Part 3 of Castlevania: Belmont’s Curse is a trap-and-navigation chapter, not a conventional boss gauntlet. Rose Belmont’s route through the Catacombs of Paris leads from the first Mirror of Life to the Death Mark clue, the Pair of Longswords, the Necro Charm and finally the damaging Whip. The only named boss encounter in this chapter is Death, and his first fight is a scripted story loss for ordinary play: after the dialogue, he normally defeats Rose in one hit and a cutscene takes over.
Save at every Mirror of Life, follow the green Death Marks through the middle section, and treat Holy Light, Sharpened Anchors and wall jumps as survival tools rather than optional shortcuts. The guide below gives the route in order, enemy-specific responses, weapon decisions, trap-room techniques, the correct way to handle Death and the escape route to Dracula’s Castle.
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What Part 3 covers
Catacombs of Paris Part 3 begins after Rose has defeated The Fallen, Joan of Arc and Medusa and obtained the keys needed to enter the underground area. The chapter is built around hazards and route-finding: skull-filled rooms, Chaos Shard walls, saw blades, spikes, vertical drops, enemy ambushes and levers that change the geometry of later rooms.
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The chapter’s meaningful rewards are spread across the route. The first Mirror of Life is at the Quarry Elevator; the Death Mark clue identifies the correct middle route; the Pair of Longswords is hidden behind that route; the Necro Charm is in the Jaws of Limbo; and the Whip is in the Hall of the Fallen Angels. Clearing the Catacombs also opens fast travel.
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Death is Dracula’s right-hand man and the Part 3 boss. This is not a normal damage race. The first Catacombs encounter is effectively unwinnable in ordinary play, and there is no Arcana reward or ability awarded for it. The chapter continues through a cutscene and an escape sequence.
AFK Times reports 13 boss fights across the game, 11 mandatory and two optional. That total is a game-wide figure, not a count of bosses in the Catacombs, and no published source supplies a Catacombs enemy count, completion time or damage values.
Prepare before entering the Catacombs
Use the chapter’s core movement tools
- Holy Light: Use it to bridge or illuminate difficult gaps and to make controlled progress through vertical hazard rooms.
- Sharpened Anchors: Use Anchors to reach distant surfaces and stabilize movement where a direct jump would leave Rose exposed to blades or spikes.
- Wall jumps: Treat wall jumps as a required part of the route, especially in the Gallery of Teeth, De Rais Necropolis and the exit in the Collapsed Path of Orpheus.
- Combat discipline: Clear enemies before committing to the next platforming section. A surviving archer, spider or pillar can turn a safe landing into a forced hit.
Adopt a save plan
Mirrors of Life are the checkpoints that matter most. Use the first one at the Quarry Elevator before following the Death Mark route, the Mirror in the Realm of Old Night before crossing the Blood Pits, and the Mirror near the exit after the Collapsed Path of Orpheus. Activate the nearby Mirror of Life and use both Lifts before entering Death’s arena; doing so shortens the runback when the scripted defeat occurs.
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| Reward or clue | Where it is found | What it does or changes |
|---|---|---|
| Mirror of Life | Quarry Elevator | First Catacombs checkpoint. |
| Death Mark clue | Spirit at the Crossroads of the Dead | Green marks show the route and connect to the Shadow card. |
| Pair of Longswords | Hidden chest reached through the Death Mark route | Fast, combo-oriented weapon. |
| Necro Charm | Chest in the Jaws of Limbo | Increases damage after a kill. |
| Whip | Chest in the Hall of the Fallen Angels | Rose’s last weapon family in this chapter; the attack tip deals the most damage. |
Catacombs route in order
1. Descend from the Catacomb Entrance to the first Mirror of Life
Begin at the Catacomb Entrance and descend through the skull-filled rooms. The opening route combines Ghosts, Chaos Shard walls, Skull Spiders, Bone Pillars, saw blades and spikes. Do not sprint through the first clear-looking gap: the hazards are arranged to punish a jump that has not been aligned with the next ledge.
Use Holy Light and Sharpened Anchors to reduce the time Rose spends over open pits. When a room contains both enemies and moving blades, land on a stable surface, remove the threat, then make the next movement. The first destination is the Mirror of Life at the Quarry Elevator. Save there before exploring the Path of the Abyss again.
2. Activate the Mourning Bead lever and obtain the Death Mark clue
From the Quarry Elevator Mirror, re-enter the Path of the Abyss. Activate the lever that opens the Mourning Bead chest, then continue across the Crossroads of the Dead. Speak with the Spirit to receive the Death Mark clue.
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The green Death Marks are the navigation system for this part of the Catacombs. They identify the route through the middle section and tie the path to the Shadow card. If a corridor seems to offer several equivalent exits, do not choose by appearance; return to the last mark and follow the green trail.
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Follow the Death Marks down the left side. The path contains a Biphron and Skull Spider gauntlet followed by a Giant Skeleton. Clear each encounter before taking the next ledge or drop. Once the room is safe, return to the Crossroads.
At the Crossroads, operate the lever that lowers the dragon skulls into ramps. These skulls alter the route rather than serving merely as scenery. Use the new ramps to reach the hidden chest containing the Pair of Longswords. Its faster combo pattern is useful when Rose has room to stay close to an enemy, but the weapon does not replace careful positioning around hazards.
4. Shift the skulls and cross the platforming rooms
Operate the Crossroads levers as needed to lower the skull ramps, then work through the Gallery of Teeth, De Rais Necropolis and the connected saw-and-spike sequences. Look for Wall Chickens and Virgin Mary Statues during this traversal; they provide recovery or collection opportunities without changing the main route.
Use Holy Light to cross unavoidable gaps, Anchors to reach safe surfaces, and wall jumps where the room requires vertical correction. Timed drops are safer than blind falls: wait for the blade or spike cycle, then commit to the landing. Direct jumps can be faster, but they expose Rose to more precise timing than the tool-assisted route.
5. Clear the Jaws of Limbo and collect the Necro Charm
Defeat the Bone Pillars and the surrounding enemy gauntlet before entering the Jaws of Limbo. The Jaws section is a complex saw-and-spike route. Progress one hazard cycle at a time instead of trying to chain several jumps while an enemy remains active behind you.
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At the end, reach the lever and open the chest containing the Necro Charm. The charm increases damage after a kill, so it is most useful when Rose can secure an initial elimination and then press through a short sequence. It does not make an unsafe jump safe; keep movement priorities separate from the damage bonus.
6. Cross the Throat of Hell and take the Whip
Continue into the Throat of Hell and collect the Wise Heart Fragment and Ebony Claw. Before the next long run, save at the Realm of Old Night Mirror of Life.
From that Mirror, cross the Blood Pits and reach the Hall of the Fallen Angels. The chest there contains the Whip, the final weapon family Rose obtains in this chapter. The Whip’s range is valuable in rooms where closing distance would put Rose over a spike or beneath a saw.
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Ghosts
Ghosts appear during the first descent. Their presence matters because they share space with Chaos Shard walls and moving hazards. Keep Rose on a stable platform, remove the Ghost before making the next jump and avoid backing into a blade while trying to create distance.
Skull Spiders
A Skull Spider explodes after a single hit, according to the Hit Crit guide. Strike once and move away immediately; lingering beside the corpse is the mistake this enemy is designed to punish. In the Death Mark gauntlet, clear the spider before attempting the next drop or ramp.
Fleamen
Fleamen jump onto Rose and continue inflicting damage until shaken off. Create space the moment one lands. Do not continue a platforming input while a Fleaman is attached: the ongoing damage can carry Rose into a spike or saw and turn one mistake into several hits.
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Biphrons
Biphrons are positioning checks in the Death Mark route. Keep an open retreat line, attack from a stable floor and do not let the Biphron push Rose toward the next hazard. Once it is defeated, reset your position before moving on.
Skeleton Archers
Skeleton Archers are dangerous because a projectile can force movement at the exact moment a platforming cycle becomes safe. Remove the archer before committing to a timed drop. If the room gives you cover, use it to make the archer’s attack miss rather than trading a hit while crossing.
Red Skeletons
Treat Red Skeleton encounters as room-clearing exercises. Defeat them on the current platform, verify that no moving hazard is about to sweep the landing area and only then advance. Their threat is greatest when they remain active during a jump sequence.
Blood Skeletons
Blood Skeletons belong to the same hazard-management category: fight from a controlled position, keep a route back to solid ground and avoid starting a drop while one is still attacking. A clear room gives you the timing window needed for the next trap.
Skelerangs
Skelerangs can make a narrow route unsafe even when the floor itself is clear. Draw them into a predictable position, defeat them before crossing a blade or spike section and use the extra space created by the cleared room rather than rushing.
Giant Skeletons
The Giant Skeleton on the Death Mark route is a checkpoint in practice: if it is still active, the next traversal is not safe. Fight from the widest available platform, avoid being cornered against a wall and return to the Crossroads only after the room is quiet.
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Bone Pillars
Bone Pillars are dragon-head pillars that block routes and breathe fire. Target the heads while descending or crossing. Watch the fire cycle, attack from a position that leaves a retreat path and do not leap past a pillar before confirming that its flame has ended.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Choosing between the Pair of Longswords and the Whip
The chapter gives Rose two different answers to the question of how to deal damage. The Pair of Longswords favors speed and repeated close-range hits; the Whip favors reach and deliberate spacing. Neither is universally superior because the Catacombs alternates between enclosed enemy rooms and precision platforming.
| Weapon | Best use | Timing and positioning | Trade-off |
|---|---|---|---|
| Pair of Longswords | Fast combo-oriented combat after the hidden-chest pickup. | Stay close enough to maintain the combo, but only on stable ground. | Shorter engagement distance leaves less margin near spikes and saws. |
| Whip | Attacking from outside an enemy’s immediate space and controlling approach lanes. | The furthest point of the attack deals the most damage; reposition between delayed attacks and practice diagonal strikes. | Requires deliberate spacing and timing rather than simply standing beside a target. |
Jeremy Blum’s October 18, 2026 walkthrough emphasizes that the furthest point of the Whip’s attack deals the most damage. Use the tip, then move before the next hazard cycle. Rose can whip in multiple directions, so diagonal strikes are especially useful when a target is above or below her line without requiring a dangerous jump.
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How to survive saw, spike and Chaos Shard rooms
Choose safety or speed consciously
| Approach | When to use it | Risk |
|---|---|---|
| Holy Light and Anchors | When a gap, blade cycle or spike lane gives you little room for a conventional jump. | Slower progression, but less time exposed to the hazard. |
| Direct jumps | When the next ledge is close and the cycle is already favorable. | Faster, but less forgiving if the jump starts late or lands short. |
| Wall jumps | Vertical shafts and rooms where the route requires repeated height correction. | A missed wall contact can send Rose back into the hazard line. |
| Timed drops | Descending through a room with predictable saw or spike movement. | Dropping before the cycle opens can remove the chance to correct. |
Use a repeatable room routine
- Stop on the last stable surface and identify the next safe landing, not merely the next visible platform.
- Remove any enemy that can force movement, including Skull Spiders, Fleamen, archers or pillars.
- Watch one complete blade, flame or spike cycle so you know when the opening begins and ends.
- Start with Holy Light, an Anchor, a wall jump or a direct jump according to the distance and vertical angle.
- On landing, release unnecessary movement and confirm Rose is stable before planning the following input.
This routine is particularly important in the Gallery of Teeth, De Rais Necropolis and Jaws of Limbo, where an apparently successful first jump can still leave Rose aligned with the next blade.
Death: what happens and what to do
Set up the runback
Death’s arena is reached after the Whip route. Activate the nearby Mirror of Life and use both Lifts before entering. This preparation does not change the encounter’s story outcome; it simply avoids repeating more of the Catacombs than necessary.
Do not waste resources trying to win the first encounter
After the dialogue, Death usually one-shots Rose. The walkthrough describes this first fight as effectively unwinnable for normal play, and the story advances through a cutscene. AFK Times identifies it as Death’s first Catacombs fight and records no Arcana reward or ability for it.
There is therefore no reliable damage rotation, weapon choice or hidden phase to master here. Enter with the expectation that the defeat is scripted, watch the cutscene and continue from the new location. Treating the scene as a conventional boss attempt only creates unnecessary runbacks and lost time.
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Escape through the Collapsed Path of Orpheus
After the Death cutscene, Rose wakes in the Collapsed Path of Orpheus. The chapter is not finished when she stands up; this is a final movement route.
- Climb through the collapsed passage using Holy Light, wall jumps, Chaos Shard passages and Anchors.
- Check the alcove for the Virgin Mary Statue before continuing upward.
- Use the blue Ferryman door to leave the passage.
- Activate the Mirror of Life near the exit.
- Pull the final lever to open the gate.
- Pass through the revealed route toward Dracula’s Castle.
The Ferryman door and the final lever are the chapter’s exit checks. If the gate is still closed, the lever has not been pulled; if the climb is failing, return to the movement pattern used in the earlier trap rooms rather than attempting a blind sequence of jumps.
Quick Recap
Common mistakes and precise fixes
- Ignoring the Death Marks: Return to the last green mark and retrace the Crossroads route. The marks, not the apparent shortest corridor, identify the intended path.
- Attacking Skull Spiders twice or standing beside them: One hit is enough; retreat immediately because they explode after that hit.
- Trying to jump past Bone Pillars while they breathe fire: Target the dragon heads and wait for the flame cycle to end before crossing.
- Taking a Fleaman into a platforming room: Shake it off and create space before touching the next ledge or drop.
- Using a direct jump when a tool-assisted route is available: Holy Light and Anchors reduce exposure; reserve a direct jump for a short, clearly timed gap.
- Entering Death without preparing the checkpoint: Activate the Mirror of Life and both Lifts first; the encounter itself remains scripted, but the return is shorter.
- Expecting a reward from Death’s first fight: No Arcana reward or ability is recorded for this encounter. Continue after the cutscene.
- Assuming the Whip’s strongest hit is at the handle: Strike with the tip, where the documented damage is greatest, and reposition between attacks.
Part 3 completion checklist
- Mirror of Life activated at the Quarry Elevator.
- Mourning Bead lever used and the Spirit consulted at the Crossroads of the Dead.
- Green Death Marks followed down the left route.
- Pair of Longswords collected from the hidden chest after lowering the dragon-skull ramps.
- Gallery of Teeth, De Rais Necropolis and the saw-and-spike rooms crossed with Holy Light, Anchors, wall jumps and timed drops.
- Necro Charm collected in the Jaws of Limbo.
- Wise Heart Fragment and Ebony Claw collected in the Throat of Hell.
- Mirror of Life used in the Realm of Old Night before the Blood Pits.
- Whip collected in the Hall of the Fallen Angels.
- Mirror and both Lifts prepared before Death.
- Collapsed Path of Orpheus climbed, Virgin Mary Statue collected and blue Ferryman door used.
- Final lever pulled, gate opened and Dracula’s Castle route revealed.
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