Neverwinter Nights 2 Key
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DVD Neverwinter Nights 2: Mask of the Betrayer (NWN2:MotB) is an expansion to developed by and published. Players are transported back to the shortly after the events detailed in the original Neverwinter Nights 2.

Following the climactic battle against the, the player awakens alone and stranded deep beneath the earth. Surrounded by a horde of spirits, the player embarks on an epic adventure that reveals his true destiny. The game is set in, a neighbor of powerful. The game was released on September 28, 2007. Contents [] Expansion campaign Plot summary Act I You awake in a cavern filled with runes with your last memories being of the climactic battle between you and the King of Shadows. You feel an emptiness inside of you and realize that the shard of the that was inside you is no longer there. A bald, tattooed woman dressed in red robes enters your cavern.
NEVERWINTER NIGHTS Serial number The serial number for NEVERWINTER is available This release was created for you, eager to use NEVERWINTER NIGHTS full and with without limitations.
She says that her name is, you are in Rashemen and she has been sent to retrieve you. The two of you begin your journey to the surface but your presence has been noticed by the spirits of the place. You have to fight your way out from here on.
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One of the spirits, a wolf, tries to talk to you but then, the emptiness left by the absent shard somehow reaches out and devours the wolf. You and Safiya, a of no small skill fight a veritable horde of telthors and until you reach a chamber where you meet the spirit of a bear who calls himself. No diplomacy is possible and he attacks, but you defeat him and escape outside.
Safiya takes you to the town of to see a woman named. You enter the Veil Theater where Lienna lives and works but find it under attack. A Dwarf named comes out of hiding and gives you a stone that will open a portal to the backstage. You enter it and learn that Lienna is dead, killed by the Red Wizards who you then have to defeat. When you come out again, Magda is nowhere to be seen but upon exiting the theater you are accosted by a trio of who tell you that Okku, a bear god that they worship has followed you and is waiting for you at the gates with a whole spirit army, hoping to kill you for invading his barrow. The only reason you aren't thrown out there to your death immediately is because of your help with the Red wizards. The Witches leader, offers you the chance to go to the local prison where you can offer the prisoners there their freedom if they fight the spirit army with you.

Only one of the prisoners seems willing to help, an unusually attractive named. When you are ready to meet Okku's army Gann tells you that you have to fight a certain number of spirits before Okku himself can be hurt at all. Using this information, you defeat Okku and his army.
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Okku lies defeated before you and the same emptiness you felt in the barrow with the wolf takes form once again and threatens to devour Okku. At this point you can resist the urge to devour him or give in to it. If you resist, Okku will pledge himself to you and finding a way to help you cure the curse as he calls it.
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Act II Sheva Whitefeather sends you on a fact-finding mission to get the help you need to end the Spirit Eater Curse before it consumes you, as lore tell it has done to every bearer of it before you. 3 avenues are put towards you. You can either take a boat up to see the of or head to the to seek help from the or, thirdly head to the sunken city now called by it's occupants. The Hill tribe reveal them selves to be and (as long as Okku does not travel with you), will offer to trade you secrets about your curse in exchange for human meat.
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Several quests in Ashenwood and will eventually lead you to the Wood man who needs healing, you can either do this or devour him, either option will net you a new spirit eater power. Heading to the Sunken City is probably the most productive option of the three. The entrance to the sunken city is unreachable as there is a gigantic sea monster in and no bridge. Once night falls though you can open a portal to the shadow plane and cross the bridge that appears here. You discover that the hags have stopped seeing people and a large queue of petitioners has formed. Making your way through the line however you can, you eventually reach an antechamber where you are told that you are not to meet the coven and are teleported to a partially-flooded dungeon underneath the city.
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