Rhetoric
- conversations
- 248
- Locations
- 15
Description
COOL FOR: IDEOLOGUES. CONVERSATIONALISTS. WOULD-BE-POLITICIANS.
Rhetoric urges you to debate, make intellectual discourse, nitpick – and win. It enables you to break down arguments and hear what people are really saying. You’ll spot fallacies as soon as they’re used -- what exactly did the waiter leave out of their testimony? What was the dancer trying to divert you from? Was that double entendre intended, or did you just get an accidental lead?
At high levels, Rhetoric will make you an impressive political beast – one whose beliefs are impenetrable. Which is to say, one whose mind will not change; one who will calcify. With low Rhetoric, though, you’ll have a hard time of shooting down any argument. Nailing people to their testimonies will be neigh impossible.
Where
15Tasks
125- Send victim's body to processing
- Who made the call reporting the crime?
- Ask Klaasje about Sunday night
- Explore the Whirling’s secret passages
- Sing karaoke
- Doorgunner Megamix
- Question Klaasje about the dead man
- Make Titus give up Ruby's location
- Inspect Klaasje's buoy
- Arrest Klaasje
- Find solution to strike deadlock
- Are you La Puta Madre's peone?
- Light the graffito on fire with a burning cigarette
- Ask Lilienne's twins about the island
- Find fuel for the generator
- What is the Race Enigma?
- Work with the Children of the Big Sea
- Open apartment door for Evrart
Dialogue
248- "Cuno cares now."
- "Mr. Du Bois! Every worker for himself, right?" He smiles a wide sly smile. "What can I…
- "Oh hey, mister! I'm not gonna bother you with a long greeting just like we talked about…
- The door number #10 is closed again.
- "I can't believe it's snowing again..." The young woman resting by the wheelbarrow sighs.
- It's the ledger you found in the trash: a cabbage of papers hanging from the board…
- "The performative experience has ended. Good -- what can I help you with?"
- She reaches for the photo; takes it, then holds it in her hand...
- "Oh," she raises her brow as to say -- and?
- "This... reality?" She pulls her hood closer around her neck.
- "They're good apes, actually."
- "I've got nothing to say to you. Why are you wasting your time?" She crosses her arms.
- "The coppernado is back..." He smirks. "What do you want?"
- "Yes," she looks at you. "What is it?"
- "Again?! I can't believe this shit..." He shakes his head, looking like he really is…
- This is the door to the pinball workshop that you left barred on the inside.
- The elevator stands open, inviting you to step inside.
- Soft, light brown eyes look back at you, directly into the space behind your eye sockets…