When they had gleaned all the information they could from these Skeezers, the Wizard said to Glinda:

"If you find you can make this boat obey your sorcery, you could have it return to the island, submerge itself, and enter the door in the basement from which it came. But I cannot see that our going to the sunken island would enable our friends to escape. We would only Join them as prisoners."

"Not so, friend Wizard," replied Glinda. "If the boat would obey my commands to enter the basement door, it would also obey my commands to come out again, and I could bring Ozma and Dorothy back with me."

"And leave all of our people still imprisoned?" asked one of the Skeezers reproachfully.

"By making several trips in the boat, Glinda could fetch all your people to the shore," replied the Wizard.

"But what could they do then?" inquired another Skeezer. "They would have no homes and no place to go, and would be at the mercy of their enemies, the Flatheads."

"That is true," said Glinda the Good. "And as these people are Ozma's subjects, I think she would refuse to escape with Dorothy and leave the others behind, or to abandon the island which is the lawful home of the Skeezers. I believe the best plan will be to summon the three fishes and learn from them how to raise the island."

The little Wizard seemed to think that this was rather a forlorn hope.

"How will you summon them," he asked the lovely Sorceress, "and how can they hear you?"

"That is something we must consider carefully," responded stately Glinda, with a serene smile. "I think I can find a way."

All of Ozma's counsellors applauded this sentiment, for they knew well the powers of the Sorceress.

"Very well," agreed the Wizard. "Summon them, most noble Glinda."

Chapter Eighteen

The Cleverness of Ervic

We must now return to Ervic the Skeezer, who, when he had set down the copper kettle containing the three fishes at the gate of the lonely cottage, had asked, "What next?"

The goldfish stuck its head above the water in the kettle and said in its small but distinct voice:

"You are to lift the latch, open the door, and walk boldly into the cottage. Do not be afraid of anything you see, for however you seem to be threatened with dangers, nothing can harm you. The cottage is the home of a powerful Yookoohoo, named Reera the Red, who assumes all sorts of forms, sometimes changing her form several times in a day, according to her fancy. What her real form may be we do not know. This strange creature cannot be bribed with treasure, or coaxed through friendship, or won by pity. She has never assisted anyone, or done wrong to anyone, that we know of. All her wonderful powers are used for her own selfish amusement. She will order you out of the house but you must refuse to go. Remain and watch Reera closely and try to see what she uses to accomplish her transformations. If you can discover the secret whisper it to us and we will then tell you what to do next."

"That sounds easy," returned Ervic, who had listened carefully. "But are you sure she will not hurt me, or try to transform me?"

"She may change your form," replied the goldfish, "but do not worry if that happens, for we can break that enchantment easily. You may be sure that nothing will harm you, so you must not be frightened at anything you see or hear."

Now Ervic was as brave as any ordinary young man, and he knew the fishes who spoke to him were truthful and to be relied upon, nevertheless he experienced a strange sinking of the heart as he picked up the kettle and approached the door of the cottage. His hand trembled as he raised the latch, but he was resolved to obey his instructions. He pushed the door open, took three strides into the middle of the one room the cottage contained, and then stood still and looked around him.

The sights that met his gaze were enough to frighten anyone who had not been properly warned. On the floor just before Ervic lay a great crocodile, its red eyes gleaming wickedly and its wide open mouth displaying rows of sharp teeth. Horned toads hopped about; each of the four upper corners of the room was festooned with a thick cobweb, in the center of which sat a spider as big around as a washbasin, and armed with pincher-like claws; a red-and-green lizard was stretched at full length on the window-sill and black rats darted in and out of the holes they had gnawed in the floor of the cottage.

But the most startling thing was a huge gray ape which sat upon a bench and knitted. It wore a lace cap, such as old ladies wear, and a little apron of lace, but no other clothing. Its eyes were bright and looked as if coals were burning in them. The ape moved as naturally as an ordinary person might, and on Ervic's entrance stopped knitting and raised its head to look at him.

"Get out!" cried a sharp voice, seeming to come from the ape's mouth.

Ervic saw another bench, empty, just beyond him, so he stepped over the crocodile, sat down upon the bench and carefully placed the kettle beside him.

"Get out!" again cried the voice.

Ervic shook his head.

"No," said he, "I'm going to stay."

The spiders left their four corners, dropped to the floor and made a rush toward the young Skeezer, circling around his legs with their pinchers extended. Ervic paid no attention to them. An enormous black rat ran up Ervic's body, passed around his shoulders and uttered piercing squeals in his ears, but he did not wince. The green-and-red lizard, coming from the window-sill, approached Ervic and began spitting a flaming fluid at him, but Ervic merely stared at the creature and its flame did not touch him.

The crocodile raised its tail and, swinging around, swept Ervic off the bench with a powerful blow. But the Skeezer managed to save the kettle from upsetting and he got up, shook off the horned toads that were crawling over him and resumed his seat on the bench.

All the creatures, after this first attack, remained motionless, as if awaiting orders. The old gray ape knitted on, not looking toward Ervic now, and the young Skeezer stolidly kept his seat. He expected something else to happen, but nothing did. A full hour passed and Ervic was growing nervous.

"What do you want?" the ape asked at last.

"Nothing," said Ervic.

"You may have that!" retorted the ape, and at this all the strange creatures in the room broke into a chorus of cackling laughter.

Another long wait.

"Do you know who I am?" questioned the ape.

"You must be Reera the Red—the Yookoohoo," Ervic answered.

"Knowing so much, you must also know that I do not like strangers. Your presence here in my home annoys me. Do you not fear my anger?"

"No," said the young man.

"Do you intend to obey me, and leave this house?" "No," replied Ervic, just as quietly as the Yookoohoo had spoken.

The ape knitted for a long time before resuming the conversation.

"Curiosity," it said, "has led to many a man's undoing. I suppose in some way you have learned that I do tricks of magic, and so through curiosity you have come here. You may have been told that I do not injure anyone, so you are bold enough to disobey my commands to go away. You imagine that you may witness some of the rites of witchcraft, and that they may amuse you. Have I spoken truly?"

"Well," remarked Ervic, who had been pondering on the strange circumstances of his coming here, "you are right in some ways, but not in others. I am told that you work magic only for your own amusement. That seems to me very selfish. Few people understand magic. I'm told that you are the only real Yookoohoo in all Oz. Why don't you amuse others as well as yourself?"