Gaming Guide

Castlevania: Belmont’s Curse – How to Unlock Alucard’s Sword and Shield

The full route to Alucard's Tower, where all five blue flames burn, and what the Legendary sword and shield does once Rose has it.

The full route to Alucard’s Tower, where all five blue flames burn, and what the Legendary sword and shield does once Rose has it.

Alucard’s Sword and Shield is a tier 4 Legendary weapon in Castlevania: Belmont’s Curse. It is found in Alucard’s Tower, a hidden district in the Main Hall’s upper-right corner, directly over the Library entrance. Two obstacles stand in your way: a lengthy ascent through Dracula’s castle and the blue flames sealing Alucard’s room.

Quick answer: In the Entrance Corridor, use the concealed red doorway positioned above Alucard’s portrait, then climb to the Grand Hall. Cross the Bridge of Knowledge, extinguish all five blue flames, and collect the weapon from the tower’s highest room.

Image credit: KONAMI via YouTube/@Perfect Score

Abilities required for Alucard’s Tower

The route is gated by movement abilities rather than by a key or a boss. If you try it too early, you’ll hit gaps you can’t clear and hooks you can’t reach. Push the main story forward until Rose has all of the following:

  • Double Jump, which you need for several gaps along the climb.
  • Use the Arcane Whip against grapple hooks and the Luminous Anchors on the route to the final flame.
  • A dash, which the Armoury’s spike shafts call for in the form of mid-air dashes.
AbilityAreaDistrict
Double JumpNotre-DameChoir
Arcane WhipParis StreetsAbandoned Sewers
Aerial RushLibraryObservation Tower

Rose receives Double Jump in the Choir after defeating Death, giving her the ability to leap again while airborne.

Arcane Whip lets you aim and latch onto luminous anchors or enemies to reach new areas. You’ll lean on it throughout the climb and for the final flame.

Aerial Rush propels Rose forward while she is in the air.


Route from the Entrance Corridor to Alucard’s Tower

The tower is near the top of the Main Hall, but the way in starts near the bottom, at the Mirror of Life in the Entrance Corridor. From there, the path loops north through four areas before it reaches the Grand Hall.

In the Entrance Corridor, locate Alucard’s portrait near the Mirror of Life. A glowing red door is positioned above it. Whip the painting with the Arcane Whip to reach the doorway.
Go through the red door and follow the secret passage behind it. It leads into the Wine Cellar and then up into the Armoury. The Armoury has vertical shafts lined with spikes, which you cross with double jumps and air dashes.
Wine Cellar to Armoury00:38Wine Cellar to Armoury
The Armoury's hazard shafts are where Double Jump and air dashes first become mandatory. Shown at 00:38 in Perfect Score’s video. Image: KONAMI
Keep climbing into the Archives. In this room, you hit wall switches to rearrange the climbing blocks into a path, and then you ride that path to the upper exit.
Proceed along the Path of the Cockroach, then enter the Dungeon. Winged demons, ground enemies, and crumbling platforms await along the way.
Drop through the Dungeon’s central section until you reach the glowing red door leading to the Grand Hall, then pass through.
Dungeon Passage01:58Dungeon Passage
The red door out of the Dungeon puts you in the Grand Hall. Shown at 01:58 in Perfect Score’s video. Image: KONAMI
Locate the ceiling-mounted gear and strike it several times to open the top floor. Take the elevator upward, then use the lever on the left at the top to open a shortcut back down.
Go right and ascend to a second portrait of Alucard, with his sword facing skyward. Leap to catch the hook overhead and grapple into the secret passage.
Travel right over the Bridge of Knowledge and enter Alucard’s Tower. Its upper level remains out of reach for now.
Bridge of Knowledge to Alucard's Tower02:40Bridge of Knowledge to Alucard's Tower
The Bridge of Knowledge runs straight into Alucard's Tower, and most of the blue flames sit around this stretch. Shown at 02:40 in Perfect Score’s video. Image: KONAMI

The Mirror of Life in the Ballrooms is nearest to the tower. Use it to exit the area, then return later.


All five blue flame locations

A desk at the tower holds a letter from Adrian to his father. In it, he says he lit blue flames around his chambers to keep the castle’s evil out. Those flames are the lock on his room. Reading the letter isn’t required, but it explains the puzzle.

Reading Adrian's Letter02:50Reading Adrian's Letter
Adrian's letter explains that blue flames ward his chambers, which is your cue to start hunting them. Shown at 02:50 in Perfect Score’s video. Image: KONAMI

You must extinguish five blue flames to open the room. Each one sits in a brazier or lantern and goes out with a single weapon strike. All five are near the route into the tower.

RoomFlamesPosition
Hidden stair room2Upper left and upper right
Bridge of Knowledge2By the desk, and by the portrait below
Lower chamber1Beneath the Bridge of Knowledge

The stair room is symmetrical, with a writing desk under its two braziers. That makes it easy to hit one flame and walk past its twin, so put out both before you leave. You reach this room through the upper corridors on the Grand Hall side of the route.

Grand Hall Flame Lanterns03:43Grand Hall Flame Lanterns
A blue flame fixture on the Grand Hall side of the route. A single strike puts it out. Shown at 03:43 in Perfect Score’s video. Image: KONAMI

Two flames sit one above the other on the Bridge of Knowledge: one beside the desk above, the other alongside the portrait below.

Extinguishing First Set of Blue Flames02:52Extinguishing First Set of Blue Flames
A blue flame in the library rooms along the Bridge of Knowledge. Hit it to put it out. Shown at 02:52 in Perfect Score’s video. Image: KONAMI

Reaching the lower chamber flame

To reach the fifth flame, make a short trip outside. Climb back up, go left to the far end of the Bridge of Knowledge, and drop into the gap. As you fall, swing right across the open sky with the Arcane Whip on the Luminous Anchors. Go through the opening, climb into the chamber under the bridge, and destroy the flame inside.


Collecting Alucard’s Sword and Shield

With all five flames extinguished, make your way back to the top of Alucard’s Tower. The five icons above the family portrait should be dark, and the barrier should be gone.
Watch the short bonus cutscene in front of the portrait. Leon remarks, “Someone loved once lived here,” and Medusa calls the room that of “the traitorous son” who helped Rose’s parents.
Interact with the shrine to raise the platforms overhead. Then double jump and grapple up into the bedchamber above the portrait.
Pick up Alucard’s Sword and Shield from its spot on the wall beside the bed.
Image credit: KONAMI via YouTube/@Perfect Score

You’ll know it worked when the weapon card appears, showing Legendary rarity and ATK 100. Rose then adds, “I’m sure they won’t mind I borrow for a while.” After that, the weapon sits in her inventory as a Legendary sword and shield, ready to equip.

The Alucard Style Costume from the pre-order offer is a separate cosmetic. It doesn’t unlock the weapon or skip the flame puzzle.


Alucard’s Sword and Shield stats compared

Two other weapons help put the set in context. The Fleuret and Tower Shield from the Library is its tier 2 counterpart in the same weapon type. The Vampire Killer from Notre-Dame is the other tier 4 Legendary.

StatAlucard’s Sword and ShieldFleuret and Tower ShieldVampire Killer
Rarity / tierLegendary / 4Refined / 2Legendary / 4
ATK10050100
Attack power332540
Stagger power303030
Mana per hit443
Combo finisherShield bashShield bashWhip Drag

Alucard’s Sword and Shield shares traits with the Fleuret and Tower Shield: its combos end in a shield bash, and holding Attack brings up the shield to guard against frontal hits. Each hit costs the same mana, while the Alucard set inflicts more damage. Its ATK matches the Vampire Killer’s, but the whip has higher attack power.

Teleportation is this set’s unique effect. Rose warps toward foes when she attacks, and can hit distant targets if they’re within her field of view. This gives the weapon substantial damage potential. Its unpredictable landing spots can make it less controllable than a regular sword and shield. The lore describes it as the arms of a dhampir whose mother was murdered and whose father was terrifying.

Fleuret and Tower Shield is found in the Library and shares the same frontal block and shield bash finisher.

Vampire Killer is found in Notre-Dame. It deals extra damage at the far tip of each lash.