
The Blue Comet Heist
A priceless sapphire. A perfect fake. Eight weeks to find out who made the swap.
- Ages 9–13
- 8 weeks
- Intermediate
Something crashed in the fields outside town. Something small walked away. Find it before anyone else does.
Tap-to-answer missions with plain words. Great first case.
Every box and envelope, the case portal for one detective login, and the parent view.
Box 1 ships first; the rest follows your detective's progress.
The case
On Thursday night a meteor came down two miles outside Ridgemont. Inside it, the Agency found a tiny escape pod, open and empty. Whoever was in it is small, probably cold, and the Agency believes they are hiding in town as one of four people.
Your agent joins the Ridgemont Agency's Field Agent Program, logs in to a friendly HQ computer, and works through ten short missions: clearing suspects, decoding a letter written in an alien alphabet, and running real (safe) science tests at the kitchen table. Every mission is tap-to-answer, so younger readers can play with confidence.
Spoiler-free: everything on this page is safe for your detective to read.
What arrives
Box 1 ships when you order. Every delivery after that is triggered by your detective's progress, so nothing arrives before they're ready for it.
an agent badge, a field photo, a locked box, sealed evidence pouches, four suspect dossiers, a UV flashlight, and bonus extras like an invisible-ink pen and glow tattoos
a letter written in an alphabet no one on Earth uses
a real, kid-safe chemistry test for the evidence pouches, plus a magnifying glass and a disguise kit
a care package from the Agency lab, with a "Grown-ups first" envelope on top
field notes for the final missions
The portal
A friendly agency HQ with big buttons, plain words and a small green mascot. Missions are tap-to-answer, so younger agents can play with confidence.
Yes. Operation Stowaway was written for ages 7 to 12. Missions are short, answers are tapped rather than typed, and every screen uses plain words. Younger agents enjoy it most with a grown-up co-agent nearby.
Almost everything is in the kit. One later mission is a kitchen-science activity that needs a few common grocery items and three glass jars; we email you the short shopping list well before you need it.
One step involves warming a sugar syrup on the stove. It is clearly marked as a grown-up step, and the instructions come in a separate envelope addressed to you.
Ten missions over roughly ten weeks, at your agent's own pace. A mission is usually one or two sittings of 20 to 30 minutes. Nothing runs on a timer.
Not at all. The visitor is friendly and the story is about helping, keeping a secret and working things out.

A priceless sapphire. A perfect fake. Eight weeks to find out who made the swap.