Gaming How-To

Castlevania Belmont’s Curse: Reach Dracula’s Castle Hard Parkour Path Guide

The full route from the Death fight through the Collapsed Path of Orpheus, the Justice District and Isaac, with figures for every stop.

The full route from the Death fight through the Collapsed Path of Orpheus, the Justice District and Isaac, with figures for every stop.

Bastard sword

Dracula comes back during the Stop the Resurrection objective, and Rose Belmont starts deep under Paris when he does. Getting her to his castle means climbing out of the Catacombs of Paris, crossing the Justice District, and getting past Isaac at the castle approach. The climb out of the Catacombs is a spike-lined platforming run through the Collapsed Path of Orpheus, and it is the stretch most likely to stall you.

Quick answer: Intentionally lose your opening battle with Death. Then make your way up the Collapsed Path of Orpheus until you reach the Ferryman, go through the Justice District to the Palace of Justice, defeat Isaac, and take the bridge to your right.


Dracula’s Castle route in four legs

The trip has four parts, and each one ends at a clear marker. It helps to know where you are, because the map loops back on itself constantly.

LegWhereEnds when
1Catacombs of Paris, down to Altar of BonesDeath defeats Rose
2Collapsed Path of Orpheus, Realm of Old NightYou speak to the Ferryman
3Justice DistrictIsaac blocks the approach
4Bridge past IsaacLocation name reads Dracula’s Castle

Catacombs of Paris route down to Death

Stop the Resurrection takes you down through the Catacombs, starting from the Catacomb Entrance. Most of the descent runs through the Crossroads of the Dead, which works as a hub. You keep coming back to it, hitting a switch, and dropping one level lower. The districts below are listed in the order you reach them.

DistrictWhat to do
Catacomb EntranceGo down, keep left, exit through the right door
Path of the AbyssGet past the lantern brute, dodge sawblades, drop down
Quarry ElevatorSave at the Mirror of Life, then go left
Crossroads of the DeadHub; hit switches to open lower floors
Charnel GalleriesLoop left, down, then right back to the hub
Chamber of WhispersBreak the wall left of the green-marker platform
Crossroads of the DeadOpen the chest (Pair of Longswords), hit the switch
Gallery of TeethBreak the right wall, clear the trap run
De Rais NecropolisSurvive the combat gauntlet heading left
Jaws of LimboTop switch opens the path under the giant skull
Throat of HellTake the right door
Condemned MineshaftElevator links back to Quarry Elevator; go right
Blood PitsPush through to the next district
Hall of the Fallen AngelsOpen the chest (Whip), drop down mid-corridor
Stairway to HellSlide through the left gap, find the boss door

The Necro Charm trinket in the Jaws of Limbo is optional and sits at the end of a trap side room. Before the boss door in the Stairway to Hell, grapple up to the elevator and hit its switch. That opens a shortcut to the Condemned Mineshaft.

The Whip from the Hall of the Fallen Angels is the basic whip.

Dark tarot menu with a tutorial message about tracking Arcana to destroy the evil haunting Paris, with Q and E tab prompts.
A tutorial prompt over the dimmed Tarot menu explains that tracking down Arcana is essential to destroying the evil that haunts Paris, with The Fallen card and its clue “A Lever for the Well” faintly visible behind it.

You are supposed to lose the first fight with Death behind the boss door. Let him kill Rose. Her defeat triggers the cutscene that starts the climb back to the surface.


Collapsed Path of Orpheus parkour path to the Ferryman

A conversation between Medusa and Joan plays first. When it ends, the REACH DRACULA’S CASTLE banner appears, and Rose is in the Collapsed Path of Orpheus. On the way to the Ferryman, you’ll repeatedly use three moves:

  • Wall jumps to climb narrow vertical shafts.
  • A mid-air light burst that clears cracked stone barriers.
  • Whip grapples on glowing golden rings to swing over spikes.

Rock shaft and red cavern

From the collapsed hallway where you start, head left into the vertical rockfall chute. Climb it with wall jumps and the grapple points, and use the light burst to break the barriers in your way. Watch out for debris falling from above as you go.
Vertical Rock Shaft Parkour00:50Vertical Rock Shaft Parkour
Use the light burst mid-climb to clear breakable barriers in the rockfall chute. Shown at 00:50 in Shark R’s video. Image: KONAMI
At the top of the shaft you reach a platform where you can stop and check the map. Run right past the moving spike blocks. Then climb through the narrow opening above to reach the next screen.
Checkpoint Platform & Spike Trap Gauntlet01:23Checkpoint Platform & Spike Trap Gauntlet
Time the climb past the spike trap before going up through the upper opening. Shown at 01:23 in Shark R’s video. Image: KONAMI
Go into the red-lit cavern full of bone piles. Break the cracked stone pillars with mid-air bursts, then chain the golden grapple rings upward. Keep clear of the spike walls on either side.
Red Cavern Hook Swings & Wall Breaks01:47Red Cavern Hook Swings & Wall Breaks
In the red cavern, chain grapple rings upward and stay off the spike walls. Shown at 01:47 in Shark R’s video. Image: KONAMI
Near the top of the cavern, swing across a row of hooks over the spikes. This gets you to a safe platform next to a breakable wall. The swings need precise timing, so release only when the next ring is in reach.
Upper Hook Swing Sequence02:03Upper Hook Swing Sequence
The last hook swings in the cavern drop you on the safe ledge by the breakable wall. Shown at 02:03 in Shark R’s video. Image: KONAMI
Drop down slightly and whip the cracked wall niche to break it open. This also opens a shortcut. Swing up to the doorway on the right.
Shortcut Wall & Ascent02:30Shortcut Wall & Ascent
Whip the skull-lined niche to break the shortcut wall open. Shown at 02:30 in Shark R’s video. Image: KONAMI

Spike corridors to the library hall

The next room has spike pits with rock traps dropping from above. Wait for the rubble to fall, then cross. Check the map here to make sure you are still climbing.
Spike Pit with Falling Rubble02:46Spike Pit with Falling Rubble
Let the falling rocks clear before you jump the spike pit. Shown at 02:46 in Shark R’s video. Image: KONAMI
Get across the lengthy spike trench with a mix of grappling swings and light bursts in mid-air; use the bursts to smash stone formations in your way. The floor and walls are spiked, so continue moving ahead.
Land on the ruined ledge at the end of the trench. Grapple straight up into an arched hall with red banners and red stained-glass windows.
Pass through the rooms with arches, then ascend the stairs on the right. At the point where two doors face each other, use your grapple to climb the shaft on the left. This leads out into the Realm of Old Night.

Realm of Old Night and the Ferryman

Interact with the golden statue on the left to claim it. It is an XP statue, and in the Catacombs of Paris each one is worth 200 XP.
Go back down through the lower archway and head right. Look for the door marked with a glowing blue-teal sigil in the middle of the corridor.
Go through the door to the Ferryman’s Wharf. The subtitle “The Crossroads” appears as you walk onto a wooden pier over a misty sea. A skeletal ferryman rows up in a longboat. Talk to him.

The Ferryman takes Rose back toward the surface, and talking to him also unlocks his fast-travel function. You do not need a key or another guardian fight to get him to take you.


Abilities that matter on the parkour path

Rose’s movement tools come from different places around the map. The table shows where each one is granted and what it does.

AbilityGranted inWhat it does
Arcane WhipParis Streets, Abandoned SewersUse [Move] to line up your target, then activate [Arcane Whip] to latch onto glowing anchors or foes and access new areas.
Double JumpNotre-Dame, ChoirSecond jump while airborne
Aerial RushLibrary, Observation TowerForward dash while airborne
Holy LightParis Streets, Stairs to the Tower RoofHold for a halo; tap before a hit to parry
SmashClock Tower, Final TrapDown plus Jump in air breaks destructible blocks

Arcane Whip is how you use the golden rings in the cavern and the trench. Aim with the movement stick, then fire the whip to latch on.

Holy Light is bestowed by the Maid of Orléans. Keep the button held to form a halo that breaks apart the Chaos Shard. Tap it just before a hit connects to parry and block the damage.

Smash is granted in the Clock Tower, which is part of Dracula’s Castle along with the Hall of Mirrors.


Justice District route to the castle approach

Use the Ferryman to sail back to Paris Streets. When you leave the wharf room, you are in the Justice District Sewers.

Map screen of the Paris Streets Sewers showing a narrow purple explored corridor, a skull marker and a golden compass icon.
The Map tab shows the Sewers sub-area of Paris Streets, with the explored section drawn in purple and a skull marking the player’s position.
Grapple upward in the sewers and take the exit on the left. It leads to the Bridge of the Millers.
Ride the spinning waterwheel up and climb onto the ledge above it. A cutscene plays, and the castle comes into view in the distance. There is an XP statue on this bridge if you want it.
Exit right into the Court of Justice. The path is blocked. Use the yellow grapple to get onto the platform above, swing through the gap on the two purple grapples, and hit the switch below.
Back on the main path, take the next grapple and finish the short parkour run to a second switch. That switch opens the blocked path above you. A Brave Heart Fragment is also in the Court of Justice.
Go back to the corridor with the door you can interact with. Take the exit to the right of that door to reach the Docks, then keep going right.

The rest of the district runs in this order:

StopWhat to doOptional pickup
Bishop’s OfficeExamine the clues, move onWarning from Father note
Justice District SewersGrapple up, use the save pointBastard Sword chest
Palace of JusticeGo straight through toward IsaacTree of Justice clue

The Tree of Justice clue starts a side mystery about a trapped figure. You can reach the castle without solving it, so you can leave it for later.


Isaac fight at the castle approach

Isaac works for Dracula and steps in to block Rose just before the castle. He moves quickly, which is what makes him dangerous. He has four attacks, and each one leaves a recovery window you can punish.

MoveWhat he doesCounter
Dash StrikeRush ending in a two-hit comboBackdash away
Homing SpearSpinning spear that homes in twiceJump and dodge
Melee CounterOne or two close swingsStay out of melee range
Three Dash StrikeThree dashes, two swings, two strikesDodge each pass

Here are his boss record figures.

StatIsaac
Health2500
Attack50
XP1000
Arcana cardThe Zealot
RewardChronomantic Dive
Home areaClock Tower (Heart of the Clock)

Isaac is immune to Chains of Justice root and stun, Chronomantic Dive slow, Freezing Path link, Infernal Pyre launch, freeze, petrify, slam down, and being launched into the air. Plan on dealing straight damage.

Defeating Isaac reveals that the Rose you fought was merely an illusion; his actual body is shackled inside the Clock Tower to safeguard Dracula. Leon arrives next to shield Rose. Wait until their exchange is over. There is no key to collect or further guardian to fight here.


Catacombs of Paris completion and pickup values

The Catacombs map reads 72% in the area menu by the time you reach the Ferryman, if you follow only the main path. These are the full area totals.

Heroine stands in a candlelit skull-filled catacomb beneath a red banner reading Catacombs of Paris, with an Interact E prompt.
The heroine arrives at the Catacombs of Paris, announced by a skull-and-candle banner, with an Interact E prompt nearby.
Catacombs of ParisCount
Completion items211
Exploration zones168
XP statues (200 XP each)20
Chests with items9
Brave Heart Fragments3
Wise Heart Fragments3
Mirrors of Life2
Candles212

Death and Mammon are the two bosses in the area. Brave Heart Fragments, including the one in the Court of Justice, combine in sets of 4. Each full set raises max health by 20. There are 24 fragments in total, which add up to six upgrades and a max health of 220.

The Bastard Sword in the Justice District Sewers is the only weapon pickup on the Justice District leg. It doesn’t open any doors, so it’s only worth grabbing if you want to switch weapons. Here is how it compares with the Whip from the Catacombs.

StatBastard swordWhip
ATK5025
Attack power2624
Stagger power3030
Mana per hit33
Rarity / tierRefined, tier 2Ordinary, tier 1
Combo finisherDash throughWhip Drag
Found inParis StreetsCatacombs of Paris

The Bastard sword is a one-handed sword. It hits harder if you attack right after a backdash or slide. The Whip does its highest damage at the far tip of its reach. Both cost the same mana per hit and have the same stagger power.


How to confirm you reached Dracula’s Castle

When Isaac, Rose, and Leon have finished their exchange, take the bridge on the right. The location label switches to Dracula’s Castle as a fresh objective begins, confirming that Rose has left the Justice District and entered the castle. Dracula is in the Master’s Quarters, within the Court of the Night; he has 7666 health and 60 attack.

Fan of ornate tarot cards, most dark and empty, with one large pink-and-black card on the right and an objective banner above.
A fan of tarot-style cards shows The Cursed card with the New Objective: Find Dracula and defeat him.