Medusa is the third boss on a normal Castlevania: Belmont's Curse run. She is found by descending through the churchyard fountain into the old Roman baths, where she is also referred to as 'The Prophetess.' After she is sealed into a tarot card, Medusa stays hostile and claims she can see a future where Rose fails — she does not become a cooperative companion the way The Fallen or Joan of Arc do.
More context
Stay at mid to long range, bring a longer weapon (Spear or Sword & Shield), bait the snake-hair lasers horizontally, punish recovery frames only at long range, and carry an air-damage Relic.
On this page
Where to find Medusa
- Encounter order: 3rd boss on the run, after The Fallen (Paris sewers) and Joan of Arc (burning tower).
- Location: descend through the churchyard fountain into the old Roman baths.
- Why she is gated here: the churchyard-to-baths descent opens once Rose has cleared the sewers and the burning tower, so this is the natural mid-Paris sealing target.
How she fights
- Primary attack: a petrifying gaze that punishes close-range play.
- Signature ranged attack: snake-hair laser beams.
- Implication for loadout: she is built to be fought at mid to long range. Going in with a short blade or a Gauntlet is a recipe for getting locked into her gaze.
Recommended approach
Stay at mid to long range
Her gaze is the main reason to keep distance; pushing past mid range is what triggers the worst version of the fight.
Done when: You avoid entering the close-range gaze window.
Bring a longer weapon
Preview coverage suggests a Perseus-style sword-and-shield loadout as the thematic fit, and a Spear also works because its throwable ranged attacks and long reach keep Rose out of the gaze line.
Done when: Spear or Sword & Shield equipped.
Bait the laser beams
Snake-hair lasers fire on a rhythm; dodge horizontally rather than vertically, since the beams sweep across the room in arcs.
Done when: Horizontal dodges clear the laser sweeps.
Punish recovery frames only at long range
Once a laser beam resolves, she is committed to a long recovery — that is when you close the gap, not before.
Done when: You commit melee only after a laser resolves.
Carry at least one Relic that boosts air damage
Aerial whip grapples are the cleanest way to disengage if she closes the gap, and the air-damage boost lets you trade back when you re-enter.
Done when: An air-damage Relic is equipped.
What you get for sealing her
The Arcana she grants has not yet been documented in previews, but the post-fight framing is well documented:
- She stays hostile in party dialogue rather than becoming a companion.
- She claims she can see a future where Rose fails — which is flavor text, not a gameplay effect, but it explains why her card reads as a 'power source only' seal rather than a 'cooperative companion' seal.
- The card still follows the standard two-track Arcana structure: a Spell (active magical attack cast with MP) and a Special Action (non-spell ability, often tied to traversal).
