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Passengers file through the ropes to the one check-in desk. Answer every check that comes up on the panel.

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Experdize Airport

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How to play: you are the ground agent at the Experdize Air check-in at Toronto, and every passenger who makes their flight goes through your hands. Passengers come in through the sliding doors and file through the stanchion ropes — one serpentine queue zigzagging in front of the check-in counter — and the head of the line walks over the moment the counter is free. There is one desk, and she works it all night, so the game is the panel: every check-in stops on a question until you answer it, and the queue behind is what the time costs. Every waiting passenger is losing patience, and the bar over their heads is what you are really playing against: it goes back to full green the moment their check-in starts, and the tip on their fare is what was left of their mood when it did. Every check-in raises an identity check on the panel: the passport against the booking. Approve a match; turn a mismatch away — a caught mismatch pays a small bonus, and a wrong name waved through is a fine at the gate. From level 2 the checked bags go on the scale: anything over 40 lbs gets refused (they repack and fly without it); load a heavy one and the overweight fine lands when they board. Level 3 turns the body scanner on: some passengers are flagged on the way through security and stepped aside to the search table, and the panel says what the scanner saw. Confiscate what is prohibited — knives, lighters, anything that cuts or burns — and she walks over to take it, which is time off the desks; wave through what is legal, because about half of what a scanner sees is keys and belt buckles. Let something prohibited fly and the fine is yours. Level 4 puts the carry-ons through the X-ray too — no water, no aerosols, no full-size liquids. Level 5 adds the gate podium: passengers stop and ask which gate their flight boards at, the departures board is on the panel, and a wrong answer sends them through the doors and straight back, crosser than they left. Wrong answers are always taken, never refused — what they cost is time, patience, your streak or a fine. Three walkouts and the level is over. Make the target before the clock runs out and you take the next level — five levels and the game is won.

Added 20 Aug 2026Updated 21 Aug 2026