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.

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.
| Boss | Where you fight | Reward |
|---|---|---|
| Paris Streets | Holy Cross | |
| Paris Streets | Infernal Pyre | |
| Holy Innocents’ Cemetery | Petrifying Gaze | |
| Paris Streets | Chains of Justice, Valmanway | |
| Catacombs / Notre-Dame | Soul Harvest | |
| Main Hall / Clock Tower | Chronomantic Dive | |
| Library | Blood Spikes | |
| Clock Tower | Fist of Talos | |
| Main Hall | Masterpiece weapon | |
| Catacombs of Paris | Wheel of Chaos | |
| Notre-Dame | Excalibur, Stained-Glass Shield | |
| Hall of Mirrors | Life Drain | |
| Notre-Dame | Absolution | |
| Master’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.

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.
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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.

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.
| Weapon | Type | Attack power | Found in |
|---|---|---|---|
| Two-handed sword | 36 | Library | |
| Whip | 35 | Main Hall | |
| Spear | 33 | Catacombs of Paris | |
| Sword and shield | 31 | Notre-Dame | |
| Two-handed sword | 25 | Paris Streets | |
| Sword and shield | 25 | Library | |
| Fists | 21 | Clock Tower | |
| One-handed sword | 20 | — | |
| Fists | 17 | Main 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.

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.

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.






