21 RULES TO REMEMBER

A small and flimsy paper booklet, found on the floor of an unusual Halloween haunting attraction featuring a myriad of dedicated actors playing unusual creature designs that appeared overnight in a small town and disappeared just as quickly. No actors were ever seen off-duty or out of costume, but this slightly waterlogged pamphlet seems to be a set of guidelines for the scare actors.

"RULES AND REGULATIONS FOR THOSE WHO DWELL WITHIN

All rules are to be followed without question. To violate is to be punished. This pamphlet has been distributed to all of your fellow dwellers. Any confusion over the rules is to be brought to Management.
  1. Guests are not to come to any harm.
    1. To attack a guest is to be punished.
    2. If a guest attacks you first, you are to hide where they cannot see you.
    3. If a guest is in danger of one of the other inhabitants, you are to pull away your fellow dweller, with force if necessary.

  2. Guests are to be frightened.
    1. You are not to interact peacefully with guests. They must regard you with fear.
    2. You are not to endanger them to achieve this. All "danger" must be manufactured and harmless.
    3. Scripts will occasionally be provided by Management to aid in this. Improvision is allowed, but if scripts are provided they are to be followed.

  3. Guests are not to see you "off-duty."
    1. If, by chance, a guest encounters you while you are not in an active scaring role, you are to immediately resume your role.
    2. Off-duty quarters are strictly off-limits to guests. Guests are to be warded away, but not with violence.
    3. This is for the protection of you and your fellow dwellers.

  4. Guests are of mankind. All of mankind who enter are to be treated as guests.
    1. You are not to cast judgement on the temperament of guests. All of mankind who enter are guests and must be treated as such.
    2. You are not of mankind. Do not forget this.

  5. You are not to attempt communication with guests.
    1. Guests are not to hear you speak in mankind's tongues, except under guidance of a script.
    2. You are not to speak in mankind's tongues, except under guidance of a script.
    3. Do not trust a guest. Do not listen to the things they say. They do not know what you are. They are not to know. Mankind cannot be trusted.
    4. This is for the protection of you and your fellow dwellers.

  6. You are to limit interaction with your fellow dwellers.
    1. They cannot be trusted.
    2. They cannot trust you.
    3. Guests cannot be trusted.
    4. Only Management can be trusted.

  7. You are to promise not to leave.
    1. Here, you are safe.
    2. You are not to leave.
    3. This is for your protection.

  8. You are not to ask what you are.
    1. You are not mankind.
    2. You are something aberrant and repulsive. You defy nature and explanation.

  9. You are not to ask about the Management's masks.
    1. They are not of mankind. You are not to ask.
    2. To imply any of Management are of mankind is immediate punishment.

  10. You are not to ask who you are.
    1. You are a dweller. If you do not understand what that means, reread this pamphlet.

  11. You are not to ask where you came from.
    1. There is nothing outside for you.
    2. You are not to leave.

  12. You are not to ask why you are here.
    1. You are here for your protection.

  13. You are not to ask questions unrelated to work.
    1. Guests do not know.
    2. Your fellow dwellers will lie to you.
    3. Management is not obligated to answer.
    4. Do not bother.
    5. This is for your protection.

  14. You are not to leave.
    1. You are not to leave.
    2. You are not to leave.
    3. Please.

  15. You are not to ask what is outside.
    1. What is outside is mankind. Here, you can interact with them safely. Outside, you are in danger. They do not understand you. They will hurt you.
    2. There is nothing for you outside. There is no way for you to safely exist amongst mankind. You are something aberrant and repulsive.
    3. You are here for your protection. You are not to leave.

  16. Any guest who attempts to bring you outside wishes you harm. Flee.
    1. Do not get close. Do not speak to them. Do not trust them.
    2. You are not to leave. You are not of mankind. This is for your protection.

  17. You cannot become mankind. You cannot become like mankind. You are not to live like mankind does.
    1. Any dweller who claims otherwise is a liar. They cannot be trusted.
    2. Any guest who claims otherwise does not know better. They cannot be trusted. You are not to speak to guests.
    3. You are something aberrant and repulsive.

  18. Liars must be reported to Management.
    1. Do not tell lies.
    2. Do not listen to liars.
    3. Management will never lie to you.

  19. All of the rules here are for your protection. You are not to doubt them.
    1. This place is sanctuary. This is the only place you may safely exist.
    2. You are not to leave.
    3. You are not to leave.
    4. This is for your protection.

  20. To violate these rules is to forfeit sanctuary and be thrown to the mercy of mankind.
    1. This is for the protection of your fellow dwellers.
    2. Management does not want to do this. We do not want to do this.
    3. Please.

  21. All cash payment collected from guests for entry fees and for the gift shop is to be immediately turned over to Management."