How to Play “Bardo”

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“The Bardo of Friendly Guides”, coming soon to your neighborhood theater.

Video Gaming is an important part of ANY Healing Process. It is not in itself a Healing Action, but supports Healing Actions with a Restorative-Regenerative Process within the Essential Self, expressed as an increase in the general neuro-plasticity of the brain and nervous system of the organic body.

The Video Game called “The Game of Bardo” has direct ties to a variety of organic ills and difficulties that tend to manifest in the body when things are not quite right in the Between-Lives State, because the Higher Bodies are very “senior” to the organic and other lower bodies, and what happens Up There profoundly affects what happens Down Here.

The Bardo Hooks that are ACTIVE tend to poke right through the Bardo Walls right into the Present Lifetime, and that can be quite painful and annoying, interruptive and hurtful, disrupting your inner and outer worlds and making your life a general hell on Earth.

Getting rid of those Bardo Hooks makes the corresponding things in your daily life go away, one item at a time. It isn’t important that you feel better as a result — if that happens, fine — that’s a brilliant bonus, but the REAL importance is that you can SEE A DEFINITE RESULT WITH YOUR OWN EYES, and can know by these signs — called “Organic Indicators” — that a corresponding change has taken place in the invisible world.

The only way to detect an uncharged particle is by some secondary effect. Invisible means just that, “not visible”. Eliminating the so-called “neuroses” in your organic self is nice, it makes you feel better and perform your life-tasks better, but it’s far more important that it indicates that something happened inside yourself. It is a visible signal that serves as an indicator of a successful operation in the invisible world, see?

This is the method: Detection of something invisible by observing something with which the invisible object collided. That means watching the body-mind’s manifestations and conditions, in order to better observe events in the inner world.

The Active Bardo Hooks create conditions that you will easily recognize as negative and unproductive and often painful and difficult for yourself and others to handle, such as anxiety, depression, rage, frustration, disappointment, a sense of futility, a feeling of impending doom, worthlessness, despair and deep addictions.

Each Bardo Hook triggers a specific set of Corresponding Conditions in the organic body. The impediments caused by the Bardo Triggers are annoying, sure, and we’re glad to get rid of the obstructions to our Being, but more importantly,THE ABSENCE OF THE BODY ISSUE is a sort of biofeedback indicator that tells us that the Bardo Hook is gone.

Bardo Hooks can be EASILY and SAFELY removed for a single lifetime and future passing, and the resultant Between-Lives State condition can be PERMED, made permanent for all succeeding passages through the BLS (Between-Lives State, remember?) but this is a bit more complicated and requires a bit of personal guidance and a bit of effort on your part.

Bardo Hook Life Intrusions happen because something gets ionized and starts behaving like a charged particle, looking for a match, a partner with the opposite charge. Naturally, this spills out into your organic life and disrupts it to some degree greater or lesser.

The visibility of the impact is so important, because the ABSENCE of that impact is what will tell you that you had the effect you wanted IN THE BETWEEN-LIVES STATE because the effect radiates into the organic world and reflects the reality.

This process eventually leads to the Perfection of the Diamond Soul, the Blessed Realm and the State of Infinite Compassion.

When you are in the God State, you feel only that which is detectable and feel-able in the God State. Only when you have passed through the organic life-field will you know what it is to suffer the pain of life, and only then will you be qualified to heal the sick, raise the dead and cast out lepers in the Realm of the Bodhisattva.

Yes, cast out lepers. I know, you feel for them, but years of Saviour Duty have taught me that Jesus was right. Healing the sick is relatively easy to master, but raising the dead requires the cooperation of the deceased, and that’s where your Bardo Training comes in right handy.

BARDO is the name of a game I’ve been peddling since the Dawn of Creation. In this manifestation and within these surroundings, the Game of Bardo consists of a series of Bardo Runs through a string of lifetimes, punctuated by Between-Lives States in which the character’s progress is preserved and the board re-arranges the dungeons so they look somewhat different and present different obstacles and dangers at different times.

So, given all of infinity and all of eternity, with a totally timeless space in between, what would YOU do?

Here’s your chance to find out.

The game of Bardo in today’s Time, Place & People Setup is a video game which begins in a level called “Mortuary”, which is a Bardo Station, similar to the “Stations of the Cross” or Service Stations on the highways of the Einsteinian World.

Mortuary is the current manifestation of the place where the body is prepared for burial or burning, but this is not just any mortuary. It’s family-owned and friendly, and they feature Funeral Roasts, meaning a bunch of comedians sit at a table on the dais and one by one, shred the character of the deceased right down to the last belly-laugh, then they close the casket and shove it out to sea or burn the contents and throw the ashes into the ocean or, in my Dad’s case, he wanted his ashes to be thrown in Harlan Ellison’s face. It was a running joke, reserved for interviewers. Harlan and Horace were close friends for over 50 years.

Okay, so what about the Mortuary is so special? Ask that when you’re dead. If you’re able to ask anything after you’re dead, you’ve beat the game, at least one level of it.

How many levels are there? I thought you’d never ask. You can never run out of levels or things to do, but the game mercifully wipes away almost all traces of the previous passage through the game, so it’s a new game every time you play, and that’s how you set it up, remember?

I know you have trouble remembering these things, but built into the Game of Bardo are a number of Wake-Up Calls, labors of Hercules, as it were, in short, a series of “tags” or checkpoints that you must activate, discharge and pass, each in its own turn.

There are a total of 130 Bardo Stations currently in use at BardoMania Stations around the world. They can be run in direct sequence 1 through 130, or selected by “hotness”, which is to say, which Bardo Station and which Bardo Hooks are most active in your life at this moment.

Selecting the hottest and most active Bardo Hook means you choose the thing that is most obvious, most visible and easiest to detect both presence and absence of.

The Bardo Stations will someday total all 1150 levels I’ve prepared, but here are the Bardo Stations most in use today:

Mortuary — A Slowly Dawning Awareness as your consciousness returns, now unencumbered by the sticky cloyingly dank organic body. You can feel a dark and creepy stillness in the night, a sense of being totally alone in an unknown world.

When you are able to orient yourself a little, you find yourself in the back room of a heavily carpeted friendly and fun-loving family-owned Mortuary. There’s a payment plan available to the bereaved, but you have more to worry about than payment plans right now.

You wander through two cadaver prep areas and cold storage units, both of which seem cold and somehow distantly familiar. There is a pervading aroma of death, an overwhelming suffocating pressure, the blend of sweet smelling rotting bodies combined with formaldeyde and a host of chemicals used in the handling of HAZMAT — Hazardous Material — which is what your dead body has now become, according to the Laws of the Land, and from this condition there is no return.

In-world coaches are placed everywhere that you might need some guidance. You can speak your mind freely to these coaches. None of your replies are recorded in a solo game, so your secrets are safe with them. It is wise to use this opportunity to allow yourself full and free expression of any thoughts, emotions and sensations going at at that moment — you never know what you might learn about your Inner Self in this way.

The game is to touch bases at the right points, pick up protective amulets and talismen, find your Matrix, Beacon, Ammy and other powerful fetishes for the passage in this domain.

The cold steel of the surgical tables and brick-and-metal environment bite into you as a cold wind might chill you from the inside out. There are several very specific actions that you are expected to carry out at various point in this journey.

There are caskets on display, and the smell of perfume just barely masks the odor of formaldehyde.

You will find that there is a guide before the doorway that leads into the windowed office near the front entrance to the building.

A Tarot deck lies upon a table that sits before a chain-link steel fence that blocks the way to a narrow alleyway just opposite the front door.

You will notice the small theatrical stage and stained glass Drew Kristel Dragon Window that is displayed prominently behind the speaker’s podium. You can hear soft music in the background, and as you enter the Slumber Room, you can see the casket containing the body of The Loved One, which is you, positioned slightly to the right of center stage.

Flower arrangements are tastefully placed around the family and friends seating area. The front door is wide open and there is a back door leading from the Slumber Room to the Incinerator in the Burning Room.

Step lively — the scary-but-friendly Bardo Guides will help you get through this entry point into the Bardos. Trust them, they are your friends.

Ahead of you is the Burning Flame, and you are drawn helplessly toward it, to be consumed and subsumed, free from your body, which has been reduced to ashes which can now be tucked away into a Denise Wey, Kay Walzer or Della Heywood Funeral Urn.

Einsteinian Universe “Real World” Funeral Urns are of course available. They are unique examples of the potter’s art, and many of our artist friends make them to order.

After you enter the Burning Flame of Eternity, you will be returned to the website for further instructions and guidance, and you can then download the next level.

Here is a list of the succeeding levels of the Bardo Stations, about which I’ll be elaborating in detail as I outline the various “cheats and codes” you can learn to use for negotiating your way consciously and intentionally through the Bardos of Between-Lives States.

BARDO STATION ORBS CURRENTLY IN USE:

Atlantis — Atlantis represents the passage of the soul into the very deepest, darkest depths of consciousness, the watery grave of forgetfulness and sleep from which there is no deposit, no return. One finds oneself on an island surrounded by a seemingly endless ocean. There is a maze of riveted metal corridors, punctuated by heavy, bolted Portal Hatches and airlocks, set into a powerfully constructed bulkhead structure under billions of tons of salty seawater, which is feelable and oppressive in the pressure of its unguessable weight overhead. One threads one’s way through the metal corridors, clanking on the iron-topped ramps and bridges, ever-downward into the lowest levels of the Undersea Kingdom, until one finds oneself in an enormous glassite dome at the bottom of the sea, within which one finds a Soul House similar to those made by the ancient Babylonians, Sumerians and Egyptians, to place in the tombs of the Dearly Departed, which in this case is you.

  1. WharfTown
  2. First Carnival
  3. Arcade
  4. Fun House
  5. Pacifica
  6. Party House
  7. BardoTown
  8. Opera House
  9. Plaza
  10. Asylum
  11. Boulevard
  12. Suburbs
  13. Paris Park
  14. Department Store
  15. College Dorm
  16. University
  17. Prison Farm
  18. Beach Hotel
  19. Verandah House
  20. Barnyard
  21. Old Age Home
  22. Country Club
  23. Alpine Village
  24. Mountain Gym
  25. Roundhouse
  26. Desert Road
  27. Nuclear Plant
  28. Diamond in the Sky
  29. UFO Voyage
  30. Sci-Fi World
  31. TechWorld
  32. Hercules
  33. Roswell Tunnels
  34. Mars City
  35. Spacer
  36. Solaria
  37. Greys
  38. Tunnel World
  39. Abducted
  40. SlimeWorld
  41. Tree of Life
  42. Pagan World
  43. The Shrine
  44. Aardvark
  45. Tombs
  46. Stonehenge
  47. Zeldar
  48. Maya
  49. Castle Drake
  50. The Vault
  51. The Crypt
  52. The Fortress
  53. Catacombs
  54. Plato’s Cave
  55. The Dungeons
  56. Sewer Rats
  57. Shrine of Satan
  58. Gold Mine
  59. Curve
  60. Castle
  61. CTF 6
  62. Cardiff by the Sea
  63. Temple of Fortune
  64. Cemetery
  65. Shoji
  66. WorldCon
  67. Rat Run
  68. Piss Pool
  69. Skyway
  70. Peak
  71. The Last Resort
  72. Bordello
  73. Casino
  74. Overpass
  75. Round Robin
  76. Fibonacci
  77. Penthouse
  78. Nunan
  79. One
  80. Cannibal
  81. Farm
  82. Alice
  83. Town 4
  84. Nana
  85. Subway
  86. Astoria
  87. Parquet
  88. Elevated
  89. Natural History Museum
  90. MAMA
  91. Louvre
  92. Alchemy
  93. Bike
  94. Slums
  95. Eagle Pencil Factory
  96. The Docks
  97. School
  98. Woodland
  99. Zena Mill
  100. Angel
  101. Ward Isle
  102. Pentagon
  103. Army Hospital
  104. Glendale
  105. Other End
  106. Art Institute
  107. Library
  108. Fantasia Theater
  109. Norton Street
  110. Gemini Market
  111. Endless Freeway
  112. Magical Mystery Museum
  113. Holywood
  114. Cosmo Street
  115. Cosmo Office
  116. Cosmo Alley
  117. Red House Crestline
  118. Buck’s Books
  119. Refinery
  120. Quackery
  121. Playpen
  122. Grand Central
  123. Grand Hotel
  124. Bakery
  125. The Sculptor
  126. The Crusher
  127. Pig & Horse
  128. Zen

That’s the whole list for the moment.

See You At The Top!!!

gorby