Prologue
During the Middle Ages, the threat
of evil began to grow to an all-time high due to a new threat. Vlad Tepes Dracula,
the former ruler of Wallachia, Romania, gained supernatural powers upon his
Earthly death. Enraged by his failed attempts at ruling all of Europe--combined
with the death of his second wife, Lisa, who was killed under the presumption
that her expertise in medicine was akin to witchcraft--Dracula looked to punish
all people that walked the Earth by taking over their world and turning it into
his own dark habitat. Since his powers were beyond anything known to man, the
people were helpless against his dark magic; no ordinary human was a match for
him. Poised to take over the world, with, at the time, a budding army of both
the undead and the mythological, it seemed that nothing would get in his way.
However, at this time, in a remote area of the province of Warakiya, a girl
possessing special powers was born. As she grew older, she was reminded over
and over again that her extraordinary powers were meant for a higher purpose.
Her life changed forever on her seventeenth birthday, when she met Alucard,
the estranged and forgotten son of Lord Dracula.
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Time-Period: 1450
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Main Hero: Sonia
Belmont
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The third Game Boy
title, one of the late-90's offerings from Konami, was the
storyline origin up until Lament's release. However, it still remains the first tale of "Count Dracula versus the Belmonts." |
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Sometime after her seventeenth birthday, Sonia formed a bond with Alucard, who had recently been investigating his father's affairs. Sonia, who was gifted with special magical powers by birth, was trained to be a warrior by her uncle. As Alucard grew to love Sonia, he came to recognize her inner strength and helped to complete her training; with a sense of her power, he revealed to her his plan: He was going to end his father's dark reign by confronting him in his castle and dethroning him once and for all. Sonia interjected that she, too, had planned to confront the Count with the same intent. Alucard, shocked by her decision, insisted that she not get mixed up in the crazy war that was about to be waged. Dracula's assaults on all of Europe had gone on for years before, he explained to her, and the Dark Lord was not about to let the threat of a human woman stop him. This Alucard knew all too well. While Sonia presented to him an appearance of subservience, she knew in her heart that she would use her unique powers to fight against Dracula's undead army and eventually accost the Count in the heart of his castle.
Not
soon after Alucard left for the castle, Sonia began her own journey. As she
cut through one boss creature after another, she extracted and absorbed their
life-forces using her inborn soul power, which allowed her to harness their
very essences as magical attacks. Along the way, she also reclaimed five sacred
sub-weapons--an axe, a dagger, holy water, a boomerang and a stopwatch--that
were left behind by her Belmont ancestors. These, she knew, would one day become
part of the family's main power source. Eventually, Sonia stormed into the castle,
mowed down all opposition, and soon enough found herself high up in the castle's
keep. It's here where she caught up with Alucard, who was having little to no
luck in locating his father. The surprised Alucard, who never thought she would
actually insert herself into his war, desperately tried to convince her
to turn away and head home. When she refused, he had no choice but to test her
in combat, to see if his instincts were truly correct. Upon feeling the power
of the Vampire Killer whip, he came away very impressed by her skills, and therein,
subsequently, he knew for sure that it was her destiny to vanquish from
this world the enigmatic Dracula. Alucard would help in this effort the only
way he knew--by submerging his powers and placing himself into a state of rest,
thus doing his part to remove a cursed bloodline from the Earth. In parting,
however, he did promise to return, one day, should his father ever rise again.
Though her feelings for Alucard
were strong, and the thought of losing him resulted in a state of disillusion,
Sonia dredged on through into the depths of the castle, where Dracula was hiding.
At
last, she located the Count on his secret throne in a ceremonial room. After
a long, hard battle, Sonia emerged victorious. Though defeated, Dracula swore
that he would one day return, for as long as those who were evil existed, they
would call upon his name. Sonia scoffed at his defiance and proclaimed that
there would always be someone ready and willing to take up the fight
against evil, even if she, herself, were the one required to accept the task.
He words were true: Soon Sonia would give birth to a new baby boy (perhaps in
part Alucard's), a future warrior who would surely continue to wage war on the
vampire king and his legion of followers. This hero, whose bloodline would be
unlike any other, would grow to be more powerful than any human and surely supreme
among vampire hunters. All future Belmonts would come to wield this very same
power, whether or not it be their fate to face the trials.
What seemed supernatural to the habitants
of Warakiya was to the Belmonts only natural. For
years, mortals had not the sufficient means nor the will to purge from this
planet the purest of evil, but now they had bold representatives who could stand
up in their place. The Belmonts would indeed showcase the will, the power and
the weaponry to get the job done.
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Time-Period: 1476
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Main Hero: Trevor
Belmont
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The third NES installment
is the direct sequel to Legends; though it's noted in the game's
manual that this is 100 years before Castlevania, it actually dates
back 200.
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After Sonia's spectacular display
in ousting Dracula from his position of power, matters took an unfortunate turn
for the worst. Instead of coming to hail the Belmont family as heroic, the people
of Warakiya instead began to fear the Belmonts--they became not only suspicious
of the family's many abilities but fearful of what could happen if those abilities
were used for wrongful means. Forming
a coalition, they approached the Belmont family in its home and strongly suggested
that it leave the town and never return. The family, though disappointed, willingly
complied and ushered itself into isolation.
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First he met Grant Danasty, the
quick and agile pirate whose family was killed by Dracula; Grant was transformed
into a vile beast by Dracula's dark magic and was forced to guard the clock
tower outside of Warakiya. It was Trevor's whip that undid the transformation
and returned to Grant his sanity. In a graveyard, he met Sypha Belnades, a
woman gifted with great magical power; having had a bad life, Sypha threw it
all away in favor of becoming a vampire hunter. She
was ambushed by a Cyclops and magically embedded within stone. After being freed
from her inanimate state by the Cyclops' destruction, she joined Trevor and
aided him with her strong magic spells. Then,
finally, Trevor met with a freshly re-risen Alucard in the catacombs; Alucard
sensed that his father had returned, and he waited patiently in a dark cavern
for Trevor (whose power Alucard could easily sense) to arrive. He would test
Trevor's mettle in a contest and hope to gain his trust so that the Belmont
would help him reach the castle.
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Time-Period: 1479
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Main Hero: Hector
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Castlevania: Curse
of Darkness is in regards to its gameplay a sequel to Lament of
Innocence, its fellow PS2 entry. Though, as to its storyline relevancy,
Curse of Darkness is a direct follow-up to Castlevania 3: Dracula's
Curse. Though there's no connection gameplay-wise, Trevor Belmont
does appear in a supporting-cast role.
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Though
Trevor Belmont and his comrades successfully banished the hated Count Dracula,
the Dark Lord did not pass from this world in silence. With his final words,
Dracula left on Europe a demonic curse that for years following enshrouded the
continent in misery and torment. Ravaged by hideous plague and dire famine,
the people's hearts turned black and murderous; the weak were slain without
pity while the land was pillaged and scourged without remorse. Dracula was gone,
but his very influence was still ever-present. Everyone, including even the
mightiest of heroes, was confused.
Everyone was confused, that is, except for the devil forgemaster Isaac, who had convinced himself of the "truth": For years, he and fellow forgemaster Hector served as underlings to Count Dracula, for whom they used their powers to magically craft new monsters to serve in the Dark Lord's growing army. Soon before Dracula's defeat at the hands of Trevor and friends, Hector betrayed the forces of evil by severing all ties in hope of reforming his ways and learning to lead a normal life. Isaac had come to blame Dracula's defeat on this event, and he vowed revenge against Hector on behalf of his fallen master. To initiate his plan, Isaac targeted Hector's wife, Rosaly, who inexplicably found herself accused of being a witch. Using his effective brand of manipulation, Isaac helped orchestrate a sham trial that found Rosaly guilty of witchcraft; she was thereafter burned at the stake as Hector, who relinquished his powers upon abandoning his evil ways, watched on helplessly. Enraged, Hector vowed to extract his own measure of vengeance against the arrogant Isaac.
Hector
eventually tracked Isaac down at an abandoned castle. Isaac, with by his side
a fully powered devil-type I.D. (Innocent Devil), greeted Hector at its entrance;
having cleverly lured Hector to this location, he reiterated his stance that
the blame for Dracula's defeat lay at the hands of the traitorous forgemaster.
Hector cared not for formal chatter and was ready to fight, but Isaac wasn't
worried; after all, without his powers, Hector wasn't even able to protect his
own wife. The ball was in Isaac's court. Isaac's plan, in fact, was twofold;
knowing his former friend to be revenge-mad, he would flee and force Hector
to give chase, whereby he'd suffer humiliation on two fronts: Hector would have
to regain his since-relinquished powers, which he admitted brought him much
shame, and he'd at full power face and suffer defeat at the hands of Isaac!
Hector would have to give in--to honor the memory of his wife, he vowed to reclaim
his powers and at all cost use them to hunt down Isaac.
Hector charged into the abandoned castle and was quickly reminded of the dangers he once helped fester. He had to become stronger, and the discovery of a powerful tombstone was the first step. On the tombstone lay an inscription left by Isaac, who by this act showed how desperately he hoped for Hector to fully regain his powers. Hector obliged; he staged a dark incantation and freed from the tombstone a low-level fairy-type ID His concentration quickly shifted at the sound of clapping of hands. The arrival was that of Zead, an enigmatic man who sought to abolish the curse that was afflicting Europe; Zead was impressed by Hector's show of power and revealed to the forgemaster his intent to purify the land. He revealed, also, that it was indeed Isaac, deemed an "impediment," who through his own mastery of devil forgery was helping to keep alive and protect the dark curse. Hector, considering the man's advice, thanked this new ally.
After defeating its main guardian, Hector escaped from the castle and exited into the Balijhet Mountains, where he freed from its holding a fighter-type ID More importantly, he stumbled across a brook where he was taken aback at the sight of a young woman who bore a remarkable resemblance to Rosaly, his deceased wife. The woman, named in actuality Julia, introduced herself and inquired about his hurried state. He was looking for, he explained, his "worst enemy," Isaac, of whom Julia was quite aware. Knowing his intent, and more personally sharing this same enemy, Julia offered to Hector her services. Her specialty? Well, as an escape witch, she could see the future. Also of interest was her expertise in witchcraft; she led Hector to her nearby cabin, from where she could prepare elixirs plus other special items and furthermore look after his Innocent Devils.
Hector climbed to the mountains' highest point, where stood the Garibaldi Temple. Before he could enter, his determined march was interrupted by the mysterious St. Germain, who had a request for him: "Stop chasing Isaac." When Hector inquired as to why, Germain cryptically responded, "I seek to maintain the flow." Germain boasted that he knew more than Hector could ever imagine, as part of his "arrangement," which lent to his request credibility. Hector was anything but open to this request, but he surmised by the man's tone that he found yet another of Isaac's enemies. Hector forged forward regardless. In the heart of the temple, Hector met with none other than Trevor Belmont, who immediately recognized the devil forgemaster's crest. However, there would be no negotiating--Trevor, in his ongoing investigation of the curse, was here to fight, and he unleashed his legendary powers upon Hector, who was hardly a match. This subject wasn't evil, Trevor thought--he was too weak in his cause; though, Trevor believed Hector's words when he insisted that he, too, was hunting Isaac. "Hector," Trevor considered. "I'll remember the name."
Hector gathered himself and retreated back into the mountains; now boasting a bit more power, he was able to breach the entrance to the Mortvia Aqueduct, where at its entrance a very pleased Zead stood waiting. Zead reported that he saw Isaac flee to the village via the forest, and he was now certain that Isaac was the source of the curse. Moments later, Zead began to hesitate and stumble about, tripping over his own words; without warning, he made a quick exit much to the confusion of Hector. Stain Germain appeared soon after, expecting to see someone else. Though disappointed by the lack of his expected guest, he had for Hector more of his own advice: "Avoid Zead," he suggested; Germain insisted that Zead, as someone not of his recollection, should be tracked down and watched. Hector had no reason to trust Germain, and his advice was still not welcome. "You've been warned," Germain sighed in parting.
After scouring the aqueduct, Hector finally reached the Forest of Jigramunt, where from a distance he spotted Zead and Germain having a little chat. He ducked behind a tree and gave listen. Zead warned Germain not to go beyond his bounds--that it was a matter of fate. It was ludicrous to lend information to an outsider, Zead lectured, but he made no direct reference as to whom this "outsider" was. Tired of Germain's interference, Zead extended from his sleeve a blade and launched an attack; Germain used his power of time to evade the repeated stab attempts. "I will keep returning," he before vanishing promised a flustered Zead. "No one escapes from me," Zead laughed to himself. The eavesdropping Hector now knew for sure that these two were indeed enemies.
The forest's vacillating path led Hector to the Town of Cordova, where at its midway point he finally tracked down Isaac. It was still too soon for a final battle, Isaac belittled, but he wanted just a little taste of Hector's progress. Hector fought well, which in itself was gratifying to Isaac, who wanted to see his former friend regain full power. Their encounter ended when a concerned Julia interrupted. "Brother, stop!" she shouted toward Isaac, much to the shock of Hector. As per his plans continuity, Isaac fled; Julia restrained Hector and prevented him from giving chase. Isaac was under Dracula's curse, she reasoned, and it was up to Hector to free him not with anger; she could live with her brother's death by Hector's hands because she knew that Isaac still harbored a deep respect for his former friend. Hector came to his senses and took to heart her plea. Though she continued to speak of an ill feeling that would surely not bode well, he bid her farewell with silent hope.
With the assistance of a newly acquired mage-type ID, Hector entered into the originally impenetrable Eneomaos Machine Tower, where at its top he again met with St. Germain, Zead having failed to slay him. Germain was truly the master of miraculous escapes, but he found himself in a harrowing position: He was stuck within a magical barrier placed upon the tower and its outlying regions. He wondered how it was that Hector breached it. Though trapped in this barrier, Germain could still physically affect events, and there was one in particular he engineered--an encounter between himself and Hector, which would help Germain to extract all of the information needed. The violent altercation was brought to a halt when Hector finally wrestled Germain to the ground. Germain surrendered, promising to no longer interfere. For fate was truly Hector's, he learned. Realizing the man's power, he now sensed a new destiny for Hector: "Walk the path without fear, for you are alone." He added: "Give my regards to Zead."
Hector retreated to Cordova, where his growing power (a new devil-type ID, especially) guided him into the Aiolon Ruins. Deep into the ruins, he found himself witness to another meeting--a fierce battle being waged between Trevor Belmont and Isaac. It was a fluke that Trevor defeated Dracula, Isaac taunted. But this battle would see no victor; at the sight of Hector, to the dismay of Trevor, Isaac again fled the scene. Trevor was happy to learn that Hector and Isaac were indeed enemies, as the forgemaster swore, but he was displeased with Hector's continued meddling. He left to continue his search, stranding Hector. However, Zead appeared and lamented at such a lost opportunity. There was hope; Zead spoke of a secret hideaway back at the abandoned castle where Isaac was sure to be hiding. However, Zead's behavior again became erratic when the grateful Hector passed along Germain's regards. "No--it can't be," he spouted before making another abrupt exit. Though nonplused, Hector started the long journey back to the castle.
He arrived at the castle's keep, where Trevor Belmont was investigating. "A hidden chamber beneath the castle is not possible," Trevor thought. "Not unless the blood of my clan..." The still-puzzled Hector struggled to understand, but there was no time to ponder, because Trevor had no choice but to fight the forgemaster; he needed to know how much power Hector had regained. The result of the proceeding battle was encouraging--as opposed to their first encounter, Trevor felt as thought he was fighting a whole different person. This power would be needed to further hunt Isaac, and Trevor would assist; using a dagger, he sliced open his hand and used the family's sacred blood as a key to open a magical gateway. "Your heart might waver if you think about what's within," Trevor warned. "But you must concentrate on your mission. Show him no mercy," Trevor inspired.
The gateway led Hector to a bizarre and chaotic infinite corridor. Using all of his regained power, Hector successfully overcame every challenge presented, which culminated in the defeat of the corridor's guardian, the considerable Dullahan. The guardian's defeat was felt continent-wide, as powerful earthquakes shook the entire land. In the most unexpected turn, the chaotic force caused Dracula's feared castle to rise up from the sea's depths! In the panic, Isaac sneaked up behind the unsuspecting Trevor and stabbed him through the chest. It was all becoming clear: It was Isaac who left that gateway for Hector to find, and he did it for the express purpose of harnessing the demonic energy generated during the battle between the fully powered Hector and the corridor's guardian. This magic, when channeled, would be more than enough, Isaac knew, to set in motion an even grander plot--he would scurry to Dracula's re-risen castle and once again attempt to resurrect the Count!
Hector
rushed to the site of the castle's rising. Before he could enter, Julia stopped
him. The curse was still emanating from the castle, she warned, remnant of the
Dark Lord's magic. "All because of me," Hector believed. If it was
demonic power, however, Hector could surely find its source. Still, even
though Trevor survived the near-fatal injury, thanks to Julia's magic, he would
be in no condition to battle a freshly risen Count, which put the whole mission
in doubt. Though, Hector vowed again that he would garner revenge in the name
of Rosaly. Sensing his anger, Julia reasoned with him: "Don't let the curse
take hold. It's not worth the price of revenge for your wife." Again taking
her words to heart, Hector set off into the castle as mankind's only hope. "Please
don't die," the helpless Julia worried.
Hector braved Dracula's legendary haunt, cutting through the nastiest of his forces. When he reached the castle keep, the weary warrior was anything but consoled. "You resurrected Dracula's castle--bravo!" the awaiting Isaac celebrated. Hector fell right into his plot. Hector lost his edge, and Isaac lost his pride and home; now Hector would suffer as Isaac did and die a gruesome death! The two equals battled in spectacular fashion, but it was Hector's sense of justice that edged him to victory. As he went for the kill, he was heavily subdued by an image of Julia; he remembered her words and realized that his impulse for revenge wasn't really him--it was the curse at work. Before he could consider further the meaning of these events, a jubilant Zead made another unexpected entrance, applauding Hector's actions. These efforts were a boon, Zead cheered, for Hector's moment of wavering was all that was needed. Zead revealed that he was the mastermind behind the entire series of events, and he used both Hector and Isaac. Only a forgemaster could be the vessel for Dracula's reawakening, and that was why Zead brought them here. When Hector resisted the curse, he was made useless, but his immobilization of Isaac was a nice consolation, for the fallen forgemaster would surely do; Isaac's prone body was swiftly sealed within a casket and transported away. It then became apparent to Hector just who was the erratic Zead--it was none other than Death itself! Zead confirmed the notion by extending its feared scythe and thereby taking its real form. Though, not even the sharpest of armament would deny the enlightened Hector, and Death would find its name to be most appropriate.
With
Dracula's top agent out of the way, Hector hurried to the castle heights, desperate
to prevent the Dark Lord's return. It was too late--the casket housing Isaac's
frame exploded, revealing a reborn Count Dracula. Dracula immediately recognized
the traitorous Hector and wanted answers. But Hector had a question of his own:
"Why attack humans?" It was Dracula's senseless slaughtering of their
kind that forced Hector to disobey. Dracula disagreed that it was "slaughter"--he
was simply cleansing the world of a plague, of a race not worth the very air
they breathed. The powerful had always judged the weak, Dracula mused; humans
judged him, after all. "It's not your job to judge humans,"
Hector insisted. Dracula, who believed sympathy to be a form of weakness, wasn't
interested in Hector's viewpoint; he wanted only to inflict punishment, which
in this case was death. The final battle was waged, raging across two
separate realms. In the end, it was the clear-headed Hector that triumphed over
the inexpedient Count. The transformation was not complete--Dracula would not
come to re-inhabit this world. Dracula took some solace, for the curse would
linger in the souls of people until they met their oblivion. But Dracula forgot
one thing: Hector was a devil forgemaster; he could turn the curse aside--transform
it into something harmless. These discouraging words were enough to hasten Dracula's
painful demise, which left behind only Isaac's stained corpse.
After a moment of reflection, Hector realized that Rosaly's death and Isaac's anger were caused by the curse. With that said, Hector enacted one last incantation--to turn aside the curse, as he had promised, and again relinquish his powers. "The struggle is over," Hector said, relieved. "Now I can die in peace." Before he could fall into a state of depression, Julia arrived to console him. "You must live according to your heart," she confided. Further conversation would have to wait, for the host-less castle began to crumble "Farewell, Isaac," Julia uttered one last time before their portal-assisted escape. From a distance, the pair watched on as the castle collapsed into the sea, and they hoped that its banishment would free people's hearts. The curse's mark wouldn't easily vanish, they agreed, and people would have to find hope in each other. They would have to have faith in the morrow. For now, it was time to head home.
Back
at the machine tower, St. Germain had some closing thoughts: "Faith in
the morrow. Those are fine words." But not for him. As one who traveled
through time, he saw the morrow a bit differently. All the same, the flow of
time had at last stabilized. With that, Germain would head far into the future
to see what awaits--to perhaps witness the final battle between Dracula and
the humans. Would they remember Hector's bravery? Or would it all start anew.
Those were his answers to find.
Back at the cabin in the isolated mountains, Julia
wondered what Hector would do now. He had many friends to conceal from the humans,
and he would have to find some hidden place where he could live in peace. "No
need to search out such a place," Julia comforted. "I know of one."
For her advice Hector would be in her debt. She suggested that he stay in the
mountains and live with her, which to Hector was an intriguing prospect. "To
stay here with you, Julia," he said noddingly, "t'is not a bad idea!"
As he had sought, Hector's life would begin anew.
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Time-Period: 1576
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Main Hero: Christopher
Belmont
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The first two Game
Boy titles, which are considered to be their own mini-series, are still
very much relevant to the story, and it's 100 years after Trevor's victory
where they begin carving out their niche with the first offering--Castlevania
Adventure.
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Christopher climbed to a nearby mountain cliff (as had become standard Belmont procedure) where he watched the castle collapse unto itself. When the coast was clear, Dracula shapeshifted into bat form and hastily, nonchalantly, escaped from the wreckage. Though devastated from the battle, weakened to the lowest of levels, Dracula would live on in his depleted state for many years, patiently waiting to strike again. This time, though, the Belmonts would never see it coming. |
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Time-Period: 1591
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Main Hero: Christopher
Belmont
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The second Game Boy
installment continues the tale from where Castlevania Adventure
leaves off and continues with the struggles of Christopher Belmont.
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Sixteen years had passed since Christopher Belmont defeated the Count, and he was living a rather peaceful life when a special day was about to precipitate: It was time for him to hand down the Vampire Killer whip and the mystic sub-weapons to his son, Soleiyu Belmont, who had come of age and was ready to take his place in line as the next vampire hunter. It was not just Christopher but the whole town that was preparing for the big event. But the night before the celebration, Dracula seized the opportunity and struck a stinging blow. Having largely remained in mist form for those prior sixteen years, Dracula finally regained enough of his power to the point where he could recall his ability of possession; in mist form, he seeped his way into the room of the sleeping Soleiyu Belmont and possessed the youth, coaxing him onto the side of evil.
Though
his power was slowly returning, Dracula was in no condition to fight a war or
to even lead his own army in its march toward world domination. So he would
instead use his new outfit, the now-Soleiyu-Demon,
as a temporary resource until
he was ready to assume his rightful form. Using his new host body, with its
powerful bloodline, Dracula would raise his dreaded castle from the depths.
But first, he held his ring finger into the air and conjured the formation of
four separate castles: The Plant Castle, the Cloud Castle, the Rock Castle and
the Crystal Castle, and he assigned to each its own boss guardian to preside
over and protect it. If Christopher were to come looking for his son, the Count
would have an efficient means of stalling his efforts.
Come morning, Christopher was
awakened to the news that his son had mysteriously vanished and that four castles
had appeared out of nowhere. Having no other choice, the aging Christopher was
forced to again call upon the power of his family's sacred weaponry. Enraged
by this plot, as if himself
possessed, he entered into into each of the castles, undeterred, braved
their many dangers, and defeated the four bosses. Yet Christopher had only succeeded
in spoiling Dracula's initial plan: Because he still hadn't yet regained
enough power to raise his castle, even in possessing Soleiyu, Dracula
instead finished the deed using the life-force energy of the four bosses that
Christopher just defeated. Unfazed
by unwittingly contributing to Dracula's plan, Christopher penetrated the Count's
newly risen castle.
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Time-Period: 1691
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Main Hero: Simon
Belmont
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This is where things
get confusing in terms of remakes. Though Vampire Killer, Castlevania,
Haunted Castle, Akumajo Dracula X68000 and Super Castlevania
4 all play differently and have somewhat different plots, they're
all to be recognized as the same game--the same point in history with
the hero Simon Belmont. The only true recognized story, therein, belongs
to the NES version we know as Castlevania.
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Dracula fought as hard as he could and made sure to get in his fair share of offense, but in the end, ultimately, it was Simon Belmont who stood victorious. The pained Belmont warrior picked himself up and escaped from the castle and to a nearby mountain cliff where he watched on as the castle crumbled to the ground. Though he thought his trials were over, Simon would soon learn that they were just beginning. |
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Time-Period: 1698
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Main Hero: Simon
Belmont
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The second NES installment
is next in line, and it continues telling the tale of
Simon Belmont not soon after Castlevania ends. |
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With no answers apparent to him, Simon fell into depression. One night, a beautiful maiden appeared to him in a dream and revealed that his "pain" was none other than the effect of Dracula's curse! She explained to him that in order to lift the troubling curse, he'd have to scour the countryside to collect the five body parts of Dracula--his rib bone, his heart, his eyeball, his nail and his ring--and burn them away in the heart of his castle. In closing, she said, "If you have the courage to risk your life, then you will find the strength to win again." As most beautiful visions do, she disappeared as though never having been. Simon quickly absorbed the meaning of her words; come morning, he grabbed a hold of the Vampire Killer and set out to complete a new quest.
Though, Dracula was more clever
than anyone suspected, as the maiden foretold: He knew very well that he had
the propensity to infect the Belmont hero with a curse, so before his defeat
two years earlier, he ordered that his dark forces keep him safe until his next
re-rising by dividing up his remains and by hiding them in five local mansions.
The mansions chosen were Berkeley, Rover, Laruba, Bodley and Brahm's, and the
forces of evil were ready to guard the remains at all cost. Despite their earnest
efforts, Simon dredged through monster-filled towns, graveyards and marsh pits;
he gathered, traded for, and mastered in the use of new magical items and weapons;
and he infiltrated the mansions, solved their respective puzzles, and collected
the five body parts of Dracula.
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Time-Period: 1748
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Main Hero: Juste
Belmont
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Harmony
of Dissonance, for the Game Boy Advance,
is the second such title for the system, spawned largely from Circle
of the Moon's success. However, Harmony is the direct follow-up
to Simon's Quest--or, simply put, Simon's adventures in general.
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After Dracula's defeat, the world
was at peace, as it usually existed after the banishment of the Dark Lord. But
evil never takes a holiday, and its slow rebuilding and eventual dominance were
imminent. Fortunately, vampire killers were perennially keeping sharp in fear
of such an occurrence. Juste Belmont, the grandson of Simon, and his friend
Maxim Kischine were two such warriors; the two friends trained together diligently,
and while the rivalry was friendly, both were hoping for the sacred honor of
receiving the Vampire Killer whip and mystic sub-weapons. After it was decided
by the Belmont elders that Juste was the subject worthy of receiving the title
of "Vampire Killer," a disappointed, self-doubting Maxim set out on
a training expedition to hone his skills and clear his mind
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Death quickly exited to the second, real
castle via the gateway's portal, and Juste followed closely behind. Now able
to move between the two overlapping castles, Juste had two more confrontations
with Maxim that confirmed Death's words; the first saw Maxim sic a Shadow boss
on his friend, and the second saw the resistant Maxim reveal the truth: When
he had left for his training expedition, it was out of jealousy. When he skirted
across Castlevania during that time, he figured that he could prove himself
worthy by doing what Simon had done a half-century before; that is, he'd earn
respect by collecting Dracula's remains, by gathering them into the castle,
and by then out-dueling the Count in a battle. Unfortunately, by collecting
the body parts, Maxim was instead possessed by a spirit essence as a harbinger
for Dracula's resurrection. Dracula's influence caused him to kidnap Lydie for
evil's ill intention. So with the possession not yet overcoming him,
he instead hid Lydie and the body parts throughout the castles and escaped from
them. Having told Juste the truth, with that weight off his shoulders, Maxim
accepted that his end could be near; as a last request, he handed Juste his
bracelet, a family heirloom, by which to remember him. For Juste, there was
only one solution: Find Lydie and then locate Dracula's remains and destroy
them before it's too late.
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In the end, as it had happened a half-century before, the Belmont defeated the weakened Dracula, thereby ending Maxim's burden and submerging both of the vile castles. Outside, away from the ruins, Lydie awakened after the castle's violent banishment, having completely forgotten the events past. Maxim repeatedly insisted on telling her the truth, that he had kidnapped her while under possession, but Juste felt it best to leave the matter be in order to save face on behalf of his friend. When it almost came to blows, Lydie stepped in and brought both to their senses. It didn't matter, she pleaded. Thus, for the time sharing a smile, they agreed to begin the long journey home, where all would be right again.
Page 3: The Story
Continues | Back
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