Christopher Belmont

Character's History

Christopher has managed to retain his title as one of the lesser-known Belmonts, which is an odd occurence when we consider the Game Boy titles and their importance to the series. Despite being overlooked, he played as important a role as any other who was cast into the role of hero. Too, Christopher is in the category of rare Belmonts who have fought Dracula on two occasions: The first encounter was very much a part of the Belmont tradition, whence the Count raised from his slumber as part of the eternal cycle. Through his show of heroism in combating th the Dark Lord and his vile minions, Christopher did his part to further earn the trust of the skeptical countryside; over time, the local populace even began to share in the festivities that highlighted the ritual whence the elder Belmonts would hand down the Vampire Killer whip and the mystic sub-weapons to the next hunter in line.

Dracula managed to for many years survive and avoid Earthly banishment through the use of magic and trickery. Still, despite the Count's believed absence, a subconcious threat still lingered in people's minds. Their question: "Who would destroy Dracula if his return were imminent?" Sixteen years after his first adventure, Christopher was prepared to hand down the weapons to his son, Soleiyu, who wasn't likely to battle the Count due to the thought-solid precedent of a 100-year waiting period. But Dracula had by then revived much of his power, poised to strike; on the night before the ritual, Dracula used a spell to possess Soleiyu with the intention of using the youth's potent magical power to raise his dark forces from their slumber while causing a rift within the Belmont family; ultimately, his goal was to raise the submerged Castlevania from the depths and foment a battle between father and son, potentially eliminating both. The odds stacked against him, it was the aging Christopher who once again took hold of the Vampire Killer and set out to save his kin as well as the world; with great courage, he was able to restore his son's senses without felling the young warrior, and he in following vanquished the Dark Lord, finally securing a true victory.

To see Christopher in action in Adventure, click here; for Belmont's Revenge, click here.

 

Appearances

Christopher Belmont saw his debut in the infamous Castlevania: The Adventure, the very first of the Game Boy adventure games. As such, Christopher's arsenal in terms of whips is more like Sonia's rather than Trevor's. He begins with his regular leather whip, and he uses magic crystals to power it up twice. When he collects a crystal, it'll turn the leather whip into a short-length chain whip, and when he collects a second crystal, it'll increase the whip's length and turn into a fireball whip. If he's struck by an enemy at any time, his whip will regress one level back. Adding to an already shortage of firepower, he has no mystic weapons of which to speak.

          

Sub-Weapons
Striking Weapons
 
Vampire Killer: A leather form of the famous family whip; its range is short and its strength is weak
Chain Whip: The chain whip is roughly the same length as the leather whip, but its strength is great
Fireball Whip: Though its form is unchanged, the whip is now granted the power to spew fireballs

 

          

Christopher returned two years later to star in the second Game Boy title, Castlevania II: Belmont's Revenge, Adventure's direct sequel. His whip ability doesn't change: He starts out with a normal leather whip and can collect those same magic crystals in order to power it up twice. The first crystal will turn into the short-length chain whip, and the second will again turn it into a fireball whip. Christopher even remembered to bring along two of the family's mystic weapons this time (depending on if you're playing the American or Japanese version, the second differs):

Sub-Weapons
Striking Weapons
Holy Water: A vial of holy water that when thrown to the ground cracks and burns, engulfing enemies  
Vampire Killer: A leather form of the famous family whip; its range is short and its strength is weak
Axe: An unwieldy but powerful axe thrown in an arc, capable of damaging enemies above and below Chain Whip: The chain whip is roughly the same length as the leather whip, but its strength is great
Boomerang: A cross-shaped projectile that damages enemies while both coming and going Fireball Whip: Though its form is unchanged, the whip is now granted the power to spew fireballs

 

Castlevania: The Adventure Rebirth is a remake of the original Castlevania: The Adventure but is not done in the straight-up style of the Chronicles sub-series; rather, Rebirth is a reenvisioning of Christopher's first tale of bravery, combining elements from his two Game Boy adventures with traditional series tenets. Christopher, much like Richter, this time comes to the party with a chain-linked version of the Vampire Killer, which doesn't change form but can be temporarily powered up via the allocation of a magic crystal, which affords the whip the power to spew fireballs. Instead boosting his inventory are the five familiar sub-weapons, two of which he's using for the first time.

Sub-Weapons
Striking Weapons
Dagger: A quick but weak dagger that Simon can toss forward at long range  
Vampire Killer: A leather form of the famous family whip; its range is short and its strength is weak
Axe: An unwieldy but powerful axe thrown in an arc, capable of damaging enemies above and below Vampire Killer: A chain-linked form of the famous family whip, its strength and range already maxed out
Holy Water: A vial of holy water that when thrown to the ground cracks and burns, engulfing enemies
Fireball Whip: The enflamed Vampire Killer will spew fireballs but only for a limited time
Cross: A boomerang-like projectile that damages enemies while both coming and going
Stopwatch: A magical watch that stops time for five seconds, freezing enemies in their tracks

 
 
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