Locke and Key Books in Order
Part ofJoe Hill Books in OrderBrowse the Locke & Key series by Joe Hill in order, with every volume and one-shot listed, plus brief summaries, reading order tips, and background on Keyhouse and its magic keys.
Last updated: December 15, 2025
As an Amazon Associate, we earn from qualifying purchases (at no extra cost to you).
Publication Order
18 books
The Golden Age
by Joe Hill
2022
The Golden Age gathers the historical Locke & Key tales—from colonial-era adventures to World War I and the Sandman crossover—into one sequence. Together they sketch the long, bloody history of Keyhouse and the many Lockes who’ve paid for its magic.
Locke & Key/Sandman: Hell & Gone #2
by Joe Hill
2021
The conclusion of the Hell & Gone crossover finds the Lockes pushing deeper into the underworld with their magic keys, bargaining with Lucifer and other powers. It ties the mythologies of Keyhouse and the Sandman together around one family’s desperate gamble.
Locke & Key/Sandman: Hell & Gone #1
by Joe Hill
2020
When a young Locke seeks a way to rescue a loved one from Hell, she journeys through the Dreaming and into the wider Sandman universe. Crossing paths with its strange denizens, she discovers that every door has a price.
Locke & Key/Sandman: Hell & Gone #0
by Joe Hill
2020
This prologue collects earlier Locke & Key stories that set the stage for the crossover with the Sandman Universe. It lays out the history of Keyhouse and the occult forces that will eventually lead a Locke into the realm of Dream.
Locke & Key: ...In Pale Battalions Go… #3
by Joe Hill
2020
The final chapter of …In Pale Battalions Go… closes the loop between the Locke family’s wartime tragedy and later events in The Golden Age. One young man’s attempt to change history instead helps set darker destinies in motion.
Locke & Key: ...In Pale Battalions Go… #2
by Joe Hill
2020
In part two, the use of the keys on the Western Front has terrible consequences for the soldiers around him and attracts the attention of inhuman forces. Back at Keyhouse, his family begins to sense the cost of his adventure.
Locke & Key: ...In Pale Battalions Go… #1
by Joe Hill
2020
Set in the run-up to World War I, this first issue follows a young Locke who steals enchanted keys from his family home to bring to the battlefield. The decision draws him into a conflict that magic can’t easily fix.
Locke & Key: Dog Days
by Joe Hill
2019
This one-shot revisits Keyhouse in two shorter tales, including a story where the family uses the Animal Key to give their dog a day as a human boy. It’s a lighter, bittersweet side trip in the larger Locke & Key saga.
Small World
by Joe Hill
2017
In this standalone story, members of an earlier Locke generation inherit a detailed dollhouse version of Keyhouse that can affect the real mansion. When something nasty crawls into the miniature, the children must stop it before it grows large.
Heaven and Earth
by Joe Hill
2017
Heaven and Earth collects three Locke & Key stories, including the much-loved “Open the Moon,” in which a father uses the keys to give his dying son one last impossible adventure. It’s a more intimate, bittersweet companion to the main series.
Alpha & Omega
by Joe Hill
2014
Alpha & Omega brings the core Locke & Key saga to its climax, pitting the Lockes against the demon behind the Black Door once and for all. It’s a bloody, emotional finale about sacrifice, family, and what stays locked away.
Clockworks
by Joe Hill
2013
Clockworks dives into Keyhouse’s past, revealing how an earlier generation of Lockes first opened a door into another realm and forged the keys. As Tyler and Kinsey explore time itself, they finally learn the truth about the demon stalking their family.
Grindhouse
by Joe Hill
2012
Set during the Depression, Locke & Key: Grindhouse follows a gang of Canadian bank robbers who choose Keyhouse as their hideout after a bloody job. They quickly discover that the mansion and its keys have far nastier surprises than any lawman.
The Guide To Known Keys
by Joe Hill
2011
Presented as an in-universe guidebook, this special issue catalogs the many keys of Keyhouse and their powers, with an added short story about a boy and his father using the Moon Key. It’s part handbook, part love letter to the series’ mythology.
Keys to the Kingdom
by Joe Hill
2011
Keys to the Kingdom mixes some of the series’ wildest visual experimentation with big plot turns, as new keys surface and alliances in Lovecraft shift. Tyler begins to understand who their enemy really is, even as the cost of confronting him rises.
Crown of Shadows
by Joe Hill
2010
Crown of Shadows sees the villain wielding the Shadow Key and an army of living darkness against Keyhouse. While the adults struggle with grief and addiction, the Locke children fight back with the very magic that has already cost them so much.
Head Games
by Joe Hill
2009
In the second Locke & Key arc, the Lockes discover the Head Key, which literally opens a person’s skull to reveal their memories and fears. Playing with what’s inside their heads is intoxicating—and exactly what the demon hiding among them wants.
Welcome to Lovecraft
by Joe Hill
2008
After their father’s murder, the Locke children move with their mother to Keyhouse, a rambling New England mansion full of impossible doors. Youngest brother Bode begins finding keys that unlock powers—and a hungry presence in the well that wants them all.
Series background & context
The Locke & Key series drops you into Keyhouse, an old New England mansion perched on the coast and soaked in family history. After a brutal tragedy, the Locke family moves back in and discovers that the house is riddled with doors that don’t behave like any doors you’ve ever seen.
Each door is paired with a key, and each key does something different. One lets you step out of your body as a ghost. Another changes your size. A particularly unsettling one opens your skull so you can literally rearrange your memories. The Locke children—Tyler, Kinsey, and Bode—do what any kids would do with that kind of power: they play with it, test limits, and occasionally use it to escape feelings they’d rather not sit with.
The fun doesn’t last. There is something else in and around Keyhouse that wants the keys for its own reasons. A shape‑shifting entity, once trapped down in the well house, begins working its way back into the family’s life, using charm, lies, and plain brute force. What starts as a haunted‑house story becomes a long game about generational secrets, grief, and how far people will go to avoid facing their own pain.
Across the main arcs—from Welcome to Lovecraft through Head Games, Crown of Shadows, Keys to the Kingdom, Clockworks, and Alpha & Omega—the series follows the Lockes as they uncover the origin of the keys in colonial‑era America, the opening of a door into another dimension, and the high price earlier generations paid to close it. As the kids learn more about that history, they also learn what it means to grow up in a place where magic is real but adulthood has a way of making you forget it ever existed.
Around the core story, Hill and artist Gabriel Rodríguez have built a constellation of side tales. One‑shots like Small World, Open the Moon, and Dog Days show other Lockes in other eras, or zoom in on quieter, more personal moments. Collections such as Heaven and Earth and The Golden Age gather those stories, along with war‑torn adventures like …In Pale Battalions Go… and a full crossover with the Sandman universe in Hell & Gone.
The tone walks a line between brutal horror and heartfelt family drama. You get monsters, demons, and some very nasty deaths, but also shy first crushes, recovering alcoholics, and siblings who argue, sulk, and ultimately show up for each other. If you’re the kind of reader who likes puzzle‑box mythology and also wants to care about the people trapped inside the puzzle, this series is built for you.
Edited by
Software engineer whose passion for tracking book recommendations from podcasts inspired the creation of MRB.
Lead investor at 3one4 Capital whose startup expertise and love for books helped shaped MRB and its growth.



































Comments
Did we miss something? Have feedback?
Help us improve this page by sharing your thoughts