A dark medieval fantasy following the last surviving member of the disgraced Belmont clan, trying to save Eastern Europe from extinction at the hand of Vlad Dracula Tepe himself. Inspired by the classic video game series.
Belmont and Sypha continue to battle beasts loyal to Dracula, but it's getting a little old. Meanwhile, Alucard receives a guest.
Lenore urges Hector to not test Carmilla's patience. Belmont and Sypha cross paths with Zamfir, a fearsome guard with a suspicious mind.
Isaac gets under Varney's skin. Vampires Morana and Striga receive an urgent message from Carmilla. Belmont and Sypha get a look at Targoviste.
Alucard travels to Danesti, where he makes a dramatic entrance in the nick of time. Also, the scholar Saint Germain reflects on his own twisted path.
With Greta's help, Alucard sets out to guide the villagers to his castle for protection. Sypha pushes back on Zamfir's leadership. Isaac makes a move.
As Isaac and his army of night creatures descend on Carmilla's castle, Hector rushes to finish his preparations before the bloody reunion begins.
Varney and Ratko discover their plan is working — but who gets the credit? Also, Zamfir finally takes Belmont and Sypha underground.
Belmont, Sypha and Zamfir battle Varney, Ratko and their unholy army. Alucard's castle falls under attack, and Saint Germain shares his scheme.
Belmont and Sypha join forces with their old friend Alucard — and not a moment too soon. As the battle rages, Varney reveals his true form.
Not content to live in a cage, Lenore chooses another fate. Alucard opens his castle. Sypha wonders if she's lost Belmont for good.