The Phantom Tollbooth
61 pages • 2 hours read
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- Introduction-Chapter 2
- Chapters 3-8
- Chapters 9-13
- Chapters 14-15
- Chapters 16-20
- Character Analysis
- Symbols & Motifs
- Important Quotes
- Essay Topics
- Discussion Questions
Summary and Study Guide
In Norton Juster’s 1961 middle-grade fantasy adventure The Phantom Tollbooth , a bored young boy visits a magical land whose people suffer from a strange delusion and volunteers to find a source of wisdom that can heal them. The book is a touchstone for generations of young readers; it has sold nearly five million copies in more than a dozen languages and has been adapted for film, stage, and symphony hall.
Author Juster published a dozen books, including The Dot and the Line , which was adapted into a short film that won an Academy Award . Juster also was an architect who taught architecture and environmental design at Hampshire College. The book is illustrated by Jules Feiffer, who later won a Pulitzer Prize and an Academy Award for other works.
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The e-book version of the 2011 50th-anniversary edition forms the basis for this study guide.
Content Warning: One passage refers to a “midget,” an old use of the word that today is considered disrespectful.
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Milo is a bored kid who has lost interest in life. In his room, he finds a large package that contains a tollbooth. He drives his small electric car through the tollway into a strange and colorful realm, the Lands Beyond .
At a junction called Expectations , Milo meets the Whether Man , a functionary who can’t make up his mind and offers Milo no useful information about the country he has entered. Further along, Milo thoughtlessly takes a wrong turn and ends up stalled in the dark, gray, featureless Doldrums , whose inhabitants, the tiny Lethargarians , spend their time yawning and napping. A watchdog named Tock—his body a giant alarm clock—scatters the locals and introduces himself by scolding Milo about getting mindlessly stuck in the Doldrums. Milo begins to think random thoughts, and his car starts to run again.
Milo and Tock drive to Dictionopolis , a city that grows letters on trees. The letters are bought and sold at a crowded weekly Word Market. The two travelers meet the king’s five ministers of words and the Spelling Bee , a large insect that can spell almost any word. The Humbug , a big, well-dressed beetle, derides the Spelling Bee for having a useless skill, whereas the Humbug is an important friend of the king. The Spelling Bee accuses the Humbug of lying; they fall to fighting and, in the process, knock down most of the stalls at the market.
The police arrive, including Officer Shrift, a very short, squat man who promptly convicts Milo of mayhem and sentences him and Tock to six million years in prison. The two are placed in a dungeon cell, where they meet the Official Which , an elderly lady who once controlled which words were used by the people but instead trained everyone disastrously to silence.
The Which explains that the prince who founded the Kingdom of Wisdom had two sons, and each built a great city—Azaz founded Dictionopolis, and the Mathemagician erected Digitopolis . The sons fought over which was more important, words or numbers. Their sisters, the wise and beautiful princesses Rhyme and Reason, declared that both were equally important. Furious, the brothers imprisoned the princesses in the Castle in the Air . Until they’re released, the kingdom will lack Rhyme and Reason .
The Which shows Milo how to escape the cell. Milo and Tock attend a royal banquet in their honor, where guests make short speeches about food, which is quickly served to them. For dessert, everyone eats cakes made of half-baked ideas. Overstuffed, the guests depart at once for dinner.
King Azaz frets about how ridiculous things have become in his city. Milo suggests he bring back Rhyme and Reason, but the king says it’s impossible. The Humbug suggests that, though extremely perilous, the journey to retrieve the princesses is doable if Milo and Tock attempt it. Delighted, the king appoints the Humbug as their guide and gifts the boy with a box filled with all the words Azaz knows: Properly used, they’ll get him through any difficulty.
The trio drives toward Digitopolis. On the way, they enter the Forest of Sight , where they meet a boy, Alec, who floats in the air because his legs haven’t yet grown long enough for his feet to touch the ground. Alec escorts them through the Forest, where they meet an ordinary man who’s the world’s smallest giant, thinnest fat man, and largest thin man. They also see a beautiful, imaginary city called Illusions and travel through an invisible city called Reality. They watch as a 1,000-person orchestra plays all the colors of day and night.
Beyond the Forest lies the Valley of Sound , where Milo and friends encounter the crashing sounds produced by Dr. Dischord and his noisy assistant, the awful Dynne. Deeper in the valley, there are no sounds at all, and people can only communicate by writing. The Soundkeeper reigned wisely over this land until it became too crowded, and people stopped listening to beautiful sounds, after which she decreed that only silence would prevail.
Milo visits the Soundkeeper’s fortress, where every sound ever made is invented, dispersed, and then re-collected and archived. He smuggles out a sound that’s placed in a cannon and fired at the fortress, which collapses in a huge roar of all the sounds ever heard. Dynne collects and returns the sounds, and the Soundkeeper recants her edict of silence.
The trio’s journey takes them along the coast, where they each utter an unfounded assumption and jump to Conclusions, an offshore island. They must swim back across the icy Sea of Knowledge.
The trio arrives at a cave. Inside is the numbers mine of Digitopolis. Its owner, the berobed and feisty Mathemagician, shows them around while workers chop away at the walls, extracting number stones for polishing and export. The visitors then visit the Mathemagician’s study, where he shows them several amazing arithmetic tricks. He tells Milo that if he wants to visit the land of Infinity, he should climb a nearby set of stairs. Milo does so but soon realizes that it’ll take forever and gives up.
The Mathemagician agrees that Milo should search for the princesses. He gives the boy a small, pencil-shaped magic wand for the purpose. Milo, Tock, and the Humbug hike up into the Mountains of Ignorance. They meet several demons, including a dapper man with no face who traps them into doing pointless chores; a small, nervous, furry creature who tricks them into falling into a huge pit; and, after they escape, a giant who’s too scared to show himself but instead takes the shape of whatever landscape he’s on.
Chased by demons, the three travelers find a stairway into the clouds and climb its windy, treacherous spiral to the Castle in the Air. Here, they find the princesses Rhyme and Reason waiting for them. The demons chop down the staircase, and the Castle drifts off through the sky. Tock, who can fly, carries the others as they leap from the Castle and float down toward the ground.
Demons pursue the group across the land of Ignorance, but the visitors escape into the Kingdom of Wisdom, where a giant army drives the demons back into the mountains. With the return of Rhyme and Reason, the kingdom celebrates for three days, feting Milo, Tock, and the Humbug as heroes.
Milo returns through the tollbooth to his bedroom. The next day after school, the tollbooth is gone. In its place is a note that assures the boy he’ll find his way to more adventures. Milo looks forward to enjoying the wonders of every day ahead.
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Action & adventure.
Brothers & Sisters
Jewish american literature, order & chaos.
The Phantom Tollbooth
Norton juster, everything you need for every book you read..
Milo is a chronically bored little boy. He can’t amuse himself or be happy anywhere. One day, after racing home from school and preparing for another boring afternoon, Milo notices a big mysterious package in his room. It’s a kit to put together a small purple tollbooth that leads to “lands beyond.” Since he has nothing better to do, Milo puts it together. He gets in his toy electric car and puts his coin in the tollbooth.
Suddenly, Milo is driving along a beautiful country road. First, he comes to a sign that instructs him to honk for advice. When he honks, a man introduces himself as the Whether Man and welcomes Milo to Expectations. Confused by the Whether Man’s odd behavior, Milo drives on. But soon after, Milo starts to daydream. As he stops paying attention, he takes a wrong turn and the car stops. A small creature on Milo’s shoulder says this is the Doldrums, where nothing changes and nothing happens. He and his fellows are Lethargians . Milo got here because he wasn’t thinking; thinking is against the law in the Doldrums. Just as Milo is about to accompany the Lethargians on holiday, a watchdog named Tock , whose body is an alarm clock , chases the Lethargians away. He tells Milo how to get out of the Doldrums (Milo must think) and asks to accompany Milo to Dictionopolis.
Finally, Milo and Tock reach the gates of Dictionopolis. Immediately upon entering, the king’s five advisors welcome Milo to town and confuse him, as they all say the same thing using different words. Milo has never paid much attention to words before this, but now they seem interesting, so he browses the words in the market. At a stall that sells individual letters, Milo meets the Spelling Bee , who encourages him to learn to spell. But then the Humbug appears. The Humbug believes spelling is overrated, so he and the Spelling Bee fight—and knock the entire market over in the process. When Dictionopolis’s one-man police force, Officer Shrift , arrives, he blames Milo for the damage. After giving Milo a short sentence of “I am,” Officer Shrift puts Milo and Tock in prison for six million years.
In the dark dungeons, Milo and Tock meet what they think is a witch. But the kind old woman, Faintly Macabre , says she’s actually a Which—she used to choose which words people could use, but when she started to hoard words and brought about silence and economic depression, the king put her in prison. She can’t get out until the princesses Rhyme and Reason return to the kingdom.
Faintly Macabre tells Milo the story of the Lands Beyond. There used to be nothing but monsters and demons in the land until a prince arrived from across the Sea of Knowledge and, over the years, established the Kingdom of Wisdom. He had two sons who founded Dictionopolis and Digitopolis, and when the king was old, he discovered two baby girls under his grape arbor. He named the girls Rhyme and Reason, and as they grew, they ruled on matters of state with fairness and compassion. Things were fine until the king died. His sons, King Azaz the Unabridged and the Mathemagician , constantly fought over whether numbers or letters were more important, and their fight reached a climax. When Rhyme and Reason ruled that letters and numbers were equally important, the new kings imprisoned them in the Castle in the Air , which is perched high above the Mountains of Ignorance. The demons still live in the castle. Milo suggests he rescue the princesses, but Faintly Macabre says it’s too difficult. But she does note that there’s a door out of the dungeon.
Immediately upon stepping into the sunshine, Milo and Tock are swept up by the king’s advisors to attend a royal banquet. There, Milo meets Azaz the Unabridged and is tasked with deciding the menu. Milo’s suggestions of “a light meal” or “a square meal” end up being terrible, as waiters bring platters of dancing light and steaming squares. Milo is upset; he didn’t realize he’d have to eat his words. Once all the guests, save the Humbug, have left the hall, Milo suggests that things might make more sense if Rhyme and Reason returned. Azaz agrees that this is a great idea. He gives Milo a gift of all the words he knows and insists the Humbug will accompany Milo and Tock on the journey.
After driving a while out of Dictionopolis, Milo and his friends come across the Point of View. There, they meet Alec Bings , a little boy who floats in the air—in his family, Alec explains, children grow down to the ground. That way, they never have to change their point of view. He leads Milo through the forest and shows him the towns of Illusion (a beautiful city that doesn’t exist) and Reality (a city that doesn’t exist anymore because people stopped noticing it, but where people still live). Then, they attend the evening concert. But rather than play music, the huge orchestra plays all the colors in the world, conducted by a man named Chroma . Once Chroma has conducted the sunset, he leaves to sleep and asks Milo to wake him so he can play the sunrise in the morning. In the morning, Milo decides conducting the sunrise himself shouldn’t be too hard—but the musicians won’t stop playing and end up playing through an entire week of color. But once the unsuspecting Chroma plays the sunrise, Alec takes his friends back to their car and gives Milo a parting gift: a telescope, so he can see how things really are.
Next, Milo, Tock, and the Humbug come across Dr. Dischord and his assistant, a cloud of blue smog called the DYNNE . Dr. Dischord creates all unpleasant noises and is thankful for the rise of big cities; now, people want noises like screeches and honks. He warns Milo that to get to Digitopolis, Milo will have to go through the terrible Valley of Sound. The valley seems normal to Milo—until suddenly, he realizes he can’t hear any noises or make noise of his own. The silent residents of the valley explain, by writing on a chalkboard, that this is because of a woman called the Soundkeeper . The people need Milo’s help: if he can bring a tiny sound out of the Soundkeeper’s fortress, they can knock it down and release sound back into the world.
The Soundkeeper, to Milo’s surprise, can speak—as can Milo while he’s in the fortress. She agrees to show Milo how she catalogues sounds and the facilities where she used to make sounds. She explains that the Valley of Sound is silent because, when Dr. Dischord “cured” everyone by causing them to only be able to hear terrible sounds, the Soundkeeper decided people couldn’t have any sound if they only wanted awful ones. Milo can’t figure out how to sneak a sound out—until he starts to object to something she says and is able to keep the “but” he was going to say on the tip of his tongue. Once he rejoins the valley’s residents, he drops the “but” into a cannon, which shoots the word into the fortress. The fortress crumbles. The Soundkeeper sobs that she regrets what she did and gives Milo a gift. It’s a package of sounds, and it includes a number of laughs.
After this, as Milo, Tock, and the Humbug drive along, they remark that things couldn’t be going better. This causes them to fly suddenly to the Island of Conclusions, where a man named Canby shares that they must swim back to shore through the Sea of Knowledge. Once back on shore, they continue to Digitopolis.
The first being to meet them is the Dodecahedron , who shows the travelers to the numbers mine where Digitopolis mines all the numbers in the world. In the mine, they also meet the Mathemagician. Then, in the Mathemagician’s workshop, the Mathemagician shows Milo the biggest and longest numbers (a giant three and a giant eight, respectively). Realizing Milo actually wants to know how big infinity is, he sends Milo up a staircase with infinite steps. On the steps Milo meets the left half of a child who loves averages—he’s part of an average family, which includes 2.58 children. He’s the .58 of a child. Disillusioned, Milo returns to the Mathemagician’s workshop and, using logic, convinces the Mathemagician to let him rescue Rhyme and Reason (the Mathemagician and Azaz have sworn to disagree on everything, so because Azaz agreed to let Milo rescue the princesses, the Mathemagician initially refuses). He then gives Milo his own magic staff (a pencil) to help him on his journey.
The Dodecahedron walks Milo, Tock, and the Humbug to the foothills of the Mountains of Ignorance, where the travelers find they have to walk. They keep a close eye out for the demons. Soon, they meet their first demon: the Terrible Trivium , who tries to stop the travelers forever with mundane tasks. Milo escapes once he uses the magic staff to figure out how long it would take to perform the tasks. He, Tock, and the Humbug hurry on—but the demons start to chase them.
Milo and his friends use the gifts he picked up earlier in his journey to outsmart the Demon of Insincerity , the Gelatinous Giant , and the Official Senses Taker . The demons are right behind them as they run up the giant spiral staircase and enter the Castle in the Air, where they meet the princesses Rhyme and Reason. The princesses assure Milo that it’s okay he took so long; he was learning, and that’s important. As the demons try to cut away the staircase and send the castle flying away into the sky, the princesses say to let the castle go—it’s just a prison, anyway.
Everyone grabs onto Tock, who can fly since “time flies.” They reach the ground and race on. Just when it seems like the demons are going to catch them, the armies of Dictionopolis and Digitopolis arrive to beat them back. With Rhyme and Reason returned, everyone celebrates. Then, it’s time for Milo to go home. Milo bids his friends goodbye, gets in his car, and drives back through the tollbooth. When he gets back to his room, he realizes he’s only been gone an hour.
The next day after school, Milo is excited to go back through the tollbooth—but when he gets home, the tollbooth is gone. Milo is sad for a few minutes, but then he realizes that he has more than enough to keep him occupied here, in his room.
The Phantom Tollbooth
By norton juster.
- The Phantom Tollbooth Summary
Young Milo is bored with his life, especially going to school with its useless information. One day he arrives home to discover a mysterious tollbooth waiting in his room. In addition, there are coins and a map and so he does what any bored little boy would do under such conditions: he gets into his red car, pays the toll and drives through the tollbooth straight into a very strange world quite unlike his own.
Arriving in the Land of Expectations and consulting the map, he heads for the city of Dictionopolis. He stops to ask for directions from the Whether Man, who gives him a response is that there is no such thing as the right way and certainly no wrong roads to anywhere. Shortly afterward he is stuck in the lethargic land of the Doldrums but encounters an enormous and very shaggy dog with a large clock in the center of his body who barks loudly at anyone he finds wasting time. Milo asks the dog, who introduces himself as Tock even though he makes a ticking sound, for help in putting an end to his boredom. Tock tells him to help himself but climbs into the car alongside Milo.
When they reach the gates to Dictionopolis, the guard inquires as to their reason for requesting entry. Milo confesses that he does not really have an answer to that question, whereupon the guard pins a button on him reading “Why Not?” In Dictionopolis Milo and Tock explore the vast marketplace where words are bought and sold. Milo meets the Humbug, a large bug who is boastful but kind. He and Tock are mistakenly thrown into jail where they meet Faintly Macabre , a which who tells them about the rivalry between the king of Dictionopolis, Azaz, and his brother the Mathemagician of Digitopolis. They once got along well enough but their conflict over words vs. numbers escalated until even their lovely and wise sisters, the Princesses Rhyme and Reason , could not help. The princesses were banished to the Castle in the Air and the cities are filled with discord. Milo decides he wants to help and after he gets out of jail he tells King Azaz he will rescue them. Azaz allows him to undertake this journey, first stopping at Digitopolis to get the Mathemagician’s permission. He also tells Milo and Tock that the Humbug will come on this journey as well.
Milo’s journey to rescue the princesses introduces him to a number of strange and bizarre characters. He meets Dr. Dischord and the DYNNE who share a fascination with horrific sounds; a boy named Alec who grows downward to the ground instead of up; Chroma the Great , whose massive orchestra conducts the colors of nature; and the Soundkeeper who took all sound out of the Valley of Sound. Milo and his friends finally arrive in Digitopolis, where the Mathemagician shows them how miners dig up numbers. When Milo asks to rescue the princesses, he has to use a bit of logical trickery of the Mathemagician in order gain the necessary permission required to complete the rescue.
Milo, Tock, and the Humbug head on foot though the Mountains of Ignorance to the Castle in the Air. They ware waylaid several times by cruel and insidious demons and pests such as the Everpresent Wordsnatcher , the Terrible Trivium , and the demon of insecurity. They finally make it to the princesses and rescue them after a harrowing escape and assistance from the friends they’ve made along the way. The demons are banished and Rhyme and Reason return to the Kingdom of Wisdom.
Milo learns a valuable lesson from Rhyme that he had never stopped to consider before: the real secret to defeating boredom is not finding something to do, but finding something to do from you can learn something new. Sad to leave, but armed with newfound power of knowledge, Milo says goodbye and heads off. When he passes through the tollbooth and arrives back home, he is shocked to learn that he was only gone for a few hours since weeks had passed during his adventures in Lands Beyond.
Although he plans to go back to the magical land the next day when he gets out of school, he discovers the tollbooth is no longer there. He is initially upset but then realizes that he doesn’t need the tollbooth, as exciting adventures are just waiting to be discovered all around him.
The Phantom Tollbooth Questions and Answers
The Question and Answer section for The Phantom Tollbooth is a great resource to ask questions, find answers, and discuss the novel.
Chapters 9-10 before you. Read
Are you referring to chapter 9 or 10?
What decree does soundkeeper issue
Since people had stopped appreciating sound, the Soundkeeper issued a decree abolishing all sound in the valley. The people in the crowd tell Milo that the Valley of Sound has been silent ever since.
Study the word rigmarole. Why did the count pass the breadbasket when offering a rigmarole?
I think that in this context, a rigmarole is a kind of croissant passed in a breadbasket.
Study Guide for The Phantom Tollbooth
The Phantom Tollbooth study guide contains a biography of Norton Juster, literature essays, quiz questions, major themes, characters, and a full summary and analysis.
- About The Phantom Tollbooth
- Character List
Lesson Plan for The Phantom Tollbooth
- About the Author
- Study Objectives
- Common Core Standards
- Introduction to The Phantom Tollbooth
- Relationship to Other Books
- Bringing in Technology
- Notes to the Teacher
- Related Links
- The Phantom Tollbooth Bibliography
Wikipedia Entries for The Phantom Tollbooth
- Influences and comparisons
More on The Phantom Tollbooth
Introduction see all, summary see all, themes see all.
- Language and Communication
- Philosophical Viewpoints
- Freedom and Confinement
- Cunning and Cleverness
- Versions of Reality
Characters See All
- Rhyme and Reason
- The Mathemagician
- The Soundkeeper
- Faintly Macabre
- The Dodecahedron
- King Azaz's Cabinet
- The 0.58 Boy
- Officer Shrift
- The Lethargarians
- Chroma the Great
- Dr. Dischord and the DYNNE
- The Spelling Bee
- Minor Characters
Analysis See All
- What's Up With the Title?
- What's Up With the Ending?
- Writing Style
- The Phantom Tollbooth
- The Doldrums
- The Castle in the Air
- The Tollbooth
- Narrator Point of View
- Plot Analysis
Quotes See All
- For Teachers
The Phantom Tollbooth Introduction
A book about learning? Yuck – no, thank you. Next?
Wait a second, not so fast. The Phantom Tollbooth is here to show you, once and for all, that learning can be fun (whoa, just like Shmoop!). Imagine if you had a magic pencil to math your way out of sticky situations, or a box of words that helped you defeat evil demons. Sounding a little better, right?
Here's the deal: The Phantom Tollbooth tells the story of a bored kid named Milo, who takes an exciting journey through a magical kingdom, and in the process learns that life (and learning, too) isn't so boring after all. In fact, Shmoop would argue that every single word in this book is fun. Don't believe us? Take a look for yourself.
We've got magic, demons, a young hero, and a general spirit of fun and awesomeness. You younger readers have probably already bolted off to the library to get your hands on a copy of this gem. But for those of you more cynical fun-isn't-for-me types, read on. Ann McGovern, who wrote a rave review for the New York Times when the book was first published, gushed, " Norton Juster 's amazing fantasy has something wonderful for anybody old enough to relish the allegorical wisdom of 'Alice in Wonderland' and the pointed whimsy of 'The Wizard of Oz'" ( source ). We're totally with her. The allegories of The Phantom Tollbooth add a layer of learning that even the wisest of adults can appreciate.
Sure, the book was published in 1961, but guess what? Learning is still fun. And as long as you open your mind to it, it always will be. The Phantom Tollbooth didn't rack up many awards, but it won the most important prize of all: the enduring love of its readers.
What is The Phantom Tollbooth About and Why Should I Care?
Do you ever get bored in class? Antsy at dinner with your family? Do you have a room full of stuff and nothing to do? (Yeah, us too). It can be kind of a bummer, but it definitely helps us identify with our protagonist, Milo. He's almost lethally bored with everything. School's the worst for him – he's totally uninspired by learning things – but relaxation time isn't much better.
Luckily for Milo, rescue appears, in the form of a tollbooth. He drives through it and – BAM! – life's not boring any more. Wouldn't it be cool to go home and find one of these in your own room? Be able to drive through it and go on an adventure of your own? Well, guess what: you don't even need a tollbooth. You just need this book.
After all, when Milo gets back from his journey, he's still got all the tools he needs to have another great adventure any time he wants: they're all inside his head. And because we were along for the ride, we have all have those same tools. We can make the same discoveries Milo does: it's just a matter of viewing the world around us with hope and excitement. We learn a lot of lessons from The Phantom Tollbooth, but Shmoop's favorite is that learning and imagination can take us anywhere.
PS: If you're thinking that Milo's story, which was written in the 1960s, doesn't apply to you, we think you should give it another shot. And author Norton Juster agrees with us: "Today's world of texting and tweeting is quite a different place, but children are still the same as they've always been. They still get bored and confused, and still struggle to figure out the important questions of life" ( source ). Boredom is boredom, and adventure's adventure, no matter what year it is.
The Phantom Tollbooth Resources
For the Phans Check out the inside dirt on The Phantom Tollbooth at this site, which advertises an in-depth documentary about the book.
Wordplay Michael Chabon riffs on his first reading of The Phantom Tollbooth (this is also part of an introduction to the novel as published by Knopf).
The Phantom Tollbooth , Animated The 1970 movie version of the book, directed by Chuck Jones, is partly in cartoon form. We think that's kind of fitting.
The Phantom Tollbooth : 2013 Yes, please!
Original New York Times Review Ann McGovern raves about The Phantom Tollbooth when it first came out. Throwback!
Fifty Years Later Adam Gopnik takes his stab at The Phantom Tollbooth : the fiftieth anniversary of the book really sparked a lot of talk. And we couldn't be happier.
Interview with the Man Salon.com's Laura Miller talks with Norton Juster about The Phantom Tollbooth , the writing process, and life in general. We like this guy.
Old School Trailer Here's a preview of the 1970 movie, although we recommend checking out the whole thing. What do you think? Is that how you pictured the Lands Beyond?
Preview the musical! This YouTube short gives you an idea of what the full-length musical (music and lyrics by Sheldon Harnick and Arnold Black) is like. Pretty impressive.
Have a Listen David Hyde Pierce takes a stab at it: how do you think he did? (If you like it, you can buy the whole thing on Amazon.com !)
The Original This cover illustration – now a classic – was done by Jules Feiffer.
This is Definitely from the 70s What do you think: does this poster make you want to check out the film version?
Milo Down in the dumps.
The Lands Beyond This map often appears as the frontispiece (that's the fancy way of saying the picture at the front of a book) of The Phantom Tollbooth .
The Phantom Tollbooth Introduction Study Group
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