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Mindwar: A Radicalizing Mixture of Reality and Fantasy
The Mindwar Chronicles, Part 2
In order to best handle Mindwar psyops, you need to understand something relatively new and difficult to understand. By their nature and definition, effective psyops are always difficult to understand, but the methods took a lead forward when Colonel Michael Aquino and Major General Paul Vallely got together.
What is the Template for a Mindwar operation?
The Mindwar Template
Understand that I may not have all of this right, so I could come back and edit this article as I learn or understand more. This year I spent a number of months reading sporadically on topics that supplemented my prior knowledge of psychological and information warfare. While nobody can be an expert on a subject that is by design invisible from public, open source viewing, I think I've put together a pretty good understanding of how it works after 20-something thousand pages of notes and a few thousand pages of writing on all things Plandemonium.
For the sake of effectiveness, I've chosen to try to entertain you along the way. This is because I take the topic more seriously, not less seriously.
Let us begin with a definition for a Live Action Role Playing Game (LARP Game) that qualifies as a Mindwar.
The Gamemaster is the individual or committee that makes top level decisions over game design. The gamemaster's jobs are to (1) manage and direct the "control nodes" (to be defined), and (2) remain invisible and untraceable to the players who represent the general public.
The Goal: To control your mind in the sense that you follow along with the actions and inactions they want in order that the Gamemaster obtains their goals.
Control Nodes: These are specialist-actors who can be on either "side" of an issue. These LARPers could be scientists, doctors, lawyers, sexy nurses, insiders, talking heads, or tech bros with dubious stories about how they invented the optical mouse.
Handlers: A control node who manages other control nodes or the most advanced players (to be explained).
Hegelian Pinball: It's more than just Hegelian dialectic. By controlling multiple "flavors" of each side, the Gamemakers allow participants to find a home in a new hero each time they reject one of the Control Nodes.
Pro tip: When observing public discussion over any important topic, ask yourself if there might be a "uniparty", and then ask if the debaters are partisans. The answers are (1) always, and (2) most likely. Once you see the Hegelian pinball, you can't unsee it.
Mixture of truth and lies at every node: The worst thing that the Gamemasters could do is leave you with a Control Node you can plant yourself at without harm. They want you to be both traumatized and cognitively exhausted by the process.
Participatory: The subject of the game, or ante, is by its nature a topic of great importance to most members of the general public. The audience should feel like they are players in the game, making a difference, when in truth they are almost entirely steered toward the Gamemaster's goal within defined game spaces.
NPCs: Many of the players are quickly radicalized. They attack other players trying to win the game.
Player Win Condition: Stopping the Gamemaster from achieving their goal. This WinCon is nearly impossible given that the Gamemaster not only has greater resources, a host of domain experts, advanced technology, and NPCs at their disposal.
Arranged NPCs: The Mandarins and mainstream media (MSM) not scripted as control nodes participate only through insults and demoralization of the players. They receive raises or bonuses.
Advanced Tool Set
The most advanced analytics that behavioral economists, neurocognitive scientists, and advanced code monkeys can implement.
Hidden Operative Nodes: There are always control nodes ready to take up your time and send you on new unnecessary quests, which can be generated faster than you can complete them.
Mass Media Advantage: In addition to visible control nodes, operatives might play roles such as managing social media in ways that herd players into defined pens, giving up their ability to self-organize, giving up their data (opinions, plans, research), making it easier for data analytics and nudge unit experts to map out player participation. Fortunately, examples of mass media operatives have been noted.
Memes: For whatever they're worth.
Isolation: In addition to the topical ante of the game, additional issues will be used to keep players isolated. This can include wars in foreign nations, the 427th paper cut that the GOP steps aside to allow in the continual slippery slope to the status quo interpretation of the Second Amendment, whether it's okay to breed pitbulls, or whether it's okay to have "Sexually-dressed convicted felon reading hour at the library by hairy fat person with multiple genitalia who smacks children in the face with his penis between pages, imbued with effective legal impunity."
The further you progress in the game, the fewer people will understand you, so eventually you're carrying a ring up a mountain alone to a volcano with a golem strapped to your back, trying to eat your fingers.
Affinity Frauds: The control nodes will have the task of self-financing, profiteering, and draining players and NPCs of resources. This can happen through nonprofits, media subscriptions, fake solutions, cryptocurrency scams, or other means. To hook you into these scams, the control nodes will wear the skins of players of identifiable ideological makeup: "Patriots, partisans, sovereign bros, and freedom lovers—think of the children!"
Finite Attention Economics: You will find yourself…distracted. Did you hear about the latest A.I. drop?
Expert Training Bias: Players who try to penetrate a control node by evaluating the nature of the LARP are met with the difficulty of establishing rigorous training in that person's field.
Expert Defense Measures: The information obtained through successful penetrations gets censored through a variety of means, largely through control over mass media, including social media networks.
(Of course all major social media networks are part of the game.)
Shock and Awe: The ante of the game engenders a natural set of shocks that can be amplified by control nodes and operatives using advanced mass media tools.
Illusory Communities: clusters of nodes create a false sense that each node in the community has been properly vetted by the other members of the community in order to ensure high information fidelity. When queried about the vetting process, they circularly vouch for one another.
The illusory communities are designed to appear unrelated, though superior players are sometimes able to connect at least some of the dots.
Infinite Abuse: Successful players who try to share their puzzle solutions online are beset by operatives, NPCs, and artificial intelligence hurling demoralizing abuse at them, or asking for time consuming tasks like "showing their thought process and googling that shit for them."
Congratulations on reading this far and comprehending all of this. You're doing great. Just be aware that any day now you'll be publicly declared a Nazi, and somebody will be dispatched to your community to go door to door to engage in friendly conversation and just sort of let slip that when you go to a weekly Nazi Neighbors meetup where you trade pictures of Jordan Peterson.
Dead End Paths: While choosing your own adventure, any one misstep into an appealingly arranged false theory could cost you time. Cognitive dissonance forces a lot of players into these cul-de-sacs where they are converted into NPCs.
M.I.C.E.: Money, Ideology, Compromise, Ego are the spycraft toolkit for turning players into control nodes.
Wrangling: The most successful players are beset by handlers who reward them for stepping in line with illusory communities of control nodes, punish them for getting out of line, and generally gaslighting them.
Cognitive warfare: Players reach a level where they push against cognitive exhaustion, resulting in general stress and trauma. At this stage, players are met with demoralization from both inside and outside of the game.
Unnecessary Rules: Sociopolitical rules will be put in place. Observed violations result in what gamers call "aggro" where you are attacked by swarms of enemies. Wokeness is the obvious example. If you are identified as a successful player, you will be punished and labeled as "racist", for instance, for making a linguistic joke.
Some of these obstacles may be hurdled with effective grace. Just don't get cocky. Somebody, somewhere wants the job of regulating your mind in a new and stupider way. And there are now too many of them to run the public schools, news stations, and airports.
Wrinkles: New puzzles and control nodes may be introduced at any time in order to overwhelm players.
Examples of Mindwar
Unfortunately, we have but a few examples available to us. So, let's make the most of them.
Example 1: QAnon
This is the easiest example, and I plan to write one or more articles about QAnon because there is startling overlap between the QAnon control nodes and the Plandemonium control nodes.
There are a small handful of articles around the interwebz that do explain a great deal of the QAnon Mindwar, but each one I've seen is fatally flawed in the arrogance of believing in the Truth of control nodes that express their ideology. Sigh.
QAnon Goal: While I am not entirely certain of the goal(s), I believe that much of it was to keep a particular segment of the population busy, and practice in advance of the Plandemonium and perhaps even a major global power transition.
Does anyone doubt that Philip Seymour Hoffman was chosen to play the rebel Gamemaker in Hunger Games because he looked like a younger, thinner Steve Bannon?
Oh, but Hollywood wouldn't help a right-wing populist…
The nature of Mindwar is controlling the nodes on both sides. It's time to up your game!
Exercise: See if you can identify all of the pieces of the Mindwar template, and usage of the Mindwar Advanced Tool Set.
Example 2: Operation Trust
While not as advanced as modern Mindwar, this high-stakes Soviet game was absolutely brutal. You don't need Hegelian pinball when you can just shoot the players as you identify them.
Example 3: The Plandemonium
Exercise: See how much of the template and examples of all the tactics you can identify on your own. I may engage in that exercise in a future article, time permitting.
We've been calling the control nodes Chaos Agents, and there are too many of them for any one person to document with care.
There are distinct communities that swear that they've vetted each other, or just dodge the conversation.
If you haven't been hit with a hundred affinity fraud pitches by now, you've remained successfully invisible. Good on you.
Do we see…wrinkles?
When Robert Malone invited me to his ranch to meet with his intelligence circle, it was during a conversation in which he dodged conversation about the DMED reality he ignored while I was being attacked from many directions, but simply referred to "psyops and counterpsyops". I did not make that trip.