Carrie Fernandez

Character's History

Carrie Fernandez is the direct descendant of Sypha Belnades, the legendary magic-user who assisted Trevor Belmont in his adventure and thereafter took his hand in marriage. Even when she was a young girl, everyone knew that Carrie was gifted with great magical powers that would one day serve to protect the country from the curse of the infamous Count Dracula. Her potent magical abilities only served to lend to her the utmost confidence in her own abilities; but in training side by side with Reinhardt Schneider as the two grew into young adults, she, too, learned the values of a warrior. His true friendship was important to Carrie because she had lost her mother at a young age, and Reinhardt was always there for her as a voice of reason and comfort. As this course would insist: The rivalry to discover which of the two would earn the title of Vampire Killer was that of deep respect. The driving force behind Carrie's will to fight against and destroy evil was a promise she had made to her dying mother.

Carrie's story is most relevant if you choose to play through her mission, which dictates that she, instead, earned the Vampire Killer title: Carrie braved the huge castle and its surroundings in search of Dracula. During this journey, she unwillingly gained an antagonist in the form of Actrise, a witch who had always been jealous of the Fernandez family and its commanding of such power. Actrise wanted nothing more than to see the return of the Dark Lord, and Carrie's intervention in these proceedings was the perfect means to goad Carrie into a one-on-one battle. At first, Actrise foolishly offered Carrie the opportunity to join in the cause, and when that failed, she got nasty by forcing Carrie to fight against a newly vampirized cousin, a fellow hunter, in an attempt to use her perceived brashness against her. Actrise eventually forced the showdown that she craved and built toward, but the result was unwelcome; in defeat, Actrise realized that Carrie's "brashness" was instead an iron will. Soon after, Dracula and his dark servant also learned well this lesson. More importantly to Carrie, she had delivered on her promise.

To see Carrie in action in Castlevania 64, click here; click here; for Legacy of Darkness, click here.

 

Appearances

Like her compatriot Reinhardt, Carrie starred in two games starting with Castlevania 64. Her main attack is the homing ball, a fireball blast that releases from the tips of her fingers. In order to utilize its homing power, it must be charged up by holding down the attack button; furthermore, it can be powered up twice by collecting morning star symbols, though its physical form doesn't change. Also, Carrie can use her steel-bladed rings for a ring smash, a short-range attack in which she viciously stretches her arms high and low in order to assault multiple close-range enemies. As a true family descendant, she can also use the mystic sub-weapons.

          

Sub-Weapons
Striking Weapons
Dagger: A quick-moving but weak knife that can thrown directly at an enemy   Homing Ball: A magical heat-seeking fireball that can powered up two additional levels for added punch
Holy Water: When a vial hits the ground, a huge blue flame rises up and engulfs nearby enemies Ring Smash: At close range, Carrie can quickly stretch her arms and spin to tear at enemies with wrist-mounted blades--effective against hordes
Axe: A strong throwing-axe arced directly at a targeted enemy
Cross: The boomerang-like cross hits all enemies in targeting range before returning to the user

 

Carrie Fernandez returns for Castlevania: Legacy of Darkness, Castlevania 64's prequel/sequel/remake. To play as Carrie requires that you first complete the missions of both Cornell and Henry. Except for a change in outfits, she's pretty much the same fighter. Carrie's main attack is her homing ball, a fireball blast that releases from the tips of her fingers. In order to utilize its homing power, it must be charged up by holding down the attack button; furthermore, it can be powered up twice by collecting morning star symbols, though its physical form doesn't change. Also, Carrie can use her steel-bladed rings for a ring smash, a short-range attack in which she viciously stretches her arms high and low in order to assault multiple close-range enemies. She uses the same sub-weapons, which now have three power-levels.

          

Sub-Weapons
Striking Weapons
Dagger: A quick-moving but weak knife that can thrown directly at an enemy; when fully powered, the daggers become enflamed when thrown   Homing Ball: A magical heat-seeking fireball that can powered up two additional levels for added punch
Holy Water: When a vial hits the ground, a huge blue flame rises up and engulfs nearby enemies; when fully powered, its attack power and range increase Ring Smash: At close range, Carrie can quickly stretch her arms and spin to tear at enemies with wrist-mounted blades--effective against hordes
Axe: A strong throwing-axe arced directly at a targeted enemy; when fully powered, lightning will strike down at the axe's point of impact
Cross: The boomerang-like cross hits all enemies in targeting range before returning to the user; when fully powered, its range and homing power increase

 
 
Next Hero