Avatar Korra came to the meeting of the mages but was revved over. Corra was put in a metallic coffin. Your mission is to help Korra break away from captivity. To do it, you have to perform deeds. However reminisce. You can do two deeds per day. So the first-ever day comes and the coffin is approached by the governor. Pick deeds. If you choose an unsuccessful act the game is finished. Be directed by the circumstance. On the first-ever day, also do some strength training and it is ideal to speak to the governor. The more times spent at the coffin, the longer you learn items that are interesting. Korra can tempt the governor with a deepthroat sucky-sucky and run away. And the escapade commences.
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