(from the US manual)
The time is 100 years before Simon Belmont's birth. The moon burns red overhead and black clouds loom large on the horizon.
All is still and quiet. Only the call of a distant crow stirs the cold night air. Suddenly, thunder roars out of the Morbid Mountains
and into the village of Warakiya. Like the yell of an angry giant, the terrible sound shakes homes and shops as if they were sapling branches.
But no one blinks an eye. The village is dead calm. For all the people have fled after receiving warnings from the Great Beyond that
Count Dracula has assembled a mighty army of evil, and they're poised to march up from the Valley of Graveyards to bury mankind in a
Tomb of Terror. Unfortunately, there's no corner on Earth that won't be gobbled up by this bloodthirsty legion of Swamp Dragons,
Slasher Skeletons and Forces of the Undead.
The last line of defense is you, Trevor Belmont - the forefather of Simon Belmont and the origin of the Belmont Warlord Chromosomes. But your
chances are slimmer than Jim. In fact, the only real edge you have over this fang sharpened freak is your power to transform into three
different partner spirits: Grant DaNasty, the ferocious Ghost Pirate. Sypha, the Mystic Warlord. And Alucard, Dracula's forgotten son.
Each of these spirits will confront you as you fight through 17 possible levels of never-ending fright, including the Haunted Ship of Fools, the
Clock Tower of Untimely Death and Curse Castle. You must also possess the strength to wield the mighty Battle Axe and Mystic Whip, which
were given to you by the Poltergeist King.
So go forth young Trevor into the cold black night, where death lurks around every corner and evil lingers on every stone. And remember, if your
courage and cunning are any less than magnificent or if you fail to choose the correct Paths of Fate, you'll be banished to the world of the
undead, and zombies will rule until the end of time.
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