Year One Β· Night One Β· Opens tonight

Spellkeys Academy

Spells here are not spoken. They are typed. Eight runes are asleep in the Great Hall and a second-year named Vex bets you can't wake even four.

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The Great HallEight runes, one row, two bumps to find without looking.
Who you will meet tonight

The runes, the rival, and the Headmistress

F key Β· left pointing finger

Flicker

The fire-rune. Warm, loyal, and a complete show-off. Lives on the key with the bump.

J key Β· right pointing finger

Jinx

The lightning-rune who jumps before you ask. Also lives on a bump. Your two anchors.

Second-year Β· your rival

Vex

Very good at typing. Extremely bad at being nice. In spell four her shadow races you across the hall. She can be beaten.

Headmistress

Orla Quill

Only ever says one thing twice: "Do not look down. The runes can tell."

Also appearing

The Finger Band

Five performers, one for each finger. Each one owns certain keys and only comes on stage for them. In the bonus game they play live while runes rain down to the beat.

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Pixie Β· pinky
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Ro Β· ring
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Mimi Β· middle
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Indi Β· index
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Thumbelle Β· thumb
For Pravya

How tonight works

Find the bumps

Touch the F and J keys. Feel the little ridges? Your pointing fingers live there. Everything starts and ends on the bumps.

Read the story out loud

You are the voice of the Academy. Do Vex in your most annoying voice. Press Enter to turn the page.

Cast four spells

Type what the glowing scroll shows. The key you need lifts up on the screen and the right finger lifts with it. Eyes stay on the screen.

Slow spells are stronger

Nobody is counting mistakes. A wrong rune just flickers and waits. Slow and right beats fast and wrong, every time.

Beat Vex's shadow

Spell four is a race. If her shadow crosses the hall first you still earn your badge if you were accurate. The duel star waits for the rematch.

Rune Rush, then the bracelet

The Finger Band plays and runes fall. Catch them for combos. Then the Headmistress has something for your wrist.

For the grown-up

Running Night One

Before she sits down

  • Open play.snh.careers on the laptop and choose the Academy door in a full browser window. Headphones or speakers on; sound can be muted from the bell button.
  • Show her this page first, not the game. Let her pick which rune she likes. Then close it; the reveal happens in the Great Hall.
  • Chair height matters: wrists level with the keyboard, feet on something solid. Small hands tire fast when reaching up.

During

  • Sit beside her. You are her eyes. When she looks down, say "runes are on the screen" and nothing else.
  • Pointing fingers return to the bumps after every key. If they drift, say "home" once.
  • Accept a neighbour finger for A and ; if her pinky can't reach. Correct form arrives with hand size, not with nagging.
  • The clock at the top counts to 12 minutes and announces closing time. Honour it even mid-win.

After

  • Open the πŸ‘“ grown-ups' desk. Note spell-1 accuracy, whether she beat Vex, and the weakest key.
  • Tomorrow starts with the drill that uses her weakest key, slowly, before anything new.
  • Progress saves in that browser on that laptop. Don't clear site data and don't switch browsers mid-week.

If she gets stuck

  • Wrong key twice in a row: the Academy tells her which finger. Let it. Don't double up.
  • Below 90% on a spell: it asks for an encore. That is the lesson working, not failing.
  • Tears or crossness: finish that spell, then stop. Ending on a good note is worth more than a finished night.

Night One takes about ten to twelve minutes. Weeks two to twelve are mapped inside the game under πŸ—ΊοΈ Map; each one gets built once this week has been played.