Locke & Key, Vol. 2: Head Games cover
Book

Locke & Key, Vol. 2: Head Games

by Joe Hill

2009•EN
About the book

In the second volume of this supernatural series, the Locke children continue to find enchanted keys hidden within Keyhouse. The primary focus shifts to the Head Key, a tool that allows a person to literally open their skull and peer inside their own mind. Tyler and Kinsey use the key to insert new knowledge, remove painful memories, and visualize their personified emotions. Meanwhile, the antagonist Dodge assumes a new identity as a student named Zack Wells to infiltrate the family’s social circle. He manipulates those around him to locate the Omega Key, leading to a confrontation involving a local teacher who begins to remember the house’s dark history.

Readers who enjoy dark fantasy and psychological horror gravitate toward this installment for its literal interpretation of mental health and memory. The book provides a visualization of internal trauma and the consequences of attempting to bypass emotional growth through magical means. It appeals to those interested in the mechanics of long-form visual storytelling and intricate world-building. Readers finish the volume with a clearer understanding of the antagonist’s origins and the specific rules governing the magical artifacts, which sets the stage for the escalating conflict in the town of Lovecraft.

Details
Published
2009
Language
EN

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