Castlevania: Belmont's Curse has at least 16 boss encounters across a single playthrough, and the published encounter order runs from The Fallen in the Paris sewers through to Dracula Beast at the end of the run. Every boss you defeat is sealed into a tarot card and becomes an Arcana you can slot into your build, and several bosses (notably Joan of Arc) join Rose as traveling companions after they are sealed.

More context

Use this page as the boss index; the six named boss guides (Final, Joan of Arc, Isaac, Carmilla, Death, Medusa) answer each one in detail.

How many bosses are there

Pre-release coverage and demo play confirm at least 16 boss encounters. Six are officially named in demo footage: The Fallen, Joan of Arc, Medusa, Death, Isaac, and Carmilla. The remaining names in the encounter list — Talos, Erinys, Mammon, Stained Glass Knight, Succubus, and Brauner — appear in the broader roster but have not been shown in demos, and Death returns for a second appearance at Notre-Dame alongside a second Isaac encounter in the Clock Tower that may be tied to New Game+ or a side route. The list concludes with Dracula followed by Dracula Beast as the true final boss.

Encounter order at a glance

  1. The Fallen — Paris sewers

    First sealed boss; opens the Catacombs gate.

    Done when: Sealed into an Arcana card with Holy Cross unlocked.

  2. Joan of Arc — atop a burning tower

    Holy Light-class parries counter her broadsword and fire pillars.

    Done when: Becomes a cooperative companion after sealing.

  3. Medusa — churchyard fountain inside old Roman baths

    Petrifying gaze and snake-hair lasers punish close-range play.

    Done when: Stays hostile; reads as a power-source-only seal.

  4. Death — Catacombs

    Soul-tearing scythe and wide effective reach.

    Done when: Card unlocks further map access.

  5. Isaac — Main Hall of Dracula's Castle

    Cross the Notre-Dame Bridge gauntlet; grab the Meat pickup above the boss door.

    Done when: Clean parries convert to free melee windows.

  6. Carmilla — inside Dracula's Castle

    Strategy is officially TBD; treat as a learning fight.

    Done when: Card unlocks the next Castle branch.

  7. Talos — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  8. Erinys — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  9. Mammon — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  10. Stained Glass Knight — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  11. Succubus — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  12. Brauner — region not yet publicly mapped

    Region and details pending public documentation.

    Done when: Card slot acquired.

  13. Death (second appearance) — Notre-Dame

    Late-game sealed-boss chain before the Castle climb.

    Done when: Directly before the Dracula climb.

  14. Isaac (second appearance, may be New Game+ / side route) — Clock Tower

    Possibly New Game+ or side-route exclusive.

    Done when: Card slot acquired (if applicable).

  15. Dracula — Dracula's Castle

    Penultimate encounter on the True Ending path.

    Done when: Triggers the achievement 'Die Monster! You don't belong in this World!'

  16. Dracula Beast — true final form

    Actual final-form encounter that concludes the run.

    Done when: Curse Lifted ending triggers on the True Ending path.

What every defeated boss becomes

Cooperative companions

The Fallen reveals mind control and becomes helpful; Joan of Arc unlocks traversal paths.

Best for: Sealing bosses whose Special Action doubles as navigation.

Hostile or conditional companions

Medusa stays hostile and claims to see a future where Rose fails.

Best for: Card reads as flavor-only; still functions as a Spell + Special Action.

Power source only

Carmilla, Isaac, Death, and the late-game roster grant the Arcana card without joining the party.

Best for: Builds that want the Spell and traversal unlock without party dialogue shifts.