YuITC/NarrativeQA-Dataset-Restructured huggingface dataset:
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: How many total gifts does the demon offer to Rob?
Answer: Nine.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What does Rob experiment with?
Answer: Electricity.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What appears when Rob misconnects the wires?
Answer: A demon.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What does the demon do?
Answer: Grants Rob wishes.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: How many wishes does Rob get?
Answer: Three for three weeks.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What did Rob touch?
Answer: The Master Key of Electricity.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What is the first thing Rob asked for?
Answer: A silver tablet of food.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What kind of garment was Rob granted?
Answer: A garment of protection.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What gift marked character traits?
Answer: The spectacles.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What does Rob do with the demon's gifts?
Answer: He declines them.
The protagonist is a boy named Rob Joslyn. His age is not specified. Baum dedicated the book "To My Son, Robert Stanton Baum," who was born in 1886 and would thus have been about fifteen at the time it was published.
Rob is an electrical experimenter whose father encourages him and sees that he "never lacked batteries, motors or supplies of any sort." A "net-work[sic] of wires soon ran throughout the house". He loses track of the elaborately interconnected wires, and trying to get a cardboard house to light up, he "experimented in a rather haphazard fashion, connecting this and that wire blindly and by guesswork, in the hope that he would strike the right combination." There is a bright flash, and a being who calls himself the Demon of Electricity appears. He tells Rob that he has accidentally "touched the Master Key of Electricity" and is entitled "to demand from me three gifts each week for three successive weeks." Rob protests that he does not know what to ask for, and the Demon agrees to select the gifts himself.
During the first week, the Demon gives Rob three gifts:
a silver box of food tablets, each one of which provides sufficient nourishment for a whole day
a "small tube" which can direct "an electric current" at a foe, rendering him unconscious for the period of one hour
a wristwatch-sized transportation device, which allows the wearer to fly at any height and travel at high speeds in any direction, when it is working properly. It is, however, somewhat fragile and becomes damaged and unreliable during Rob's adventures, creating predicaments for him.
During the second week, the Demon gives Rob three additional gifts:
a "garment of protection," which renders him invulnerable to bullets, swords, or other physical attack
a "record of events," which provides remote views of important events taking place in any part of the world at any time within the last twenty-four hours
A "character marker," a set of spectacles: "while you wear them every one you meet will be marked upon the forehead with a letter indicating his or her character. The good will bear the letter 'G,' the evil the letter 'E.' The wise will be marked with a 'W' and the foolish with an 'F.' The kind will show a 'K' upon their foreheads and the cruel a letter 'C.'"
Over the next two weeks, Rob experiences adventures exploring the use of the Demon's gifts, but eventually concludes that neither he nor the world is ready for them. On the third week, Rob rejects the Demon's gifts and tells him to bide his time until humankind knows how to use them. The Demon leaves. With a light heart, Rob concludes that he made the right decision.
Like some of Baum's adult novels, The Master Key features encounters with real historical figures of the period, such as King Edward of Britain, President Loubet of France, and the Duke of OrlĂŠans.

Question: What does the demon do after being rejected?
Answer: He leaves.
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: Why is the Bayou called the Bathtub?
Answer: because it is isolated by a levee from the rest of the world
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: What  is Hushpuppy's age?
Answer: six
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: What is a Auroch?
Answer: A prehistoric creature
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: Who teaches the children about Aurochs?
Answer: Miss Bathsheba
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: What is Wink wearing when he returns from being missing?
Answer: A hospital gown and bracelet.
As a storm approaches a southern Louisiana bayou community called the "Bathtub" (a community cut off from the rest of the world by a levee), six-year-old Hushpuppy and her ailing, hot-tempered father Wink are optimistic about their life and their future. The children in school are being taught by Miss Bathsheba about nature and the release of prehistoric creatures called "Aurochs" from the melting ice caps. At home, Hushpuppy fends for herself while her father is missing. When he returns, he is wearing a hospital gown and bracelet. They argue, and when Hushpuppy returns to her house, she deliberately sets it on fire. A chase ensues between the two, and she ends up getting slapped by Wink. When she retaliates by punching him in the chest, Wink collapses. Hushpuppy, realizing the damage she has caused, runs for help only to find her father missing when she returns.
Meanwhile, in the Arctic, the frozen Aurochs in an ice shelf start drifting into the ocean.
Many of the Bathtub residents start fleeing due to the threat of an approaching storm. Wink reappears, staggering along the side of the road; he finds Hushpuppy and takes her home to start barricading before the storm hits. In an effort to make his daughter feel better, Wink attempts to scare off the storm by firing a rifle at the clouds. The next day, the two tour the devastation and connect with surviving residents.
The Bathtub residents celebrate and make plans to rebuild their community, but the environment is damaged because of the salt water brought in by the storm surge to fresh waters. Wink hatches a plan to drain the water away by destroying the levee. He and a small group of friends plant dynamite and blow a hole in the wall using an alligator gar, and the water recedes. Authorities arrive and enforce a mandatory evacuation order, removing the residents of the Bathtub to an emergency shelter. Wink receives surgery, but it is too late to restore his health. At the first opportunity, the evacuees leave and escape back to their homes.
Aware of her fatherâs condition, Hushpuppy searches for her absent mother. She and her friends swim to a boat, which takes them to a floating bar, known as the Elysian Fields. Hushpuppy meets a cook who may be her mother, though the woman doesn't recognize her. The cook says that the girl can stay with her if she wants, but Hushpuppy says that she's got to go home. Hushpuppy and her friends return home where she confronts the Aurochs. As the Aurochs leave, Hushpuppy returns home. She says her last goodbyes to the dying Wink, listening to his last heartbeat. She sets his funeral pyre ablaze, standing together with the remaining residents of the Bathtub.

Question: What does Wink do to fend off the storm coming?
Answer: Shot a rifle at the sky