Locke & Key: Clockworks #4 Review

This arc of Locke & Key is every fan’s dream, it’s the back story that has been long awaited. In first issue of the arc, it was revealed how the keys were originally made, stretching all the way back to colonial times. As the arc has continued, we’ve seen a really touching one-off story of a father’s love and a fairy tale-esque story involving the moon, fitting perfectly with the motif of Clockworks. All the while, ingeniously implemented with the use of a key revealed in the second arc, Head Games, but never know by the characters until now in Clockworks. And most recently, established in issue #3, an exploration of Rendell Locke’s time.

In issue #4, the story picks up right where it left off, with Rendell’s big plan to use the Omega key. Still coming off the high of their ‘Tempest’ performance, Rendell & Co. go ahead with their plan to unlock the door to the region of the so called “tapeworm-soul” beings. That is, after a little convincing. At the end of the issue, the door is open, and Lucas Carvaggio is entranced by it’s power, and possibly possessed.

This issue adds a unique touch to it’s mythology, introducing the Riffel rule. This unique twist takes away the key’s magical appeal for adults, and focuses squarely on children, the least threatening force in this world. In doing so, Joe Hill and Gabriel Rodriguez have lended better credence to Bode’s ease of finding the keys. That’s why this is the greatest on-going series right now, it’s always on it’s toes thinking of ways to explain itself .

What’s next for this arc? We have yet to see the wrath of this in-veritable demon inhabiting “Dodge,” and it’s inevitable downfall, and any other surprise that JH & GR can throw at us. With only two issue left of this arc, and nine issue left overall, there is a lot left to do in this world. There is also talk of a number of one-shots still to come.

In the end, Locke & Key‘s greatest strength comes from it’s creators. It’s not like other comics who’s creator is cited most often as just the writer; here Joe Hill and Gabriel Rodriguez are equal partners in one of the most compelling worlds in all of literature. I can’t urge you enough to read this series, it truly is the best out there.

5 comments

  1. Great review, though we’ve already seen how Dodge gets in the well. It’s through Ellie using the Echo/Wellhouse key to bring him back. Re-read Vol 2 – Head Games, issue 6!

    I also think Dodge is properly possessed at the end of the latest issue – all it takes is to put a hand through the Black Door when it’s open, which he does. His eyes in the last panel have the tell-tale yellow evil cat-like pupils too.

    Love this series!

      • What I also am excited about is that Joe & Gabriel have promised that the Clockworks issues will see all questions answered except one – ‘how is this going to end?’ (ie in present day, now that Dodge-as-Bode has the Omega Key).

        In which case, we’ve got just 2 issues to see how they answer these ‘past history’ questions, given what we know from all the previous issues:

        1) When and how did Kim and Mark die? It’s hinted in Clockworks 4 that Kim’s death might be one of noble self-sacrifice.
        2) When and why was Young Erin’s head opened out completely by 80s Dodge, using the Head Key – why didn’t he kill her instead? A pretty traumatic scene when it happens, I bet.
        3) When and why did 80s Dodge use the Gender Key to become Girl-Dodge just before he originally died?
        4) When did Girl Dodge manage to plant that memory-imp of herself in Ellie’s head, and stash it in the wall of her bathroom along with the Echo Key?
        5) How did Girl Dodge get herself killed (drowned?) in the caves?
        6) What’s going on with that No.1 door in the caves opening, with a glimpse of magic crackling behind it (latest issue)?
        7) How on earth does Young Randall stop Duncan and himself from getting possessed? They’re both inches from the open Black Door, and the newly evil Dodge is right there too!

        All this to be solved in just 2 issues! That’s the main ones I can think of, and I bet there’s more.

  2. *Argh, typos.

    in (2) I meant EMPTIED out.
    in (4) I meant when did Dodge stash the memory-imp and the Echo Key in that jar in Ellie’s bathroom wall… It gets into her head years later in Head Games #6.

  3. Ah, forget (6) – it’s Duncan using the Anywhere key to get around his promise to Dodge – ie, he didn’t use the steps. I wasn’t paying close enough attention.

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