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Thumbnails of all 44 pages of the Spy Academy book, several with black backgrounds 1 / 8

Spy Academy Activity Book

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Spy training for the kitchen table. Kids crack Caesar and Morse codes, lift their own fingerprints and write in lemon-juice ink, then use it all to work out who took the Commander's medals. Several pages get cut out and carried, so it plays more like a kit than a workbook.

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Spy Academy is a 44-page activity book of secret agent training, built around one case: three medals of honor have gone missing from the Commander’s safe, the lock wasn’t forced, and the thief is someone inside headquarters. The skills come first, and the case comes after.

Training, pages 7 to 19

The exercises run in order because later puzzles use earlier skills. There’s a Caesar cipher, Morse code and a cipher wheel to cut out and pin together. Kids lift and compare their own fingerprints, take a 30-second observation test with eight questions on the next page, and make invisible ink from lemon juice, milk or baking-soda water. There’s also a logic grid, a disguise to design, a street maze with three traps, and a floor plan of the crime scene with five things out of place.

The case, pages 20 to 27

The case file lays out four suspects, six pieces of evidence and a timeline from 2:00 to 4:00 PM. Some of the evidence is a red herring. The last four pages are cards to cut out: suspects, evidence, timeline times, and a card for comparing a family member’s fingerprint with one “found at the scene.”

Advanced skills and the final mission

After the case come a city map to read and a target to track on it, rules for shadowing someone, a page on reading people, hidden first-letter messages, a clock-face time code, and a scene to put back in order and then draw as a floor plan. There’s also a string telephone to build. A four-level code-breaking exam leads to the final mission, where kids carry a cut-out classified document past three checkpoints. The medal wall has six medals to draw in, and the answers fill three pages at the back.

Things to do together

The printing guide flags three steps for a grown-up: heating the invisible ink with a hair dryer or warm lamp, the push pin for the cipher wheel, and poking a hole in a paper cup for the telephone. About a third of the pages have black backgrounds, so the ink-saver edition, with the same pages on light backgrounds, is the easier one for a home printer. Card stock helps for the cipher wheel and the cards.

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