Unlike the first two books in the series, which kept readers engaged through tortuous and suspenseful plots, the story in the third book was less than compelling and the <u>denouement</u> was predictable.
The denouement of the story is the ending. it is the factor wherein all conflicts had been resolved and leave the reader with closure. Denouement at once follows the climax and falling movement of a story. now and again, it can be mixed with the climax, even though most customarily it takes place after an occasion.
for instance, the denouement of William Shakespeare's Romeo and Juliet comes just after Romeo and Juliet take their own lives. when the households locate their useless bodies, Escalus explains that their deaths are a result of the family feud, leaving members of both aspects to feel responsible. that is the denouement.
In literary paintings, denouement is the decision of a plot that occurs after its climax. The denouement isn't a literary method; as an alternative, it is one of the numerous literary phrases that describe a plotted warfare's unfolding and backbone.
Learn more about denouement here brainly.com/question/2599105
#SPJ4
7.Flat characters are characters that do not change their roles. They are important because most of the time they play a supporting role to the main character
8.People tend to find the book more interesting when there is a suprise in the book
Answer:
D.
Explanation:
Katniss realizes Snow is dying, so she kills Coin instead.
Answer:
I believe that in day to day circumstances, yes. We can control when we brush our teeth and what we put on our toast. Overall though, we cannot control our fate. In most religions and prominently in greek myths, fate is something higher you cant control. When someone tries to control there fate that is when they often make the worst happen. Fate is what will happen and cannot be persuaded or changed at all.
Hope this helped.
Adults may make up the majority of game players, but video games are more popular than ever among kids, new research shows. According to NPD, 91 percent of U.S. children ages 2-17 play video games (64 million). More interesting, these numbers are up nearly 13 percent from a 2009 study.