Gaming Guide

Castlevania: Belmont’s Curse – How to Unlock Every Movement Ability

Every traversal power is locked behind a boss, from the Arcane Whip to the Double Jump.

Every traversal power is locked behind a boss, from the Arcane Whip to the Double Jump.

Rose starts Castlevania: Belmont’s Curse already nimble, with dodge rolls, mantling, and backsteps on hand. The five traversal powers that open sealed parts of the map are a different matter. Each one is locked behind a boss, and defeating that boss adds the ability to Rose’s kit on the spot.

Quick answer: The Arcane Whip comes from The Fallen; Holy Light from The Warrior; Smash from The Builder; Aerial Rush from The Occultist; and the Double Jump from Death.

AbilityWhat it doesBossWhere
Arcane WhipHook anchors and enemies, swing across gapsThe FallenAbandoned Sewers, Paris Streets
Holy LightClears Chaos Shards, parries if timedThe WarriorRoof of the Tower, Paris Streets
SmashDownward dive that breaks yellow blocksThe BuilderClock Tower
Aerial RushMid-air forward dashThe OccultistObservatory, Library
Double JumpA second jump in the airDeathChoir, Notre-Dame

Arcane Whip from The Fallen

The Arcane Whip lets Rose hook onto glowing anchors or enemies, swing across gaps, and pull herself up to platforms she could not otherwise reach. It also doubles as a heavy whip strike in combat, and it is the tool you rely on most for the rest of the run.

You earn it by beating The Fallen, the first boss in the game. The fight sits along an early, linear stretch of the main story, so there is no way to walk past it. Take The Fallen down and continue through the sewer tunnels, and the whip becomes part of Rose’s moveset.

Arcane Whip
Arcane Whip. Image: Evil Empire

Holy Light from The Warrior

Holy Light casts a halo that clears Chaos Shards sealing certain passages. Keep its button pressed to bring forth the light, then tap it just before an attack lands to parry and shield Rose from damage.

In Paris Streets, ascend the Prison Tower and face The Warrior on its roof. This is the Joan of Arc encounter. Once she falls, you receive Holy Light shortly afterward, as well as The Warrior’s Key, which opens the sealed Catacombs gate.

Holy Light
Holy Light. Image: Evil Empire

Smash from The Builder

Smash is a downward dive performed in the air. It shatters the glowing yellow blocks that wall off parts of the map and hurts any enemy caught beneath Rose when she lands. You unlock it by beating The Builder in the Throne of the Builder, down in the lower section of the Clock Tower. A short platforming stretch stands between you and the arena.

Reach the Eastern Access Shaft at the Clock Tower’s highest point.
A yellow block blocks the floor. Shift the platforms above you to line up a path so a giant fist drops and smashes the block open.
Go down through the opening and take the elevator to the bottom. It carries you directly into The Builder’s boss room.

The Builder puts your skills to the test more than most fights, so be ready for a difficult battle before you earn Smash.

Smash
Smash. Image: Evil Empire

Aerial Rush from The Occultist

While airborne, Aerial Rush drives Rose forward, helping her cover wide gaps and pass through tight openings. Defeat The Occultist atop the Library in the Observatory to obtain it. This encounter is the Carmilla fight.

Enter the Library’s Planetarium.
Match the stars shown on each globe to solve its puzzle. Solving one opens another section of the room.
Once every globe is active, a route to the Observatory appears, taking you directly to Carmilla. Win the fight to unlock Aerial Rush.

Beating The Occultist also hands over Brauner’s Paintbrush, which you need for the final ability.

Aerial Rush
Aerial Rush. Image: Evil Empire

Double Jump from Death

Double Jump gives Rose a second leap in mid-air, the key to reaching high platforms and moving across the map far more freely. It is the last traversal power, and it takes the longest route to reach because it leans on two earlier abilities and a painting-world detour into Notre-Dame.

Rose speaks in a dialogue box while Joan stands in armor on a rampart beside a planted sword, with fire and a cathedral behind.
Rose introduces herself as Rose Belmont and asks Joan for her key while the two stand on the rampart before burning Notre-Dame.

Open Notre-Dame first

First defeat The Builder to unlock Smash. Then complete The Artist Tarot card quest, which requires Smash.
Take Brauner’s Paintbrush by defeating The Occultist in the Library.
From the Main Hall, make your way to the Gallery of Eternal Night. Equip the Masterpiece Arcana and examine the Notre-Dame painting to get inside.
Title screen with a golden tarot card and Start button in front of a gothic cathedral, a swordsman and gargoyle statues.
The title screen of Castlevania: Belmont’s Curse shows a tarot-style card with a Start button before Notre-Dame cathedral under a blood-red moon.

Clear the organ and beat Death

Within Notre-Dame, Death uses magic to block access to his room by clogging the Giant Organ’s pipes in the Great Organ Room. Before you can clear the blockage, collect three Melody Sheets from spirits.

  • Fugue of Notre-Dame, in the Undercroft near the Great Organ Room.
  • The Sonata of Notre-Dame is located in the Stained Glass Gallery, which lies beyond the Sealed Scriptorium.
  • Atop the La Flèche scaffolding, you’ll find Concerto of Notre-Dame.

For each sheet, step on the organ keys that match the astrological symbols it shows to dispel that stretch of corruption. With all three played, the door opens, and the path leads to the Transept, where Trevor Belmont hangs chained to a giant cross and Death appears to guard him.

Death is one of the game’s most demanding battles. He combines scythe slashes, blades that track you, intersecting laser grids, and homing bursts. Level up Rose and collect as many stat upgrades as possible before facing him. Defeating him unlocks the Double Jump and completes Rose’s moveset.

Double Jump
Double Jump. Image: Evil Empire

Each ability registers the moment its boss goes down, so you will see it added to Rose’s kit before you leave the arena. With all five in hand, every sealed room and high ledge in Paris finally opens up.