Gaming Guide

Castlevania: Belmont’s Curse: How Many Bosses, Zones, and Weapons

Rose Belmont's run through burning Paris and Dracula's Castle packs 13 bosses, eight zones, and 28 weapons.

Rose Belmont’s run through burning Paris and Dracula’s Castle packs 13 bosses, eight zones, and 28 weapons.

Image: KONAMI

Castlevania: Belmont’s Curse keeps the series’ Metroidvania backbone, so there’s no neat chapter list to count down. What you do get is a fixed roster of bosses, a set of hand-crafted zones, and a weapon cabinet you fill out as Rose Belmont tears through 1499 Paris and the castle that rises out of it. Here are the hard numbers.

Quick answer: Belmont’s Curse has 13 bosses (up to 17 individual fights once you count rematches and Dracula’s forms), eight zones, and 28 weapons spread across seven weapon types.

Image credit: KONAMI

How many bosses are in Belmont’s Curse

Thirteen bosses stand between Rose and the ending. Add the rematches and Dracula’s successive forms and the number of separate boss fights climbs to 17. Most are familiar faces from across the franchise, joined by a few new opponents built for this game. Each one you beat gets sealed into Rose’s Tarot deck as an Arcana spell.

One early encounter breaks the pattern. The first meeting with Death in the Catacombs is a scripted loss, Rose is badly outmatched and the fight exists to push the story forward. Death returns later as a real fight you can win.

BossWhere you fightReward
The Fallen (Leon)Paris StreetsHoly Cross
JoanParis StreetsInfernal Pyre
MedusaHoly Innocents’ CemeteryPetrifying Gaze
Saint LouisParis StreetsChains of Justice, Valmanway
DeathCatacombs / Notre-DameSoul Harvest
IsaacMain Hall / Clock TowerChronomantic Dive
CarmillaLibraryBlood Spikes
TalosClock TowerFist of Talos
BraunerMain HallMasterpiece weapon
MammonCatacombs of ParisWheel of Chaos
ArthurNotre-DameExcalibur, Stained-Glass Shield
SuccubusHall of MirrorsLife Drain
DoppelgangerNotre-DameAbsolution
DraculaMaster’s Quarters—

Some of these are optional, but you need to track down and clear every last one if you want the true ending. Dracula caps the run, fighting across two forms in the Master’s Quarters.

Dracula
Dracula. Image: Evil Empire

These bosses hit harder than the Metroidvania entries longtime fans may expect, leaning on pattern reading rather than grinding. If runbacks wear you down, the Gameplay menu lets you turn on respawning in front of boss doors and adjust the damage sliders.


How many zones are in Belmont’s Curse

The map is split into eight zones, each with its own theme and set of hazards. There’s no mission structure tying them together. You open new areas as you earn movement upgrades, in true Metroidvania fashion, and the whole thing is one connected map rather than separate levels.

Rose’s path runs from the burning streets of Paris down through the sewers and the Catacombs, then up into Dracula’s Castle once it erupts in the heart of the city. Named areas you move through include Paris Streets, Holy Innocents’ Cemetery, the Catacombs of Paris, Notre-Dame, the Main Hall, the Library, the Clock Tower, the Hall of Mirrors, and the Master’s Quarters.

Main menu with gothic cathedral, moon, gargoyle statues and a lone swordsman on a bridge, with New Game, Saves, Settings, Credits, Quit.
The Castlevania: Belmont’s Curse main menu offers New Game, Saves, Settings, Credits and Quit over a burning cathedral city under a full moon.

Regular enemies respawn whenever you rest at a Mirror of Life or die, but bosses and scripted arena encounters stay dead once you clear them. Mirrors of Life double as your checkpoints and fast-travel points, and they’re spread thin for a map this size, so plan your route to the next one before a long push.


How many weapons are in Belmont’s Curse

There are 28 weapons in total, built from seven weapon types with four weapons each. The types include the whip, the one-handed sword, the two-handed sword, the sword and shield, the fists, and the spear, each with its own combo finisher and special move. Most turn up on the main path, while others sit behind secrets and tricky platforming rooms, usually waiting in chests at the end of a traversal section.

Weapons fall into three rarity tiers, Ordinary, Refined, and Masterpiece, which track with their damage. Below are several confirmed weapons with their type, attack power, and where they show up.

WeaponTypeAttack powerFound in
DurandalTwo-handed sword36Library
Morning StarWhip35Main Hall
GungnirSpear33Catacombs of Paris
Arondight and Lancelot’s ShieldSword and shield31Notre-Dame
Burnt Sword of FierboisTwo-handed sword25Paris Streets
Fleuret and Tower ShieldSword and shield25Library
Fists of TalosFists21Clock Tower
LongswordOne-handed sword20—
Jewel KnucklesFists17Main Hall

The types play very differently. The Masterpiece whip, Morning Star, deals more damage at the furthest point of its swing, so range matters. Fist weapons like Fists of Talos ramp up the more you keep hitting an enemy, while the sword-and-shield pairs let you hold attack to block incoming frontal hits. The spear, Gungnir, can be aimed and thrown, and two-handed blades such as Durandal charge for a heavier strike.

Morning Star
Morning Star. Image: Evil Empire

Spells, Relics, and run length

Weapons aren’t the only gear to track. There are 15 Spells and 44 Relics alongside them. Spells come from beating bosses and absorbing them into Rose’s Tarot Cards, so the Arcana you unlock, from Holy Cross to Petrifying Gaze and Infernal Pyre, line up with the roster above. Relics are found through exploration, often as rewards at the end of trap gauntlets, and they augment abilities Rose already has.

Equipment menu with a glowing tarot card, a green-lit sword, three empty relic slots, and ATK, DEF, HP and MP stats.
The Equipment menu shows the Arcanas tab with an equipped tarot card and a sword in the Armoury, alongside empty Relics slots and Level 1 stats.

All of that adds up to a first playthrough of roughly 14 to 20 hours. Rush the main objectives and you can finish in around 10 to 12 hours. Chase 100 percent completion in every area, and you’re looking at upwards of 20 hours before the credits roll.