The senses taker tricks Milo, Tock, and the Humbug by convincing them to play his sense-removing game. He pretends to help them with their mission but actually just wants to steal their ability to think and reason. Once they agree to the game, their senses are taken away temporarily, leaving them vulnerable to his deception.
Balls in the halls
The senses taker was ones of the many demons that distracts Milo from rescuing the princesses ,Rhyme and Reason. It keeps anyone away from their main focus. The senses taker tries to steal senses of other living beings. This demon was one of the many obstacles that distracted Milo, Tock and the Humbug from their mission.
The Senses Taker delayed Milo by engaging him in conversations about each sense, making him forget about the urgency of his mission. Each discussion about seeing, hearing, tasting, smelling, and touching distracted Milo and made him lose track of time.
Because the Humbug wanted to rape Milo.
why does the humbug come along on milo journey
Being that Humbug is the complete opposite of Milo's pal, Tock, he teaches Milo many different lessons. Humbug is selfish and arrogant whereas Tock is loyal and brave. Milo learns many lessons on humility and comes to realize through witnessing Humbug's misfortunes due to his attitude, that it will do him no good to be a selfish and arrogant person---it only leads to trouble.
Both Tock and Humbug are loyal companions to Milo on his journey in The Phantom Tollbooth. They each have unique personalities that complement Milo's character, with Tock being wise and dependable, while Humbug is more whimsical and sometimes self-centered. Together, they help Milo navigate the challenges he faces in the Kingdom of Wisdom.
Milo, Tock and the Humbug met Chroma in Illusions.
it is becuase
The tasks given to Milo, Tock, and Humbug by the faceless man included rescuing Rhyme and Reason, finding the princesses of the kingdom of Wisdom, and bringing them back to restore order and balance to the realm. They were also given the task of defeating the demons within themselves to succeed in their mission.
Milo, Tock, and Humbug escape the Island of Conclusions by realizing they cannot simply leap to conclusions without proper thought. They find a bridge made of logic that leads them away from the island. By applying reason and critical thinking, they navigate their way back to the road of knowledge, leaving behind the misconceptions of the island.
In "The Phantom Tollbooth," personification is used to bring inanimate objects and abstract concepts to life. For example, the character of the Dictionopolis, where words are treated as living entities, showcases personification as words engage in conversations and possess personalities. Additionally, the character of the Senses Taker, who captures Milo's senses, embodies the idea of sensory experiences as tangible beings. These examples enhance the whimsical and imaginative nature of the story.