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60 pages 2 hours read

Stephen King

Duma Key

Fiction | Novel | Adult | Published in 2008

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Interlude 1-Chapter 4Chapter Summaries & Analyses

Interlude 1 Summary: “How to Draw a Picture (I)”

Content Warning: This section of the guide deals with material that describes psychological terror, themes of loss, violence and sexual assault against children, and death by suicide.

Edgar will always love the little girl version of Elizabeth he imagines, despite everything she has cost him. He asks the reader to imagine her as a two-year-old, almost 90 years ago: She falls from a pony-carriage and hits her head on a stone. She loses her memory completely. Then one day, she does something courageous: She tries to bring her world back into being by drawing it. She sketches the line of the horizon with her pencil.

Chapter 1 Summary: “My Other Life”

Edgar introduces himself as a “genuine American-boy success” (2). Edgar left his construction company job to start his own business, The Freemantle Company, in Minnesota. By the time he was 50, he and his wife, Pam, had 40 million dollars. With his two daughters Melinda and Ilse grown up, Edgar thought his future was made. Fate intervened. At a jobsite, a 12-story crane rammed into Edgar’s pick-up truck, cracking his skull. Edgar lost most of the vision in his right eye, his right hip had to be replaced, and his right arm amputated. The silver lining was that his right arm is not his dominant arm—he is left-handed. Edgar also had a cranial “contrecoup injury” (3), where wounds occur away from the site of impact and reveal their full severity over time. As a result of his traumatic brain injury, Edgar had memory loss and aphasia, or an inability to remember words and their associations. Walking became difficult because of constant pain in his hip.

During this period, Edgar felt angry all the time. His psychologist Kamen gave Edgar a doll named Reba as an anger management tool so he could vent his anger at the doll, rather than other people. Edgar often forgot Reba’s name, and used “red” as a mnemonic to remember it. Though the doll proved a breakthrough for Edgar, by that time he had attacked Pam in rage so many times she got a divorce. Edgar stabbed Pam with a butter knife and tried to choke her, but he has no memory of the latter event. Edgar moved out of the home to the family’s lake house. Kamen could sense that Edgar wanted to self-harm, so he recommended that Edgar move to a new location and take up an activity he loves.

Edgar thinks of painting, since he once dreamed of applying to art school, and decides to move for a year to Salmon Point on Duma Key, an island (or key) in the Florida archipelago. He also gives Pam her 75% of their money, much to the astonishment of both Pam, and their lawyer Tom Riley.

Shortly before moving to Florida, Edgar experiences a strange and horrifying event. While he is out on a convalescent walk, a neighbor runs over another neighbor’s dog. Monica, the little girl to whom the dog belongs, is devastated. Edgar sends her indoors to call the vet. He cradles the dying dog, picturing smothering it to spare it the pain of a slow death and Monica the trauma of seeing her pet die. When he comes back to reality, Edgar realizes that he wasn’t simply picturing euthanizing the dog—he really did it.

When he gets to the lake house, he dreams that Reba is now the size of a child and its mouth is smeared with blood.

Interlude 2 Summary: “How to Draw a Picture (II)”

The novel flashes back to Elizabeth’s childhood.

Like Edgar, Elizabeth too has a contrecoup injury. Her injury affects the Broca’s Area of her brain, a part that deals with language processing. Little Elizabeth, nicknamed Libbit, can still see and feel things, but finds it difficult to name them. Her older sisters Maria and Hannah laugh at her when Elizabeth jumbles her words, and she thinks of them as “Big Meanies” (37). But one day, when she says “ass” (37) for glass, her father finally understands that she needs a glass of water. When he gives her the water, Elizabeth has a breakthrough and calls her father “Daddy” (38).

Chapter 2 Summary: “Big Pink”

Edgar arrives in Duma in November. He is surprised to see that only the northern tip of the island has houses, with the rest covered in dense vegetation. 13 Salmon Point, Edgar’s rental, is raised on pilings and juts out into the Gulf of Mexico. The sand beneath the house is littered with shells. Edgar names the house Big Pink. Jack Cantori, the young man hired to help Edgar move, will be checking in on Edgar regularly. Jack is a student at FSU’s campus in nearby Sarasota.

After Jack leaves, Edgar watches the sun set over the Gulf of Mexico from the large second-floor living room of the house. He is seized by creative inspiration and paints a ship sailing during sunset over the gulf. He titles the painting Hello. Later he walks along the beach, vowing to cover more steps every day. In the distance, he spots a tall man standing next to a figure in a wheelchair.

Chapter 3 Summary: “Drawing on New Resources”

Edgar falls in a routine in Duma Key, walking every day to help his hip, and painting sunsets, though none of the paintings give him the satisfaction of Hello. His routine is boring, but necessary to manage his pain. Edgar compares his hurt body to a dictator he must obey. During his daily walks, Edgar also takes photos of objects on the beach. One day, he notes a picture of a sophora (a pea-like plant) on his digital camera. He decides to paint a sophora garland in a red sunset. Immediately, he feels he has created something genuinely good, like Hello. After finishing the painting, Edgar feels ravenously hungry.

Edgar’s younger daughter Ilse, a student at Brown University, plans to visit him and share special news over Christmas. After reading Ilse’s email, Edgar has an urge to sketch her, but he ends up drawing a young man in a Minnesota Twins T-shirt and a menacing woman dressed in blood red. Edgar senses danger for Ilse in the form of the young man. Edgar’s uncanny hunch is confirmed when Ilse arrives and tells him her special news: She is engaged. The photo of her fiancé exactly matches the sketch of the young man Edgar drew. Edgar shows Ilse most of his drawings, but not the one with the young man.

As Edgar and Ilse explore Duma Key Road, the arterial road running through the island, they spot a nearly 90-year-old woman outside the last hacienda, after which there are no more homes, only dense vegetation. In the tangled jungle, Ilse is overcome by nausea and Edgar feels an intense itch in his phantom limb. Ilse and Edgar are forced to turn back. While Ilse is resting, Edgar gets the urge to paint. He draws a red-haired little girl facing the beach. All around her feet are green tennis balls. He thinks the girl is Reba and titles the painting The End of the Game. Ilse wakes up, sees the painting, and requests Edgar gift it to her. Edgar agrees.

After Ilse’s visit, Edgar gets a call from Elizabeth Eastlake, the elderly woman from outside the hacienda. Elizabeth tells Edgar she is glad Ilse has left because Duma Key is not “a lucky place for daughters” (108).

Interlude 3 Summary: “How to Draw a Picture (III)”

The novel flashes back to Elizabeth’s childhood.

Little Elizabeth feels a hunger to make art. Although her older sisters Maria and Hannah don’t help, the twins Tessie and Lo-Lo (Laura) do. They bring Elizabeth paper and colors. Elizabeth’s doll Noveen watches her draw. As Elizabeth draws, she begins to remember the name of objects, such as “pencil,” and her own name.

Chapter 4 Summary: “Friends with Benefits”

Edgar continues to paint, but senses that painting in Duma Key has given him premonitory and telepathic abilities. His online research shows stories of a few people who gained psychic powers after having had a limb amputated. In a fit of inspiration, he writes to Pam to send him her old gardening gloves. When he gets the gloves, he is overcome by fierce phantom-limb itch. By now he knows the only cure for the itch is to draw. When Edgar draws a picture of Pam in bed, with their lawyer Tom Riley watching her, he realizes that Pam and Tom are in a romantic relationship. He is so taken aback by this knowledge that he decides not to use his new-found telepathic abilities to peek into the lives of others.

Interlude 1-Chapter 4 Analysis

As this first set of chapters shows, the novel has a braided narrative structure, with its 22 chapters set in the novel’s present intertwined with 12 interludes set 70-80 years earlier. The interludes are all titled “How to Draw a Picture,” and numbered progressively. They describe the creative outpouring of Elizabeth Eastlake, as experienced by Edgar, the narrator and protagonist of the book. As Edgar’s own artistic process and its outcomes start mirroring those of Elizabeth, the novel portrays their shared experience of inspiration and horror. The parallels between Edgar and Elizabeth are an important thematic element in the novel.

The interludes are also important because they flesh out Elizabeth’s backstory, and build the menace and suspense in the plot. Since Elizabeth is in an advanced stage of Alzheimer’s disease, her memories are often inaccessible. The interludes serve as a narrative device to slowly unlock them for Edgar and for readers. These interstitial chapters are also central in fleshing out the text’s key theme of The Power and Perils of Art. Though the novel belongs to the horror genre, it is also an exploration of the drive to create art with emotional heft, for which an artist or a writer mines the depths of their self. Sometimes, this examination comes at an enormous cost. Through the metaphor of horror, the novel asks if the cost is always worth it.

The novel is rich in visual imagery, which in fitting since it is a narrative about painting. King uses the rhetorical device of ekphrasis, or vivid descriptions of visual art, to make Edgar’s paintings come alive for the reader and to convey their surrealist aspects. For example, when Edgar paints the sophora garland into a sunset, King describes the plant as reaching “over the horizon like the tentacle of a sea creature big enough to swallow a supertanker” (68). The simile yokes fantastical menace—a huge sea monster—to the mundane—the supertanker, skewing reality in an alarming way. These descriptions and imagery add to the novel’s horror and suspense elements from the get-go.

The visual aspect of the writing also comes through in the descriptions of the architecture of the house nicknamed Big Pink, which “stood on pilings with her chin jutting over the high-tide line” (42). The phrase “her chin” personifies Big Pink, or gives it human characteristics despite its inanimate nature, foreshadowing its supernatural power and leaning into a Gothic literature trope of the mysterious, confusing house full of secrets. The Gothic genre is primarily defined by an aesthetic of fear, prominently featuring haunted mansions, creepy geographies, the oppressive weight of the past, and psychological terror. Typically, the large homes of Gothic literature reflect the inner isolation of its characters. In Duma Key, Big Pink is a symbol of Edgar’s remoteness and precarious sense of self, transformed by his traumatic brain injury. Just as Big Pink is literally on the edge of the water, so too Edgar is figuratively on the edge psychologically. Continuing the Gothic aesthetic, the vegetation covering the south end of the island is imbued with menace. It appears interesting to Edgar at first, “then awesome, then claustrophobic” (94), as the round leaves “streaked a dark vermilion that looked like dark blood” (94). The degrading mood evoked by external landscape symbolizes Edgar’s precarious emotional state; his unpredictable rage is outwardly reflected by the vegetation.

Many of the novel’s details are horror clichés: Big Pink’s street number is 13, a number considered inauspicious; and both Edgar and Elizabeth interact with spooky dolls, a horror-narrative staple. King also references horror/Gothic classics: When Edgar wonders if Big Pink will collapse into the sea, he is alluding to Edgar Allan Poe’s short story “The Fall of the House of Usher” (1838), in which the eponymous house sinks into a lake and whose main character is also a painter.

King combines supernatural horror with much more relatable everyday nightmares, using one to illuminate the other and developing The Link Between Real Horror and Supernatural Terror. In this novel, the otherworldly danger of the malevolent Perse is contrasted with Edgar’s emotional and psychological terror at losing his memory, his sense of self, and his words. In Chapter 1, when Edgar cannot remember what to call a chair, he feels frustrated and frightened in equal measure: “Nothing had a name” (4), turning the regular world alien and scary. The inability to communicate what he wants renders Edgar dysfunctional; his aphasia leads to a transposition of the animate and the inanimate. He calls a chair “the friend, the buddy […] the fucking pal” (4), mistakenly assigning it relational names, but calls his wife a “dump birch” (4) in anger, a slippage that not only demeans but also objectifies her into a receptacle for garbage. The narrative zeroes in on the isolation that can come with serious injury and chronic pain. Edgar’s life after the accident is run by the need to manage his phantom-limb pain, constant headaches, and the pain in his right hip—experiences he cannot share with most people. His unprovoked and uncontrollable rages—another side effect of his injuries—cut him off from others. Tellingly, he compares this state to living under a dictatorship, because his body demands so much adherence to rules it leaves little room for choice.

The novel is densely plotted and often uses the narrative device of foreshadowing. Details which are casually introduced will reveal their full import in later chapters. For instance, when Kamen gives Edgar Reba, the anger management doll, he admits this is not a standard therapy. Given the importance of the doll as a symbol in later chapters, this detail is not innocuous—in retrospect, readers will see that Perse has been influencing the course of events from the very beginning. Two other important instances of foreshadowing in the first set of chapters are Edgar’s unconsciously euthanizing Monica’s dog, and Ilse’s visit to Duma Key. Edgar does not describe himself actually suffocating the dog, but pictures it so strongly, the dog dies. This foreshadows Edgar’s rising psychic and supernatural powers. Ilse’s visit is punctuated with menacing omens, from the nausea that overcomes her on Duma Key Road, to Edgar’s painting The End of the Game, to his drawing of Ilse’s fiancé, to Elizabeth telling Edgar that daughters do not belong on the island. Since Edgar and Ilse’s relationship is described tenderly, these details indicate that Ilse may be in danger already.

Several important symbols are introduced in this section: dolls, games, and the color red. Dolls will eventually be revealed as the repository for Perse. The green tennis balls in Edgar’s painting, The End of the Game, suggest shots being parried—possibly poorly, since the balls are on the ground—and two players involved in a match. Edgar’s frequent references to luck and lotteries, such as when he says he lucked out in losing only his right arm as he is left-handed, also play into game imagery. Finally, the significant color red is introduced in the form of Reba’s red hair and the blood smeared on her mouth in Edgar’s nightmare. It also appears when Edgar paints a woman in a red-blood cloak and a little girl with red hair in The End of the Game. This color has long had many symbolic associations: Red represents violence, danger, passion, and emergency.

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