Gaming How-To

How to Get All Endings in Castlevania: Belmont’s Curse on a Single Save

The Bad, Normal, and True endings, every Arcana each one needs, and the trophy that confirms each one popped.

The Bad, Normal, and True endings, every Arcana each one needs, and the trophy that confirms each one popped.

Castlevania: Belmont’s Curse has three endings, and all of them are decided near the top of the Clock Tower. The Cursed Horologium stands there, and the Master’s Quarters lie past it. Two things decide which ending you get. The first is whether the clock is still ticking when you walk past it. The second is which Arcana Rose has equipped when she finally faces Dracula. Neither of the first two endings wipes your progress, so you can collect all three on one save file.

Quick answer: For the Bad Ending, reach Dracula while the Horologium runs. For Normal, stop it with The Shadow equipped and win the fight. For True, ring four virtue bells, earn The Self, and activate it after Dracula’s second phase.


Castlevania: Belmont’s Curse endings, triggers, and trophies

EndingTriggerTrophy / achievementPlayers unlocked
BadReach Dracula with the Horologium runningBelmont’s fall0.4%
NormalStop the Horologium, beat both Dracula phasesThe Hunt Goes On—
TrueFour bells, Rose’s shadow, The Self on DraculaCurse lifted0.2%

All of these achievements are hidden on Steam. Beating Dracula’s final form on the Castle Rooftops also awards “Die monster! You don’t belong in this world!”, which 0.3 percent of players have. That one pops on any ending that reaches the real final fight, so you’ll earn it alongside the Normal or True Ending.

Go in this order: Bad, then Normal, then True. The Bad Ending drops you back to just before the encounter. After the Normal Ending, pick the option to resume with your gear, and you can finish the True Ending without starting a new game.

Main menu with gothic cathedral, moon, gargoyle statues and a lone swordsman on a bridge, with New Game, Saves, Settings, Credits, Quit.
The Castlevania: Belmont’s Curse main menu offers New Game, Saves, Settings, Credits and Quit over a burning cathedral city under a full moon.

Bad Ending: ignore the warning at the Cursed Horologium

The Bad Ending opens up a few hours after Dracula’s Castle appears. Before you enter, the story points you toward two targets. One is Isaac, The Zealot, and the other is Carmilla, The Occultist. Carmilla is the intended path. Heading toward Isaac at the top of the Clock Tower springs a trap.

Isaac
Isaac. Image: Evil Empire
Climb toward Isaac’s position at the top of the Clock Tower. As you approach, a cutscene plays in front of the Cursed Horologium. Rose’s companions tell her to turn back.
Ignore the warning and go through the door on the left while the clock is still running. Keep pushing left until Rose stands in front of Dracula.
Let the scripted sequence play out. Rose loses and is consumed by her curse, and the Bad Ending rolls.

The Belmont’s fall trophy confirms the ending counted. The scene that follows, in the Clock Tower save room with the Ferryman, unlocks Cursed’s outfit, which replaces Rose’s usual look. The outfit marks what happens when its wearer gives in to vengeance and hatred.

Cursed's outfit
Cursed’s outfit. Image: Evil Empire

If you already stopped the Horologium and want this ending now, equip The Shadow and interact with the clock again. It starts running once more.


How to get The Shadow Arcana to stop the Horologium

Only The Shadow stops the Cursed Horologium, and you get it by defeating Death. The clock drops a hint if you interact with it, because Rose mentions Death’s magic. Reaching Death takes a chain of four Arcana, and each one unlocks the way to the next.

The Shadow
The Shadow. Image: Evil Empire
BossLocationHealth / attackXP
BraunerMain Hall, Brauner’s Atelier4,250 / 30500
CarmillaLibrary, Observatory4,500 / 35850
DeathNotre-Dame, Choir8,444 / 401,000

The Builder (Clock Tower)

In the lower Clock Tower, rotate the gear beams until every one stands vertically. Then smash through the floor and keep going down until you reach Talos. Beating him grants The Builder, and the Talos Aversion trophy confirms the kill. Its Smash ability breaks destructible blocks from the air, and you need it for the next step.

The Builder
The Builder. Image: Evil Empire

The Artist (Main Hall)

Break the barrier at Brauner’s Atelier in the Main Hall, defeat Brauner inside, and absorb The Artist. The card gives you Masterpiece, a 60-mana spell that summons a fireball-shooting gargoyle. It also lets Rose step into a painting later.

Brauner
Brauner. Image: Evil Empire
Masterpiece
Masterpiece. Image: Evil Empire

The Occultist and Brauner’s Paintbrush (Library)

Climb through the Library and the Planetarium to Carmilla in the Observatory. Defeating her grants The Occultist, which carries the Blood Spikes spell. Don’t leave the room yet. Brauner’s Paintbrush sits on the desk, and it’s easy to miss after a tough fight. Carmilla had “borrowed” it from Brauner.

Carmilla
Carmilla. Image: Evil Empire
The Occultist
The Occultist. Image: Evil Empire
Brauner's Paintbrush
Brauner’s Paintbrush. Image: Evil Empire

The Shadow (Notre-Dame and the Giant Organ)

With The Artist equipped, interact with the large Notre-Dame painting in the Main Hall to enter Notre-Dame. The Giant Organ blocks the boss door. Play its three correct songs to open the door, then beat Death in the Choir. You fight Death once earlier in the Catacombs of Paris, but this second fight is the one that drops the card. Absorbing The Shadow gives you Soul Harvest, a 60-mana scythe attack with 35 attack power. Enemies it kills burst into four thrown sickles.

Death
Death. Image: Evil Empire
Soul Harvest
Soul Harvest. Image: Evil Empire

Death can’t be made to bleed, so a bleed-focused Occultist build won’t help much in the Choir.


Normal Ending: freeze the clock and defeat Dracula

Equip The Shadow so Soul Harvest is your active spell. The clock ignores every other card.
Return to the top of the Clock Tower and interact with the Cursed Horologium. Time stops, and the trap on the path to the left switches off.
Clear the platforming and enemy gauntlet that follows until you reach the Master’s Quarters.
Beat Dracula across both phases. He starts in a humanoid form and then moves on to a demonic one on the Castle Rooftops.
Dracula
Dracula. Image: Evil Empire

Dracula has 7,666 health and hits for 60. He’s immune to bleed, burn, freeze, petrify, launches, slams, Chronomantic Dive’s slow, Freezing Path’s link, and even the whip hook. Plan for raw damage and bring full healing. He’s worth 1,200 XP.

Clearing both phases rolls the Normal Ending and unlocks The Hunt Goes On, along with “Die monster! You don’t belong in this world!” Dracula is gone, but Rose’s curse isn’t. When the credits end, choose to resume with all your gear.


True Ending requirements: The Judge, The Whisperer, and The Sage

The True Ending cures Rose’s curse, and it runs through the Gallery of the Four Virtues in Notre-Dame. Each of the gallery’s four trials needs a specific Arcana equipped before it opens. You already have one of them. The Warrior comes from beating Joan of Arc on the roof of the Prison Tower, and the same encounter grants Holy Light. The other three come from side quests.

Holy Light
Holy Light. Image: Evil Empire

The Judge (Palace of Justice)

Enter the Palace of Justice from Paris Streets. It lets you in only 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, you receive The Judge and Chains of Justice.

The Judge
The Judge. Image: Evil Empire

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

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
Pick up the Thrilling Eye in Paris Streets. It sits past a stretch of platforming hazards.
Thrilling Eye
Thrilling Eye. Image: Evil Empire
Collect the Trembling Eye in Holy Innocents’ Cemetery.
Trembling Eye
Trembling Eye. Image: Evil Empire
Work through the Catacombs of Paris and grab the Oozing Eye.
Oozing Eye
Oozing Eye. Image: Evil Empire
Equip all three eyes in your relic slots at once, then go to the Gate of Flesh in the Catacombs. The gate opens only when every eye is equipped.
Take the Ferryman’s Obol from Mammon’s gold hoard behind the gate.
Ferryman's Obol
Ferryman’s Obol. Image: Evil Empire
Give the coin to the Ferryman. He accepts it at Ferryman’s Wharf or at any fast travel point, and he hands over The Whisperer and Freezing Path in return.

The Sage (Mirror of Life trials and the Hall of Mirrors)

Four Mirror of Life trials are scattered across the map, and clearing all of them opens the portal to the Hall of Mirrors.

The Sage
The Sage. Image: Evil Empire
  • Holy Innocents’ Cemetery
  • Notre-Dame
  • Clock Tower
  • The Notre-Dame and Main Hall side of the castle

The Hall of Mirrors is a long maze of traps and hostile apparitions. Sypha waits in the chamber at the end, but she’s really the Succubus in disguise. Expose her and defeat her. Then go to the Tomb of the Noble Queen and talk to Eleanor, who gives you The Sage and Mirror Walk.


Each stained-glass window in the gallery opens only with its matching Arcana equipped. Swap cards between windows, clear the course behind each one, and ring the bell at the end.

VirtueArcana to equipSpellWindow figure
CourageThe WarriorInfernal PyreJoan
TemperanceThe WhispererFreezing PathFerryman
JusticeThe JudgeChains of JusticeSaint Louis
PrudenceThe SageMirror WalkEleanor
Equip The Warrior and enter Joan’s window. This trial ends in a rematch against a powered-up Joan, so it’s the one to level up for.
Equip The Whisperer, enter the Ferryman’s window, and clear the water-based course to its bell.
Equip The Judge, enter Saint Louis’s window, and fight your way to the bell at the top.
Equip The Sage, enter Eleanor’s window, and get past the platforming and falling debris to 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 the Doppelganger for The Self Arcana

Once all four bells have rung, interact with the middle stained-glass window in the gallery. It pulls Rose into a fight with her own shadow, the Doppelganger. It has 8,778 health and hits for 50. It also ignores freeze, petrify, launches, slams, Chains of Justice’s root and stun, Freezing Path’s link, and Chronomantic Dive’s slow, so plan on straight damage. Custom Mode is an option if the fight stalls you out.

Doppelganger
Doppelganger. Image: Evil Empire

Winning grants The Self, whose spell, Absolution, spends all of your mana. The outro scene after the fight also unlocks the Doppelganger Style Costume for Rose.

Doppelganger Style Costume
Doppelganger Style Costume. Image: Evil Empire

Trigger the True Ending against Dracula

Equip The Self. Leave the Horologium stopped, since you’re taking the same route as the Normal Ending.
Head to the Master’s Quarters and defeat both of Dracula’s phases again.
Stay through the scene after the second phase. When Sypha, Rose’s mother, tells her she needs nothing beyond the cards and herself, press the activate prompt (Triangle on PlayStation) to use the Arcana.

That casts Absolution. Rose gives up her cards and the spirits bound to them to destroy Dracula’s curse for good, and his castle collapses over Paris. The Curse lifted trophy confirms the True Ending, and it shows up as a gold trophy on PlayStation. If the credits roll right after phase two with no prompt, you missed the window and got the Normal Ending again.