Travel to a Fantastical and Wordy World through The Phantom Tollbooth
Who doesn’t like an
adventure? One filled with strange creatures with crazy ideas of how the world
works, who challenge and push a book’s hero to do and be more than he or she
thought possible?
Juster’s
The Phantom Tollbooth delivers just such an adventure with Milo ,
a little boy who starts the book with intense ennui about life. Enter a
tollbooth that mysteriously appears at his home. Once on his way through the booth via a toy electric car, Milo ’s city
apartment turns into a wickedly thrilling world with locations like
Expectations, Dictionopolis, and Digitopolis. In each location, Juster entices the
reader with word play; when Milo is imprisoned, he is told his cell-mate will
be a witch, but it turns out to be a Which who has historically been in charge
of which words should be used in the book’s Kingdom of Wisdom.
As Milo moves forward, he finds a mission, to find two princesses,
Rhyme and Reason, who were banished to the Castle in the Air after they
declared that letters and numbers had equal import. He also finds friendship
and camaraderie with the locals he finds along the way: the watchdog Tock (so
named because he is part-dog, part-watch), and Humbug.
The
Phantom Tollbooth demands the reader forego reality and give in to its fantastical
world with its own logic. It also grounds us in things familiar, such as
friendship and the power it has to make challenges doable and a lot more fun.
Published in 1961, the book does show its age by lack of a strong female
character. I was dying for a Hermione Granger to appear, but she never did.
By
book’s end, Milo has been called upon to think
about words and numbers in new ways, which turns him from a bored little boy
into one excited to learn and think differently. Hopefully it does the same for
a reader.
(Many thanks to Caitlin Swofford for recommending The
Phantom Tollbooth. I’d missed it as a child but am glad I didn’t miss it as an
adult.)
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