Gaming How-To

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

Where Double Jump unlocks in Notre-Dame, plus the four movement abilities Rose earns earlier.

Where Double Jump unlocks in Notre-Dame, plus the four movement abilities Rose earns earlier.

Double Jump lets Rose press the jump button a second time while already in the air, giving the extra height needed to clear high ledges above spike pits. It is handed to you in the Choir of Notre-Dame, and it is the last of five movement abilities to unlock across the run through Paris. You cannot pick it up early; it arrives at a fixed point in the story.

Quick answer: Beat Death in the Transept, watch the scene with Trevor, then reach the Choir in Notre-Dame. At the glowing yellow door, the Double Jump box appears and the ability is yours.


How to get Double Jump in the Choir, Notre-Dame

Double Jump becomes available only after you defeat Death. Before you enter the Choir, you have beaten him in the Transept and watched the scene featuring Trevor in Notre-Dame.

Head toward the glowing yellow door in the Choir. A broad gap blocks the way; beyond it, a ledge hangs high on the right over spikes. Rose remarks “No one could make that jump.” and Leon guides her through it.
A box appears reading “DOUBLE JUMP” and “You can jump a SECOND TIME by pressing cross when Rose is in the air.” The ability unlocks the instant this box closes. There is nothing on the ground to collect.
Follow the mid-air prompt, “PRESS cross IN MID-AIR TO PERFORM A DOUBLE JUMP.” Jump, then press cross again while airborne. The second jump carries Rose onto the high ledge above the spike pit, and you leave the room to the right.
Double Jump mid-air prompt595:27Double Jump mid-air prompt
The glowing yellow door in the Choir, with the mid-air Double Jump prompt running along the bottom of the screen. Shown at 595:27 in Shirrako’s video. Image: KONAMI

The move is working if the follow-up jump brings Rose onto the high ledge. Double Jump lets you reach more elevated ledges over spike pits. Just beyond the Choir, the Transept, Nave, and West Gallery feature additional pits and high ledges to traverse using jumps and grapple rings.

Double Jump is a separate extra jump in the air. It is not the wall cling or the held jump taught at the Bank of the River Seine, where the game shows “HOLD DOWN THE [X] BUTTON DURING A JUMP TO JUMP FURTHER” and “JUMP AGAINST A WALL TO BRIEFLY CLING TO IT, THEN PRESS [X] TO LEAP OFF.”


Movement abilities you unlock before Double Jump

Four movement abilities come before Double Jump, each granted after a boss fight at a set point in the route. Here is where each one appears and the control it uses.

AbilityWhere it unlocksControl
Arcane WhipSewers under Paris, after The FallenAim with right stick, press R2
Holy LightParis Streets, after Joan of ArcHold L2
SmashClock Tower, after TalosDown + cross in the air
Aerial RushLibrary, after CarmillaCircle in the air

Arcane Whip

You get the whip’s grapple in the sewers under Paris, right after the sealed Catacombs gate, when 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, with holding R2 lengthening the swing, pulling toward sharpened anchors, and hooking enemies to reach them. It opens ledges and gaps that carry a luminous anchor, and enemies standing on platforms you cannot jump to.

Holy Light

Holy Light is given in the Paris Streets, shortly after the rooftop fight against Joan of Arc and the descent through the tower stairs, when The Fallen explains that 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.” Pressed just before a hit lands, the Light Parade blocks that attack. Holy Light clears the chaos shards that block stairs and drops, starting on the staircase down and continuing through the Torture Level and Guard Level.

Smash

Smash is earned 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.” Pressing down plus cross in the air sends Rose crashing down, breaking objects marked with golden cracks and damaging enemies on impact. The stomp has several power levels tied to how far Rose falls, so a higher fall breaks thicker objects.

Aerial Rush

Aerial Rush is handed over 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.” Pressing Circle with a direction while airborne drives Rose sideways, letting her cross horizontal gaps wider than a normal jump, such as the spiked gaps in the Library’s shafts.

The slide, the wall cling and wall jump, and the longer held jump are all available from the very start at the Bank of the River Seine. The slide is taught as “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.” With all four later abilities in hand, the Choir’s glowing door is where Double Jump completes this set of moves.