instruction:
Given a paragraph about movies, and a set of conversational question answers about the paragraph, generate a relevant question to the topic of the paragraph. The paragraph has the prefix 'CONTEXT:'. Each conversation question has a prefix `Q:` followed by the answer prefix `A:`.
question:
CONTEXT: The implication is that the inmates are potentially violent and presumably the biggest danger from unarmed but psychotic patients is biting/scratching/gouging at the face and eyes. Clearly the protection is deliberately crude and underlines the primitive and brutal conditions in that setting in a way that more refined protection might not. You could also speculate that the head cages reflect the appearance of the barred cells and by placing them on the guard's heads it is a metaphor for the idea that the inmates are prisoners of their own madness. Equally by obscuring the guards faces with a crude and claustrophobic cage they are somewhat dehumanised and more like automata than medical staff. Indeed the whole visual style of the film uses a lot of elements which evoke stylized dreamlike of hallucinogenic states which confuse individual sense of identity and many of the characters are driven by some sort of obsession and it is implied that Dr Seward is as much a prisoner of his work as the peopel he treats (or at least studies).  <sep>  Q: Why are the asylum guards wearing cages on their heads? A: The implication is that the inmates are potentially violent and presumably the biggest danger from unarmed but psychotic patients is biting/scratching/gouging at the face and eyes 
answer:
was there any other types of protection?


question:
CONTEXT: Because characters from different games can and do significantly interact with each other routinely. This is so common that there is Game Central Station – a place where characters quickly “commute” between games. They have inter-game therapy sessions with each other: We also see the ability of game characters to change the original game code of a game. Game characters can permanently move to another game: Turbo/King Candy did so when he left his original game to take up residence in Sugar Rush. On the whole, Wreck-It Ralph is a world where almost anything is possible with games.  <sep>  Q: How does Sugar Rush understand outside weapons? A: Because characters from different games can and do significantly interact with each other routinely  Q: How does she use them outside her own game? A: there is Game Central Station – a place where characters quickly “commute” between games 
answer:
Do they weapons function normally in different games?


question:
CONTEXT: The wiki states that the smaller portals were inter-dimensional "wounds" that would close/collapse quickly after forming, and that only the Demogorgon could make them because they took a lot of energy to create. Presumably the "demo dogs" are too weak to make portals like this, which is why they dig the tunnels instead.  <sep>  Q: Why is the portal so hard to close in Stranger Things 2, when the monster opened many in the first season? A: the smaller portals were inter-dimensional "wounds  Q: So what makes them easier to close? A: would close/collapse quickly after forming 
answer:

Who made these portals?