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Locke & Key
Locke & Key
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Locke & Key
Cover of Locke & Key: Welcome to Lovecraft #1 (February 2008), art by Gabriel Rodriguez
Publication information
PublisherIDW Publishing
ScheduleMonthly
FormatsOriginal material for the series has been published as a set of limited series.
GenreDark Contemporary fantasy
Publication dateWelcome to Lovecraft
February–July 2008
Head Games
January–June 2009
Crown of Shadows
November 2009 – April 2010
Keys to the Kingdom
August 2010 – March 2011
Clockworks
June 2011 – April 2012
Omega
November 2012 – June 2013
Alpha
September–December 2013
Number of issues37 (original run)
8 (The Golden Age)
Creative team
Writer(s)Joe Hill
Artist(s)Gabriel Rodríguez
Letterer(s)Robbie Robbins
Colorist(s)Jay Fotos
Editor(s)Chris Ryall
Reprints
Collected editions
Welcome to LovecraftISBN 9781600102370
Head GamesISBN 9781600104831
Crown of ShadowsISBN 9781600106958
Keys to the KingdomISBN 9781600108860
ClockworksISBN 9781613772270
Alpha & OmegaISBN 9781613778531

Locke & Key is an American comic book series written by Joe Hill, illustrated by Gabriel Rodríguez, and published by IDW Publishing.

Plot summary

[edit]

This plot is presented in chronological order.

In 1775[1] during the American Revolution, a group of Rebels, hiding in a sea cave in Massachusetts Bay beneath what will one day be Keyhouse in the town of Lovecraft, discover a portal to another dimension, the plains of Leng. It is filled with demons who can mesmerize anyone who sees them and possess them through touch; two men are possessed over two days, and they kill several rebels. However, when the demons attempt to enter the real world without possessing someone, they are transformed into "whispering" iron, which young smith Benjamin Locke forges into a variety of magical keys. The first key he makes is the Omega Key (which has an Omega character on the head) that seals the entrance to the dimension. The magic of the Keyhouse gradually evolves over the years, including a spell that causes occupants to forget about the keys and the magic of the house when they pass their 18th birthday. In 1988, a group of teenagers, having used the keys extensively in their high school years to their great delight, decide to open the black door with the Omega Key, hoping to trick a demon into entering the real world in order to provide more metal with which to make more keys. Rendell Locke's younger brother Duncan follows the group into the cave, but he is mesmerized by demons in the open door, and attempts to walk through it. He is stopped by Lucas "Dodge" Caravaggio, who accidentally puts his hand through the doorway and is possessed by a demonic being. He plots to kill his friends and enslave the others; Dodge kills several and causes another to lose her memory. He also extracts a part of his spirit to be hidden in a jar in the home of Ellen "Ellie" Whedon, one of the surviving friends, as a contingency plan. Dodge is finally killed by Rendell before he can force more people to be possessed. Rendell discovers a small piece of "whispering" iron from the sea cave and disguises it as a fishing lure.

Around 2010, the fragment of Dodge's spirit partially possesses Ellie, who then conjures the rest of Dodge's spirit in the physical world at the magical well at Keyhouse, but Dodge is trapped within the well house. In 2011, Dodge's spirit reaches out to a young, abused prodigy, Sam Lesser, and convinces him to force Rendell to give him the Anywhere Key (which will allow Dodge to escape the wellhouse) and the Omega Key. When Rendell refuses, Sam murders him, but Sam is then incapacitated by Tyler, Rendell's oldest son, and captured by the police. The Locke family, children Tyler, Kinsey, Bode, and mother Nina, move across the country to Keyhouse, reuniting with Duncan, and begin discovering the house's secrets. Sam escapes prison with Dodge's help and follows the Lockes to Massachusetts. Sam attacks the family again at Keyhouse, but Dodge also tricks Bode into bringing him the Anywhere Key in case Sam fails again. Dodge escapes from the wellhouse with Bode's help, kills Sam, and returns to Lovecraft in the same body as he had thirty years before.

Dodge intimidates his way into living in Ellie's home, who is now a teacher at the same high school she originally attended with Dodge, and where Tyler and Kinsey are enrolled; Dodge also re-enters the school under the guise of a new student and Ellie's cousin. Over the next year, Dodge secretly tries to recover the various keys – particularly the Omega Key – from the children, collecting many, though hindered by Tyler and Kinsey. Dodge is eventually discovered but manages to switch bodies and possesses Bode before they can kill him. Now free to explore the house as Bode, Dodge finally finds the Omega Key and plans his takeover during the after-prom party in the sea cave. Demons possess several students, and many others are killed. Dodge is ultimately undone by Tyler, having re-discovered the "whispering" iron from his father; he forges an "Alpha Key" with Duncan's help, which can exorcise a demon from the possessed soul, though it is fatal to the physical host. Dodge spirit in Bode's body is forced back into the well, killing the spirit again, though Bode's empty body is cremated before Bode's soul has a chance to return into it.

In the epilogue, Tyler conjures Dodge's spirit again and uses the Alpha Key to finally exorcise Dodge from Lucas' soul, allowing Lucas' unpossessed soul to finally rest in death. Tyler uses the well's magic to speak with his father one last time. Finally, Tyler restores Bode's spirit to his physical form using the Animal Key.

Publication history

[edit]

The narrative of Locke & Key has a three-act structure, with each act covering two story arcs. Act One's first story arc, Welcome to Lovecraft, was a six-issue limited series published by IDW Publishing. The first issue of Welcome to Lovecraft was released on February 20, 2008, and sold out in a single day, requiring a second printing to be done immediately.[2] The second arc of Act One, Head Games, commenced with the release of the first issue on January 22, 2009.[3] The actual Head Games story was printed in four issues, with a standalone prologue ("Intermission" or "The Joe Ridgeway Story") and a standalone conclusion ("Army of One").[4]

The first storyline of Locke & Key Act Two, Crown of Shadows, began in late 2009.[5] The second storyline, Keys to the Kingdom, began in August 2010.

The first storyline of Act Three was announced as Time & Tide,[6] but was retitled Clockworks.[7] The second, and concluding, storyline is entitled Alpha & Omega.

Originally, the plan was to release the first five-story arcs in a monthly format with the sixth arc published as an original graphic novel. The plan changed, and the concluding story arc appeared in monthly installments.[8][9][10]

Keys

[edit]

In the universe of Locke & Key, there are many keys created from whispering iron that have different magical properties. Some of them are extensively featured in the series, while others are featured very briefly. The known keys are:

  • Alpha Key: Created by Tyler Locke. Removes demons from possessed people's souls when inserted into their chests. It instantly turns a demon into whispering iron, so if the demon is still inside the host, the key's effect is fatal.
  • Angel Key: Gives the user control of a winged harness that grants the ability to fly.
  • Animal Key: Used on the right door in Keyhouse, it allows the user to travel through the door and transform into an animal. It is unclear whether they have a choice in the matter. It appears that the key assigns the animal according to some spiritual affinity. Returning through the door transforms a person back into a human. This works for human ghosts that have possessed animal bodies. Animals may also transform into humans if they enter through the opposite side of the door.
  • Anywhere Key: Opens a door to anywhere the bearer can visualize in their mind. It is also capable of allowing Echos to leave the well house unharmed.
  • Chain Key: A large chain, ball, and shackle-shaped key. Controls the Great Lock, which guards the catacombs with entangling chains.
  • Creation Key: Resembling a pencil, this key causes anything drawn with it to become real, living, or otherwise. These things can also be erased by touching the other end of the key to them.
  • Demon Key: When held against the spine of a person, a lock will appear. Upon being inserted, the victim becomes possessed by a demon.
  • Echo Key: Allows entry to the Keyhouse wellhouse and, with the Echo Key in hand, allows a person to return a spirit from the dead to the world of the living. Leaving through the wellhouse door, however, banishes the spirit back to wherever it came from. This also applies to spirits that have possessed living bodies using the Ghost Key.
  • Enigma Key: The purpose of this key seems to be intentionally unknown.
  • Gender Key: Unlocks a half-sized door between rooms, which changes the sex of a person who enters it.
  • Ghost Key: When used in the right door in Keyhouse, it separates the soul from the body of whoever travels through the door. The body falls dead while their ghost is free to roam the Keyhouse grounds. Ghost souls can inhabit any other bodies nearby and clash with other ghosts. If the door is closed while the user is a ghost, they will become permanently separated from their own body. If the user is possessed by a demon, the demon will become visible when the user is a ghost, appearing to be physically attached to their spine.
  • Giant Key: This physically large wooden key, once inserted into a keyhole-shaped window in Keyhouse, transforms the bearer into a massive giant.
  • Grindhouse Key: Transforms whatever door it opens into a giant fanged mouth that consumes whatever enters it.
  • Harlequin Key: Unlocks the Harlequin Wardrobe and allows objects not normally inside to be seen.
  • Head Key: Inserted into the base of someone's head, it allows one to peer inside the mind of a person, where memories and mental concepts (including "sanity" itself) are represented as tiny beings. The memories can be removed and swapped between people. Books inserted into a head with the Head Key transfer their contents to the bearer of the key, though in such a situation, the knowledge of the text is accurate but superficial.
  • Hell Key: The bearer is automatically the Lord of Hell and can open the gates of Hell.
  • Hercules Key: Embedded in a necklace, it grants the bearer considerable strength and bulk. The necklace was replaced by a belt in the Netflix series.
  • Identity Key: Upon inserting into the base of one's chin, the bearer can change any aspect of their appearance, including clothes, body, or even gender. Also allows a bearer to forcibly change the appearance of others. However, the new appearance cannot match that of any existing person, and the user has to create a new face in their mind.
  • IDW Key: Opens an outhouse in the woods bearing the eye of the IDW Comics logo. Once opened, the outhouse summons characters from other IDW comic books.
  • Keyhouse Key: A large hammer-shaped key that fits into a stone slab and regenerates the Keyhouse after it is destroyed.
  • Matchstick Key: Creates fires when inserted into a door or touched to an object, including a body. Shaped like a burning matchstick.
  • Mending Key: Opens a magical cabinet in the Keyhouse into which a broken object can be placed (the cabinet can resize itself to the size of the object). Once the object is locked inside the cabinet, it is repaired. While it can heal severely wounded people to some extent, it apparently cannot resurrect the dead.
  • Mirror Key: When inserted into a mirror, it allows the user to open a doorway to a parallel-pocket universe, called the Prison of the Self. This key affects a mirror's reflection if it is held toward a mirror, as it makes the reflection eerily pleasant and beckons the person to enter. The user is then enticed to come into the mirror by their reflection, and upon entering, they find themselves in a dark, empty abyss.
  • Moon Key: Allows the user to reach and open the Moon like a door, which allows the user to pass on to the afterlife peacefully. Inhabitants who cross the door see the living world like a stage they can observe, and the afterlife like the backstage of a theater.
  • Music Box Key: Inserted into a magical music box, it will cause the box to play a song that compels whoever is listening to obey its lyrics. Whoever turns the key can supply the commands. Commands are carried out so long as the music is playing and the listener can hear it.
  • Omega Key: Opens the lock on the demonic door. The first key to be created.
  • Orchestra Key: Inserted into a gramophone, this harp-shaped key will summon an orchestra composed of miniature humans.
  • Owl Key: Gives the user control of a mechanical owl.
  • Philosophoscope Key: Gives access to a device that allows viewing of various people and places, including concepts such as the user's truest love, greatest enemy, and future place of death.
  • Reali Key: Allows passage to alternate dimensions.
  • Shadow Key: Allows its wearer to control shadow creatures, and even the shadows of other people. Shadows are capable of interacting with the material world (often violently) but can be rendered immaterial by bright light. Embedded in a crown, the key is a tremendous source of power for the wearer.
  • Skin Key: A key with a gazing mirror on its handle, it can change the ethnicity of whoever is using it.
  • Small World Key: Unlocks a dollhouse replica of Keyhouse, allowing the user to see anything in Keyhouse in real-time. Any interaction with the unlocked dollhouse also occurs within the actual house, such as a house spider entering the dollhouse, magically emerging as a giant spider within the real house.
  • Snow Globe Key: Traps the user inside a snowglobe resembling Keyhouse.
  • Splody Key: Resembling a cartoonish stick of dynamite, this key causes explosions in any building it is used within.
  • Squirrel/Undertree Key: Controls squirrels.
  • Stamp Key: Allows the bearer to send postage through alternate dimensions and timelines.
  • Sword Key: When inserted into the handle of any sword, it allows the sword to cut through any object.
  • Tempus Fugit Key: Can turn the bearer into an older version of themselves, possibly other ages.[11][12]
  • Timeshift Key: Operates a grandfather clock that allows a user to observe (but not interact with) past events. The clock is limited to a specific time period: the earliest date one can visit is January 13, 1775, and the latest is December 31, 1999.
  • Teddy Bear Key: Animates and controls stuffed teddy bears.
  • Thorn Key: Controls plants, including for offensive purposes. This Key was redesigned and renamed the Plant Key for the Netflix series.[11][12]
  • Unnamed Riffel Key (unofficial name):[12] A key created by Hans Riffel, the last person to use whispering iron before Tyler. The key is to the front door of Keyhouse Manor and implements the Riffel Rule, where no one who enters the front door of the house as an adult can directly see the power of the keys. People who age into adulthood will also begin to lose their conscious memories of the keys and their magic. Shown in the Netflix Series as the Memory Key, resembling a third eye with a keyhole for a pupil.[13] The Memory Key also bestows the user with the ability to remember magic in adulthood if inserted into their clavicle.
  • 2" Key: Shrinks the bearer down to two inches tall.

Keys with unknown purposes

[edit]

These keys have not made an appearance in the official comics but appear in merchandise, promotional tie-ins, and/or non-canon materials. They may have also appeared in concept art. Regardless, their purpose or abilities are unknown.

  • Ankh Key
  • Audible Key
  • Biblio Key
  • Compass Key
  • Freemason Key
  • Illuminati Key
  • Jetpack Key
  • Phoenix Key
  • Scepter Key
  • Snow Angel Key
  • Toy Key
  • Trident Key
  • Yin-Yang Key

Locks that hint at potential keys

[edit]

These are locks that are seen in the art that could hint at the existence of potential Keys. Names are not official.

  • Cat Key: (Lock seen in Small World). A lock can be seen on the collar worn by Jean and Mary Locke's pet cat, Tiberius.
  • Gauntlet Key: (Lock seen in Keys To The Kingdom #3) A gauntlet with a lock on it can be seen in the Harlequin Wardrobe when it is first opened by Bode.
  • Keys to Omega Doors #1-#10: (Locks seen in Crown of Shadow #2: "In the Cave" & Clockworks #4: "The Whispering Iron"). While exploring the Drowning Caves, Kinsey Locke and her friends encounter an Omega Door marked with a #1 that they cannot open. This is shown to be a door separate from the Black Door, as the Black Door is deeper in the caves and is marked with a #11. This door reappears in a flashback to Rendell Locke and the Tamers of the Tempest on their way to the Black Door. Omega Doors marked with a #5 and #3 are also seen. This implies that there are at least 10 Omega Doors (not counting #11) in the caves, which may have their own Keys. It is unknown if the Omega Key has anything to do with these doors.
  • Penny-farthing Key: (Lock seen in Golden Age 9: "Hell & Gone #2"). One of the items in the Harlequin Wardrobe in 1927 was a Penny-farthing bicycle with Keys as its wheel spokes and a lock on its handle.
  • Radio Key: (Lock seen in Dog Days). A keyhole shape can be seen on the old-fashioned radio that the two sons of Mary Locke listen to with their dog.
  • Stained Glass Key: (Lock seen in Omega 2). Assuming the keyhole on the Glass Ceiling is an actual keyhole and not just an image. Much like how the keyhole for the Giant Key was also a glass window.

Keys to the Classics

[edit]

These keys were designed as merchandise and are based on several famous novels and fairy tales. They were created as a limited series by Skelton Crew.[14] Skelton Crew is solely responsible for making all purchasable replicas of Locke & Key keys. These specific keys do not appear in the comics or the Netflix Series.

Story arcs

[edit]

Locke & Key

[edit]

Welcome to Lovecraft

[edit]
Issue Release Summary
#1 February 20, 2008 After the murder of their father, Tyler, Kinsey, and Bode Locke relocate with their mother to the family estate of Keyhouse, located in Lovecraft, Massachusetts. Sam Lesser, one of the teens who murdered Mr. Locke, is in a juvenile detention center and, by gazing in water, communicates with a supernatural force that promises to free him. Bode Locke, the youngest of the family, uncovers The Ghost Door, which separates his spirit from his body.
#2 March 26, 2008 Bode continues to experiment with The Ghost Door and, in his incorporeal form, spies on his brother, sister, and mother. During his journeys, Bode discovers a well that houses a creature who appears as a girl, the supernatural force previously communicating with Sam Lesser.
#3 April 30, 2008 Sam Lesser uses the tools the girl gave him to escape from the detention center.
#4 May 28, 2008 Sam Lesser travels across America, making his way towards Keyhouse. His cross-country journey is mirrored by a series of flashbacks into his memories.
#5 June 25, 2008 The Locke family is taken hostage by Sam Lesser, who is seeking the Anywhere Key for his Master, the girl in the well.
#6 July 30, 2008 Bode uncovers the Anywhere Key and trades it with the girl in the well for a promise that she'll stop Sam Lesser. Freed from her prison, she keeps her promise by throwing Sam through the Ghost Door with no chance to return.

Head Games

[edit]
Issue Release Chapter Title Summary
#1 January 28, 2009 Intermission[4] Professor Joe Ridgeway recognizes Zack Wells as Lucas Caravaggio, a teenager who disappeared over twenty years before, along with several other students, and who has long been presumed dead. Joe soon sets out to dig up the truth on Wells, but Zack proves ruthless in his desire for secrecy.
#2 February 25, 2009 Chapter One A shocking death throws Kinsey and Tyler Locke into choppy emotional waters. They turn to Zack Wells for support, not knowing him to be the murderer. Meanwhile, six-year-old Bode Locke tries to puzzle out the secret of the head key, and Uncle Duncan is jarred into the past by a disturbingly familiar face.
#3 March 4, 2009 Chapter Two Kinsey, Tyler, and Bode discover the head key allows them to open up people's minds and play with their memories.
#4 April 8, 2009 Chapter Three Duncan Locke finds himself faced with a dizzying, impossible revelation; Tyler makes the ill-considered decision to share with others the unlikely powers of the head key; and Kinsey opts to remove troubling emotions from her mind.
#5 May 20, 2009 Chapter Four Dodge uses the head key on Duncan Locke, sparing his life but inadvertently leading to the injury of Locke's live-in boyfriend.
#6 July 1, 2009 Army of One[4] We learn how Dodge maintains control of Ellie even without the use of a head key in a flashback sequence.

Crown of Shadows

[edit]
Issue Release Chapter Title Summary
#1 November 11, 2009 The Haunting of Keyhouse[15] Sam Lesser may be dead and gone, but Dodge still has uses for him, and in the first chill days of October, will make contact with him again. The dead know things the living may not, and Sam's restless spirit has had time to discover the thing Dodge wants to know most of all... where to find the key to the black door.
#2 December 16, 2009 In the Cave Far below Keyhouse lies the Drowning Cave, a place where shadows obscure ancient secrets, and the stones are stained with ancient blood. Kinsey Locke descends into the cavern, looking for answers to her family's troubled past, only to discover that it's easier to get in than it is to get out...
#3 February 17, 2010 Last Light[16] Dodge takes possession of the crown of shadows, and darkness falls upon Keyhouse... with a vengeance.
#4 March 17, 2010 Shadow Play[17] Kinsey and Bode find themselves in a desperate, seemingly unwinnable battle against a rising army of living shadows, while Tyler faces down Dodge in a terrifying duel of wits and wills.
#5 April 28, 2010 Light of Day[18] The owners of the Giant Key and the Shadow Key go head to head.
#6 July 14, 2010 Beyond Repair[19] In a terrible night of grief and rage, Nina Locke discovers a new key, one which opens a cabinet capable of mending smashed objects; but some things, she will learn, are beyond repair...

Keys to the Kingdom

[edit]
Issue Release Chapter Title Summary
#1 August 11, 2010 Sparrow[20] As the new arc begins, Bode Locke discovers a key that unlocks the world of tooth, fang, claw, and feather, in a story that leaves hundreds dead! Hundreds of birds, that is.
#2 October 20, 2010[21] White[22] On a bitter winter day, Kinsey Locke encounters a madwoman who just might be able to unlock the darkest secrets of Keyhouse. But forcing the truth out of her won't be easy, and besides... Dodge has no intention of ever giving Erin Voss a chance to tell what she knows.
#3 November 24, 2010 February Dodge and the Locke children do battle via their keys over 29 days. The cover image shows a February 2012 calendar page (the final 2 in 2012 is obscured by a bloody hand print, but only 2012 fits, being a leap year February beginning on a Wednesday).
#4 January 26, 2011[23] Casualties When Squadron Strange accept a mission from a ghost, they find themselves on their most perilous raid ever... straight into the heart of a haunted mansion. Sgt. Rufus Whedon and Corporal Bode Locke have a terrifying lesson to learn: if you're dealing with a dead man, you'd better think fast and fight hard, if you don't want to wind up one yourself.
#5 March 2, 2011[24] Detectives, Part 1 Tyler Locke begins, finally, to consider what he knows about the terrifying but mysterious enemy that has harrowed the Locke family for months—only to find that all the evidence points to a single suspect: Zack Wells.
#6 April 27, 2011 Detectives, Part 2 'Keys to the Kingdom' comes to a close as Dodge and Tyler Locke confront one another at last. Tyler came armed with the truth; Dodge prefers sharper instruments and shows his willingness to use them.

Clockworks

[edit]
Issue Release Chapter Title Summary
#1 July 20, 2011[1] The Locksmith's Son Colonel Adam Crais's minutemen are literally trapped between a rock and a hard place; in the first days of the Revolutionary War, they find themselves hiding beneath 120 feet of New England stone, with a full regiment of redcoats waiting for them in the daylight... and a door into hell in the cavern below.

The black door is open, and it's up to a 16-year-old smith named Ben Locke to find a way to close it. The biggest mysteries of the Locke & Key series are resolved as Clockworks opens, not with a bang, but with the thunderous crash of English cannons.

#2 August 31, 2011[25] SMASH! Terror runs wild, and the Locke family comes to grief in the smash-ingest story of the series yet!
#3 December 14, 2011[26] The Tamers of the Tempest The Omega Key to The Black Door has been found by Dodge, still in Bode's body.
#4 February 1, 2012[27] The Whispering Iron The tamers of The Tempest—Rendell Locke, Dodge Caravaggio, and their friends—descend into the Drowning Cave to open the Black Door, hoping to get their hands on some of the fabled whispering iron, the material from which all of the keys are forged. And everything goes according to plan! Not.
#5 March 14, 2012[28] Grown-Ups Lucas "Dodge" Caravaggio returns from the Drowning Cave, infected by a parasite of the soul; the good and loving friend has been left behind, and replaced by something free of all human feeling. Searching for a way to control him, the Keepers of the Keys make a dreadful choice... and set off a chain of events that will end in an unimaginable slaughter.
#6 May 16, 2012[29] Curtain As a storm thunders up the coast to Lovecraft, Massachusetts, the Keepers of the Keys face Dodge a final time, under three hundred feet of stone, in the darkness before the Black Door. Here, water will mix with blood, and The Drowning Cave will become a colossal grave, in the final issue of the CLOCKWORKS storyline.

Alpha & Omega

[edit]

The final arc is titled Locke & Key: Alpha & Omega; it collects Omega #1–5 and Alpha #1–2.[30]

Issue Release Chapter Title Summary
Omega #1 November 14, 2012 Our Regrets The beginning of the end starts here. Dodge has the Omega key, and nothing can stop him from using it...
Omega #2 December 19, 2012 The Soldier A ghost haunts the long halls of Keyhouse—the spirit of Bode Locke, cast out of his body by the Demon named Dodge—and only one person can hear his voice: Bode's old playmate, Rufus Whedon.[31]
Omega #3 February 20, 2013 Last Dance As Kinsey Locke and the other students head to a dance at Lovecraft Academy, the demonic Dodge gathers shadowy forces of his own and enacts his evil endgame. The “Last Dance” begins here.[32]
Omega #4 April 3, 2013 Human Sacrifices The bottomless pit of the Drowning Cave threatens to become a mass grave, as Dodge springs a fatal trap on the senior class of Lovecraft Academy. Hope is as fragile as a candle-flame wavering in the night... and as easy to extinguish.
Omega #5 June 5, 2013 The Fall In the Drowning Cave, the black door is open at last, and for the kids trapped down there, the choice is simple: resist and die, or pass through the door and be lost forever. In the hole beneath Keyhouse, the stones run with blood, the living shadows run riot, and time runs out... as Locke & Key enters its final chapters.
Alpha #1[33] September 11, 2013[34] Alpha In the penultimate issue of Locke & Key, the damned and the saved alike will make their final stand in the Drowning Cave, in a clash of blood and fire. The shadows have never been darker, and the end has never been closer. Turn the key and open the last door; it's time to say goodbye.[35]
Alpha #2 December 18, 2013[36] The Last Door "The End." A door claps softly shut. A key scrapes in a last rusted lock. It ends here: the story of the Locke children and their desperate, tragic battle with the monster set on destroying them... the past.[37]

World War Key

[edit]

At the 2019 San Diego Comic-Con, Joe Hill confirmed that a new Locke & Key series called World War Key was in the works.[38] This storyline as Hill puts it is "about the idea that the past is never gone... and I think a lot of ghost stories are about ways the past keep bleeding through to the present. We'll visit the Revolutionary War, Civil War, and World War II to show how those past events have had lingering effects on our heroes today."[38] As of 2019, the series is expected to run thirty-seven issues across six books (not including The Golden Age).[39] World War Key is designed to be both a prequel and a sequel to the original run of Locke & Key.[40]

The Golden Age

[edit]

A series of short stories set in the past.[41] In his newsletter, Joe Hill referred to the book as "World War Key 0: The Golden Age".[42]

Locke & Key: …In Pale Battalions Go… will be a three-issue story that leads into World War Key, set at the beginning of the 20th century and will feature characters from "Small World" and "Open the Moon".[43] It will also lead into the Locke & Key/Sandman Universe crossover comic.[42] On February 21, 2020, IDW announced via their Twitter[44] that Locke & Key would be crossing over with DC Comics's Sandman Universe. The story, Hell & Gone, will center around DC's Key to Hell from The Sandman: Season of Mists. Hell & Gone will wrap up The Golden Age arc.[45]

According to Joe Hill, ...In Pale Battalions Go... was originally supposed to be just two issues, but he quickly realized that it wasn't enough to tell the full story, so it was increased to three.[46]

Issue Release Summary
Guide to the Known Keys November 23, 2011 This special standalone issue features an expanded "Guide to the Known Keys", an all-new "Guide to Failed Keys", and a story of summer night magic titled "Open the Moon", set in Keyhouse's unlikely past.
Small World December 21, 2016 An impossible birthday gift for two little girls unexpectedly throws open a door to a monster on eight legs. Joe Hill has said that the title is a shout out to the horror novel of the same name by his mother Tabitha King.[47]
...In Pale Battalions Go... #1[48] August 26, 2020[49] "The impossible, reality-bending keys of Keyhouse have always been weapons of war. In the spring of 1915, Chamberlin Locke's oldest son, John, is desperate to be a part of the greatest war of all… and never mind that he's too young to enlist. He means to use the power of the keys to turn the tide, and will tell any lie, and try any manipulation, to have his way. Prepare to open a door onto one of the grimmest battlefields of the 20th century, whose darkness might even strike fear into an army of supernatural shadows."[49]
...In Pale Battalions Go... #2 October 7, 2020[50] "The impossible, reality-bending keys of Keyhouse have always been weapons of war. In the spring of 1915, Chamberlin Locke's oldest son, John, is desperate to be a part of the greatest war of all… and never mind that he's too young to enlist. He means to use the power of the keys to turn the tide, and will tell any lie, and try any manipulation, to have his way. Prepare to open a door onto one of the grimmest battlefields of the 20th century, whose darkness might even strike fear into an army of supernatural shadows."[51]
...In Pale Battalions Go... #3 December 16, 2020[52] "Jonathan Locke uses the power of the Anywhere Key to flee the slaughter in Ypres and return to Keyhouse. But now the door is open between Flanders Fields and Lovecraft, Massachusetts… and the sinister Oberleutnant Eric Murnau has led a small band through to claim the magical keys for Germany!"[53]
Hell & Gone #0[53] December 9, 2020[53] This issue recollects "Guide to the Known Keys" and "Open the Moon" with an excerpt from Sandman #1.[54]
Hell & Gone #1 April 14, 2021[55] "If you think you can unlock the gates of Hell and just invite yourself in, you must be Dreaming!

The epic crossover between two of the most beloved fantasy universes in comics begins here. John "Jack" Locke is ten years dead, but that hasn't stopped him from posting the occasional letter home... from Hell. Now Mary Locke will do anything to save her brother's soul, including cut a deal with Roderick Burgess-the most evil man in England-to search for answers in the House of Mystery and risk the walking nightmare known as the Corinthian to find help in a disintegrating Kingdom of Dreams!"[56]

Hell & Gone #2[57] September 28, 2021[58] "To win back her brother’s soul from Hell, Mary Locke has done the unthinkable—she’s seized control of the imprisoned Dream Lord’s artifacts of power and crossed over into his place of power, the Dreaming! Unfortunately, she’s managed to find herself in the middle of a war for the future of the kingdom, led by none other than the monstrous Corinthian. And even if Mary survives her encounter, the road to Hell ends in locked gates guarded by Etrigan the Demon and the all-powerful Lucifer himself!

Of course, the Locke family has always had a knack for making keys…"[59]

Face the Music[60][61] April 26, 2022 TBD

Joe Hill has stated that the chronological order of the Golden Age chapters is as follows:[62][63]

  1. Small World
  2. Open the Moon
  3. Face the Music
  4. ...In Pale Battalions Go...#1
  5. ...In Pale Battalions Go...#2
  6. ...In Pale Battalions Go...#3
  7. Hell & Gone #1
  8. Hell & Gone #2

Revolution

[edit]

The first arc of World War Key. Joe Hill stated in an interview that Revolution "takes place during the Revolutionary War and it's about how the magical keys won the Revolutionary War."[64]

Issue Release Chapter Title Summary
#1 TBD[65] TBD TBD

Resurrection

[edit]

The second arc of World War Key, according to Joe Hill. He described the plot: "leaps forward to the modern-day, [where] we visit some favorite characters from the Locke & Key series, and we see how they're doing. And we all see the events of the Revolutionary War staining through into the present."[64]

Issue Release Chapter Title Summary
#1 TBD TBD TBD

Standalone issues

[edit]

Many fans believed that "GRINDHOUSE" and "DOG DAYS" were a part of the Golden Age arc until Joe Hill stated via Twitter that they are at the moment their own standalone stories that are not a part of any arc.[66]

Issue Release Summary
IDW: 10 Year Anniversary Comic Book January 1, 2009[67] "In the Can"

A rare Locke & Key short that was published for the first time in IDW: 10 Year Anniversary Comic Book.[68] While searching for keys near Keyhouse, Bode feels nature's call and stumbles upon a mysterious outhouse with the IDW Key.

Locke & Key:
Grindhouse
August 29, 2012 Set in the glare of a Depression-era summer, in which three Canuck gangsters carry out a heist and hide out at the Keyhouse. The issue includes an expanded "Guide to Keyhouse" describing the mansion.
Locke & Key:
Nailed It
July 19, 2019[69] "Nailed It"

A 2019 San Diego Comic-Con exclusive featuring behind-the-scenes material.[70] "Some doors, once closed, can never be opened again. While others shouldn’t be reopened ever again…"[71] This short story involves Tyler regenerating Keyhouse using the Keyhouse Key after it was destroyed.

Locke & Key:
Dog Days
November 6, 2019 "Dog Days"

Two boys of the Locke family use the Animal Key to turn their pet dog into a human boy. This story originally appeared in a 48-page special, which also recollected "Nailed It", along with behind-the-scenes material.[72]

Collected editions

[edit]

Standard editions

[edit]
Volume Release Title Summary ISBN
1 October 8, 2008 Locke & Key:
Welcome to Lovecraft
Collects Welcome to Lovecraft #1–6 9781600102370 (Hardcover)
9781600103841 (Paperback)
2 September 30, 2009 Locke & Key:
Head Games
Collects Head Games #1–6 9781600104831 (Hardcover)
9781600107610 (Paperback)
3 July 29, 2010 Locke & Key:
Crown of Shadows
Collects Crown of Shadows #1–6 9781600106958 (Hardcover)
9781600109539 (Paperback)
4 July 19, 2011 Locke & Key:
Keys to the Kingdom
Collects Keys to the Kingdom #1–6 9781600108860 (Hardcover)
9781613772072 (Paperback)
5 July 24, 2012 Locke & Key:
Clockworks
Collects Clockworks #1–6 9781613772270 (Hardcover)
9781613776995 (Paperback)
6 February 4, 2014 Locke & Key:
Alpha & Omega
Collects Alpha #1–2 and Omega #1–5 9781613778531 (Hardcover)
9781631401442 (Paperback)
January 4, 2017 Locke & Key:
Small World
[73]
Collects The Golden Age stand-alone issue Small World. 9781631408465 (Hardcover)
August 15, 2017 Locke & Key:
Heaven and Earth
[68]
Collects The Golden Age stand-alone short stories "Open the Moon", Grindhouse, and "In the Can", (a rare Locke and Key short that was published in IDW: 10 Year Anniversary Comic Book in 2009) 9781684051816 (Hardcover)
7 April 26, 2022[74] Locke & Key:
The Golden Age
Collects Small World, "Open the Moon", …In Pale Battalions Go… #1–3, "Face the Music", and Hell & Gone #1–2 9781684057856 (Hardcover)

On November 11, 2014, the first six volumes were collected as a slipcase set of paperbacks.

Master editions

[edit]

Locke & Key was also collected in three hardcover books with all-new cover art and design by Gabriel Rodriguez.

  • Locke & Key Master Edition Volume 1 (May 19, 2015). Collects the first two arcs, Welcome to Lovecraft and Head Games.
  • Locke & Key Master Edition Volume 2 (March 22, 2016). Collects the third and fourth arcs, Crown of Shadows and Keys to the Kingdom.
  • Locke & Key Master Edition Volume 3 (October 18, 2016). Collects the fifth and sixth arcs, Clockworks and Alpha & Omega.

Keyhouse Compendium Edition

[edit]

All six arcs (Welcome to Lovecraft, Head Games, Crown of Shadows, Keys to the Kingdom, Clockworks, and Alpha & Omega) of the main story are published in one compendium edition, featuring new front and back cover art by Gabriel Rodriguez. The compendium had an original release date of October 2020,[75] but it was delayed and eventually published July 20, 2021.[76]

Signed limited editions

[edit]

On November 11, 2007, Subterranean Press announced a pre-order for a hand-numbered, signed, limited edition of the six-issue run of Welcome To Lovecraft. This edition consisted of 250 numbered copies and 26 lettered copies, both of which sold out within 24 hours of being announced.[77][78] This edition was a hardcover release in a specially designed and illustrated slipcase, and featured exclusive dust jacket art by Vincent Chong and reprinted all 250 pages of Joe Hill's script in addition to the actual comic work.[79]

This was followed by the publication of Head Games, which was also limited to 250 hand-numbered and signed copies as well as 26 lettered copies.[80] The third volume, Crown of Shadows, is available for preorder, and like the previous editions is signed and numbered with the same limitations and also comes with an illustrated slipcase.[81] Cloth-bound trade editions limited to 1000 copies (unsigned, unnumbered, and without the slipcase) were also released. Trade editions for the first two volumes are sold out.

Awards and nominations

[edit]

Comic Book/Graphic Novel

Year Award Category Notes Result Ref.
2009 Eisner Award Best Limited Series Nominated [38]
Best Writer Joe Hill Nominated
2010 British Fantasy Award Best Comic or Graphic Novel Nominated [82]
2011 Eisner Award Best Writer Joe Hill Won [83]
Best Single Issue Locke & Key: Keys to the Kingdom #1: "Sparrow" Nominated [84]
Best Continuing Series Nominated
Best Penciller Gabriel Rodriguez Nominated
Scream Awards Best Comic Book or Graphic Novel Nominated [85]
Best Comic Book Writer Joe Hill ("The Cape" also credited) Nominated [86]
2012 British Fantasy Award Best Graphic Novel Locke & Key: Keys to the Kingdom Won [82]
Bram Stoker Award Best Graphic Novel Nominated
Hugo Award Best Graphic Story Nominated
2013 Hugo Award Best Graphic Story Locke & Key: Clockworks Nominated
2015 Bram Stoker Award Best Graphic Novel Locke & Key: Alpha and Omega Nominated
Mythopoeic Fantasy Award Best Adult Literature Nominated [87][88]
2016 Ghastly Award Best One-Shot Comic Locke & Key: Golden Age #1: "Small World" Won [89]
Audie Award Excellence in Marketing Locke & Key Audio Book. Narrated by Haley Joel Osment, Tatiana Maslany, Kate Mulgrew, and a full cast (Audible Studios). Won [90]
2022 Eisner Award Best Graphic Album - Reprint Locke & Key Keyhouse Compendium Edition Volume Pending [91]

Netflix Adaptation

Awards and Nominations received by the Netflix series

Adaptations

[edit]

Film

[edit]

A film trilogy was officially announced at the 2014 Comic-Con. Alex Kurtzman, Roberto Orci, Bobby Cohen and Ted Adams would produce the film with Universal Pictures and Kurtzman and Orci's production company K/O Paper Products.[92]

In October 2015, Joe Hill confirmed that the films are no longer happening, though a TV series was still possible.[93] In May 2016, Joe Hill announced he would write a TV pilot, serve as executive producer and pitch the show to various networks and streaming companies.[94]

Television

[edit]

Fox pilot (2010–2011)

[edit]

Dimension Films acquired the film and television rights for Welcome to Lovecraft from IDW Publishing with the intent of developing the property as a feature with John Davis producing.[95] In February 2010, it was announced that Dimension had lost the adaptation rights to DreamWorks[96] with Alex Kurtzman and Roberto Orci signed on to develop and produce the project.[97] In August 2010, Steven Spielberg also joined as a producer, and the production became a TV series rather than a movie adaptation, with Josh Friedman writing episodes for the show and acting as show-runner.[98]

The TV series adaptation then landed at 20th Century Fox Television. The network greenlit a pilot, produced by DreamWorks TV and K/O Paper Products through the latter's deal with 20th Century Fox TV.[99]

Miranda Otto played Nina Locke, Sarah Bolger was Kinsey Locke[100][101] and Nick Stahl co-starred as Duncan Locke.[102] Skylar Gaertner played 6-year old Bode, and Harrison Thomas played a teenager possessed by an evil spirit.[103] Actor and singer Jesse McCartney appeared as Ty Locke, the series' male lead[104] and Ksenia Solo was cast as Dodge.[105]

Mark Romanek directed the pilot episode,[106] which was filmed at the mansion in Hartwood Acres and in Ellwood City, Pennsylvania, in February 2011. The pilot was also shot throughout Pittsburgh that same month.[107] In May 2011, Fox announced that the project would not be picked up as a series.[108] The studio attempted to sell the project to other networks but eventually ceased efforts due to rising costs. The pilot was screened at the 2011 San Diego Comic-Con, where it was well received.[109]

Hulu pilot (2017–2018)

[edit]

On April 20, 2017, Hulu ordered a pilot based on the comic with Carlton Cuse, Scott Derrickson, and Lindsey Springer as producers.[110] In July 2017, Derrickson was replaced by Andy Muschietti as the pilot's director.[111] In August 2017, Frances O'Connor was cast as Nina in the show.[112] In a March 2018 interview, Samantha Mathis revealed that Hulu had passed on the show, and it was now being shopped around to other networks.[113]

Netflix series (2020–2022)

[edit]

On May 30, 2018, after Hulu had passed on Locke & Key, it was announced that Netflix was nearing a series order for a re-developed version of the show with Cuse and Hill involved once again, and Muschietti as executive producer. The show found a new director for the pilot and an entirely new cast except for Jackson Robert Scott as Bode Locke, who was cast in the Hulu pilot as well.[114]

Season one of the show, with 10 episodes, debuted on Netflix on February 7, 2020. Season two of the show, with 10 episodes, debuted on Netflix on October 22, 2021. The third and final season of the show, with 8 episodes, debuted on Netflix on August 10, 2022.

Audio drama

[edit]

All six books of Locke & Key were adapted as a 13-hour audio drama released on 5 October 2015. Produced by the AudioComics Company for Audible Studios and directed by William Dufris, the work features voice actors including Tatiana Maslany, Haley Joel Osment, Kate Mulgrew, and Brennan Lee Mulligan, with appearances by series creators Rodríguez and Hill, as well as Hill's father Stephen King, in addition to almost 50 voice-over actors[115] and an original score by Peter Van Riet. The work received critical praise and in 2016 was nominated for four Audie Awards from the Audiobook Publishers Association of America, including "Best Original Work" and "Excellence in Production."

Card game

[edit]

In 2012, Cryptozoic Entertainment released a card game based on the series.[116]

See also

[edit]
  • The Lost Room – Prior work from 2006 with a very similar main concept to Locke & Key, a set of magical objects with different properties, including a key that opens any door to anywhere.

References

[edit]

Sources

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Locke & Key is an American comic book series written by Joe Hill and illustrated by Gabriel Rodríguez, first published by in February 2008. The narrative centers on the Locke family—mother Nina and her children Tyler, Kinsey, and Bode—who relocate to their ancestral Keyhouse manor in the fictional town of Lovecraft, , following the brutal murder of their father. There, young Bode discovers a collection of enchanted keys hidden throughout the estate, each unlocking supernatural abilities such as walking through walls, removing memories, or manifesting as one's true self, but these powers also draw the attention of a shape-shifting seeking to reclaim them for malevolent purposes. Spanning six main volumes released between 2008 and 2013—Welcome to Lovecraft, Head Games, Crown of Shadows, Keys to the Kingdom, Clockworks, and Alpha & Omega—the series explores themes of grief, family legacy, and the perils of magic through a blend of and . A edition collecting all volumes was later published, along with additional stories like The Golden Age (2022), which delves into the Locke family's early 20th-century history, and a 2021 crossover with Neil Gaiman's The Sandman universe, collected in The Golden Age. Critically acclaimed for its intricate storytelling and Rodriguez's detailed, atmospheric artwork, Locke & Key earned Joe Hill the 2011 Eisner Award for Best Writer. The series has been adapted into a three-season television series (2020–2022), expanding its reach to a broader audience while staying true to the source material's emotional depth and intrigue.

Overview

Premise

Locke & Key is an American comic book series written by Joe Hill and illustrated by Gabriel Rodríguez, published by . The story centers on the Locke family, who relocate to their ancestral home, Keyhouse, in the fictional town of Lovecraft, , following the of the family patriarch, Rendell Locke. This move is intended to provide a fresh start for Nina Locke and her three children—Tyler, Kinsey, and Bode—as they grapple with grief and the shadows of their loss. Upon arriving at Keyhouse, the Lockes discover a collection of ancient magical keys hidden throughout the estate. These keys, crafted from a mysterious otherworldly material called whispering iron, can be used with specific locks to grant users extraordinary abilities, such as altering memories, exploring dreams, or transforming physical form. However, the keys also harbor significant dangers, as their powers are intertwined with dark family secrets and malevolent entities that seek to exploit them. The series explores core themes of wonder and peril through the keys, which symbolize both the potential for personal growth and the risks of unchecked power within the context of familial bonds and hidden legacies. Blending elements of horror, fantasy, and coming-of-age drama, Locke & Key delves into how the discovery of these artifacts reshapes the Lockes' lives amid lurking threats from beyond the mortal world.

Characters

The central protagonists in Locke & Key are the members of the Locke family, who relocate to their ancestral Keyhouse following a family tragedy, where sibling bonds and parental struggles drive the emotional core of the story. Tyler Locke, the 16-year-old eldest sibling, emerges as a reluctant guardian figure, burdened by the loss of his father and channeling his grief into protective instincts toward his brother and sister, though this often isolates him emotionally. His development involves confronting suppressed trauma while forging tentative friendships that challenge his self-imposed maturity. Kinsey Locke, the 15-year-old middle child and aspiring artist, embodies rebellion and introspection, using her creative talents to process the upheaval of relocation and family discord; her arc highlights struggles with and peer integration, strengthening her resolve through artistic expression and reliance. Bode Locke, the adventurous 6-year-old youngest brother, injects wonder and impulsivity into the narrative, his innate curiosity leading the family into explorations that test their unity; his growth reflects a transition from innocent playfulness to awareness of danger, deepening his bond with his older siblings. Rendell Locke, the late father and former school headmaster, serves as a spectral influence through hinted flashbacks to his youth at Keyhouse, revealing a complex backstory intertwined with family legacies that indirectly guide his children's paths. Nina Locke, the widowed mother, contends with overwhelming sorrow that exacerbates her , straining her authority and prompting generational conflicts as her children assert independence amid the house's enigmas; her journey underscores themes of recovery and reconnection. Among supporting figures, Duncan Locke, Rendell's younger brother and the family's uncle, provides a grounding presence as Keyhouse's resident, facilitating the siblings' adjustment while harboring his own obscured memories of the past. Scot, Tyler's affable classmate and drummer in a local band, offers comic relief and loyal friendship, aiding Tyler's social reintegration and highlighting themes of male camaraderie. Jackie Veda, Kinsey's empathetic school friend and track team member, supports her emotional navigation of adolescence, fostering Kinsey's confidence through shared vulnerabilities and local ties. Throughout the series, the Locke siblings' tight-knit relationships, forged in shared loss, contrast with tensions involving Nina's instability, as generational secrets at Keyhouse compel collective growth and occasional clashes over autonomy. Their encounters with the house's artifacts further catalyze personal evolutions without overshadowing familial dynamics.

Creation and publication

Development

Joe Hill, son of renowned horror author , developed the initial concept for Locke & Key in 2007, drawing from his childhood experiences in the family's eccentric home, which sparked ideas about the hidden fears and secrets lurking in an old house's rooms and attics. This foundation blended personal reflections on familial spaces with imaginative horrors, transforming everyday architecture into a canvas for supernatural discovery. To bring the story to life, Hill partnered with artist Gabriel Rodríguez, recommended by IDW Publishing's then-editor-in-chief Chris Ryall based on Rodríguez's prior work at the publisher, including horror-infused titles like CSI adaptations that demonstrated his skill in rendering eerie, atmospheric visuals suited to the series' tone. Their collaboration emphasized a seamless integration of script and art, with Rodríguez's detailed, expressive style enhancing the emotional depth of the characters and the uncanny nature of the magical elements. The narrative's influences include H.P. Lovecraft's cosmic horror mythos, reflected in the choice of "Lovecraft" as the story's town name to evoke themes of ancient mysteries and existential dread. Classic fantasy works like C.S. Lewis's also shaped the concept of transformative doors and keys as portals to wonder and peril, while core personal motifs—such as coping with loss, family trauma, and the painful shift from childhood innocence to adult responsibility—stemmed from Hill's own life experiences. In the early scripting phase, Hill created a detailed outline encompassing the six primary story arcs and the overarching mythology of the keys and Keyhouse, providing a structured blueprint that allowed for episodic revelations while maintaining long-term narrative cohesion from the outset.

Release history

The Locke & Key comic series launched with on February 20, 2008, beginning with the first issue of the "Welcome to Lovecraft" storyline. The main series ran for 37 issues across six arcs, transitioning from a monthly format to structured , and concluded in late 2013 with the "Alpha & Omega" finale following a brief hiatus after the prior volume. Spin-off releases expanded the universe starting with the 2016 one-shot Locke & Key: Small World, focusing on intimate family horror elements. Further expansions came with the three-issue World War I miniseries Locke & Key: In Pale Battalions in 2020, bridging historical and supernatural conflicts. The prequel Locke & Key: The Golden Age, a six-issue series set in the early 20th century, released in 2022, examining the Locke family's origins. After the main series conclusion, the creative team took a hiatus, with no new mainline issues until a 2023 announcement by writer Joe Hill and artist Rodríguez teasing future projects, though none had materialized by November 2025 due to publishing delays. The series has seen international editions in languages including Spanish, broadening its global reach through licensed translations.

Fictional elements

Setting

Keyhouse Manor serves as the central location in Locke & Key, depicted as a sprawling Victorian-style mansion in the fictional coastal town of Lovecraft, . The estate, designed by artist Gabriel Rodríguez—who holds a background in —incorporates an extensive layout with numerous interconnected rooms, winding corridors, and an abundance of custom locks and doors that emphasize its role as a labyrinthine structure integral to the narrative's magical elements. This design imbues the manor with a sense of vitality and personality, transforming it into a character-like entity that reflects the series' themes of mystery and hidden depths. Lovecraft, Massachusetts, is portrayed as a secluded, insular New England community shrouded in perpetual fog along the coastline, drawing inspiration from the cosmic horror themes in H.P. Lovecraft's works while establishing deep historical connections to the Locke family lineage. The town's atmosphere reinforces a sense of isolation and foreboding, with its narrow streets, weathered harbors, and lingering sense of ancestral secrets contributing to the overall gothic tone. The series' setting evokes classic New England gothic horror through environmental details like shifting seasons—from misty autumns to barren winters—and symbolic decay in the manor's aging woodwork, overgrown grounds, and shadowed interiors, heightening the eerie, introspective mood. Extensions of this world include supernatural realms accessed via keys, such as the Well Lady's submerged domain within the estate's Wellhouse outbuilding and the infernal expanse beyond the Black Door, which broaden the physical backdrop into otherworldly dimensions.

Magical keys

The magical keys in Locke & Key form the central mythology of the series, ancient artifacts forged from a mystical metal called whispering iron that grant extraordinary abilities when inserted into locks, primarily those found within or connected to Keyhouse in Lovecraft, Massachusetts. These keys, discovered by the Locke family, enable a range of supernatural feats, from physical transformation to psychological manipulation, but they are bound by specific rules: they only function for those who believe in their power as children, lose efficacy if the user forgets their existence upon reaching adulthood, and derive their strength from the grounds of Keyhouse, becoming inert when taken far away. The Anywhere Key is a brass key shaped like a house, which, when inserted into any door and turned while the user visualizes a destination, transforms the doorway into a portal leading directly there, allowing instantaneous travel across distances limited only by the user's imagination, though it cannot access other dimensions without additional keys. The Ghost Key, resembling a skeletal figure, turns its user into an ethereal upon insertion into a lock on the body, enabling intangible passage through objects and flight, but leaving the physical body vulnerable and unconscious during use. The Head Key, with prongs like fingers, unlocks the of the user when inserted at the base of the , allowing the physical removal of the to insert objects, memories, or ideas directly into the mind, facilitating knowledge acquisition or emotional overwriting, though mishandling can cause . The Mirror Key produces a shadowy duplicate of the user from any reflective surface when used, creating an independent entity with the original's appearance and partial memories that can act autonomously, often for or , but the shadow risks developing its own agenda if separated too long. The Music Box Key fits into a specially crafted music box, and winding it while holding someone inside induces complete regarding the keys and Keyhouse, effectively erasing the victim's awareness of the magical world as a protective measure against threats. The Crown of Shadows Key adorns a crown-like lock, granting the wearer immense size, strength, and shadow manipulation upon activation, turning the user into a colossal, armored giant capable of devastating physical force, though it amplifies aggression and is tied to darker impulses. The Omega Key, a large, ominous key, unlocks the Black Door within Keyhouse's labyrinthine depths, opening a gateway to a demonic and allowing the summoning or entry of otherworldly entities, serving as the most perilous artifact due to its potential for unleashing chaos. Among other notable keys, the Well Key allows entry into the well to interact with the Well Lady or speak to the dead, but at the risk of losing memories; the Animal Key alters the user's form to mimic animals for stealth or survival.

Antagonists and threats

The primary supernatural adversaries in Locke & Key are the demons, shadowy entities originating from a hellish dimension accessible through the Black Door in Keyhouse. These creatures manifest as intangible shadows in their natural form but can possess human hosts to gain physical presence and agency, often driving their hosts toward destructive actions while seeking the Omega Key to achieve permanent embodiment in the human world. Dodge emerges as the central , a cunning that first possesses Lucas —a childhood friend of Rendell Locke during their time at Lovecraft Academy—and later shifts forms to infiltrate the Locke family and orchestrate schemes centered on acquiring the magical keys. Through manipulation and deception, Dodge exploits relationships and secrets from the family's past to advance its quest for dominance, adapting its strategies across the narrative to counter opposition. The Well Lady represents another enigmatic threat, an ancient demonic presence confined within the Wellhouse structure on the Keyhouse grounds, where it guards select keys and lures individuals into perilous interactions with the estate's magic. This entity, encountered by Bode Locke, embodies the isolating and seductive perils of the keys' hidden realms. Human elements of antagonism intersect with the , notably through , whose possession by stems from Rendell Locke's youthful experiments with the keys alongside a group of peers, unleashing lasting repercussions for the family. Beyond specific foes, the keys themselves harbor inherent threats, including a corrupting influence that amplifies users' flaws or desires into dangerous obsessions, the peril of permanent from improper key usage, and echoes of historical factions like the Tamers of —a 1988 group of key-wielders who sought to harness the artifacts' power but succumbed to their chaotic forces.

Story arcs

Welcome to Lovecraft

"Welcome to Lovecraft" is the debut of the Locke & Key comic series, comprising issues #1–6 written by Joe Hill and illustrated by Gabriel Rodríguez, published by from February to July 2008. The arc centers on the Locke family's relocation to the ancestral Keyhouse manor in the fictional town of Lovecraft, , following the brutal murder of their father, Rendell Locke, in . Widowed mother Nina Locke, grappling with grief and alcoholism, moves her three children—teenagers Tyler and Kinsey, and young Bode—to the eerie, labyrinthine estate to start anew, but the house harbors ancient magical secrets that soon entangle them in supernatural dangers. As the family settles into Keyhouse, Bode, the curious youngest child, embarks on solitary explorations of the sprawling property, uncovering its hidden wonders and horrors. He first discovers the Ghost Key in a wellhouse, a magical artifact that allows its user to project their spirit from their body, enabling ghostly flight and interaction with the physical world while leaving the body vulnerable. This key facilitates Bode's initial forays into the house's concealed spaces, including a flooded ice house and locked rooms filled with relics of the family's past. Later, Bode finds the Anywhere Key, which can turn any door into a portal to any location the user visualizes, further expanding the children's tentative alliances as Tyler and Kinsey begin to share in these revelations amid their own struggles with loss and . The arc weaves themes of familial grief and the perilous allure of discovery, as the Lockes confront the emotional aftermath of Rendell's death—Tyler's rage-fueled isolation, Kinsey's anxiety, and Nina's denial—while the manor's mysteries offer both escape and threat. Subtle hints of an impending emerge through Bode's encounters with shadowy figures and from the house's , culminating in a chilling tease of possession when a entity from Keyhouse's dark legacy targets the vulnerable boy during a midnight intrusion. These early demon incursion hints underscore the arc's tension, forging sibling bonds as Tyler and Kinsey rally to protect Bode, setting the stage for deeper explorations of the keys' powers and the forces seeking to claim them.

Head Games

The "Head Games" arc, spanning issues #7–12 of Locke & Key (January 2009–July 2009) and accompanied by the promotional Head Games one-shot, shifts the narrative from physical exploration to as the Locke siblings delve into the mysteries of their own minds. Following the traumatic death of family friend and handyman Al Grubb, which echoes the lingering pain of Rendell Locke's murder, the children—Tyler, Kinsey, and Bode—uncover the Head Key in the Drowning Cave beneath Keyhouse. This artifact functions by unlocking the crown of the user's skull like a door, granting physical access to the brain's interior where memories manifest as tangible objects that can be extracted, examined, or even inserted. The Head Key's power becomes a tool for confronting personal traumas, but it also amplifies the family's emotional fractures. Kinsey uses it to excise her embodied fear—a grotesque, shadowy entity symbolizing the terror from her father's death—tossing it into the depths of the Wellhouse lake, thereby reclaiming a measure of agency but highlighting the arc's theme of identity loss through selective erasure. Tyler experiments with removing his guilt over past family arguments, only to find memories resilient and interconnected, underscoring the dangers of tampering with one's psyche. Bode, ever curious, employs the key for practical gains, such as absorbing directly, but his contrasts with the growing secrecy that isolates the siblings from adults. The one-shot provides historical context, depicting the Head Key's earlier use by antagonist in the 18th century to manipulate memories and sow discord among the Locke ancestors, reinforcing the keys' enduring legacy of hidden truths. Parallel to these discoveries, the arc introduces the , found within Keyhouse's enigmatic Music Box room, which enables the user to project their consciousness into another's mind by compelling the target to play a haunting melody from a ornate box, regressing them to a childlike state vulnerable to possession. The demonic entity , masquerading as charismatic newcomer Zack Wells, exploits this key during Uncle Duncan's visit from . Dodge infiltrates Duncan's psyche, displacing his identity and assuming control of his body, marking the first instance of the villain's insidious infiltration into the Locke family circle and escalating the threat from external to intimate . This possession event ties into broader motifs of concealed identities, as Dodge's true nature remains obscured while he manipulates the siblings' trust. Nina Locke's storyline intensifies the family conflicts, as her battle with leads to a moment of vulnerability where she accesses the Head Key and confronts fragmented of her husband's secretive past. However, the magical rule that adults forget all knowledge of the keys upon sleeping induces profound in Nina, leaving her disoriented and questioning her reliability as a . This loss exacerbates tensions, with the children withholding information to protect her, fostering resentment and isolation; Nina's erratic behavior, including blackouts and emotional outbursts, strains sibling bonds and underscores the arc's exploration of how suppressed truths erode familial unity. Through these elements, "Head Games" emphasizes the fragility of selfhood and the peril of unearthing buried secrets, transforming Keyhouse from a site of wonder into a of mental torment.

Crown of Shadows

"Crown of Shadows" is the third major story arc in the Locke & Key comic book series, spanning issues #13 through #18, serialized by IDW Publishing from November 2009 to April 2010. Written by Joe Hill and illustrated by Gabriel Rodríguez, the arc shifts the narrative toward large-scale physical confrontations and supernatural warfare, as the Locke siblings defend their home from an onslaught orchestrated by the demon Dodge. The plot intensifies when Dodge acquires the Shadow Key and uses it to activate the Crown of Shadows, a magical artifact hidden within Keyhouse that grants control over living shadows. These shadows manifest as monstrous entities, invading the estate under the cover of night and forcing Tyler, Kinsey, and Bode Locke into desperate battles. To counter this threat, the siblings employ the Giant Key, which allows them to transform into colossal versions of themselves for epic confrontations against the towering shadow beasts. The arc highlights the escalating peril as Dodge's forces overwhelm the family, isolating the children in a world where darkness itself turns hostile. Interwoven with the action are pivotal revelations about Rendell Locke's past, uncovered through flashbacks that detail his youthful experiments with the keys alongside friends, including their fateful encounter with the Black Door—a portal that unleashes demonic entities into human hosts. These disclosures explain the origins of the shadows and the broader lore of the keys' dangers, emphasizing how past mistakes continue to haunt the present. The narrative also depicts the escalation of demon possessions among Lovecraft's residents, as additional shadows slip through vulnerabilities to inhabit supporting characters like local teenagers and family acquaintances, amplifying the chaos and personal stakes. Throughout the arc, themes of power's inherent costs emerge prominently, as the Lockes grapple with the physical and emotional toll of wielding the keys—transformations that their bodies and relationships. Heroic sacrifices underscore this motif, with characters making profound choices to safeguard loved ones, often at great personal expense, culminating in a bittersweet resolution that advances the overarching quest against the demonic forces.

Keys to the Kingdom

"Keys to the Kingdom" is the fourth major in the Locke & Key comic series, spanning issues #19 through #24, serialized from August 2010 to February 2011 by . In this volume, the narrative shifts toward exploration and discovery as the Locke siblings—Tyler, Kinsey, and Bode—embark on a deliberate hunt for the magical keys hidden within Keyhouse Manor and scattered across the town of Lovecraft, . This quest builds on prior revelations about the keys' powers, emphasizing their role in the family's ongoing struggle to protect their secrets from external threats. The arc introduces several new keys that expand the lore of the Locke family's artifacts, with the Animal Key prominently featured as a tool for transformation. Inserted into a special door in Keyhouse, the Animal Key allows the user to physically manifest their inner animal form upon passing through, granting abilities tied to that beast—such as enhanced senses or agility—while retaining human consciousness. This key, discovered early in the hunt, exemplifies the series' inventive and aids the siblings in navigating hidden spaces and dangers during their search. Other keys emerge from obscure corners of the estate and town, each unlocking unique abilities that deepen the characters' understanding of their inheritance, though the focus remains on their practical use in the present-day narrative rather than exhaustive cataloging. Antagonist Dodge intensifies her manipulative efforts to acquire the keys, particularly the elusive Omega Key, forging shadowy alliances with unwitting townsfolk and exploiting vulnerabilities within the Locke circle. Her schemes involve psychological and indirect assaults on the family, drawing in peripheral characters like local teenagers and adults to sow discord and gather intelligence on the keys' locations. These tactics heighten the tension, portraying Dodge as a cunning force who adapts to the siblings' discoveries, often turning the keys' powers against their keepers in subtle, escalating confrontations. Throughout the arc, themes of underscore the Lockes' confrontation with their ancestral legacy, as the quest reveals how the keys have shaped generations of family members and bound them to Keyhouse's enigmatic history. The explores the burdens of this heritage, illustrating how the artifacts represent both and peril, passed down through bloodlines with profound implications for identity and responsibility. This historical weight is woven into the present-day action, highlighting the siblings' growing awareness of their forebears' triumphs and tragedies without delving into extended flashbacks.

Clockworks

"Clockworks" is the fifth in the Locke & Key series, published by from July 2011 to May 2012 as a six-issue limited series (Clockworks #1–6), corresponding to overall series issues #25–30, along with a promotional one-shot. In this arc, siblings Tyler and Kinsey Locke discover the Timeshift Key, a magical artifact that enables ghostly observation of past events by inserting it into a and stepping through, allowing them to uncover the Locke family's ancient secrets without altering history. The narrative primarily transports the protagonists to 1775 amid the American Revolutionary War, where a group of Minutemen led by Colonel Adam Crais seeks refuge in the Drowning Caves near the original Keyhouse from British forces. There, they stumble upon the Black Door, a portal to a demonic realm, unleashing the first invasion of shadow creatures known as the Children of Leng, who possess human hosts and sow chaos among the soldiers and local Locke family members. Ancestral blacksmith Benjamin Locke, residing at Keyhouse, forges the initial magical keys from "whispering iron" ore discovered in the caves, including the pivotal Omega Key, which combines with other keys to seal the Black Door and halt the demonic incursion, establishing the keys' role in safeguarding humanity. Interwoven with the Revolutionary-era events are flashbacks to 1988 depicting a young Rendell Locke—father to the modern protagonists—as a charismatic high school student and leader of the "Tempest Tamers" group, who experiment with the keys' powers during a production of Shakespeare's The Tempest. These sequences reveal Rendell's early encounters with the keys alongside friends like Lucas "Dodge" Caravaggio, highlighting how childhood wonder with the artifacts gives way to adult forgetfulness due to a built-in safeguard, yet sows the seeds for future tragedies involving demonic possession. The arc delves into themes of legacy and cyclical violence, portraying how the Lockes' historical triumphs and errors—such as the initial breaching of the Black Door—perpetuate a pattern of familial sacrifice and demonic resurgence across generations, underscoring the inescapable burden of their inherited guardianship. Through vivid illustrations by Gabriel Rodríguez, the story contrasts the revolutionary fervor of with the personal reckonings of , building tension toward the series' climax without resolving contemporary conflicts.

Alpha & Omega

"Alpha & Omega" serves as the concluding story arc of the main Locke & Key series, collecting the five-issue Omega (#1–5, published from June 2012 to October 2012) and the two-issue Alpha (#1–2, published from September 2013 to December 2013). This arc brings the Locke siblings—Tyler, Kinsey, and Bode—into a climactic battle against the forces of darkness threatening their ancestral home in Lovecraft, , building directly on the revelations from prior arcs involving the magical keys and historical threats. The narrative centers on the ultimate confrontation with Dodge, the series' primary antagonist, who has acquired the Omega Key and aims to open the Black Door in the Drowning Cave, potentially unleashing an army of shadow demons and exacting revenge on the Locke family. As darkness engulfs Keyhouse, the protagonists deploy various keys in desperate defenses against supernatural assaults from the dead and the night itself, leading to profound sacrifices by major characters that resolve central mysteries about the keys' origins, the demons' nature, and the family's multigenerational curse. These events force the Lockes to confront lingering traumas from their father's murder and the psychological toll of their discoveries, culminating in a thunderous resolution that ties together the series' intricate lore. In the , the story shifts to reflect on the Locke family's future, depicting paths of healing and separation from Keyhouse, whose enchanted legacy is left in a state of ambiguous guardianship. The arc underscores themes of closure through acceptance of loss, forgiveness amid betrayal—particularly in familial and friendly bonds—and the enduring power of memory as a counterforce to oblivion, providing emotional depth to the horror elements. This finale ensures no major plot threads remain unresolved, offering a satisfying, heartfelt end to the core narrative.

The Golden Age

Locke & Key: The Golden Age is a 2022 collection compiling stories set in the early , focusing on the Locke family's experiences during periods of historical turmoil, including and the era. Written primarily by Joe Hill and illustrated by Gabriel Rodríguez and others, the volume expands the series' mythology by depicting Chamberlin Locke as a central figure in safeguarding the magical keys amid family struggles and supernatural dangers. The collection features several interconnected tales that highlight Chamberlin Locke's era, blending domestic dramas with high-stakes conflicts. In the three-issue miniseries "In Pale Battalions Go" (originally published 2020, collected 2022), set during , Chamberlin's eldest son John, eager to enlist despite being underage, ventures into the European trenches where the keys prove vital against wartime horrors and otherworldly threats. This arc explores the intersection of industrial-era warfare and the keys' powers, portraying the Lockes' efforts to protect their legacy amid global conflict. New characters, notably Mary Locke—Chamberlin's daughter—are introduced through stories like the two-issue crossover miniseries Locke & Key/Sandman: Hell & Gone (2021, collected 2022), set in the 1920s. Here, Mary confronts early demon incursions, venturing into supernatural realms including Hell to rescue her brother's soul from entities like the Corinthian, tying into Prohibition-era tensions through themes of corruption and moral peril. These narratives illustrate the family's generational role as key guardians, passing down knowledge and artifacts during times of societal upheaval. Additional short stories, such as "Small World" and "Face the Music," delve into family dynamics in industrial-age , where Chamberlin and his wife Fiona gift their young daughters Mary and Jean a magical dollhouse replica of Keyhouse, and the family experiments with new keys like the Orchestra Key to navigate personal tragedies and demonic whispers. These vignettes emphasize themes of war's lingering trauma, Prohibition's undercurrents of illicit dealings and moral decay, and the enduring burden of key stewardship across Locke generations.

In Pale Battalions

In Pale Battalions Go is a three-issue published by in 2020, written by Joe Hill and illustrated by Gabriel Rodríguez, serving as a prequel exploring the Locke family's involvement in . Set in the spring of 1915, the story centers on , the oldest son of Chamberlin Locke, who is determined to join the British war effort despite being underage. Desperate to contribute, John secretly employs the magical keys from Keyhouse as tools of warfare, beginning with the Ghost Key to detach his soul from his body and infiltrate the trenches undetected. This allows him to participate in battles like those at without physical risk initially, blending the grim realities of historical combat with the capabilities of the keys. As the narrative unfolds across the issues, John forms bonds with fellow soldiers, highlighting themes of camaraderie and survival amid the horrors of trench warfare. He utilizes additional keys, such as the Anywhere Key for rapid travel between the front lines and Keyhouse, to aid his efforts, but these interventions introduce war-specific threats, including unintended consequences from tampering with otherworldly forces. The story escalates in the final issue when John's use of the Anywhere Key to escape a brutal assault inadvertently opens a portal linked to the Black Door, summoning demonic entities into the conflict and amplifying the supernatural peril. New soldier characters, including John's comrades, are introduced as they navigate both human enemies and these emerging otherworldly dangers, emphasizing the keys' dual role as both saviors and harbingers of moral ambiguity in times of crisis. The miniseries masterfully integrates historical elements of —such as the mud-choked trenches, attacks, and the futility of frontline assaults—with the Locke & Key universe's magical lore, portraying the keys not merely as aids but as weapons that exacerbate the ethical dilemmas of war. John's secretive actions strain family dynamics, as and his wife remain unaware of the full extent of their son's involvement, underscoring themes of youthful clashing with the brutal cost of conflict. Through vivid artwork by Rodríguez, the horror of both mundane and elements is rendered palpably, culminating in a poignant exploration of loss and the enduring legacy of the Lockes' magical inheritance.

Other standalone stories

"Grindhouse" is a three-issue published by IDW in 2012, serving as a standalone tale within the Locke & Key universe. Written by Joe Hill and illustrated by Gabriel Rodríguez, it presents a more visceral, action-horror narrative where the Locke family confronts demonic forces in a style reminiscent of exploitation cinema. The story emphasizes intense, gore-filled confrontations with shadows and demons, diverging from the main series' focus on to deliver a "blood-splashed, bare-knuckled" adventure. "Small World," a one-shot released in December 2016 and collected in deluxe edition in 2017, explores a branch of the Locke family tree in the early . Joe Hill's script, again with art by Gabriel Rodríguez, centers on sisters Mary and Jean Locke receiving a magical replica of Keyhouse as a gift. The accompanying Small World Key allows them to manipulate miniature versions of their family within the dollhouse, which mirrors real events at the estate; however, this power attracts a monstrous, spider-like entity from another realm, blending themes of childhood innocence with supernatural peril. In 2019, IDW published "Dog Days," another standalone one-shot by Hill and Rodríguez set in the present day after the main series' events. The story follows the Locke siblings returning to a rebuilt Keyhouse during summer vacation, where they discover the Tamers Key, which grants control over animals. This leads to lighthearted yet eerie escapades involving local wildlife and lingering family traumas, expanding the universe through everyday "what-if" explorations of the keys' potential. Additional short tales, such as those featured in editions, function as promotional extensions of the lore. For instance, the 2011 Giant-Sized Action one-shot depicts the Locke family defending Keyhouse from demonic invasion, highlighting the keys' defensive capabilities in a high-stakes scenario. These pieces often delve into alternate possibilities and temptations posed by the keys, enriching the extended universe without advancing the core narrative.

Collected editions

Trade paperbacks

The trade paperbacks of Locke & Key collect the main series into six affordable softcover volumes published by , covering the complete narrative arcs from 2009 to 2014. These volumes gather consecutive issues, providing a convenient entry point for readers while maintaining the original artwork and storytelling. Each features cover art by series co-creator Gabriel Rodríguez, known for its evocative and thematic designs that hint at the story's magical elements without spoiling content. The first volume, Welcome to Lovecraft, collects issues #1–6 and was published August 18, 2009. It spans 168 pages and includes an introduction by to orient new readers, along with a recap of key concepts for accessibility. ISBN: 978-1-60010-237-0. Head Games, the second volume, collects issues #7–13 and was published October 19, 2010, across 160 pages. It opens with a recap summarizing prior events, making it suitable for newcomers while building on the established world. Cover art by Gabriel Rodríguez. ISBN: 978-1-60010-761-0. The third volume, Crown of Shadows, assembles issues #14–20 and was published July 19, 2011, totaling 152 pages. An introductory summary aids reader entry, emphasizing thematic continuity. by Rodríguez. ISBN: 978-1-60010-953-9. Keys to the Kingdom, volume four, covers issues #21–30 and was published March 14, 2012, in 152 pages. It includes a brief arc overview at the start for accessibility to the escalating conflicts. by Rodríguez. ISBN: 978-1-61377-207-2. Volume five, Clockworks, collects issues #31–37 and was published July 23, 2013, comprising 160 pages with an opening recap to contextualize the intricate plot developments for new audiences. by Rodríguez. ISBN: 978-1-61377-699-5. The final main series volume, Alpha & Omega, gathers issues #38–49 and was published September 23, 2014, into a 304-page edition. It features an extensive recap section to ensure accessibility, wrapping up the core storyline while recapping essential lore. by Rodríguez. ISBN: 978-1-63140-1442. Spin-off trade paperbacks expand the universe in standalone softcover formats. , released in 2013, collects its six-issue miniseries (2012) into 152 pages, with art by Michael Walsh and cover by Gabriel Rodríguez. It includes a prologue recap tying into the main series for reader orientation. ISBN: 978-1-61377-407-5. The Golden Age, a 2022 collection of prequel and crossover stories including the 2017 Sandman collaboration and early 20th-century Locke family tales, spans 232 pages. It provides introductory summaries for each segment to enhance accessibility for those new to the extended lore. Cover art by Gabriel Rodríguez. ISBN: 978-1-68405-785-6. In 2025, IDW released the IDW Classic Collections Vol. 1, a digest-sized trade paperback collecting Welcome to Lovecraft (#1–6) and Head Games (#7–13), providing an affordable entry for new readers. ISBN: 979-8-88724-388-7.
Volume TitleIssues CollectedPublication YearPage CountISBNCover Artist
Welcome to Lovecraft#1–62009168978-1-60010-237-0Gabriel Rodríguez
Head Games#7–132010160978-1-60010-761-0Gabriel Rodríguez
Crown of Shadows#14–202011152978-1-60010-953-9Gabriel Rodríguez
Keys to the Kingdom#21–302012152978-1-61377-207-2Gabriel Rodríguez
Clockworks#31–372013160978-1-61377-699-5Gabriel Rodríguez
Alpha & Omega#38–492014304978-1-63140-1442Gabriel Rodríguez
Greenworld (spin-off)#1–62013152978-1-61377-407-5Gabriel Rodríguez
The Golden Age (spin-off collection)Various prequels/crossovers2022232978-1-68405-785-6Gabriel Rodríguez
IDW Classic Collections Vol. 1#1–132025N/A979-8-88724-388-7Gabriel Rodríguez

Deluxe and hardcover editions

The deluxe and editions of Locke & Key provide collectors with luxurious formats that expand on the core through enhanced production values, additional artwork, and behind-the-scenes insights from creators Joe Hill and Rodríguez. These editions often feature oversized pages to showcase Rodríguez's intricate illustrations, premium binding, and exclusive content such as sketchbooks, variant covers, and author notes, distinguishing them from more affordable trade paperbacks by emphasizing artistic and historical depth. Early deluxe editions focused on individual arcs with premium packaging. The Head Games Deluxe Edition, released in February 2013 by , collects issues #7-13 of the series and includes Joe Hill's original scripts, extra art pages, and a leatherette cover with foil stamping for durability and aesthetic appeal. Similarly, the Crown of Shadows Deluxe Edition, published in October 2013, compiles issues #14-19 along with Hill's scripts, variant cover designs, and creator annotations that detail the development of key plot elements like the shadow creatures. These editions highlight the series' horror-fantasy blend while offering fans rare glimpses into the creative process. The Master Editions line elevates the format further with oversized hardcovers designed for immersive reading. Locke & Key Master Edition Vol. 1, published June 2, 2015, by , gathers issues #1-13—covering the Welcome to Lovecraft and Head Games arcs—and incorporates all-new , interior design updates by Gabriel , and select pages from early . Vol. 2 (October 2016) collects issues #14-26 (Crown of Shadows and ), adding variant covers and creator notes on key designs like . Vol. 3 (January 2020) encompasses issues #27-37 (end of and Clockworks arcs, and select shorts), featuring expanded extras including a section with Rodríguez's preliminary drawings and Hill's commentary on the series finale. These volumes prioritize visual fidelity and supplemental material to deepen appreciation of the Locke family's magical legacy. Complete series collections cater to comprehensive ownership. In 2015, IDW released the Locke & Key Slipcase Set, a boxed compilation of all six main volumes, presented in a custom with ribbon markers and an introductory note from Joe Hill on the saga's themes. A 2019 edition followed, bundling the individual volumes (#1-6) with additional variant covers and a collector's containing creator interviews. The Golden Age hardcover, published April 26, 2022, by , assembles prequel standalone stories set in the early 20th century, including the Sandman Universe crossover "Hell & Gone," and appends sketchbooks, galleries, and notes from Hill and Rodríguez on expanding the Keyhouse mythology. This edition underscores the series' enduring appeal by integrating historical context with exclusive artistic supplements.

Compendium and limited editions

The Locke & Key: Keyhouse Compendium is an omnibus edition published by IDW Publishing that collects the entire main series in a single volume. Released on July 20, 2021, it encompasses all 49 issues across the six original volumes—Welcome to Lovecraft, Head Games, Crown of Shadows, Keys to the Kingdom, Clockworks, and Alpha & Omega—totaling 976 pages in an oversized hardcover format measuring approximately 7.4 x 11.1 x 1.9 inches. The edition includes a new introduction by writer Joe Hill, reflecting on the series' themes of magic, family, and grief, and is designed for collectors seeking a comprehensive, all-in-one presentation of the core narrative. IDW Publishing issued several signed limited editions of individual Locke & Key arcs between 2010 and 2013, catering to collectors with premium features such as author signatures and low print runs. For instance, the special edition of Crown of Shadows (Volume 3), released in 2010, was limited to 250 numbered copies and 26 lettered copies, each signed by writer Joe Hill and artist Gabriel Rodríguez, accompanied by a certificate of authenticity. Similar signed limited editions were produced for Welcome to Lovecraft (Volume 1) and Head Games (Volume 2) during this period, typically restricted to 250–1,000 copies per volume, often featuring enhanced bindings and exclusive artwork to highlight the series' horror-fantasy elements. Certain collector editions incorporate luxurious production details, including bindings and variant covers. The 2014 special edition of Crown of Shadows, for example, features a with foil stamping, designed for archival preservation and aesthetic appeal among enthusiasts. Oversized variants from IDW around 2012–2015, such as those for early arcs, often include carved elements, numbered certificates, and exclusive art prints by Gabriel Rodríguez, distinguishing them as high-end items for dedicated fans.

Reception

Critical response

Critics have widely praised Joe Hill's writing in Locke & Key for its masterful integration of family dynamics with horror, portraying and trauma as central forces that propel the narrative while exploring the emotional depths of the Locke siblings' experiences. Gabriel Rodríguez's artwork has been lauded for seamlessly blending whimsical, childlike wonder with visceral terror, using innovative panel layouts and detailed illustrations to heighten the story's eerie atmosphere and magical elements. The series received strong reviews across major outlets, with awarding multiple arcs scores of 9/10 for their compelling character development and inventive storytelling. Aggregated critic scores on Comic Book Roundup average 8.5/10, reflecting broad acclaim for the series' intricate mythology and emotional resonance. Thematic analysis highlights the series' nuanced representation of trauma, as the Locke family's relocation to Keyhouse serves as a for confronting inherited pain and psychological wounds from loss. LGBTQ+ elements are woven in through characters like Duncan Locke, the gay uncle who navigates homophobia and personal identity, adding layers to the exploration of amid chaos. The narrative also critiques power dynamics, with the magical keys symbolizing and , underscoring themes of responsibility and the dangers of unchecked . Locke & Key has exerted significant cultural influence on modern , contributing to a in the by demonstrating how personal horror can intersect with fantastical elements to create enduring narratives. Up to 2025, fan discussions continue to dissect the series' symbolism—such as keys representing locked aspects of the psyche and legacy—fostering ongoing in online communities and academic circles.

Awards and honors

Locke & Key received significant recognition in the comics industry, earning multiple nominations and wins at prestigious awards ceremonies. The following year, at the 2011 , Joe Hill was awarded Best Writer for his work on the series, particularly volumes Head Games and . The series also garnered international acclaim, winning the for Best Comic or in 2012 for Locke & Key, Volume 4: . At the 2011 , Locke & Key: #1 received nominations in several categories, including Best Cover, Best Artist (Gabriel Rodríguez), Best Letterer (Robbie Robbins), Best Continuing or Limited Series, and Best Single Issue or Story. Later installments continued to receive honors. In 2022, the story "Open the Moon" from Locke & Key: The Golden Age was nominated for the Will Eisner Comic Industry Award for Best Short Story.

Adaptations

Television series and pilots

In 2011, Fox developed a pilot for Locke & Key based on the comic book series by Joe Hill and Gabriel Rodriguez. The episode was written by Josh Friedman and directed by Mark Romanek, with Miranda Otto starring as Nina Locke, Sarah Bolger as Kinsey Locke, Jesse McCartney as Tyler Locke, and Mark Pellegrino in a supporting role. Filmed in the Pittsburgh area, the pilot introduced the Locke family's move to Keyhouse and the discovery of magical keys, but Fox ultimately passed on ordering it to series in May 2011, citing scheduling conflicts with other projects like Alcatraz and concerns over the episode's focus on the youngest child, Bode. Hulu ordered a pilot in 2017, with Carlton Cuse attached as and alongside IDW Entertainment and the comic's creators. Directed by , the episode featured as Bode Locke, as Nina Locke, and in a supporting role. passed on the pilot in March 2018 without advancing it to series, citing tone mismatches with the network's programming slate, though the project was shopped to other outlets for potential redevelopment. Netflix acquired the rights in May 2018 and greenlit a new pilot, leading to a full series order developed by , , and Aron Eli Coleite. The show premiered on February 7, 2020, with cast as Nina Locke, as Tyler, as Kinsey, and reprising his role as Bode from the pilot. portrayed the antagonist , a gender-swapped character from the where the equivalent figure is male; in the series, Dodge is depicted as a female demon capable of shape-shifting into various identities. The adaptation condensed the comic's sprawling arcs into three 10-episode seasons—airing in 2020, 2021, and 2022—while adding original subplots such as the "Savini Squad" group of friends and new magical keys like the Key to heighten interpersonal and accessibility for . announced in April 2022 that the third season, which concluded on August 10, 2022, would serve as the series finale, with no renewal planned as of November 2025.

Other media

In 2015, an audio drama adaptation of the entire Locke & Key series was released by Audible Studios, produced by the AudioComics Company. This 13-hour full-cast production, featuring actors such as as Dodge, as Sam Lesser, and as Candace Whedon, dramatizes the six-volume storyline with immersive sound design and explicit language suited to the horror elements. Cryptozoic Entertainment released Locke & Key: The Game in 2012, a competitive for 3-6 players that incorporates key-themed mechanics to simulate the supernatural challenges of Keyhouse. The game features over 175 cards with artwork from the series by Gabriel Rodríguez, blending strategy and cooperation as players collect keys to overcome obstacles and defeat demonic forces; it was nominated for the 2013 Origins Award for Best Traditional Card Game. Universal Pictures acquired the film rights in June 2013, with producers , , and Bobby Cohen attached to develop a live-action feature based on the . The project stalled following earlier unsuccessful television pilots and did not advance to production, with no reported developments or renewals as of November 2025. Beyond these, Locke & Key has generated merchandise such as officially licensed replica keys, pins, and busts produced by Skelton Crew Studio, capturing iconic elements like the Anywhere Key and Ghost Key for collectors. The original comics are also digitized on platforms including , offering vertical-scroll access to the full series. No significant new media projects, such as additional games or films, have materialized since the Netflix television concluded in 2022.

References

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