Welcome 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
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 that 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 which 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 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 killed finally 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 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 to bring 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 now enrolled; Dodge also re-enters the school under the guise of a new student and cousin of Ellie. 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 after-prom party in the sea cave. Several students are possessed by demons 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 a 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 into his physical form using the well and the Anywhere Key.
Publication history
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
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: Removes demons from possessed people's souls when inserted into their chests. It instantly turns a demon to whispering iron so, if the demon is still inside the host, the key's effect is fatal.
Angel Key: Gives the user angel-like wings that grant 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 choice in the matter. It appears that the key assigns the animal, according to some spiritual affinity. Returning back 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.
Chain 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 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.
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.
Giant Key: This physically large 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 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 has absolute control over Hell.
Hercules Key: Embedded in a necklace, it grants the bearer considerable strength and bulk.
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.
Keyhouse Key: A large key which 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.
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, it apparently cannot resurrect the dead.
Mirror Key: When inserted into a mirror, 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 created.
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.
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 realtime. 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.
Splody Key: Causes explosions in any building it is used within.
Squirrel/Undertree Key: Controls squirrels.
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.
Story arcs
Locke & Key
Welcome to Lovecraft
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.
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.
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...
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.
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...
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.
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).
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 better think fast and fight hard, if you don't want to wind up one yourself.
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.
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.
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.
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.
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
The final arc is titled Locke & Key: Alpha & Omega; it collects Omega #1–5 and Alpha #1–2.[28]
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.[29]
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.[30]
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.
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.[33]
"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.[35]
World War Key
At the 2019 San Diego Comic-Con, Joe Hill confirmed that a new Locke & Key series called World War Key was in the works.[36] 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."[36] As of 2019, the series is expected to run thirty-seven issues across six books (not including The Golden Age).[37]World War Key is designed to be both a prequel and a sequel to the original run of Locke & Key.[38]
The Golden Age
A series of short stories set in the past.[39] In his newsletter, Joe Hill referred to the book as "World War Key 0: The Golden Age".[40]
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".[41] It will also lead into the Locke & Key/Sandman Universe crossover comic.[40] On February 21, 2020, IDW announced via their Twitter[42] 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.[43]
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.[44]
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.[45]
"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."[47]
"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]
"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 Oberlutenant Eric Murnau has led a small band through to claim the magical keys for Germany!"[51]
"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!"[54]
"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…"[57]
Joe Hill has stated that the chronological order of the Golden Age chapters is as follows:[60][61]
Small World
Open the Moon
Face the Music
...In Pale Battalions Go...#1
...In Pale Battalions Go...#2
...In Pale Battalions Go...#3
Hell & Gone #1
Hell & Gone #2
Revolution
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."[62]
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."[62]
Issue
Release
Chapter Title
Summary
#1
TBD
TBD
TBD
Standalone issues
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.[64]
A rare Locke & Key short that was published for the first time in IDW: 10 Year Anniversary Comic Book.[66] 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.
A 2019 San Diego Comic-Con exclusive featuring behind-the-scenes material.[68] "Some doors, once closed, can never be opened again. While others shouldn’t be reopened ever again…"[69]
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.[70]
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)
On November 11, 2014, the first six volumes were collected as a slipcase set of paperbacks.
Master editions
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
All six arcs (Welcome to Lovecraft, Head Games, Crown of Shadows, Keys to the Kingdom, Clockworks, and Alpha & Omega) of the main story are to be 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,[73] but it was delayed and eventually published July 20, 2021.[74]
Signed limited editions
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.[75][76] 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.[77]
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.[78]
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.[79]
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.
In October 2015, Joe Hill confirmed that the films are no longer happening, though a TV series was still possible.[91] 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.[92]
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.[93] In February 2010, it was announced that Dimension had lost the adaptation rights to Dreamworks[94] with Alex Kurtzman and Roberto Orci signed on to develop and produce the project.[95] 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.[96]
Mark Romanek directed the pilot episode,[104] 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.[105] In May 2011, Fox announced that the project would not be picked up to the series.[106] 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.[107]
Hulu pilot (2017–2018)
On April 20, 2017, Hulu ordered a pilot based on the comic with Carlton Cuse, Scott Derrickson, and Lindsey Springer as producers.[108] In July 2017, Derrickson was replaced by Andy Muschietti as the pilot's director.[109] In August 2017, Frances O'Connor was cast as Nina in the show.[110] 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.[111]
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 with the exception of Jackson Robert Scott as Bode Locke, who was cast in the Hulu pilot as well.[112]
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
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[113] 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 Publisher's Association of America, including "Best Original Work" and "Excellence in Production."
Card game
In 2012, Cryptozoic Entertainment released a card game based on the series.[114]
See also
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.
^ abcHill, Joe (June 1, 2009). "Be at Peace". Joe Hill Fiction. Retrieved June 1, 2009. Sorta, not quite. HEAD GAMES is actually four-issues long, with a standalone prologue ("Intermission" or "The Joe Ridgeway Story") and a standalone conclusion ("Army of One").
^Hill, Joe (June 1, 2009). "Be at Peace". Joe Hill Fiction. Retrieved June 1, 2009. I wasn't asked, but I'll say at this point the plan is for four more six-issue LOCKE & KEY stories, the next being CROWN OF SHADOWS in the fall/winter of this year.
^"Feast Your Eyes". Joe Hill Fiction. January 24, 2010. Retrieved January 30, 2010.
^Serwin, Andy (March 2009). "Up Close: Joe Hill (interview)". Wizard. 1 (209). Danbury, CT: Wizard Entertainment: 22. ISSN1065-6499. In a weird way, Welcome to Lovecraft was really the prologue. It was the two-hour pilot, and now the TV series is beginning for real. There's gonna be 24 issues. We're gonna go for two years, and then there's gonna be a break, and then there'll be a final graphic novel to wrap things up. If you look at it broadly, it has a bit of a three-act structure, so the first 12 issues are one act… something happens at the end of issue #12 which begins to change things. The next 12 issues are Act 2, and then that final graphic novel will be Act 3
^Rodriguez, Gabriel (July 29, 2008). "Re: What happens after #6?". The Joe Hill Message Board. Archived from the original on October 23, 2008. Retrieved December 9, 2008. […]but starting this winter, you'll have 24 L&K issues MONTHLY, two years of uninterrupted series, and then a little pause before the grand finale graphic novel!
^Hill, Joe (June 1, 2009). "Be at Peace". Joe Hill Fiction. Retrieved June 1, 2009. I had thought at one point we might go monthly, but now I think it might be wiser to do it in six-issue bites. […] Also, a plan to end the series with a standalone graphic novel has been scrapped. I'd rather go with individual issues: for me, crafting the story in discreet 22-page portions is the great pleasure of the thing, and I don't want to abandon what's working.