enemies as she is violently aggressive against all enemy types.
Bleiss Schnee's Aesthetic/Appearance: Bleiss has red eyes and a black dress similar to Weiss's Volume 4 outfit just with the colors inverted. Bleiss doesn't really have an aesthetic. I guess you could say that she what Weiss would've been like if she had stayed under Jacque's influence for too long, but you could say that for Nega Weiss as well. That being said, you could say that her aesthetic is Chaos and watching the world burn, seeing as she here to do just that.
Arena: As Bleiss is a Roaming Boss she has no Arena, but that being said she fights like Falling Snow. She has more health, being more melee focused than her counterpart, with a more of a fondness for fire attacks than Ice or Lightning. Though, she'll still fire off a Lightning bolt or Hard-light Dust beam your way when you least expect it.
Her propensity for melee combat means she's less likely to Summon a spirit, but this also increases your chances of getting a Riposte or Backstab on her. Of which she is still very vulnerable to.
Unlike Falling Snow, whose mind was broken to such an extent she couldn't formulate a strategy, Bleiss does. She starts the fight dashing between her Glyphs while firing off a few mini fireballs or flame arcs before transitioning melee combat, where she wants to be. She'll then launch a series of thrust attacks followed by a swipe or two before deploying another flame attack to hide her retreat as she flips away on her Glyphs, always running around you.
A single heavy attack with a two-handed weapon or a powerful projectile attack will not only knock her out of this dashing strategy, it could potentially knock her off her feet, leaving her prone, and vulnerable for attack.
Bleiss doesn't have the Siren Shriek like Falling Snow.
Slaying Bleiss causes her to drop the Remnant of Bleiss which details how in her world she reigned supreme, burning to a crisp or cutting down anyone who got in her way including the likes of Ruby Rose and Pyrrha Nikos ("Fire beats Polarity!" She squawked proudly as she ran the noble gladiator through during a mere sparring match.) before she was finally caught, judged and killed by General Ironwood, but not before he lost a hand, an eye and her sister to her. Reborn in this world, she sought to simply have fun killing, f*cking and robbing whoever got in her way.
Use this Remnant to unlock a hidden treasure in the Schnee Manor. It's in Winter's old room.
The Twisted Myrtenaster deals double damage to her on Ripostes and Backstabs.
A/N: And, that is it for Weiss. I hope you enjoyed it. Kindly leave a review if you like. Next chapter we talk about the Elephant in the room, the Grimm.
Also, special shout-out to my man Argus456 on how he thinks Hard-light Dust works. It make so much more sense in that regard. Here's to you, dude. I eagerly await the next chapter of Best Laid Plans and Best Laid Plans: Youth. For that matter I'm also hoping to see the next chapter in one of Chaoticnumbness, Riozard88, or NoXIV, too.
Take care everybody, and I'll see you next time! Essiter out!
