Maxim Kischine


Castlevania: Harmony of Dissonance
He shows up in most of the game's cut-scenes, including the intros, meetings with Juste, and the best ending

Maxim is only one of many Belmont descendants of a different surname. By this time, it was common that different Belmont heroes would actually compete for the honor to be recognized as the next great hunter in line. Like the future Hugh Baldwin, Maxim was forced to play second fiddle to another blood Belmont and great friend, Juste.

When the determined warrior was shunned by the Belmont elders who decided that Juste was more capable of receiving the title of "Vampire Killer," the disappointed Maxim set out on a two-year training expedition to hone his skills. In order to prove his worth, he decided, brazenly, to attempt to do what Simon Belmont had done years earlier: He would search all of Transylvania to gather up Dracula's remains and take them to the ruins of Castlevania to burn them, hopefully, he thought, to resurrect the Dark Lord and quickly defeat him in a duel.

The plan backfired mightily: By collecting the remains of Dracula, it led to a series of events that saw the Count's spirit possess his body. In order to precipitate a worthwhile resurrection, he used Maxim memories to his advantage for a dual purpose: He would abduct Lydie Erlanger and take her to the castle, and he would bring his own remains along to set in motion a sacrificial ritual. To stall any would-be heroes, the Count used the conflicting energies of his new body to mask Castlevania's presence by creating a second, transient castle, which would surely confuse not just the hunters but even his own forces.

Maxim, amazingly, fought off the possession long enough to do the right thing; to delay Dracula's rising and thus protect Lydie, he hid both her and the body parts through the two castles before escaping. He then picked himself up, his memory waning, to warn Juste of these events. Though he wanted to redeem himself, he wound up becoming both a help and a hindrance to Juste's adventure's following because of the Count's possession and mind games. Still, Juste continued to believe in his friend, a strong gesture that gave Maxim the will to fight long enough to rid himself of Dracula's contamination.

     
 
 
Annet Renard


Castlevania: Dracula X
Dracula X: Rondo of Blood
She can be rescued on secret Stage 5b; she appears at game's end only if you save her on the secret stage
She's incarcerated on Stage 7, locked away in a small clock tower room (click here for her location)

Annet Renard was Richter Belmont's girlfriend, and it was her fate, too, to become a pawn in the eternal play. After Dracula was risen from his slumber by Shaft and his deviant followers, he cooked up a plan that saw his forces ravage Warakiya and take some of the town women hostage in hope of luring a Belmont hero to his castle for a duel. The skeletal and demon perpetrators grabbed Annet, her younger sister, Maria, plus others and imprisoned them in ghoulish locations surrounding the castle.

Annet, herself, was locked away near the castle keep, in the preceding clock tower (or in the caverns, if you prefer Castlevania: Dracula X's truncated story). From here, Dracula could keep an eye on her while further taunting Richter. When Richter arrived in the clock tower, he located the key to her chamber in an eagle's nest in a branching corridor, and this is all that stood in the way of his beloved. It was easy, yes--but Dracula's only interest was to goad Richter this far.

Her saving holds more relevance toward the story continuation of both games: In Rondo of Blood, her rescue counts towards your completion percentage and thus the best ending. And in Castlevania: Dracula X, saving her opens up a hidden stage, and, thereafter, an alternate boss on the clock tower stage whose defeat unlocks the game's best ending.


     
    
 
 
Iris and Tera

    Tera is held captive on Stage 3' in a small cave, and Iris is being held on Stage 4' in a small built-in bedroom (click here for how to find them)
Dracula X: Rondo of Blood
 

When Dracula's forces ravaged the town and kidnapped Annet in attempt to lure Richter into his trap, they were also sure to cripple the town's resources by nabbing any other important women they could find. Mainly, they abducted two unfortunate victims in Iris and Tera.

Both of the women were held in high esteem in Warakiya because of the specific roles they played: Iris worked as a nurse, a kind medicine woman who would tend to wounded villagers and cure their ailments. Tera was one of the town's religious leaders (as a nun, specifically), and she would maintain the church and lead the townspeople in prayer. Their professions made them natural targets for Dracula's dark forces.

Iris was stashed away in the woodland, in a chamber forged under its many bridges, and Tera was taken to the graveyard, where she was placed in a catacomb below the remains of a skeleton dragon. During his journey, Richter and Maria made sure to rescue the pair.

As it is with Annet, their saving will have an effect on the way your mission concludes: By finding each woman along the game's alternate paths, it will allow you to obtain the best completion rate and earn the best ending.


     
 
 
The Master Librarian


Castlevania: Symphony of the Night
The Librarian resides in a small book-filled den within the Long Library

The master Librarian is a longtime ally of both Count Dracula and his son, Alucard, and throughout the eons, he resided in the castle's huge library where it was his job to maintain the castle's wealth of informational pieces. The Master Librarian thereby became a very fountain of this information.

No one was more surprised than he to see Alucard emerge into his tiny den within the long library when the two hadn't been in contact for hundreds of years. Though the Librarian's allegiance was strongest with Dracula, he couldn't suppress his true nature to help the less fortunate, especially if they had something to offer in return. While Alucard certainly wasn't in that class, the Librarian readily made his services available to the half-breed hero when promised a huge reward in return. (Perhaps his redemption? We never learned.) To such a soul, wealth and security were always of the utmost assurance.

Of course, his services are more yours than Alucard's: After his trust is earned, in-game, the Librarian will begin to function similarly to the merchants of games' past only with more in the way of information. He'll sell to you stronger armor and weaponry, he'll buy from you gems and other valuable stones, he'll list for you the many enemies and their statistics, and he'll furthermore supply valuable tips on how to defeat the game's strongest enemies. After the game is cleared, his den will also be the site of Symphony's sound test.


     
 
 
Lisa

    Lisa is only mentioned in the instruction manual, but she does make a sort-of appearance as an illusion used subconsciously by the Succubus to seduce Alucard
Castlevania: Symphony of the Night
 

Lisa was the woman with whom Vlad Tepes Dracula fell in love after becoming a vampire. After the death of his first wife, Vlad waited patiently for countless years, for he believed that she would one day be reborn so that they could be together again. When he met Lisa, he was convinced that she was his beloved reborn.

Not surprisingly, as Lisa learned to love him, his hatred toward God did not resonate onto her, because it was never in her nature to hate. In fact, she loved Vlad more than anything in the world despite his flawed vision.

To others, Lisa was known as the very kind woman who sacrificed all of her time to medicine, and she would prepare all kinds of remedies for the sick and weary. Due to the paranoid nature prevalent in this time-period, when people lived in fear of the forces of darkness, a rumor spread that Lisa's medicinal practices were so effective because she was a witch. Thus, the authorities arrested her, tried her as a witch without much proof, and executed Lisa immediately thereafter. This was an act that drove Vlad to insanity and became the driving force behind his lust for revenge against the humans.

Though, there remained one true connection between the two: The baby to which Lisa gave birth shortly before her death--Adrian Farenheights Tepes, better known as Alucard. Right before her execution, she made Alucard promise to deliver to his father two messages: "Do not do the humans any harm," she'd ask, "for theirs is already a hard lot." Also, she needed that Vlad know one more thing: "Tell him," she said, "that I will love him for all of eternity."

In Symphony, Lisa's is more a pseudo-apperance: The Succubus tries to play upon Alucard's conflicted status by taking Lisa's form, in an attempt to enrage him enough to where he'd join in evil's cause almost unwittingly (as in Luke Skywalker "joining the dark side"). Thereafter, after defeating Dracula, Alucard speaks to him the words he promised his mother he'd relay.


     
 
 
Maria Renard


Castlevania: Dracula X
Castlevania: Symphony of the Night
She's in the catacombs of Stage 4 behind a locked door
She shows up several times to confront Alucard. (Note: In the Sega Saturn version, she also acts as a boss)

Maria Renard was the younger sister of Annet Renard, Richter Belmont's girlfriend, and served as a strong presence in their lives. The young Maria, though naive, was fiery, determined and driven by her belief in people and ultimate good. Too, she was gifted with great magical powers--hers the power of nature, an unexplainable connection to animals and a deep understanding of their ecology.

So when Dracula sought to gain leverage over Richter Belmont by ordering his dark forces to ravage Warakiya and kidnap those close to Richter's heart, it was no surprise that Maria was among their many targets. Not even her youthful appearance was a good enough cover--Shaft, in testing her soul against his wicked magic, came to grasp the extent of her power and just how great a threat such a being could be to the master, Count Dracula.

Maria was hauled off to a chamber within Castlevania's main halls, where Shaft would conduct his dark experiments. Richter arrived in time to break Shaft's spell and thus rescue the tenacious Maria, who was more than prepared to accompany him for the rest of the adventure--until, she insisted, Dracula's eventual defeat. (Mainly, in Rondo of Blood, she becomes a playable character after this rescue. Note, though, that in the Castlevania: Dracula X version of the story, she's instead captive in the catacombs and is only there to be rescued. For continuity's sake, we stick with Rondo's as the true story.)

Five years later, and one year after Richter disappeared suddenly, it was Maria that set out to look for him. She entered into the recently re-risen and beckoning Castlevania only to run into Alucard, to whom she took a strong liking. While herself unsuccessful in finding Richter, she offered her assistance to Alucard and played a crucial role in the half-breed's campaign to solve the mystery; most notably, she offered him the holy glasses that helped him to discover that Richter Belmont was alive and well and under the still-dwelling Shaft's control.

After the defeat of Shaft, and later Dracula, Alucard escaped the castle to find Richter and Maria waiting. When Alucard revealed that it was necessary to purge from this world his own cursed bloodline, the smitten Maria wasn't ready to let him get away even if logic would not permit it; releasing Maria from her state of confused emotions were Richter's encouraging words, which gave her the strength to chase after him.

     
 
 
Morris Baldwin

    He leads the hunters in the intro scene and is taken prisoner, placed in the Ceremonial Room, where he's later rescued
Castlevania: Circle of the Moon
 

Ten years before the events of Castlevania: Circle of the Moon, there existed an untold tale of Dracula versus the family of legend (or at least a faction of the family bearing blood relation to the Belmonts). After Richter Belmont vanquished from this world the hated Count, the clan pulled a disappearing act and relinquished possession of the Vampire Killer and the mystic sub-weapons due to an unexplored policy that it not again touch the hardware until Dracula's next in-cycle resurrection--one requiring approximately one hundred years of rest on the part of the Dark Lord. Fearing that deviants, as they always had, might attempt to resurrect Dracula early, the clan left the weapons to the care of the Baldwin and Graves warriors, who were related to the Belmonts by blood. It would be their job to in the meantime counter any threat.

When Dracula did indeed return to this world, early, it was Morris Baldwin and members of said Graves family who battled the resilient Count and removed him from this world.

After the epic struggle, Morris came to realize the near-unlimited power of Dracula, and in researching history, he lived in fear that Dracula might return sooner than believed--that his followers would seize a golden opportunity, a Belmont-less scenario, and hastily try again, or that Dracula was simply feigning defeat in order to hide out and over time regenerate enough power to orchestrate a surprise return. To prepare for such an event, he took under his wing two youths: His son, Hugh Baldwin, and Nathan Graves, the offspring of his relatives; he trained the two boys to be expert vampire hunters. Though, in a move that shocked everyone, Morris, as the elder entrusted with the whip and the weapons, decided that Nathan should be the next hunter in line and not Hugh, his son, who seemed to be the more logical choice. This decision affected the two youths in different ways. Morris was deeply disappointed to learn that Hugh came to despise Nathan, his former friend, who he now saw as his bitter rival.

Years later, notwithstanding, the event that Morris feared was coming to fruition: The countess Camilla had been resurrected and was preparing to do the same for her master, Lord Dracula. Morris and his students sensed this imbalance in nature and sped toward the castle to prevent such a ritual from occurring. They were too late, and for Morris, this resulted in his untimely capture, wherein Dracula would slowly drain the old hunting master's life-force and use it to replenish his own.

Morris survived the process long enough for Nathan, and later Hugh, to arrive and carry him off to safety. While Hugh was proud of Nathan's efforts in vanquishing Dracula from this world, he was even more proud of the fact that through their castle-wide encounters his two students learned to work out their differences and accept their separate distinctions.


     
 
 
Hugh Baldwin

    He's alongside Nathan in the intro; he also runs into Nathan in the Machine Tower and Chapel Tower; he's later a boss in the Observation Tower
Castlevania: Circle of the Moon
 

Hugh is the son of Morris Baldwin and, like many others, a Belmont descendant of a different surname. Because of the strong bond between the Baldwin and Graves families, he and Nathan became great friends during their years of training under the watchful eye of Morris.

It was obvious from observing their training that Hugh was superior in terms of skill, and Hugh always showed great pride in that position. However, when his father started to favor Nathan, it was beyond his understanding. "What was it that his father saw?" everyone wondered. Over time, the constant attention paid to Nathan began to make Hugh feel resentful, jealous and even hateful. Finally, Hugh was pushed over the edge when Morris Baldwin, the elder, presented to Nathan the Vampire Killer whip and the sub-weapons rather than to Hugh, who proved to be more skillful.

When the trio arrived at the castle, a preemptive strike by Dracula landed Hugh and Nathan in the castle's catacombs. Hugh broke free from Nathan, pushing him aside, and set out to look for his master. He was having little to no luck and became bitter when Nathan was able to make better progress. The hate grew so much that Hugh's mind became clouded, and he was easy prey for Dracula's dark magic. Nathan learned this all too well when he entered the castle keep only to be attacked by a nearly possessed Hugh.

When Nathan emerged victorious, knocking some sense into him (or knocking the spell's influence out of him, as it were), Hugh, who had been watching himself externally, helplessly, came to finally understand why his father made the decision to hand down the weapons to Nathan. The humbled Baldwin gave Nathan his blessing to finish the search and bring their master to safety, and he vowed, thereafter, to restart his training with a newfound respect.


     
 
 
Ada


Castlevania: Legacy of Darkness
Cornell finds her lying on the ground in a latter area of Stage 12, the Clock Tower

Ada was the kid sister of the man-beast Cornell. Or, at least, she was led to believe this to be true. In reality, Ada was a survivor of the humans-man-beast war. Cornell took her into his care and nurtured what was a mere infant. She grew up, actually, believing that she was his stepsister. Regardless of their true connection, Ada and Cornell were described to be the perfect brother-sister combination.

Ada's life took a drastic turn, one day, when the forces of evil destroyed her village and kidnapped her from her home. It was Ortega, a former friend of Cornell, who abducted her and delivered her to Death, Actrise and Gilles De Rais for what was sure to be a further sacrifice to their cause.

When Cornell returned home after a long period of ascetic training, he was shocked to find that the village was in ruins and, of even greater concern, that Ada was missing. Through several meetings with his former friend, Ortega, he learned why his sister was kidnapped, and he vowed to save her even at the cost of his own life. While the secret of their true connection gnawed at his soul, he wouldn't let it cloud his better judgment.

Eventually, he located Ada in the castle's clock tower, but it was all a clever ruse: Death swooped in, took her into his skeletal arms, and flew off to the castle keep, hoping that Cornell would follow. Cornell proved to be a worthy hero by clawing his way to the castle heights and dealing the Dark Lord a temporary defeat. Though, evil had other plans: Ada was immediately encapsulated within a crystal, and Dracula grabbed on to it with the intention of dragging it down into the underworld with his submerging body--hers was the perfect life-force for yet another of his resurrections.

Cornell acted quickly by expelling his werewolf form, projecting it outward and commanding it to destroy the crystal, to rescue Ada, and to sacrifice itself in her place. While he would never be the same again, his ancient power of transformation gone, the safety of his sister was alone enough to suffice. To further along his healing process, Ada revealed that she knew their true connection, and she didn't think any less of him for it. "Together, we can do anything!" she told the greatly relieved Cornell.

     
 
 
Young Henry Oldrey

    Young Henry is found roaming in the Villa hedge maze, where you must help him escape from Frankenstein and hounds
Castlevania: Legacy of Darkness
 

When Cornell ventured into the castle's Villa during his adventure, he stumbled into a mansion owned by Master Oldrey. Upon entering into its master bedroom, he watched on as Oldrey bang away at the door, demanding that his wife, Mary, open it. Mary refused to open the door because she knew the secret that Cornell would soon discover: Master Oldrey had been infected with Dracula's curse, and he grew so accepting of his eternal status that he wished for his wife and son to join him in his "paradise." He put up tombstones with their names in the Villa's garden and was preparing to remove them from this world and allow them entry into his.

After Cornell chased off her husband, Mary, who was under the pressure of impending doom, asked a big favor of the man-beast: She pleaded with Cornell to locate her son, Henry, and bring him to safety, far away from the castle, to ensure the family's survival. Cornell obliged and thereafter found the boy hiding in the Villa's hedge maze, where a Frankenstein Gardener and two hell hounds were patrolling. Cornell came through on his word; he braved the dangers and brought the boy to safety.

This event would have so much impact and inspiration on the young Henry Oldrey. For one, he'd grow up to despise the creatures of the night. And, as a result, he'd train hard to one day become a member of the Order of Church Knights, whence he'd vow to protect children from Dracula's dark forces as Cornell once did for him.

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