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To reach 100% in Castlevania: Belmont’s Curse, reveal every tracked room and finish every counter item across all nine areas: XP statues, item pickups, background doors, Heart Fragments, stat books, exits, absorbed Arcana, story steps, Ferryman entries and the four virtues. The Perfectionist Hunter trophy or achievement unlocks when the System tab reaches 100%.

That percentage is not the same as owning every collectible. For true overall completion and all collection trophies or achievements, collect everything, even when an item is not individually counted by the map’s 100% percentage. The clearest examples are the 28 weapons, 40 clues and 34 Mirrors of Life: the map counter tracks only 25 weapon entries and 39 clue entries, while Mirrors of Life do not add directly to the percentage.

This guide reflects the launch version as of October 24, 2026. Konami’s official material confirms the seven weapon categories and Arcana system, while the PowerPyx trophy list separates Perfectionist Hunter from the collection-specific awards. Exact locations and counter behavior were cross-checked against AllThingsHow’s launch-version collectibles research. For release details, platforms, editions and performance information, see our Castlevania: Belmont’s Curse Complete FAQ.

Castlevania Belmont’s Curse 100% checklist

Completion category Total What you need to know
Tracked completion components 1,765 Reach 100% across all nine area readouts for Perfectionist Hunter.
Weapons 28 Four weapons in each of seven families. Only 25 appear in the reported map-counter item breakdown, but all 28 are needed for Armed to the Fangs.
Clues 40 All 40 are needed for The Greatest Detective. The counter breakdown records 39 clue items because The First Card is granted automatically.
Brave Heart Fragments 24 Four fragments make one permanent health upgrade; six upgrades total.
Wise Heart Fragments 24 Four fragments make one permanent mana upgrade; six upgrades total.
Mirrors of Life 34 Activate all 34 for Narcissus. They do not directly increase the 100% counter.
ATK UP books 14 Each adds one permanent ATK point and counts toward the area percentage.
DEF UP books 14 Each adds one permanent DEF point and counts toward the area percentage.
Arcana 16 cards The Cursed is the starting card; 15 more are absorbed or earned and count toward completion.
Works of Mercy, Blessings and Gifts 42 each Achievement requirement across the 15 collectible Arcana only; The Cursed is excluded.
XP statues 147 Break every statue. Each is a separate counter component.
Ferryman’s Wharfs 9 rooms Visit all nine. The counter breakdown lists five tracked wharf entries, so do not treat that number as the physical total.
Movement abilities 5 Arcane Whip, Holy Light, Smash, Aerial Rush and Double Jump.

What counts toward 100% completion?

The System tab’s Progress percentage is the number that controls Perfectionist Hunter. About three quarters of the total comes from exploration, which is why a file can contain every obvious pickup and still stop at 98% or 99%. The launch-version component breakdown is:

Tracked component Count
Room or exploration entries revealed 1,306
XP statues destroyed 147
Items collected 115: 40 relics, 39 clues, 25 weapons, 5 movement abilities and 6 key items
Background doors found 70
Heart Fragments 48: 24 Brave and 24 Wise
Stat books 28: 14 ATK and 14 DEF
Area exits found 22
Arcana absorbed 15
Story steps 5
Ferryman entries 5
Notre-Dame virtues 4

These values total 1,765. One source table gives per-area exploration subcounts that add to 1,309 rather than the 1,306 global total, so the safest authority is the percentage shown inside the game, not a manually counted grid. The complete area totals are internally consistent and add to 1,765:

Area Completion components
Paris Streets 319
Holy Innocents’ Cemetery 176
Catacombs of Paris 211
Notre-Dame 235
Main Hall 267
Library 139
Clock Tower 236
Hall of Mirrors 158
Master’s Quarters 24

Mirrors of Life, breakable walls, candles, defeated enemies and the label “secret area” do not add percentage by themselves. A hidden room still matters when entering it reveals a tracked exploration entry or when it contains another tracked object. The 50 “Remaining Markers” shown on the map is only the number of custom markers you can still place.

All 28 weapons

There are seven weapon families, with one Ordinary, Refined, Masterpiece and Legendary weapon in each. The official site confirms the seven-category equipment system, and the complete weapon total is 28. All 28 must appear in the Armoury for Armed to the Fangs, regardless of the smaller 25-weapon figure inside the percentage breakdown.

Family Weapon Tier Location and requirement
Whip Whip Ordinary Hall of the Fallen Angels, Catacombs of Paris.
Whip Thorn Whip Refined Fine Arts Shelves, Library; cross the grapple route above the spike pit.
Whip Morning Star Masterpiece Inner Courtyard, Main Hall; reach the battlements from the Storerooms with Aerial Rush.
Whip Vampire Killer Legendary Defeat Death in Notre-Dame, then speak with Trevor in the Deacon’s Quarters.
One-handed sword Longsword Ordinary Starting weapon.
One-handed sword Bastard Sword Refined Justice District Sewers, Paris Streets; gold chest after the waterwheel route.
One-handed sword Joyeuse Masterpiece Path of the Penitent, Notre-Dame; complete the timed route using Smash.
One-handed sword Valmanway Legendary Palace of Justice, Paris Streets; complete the scale trial after gaining enough health and mana upgrades.
Two-handed sword Burnt Sword of Fierbois Ordinary Roof of the Tower, Paris Streets; defeat Joan.
Two-handed sword Claymore Refined The Way of the Fist, Clock Tower; clear the crushing-block route.
Two-handed sword Durandal Masterpiece Lisa’s Laboratory, Library; requires Double Jump, Aerial Rush and the Arcane Whip.
Two-handed sword Excalibur Legendary Chapel, Notre-Dame; equip Fists of Talos, trigger Arthur’s fight and defeat him.
Dual swords Pair of Longswords Ordinary Crossroads of the Dead, Catacombs of Paris; reach the chest through the hidden route connected to Chamber of Whispers.
Dual swords Rapiers Refined Watchtower, Main Hall; complete the timed portrait-room gate.
Dual swords Almace and Hauteclaire Masterpiece Flooded Crypt, Holy Innocents’ Cemetery; solve the bell route and clear the arena.
Dual swords War and Famine Legendary Great Organ Room, Notre-Dame; solve the hidden zodiac sequence after gaining the needed aerial movement.
Spear Lance Ordinary Fountain of the Innocents, Holy Innocents’ Cemetery; rooftop balcony chest.
Spear Halberd Refined Mechanic’s Ascent, Clock Tower; raised platform on the route toward Daedalus Crossing.
Spear Gungnir Masterpiece Collapsed Path of Orpheus, Catacombs of Paris; use Smash near the wharf route.
Spear Chauve-Souris Legendary Heart of the Clock, Clock Tower; use Soul Harvest to open the route and defeat Isaac.
Fists Cestus Ordinary Sewer Reservoir, Paris Streets; grapple over the water to the concealed ambush chest.
Fists Jewel Knuckles Refined Old Gallery, Main Hall; reach the balcony after the Servants’ Hall route.
Fists Fists of Talos Masterpiece Builder’s Bureau, Clock Tower; defeat Talos, then break the block hiding the gauntlets.
Fists Bernhard’s Wrath Legendary Hall of Mirrors; reach the Portrait of a Vampire Lord room and survive the enemy waves.
Sword and shield Rusted Harpé and Aegis Ordinary Serpents’ Lair, Holy Innocents’ Cemetery; collect it after defeating Medusa.
Sword and shield Fleuret and Tower Shield Refined Condemned Shelves, Library; finish the astrological dial and hidden climb.
Sword and shield Arondight and Lancelot’s Shield Masterpiece Tower Entrance, Notre-Dame; use Smash through the timed collapsing-platform route.
Sword and shield Alucard’s Sword and Shield Legendary Alucard’s Tower, Main Hall; requires Double Jump, the Arcane Whip and the five-blue-flame route.

The easiest Legendary weapons to overlook are War and Famine, because their organ sequence is optional; Bernhard’s Wrath, because the Hall of Mirrors can be skipped on a normal-ending route; Alucard’s Sword and Shield, because the blue-flame hunt is separate from the main path; and Valmanway, which depends on the Palace of Justice scale.

All Health and Mana upgrades

Brave Heart Fragments raise maximum health and Wise Heart Fragments raise maximum mana. Four matching fragments complete one permanent upgrade worth 20 points. There are 24 of each type, producing six health upgrades and six mana upgrades. With every fragment, both maximum health and maximum mana reach 220 before any relic effects.

Area Brave Heart Fragments Wise Heart Fragments
Paris Streets Court of Justice; Prison Tower; Undercity Guard Storehouse; Street of the Tomb Masons; Torture Level
Holy Innocents’ Cemetery Ancient Sewers; Mausoleum of the Kings; Serpents’ Lair Cloister; Mausoleum of the Kings; Roman Baths
Catacombs of Paris Blood Pits; Catacomb Entrance; Circle of Greed Chamber of Whispers; Hall of the Fallen Angels; Throat of Hell
Main Hall Armoury; Balcony; Mirror Rooms Balcony; Entrance Corridor; Wine Cellar
Library Library Foyer; Planetarium; Poetry Shelves Fine Arts Shelves; Planetarium; Rhetoric Shelves
Clock Tower Eastern Steps; Serpent Pinion; The Gauntlet Central Fuel Reservoir; Upper Gallery; West Tower Base
Notre-Dame La Flèche; The Forest; Tree of Saints Apse; Chapel of Patience; Tree of Saints
Hall of Mirrors Looping Hallways; Nightmare Atrium; Steps of Misdirection Ballroom of Terror; Boudoir of Bewilderment; Chamber of Secrecy
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The Master’s Quarters has no Heart Fragments. Several overview lists use neighboring room labels for a few connected Hall of Mirrors and Clock Tower pickups; the table above follows the dedicated 48-fragment checklist. Use the area’s in-game 3/3 readout as the final check.

All 40 clues

Clues are stored under their associated card in the Tarot menu. Use “Browse Clues” to compare the empty slots against this list. All 40 are required for The Greatest Detective, even though the map-counter item breakdown contains 39 clue entries.

Area Clue District or purpose
Paris Streets The First Card Bank of the River Seine; automatic starting clue for The Cursed.
Paris Streets A Lever for the Well Ruined Market; points to the hidden well lever.
Paris Streets A Monster terrorizes Paris Path of the Rat; clue for The Fallen.
Paris Streets Carpenter’s Crane Sketch Upper Tower; clue for The Warrior route.
Paris Streets The Warrior is at the top of the Tower. Burned District; directs you toward Joan.
Paris Streets Catacomb Relic Bishop’s Office; one of Mammon’s eye-relic hints.
Paris Streets Hospital Relic Bishop’s Office; one of Mammon’s eye-relic hints.
Paris Streets Tomb Relic Bishop’s Office; one of Mammon’s eye-relic hints.
Paris Streets Stolen Oboles Hospital; points toward The Whisperer quest.
Paris Streets Balancing the Scales of Justice Palace of Justice; starts The Judge trail.
Holy Innocents’ Cemetery Cemetary Fountain Fountain of the Innocents; the game uses this spelling.
Holy Innocents’ Cemetery Guardian’s Gaze Roman Baths; Medusa clue.
Holy Innocents’ Cemetery Roman Baths Sepulcher of the Knight; Medusa clue.
Holy Innocents’ Cemetery The roots of the Hollow Tree Pauper’s Grave; Medusa clue.
Catacombs of Paris Death Mark Charnel Galleries; follow the green marks toward Death.
Catacombs of Paris A Door made of Flesh and Eyes Circle of Greed; describes Mammon’s sealed door.
Notre-Dame The Prophecy Gallery of the Four Virtues; tied to The Self.
Notre-Dame Melody Sheet for the Concerto of Notre-Dame La Flèche; first organ route clue.
Notre-Dame Melody Sheet for the Fugue of Notre-Dame Great Organ Room; organ route clue.
Notre-Dame Melody Sheet for the Sonata of Notre-Dame Sealed Scriptorium; organ route clue.
Notre-Dame The Corrupted Pipes of the Notre-Dame Organ Transept; identifies Death’s organ barrier.
Notre-Dame The Masters of Music hide from Death Collapsed Crypt; organ and Death clue.
Notre-Dame Feat of Strength Chapel; points to Arthur and Excalibur.
Main Hall Builder flees to the Clock Tower Abandoned Workshop; points toward Talos.
Main Hall A Strange Painting of Notre-Dame Gallery of Eternal Night; begins Brauner’s painting trail.
Main Hall Alucard Guides Old Gallery; the portrait indicates the route.
Main Hall Artist hides in the Main Hall Elevator Tower; points toward Brauner.
Main Hall Brauner’s “Masterpiece” Brauner’s Atelier; clue for The Artist.
Main Hall Carmilla in the Library Brauner’s Atelier; points toward The Occultist.
Library Blood Poem Natural Philosophy Shelves area; Carmilla clue.
Library Magical Brush Observation Tower; Brauner’s Paintbrush clue.
Library Organic Astrology Drawing Room area; Carmilla clue.
Library Star Chart Astronomer’s Office area; planetarium clue.
Clock Tower Blueprints for the Clock Tower Daedalus Crossing; Talos clue.
Clock Tower Isaac waits in the Clock Tower. Mechanic’s Ascent; reveals The Zealot trail.
Clock Tower A Sketch from Talos Builder’s Bureau; one of The Sage’s seal hints.
Hall of Mirrors The Temptress guards the Hall of Mirrors Glass Gallery; points toward Succubus.
Hall of Mirrors Eleanor Flees to the Cemetary Heart of the Maze; The Sage clue, using the game’s spelling.
Hall of Mirrors Kneeling is the Way Looping Hallways; The Sage clue and a common final pickup.
Hall of Mirrors The Reflection Deceives Steps of Misdirection; The Sage clue.

All Mirrors of Life

Activate all 34 Mirrors of Life for Narcissus. A mirror saves progress, restores health and refills potions. Mirrors occupy map rooms, so entering their rooms helps exploration, but the mirror activation itself is not one of the direct percentage components.

Area Total Mirror of Life locations
Paris Streets 5 Burned District; Central Sewer Drain; Gate to the Stone Bridge; Prison Tower; Undercity
Holy Innocents’ Cemetery 4 Ancient Sewers; Cloister; Overgrown Crypt; Pauper’s Grave
Catacombs of Paris 2 Quarry Elevator; Realm of Old Night
Main Hall 9 Archives; Ballrooms; Boudoirs; Elevator Tower; Entrance Corridor; Servants’ Quarters; Storerooms; Torture Chambers; Waterworks
Library 2 Exhibition Room; Rhetoric Shelves
Clock Tower 3 Eastern Summit; Foundry Apex; Mechanic’s Ascent
Notre-Dame 3 East Gallery; Notre-Dame Undercroft; West Triforium
Hall of Mirrors 5 Familiar Way; Heart of the Maze; Nightmare Atrium; The Descent Into Memory; Threshold of Vision
Master’s Quarters 1 Sanctuary of Solitude

One of The Sage’s Works of Mercy tracks “Use 34 Save Rooms,” which provides a convenient in-game mirror count. There are also nine Ferryman’s Wharf rooms, one in each area. Visit every wharf even though the reported percentage breakdown lists five tracked wharf entries.

ATK and DEF upgrades

The 28 stat books are separate from Heart Fragments. Every ATK UP book permanently adds one ATK, and every DEF UP book permanently adds one DEF. There are 14 of each, spread across six areas.

Area ATK UP books DEF UP books
Paris Streets Sewer Reservoir; Prison Tower; Stairs to the Tower Roof Ruined Market; Upper Tower; Abandoned Sewers
Holy Innocents’ Cemetery Overgrown Crypt; Serpents’ Lair Ancient Sewers; Flooded Crypt
Notre-Dame Narthex; Tree of Saints; Tomb of the Chevaliers (two) Tree of Saints; East Triforium; Great Organ Room
Main Hall Old Gallery; Wine Cellar Mirror Rooms; Servants’ Quarters
Clock Tower Counterweight Chamber Daedalus Crossing; Eastern Summit
Hall of Mirrors Ballroom of Terror; Looping Hallways Passage of Perplexity; Corridor of Déjà Vu

The Catacombs of Paris, Library and Master’s Quarters contain no ATK or DEF books. Most books sit behind a hidden passage, breakable surface or trap course, so mark visible but unreachable ledges and return after obtaining the relevant movement skill.

Arcana and Blessings

Rose’s deck contains 16 Arcana. The Cursed is available from the start; the other 15 come from bosses, quests or the true-ending route. Absorbing those 15 cards is part of the 100% counter.

Arcana How it is obtained
The Cursed Starting card; it is not one of the 15 absorbed cards.
The Fallen Defeat Leon at the Gate to the Catacombs.
The Warrior Defeat Joan on the Roof of the Tower.
The Prophetess Defeat Medusa in the Serpents’ Lair.
The Builder Defeat Talos in the Clock Tower.
The Artist Complete Brauner’s sequence in the Main Hall.
The Occultist Defeat Carmilla in the Library.
The Shadow Defeat Death in Notre-Dame.
The Miser Open the flesh door with the three eye relics and defeat Mammon.
The Whisperer Complete the Ferryman quest after obtaining the Ferryman’s Obol.
The Zealot Defeat Isaac in the Heart of the Clock.
The Temptress Defeat Succubus in the Hall of Mirrors.
The Brittle King Equip Fists of Talos at the Chapel sword and defeat Arthur.
The Judge Complete the Palace of Justice scale trial.
The Sage Break the four blue seal mirrors and finish Eleanor’s Hall of Mirrors route.
The Self Complete the four Notre-Dame virtues and the true-ending preparation.
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Each collectible Arcana has two or three Works of Mercy. Completing a Work awards one Blessing, and each Blessing unlocks one Gift for that card. Across the 15 collectible Arcana, there are 42 Works of Mercy, 42 Blessings and 42 Gifts relevant to the Pick a card, any card requirement. Including the starting card, The Cursed, the full 16-card deck contains 44 Works of Mercy and 43 Gifts in total; The Cursed contributes two Works but only one Gift. The starting card, The Cursed, is excluded from the Pick a card, any card requirement. Gifts are a separate collection achievement requirement; the observed 100% component list records absorbed Arcana, not all 42 Gifts.

Exploration and hidden rooms

If all visible collectible lists are complete but the percentage is short, exploration is the likely cause. The game counts map entries, 70 background doors and 22 area exits. A doorway painted into the background can be easy to mistake for scenery, and a tiny connecting room can represent its own tracked entry.

Secret areas require a careful distinction. The game does not award percentage simply for increasing a “secret area” tally, but many secrets reveal tracked rooms or contain tracked pickups. Likewise, a breakable wall does not score by itself; the chamber, door or item behind it may score.

The practical method is to open the map, compare each of the nine area percentages and work only in the areas below 100%. Trace the outline for small gaps, inspect vertical shafts for side alcoves, interact with background doors, and pass through both sides of area connections. Break every XP statue you see. Revisit earlier regions after earning all five movement abilities:

  1. Arcane Whip: obtained in Paris Streets; reaches grapple anchors and enemies.
  2. Holy Light: obtained in Paris Streets; clears Chaos Shards and also functions as a timed defensive move.
  3. Smash: earned from The Builder in the Clock Tower; breaks yellow or gold-cracked blocks.
  4. Aerial Rush: found in the Library; crosses long airborne gaps.
  5. Double Jump: earned after Death in Notre-Dame; opens many late collectible routes.

Do not confuse the map-marker allowance with progress. “0/50 Remaining Markers” means you have used all 50 personal markers, not that the area is complete.

100% completion cleanup checklist

  • Open the System tab and identify every area below 100%; do not search a finished area.
  • Trace unexplored edges and tiny branches first. Room discovery represents the largest share of the counter.
  • Enter background doors and use every area exit in both directions where possible.
  • Break all 147 XP statues.
  • Confirm all 48 Heart Fragments and all 28 stat books on the area checklists.
  • Confirm the five movement abilities, six key items and 15 absorbed Arcana.
  • Finish the four Notre-Dame virtues.
  • Visit all nine Ferryman’s Wharf rooms, even though only five entries appear in the reported counter breakdown.
  • Check the Armoury for all 28 weapons, not just the 25 reflected in the percentage item count.
  • Check the Tarot clue pages for all 40 clues, not just the 39 reflected in the percentage item count.
  • Activate all 34 Mirrors of Life for Narcissus even though mirrors do not directly add percentage.
  • Complete all 42 Works of Mercy and buy all 42 Gifts for the Arcana collection achievement.
  • Bad and Normal ending saves allow cleanup through Resume. For the True Ending, current verified sources are less explicit, so keep a save before the final sequence.

Frequently Asked Questions

What counts toward 100% in Castlevania Belmont’s Curse?

The Perfectionist Hunter counter tracks 1,765 components: room exploration, XP statues, a defined subset of item entries, background doors, Heart Fragments, ATK and DEF books, area exits, 15 absorbed Arcana, story steps, five Ferryman entries and the four virtues.

How many weapons are there?

There are 28 weapons: four in each of seven families. You need all 28 for Armed to the Fangs, although the 100% component breakdown records only 25 weapon item entries.

How many clues are there?

There are 40 clues. All 40 are needed for The Greatest Detective. The 100% item breakdown records 39 because The First Card is awarded automatically rather than collected as a normal pickup.

How many Heart Fragments are there?

There are 48: 24 Brave Heart Fragments and 24 Wise Heart Fragments. Four matching fragments create an upgrade, giving six permanent health upgrades and six permanent mana upgrades.

How many Mirrors of Life are there?

There are 34 Mirrors of Life across nine areas. Activate all 34 for Narcissus. The activation itself does not directly increase the 100% percentage.

How do you get Perfectionist Hunter?

Raise the Progress value on the System tab to 100%. Use the per-area percentages to find the unfinished region, then clean up unexplored rooms, doors, exits, statues, pickups, Arcana, story steps, Ferryman entries and virtues there.

Are any collectibles missable?

The researched launch guides are built around backtracking and many collectibles deliberately require later movement abilities. However, the selected sources do not explicitly guarantee that every item remains available after every ending. Keep a save before the final sequence and finish cleanup from that file.

Can you clean up collectibles after finishing the story?

Yes, cleanup is possible after the Bad and Normal endings by using Resume on the same save. For the True Ending, the available launch-version sources are less explicit, so keeping a save before the final sequence is still the safest option.

Why am I stuck at 99% completion?

Look for a missing room, background door, area exit or XP statue in an area below 100%. Exploration is the largest part of the counter. Also confirm the four virtues, absorbed Arcana, key items and Ferryman entries. Mirrors and collection trophies can be unfinished without holding the percentage below 100%.

Do Mirrors of Life count toward the 100% map percentage?

No, mirror activation is not listed as a direct counter component. The room containing a mirror can still matter for exploration. Activate all 34 separately for Narcissus.

Do you need every weapon and clue for full completion?

For all collection trophies or achievements, yes: collect all 28 weapons and all 40 clues. The percentage counter uses smaller subsets, so a 100% map does not replace the Armoury and Tarot checks.

This guide reflects official information and launch-version completion research available as of October 24, 2026.

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