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The Fallen is the confirmed opening boss in Castlevania: Belmont’s Curse. Beyond that encounter, no definitive launch-build order or boss count has been officially published. The commonly circulated checklist contains 18 encounters, including repeat fights with Death and Isaac, while other coverage counts 16 bosses. Treat that longer sequence as a community report, not a verified progression list.

Only six bosses are currently identified as officially confirmed: The Fallen, Joan of Arc, Medusa, Isaac, Carmilla and Death. Reliable practical counters are documented for The Fallen, Medusa and Carmilla; weaknesses for the remaining reported encounters should not be presented as established fact.

What is officially known about the boss roster?

As of 18 October 2026, there is no official Konami boss-order chart or confirmed boss total for the full launch build. A fan guide states that “Konami has not published an official boss order or count.” That statement describes the status of available information; it is not a direct Konami announcement of a particular sequence.

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The Fallen is the clearest starting point. It is described as the opening chapter’s boss and the only boss available in the demo covered by the available guides. Six names are separately identified as officially confirmed:

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  • The Fallen
  • Joan of Arc
  • Medusa
  • Isaac
  • Carmilla
  • Death

Community coverage goes further, reporting at least 14 named bosses and at least 16 fights. Another checklist lays out 18 encounters. The difference is largely explained by repeat appearances for Death and Isaac, and by uncertainty about whether every reported encounter belongs to the same final launch sequence.

Community-reported boss order

The following is the longer sequence most often circulated by community guides. It is useful as a route hypothesis, but it is not an officially verified order. “First fight” and “second fight” identify the repeat encounters reported by that checklist.

Encounter Reported boss Status
1 The Fallen Confirmed opening boss; demo encounter
2 Joan of Arc Officially confirmed name; placement unverified
3 Medusa Officially confirmed name; placement unverified
4 Death (first fight) Officially confirmed name; repeat placement unverified
5 Isaac (first fight) Officially confirmed name; repeat placement unverified
6 Carmilla Officially confirmed name; placement unverified
7 Talos Community-reported encounter
8 Brauner Community-reported encounter
9 Succubus Community-reported encounter
10 Mammon Community-reported encounter
11 Arthur Community-reported encounter
12 Saint Louis Community-reported encounter
13 Eleanor Community-reported encounter
14 Doppelganger Community-reported encounter
15 Death (second fight) Community-reported repeat encounter
16 Isaac (second fight) Community-reported repeat encounter
17 Dracula Community-reported encounter
18 Dracula — Beast Form Community-reported final-form encounter

Do not read the table as proof that the game has exactly 18 bosses. One source describes 16 bosses while another lists 18 encounters; until the launch build is documented by an official source, “16 or 18” is the responsible way to describe the uncertainty.

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Documented weaknesses and practical counters

Only three encounters currently have specific, source-backed counterplay. These are community strategy findings, not an official elemental-affinity chart.

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Boss What is documented How to respond Important limitation
The Fallen His thrown spinning cross can be broken by a correctly timed melee strike. Wait for the projectile and swing as it reaches you. A successful hit briefly staggers him, creating an opening. Swinging too early fails; the timing is the counter.
Medusa / The Prophetess No elemental weakness is reported. Her petrifying gaze is the central hazard. Turn away when she is about to meet Rose’s gaze. Remain on the upper platform when possible. Rolling or jumping does not replace looking away. The tail attack is reported to trigger only on the lower platform.
Carmilla / The Occultist “The Occultist” is Carmilla’s Arcana name, not a separate boss. Her curse binds a number to Rose and limits how many hits Rose can take independently of HP. Recognize the blood-spike, blood-wave and slab-smash patterns. After her rage phase, she is reported to stagger; use that period as the damage window. Managing the curse is separate from simply watching the health bar.

The Fallen: break the spinning cross

The opening fight rewards a defensive response rather than an early attack. The Fallen throws a spinning cross that can be broken by a correctly timed melee strike. The timing is strict enough that an anticipatory swing misses, so wait until the projectile is in the strike window. Breaking it briefly staggers the boss, which is the documented opportunity to deal damage.

Medusa, also called The Prophetess: deny the gaze

There is no reported fire, ice or other elemental weakness to exploit. The important mechanic is visual: when Medusa is about to meet Rose’s gaze, turn Rose away. A roll or jump does not substitute for facing away, so movement alone is not a reliable answer to petrification.

Platform position also matters. The tail attack is reported to occur only on the lower platform, making the upper platform the safer default while you watch for the gaze cue. This is a positional counter, not a claim that the upper platform makes the entire encounter harmless.

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Carmilla, whose Arcana name is The Occultist: manage the curse

Carmilla’s Arcana designation, The Occultist, should not be counted as a second boss. Her curse attaches a number to Rose and limits the number of hits Rose can take independently of HP. A player can therefore lose the fight through the curse’s hit allowance even when the health bar does not tell the whole story.

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The documented attack set consists of blood spikes, a blood wave and a slab smash. Learn those tells before committing to damage. After the rage phase, Carmilla is reported to stagger; that stagger is the clearest time to attack rather than trying to force damage through the active pattern.

Why the order matters for progression

Boss victories are not only checks on combat skill. Each defeated boss is sealed into an Arcana tarot-card ability, expanding Rose’s toolset. Specific Arcana abilities can gate later areas, so the route affects both progression and build planning.

  1. Use The Fallen as the route anchor. It is the confirmed opening encounter and the only boss represented in the described demo.
  2. After every victory, inspect the new Arcana ability. The ability may provide the movement or combat function needed to access a later area.
  3. Plan around access, not an assumed elemental chart. The available evidence does not establish a universal weakness system for the reported roster.
  4. Keep the reported sequence as a checklist, not a guarantee. If your build or edition presents a different encounter order, the absence of an official list means the checklist should not override what the game is showing you.
  5. Reserve resources for mechanics-heavy fights. The documented counters rely on timing, facing and curse management, and not simply on selecting a damage type.

A review describes Talos as a traversal-heavy encounter involving timed movement through trap rooms. That example shows why an Arcana ability and movement skill can matter as much as raw damage: some fights combine boss pressure with platforming demands.

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What is known about the other reported encounters?

No reliable, source-backed weakness table is currently available for Talos, Brauner, Succubus, Mammon, Arthur, Saint Louis, Eleanor, Doppelganger, Dracula, or the repeat Death and Isaac encounters. Their appearances in the community checklist should not be turned into invented elemental weaknesses, preferred weapons or guaranteed phase strategies.

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Talos

The useful documented detail is structural rather than elemental: the encounter has been described as traversal-heavy, with timed movement through trap rooms. Prepare to read the room and movement timing instead of assuming it is a conventional stationary damage race.

Brauner, Succubus and Mammon

These names appear in the reported sequence, but no dependable counter or weakness is established in the available material. Treat any specific vulnerability claimed by an unofficial checklist as unverified unless the game itself clearly demonstrates it.

Arthur, Saint Louis, Eleanor and Doppelganger

The same limitation applies to these four reported encounters. Their listed positions come from the community order, not an official progression chart, and no source-backed weakness is available for publication as fact.

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Repeat Death and Isaac encounters

The checklist places a second Death fight and a second Isaac fight near the end of the route. Repetition is one reason the total is described inconsistently as 16 bosses or 18 encounters. No separate, reliable weakness is documented for either repeat fight.

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Dracula and Dracula — Beast Form

The checklist ends with Dracula followed by a Beast Form encounter. The final-form naming is reported by the community list; no verified weakness or elemental counter is established in the available evidence.

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How to handle conflicting guides

When two walkthroughs disagree, separate three questions that are often collapsed into one:

  • Is the boss name confirmed? Six names are currently identified as officially confirmed.
  • Is the placement confirmed? Outside The Fallen’s opening position, the longer order remains unverified.
  • Is the weakness tested and documented? Only the three counters in the table have reliable support here.

This distinction prevents a plausible-looking list from becoming a false guarantee. A guide can correctly identify a boss while still being uncertain about where that fight occurs or what counter works in every version of the game.

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Quick Recap

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Bestseller No. 3
Dead Cells: Return to Castlevania Edition Nintendo Switch
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Dead Cells: Return to Castlevania Edition (PS5)
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Quick reference for a first playthrough

  • Expect The Fallen first; it is the confirmed opening boss.
  • Use a timed melee strike to break The Fallen’s spinning cross.
  • Against Medusa, turn away from the petrifying gaze; do not rely on a roll or jump instead.
  • Stay on Medusa’s upper platform when possible to avoid the reported lower-platform tail attack.
  • For Carmilla, track the curse’s hit number separately from HP and attack during the post-rage stagger.
  • Use each boss victory’s Arcana ability to evaluate access to later areas.
  • Do not assign weaknesses to the remaining reported bosses until reliable documentation exists.

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