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For three thousand years keepers kept Solomon's Key safe. Kept seven demons trapped in the stone. Kept seven monsters from unleashing their own hells on earth.
Until Grimm loses it.
Now Azazel has the Key—and the demon wants to play a new game. An open sesame type of game. A game Grimm's friends will suffer for, whether Grimm plays it or not.
Time is ticking down. There is no easy answer. No obvious choice. No way to foresee how this demonic game ends.