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Part 3 of Castlevania: Belmont’s Curse takes Rose Belmont through the Catacombs of Paris, a route built around saws, spikes, Chaos Shards and enemies that punish hesitation. The reliable path is to use the Death Marks as your navigation system, obtain the Pair of Longswords before tackling the longest trap rooms, claim the Necro Charm in the Jaws of Limbo, and then collect the Whip in the Hall of the Fallen Angels.

There is one important boss caveat: Death’s first Catacombs encounter is a scripted story loss in normal play, not a conventional victory fight. Prepare for the runback, trigger the scene, and continue through the Collapsed Path of Orpheus to reach the Ferryman and Dracula’s Castle.

What you need before entering the Catacombs

Part 3 begins after Rose has defeated The Fallen, Joan of Arc and Medusa. Their keys open the underground Catacombs of Paris. This chapter contains the first Whip that deals damage and unlocks fast travel once the area is cleared.

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  • Core movement: Holy Light, wall jumps and Sharpened Anchors are the tools that make the saw, spike and Chaos Shard rooms manageable.
  • Checkpoint habit: Save at every Mirror of Life before committing to a long hazard sequence. The two most important saves are at the Quarry Elevator and the Realm of Old Night Mirror of Life.
  • Navigation rule: In the middle of the Catacombs, green Death Marks are the intended route. If a room appears to have several exits, look for the marks before choosing a direction.
  • Combat rule: Clear enemies before beginning a traversal attempt. A projectile, Fleaman or exploding Skull Spider can turn a safe jump into a death while you are already committed to it.

The chapter is less about grinding damage than about controlling space. Treat each room as two separate jobs: remove threats while standing on a stable platform, then cross the hazard pattern with no enemy pressure.

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Catacombs route at a glance

Area What to do Important result
Catacomb Entrance to Quarry Elevator Descend through skull rooms, Ghosts, Chaos Shard walls, Skull Spiders, Bone Pillars, saws and spikes. Use Holy Light and Sharpened Anchors. First Mirror of Life
Path of the Abyss and Crossroads of the Dead Activate the lever, open the Mourning Bead chest and speak with the Spirit. Death Mark clue
Death Mark route Follow the green marks, defeat Biphrons, Skull Spiders and the Giant Skeleton, then return to the Crossroads. Access to the Longsword lever and hidden chest
Gallery of Teeth and De Rais Necropolis Lower the dragon skulls into ramps and cross the saw-and-spike rooms using movement abilities. Progress toward Jaws of Limbo
Jaws of Limbo Defeat Bone Pillars, survive the enemy gauntlet and pull the final lever. Necro Charm
Throat of Hell to Hall of the Fallen Angels Collect the Wise Heart Fragment and Ebony Claw, save at the Mirror, cross the Blood Pits and open the chest. Whip
Death and Collapsed Path of Orpheus Use the Lifts, trigger Death’s scene, then climb the escape route. Ferryman door and Dracula’s Castle route

First descent: reaching the Quarry Elevator Mirror

Move through the skull rooms

Start at the Catacomb Entrance and descend through the skull-filled rooms. Ghosts and Skull Spiders are placed to make you stop in awkward positions, while Chaos Shard walls restrict the obvious line. Do not rush past an enemy simply because the next platform is visible. Stand on a safe ledge, remove the room’s threats, and only then line up the jump or Anchor.

Handle the first Skull Spiders

A Skull Spider explodes after one hit. Strike once and immediately move away; a second attack is unnecessary and staying beside it is what causes most of the damage. If two spiders occupy the same landing area, wake one at a time and retreat to the platform you came from rather than fighting in the middle of the hazard.

Cross Bone Pillars and blades

Bone Pillars are dragon-headed obstacles that breathe fire. Their heads are the target. Attack while descending past the pillar or from the nearest stable platform, then wait for the fire pattern to finish before crossing. In the saw rooms, Holy Light lets you clear a gap without exposing Rose to the full blade cycle; Sharpened Anchors are safer when a direct jump would leave you short of the far ledge.

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Continue through the spikes and reach the Quarry Elevator. Activate the first Mirror of Life before returning toward the Path of the Abyss.

Getting the Death Mark clue at the Crossroads

Open the Mourning Bead chest

From the Quarry Elevator Mirror, re-enter the Path of the Abyss and activate its lever. The lever opens the chest containing the Mourning Bead. Collect it before crossing onward; the surrounding route is designed to be revisited, so a missed lever can make the area appear blocked later.

Speak with the Spirit

Proceed to the Crossroads of the Dead and speak with the Spirit. The conversation provides the Death Mark clue: green marks indicate the correct path and tie the route to the Shadow card. Treat every green mark as a navigation instruction, not decoration. When a branching room seems to send you backward, follow the marks down the left side.

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Pair of Longswords: the Death Mark route

Clear the left-side gauntlet

Follow the marks down the left route. Biphrons and Skull Spiders share the approach, so create a safe pocket before advancing. Hit a Skull Spider once, retreat, and then deal with the Biphron from a position where its movement cannot push you into a pit. The Giant Skeleton farther along is another positioning check: keep enough floor behind Rose to retreat instead of fighting with your back against a hazard.

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Return to the Crossroads lever

After the gauntlet, return to the Crossroads. Operate the lever that lowers the dragon skulls into ramps. These skulls are not merely scenery; they create the platforms needed to reach the hidden chest. If the ramps are still high, you have not activated the correct lever.

Open the hidden chest

Use the new ramps to reach the chest containing the Pair of Longswords. This is Rose’s fast-combo weapon in the chapter. Its value is sustained, close-range pressure: it is useful when a room gives you a stable floor and several quick targets, but it does not replace the Whip’s reach or tip-damage timing.

Gallery of Teeth and De Rais Necropolis

Set the platforms before attempting the crossing

Operate the Crossroads levers until the dragon skulls form the ramps shown by the route. Then move through the Gallery of Teeth and into De Rais Necropolis. Confirm the platform arrangement before jumping into a saw sequence; attempting to improvise halfway through usually leaves Rose on the wrong side of a retracting route.

Use the safest movement option for each gap

  • Holy Light: Use it for a controlled gap when a normal jump would require passing directly over a blade or spike.
  • Sharpened Anchors: Use an Anchor to reduce the time Rose spends over a hazard, especially when the destination is offset vertically.
  • Wall jumps: In vertical shafts, alternate wall contacts deliberately. Do not hold a direction into a wall and expect the next jump to correct itself.
  • Timed drops: Wait for a saw to pass, drop to the next ledge, and immediately move to the side. A successful landing is not safe if Rose remains beneath the next blade.

Look for Wall Chickens and Virgin Mary Statues while progressing. Collect them from stable positions rather than detouring during an active saw cycle.

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Jaws of Limbo and the Necro Charm

Defeat the Bone Pillars first

The Jaws of Limbo begins with Bone Pillars and an enemy gauntlet. Target the dragon heads and keep Rose on the platform that gives the most room to retreat. Fire from a lower or adjacent ledge can be safer than standing directly beneath a pillar’s breath.

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Cross the final saw-and-spike route

The route becomes a sequence of saws, spikes and narrow landings. Clear each enemy group before starting the next traversal attempt. If a Fleaman lands on Rose, stop trying to jump and shake it off immediately; it continues inflicting damage until removed. Once the room is clear, watch one complete hazard cycle before moving. Learning the timing costs less health than reacting mid-crossing.

Pull the lever and claim the charm

At the end of the complex route, pull the lever and open the chest containing the Necro Charm. The charm increases damage after a kill, so it is strongest when Rose can chain targets in a room. It does not make the trap sections safe by itself; movement and enemy clearance still come first.

Throat of Hell: collecting the Whip

Collect the chapter items

Continue through the Throat of Hell and collect the Wise Heart Fragment and Ebony Claw. These pickups sit on the route to the next checkpoint, so do not leave the area before checking the ledges and alcoves around the traversal line.

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Save at the Realm of Old Night

Activate the Realm of Old Night Mirror of Life before crossing the Blood Pits. This is the correct checkpoint for the longest remaining approach and the later Death runback.

Cross the Blood Pits

Use Holy Light and Anchors to minimize exposure over the pits. Direct jumps are faster when the landing is wide and the hazard cycle is predictable; choose the slower ability-assisted route when a missed landing would force a full restart from the Mirror. In the Hall of the Fallen Angels, open the chest to obtain the Whip, Rose’s final weapon family for this chapter.

How to use the Whip effectively

The Whip’s most important property is damage timing: the furthest point of the attack deals the most damage. Keep Rose far enough away for the tip to connect instead of standing inside an enemy’s body. Reposition between delayed attacks, and practice diagonal strikes because Rose can whip in multiple directions.

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Weapon Best use Trade-off
Pair of Longswords Fast combo strings against enemies on a stable platform Requires closer positioning and gives less reach than the Whip
Whip Tip hits, diagonal attacks and safer spacing around hazards Damage is highest only at the far end of the attack, so poor spacing reduces its benefit

Use the Longswords when a room lets you stay mobile at close range. Switch to the Whip when an enemy must be hit from the edge of a platform, across a narrow gap or while you are aligning a traversal move. Neither weapon removes the need to clear a room before crossing it.

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Enemy-by-enemy tactics

Ghosts

Ghosts appear early in the descent and are dangerous mainly because they occupy the same space Rose needs for a jump. Remove them from a stable ledge before moving toward the next platform.

Skull Spiders

One hit triggers their explosion. Strike once, retreat immediately and wait for the blast to finish. Never linger to add another attack.

Fleamen

A Fleaman can jump onto Rose and continue dealing damage. Create space as soon as it lands and shake it off before attempting a jump, attack string or Anchor.

Biphrons

Fight Biphrons where the floor is widest. Their encounter is a positioning test: remove them before entering the narrow part of the Death Mark route.

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Skeleton Archers

Skeleton Archers turn a platforming room into a timing problem. Clear the firing position first, then wait for the next hazard cycle instead of crossing while an arrow can force a midair correction.

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Red Skeletons and Blood Skeletons

These skeleton variants should be handled before traversal. Keep Rose on a platform with room to retreat, finish the group, and only then commit to the next saw or spike sequence.

Skelerangs

Do not begin a jump while a Skelerang is controlling the landing zone. Move to a stable edge, eliminate the threat, and use the resulting clear window for the crossing.

Giant Skeletons

Fight Giant Skeletons with retreat space behind Rose. The goal is not to stand under the target and trade hits; it is to keep a safe line for backing away from attacks and nearby hazards.

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Bone Pillars

Target the dragon heads. When descending, attack from the side as Rose passes the head, then wait for the fire breath to end before moving through. In a horizontal crossing, use the nearest safe platform rather than trying to rush beneath an active pillar.

Death: what happens in the first encounter

Prepare the runback

Before entering Death’s room, activate the nearby Mirror of Life and use both Lifts. These steps shorten the return route if you need to repeat the approach.

Do not treat it as a normal boss clear

Death is Dracula’s right-hand man and the Part 3 boss, but the first Catacombs encounter is effectively unwinnable for ordinary play. After the dialogue, Death usually defeats Rose in one hit, and a cutscene advances the story. There is no Arcana reward or new ability attached to this first fight. Your objective is to arrive prepared, trigger the scene and watch for the transition rather than spending resources on a conventional damage strategy.

Escaping through the Collapsed Path of Orpheus

Climb after the cutscene

Rose wakes in the Collapsed Path of Orpheus. Climb using Holy Light, wall jumps, Chaos Shard passages and Anchors. The route reverses the chapter’s central lesson: movement abilities are safer than forcing a direct jump through a broken section.

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Collect the alcove statue

Check the alcove for the Virgin Mary Statue while climbing. Move into the alcove when the immediate hazard is clear, collect the statue, and return to the main vertical route rather than attempting to jump out during an active cycle.

Use the Ferryman door

At the top, use the blue Ferryman door. A Mirror of Life appears near the exit. Pull the final lever to open the gate; the passage reveals the route toward Dracula’s Castle and completes the Catacombs section.

Common mistakes and fast fixes

  • Missing the Longswords: Return to the Crossroads, follow the green Death Marks down the left side, then operate the lever that lowers the dragon skull ramps.
  • Getting lost after the Spirit: The green marks are the clue. They connect the Crossroads route to the Shadow card and lead toward the Longsword chest.
  • Taking damage from Skull Spiders: One hit is enough. Retreat immediately after the strike.
  • Being pinned by a Fleaman: Stop traversal and shake it off. Continuing to jump while it is attached compounds the damage.
  • Falling in saw rooms: Clear enemies, watch one complete blade cycle, then choose Holy Light or an Anchor when a direct jump has little margin.
  • Running out of health before Death: Save at the Realm of Old Night Mirror of Life and use both Lifts before entering the boss room.
  • Trying to farm a Death reward: The first encounter has no Arcana reward or ability. It is a story transition, not a normal victory condition.

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