Gaming How-To

Castlevania: Belmont’s Curse — How to Get Double Jump and the Movement Abilities Before It

Unlock Double Jump in the Choir at Notre-Dame after Death, plus the four movement abilities before it.

Unlock Double Jump in the Choir at Notre-Dame after Death, plus the four movement abilities before it.

Double Jump lets Rose press the jump button a second time while in the air, giving the extra height to clear a wide gap and land on ledges a single jump cannot reach. In Castlevania: Belmont’s Curse you earn it well into the game, after four other movement abilities have already been granted along the way.

Quick answer: In the Notre-Dame Choir, beat Death and speak to Leon by the glowing yellow door to earn Double Jump. Jump, then press cross again while airborne.


Unlock Double Jump in the Choir at Notre-Dame

Double Jump is handed to you in the Choir, Notre-Dame. You reach this room after the Death fight in the Transept and the scene with Trevor in Notre-Dame. There is nothing to pick up; the ability unlocks the moment its box closes.

Find Rose beside the glowing yellow door in the Choir. On the far side of a broad gap, a high ledge sits to the right above a spike-covered wall. Rose says “No one could make that jump.” Leon guides her across.
Read the box that appears: “DOUBLE JUMP / You can jump a SECOND TIME by pressing cross when Rose is in the air.” The ability is yours as soon as the box closes.
Follow the on-screen prompt, “PRESS cross IN MID-AIR TO PERFORM A DOUBLE JUMP.” Jump off the ground, then press cross again at the top of the arc. The second jump gives the height to land on the high ledge above the spike pit, then leave the room to the right.
Double Jump mid-air prompt595:27Double Jump mid-air prompt
The mid-air prompt that appears at the glowing door in the Choir, telling you to press cross again while airborne. Shown at 595:27 in Shirrako’s video. Image: KONAMI

This skill adds another jump while Rose is airborne; it is different from wall jumping and the held jump introduced at the game’s start. It lets her reach elevated ledges over spike pits, starting with the Choir ledge. In the following rooms—the Transept, Nave and West Gallery—use jumps and grapple rings to get past additional spike pits and high ledges.


Movement ability order before Double Jump

Four movement abilities are granted before Double Jump, each after a boss fight. The table lists where you receive each one, and the sections below cover their exact controls and what they open.

AbilityWhereGranted after
Arcane WhipSewers under ParisThe Fallen
Holy LightParis StreetsJoan of Arc
SmashClock TowerTalos
Aerial RushLibraryCarmilla
Double JumpChoir, Notre-DameDeath

Arcane Whip

You get the whip’s grapple in the sewers under Paris, right after the sealed Catacombs gate, while Rose cannot reach an upper ledge and speaks with The Fallen through the tarot cards after beating him. The box reads: “ARCANE WHIP / Aim with [R-stick] then press [R2] to hook onto LUMINOUS ANCHORS or ENEMIES and reach new areas.” Follow-up prompts teach swinging from round anchors like a pendulum, “HOLD [R2] … SWING LIKE A PENDULUM”, where keeping R2 held lengthens the swing, plus pulling toward sharpened anchors and hooking enemies to reach them. It opens ledges and gaps marked with a luminous anchor, and enemies standing on platforms you cannot jump to.

Holy Light

Holy Light comes in the Paris Streets, shortly after the fight against Joan of Arc on the rooftop and the descent through the tower stairs, when The Fallen says chaos shards can only be broken by holy light and Joan offers hers. The box reads: “HOLY LIGHT / Hold down L2 to manifest a halo of light to DISPERSE THE CHAOS SHARD. Quickly press the button before being hit to perform a LIGHT PARADE that protects you from damage.” The on-screen prompt is “HOLD DOWN L2 TO MANIFEST A HALO OF LIGHT CAPABLE OF DISPELLING THE CHAOS SHARD UPON CONTACT.” It clears the chaos shards that block stairs and drops, first on the staircase down, then on the Torture Level and Guard Level. Pressing it just before a hit triggers the Light Parade, which blocks that attack.

Smash

Smash is granted in the Clock Tower, in the Final Trap area at a floor with golden cracks, after the Talos fight. The box reads: “SMASH / Break the DESTRUCTIBLE BLOCKS by pressing (Down + Cross) when Rose is in the air.” The prompt adds: “PRESSING [left stick down] + [cross] WHILE ROSE IS IN THE AIR WILL NOW SEND HER CRASHING TO THE GROUND. THE IMPACT CAN BREAK DESTRUCTIBLE OBJECTS, RECOGNISABLE BY THEIR GOLDEN CRACKS, AND CAN ALSO DAMAGE ENEMIES.” It opens floors and blocks marked with golden cracks. A later prompt notes the stomp has several power levels tied to how far Rose falls, so a longer fall breaks thicker objects.

Aerial Rush

Aerial Rush is given in the Library, after Carmilla is defeated and the conversation in the Observatory. The box reads: “AERIAL RUSH / Press [Circle] to PROPEL YOURSELF FORWARDS when Rose is in the air.” The prompt reads: “PRESS [left stick direction] + [Circle] TO PROPEL YOURSELF SIDEWAYS WHEN ROSE IS IN THE AIR.” It clears horizontal gaps wider than a jump, such as the spiked gaps in the Library’s shafts.


Moves available from the start in the Bank of the River Seine

Three basic moves are taught at the very start of the game, in the Bank of the River Seine, and are available from the beginning. They work independently of Double Jump.

  • Longer jump: “HOLD DOWN THE [X] BUTTON DURING A JUMP TO JUMP FURTHER”
  • Wall cling and wall jump: “JUMP AGAINST A WALL TO BRIEFLY CLING TO IT, THEN PRESS [X] TO LEAP OFF.”
  • Slide: “PRESS [left stick] + [Circle] TO SLIDE. SLIDING ALLOWS YOU TO SQUEEZE THROUGH NARROW PASSAGES, PASS THROUGH ENEMIES, AND REPOSITION ROSE OUT OF HARM’S WAY DURING COMBAT.”

After Death falls, Double Jump is granted in the Choir, letting Rose clear the gap Leon urges her across.