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Castlevania: Belmont’s CursePATCH 2026.10.19

How to Beat Every Enemy and Boss in Castlevania: Belmont’s Curse — Catacombs of Paris Part 3

By VGSources Team 14 min read

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Part 3 is a trap-and-navigation chapter, not a conventional boss rush. Follow the green Death Marks through the Crossroads of the Dead, use the lowered dragon skulls to create ramps, and treat every saw, spike, fire-breathing pillar, and jumping enemy as a positioning test. The Pair of Longswords is hidden on that marked route; the damaging Whip is in the Hall of the Fallen Angels; and the first Death encounter is a scripted story loss for normal play rather than a fight you are expected to win.

What to prepare before entering the Catacombs

Part 3 begins after Rose Belmont has defeated The Fallen, Joan of Arc, and Medusa and collected the keys needed to enter the underground Catacombs of Paris. The chapter’s defining tools are already in your kit: Holy Light for crossing or illuminating dangerous gaps, Sharpened Anchors for controlled movement and wall interaction, Chaos Shards for opening or passing through blocked routes, and wall jumps for vertical recovery.

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The safest rhythm is to clear enemies before beginning a traversal sequence. A room that appears to be a simple jump often becomes much harder when a Fleaman lands on Rose, a Skull Spider detonates beside her, or a Bone Pillar starts breathing fire during a descent. Mirrors of Life are your checkpoints. Use one before a long trap route and before entering Death’s area; a short reset is preferable to repeating several rooms of saws and spikes.

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Catacombs route at a glance

Area What you must do Main hazards and enemies Important result
Catacomb Entrance to Quarry Elevator Descend through the opening rooms and reach the first Mirror of Life. Ghosts, Chaos Shard walls, Skull Spiders, Bone Pillars, saws and spikes. Checkpoint at the Quarry Elevator.
Path of the Abyss and Crossroads of the Dead Activate the lever, open the Mourning Bead chest, and speak with the Spirit. Trap corridors and the need to read the green markings. Death Mark clue and the route to the Shadow card.
Death Mark descent Follow the marks down the left side, defeat the gauntlet, and return to the Crossroads lever. Biphrons, Skull Spiders and a Giant Skeleton. Dragon skulls lower into ramps; the hidden chest holds the Pair of Longswords.
Gallery of Teeth and De Rais Necropolis Use the new ramps and cross the platforming rooms. Teeth, saws, spikes, Bone Pillars, Skeleton Archers and Red or Blood Skeletons. Progress toward Jaws of Limbo; collect healing and checkpoints when available.
Jaws of Limbo Clear the enemy room, navigate the complex saw-and-spike route, and pull the lever. Layered saws, spikes and Bone Pillars. Necro Charm chest.
Throat of Hell to Hall of the Fallen Angels Collect the Wise Heart Fragment and Ebony Claw, save at the Realm of Old Night Mirror, cross the Blood Pits, and reach the hall. Long hazard transitions and timing-sensitive platforms. Whip chest.
Death’s arena and Collapsed Path of Orpheus Enter the first Death scene, then climb after the cutscene and leave through the blue Ferryman door. Death encounter followed by vertical traversal. Final lever opens the route to Dracula’s Castle.

1. Reach the first Mirror of Life at the Quarry Elevator

Start at the Catacomb Entrance and descend through the skull-filled rooms. The opening descent teaches the chapter’s central rule: do not rush a screen merely because the next ledge is visible. Ghosts can occupy the space you need for a jump, Chaos Shard walls can force a different line, and Skull Spiders punish you for standing in the same place after striking them.

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Use Holy Light to make the descent predictable

Holy Light is the dependable answer when darkness, a gap, or a hazard makes the landing unclear. Cast or place it before committing to a drop so you can see the next platform and the timing of moving blades. Sharpened Anchors give Rose another controlled option when a direct jump would put her into a saw arc. If you miss a landing, favor an Anchor or wall jump over a panic attack; recovering your position is more valuable than dealing one extra hit.

Handle the first Skull Spiders and Bone Pillars

A Skull Spider explodes after a single hit. Strike once, then leave the blast radius immediately; do not wait to confirm a second hit. Bone Pillars are dragon-headed obstacles that breathe fire. Their heads are the targets, so attack the head while descending past one or while crossing the safe side of its platform. Clear the room before starting the next drop, because a surviving pillar can turn a previously safe landing into a fire trap.

Continue through the saws and spikes until you reach the Mirror of Life at the Quarry Elevator. This is the first meaningful checkpoint and the point from which the Catacombs’ navigation puzzle begins.

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2. Get the Death Mark clue in the Crossroads of the Dead

From the Quarry Elevator Mirror, re-enter the Path of the Abyss. Activate the lever there to open the Mourning Bead chest, then cross into the Crossroads of the Dead and speak with the Spirit.

Read the green marks as a route, not decoration

The Spirit’s clue is the Death Mark. Green marks identify the correct path through the middle of the Catacombs and connect to the Shadow card. When several passages look interchangeable, choose the one carrying the marks. The marks are especially important after the Crossroads lever changes the room layout; memorizing a landmark alone is less reliable than checking for the next green symbol.

Do not begin the marked descent until the room is clear. The next section combines combat with narrow movement, so entering with a Fleaman or Skull Spider still active can make the route look impossible even when the platforming is correct.

3. Follow the Death Marks to the Pair of Longswords

Take the marked route down the left side. You will meet a Biphron and Skull Spiders before the path reaches a Giant Skeleton. Treat this as a sequence of short arenas: move to a safe edge, eliminate the immediate threat, then advance. The goal is not to preserve a perfect combo; it is to prevent an enemy from occupying the landing space for your next jump.

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Clear the Biphron and Skull Spider gauntlet

Against a Biphron, keep enough horizontal space to see a Spider’s approach. Hit the Spider once and retreat, then return to the Biphron. If both are allowed to overlap Rose, the Spider’s explosion and the Biphron’s pressure can remove the time needed to react. After the room is quiet, check the floor and ceiling before dropping farther; the next attack often comes from an off-screen ledge.

Defeat the Giant Skeleton before returning

The Giant Skeleton is the final combat check on this descent. Stay out of the center when its attack would push you toward a pit, and use the room’s open side to reset your spacing. Once it falls, return to the Crossroads of the Dead rather than searching for a chest in the lower passage.

Lower the dragon skulls and open the hidden chest

At the Crossroads, operate the lever that lowers the dragon skulls into ramps. These skulls are not merely scenery: they form the route to the concealed chest. The chest contains the Pair of Longswords, a fast, combo-oriented weapon. Equip it when you want rapid close-range strings and a forgiving rhythm against ordinary enemies, but remember that its speed does not remove the need to control your position near hazards.

4. Cross the Gallery of Teeth and De Rais Necropolis

With the dragon skull ramps lowered, work through the Gallery of Teeth, De Rais Necropolis, and the linked saw-and-spike rooms. The Crossroads levers may need to be operated more than once as you set up the correct ramp arrangement. If a jump seems short by a small but consistent margin, return to the lever instead of trying to force it with repeated damage trades.

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Choose safety or speed deliberately

Holy Light gaps and Sharpened Anchors are the safer option. They reduce the time Rose spends over a saw or spike and give you a recoverable line if the first jump is imperfect. Direct jumps are faster when the timing is known, but they are less forgiving: a single late input can send Rose into a spike cycle with no room to correct. Use direct jumps only after watching the hazard pattern, not on the first attempt.

Use wall jumps and timed drops

Wall jumps are the reliable answer in vertical shafts and when a platform is positioned below rather than beside Rose. Wait for a saw to pass, drop during the open interval, and use an Anchor if the landing edge is too narrow for a normal correction. Do not hold a descent indefinitely; some rooms are built around a timed drop in which the safest platform exists only briefly.

Search for Wall Chickens and Virgin Mary Statues

Wall Chickens provide recovery during the long traversal chain, and Virgin Mary Statues are valuable safety finds. Check alcoves before crossing the next major hazard, especially where a wall jump appears to lead to a dead end. The detour is worthwhile if it prevents a full replay of the Gallery of Teeth.

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Enemy-by-enemy tactics

Ghosts

Ghosts are most dangerous when they occupy the space needed for a landing. Clear them before a jump, then move immediately rather than waiting under a moving blade. Holy Light helps reveal their position in dark rooms.

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Skull Spiders

One hit makes a Skull Spider explode. Deliver that hit from the edge of its approach and retreat beyond the blast radius. Never linger beside a defeated Spider, and never use a second attack simply because the first animation has not finished.

Fleamen

A Fleaman jumps onto Rose and keeps inflicting damage until it is shaken off. Create space at once: move away from the next hazard, break the contact, and only then resume attacking. If a Fleaman lands during a saw sequence, prioritize getting free over maintaining your route; surviving the room is more important than preserving momentum.

Biphrons

Fight Biphrons as positioning checks. Keep a clear retreat lane and avoid backing into a spike or a drop. In mixed rooms, remove the mobile threat that can enter your landing zone before committing to the heavier target.

Skeleton Archers

Skeleton Archers turn an otherwise safe platform into a timing problem. Clear the archer before beginning a long jump or a timed drop. If the shot line covers the only landing, wait for the projectile to pass rather than trading health for distance.

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Red Skeletons and Blood Skeletons

These skeleton variants are hazards around hazards. Fight them on the widest available floor, then inspect the platform edge before moving on. A room is not safe merely because the nearest skeleton is defeated; confirm that no second enemy can push Rose into a spike cycle.

Skelerangs

Skelerangs are another reason to avoid standing still after an attack. Keep Rose moving between strikes and use the room’s vertical space when a return path threatens to intersect a saw. Finish the encounter before taking a narrow ledge.

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Giant Skeletons

Give a Giant Skeleton room to attack without forcing Rose toward the nearest pit. Use the open side of the arena to reset spacing, then advance only after its pressure has ended. The safest victory is usually slower than a close-range combo, but it leaves the traversal entrance clear.

Bone Pillars

Bone Pillars are dragon-head pillars that breathe fire. Target the head while descending or crossing, and time your movement between breaths. If two pillars overlap, eliminate the one controlling your landing first. Do not jump through a fire stream simply because the next platform is visible; wait for the cycle that leaves a real recovery space.

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5. Survive Jaws of Limbo and claim the Necro Charm

After the Gallery of Teeth and De Rais Necropolis, continue to Jaws of Limbo. Defeat the Bone Pillars and clear the enemy gauntlet before entering the final saw-and-spike route. This section layers moving blades, fixed spikes, and delayed drops, so each room should be solved in two passes: first watch the cycle from a safe ledge, then move through the opening.

Use the lever as the route’s final checkpoint in your head

The complex sequence ends at a lever. Pull it only after confirming that the nearby enemies are gone; an interruption can send Rose back into the hazard pattern. The chest opened by the route contains the Necro Charm, which increases damage after a kill. It is most useful when the chapter strings several small enemies together, because each defeated foe can improve the damage of the next engagement.

Do not mistake the Necro Charm’s damage increase for a traversal solution. It rewards a clean combat rhythm, but Holy Light, Anchors, wall jumps, and patience still determine whether Rose reaches the next platform.

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6. Cross the Throat of Hell and get the Whip

Leave Jaws of Limbo for the Throat of Hell. Collect the Wise Heart Fragment and Ebony Claw on the way, then save at the Mirror of Life in the Realm of Old Night. That mirror sits before the Blood Pits and the final approach to the chapter’s weapon chest.

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Cross the Blood Pits

The Blood Pits reward controlled movement rather than speed. Check each landing before taking the next jump, use an Anchor when a direct line would expose Rose to a blade, and wall-jump from the side of a shaft instead of attempting a blind vertical leap. A missed input here is costly because the route follows a long sequence of earlier rooms.

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Reach the Hall of the Fallen Angels

Continue from the Blood Pits to the Hall of the Fallen Angels. The chest there contains the Whip, Rose’s final weapon family introduced in this chapter. The Whip changes your attack spacing: it can reach enemies from farther away, but its damage is concentrated at the tip.

Strike with the Whip’s tip

The furthest point of the Whip’s attack deals the most damage. Stand far enough away that the tip reaches the target, then reposition during the recovery window rather than repeating attacks from point-blank range. Practice diagonal strikes as well as horizontal ones; Rose can whip in multiple directions, which is valuable against enemies above or below a ledge and against Bone Pillars during a descent.

Pair of Longswords or Whip: which should you use?

Weapon Best characteristic How damage is delivered Best use in the Catacombs Trade-off
Pair of Longswords Fast combo pattern. Repeated close-range hits. Clearing ordinary enemies after you have secured a wide floor. Requires closer positioning, which is riskier beside spikes and saws.
Whip Long reach and strong tip damage. Highest damage at the furthest point of the swing; diagonal strikes are available. Hitting Bone Pillar heads, enemies across a gap, and targets that are unsafe to approach. Damage falls off when Rose attacks from too close, so spacing must be deliberate.

Use the Longswords when a room gives you space to maintain a combo and you need to remove several small enemies quickly. Use the Whip when reach, vertical angles, or hazard separation matter more than attack speed. Neither weapon replaces room control: the Longswords do not make a spike safe, and the Whip does not justify standing inside a Skull Spider’s blast radius.

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7. Death: what happens in the first encounter

Death, Dracula’s right-hand man, is the Part 3 boss. Activate the nearby Mirror of Life and use both Lifts before entering if you want the safest possible runback. The first Catacombs encounter is effectively unwinnable for ordinary play: after the dialogue, Death usually one-shots Rose, and a cutscene advances the story. There is no Arcana reward or ability from this first fight.

Do not waste resources trying to force a victory

Because the scene is scripted, repeated attempts to find a damage window are not a progression strategy. Enter the arena prepared for the cutscene, not for a conventional health-bar race. If Rose falls immediately, that is the expected outcome of the first encounter rather than evidence that you missed a weapon, relic, or secret attack.

8. Escape through the Collapsed Path of Orpheus

After the Death cutscene, Rose wakes in the Collapsed Path of Orpheus. The exit is another traversal test rather than a second boss battle.

Climb out with the core movement tools

Use Holy Light to reveal the climb, wall jumps to gain height, and Anchors to correct the angle between platforms. Chaos Shard passages form part of the route, so do not assume that a blocked wall is a dead end. Search the alcove for the Virgin Mary Statue before continuing upward.

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Take the blue Ferryman door and open the castle route

At the top, use the blue Ferryman door. A Mirror of Life appears near the exit. Pull the final lever to open the gate; beyond it, Dracula’s Castle is revealed as the next route. The chapter is complete when the gate opens, not when you defeat Death in the first scene.

Catacombs troubleshooting checklist

  • You cannot find the route after meeting the Spirit: look for the green Death Marks and follow them down the left side from the Crossroads.
  • The dragon skull ramp is missing: return to the Crossroads lever and operate it to lower the skulls into place.
  • Skull Spiders keep killing you: hit each one once and retreat immediately; the explosion is the danger, not a second health phase.
  • A Fleaman is draining health: create space and shake it off before attempting another jump or attack.
  • You keep missing saw-and-spike jumps: watch one full hazard cycle, then use Holy Light, an Anchor, or a wall jump instead of forcing a direct leap.
  • Bone Pillars block the descent: target their dragon heads between fire breaths, prioritizing the pillar that controls your landing.
  • The Whip seems weak: increase the distance so the tip connects; the furthest point of the attack deals the most damage.
  • Death kills Rose instantly: that is the scripted first encounter. Let the cutscene advance the story.
  • You are lost after the Death cutscene: climb the Collapsed Path of Orpheus, collect the alcove Statue, use the blue Ferryman door, then pull the final lever.

Completion checklist

  1. Reach and activate the Quarry Elevator Mirror of Life.
  2. Open the Mourning Bead chest and speak with the Spirit.
  3. Follow the green Death Marks down the left route.
  4. Defeat the Biphron, Skull Spiders, and Giant Skeleton.
  5. Operate the Crossroads lever to lower the dragon skull ramps.
  6. Open the hidden chest and collect the Pair of Longswords.
  7. Cross the Gallery of Teeth and De Rais Necropolis using Holy Light, Anchors, wall jumps, and timed drops.
  8. Clear Jaws of Limbo and collect the Necro Charm.
  9. Collect the Wise Heart Fragment and Ebony Claw.
  10. Save at the Realm of Old Night Mirror of Life.
  11. Cross the Blood Pits and collect the Whip in the Hall of the Fallen Angels.
  12. Use both Lifts before Death if you want the safest runback, then allow the scripted first encounter to proceed.
  13. Climb the Collapsed Path of Orpheus, take the blue Ferryman door, and pull the final lever to reveal Dracula’s Castle.

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