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Castlevania: Belmont’s Curse has 28 weapons across seven families. Each family contains one Ordinary, Refined, Masterpiece and Legendary weapon. Most are found in exploration chests, but boss rewards, a floor pickup and several story or puzzle rewards account for the locations that interactive maps sometimes omit.
This guide lists every weapon, its fixed attack value, room, traversal requirement and trigger. Follow the family tables for exact locations, then use the collection order and troubleshooting sections to clean up missed cards without confusing map markers with the actual 28-weapon total.
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At a glance: 28 weapons, seven families and four tiers
Rose Belmont equips weapons from the Armoury. Every family has four tiers, with a fixed attack value for that tier:
| Tier | Attack | What changes |
|---|---|---|
| Ordinary | 25 | Base version of the family move |
| Refined | 50 | Stronger version of the same family move |
| Masterpiece | 75 | High-damage version of the family move |
| Legendary | 100 | Highest attack and a family-specific special effect |
The seven families are Whip, one-handed sword, two-handed sword, dual blades, spear, fist, and weapon-and-shield. Collecting one weapon from every family unlocks Jack of All Trades; collecting all 28 unlocks Armed to the Fangs.
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Tier is a damage guide, not a separate control scheme. A Legendary weapon still performs its family’s action, while its additional effect distinguishes it from the Masterpiece version. The four values above let you compare raw attack immediately, but route access often matters more than a higher number: an item may be locked behind a movement skill, a boss, a timed room or a multi-step story sequence.
How the weapon system works
Weapon family determines Rose’s signature action:
- Whips: Whip Drag
- One-handed swords: Dash through
- Two-handed swords: Blade Dive
- Dual blades: Blade Flurry
- Spears: Push
- Fists: Uppercut
- Weapon and shield: Shield bash
Tier raises attack within that family, so a Legendary weapon is not a different category of equipment; it is the fourth upgrade of an existing move set. The practical choice is therefore a combination of move, reach, damage profile and the effort needed to obtain the weapon. A high-tier item can also be unavailable until a traversal ability, boss victory or puzzle is completed.
For route planning, separate three questions: can Rose reach the room, can she open the object, and has the story trigger been completed? Arcane Whip, Double Jump, Aerial Rush and Smash solve the first two questions in different combinations, but they do not replace a required boss or musical sequence. Conversely, a story reward such as Vampire Killer will not appear merely because its area is open; its prerequisite chain must be finished.
Traversal abilities that open weapon routes
Four abilities act as the main collection gates. If a chest appears inaccessible, check these before assuming it is bugged:
- Arcane Whip: exposes hidden routes and illusory walls, including the Cestus chamber.
- Double Jump: reaches elevated platforms required for Durandal.
- Aerial Rush: crosses long gaps and reaches the Morning Star route.
- Smash: destroys special blocks and supports the Joyeuse, Arondight and Vampire Killer progression.
Several rooms add a local challenge after the ability check: timed collapsing platforms, combat-lock rooms, falling-block sequences, levers or musical puzzles. Entering with the relevant ability is necessary but not always sufficient.
Smash is especially important late in a cleanup run. It opens the destructive block in the Notre-Dame Undercroft for Joyeuse, lets you break the collapsing route at the Tower Entrance for Arondight and Lancelot’s Shield, and starts the Brauner’s Atelier step in the Vampire Killer chain. Arcane Whip has both movement and discovery uses: it crosses grapple points and reveals the illusory wall concealing Cestus. Double Jump and Aerial Rush overlap on some elevated routes, so revisit both the Library and Main Hall after acquiring them rather than checking only the room where you first learned each ability.
Complete weapon locations by family
Whips
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Whip | Ordinary / 25 | Hall of the Fallen Angels, Catacombs of Paris | Open the exposed starter chest. |
| Thorn Whip | Refined / 50 | Fine Arts Shelves, Library | Reach the upper-left balcony using the grapple rings, then follow the star pattern to the chest. |
| Morning Star | Masterpiece / 75 | Inner Courtyard, Main Hall | Use Aerial Rush from the Storerooms to reach the courtyard route. |
| Vampire Killer | Legendary / 100 | Notre-Dame story reward | Defeat Talos to gain Smash, use Smash in Brauner’s Atelier, obtain Brauner’s Paintbrush from the Occultist, open the Notre-Dame route through the Gallery of Eternal Night, and play the Great Organ melodies before fighting Death. Trevor Belmont awards the whip after Death is defeated. |
Vampire Killer is the clearest example of a weapon that is not a normal chest collectible. The sequence crosses a boss reward, an item from the Occultist, a route-opening objective and the Great Organ preparation. If Death has not been defeated after those steps, check the story state rather than searching every Notre-Dame room again.
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- Medieval Paris, Where the Tolling Bells Herald the End - 1499: Paris is engulfed in flames as monstrous creatures suddenly emerge from the shadows. Armed with the legendary holy whip, the Vampire Killer, Trevor Belmont’s successor ventures into the burning streets and the looming castle to hunt down the beasts. Can they save the city from the brink of destruction?
- Satisfying Whip Action - The iconic whip of the series is now more important than ever! Crack your whip to move around freely like a trapeze artist! Master the whip mechanics and be creative to pounce on your prey like a wolf in fast-paced combats!
- A Large Selection of Weapons and Abilities - The whip is not the only tool at your disposal. You will need to strategically plan your next move in combat and make full use of all the weapons and abilities to stand a chance!
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One-handed swords
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Longsword | Ordinary / 25 | Starting equipment | Equipped when the game begins. |
| Bastard Sword | Refined / 50 | Justice District Sewers, Paris Streets | Break the platforms with Holy Light, then swing across with the whip to the chest. |
| Joyeuse | Masterpiece / 75 | Path of the Penitent, Notre-Dame Undercroft | Use Smash on the destructive block, trigger the lever and race through the closing route before it seals the chest. |
| Valmanway | Legendary / 100 | Palace of Justice story reward | Complete the scales-of-justice puzzle associated with The Judge Arcana, then claim the reward. |
The Longsword counts toward the one-handed sword family even though it has no pickup room. Bastard Sword is a straightforward ability check, while Joyeuse adds a timing test after Smash and the lever. Valmanway is tied to the Palace of Justice story reward and its scales-of-justice puzzle, so a complete chest sweep cannot substitute for that objective.
Two-handed swords
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Burnt Sword of Fierbois | Ordinary / 25 | Roof of the Tower, Paris Streets | After the relevant boss encounter, interact with the sword on the roof. |
| Claymore | Refined / 50 | The Way of the Fist, Clock Tower | Cross the falling-block route, swing from the anchor and use Holy Light through the Chaos Shards. |
| Durandal | Masterpiece / 75 | Lisa’s Laboratory, Library | Reach the laboratory with Double Jump, Aerial Rush and Arcane Whip. |
| Excalibur | Legendary / 100 | Chapel, Notre-Dame | Clear the Four Virtues gallery, repeatedly interact with the altar sword and defeat Arthur. The Excalibur card appears in the Armoury afterward. |
Burnt Sword of Fierbois is a post-encounter interaction on the roof, not a conventional chest. Claymore combines platform movement, an anchor swing and Holy Light timing around Chaos Shards. Durandal requires all three listed movement tools, making the Library a useful late cleanup destination. Excalibur has two distinct checks: the Four Virtues gallery and the Arthur encounter. Interact with the altar sword repeatedly before the fight, then verify the Armoury after Arthur falls.
Dual blades
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Pair of Longswords | Ordinary / 25 | Crossroads of the Dead, Catacombs of Paris | Break the wall beside the lever in the Chamber of Whispers. |
| Rapiers | Refined / 50 | Watchtower, Main Hall | Complete the Platform Challenge. |
| Almace and Hauteclaire | Masterpiece / 75 | Flooded Crypt, Holy Innocents’ Cemetery | Open the golden chest on the raised platform. |
| War and Famine | Legendary / 100 | Great Organ Room, Notre-Dame | Read the candle counts in the Stained Glass Gallery, then play the organ sequence Scorpio, Sagittarius, Capricorn, Pisces, Virgo, Libra, Leo, Cancer, Aries. The opened trapdoor drops into the crypt. |
Pair of Longswords rewards checking walls near interactable levers. Rapiers is a self-contained platform trial, while Almace and Hauteclaire sits visibly on a raised platform once the Flooded Crypt is reached. War and Famine is a puzzle reward: record the candle counts in the Stained Glass Gallery, enter the nine signs in the stated order, and use the trapdoor to reach the crypt rather than looking for a chest in the organ room itself.
Spears
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Lance | Ordinary / 25 | Fountain of the Innocents, Holy Innocents’ Cemetery | Open the upper-platform chest; doing so triggers a combat room that must be cleared. |
| Halberd | Refined / 50 | Mechanic’s Ascent, Clock Tower | Climb the Eastern Access Shaft, cross Daedalus Crossing and descend the Western Access Shaft. |
| Gungnir | Masterpiece / 75 | Collapsed Path of Orpheus, Catacombs of Paris | Break the block above the chest. |
| Chauve-Souris | Legendary / 100 | Heart of the Clock, Clock Tower | Defeat Isaac, then pick the weapon up from the floor after the fight. |
Lance’s upper-platform chest deliberately starts a combat lock, so do not leave when the room seals. Halberd is a navigation loop through both Clock Tower access shafts and Daedalus Crossing. Gungnir needs only the block above its chest. Chauve-Souris is easy to overlook because Isaac leaves it on the floor after the battle; it is not stored in a chest or automatically placed in the Armoury without being collected.
Fists
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Cestus | Ordinary / 25 | Sewer Reservoir, Paris Streets | Use Arcane Whip to reveal the illusory wall and enter the hidden chamber. Opening the chest seals the room for an ambush. |
| Jewel Knuckles | Refined / 50 | Old Gallery, Main Hall | Drop below the Alucard portrait, loop through the Dungeons and Servant’s Hall, then hit the switch. |
| Fists of Talos | Masterpiece / 75 | Builder’s Bureau, Clock Tower | Defeat Talos and break the block southwest of the Elevator room. |
| Bernhard’s Wrath | Legendary / 100 | Hall of Mirrors | Use the Level Deviled transition mirror and clear the combat encounter. |
Cestus combines discovery and combat: Arcane Whip reveals the wall, and opening the chest closes the chamber for an ambush. Jewel Knuckles requires a loop rather than a direct drop from the portrait area, ending at a switch. Fists of Talos becomes available after Talos is defeated, while Bernhard’s Wrath requires the Level Deviled transition mirror and a cleared Hall of Mirrors encounter.
Weapon and shield
| Weapon | Tier / ATK | Area and room | How to obtain it |
|---|---|---|---|
| Rusted Harpe and Aegis | Ordinary / 25 | Serpent’s Lair, Holy Innocents’ Cemetery | Defeat Medusa, take the right exit and collect the floor pickup at the bottom of the steps. |
| Fleuret and Tower Shield | Refined / 50 | Condemned Shelves, Library | Solve the room puzzle to reach the concealed northern alcove. |
| Arondight and Lancelot’s Shield | Masterpiece / 75 | Tower Entrance, Notre-Dame | Use Smash and quickly break the collapsing platforms before the route disappears. |
| Alucard’s Sword and Shield | Legendary / 100 | Alucard’s Tower, Main Hall | Enter through the hidden red door. |
Rusted Harpe and Aegis is another floor pickup: defeat Medusa, use the right exit and look at the bottom of the steps. Fleuret and Tower Shield is concealed behind the Condemned Shelves puzzle. Arondight’s route is both ability-gated and timed because the platforms collapse after Smash breaks the obstruction. Alucard’s Sword and Shield has no listed puzzle once the hidden red door is found, but the door itself makes the Main Hall location easy to miss.
A practical collection order
Use the following order to avoid backtracking and to distinguish ordinary exploration from gated rewards:
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- Clear early Paris Streets, Catacombs of Paris and Holy Innocents’ Cemetery rooms for the first Ordinary and Refined weapons, including the wall, platform and floor pickups.
- When Arcane Whip is available, revisit hidden-wall and high-grapple routes in the Sewer Reservoir, Library and adjacent rooms.
- After Double Jump and Aerial Rush, return to elevated Library, Main Hall and Storerooms routes for Durandal and Morning Star.
- After Smash, complete destructive-block and collapsing-platform routes for Joyeuse and Arondight, and progress the Brauner’s Atelier sequence.
- Finish Clock Tower boss and traversal routes for the remaining Masterpiece and Legendary rewards there.
- Complete Notre-Dame’s story, organ and virtue puzzles last. Death, Arthur, the Great Organ sequence and the hidden-route rewards are the most heavily gated parts of the arsenal.
This is a progression plan, not a ranking: attack tier tells you damage, while family move and the point at which you can obtain it determine whether a weapon suits your current build.
Rank #3
- 17 Levels - Each one with its own atmosphere, foes and secrets to discover
- 5 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers
- 150 or so weapons and skills - Spears, swords, bows, magic spells, shields, pets, frying pans etc; You name it, we got it
- Unlock the four original Dead Cells DLCs, giving you late-game content plus an entire new pathway to follow, with an alternative ending and tons of new enemies, weapons & outfits
- Battle through the corridors of Dracula’s Castle; Wield weapons against monsters to reach the throne room of the Dark Lord
A low-backtracking sweep works best if you keep two lists: one for rooms that need a future ability and one for rewards that need a future encounter. Mark the Library for Thorn Whip, Fleuret and Tower Shield, and Durandal; mark Notre-Dame separately for Joyeuse, Arondight, Excalibur, War and Famine and Vampire Killer because those rooms use different triggers. In the Clock Tower, combine the Halberd route with the Talos, Isaac and Builder’s Bureau checks. This prevents a completed chest from being mistaken for an unfinished boss reward.
How to choose between families
| Family | Signature move | Best reason to equip it | Collection consideration |
|---|---|---|---|
| Whip | Whip Drag | Pulling or repositioning around hazards | Its higher tiers include a late story reward. |
| One-handed sword | Dash through | Passing through targets while maintaining movement | Starts equipped, so upgrades are easy to test immediately. |
| Two-handed sword | Blade Dive | Committed, high-impact attacks | Excalibur is locked behind the Four Virtues and Arthur. |
| Dual blades | Blade Flurry | Rapid multi-hit pressure | War and Famine requires the full candle-reading organ sequence. |
| Spear | Push | Controlling space and forcing enemies back | Chauve-Souris is a post-Isaac floor pickup, not a chest. |
| Fist | Uppercut | Close-range vertical launching | Several routes are combat-locked or hidden behind mirrors. |
| Weapon and shield | Shield bash | Combining offense with a defensive tool | The Legendary pair is behind a hidden red door. |
Within a family, use the highest tier you have when raw damage is the priority. Keep a lower-tier weapon if its move better matches a room’s geometry, enemy spacing or platforming challenge; attack value alone does not change the family action.
For a direct comparison, Ordinary weapons are useful when a route is available early, Refined weapons double the listed attack to 50, Masterpieces reach 75 and Legendary weapons reach 100 while adding their family effect. That makes a Legendary the obvious damage choice when available, but not automatically the fastest collection choice: Vampire Killer, Excalibur and War and Famine each require substantial Notre-Dame progression, and Valmanway is tied to the Palace of Justice reward rather than a simple detour.
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Why maps show fewer locations than 28 weapons
The 28 total counts weapons, not map markers. One interactive map reports 24 weapon-chest spots across eight areas, while another checklist presents 22 entries. Those figures track only selected locations and may combine or omit rewards that come from stories, bosses, floor pickups or puzzles.
The missing categories are visible in this guide: Longsword is starting equipment; Burnt Sword of Fierbois, Valmanway, Vampire Killer and Excalibur are story or boss-linked rewards; Chauve-Souris is collected from the floor after Isaac; and War and Famine depends on a musical puzzle. A map count below 28 therefore does not indicate missing weapons or a different arsenal total.
Use map markers as room reminders, not as a completion formula. A chest marker can represent one weapon, while a checklist may collapse a story reward into an area entry or omit an interaction that occurs after a boss. The Armoury is the authoritative place to confirm cards: count four weapons in each of the seven families, including the starting Longsword and every floor or encounter reward.
Troubleshooting missed weapons
- The room is unreachable: check whether Arcane Whip, Double Jump, Aerial Rush or Smash is required.
- The chest vanished behind a barrier: inspect for a lever, timed route or destructive block rather than leaving the area.
- A reward is not in a chest: verify the boss, story or puzzle trigger. Chauve-Souris, for example, appears on the floor only after Isaac.
- The Armoury card is missing: finish the named encounter or puzzle, then return to the Armoury; Excalibur appears only after Arthur is defeated.
- The organ puzzle fails: use the exact nine-note order: Scorpio, Sagittarius, Capricorn, Pisces, Virgo, Libra, Leo, Cancer, Aries.
- A combat room seals: defeat every enemy before searching for the exit. The Cestus and Lance rooms deliberately lock during their encounters.
If a route still looks empty, distinguish a traversal failure from a trigger failure. The Bastard Sword and Gungnir need platform or block interaction; the Burnt Sword of Fierbois needs the relevant boss encounter; and Rusted Harpe and Aegis needs Medusa plus the right-hand exit. For story-linked cards, recheck the named sequence in order instead of repeatedly opening nearby chests.
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How many weapons are in Castlevania: Belmont’s Curse?
There are 28 weapons: seven families with four tiers each. The tiers are Ordinary, Refined, Masterpiece and Legendary.
Rank #4
- 17 Levels - Each one with its own atmosphere, foes and secrets to discover
- 5 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers
- 150 or so weapons and skills - Spears, swords, bows, magic spells, shields, pets, frying pans etc; You name it, we got it
- Unlock the four original Dead Cells DLCs, giving you late-game content plus an entire new pathway to follow, with an alternative ending and tons of new enemies, weapons & outfits
- Battle through the corridors of Dracula’s Castle; Wield weapons against monsters to reach the throne room of the Dark Lord
What are the attack values?
Ordinary weapons have 25 attack, Refined 50, Masterpiece 75 and Legendary 100.
Which abilities open the most weapon routes?
Arcane Whip, Double Jump, Aerial Rush and Smash are the main traversal gates. Some rooms still require a lever, puzzle, timed sequence or combat clear after the ability is obtained.
How do I get Vampire Killer?
Defeat Talos for Smash, use Smash in Brauner’s Atelier, obtain Brauner’s Paintbrush from the Occultist, open the Notre-Dame route through the Gallery of Eternal Night, play the Great Organ melodies before Death, then defeat Death. Trevor Belmont awards the whip afterward.
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In the Chapel at Notre-Dame. Clear the Four Virtues gallery, interact with the altar sword repeatedly and defeat Arthur. The Excalibur card then appears in the Armoury.
What is the War and Famine organ sequence?
Play Scorpio, Sagittarius, Capricorn, Pisces, Virgo, Libra, Leo, Cancer, Aries after reading the candle counts in the Stained Glass Gallery. The trapdoor opens to the crypt containing the reward.
Why does my map show 22 or 24 locations instead of 28?
Those map and checklist totals track selected weapon chests and may omit or combine starting equipment, story and boss rewards, floor pickups and puzzle rewards. They are not alternate weapon totals.
Which weapons are not in chests?
Longsword is starting equipment. Burnt Sword of Fierbois, Valmanway, Vampire Killer and Excalibur are story or encounter rewards. Chauve-Souris and Rusted Harpe and Aegis are floor pickups after their respective boss triggers, while War and Famine comes through the organ puzzle.
What unlocks the two completion achievements?
One weapon from every family unlocks Jack of All Trades; collecting all 28 unlocks Armed to the Fangs.
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- REGION AND LANGUAGE: US release with English language support, compatible with Nintendo Switch systems
Release and platform context
Castlevania: Belmont’s Curse released on October 15, 2026, for Nintendo Switch, PlayStation 5, Windows and Xbox Series X/S. The weapon list and locations above describe that release’s 28-weapon system.
Frequently Asked Questions
How many weapons are in Castlevania: Belmont’s Curse?
There are 28 weapons: seven families with four tiers each—Ordinary, Refined, Masterpiece and Legendary.
What abilities are needed for weapon hunting?
Arcane Whip, Double Jump, Aerial Rush and Smash are the main traversal gates; individual rooms may also require puzzles, levers, combat clears or story encounters.
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How do I obtain Vampire Killer?
Complete the Talos, Brauner’s Atelier, Occultist, Gallery of Eternal Night, Great Organ and Death sequence. Trevor Belmont awards the whip after Death is defeated.
Where is Excalibur?
Clear the Four Virtues gallery in Notre-Dame’s Chapel, repeatedly interact with the altar sword and defeat Arthur. The card appears in the Armoury afterward.
What is the War and Famine organ order?
Scorpio, Sagittarius, Capricorn, Pisces, Virgo, Libra, Leo, Cancer, Aries.
Why do maps list fewer than 28 locations?
Map markers and checklists omit or combine starting equipment, story and boss rewards, floor pickups and puzzle rewards. The arsenal itself still contains 28 weapons.
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For 100% weapon completion, count four weapons in each of the seven families, not map markers. Use Arcane Whip, Double Jump, Aerial Rush and Smash to open routes; clear combat locks and timed rooms; finish the Palace of Justice, Clock Tower and Notre-Dame triggers; and check the Armoury after every boss or puzzle reward. The nine-note organ order and the Arthur, Death, Talos, Medusa and Isaac follow-ups account for the most commonly missed cards.
Quick Recap
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