Did They Drop the Big One Yet???

Spawning Point into WarfTown, the beginning of your Third Bardo Journey.

Frankly, I don’t give a fig if they did. I’m busy transferring the virtual world technology over to the Causal Plane, where it can be used to modify a reality matrix or reconfigure a world, which is what I’m doing here.

Not reconfiguring the world — transferring technology is what I mean.

First of all, the technology has to be there, usable and applicable, and it is. It’s then just a matter of capture and ownership — we’ve done both with the Godd™ Engine & Editor.

Secondly, the persistence of the virtual world makes it impossible to erase or vanish it at any point thereafter — what is, is.

The Duplication Effect within the Godd™ Editor makes it easily possible to copy, modify and transfer any reality into the virtual, which is the whole point of being on this miserable dirt-bag they call a planet.

The sad fact is, the Virtual World Technology always and inevitably exists side-by-side with the worst traits of humanity or any other species from which you’re getting the technology.

Humans are nasty, violent creatures at best and at their worst, horribly corrupt. Not all humans are like that, but 99% of them give the rest a bad name.

There’s nothing I could or would do to save humanity  — it’s a powerful argument against life itself. Humans are not my favorite breed of garden pet, but they do turn out a wicked computer system and communications network, which is a combination of PC, iPhone and internet.

First off, you might want to ride the trolley all around the town for orientation.

There has to be the social media for this model of the universe to work — and it has to be good enough to warrant an incarnation in a miserable racially-charged environment like this one, and it is good enough.

The technology will survive, has survived, through endless kalpas, and that’s good enough for starters.

What you have here is a COMPUTER-ASSISTED REMOTE VIEWER.

The Cycle is your first TARGET in WarfTown. Go find it — and ride it.

Computer-Assisted Remote Viewing

It’s super-easy, nothing to learn, no mastery required — just a lot of FUN doing what you should have been doing all along!

Think about it — remote viewing without all the rigorous months of training — believe me, you don’t want to do it unless you have to. I taught some mighty good remote readers how to prepare a report for the government and how to make and destroy notes on what they saw.

It was a grind to get them to SEE anything, but eventually, they did, by developing a powerful ability to VISUALIZE and then an equally powerful ability to MOVE AROUND and CHANGE VIEWPOINTS.

You mercifully don’t have to do ANY of this — you just turn on your computer, run the Orb, and you’re sailing!

Computer-Assisted Deep Meditation, Computer-Assisted Remote Viewing and of course the ever-popular Computer-Assisted Bardo Voyage, which is basically why we’re here in this bizarre and ugly configuration featuring Donald John Trump, Billy Barr, Moscow Mitch McConnell and the blissfully stupid Kelly Ann Conway.

Never mind those assholes, they’ll get theirs. Just concentrate on the job at hand, getting through the Bardos without getting stuck or sent down into one Hell of Lower Beings after another.

With help, you don’t need to get stuck anywhere, no matter how tight the cycle. Just get to the keyboard, turn the Orb on, and get in there and let it guide you through.

Do it now.

At the top of the roller-coaster you’ll get the key.

WHAT IS THE KEY???

There are lots of keys in this virtual world, but the main key is what will pull you out of playing a video game into the reality of using a computer to assist you to remote view your Third Bardo.

This particular KEY is the key to the REAL universe as well as to the virtual.

I’m gonna give it to you straight, no prevarication, no bullshit, just straight. There’s an actual KEY to this universe, that will take you in and out of this space and if you know how, you can use it to TELE to the Causal Plane, and even to Heaven, meaning the Pure Western Realm, of course, and you can do it instantly.

That means none of the sticky drag you get normally when transitioning through spaces, and that will be a blessing to any frequent flyer. The KEY is contained in a magical phrase.

The Key is the phrase: “Oh, No, Not This Again!!!”

Of course it’s this again. What else? But the conscious chant helps you to get past the blackout stage and somewhat evenly balance off the forces that are knocking you about at the moment.

How do you use the Key? You learn how, that’s how. It’s not written in a book and repeated on a class quiz or educational quiz and that’s it. There’s application involved, and personal experience personally experienced, in order to grasp it and fully “get it”.

On the Other End of the Bardo, you’ll find yourself in the Third Bardo, where you’ll be presented with a series of scenarios, all of which lead inevitably toward Rebirth, unless you know the SECRET — reversing the flow, which you can learn by going through the Orb many times.

But where to start???

ARRIVAL

You start by starting. This lands you in the starting point in the Orb. It always goes to the same place, if that helps any, in future attempts to negotiate the turns in this complex and difficult Learning Orb.

Okay, so you start out by spawning into the space.

You’ll find  yourself on a wharf, which may be one of the more obscure reasons why the area is named “WarfTown”.

As you can easily see, the inhabitants are not accomplished spellers, but we do what we can with what we have.

Find the Cyclone Roller Coaster — it’s not hard — and ride it all the way up and back down. In the process, if you stand in the center of the roller coaster car, you’ll get a key to the Fish Shanty.

Now what? Find the Fish Shanty, of course, and use the key to enter. If you tried to get in there before without the key, you discovered that the door was locked. Now it isn’t, so go ahead in.

I should perhaps mention that if you fall over the edge of the wharf into the water, you can find the little float and ramp that will take you back up to the top of the wharf.

Now, when you go through the door to the Fish Shanty, you’ll of course be careful not to allow yourself to slip over the edge, but it CAN happen, and that’s why the float is there.

So once inside the Fish Shanty, you’ll see a bunch of fish on a prep table, and in front of that you’ll see a floating key — just roll over it to pick it up into your inventory.

You can now use that key to get into Jenny’s Place, just next door to where you are now, so out the door you go — be careful not to fall into the water — and turn right — it’s next door.

That’s Lora over there in the back-right corner. She sells the fish, but doesn’t prepare them — in fact, nobody does. That’s how they come from the ocean.

See the key in front of the table?

This is Jenny’s Place. Jenny is friendly and helpful and can guide you through where necessary.

Use the key to get through the door.

Jenny runs a clean shop. You might be able to powerup in here if you know how, but leave the dancer strictly alone.

You’ll go through that greenish haze on the other side of that door, and you’ll find yourself in a sewer of radiant slime.

Don’t worry — you’re dead. What more can happen?

Myself, I treat this as a positive experience — the green slime is very reminiscent of the plasma stasis healing tanks, have you noticed?

They are in fact healing passages, so allow the green radiation to flow through you as it flows through your Avatar.

There, isn’t that a whole lot better? Don’t fight against the radiations, work with them to get yourself a Spiritual Shower, a real thorough Karmic Cleansing, which is what you need right now, and thanks to this guided meditation, you have it.

Okay, so keep going through the slime.

You’ll come to a largish chamber where there’s a key hanging in midair. Don’t let it bother you. Just roll over it and it’s in your inventory backpack, ready for use.

You’ll be allowed to leave Jenny’s now — you couldn’t before you got the slime key — and now you’ll go out onto the boardwalk again, this time to the Boardwalk Store, just slightly to the north and west of Jenny’s Place.

You can’t miss it.

I’ve said that before and been wrong. I hope you find it okay. I made the sign as big as I could without running into city ordinances.

One thing we got plenty of in WarfTown is Inspectors, and they all expect a handout, so have a Bardo Buck handy, if you know how to get them.

If not, don’t worry. Things could be worse.

As you can see from the screenshot, the Boardwalk Store has a complete supply of flat groceries and food products, but you can’t pick them up.

Being dead, you don’t really need to eat, unless you feel the hunger, in which case you’re in for a rather unpleasant trip.

Leave the food alone, like Aladdin in the Cave of Treasures, and just get the key. It’s behind the counter, as you’ll come to expect.

The Nederlander Hostel — not hotel, hostel — is right next door to one of WarfTown’s biggest attractions, Maggie’s Whorehouse.

You can’t get in there, however, without a reservation, and you’ll have plenty of reservations about going in there, I’m sure.

Your Avatar will appreciate the gourmet layout in the Garden Room within the Nederlander Hostel.

There’s a cozy fire and a reading spot where you’ll find a copy of the ABD handy, but you can’t remove it from here — it’s needed for every guest who comes through, and most don’t.

You’re in possession of a few Great Secrets and that’s why you’re easily able to traverse this realm without harm.

University is a dangerous place, but you’ll be left alone if you just go about your business. Go through the halls and find the key to the next Bardo Station.

The campus is very big, but you don’t need to linger there.

You’ll find yourself in a small private park with a few benches, which tells you that you are in the right spot to find that elusive KEY to the Mummy’s Tomb, your next destination.

Yes, you heard right — the Mummy’s Tomb.

This is literally impossible to miss, but it has been done, so you wouldn’t be the first. Just go through the door — your key will work automatically.

Once inside the Tomb, the path is clear.

Make that “Mostly” clear.

Yes, it seems straight enough to me, but there’s always the twinkie in the crowd who falls over the edge of a cliff they never needed to explore.

Remember the chief cause of death in the Grand Canyon National Park — falling backward over the edge while taking a “selfie”.

God, will people never learn?

Some of the higher technology you’ll encounter in the deepest realms of the Mummy’s Tomb.

Don’t panic, just keep moving.

Breathing is good, if you’re able. If you’re not breathing, don’t freak out — like I said before, you’re dead, what more can happen?

If you have even the twinkling of an idea of what more can happen, you won’t take it too lightly.

Be careful — the Bardo is full of tricks and traps, none of which manifest as tricky turns.

Okay, maybe a few tricky turns, but no impossibles — every path can be traversed all the way through.

Like Buck’s Books, Bubba’s Bagels are something you’re likely to remember.

That is the main point, you know? Remembering. Oh, no — not this again! Say it, it really helps to get you over to the Other Side of reality.

When you deliver the package to Bubba, you’ll be instantly transported to the Halls of the Dead, where you’ll see a few friendly zombies.

Leave them alone and just proceed through them to the exit door, where you’ll immediately start looking for the Art Academy, which is placed where you’ll never find it.

If you happen to actually find your way there, you’ll discover that In My Father’s Art Academy Are Many Studios.

That’s almost Biblical.

Next you’ll enjoy a  walking tour of Yoyodyne Industries, a growing excited company, where we make amulets, SuperBeacons, Matrix Systems and much, much more.

You’ll note that we stock a complete supply of interdimensional spaceships and scout ships that can be purchased, leased or rented by the hour, if you’re a local resident.

Voyagers are basically ignored on this level, so get used to disappointment. Nothing here is for your benefit — it’s the underbelly of reality, and that’s the truth.

My TV set works just fine, but someone has to hold the V-Antenna for the signal to come in good, otherwise it’s just popcorn, enormous pixels and fuzzy pictures, but then, that’s the real thing.

The clear and beautiful images are all projections of your own Consciousness, but you’ve noticed that by now, I’m sure.

This is a Z-111 scout ship, featured in our “In Your Face” album with Gorebagg & the Grunts.

The Z-111 will be used for interdimensional exploration in a Flying Orb, yet to be released.

Here’s my computer station, which I’m at whenever I want to contact the Earth Plane, which is easy because As Below, So Above — that’s the other half of the famous equation, “As Above, So Below”.

It’s mutual. Things pass from higher to lower and from lower to higher at exactly the same rate, so everyone can take a breath alternately.

There’s only so much breathing stuff to go around.

So after your run through Yoyodyne, it’s time to search  out and find the Tenement, with its bright red light marker in the front of the building.

It’s just a tenement, like any other.

Here’s the outside of Stucco Villas — it’s a real estate office, something you’d expect in any Afterlife Setting, and you won’t be disappointed.

This group of happy zombies will smile and cheer as you jump for the Sacred Symbol at the top of the Sarcophagus, which allows you to experience a Successful Run of WarfTown.

Congratulations.

Now do it again. That is the secret. There is no boredom for the Conscious Being.

See You At The Top!!!

gorby