Key (DC)

From Multiversal Omnipedia
Jump to: navigation, search
The Key in JLA v1 #9.

The Key is a male comic supervillain who features in DC Comics.

Contents

Biography

Pre-Crisis

The Key

Over several years, he continued to perfect his psycho-chemical and began to study the various members of the Justice League of America. He ultimately concluded that the weakest link in the team was their friend Snapper Carr. At Happy Harbor, he secretly orchestrated a landslide on the path of Carr whilst he was running outside. Left unconscious, the Key doused the man's canteen with psycho-chemicals making him susceptible to control. From his base, the Key had Snapper Carr at the Secret Sanctuary where he was made to douse the Justice League's food with psycho-chemicals thus bringing them under the villain's control. At that point, he intended to make the superhero team oblivious to the Key's crimes where he planned to expand his reach by mind controlling heads of state with psycho-chemicals so that he could take over the world. After having the Justice League disband, he seemingly succeeded in his goals but then Hawkwoman who had not fallen under the psycho-chemical control began to see her partner Hawkman being unable to perceive the Key-Men as they committed crimes out in the open. Shortly afterwards, the Justice Leaguers realized what the Key had done to them and regrouped where they ended up retaking their lair their lair. (Justice League of America v1 #41)

Post-Crisis

Following the Crisis on Infinite Earths, a new version of reality was created with a different history of events.

The Key was a male human being who was born in the modern age. Not much was known about his origins except that he had an intelligent mind which saw him developing narcotics for Intergang where he operated in their basement laboratories. This was until he discovered Psycho-Chemicals that he began to use on himself. This led to him adopting the guise of a supervillain where he bought himself a suit and began to orchestrate crimes. (JLA v1 #9)

In time, he came to desire to control the world and to do so he needed to eliminate the Justice League. In order to achieve that, he determined that he needed to become smarter to defeat the superhero team. This saw him fake his medical cover and place himself into a coma so that he could use stronger psychochemicals to be used on him so that he could become smarter as he forged a new and more powerful mind. (JLA v1 #9)

The Key used his expanded mental powers to make Arkham's doctors believe he was showing remarkable progress when he had in fact escaped. He fled to the sewers to be away from the thoughts of others that kept hammering his mind, and when he stumbled across a sewer worker he blamed him for shattering his peace and killed him, leaving a note in blood saying "The JLA Made Me Do It." (JLA v1 #120)

The Key next appeared in Gotham City, where he used his psycho-chemicals to remove Batman's inhibition against killing. The Key's goal was to have Batman kill him, so that he might unlock the secret of death. Batgirl and Azrael must prevent Batman from committing murder until the drug wears off. (Batman: Gotham Knights v1 #5)

Post-Flashpoint

Following the Flashpoint, a new version of reality was created with a different history of events.

According to Key, he grew up in a pathetic dilapidated hamlet so small, the phone numbers were single digits. Everyone mistook him for a slow-witted child, but he was a frustrated prisoner. He spent his mental energy dreaming of escaping and seeing all that he was being kept from. Since was said that humans use only ten percent of their brain, Key began experimenting on himself with psychotropic drugs in an attempt to unlock what was unused, but he discovered that was a myth, and the true power of the mind was by chemically altering the brain and body over time to shed the chains of self-consciousness. (Batman/Superman: World's Finest v1 #10)

Making his way to the Antarctic, he came upon the Fortress of Solitude and found its key which he was able to wield due to his powers. This allowed him entry into Superman's headquarters and he subverted control over it. When the Man of Steel arrived, he found the Fortress's defences turned against him once he was inside and its conditions meant that he came to be deprived of his powers. Superman thus had to find an arsenal of weapons and made his way to the control centre in order to confront the Key. Initially, the Key was at an advantage but Superman managed to use a grappling gun to drag him into the jungle where he was able to knock the villain out with a solid punch and regain control over the Fortress of Solitude. (Superman: Man of Tomorrow v1 #18)

The Key captured Batman, Nightwing, Wonder Woman, Donna Troy, Barry Allen, Wally West, Aquaman and Tempest and traps them in a specially designed prison, with the goal of driving the mentors and protégés to destroy each other by exploiting their differences and paranoia. However, the heroes manage to overcome the Key's attempt to keep them divided and they attack him directly, forcing the Key to withdraw without gathering sufficient power to release his unknown associate. (Titans Annual v3 #1) His benefactor was later revealed to be Troia, a dark future version of Donna Troy. He along with Mr. Twister and Psimon fought the Titans before driving Troia back into the abyss. (Titans v3 #16)

Overview

Personality and attributes

The Key was a criminal mastermind whose personality was defined by a profoundly manipulative and strategic arrogance. His power hunger was not a desire for overt, tyrannical rule, but a much more insidious craving for intellectual superiority and the subjugation of others through clandestine and psychological means. He viewed the Justice League not as opponents to be fought, but as obstacles to be outwitted, and his entire scheme was built around a calculated manipulation that proved his mental prowess was greater than their physical might. He did not confront them in a grand display of force; rather, he subtly poisoned their minds using a psychotropic chemical, rendering them unable to perceive his henchmen and causing them to disband. This methodical, psychological assault showcased his belief that he was playing a different game entirely—one where he pulled the strings while the heroes were mere puppets. His power was derived from his ability to unlock the potential of his own mind and to create intricate devices and chemicals that could subvert the will of even the world's greatest heroes. The Key's ambition was to be the unseen force, the puppeteer whose influence was so absolute that his will would be done without ever having to announce his presence directly. He was hungry for the quiet power of control, proving that even the most powerful individuals could be broken by a brilliant mind. (Justice League of America v1 #41)

As a child, he dreamed of being free to expand his mind beyond what he had, fooled and frustrated by the myth of 'only using 10% of your brain'. (Batman/Superman: World's Finest v1 #10)

A young boy found great joy in unlocking the secrets of locks and puzzles. He was very goal orientated and solitary, so his interest suited him perfectly. (JLA v1 #123)

Powers and abilities

The Key's primary abilities stemmed not from inherent superhuman powers, but from his genius-level intellect and masterful command of specialized psycho-chemicals. He was a chemist who deliberately augmented his own mind using these concoctions, granting him access to a wider range of his own mental faculties and enhancing his senses to a superhuman degree. (Justice League of America v1 #41) It was said that the Key always had a talent for chemistry and was able to devise multiple psychotropic drugs to enhance himself. (Batman/Superman: World's Finest v1 #10) He came to alter his physiology through repeated chemical baths. The chemical treatment he subjected himself enhanced his intelligence. (Batman/Superman: World's Finest v1 #10)

The core of his power was his ability to use his chemicals to influence and control the minds of others. With them, he orchestrated an intricate scheme by administering a psychotropic chemical to the Justice League, which rendered them unable to perceive the crimes committed by his Key-Men and caused the team to disband. He further manipulated the League through electronic 'key commands' sent from his base, effectively controlling their actions through a remote interface. He also used his vast knowledge to create advanced weaponry and devices that were activated by his own body's vibrations, ensuring that only he could operate his arsenal. His powers, therefore, were the tangible expression of his arrogant intellect, allowing him to subtly control and manipulate those he believed were his inferiors, rather than relying on overt displays of brute force. (Justice League of America v1 #41)

He claimed that he was never fast or strong but was smart and came to realise that he could become smarter. When he discovered Psycho-Chemicals, he began to use them on himself to open the doors to untapped areas of the brain. He used these to transform his mind once more to make a more powerful intellect. The Key came to possess eleven senses with these expanding to even more over time. (JLA v1 #9)

Among his creations was the world’s first programmable psycho-virus that operated as a kind of dream flu. It took over the central nervous system and began to produce structured hallucinations. (JLA v1 #9) At one point, he was able to create a chemical capable of generating deep entamaphobia that was a fear of doors and windows. (Batman/Superman: World's Finest v1 #8)

Through his psycho-chemical, he could control the actions of other beings by dousing them with it. He could control such people remotely from his base where he bombarded the affect person's brain with proper electronic impulses making them subject to his key commands. (Justice League of America v1 #41)

From his Key-Board, he was able to remotely control people doused with his psycho-chemicals. The Key had constructed his equipment to operate by his own body vibrations so that they would only work for him. This was designed to be a security feature to prevent any of his underlings from betraying him. (Justice League of America v1 #41)

Among his arsenal were specialised Key-Weapons some of which could be customised to fight particular superpowered foes. Others could be used as simple energy weapons that were equipped by his henchmen. (Justice League of America v1 #41)

He commanded a group of hirelings that he referred to as being his Key-Men who performed crimes and robberies on his behalf. (Justice League of America v1 #41)

Notes

  • The Key was created by Gardner Fox and Mike Sekowsky where he made his first appearance in Justice League of America v1 #41 (December, 1965).
  • A separate unrelated Golden Age villain also known as the Key was created by John Broome and Frank Giacoia who appeared in All Star Comics v1 #57 (March, 1951).

Alternate Versions

In other media

Television

  • In Justice League Unlimited, the Key appeared in the setting of the animated television series set in the DC Animated Universe where he was voiced by actor Corey Burton. This version was a member of Gorilla Grodd's Secret Society who specializes in penetrating secure areas, possesses a form of intangibility, and wields a key-shaped gun that can easily open doors as well as operate like a regular gun. In audio commentary, the series producers stated that the Key was originally going to be possessed by, or be connected to, Brainiac, and play a larger role in the episode "Alive!". Prior to and during the aforementioned episode, Lex Luthor takes control of the Society, but Grodd mounts a mutiny. Key sides with the latter, only to be frozen by Killer Frost and killed off-screen by Darkseid along with Grodd's other loyalists.
  • In Beware the Batman, the Key appeared in the animated television series in the episode "Animal" where he was voiced by actor JB Blanc. This version was a diminutive, elderly shopkeeper who can mold his fingers to fit any lock and download information from computers into his brain. He claimed that there was no computer on Earth that he could not access, nor was there any lock he could not unlock. In Gotham City, the Key broke into a secured building and stole valuable data which he stored in his cybernetic body. Before the Key could leave, Batman arrived on the scene, followed shortly by an anti-vigilante task force that was formed by District Attorney Harvey Dent. Batman escaped but the Key was apprehended. The Key was sent to Blackgate Penitentiary. Although the Key was incarcerated, Batman began to worry that other prisoners would target the Key for the important data that he stole. In order to get inside the prison to obtain the Key, Batman surrendered to Harvey Dent. Batman was arrested, though the authorities were unable to remove his cowl. Once inside the prison, Batman learned that a prisoner called Killer Croc had plans to kidnap the Key from within the prison. Killer Croc started a riot after capturing the Key. Following a fight between Killer Croc and Batman, the police managed to regain control over the prison but the Key, Batman, and Killer Croc all escaped custody. Some time after the incident, Batman began searching for the truth behind a man named Dane Lisslow. Batman was able to trace Lisslow to the Key, who was running a business on the black market, forging identities for customers. After interrogating the Key, Batman learned that Lisslow was a false identity used by Slade Wilson. Batman handcuffed the Key, leaving him for the police. The Key attempted to unlock the handcuffs, but was electrocuted due to a defense mechanism.

Video games

  • In Justice League Heroes, the Key appeared in the setting of the video game where he was voiced by actor Carlos Alazraqui.

Appearances

  • Justice League of America v1: (1965)
  • JLA v1:
  • Justice League of America v2:
  • Superman: Man of Tomorrow v1: (2020)
  • Batman/Superman: World's Finest v1:

External Links

This article is a stub. You can help Multiversal Omnipedia by expanding it.

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox