# Agent Academy — the top-secret file only your kid's name can open

A printable detective game for kids ages 6–10. Type in your kid's name and we generate a top-secret case file: ciphers, an agent ID, and a search through your own house that only work with their name. No app, no ads. $12.99.

- URL: https://pipmissions.com/en/
- Episode 1 · Activation: $12.99 (one-time); Sibling file for the same mission +$5.99
- For parents of kids ages 6–10

## The day your kid puts the tablet down on their own

Not because they had to. Because something better was sitting on the kitchen table.

Agent Academy is a printable detective game. You type in your kid's name and we generate a top-secret case file: an agent ID, ciphers, and a search through your own house that work only with their name. You print it, hide three cards, and say one line.

## One name is all it takes. The Academy gets to work.

Type your kid's first name. Not into a cart. Into the selection process. The agent ID, the passwords, and the final code are all calculated from the letters of this name. A file made for a different name simply won't work for your agent.

## What the mission actually looks like

- **MINUTE 0**: Unrolls the file. Reads their own name in the header. Three times in a row.
- **MINUTE 5**: Takes the oath. Out loud. More seriously than you'd expect.
- **MINUTE 22**: Cutting, gluing, holding a toilet paper tube. It looks like a mess. It's a spy tool.
- **MINUTE 38**: Searching the house. One card takes forever to find. Grumbling. Doesn't quit.
- **MINUTE 57**: The last cipher. Total silence for a moment. Then yelling that they've got it.

Honest note: for younger agents, you read the text out loud and they do the solving. The game is built for that, and the guide tells you exactly when you're on and when you're off duty.

## What your agent is actually doing during the mission

- **Reads because they want to know what's next**: Every word in the file means something. Skim it and you won't find the card.
- **Decodes and combines**: You can't guess a cipher. They compare letters, cross things out, get it wrong, and try again until it clicks.
- **Builds with their own hands**: They build the spy tool themselves from things you have at home. And they keep it after the mission.
- **Sees the case through**: The mission has a beginning, clues, and a payoff. The badge isn't for showing up. It's for solving the case.

## Exactly what lands in your inbox

- The agent's top-secret case file: 13 pages of mission generated for their name. ID card, oath, ciphers, the search, the final message.
- The Home Command guide: exact instructions for parents. Ten minutes of setup, nothing to invent.
- Cheap to print: the file is designed to look great from a regular black-and-white printer on standard letter paper. No color toner, no print shop.
- The CADET badge and the Mission Map: the first of six badges in the season. The map grows with every mission.
- Instructions for a spy tool made from things you already have. The agent keeps it after the mission.
- A page for coming back: ideas for revisiting the mission and playing with the tool again.

## What you should know as a parent

- No app, no ads, no account. Your kid doesn't need a screen, just the printed file.
- We use the name only to generate the file. Nothing else, ever.
- Grown-up steps are clearly marked. Anything hot or sharp is reserved for you in the guide.
- You run the whole game. You decide when, where, and how hard. The guide is a recommendation, not a rulebook.
- Designed for ages 6 to 10. Two difficulty levels based on age and reading.
- We test at home before we send it to you. Every mission goes through real kids' hands first.

## Six missions. One story. One adversary.

Every mission is a case of its own. And a piece of a story that builds toward a finale where your agent will need everything they've learned.
- 1 · Activation: A file with their name on it. The first cipher, the first tool, the first badge. And a message nobody was supposed to find.
- 2 · The Laser Trap: The vault is empty. Nobody cut the lasers. How?
- 3 · The Secret Lab: The Phantom was inside Gizmo's workshop. Some of the tracks lead in, not out.
- 4 · Tracks in Your Town: The Phantom left tracks right inside your home. A little too willingly.
- 5 · Infiltration: This time the kid is in charge. And you'll be taking orders.
- 6 · The Spark: The grand finale. Everything the agent has learned since Activation, all at once.

## What parents ask before the first mission

### Will my kid even like it?

That's the only risk in this purchase, and we carry it. The mission runs on curiosity, not obligation: their own name, an envelope they're not supposed to open, ciphers with a reward at the end. If your agent still doesn't bite, email us within 14 days and we'll refund you.

### Do I have to print in color?

No. The file is designed for black-and-white printing from the ground up. It's not a faded copy of a color version; it's its own design. Print it on any printer on regular paper. And if you'd rather not, any print shop will run 13 pages in a couple of minutes.

### How much do I have to print?

The agent's file is 13 pages, plus a couple of pages of instructions for you. Regular 8.5 × 11 printer paper is fine. We only suggest heavier paper for the ID card, and even that's optional.

### Isn't this a one-time thing?

You solve the mission once, the way you finish a book. But the tool, the ID card, the badge, and the Mission Map all carry on into the next missions. The file also has a page of ideas for coming back to it. And in our first playtest, agents went back to searching on their own.

### We have two kids

Every agent needs their own file; the ciphers are keyed to their name and won't work on someone else's file. At checkout you can add a sibling file for the same mission for $5.99. They search together as a team, and each one solves their own ciphers.

### How long does the mission take?

We designed the first mission for roughly 60 to 90 minutes. The pace depends on age, and on how long your agent lingers over building the tool and searching.

### Can they do it alone?

Depends on age. The game has two levels: CADET for younger kids, where a parent reads the text, and SPECIAL for kids who read on their own. The kid always does the solving; the guide tells you when you're on.

### She's only 5. Or already 11.

We recommend the game for ages 6 to 10. Our youngest test agent was 5 and finished the mission with a parent reading the text. With older kids it's more about personality than age: a kid who loves mysteries will forgive the age line. You know your kid best.

### When does the email with the file arrive?

The file is generated right after payment and the email usually lands within a few minutes. If it hasn't shown up in 15 minutes, check your spam folder, then email us. We'll handle it by hand, right away.

## Accept the mission

Episode 1 · Activation: **$12.99** (one-time). Ready in 3 minutes. Play tonight.
- A 13-page file generated for your kid's name
- The Home Command guide: 10 minutes of setup
- The first badge and the Mission Map for the whole season
- Designed for cheap black-and-white printing
- Sibling file for the same mission +$5.99

Secret Service Guarantee: if the first mission doesn't grab your agent, send us one email within 14 days and we'll refund you. No questions, no forms. The risk is on us.

We're not selling the season yet. We don't want your money for missions that aren't declassified.

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