Gaming How-To

How to Get All Endings in Castlevania: Belmont’s Curse (Bad, Normal & True)

The Arcana, relics, trials, and boss fights behind Belmont's Fall, The Hunt Goes On, and Curse lifted, in the order you need them.

The Arcana, relics, trials, and boss fights behind Belmont’s Fall, The Hunt Goes On, and Curse lifted, in the order you need them.

Image: KONAMI

Castlevania: Belmont’s Curse has three endings, and all of them are decided at the same place: the Cursed Horologium at the top of the Clock Tower and the Master’s Quarters beyond it. Whether the clock is still running when you walk past it, and which Arcana you have equipped when you face Dracula, decides whether you get the Bad, Normal, or True Ending.

Quick answer: To get the Bad Ending, meet Dracula while the Horologium is running. For Normal, stop it with the Shadow Arcana and win the fight. For True, defeat Dracula with The Self equipped and activate it after phase two.


All three endings and their trophies

EndingTriggerTrophy / achievement
BadReach Dracula with the Horologium runningBelmont’s Fall
NormalStop the Horologium, beat both Dracula phasesThe Hunt Goes On
TrueRing four virtue bells, beat Rose’s shadow, use The Self on DraculaCurse lifted

The first two endings leave your save intact. Bad Ending sends you back to just before the encounter. After Normal Ending, choose to resume with your gear; from there, you can pursue True Ending without a new game. You can earn all three endings on one save, in this order: Bad, Normal, then True.


Bad Ending: walk past the running Cursed Horologium

The Bad Ending is available a few hours after Dracula’s Castle appears. When you head toward Isaac at the top of the Clock Tower, a cutscene plays in front of the Cursed Horologium, and your companions tell you to turn back. Ignore them and keep moving through the door on the left while the clock is still ticking. Rose ends up in front of Dracula, and a scripted sequence plays in which she loses and is consumed by her curse.

Tarot menu with a fan of face-down cards and a pink-haloed figure card highlighted, labelled The Cursed.
The Tarot menu fans out a hand of cards with The Cursed card selected at the front.

The Belmont’s Fall trophy confirms the ending is complete, and Rose also receives Cursed’s Outfit. To trigger this ending after stopping the Horologium, put on the Shadow Arcana and use the clock once more; it starts running again.


Normal Ending: the four Arcana that unlock the Shadow

The only thing that stops the Horologium is the Shadow Arcana, which you get by defeating Death. Interacting with the clock hints at this, since Rose mentions Death’s magic. Getting to Death takes a chain of four Arcana, and each one opens the way to the next.

The Builder (Clock Tower)

In the lower Clock Tower, rotate the gear beams until they all stand vertically, then smash through the floor to drop down. Keep heading to the bottom and defeat Talos for The Builder. This Arcana teaches Smash, which breaks destructible blocks from the air. You’ll need it for the next step. The Talos Aversion trophy confirms the kill.

The Builder
The Builder. Image: Evil Empire

The Artist (Main Hall)

In the Main Hall, break through the barrier at Brauner’s Atelier. Face Brauner inside and absorb The Artist. This Arcana grants the Masterpiece spell and allows you to enter the painting later.

The Artist
The Artist. Image: Evil Empire

The Occultist and Brauner’s Paintbrush (Library)

Climb through the Library and the Planetarium to reach Carmilla in the Observatory. Defeat her for The Occultist, then stay in the room and pick up Brauner’s Paintbrush from the desk. It’s a key item, and it’s easy to walk past after a hard fight.

Brauner's Paintbrush
Brauner’s Paintbrush. Image: Evil Empire

The Shadow (Notre-Dame painting and Giant Organ)

Put on The Artist, then use the oversized Notre-Dame painting in the Main Hall to enter Notre-Dame. The Giant Organ blocks access to the boss door: perform its three correct songs to open the way, then beat Death in the Choir. Absorbing The Shadow grants Soul Harvest (60 mana) and freezes the clock.

The Shadow
The Shadow. Image: Evil Empire

Stop the Cursed Horologium and defeat Dracula

Equip the Shadow Arcana so Soul Harvest is your active spell. The clock doesn’t respond to any other card.
Return to the top of the Clock Tower and interact with the Cursed Horologium. Time halts, and the trap on the path to the left is disabled.
Normal Ending: Step 5 (Stop Horologium & Beat Dracula)10:35Normal Ending: Step 5 (Stop Horologium & Beat Dracula)
Interacting with the Cursed Horologium while the Shadow Arcana is equipped stops the clock. Shown at 10:35 in 100% Guides’s video. Image: KONAMI
Push through the platforming and enemy gauntlet that follows until you reach the Master’s Quarters.
Defeat Dracula. The fight has two phases, a humanoid form and then a demonic one. Bring full healing.

Clearing both phases rolls the Normal Ending and awards The Hunt Goes On. Dracula is gone, but Rose’s curse isn’t. When the credits finish, resume with your gear.


True Ending: get the Judge, Whisperer, and Sage Arcana

The True Ending runs through the Gallery of the Four Virtues in Notre-Dame, and each of its four trials only opens with a specific Arcana equipped. You already have The Warrior from beating Joan at the top of the Prison Tower. The other three come from side quests.

Rose stands on a stone rampart facing a kneeling armored Joan before a burning cathedral, with Rose's dialogue box below.
Rose speaks with Joan on a rampart before a burning Notre-Dame: “Joan of Arc? The warrior who stood against the English? But you were taken prisoner and burned at”

The Judge (Palace of Justice)

The Palace of Justice is reached from Paris Streets, and it only lets you through after you’ve collected at least 12 HP upgrades and 12 Mana upgrades. Inside, stand on the scale and go through Saint Louis’s judgment dialogue. When the scales balance, The Judge is yours, along with Chains of Justice.

The Judge
The Judge. Image: Evil Empire
True Ending: Step 1 (Judge Arcana)13:16True Ending: Step 1 (Judge Arcana)
The Judge Arcana is awarded once the scales balance in the Palace of Justice. Shown at 13:16 in 100% Guides’s video. Image: KONAMI

The Whisperer (three eye relics and the Ferryman’s Obol)

The Whisperer requires three key relics, the Ferryman’s Obol, and a trip to the Ferryman.

Ferryman's Obol
Ferryman’s Obol. Image: Evil Empire
ItemTypeFound in
Thrilling EyeKey relicParis Streets
Trembling EyeKey relicHoly Innocents’ Cemetery
Oozing EyeKey relicCatacombs of Paris
Ferryman’s ObolKey itemCatacombs of Paris (behind the Gate of Flesh)
Collect the Thrilling Eye, which sits beyond a stretch of platforming hazards in Paris Streets.
True Ending: Step 2 (Eye Relic 1/3)14:50True Ending: Step 2 (Eye Relic 1/3)
The Thrilling Eye is the first of three eye relics needed for the Gate of Flesh. Shown at 14:50 in 100% Guides’s video. Image: KONAMI
Pick up the Trembling Eye in Holy Innocents’ Cemetery.
Make your way through the Catacombs of Paris and grab the Oozing Eye.
True Ending: Step 2 (Eye Relic 2/3)15:12True Ending: Step 2 (Eye Relic 2/3)
The Oozing Eye completes the set once the other two eyes are in hand. Shown at 15:12 in 100% Guides’s video. Image: KONAMI
Equip all three eyes in your relic slots at the same time and go to the Gate of Flesh in the Catacombs. With every eye equipped, the gate opens.
Take the Ferryman’s Obol from Mammon’s gold hoard behind the gate.
Give the coin to the Ferryman. He takes it at Ferryman’s Wharf or at any fast travel point, and gives you The Whisperer and Freezing Path in return.
True Ending: Step 2 (Whisperer Arcana)17:32True Ending: Step 2 (Whisperer Arcana)
Paying the Ferryman with his coin awards The Whisperer Arcana. Shown at 17:32 in 100% Guides’s video. Image: KONAMI

The Sage (Mirror trials and the Hall of Mirrors)

Four Mirror of Life trials are spread across the map: one in Holy Innocents’ Cemetery, one in Notre-Dame, one in the Clock Tower, and one reached through the Notre-Dame and Main Hall side of the castle. Clear all four to open the portal to the Hall of Mirrors.

The Sage
The Sage. Image: Evil Empire
True Ending: Step 3 (Mirror Trial 2/4)18:12True Ending: Step 3 (Mirror Trial 2/4)
The second of the four mirror trials takes place in Notre-Dame. Shown at 18:12 in 100% Guides’s video. Image: KONAMI

The Hall of Mirrors is a long labyrinth of traps and hostile apparitions. In the chamber at the end, Sypha is waiting, but it’s actually the Succubus in disguise. Expose her and defeat her. Then go to the Tomb of the Noble Queen and speak with Eleanor, who hands over The Sage and Mirror Walk.


Each stained-glass window in the gallery only opens with its matching Arcana equipped. Swap cards between windows.

VirtueArcana to equipSpellWindow figure
CourageThe WarriorInfernal PyreJoan
TemperanceThe WhispererFreezing PathFerryman
JusticeThe JudgeChains of JusticeSaint Louis
PrudenceThe SageMirror WalkEleanor
Equip The Warrior, enter Joan’s window, and reach the bell at the end. This trial includes a rematch against a powered-up Joan, so it’s the one to level up for.
Equip The Whisperer, enter the Ferryman’s window, clear the water-based course, and ring the bell.
Equip The Judge, enter Saint Louis’s window, fight through to the top, and ring the bell.
Equip The Sage, enter Eleanor’s window, survive the platforming and falling debris, and ring the last bell.

These virtue blessings are separate from the Works of Mercy tied to each Arcana. Only the four bells count toward the True Ending.


Defeat Rose’s shadow for The Self Arcana

Once all four bells have rung, interact with the middle stained-glass window in the gallery. It pulls you into a fight with Rose’s shadow reflection, the Doppelganger, which has 8,778 health and shrugs off most crowd control, including petrify, freeze, launches, Chains of Justice, and Freezing Path. Plan on straight damage. Winning awards The Self, whose spell, Absolution, spends all of your mana.

The Self
The Self. Image: Evil Empire

Trigger the True Ending against Dracula

Equip The Self. Keep the Horologium stopped, since you’re taking the same route as the Normal Ending.
Go to the Master’s Quarters and defeat both of Dracula’s phases again.
After the second phase, stay through the scene until Sypha, Rose’s mother, tells Rose she needs nothing beyond the cards and herself. Press Triangle afterward to activate the Arcana.

Activating it at that moment casts Absolution, banishes Dracula for good, and lifts the Belmont curse. The “Curse lifted” trophy is your confirmation. If you just watch the credits roll after phase two, you’ve missed the prompt and gotten the Normal Ending again.


Ending-route Arcana and boss stats

Every Arcana on the ending path, with its card number, the character behind it, and its spell where one is listed:

ArcanaNo.CharacterSpell / ability
The Self1DoppelgangerAbsolution
The Warrior3JoanInfernal Pyre, Holy Light
The Builder5TalosSmash
The Artist6BraunerMasterpiece
The Occultist7CarmillaBlood Spikes
The Shadow8DeathSoul Harvest
The Whisperer10FerrymanFreezing Path
The Judge14Saint LouisChains of Justice
The Sage15EleanorMirror Walk

The bosses you have to beat before the final Dracula fight:

BossLocationHealth / attackXP
BraunerMain Hall, Brauner’s Atelier4,250 / 30500
CarmillaLibrary, Observatory4,500 / 35850
DeathNotre-Dame, Choir8,444 / 401,000
DoppelgangerNotre-Dame, Gallery of the Four Virtues8,778 / 501,000

Death and the Doppelganger hit hardest of this group, and Death can’t be made to bleed. Brauner, Carmilla, and the Doppelganger all ignore Chains of Justice’s root and stun, so don’t plan around binding them in place. Infernal Pyre (80 mana) can’t launch any of these four bosses, but its flames still burn everything here except Arthur-style burn-immune targets, which makes it a reasonable spell to keep equipped between Arcana swaps.