Where Are You, Pack of Green?

PLaying a GoDD game on the big barn game computer.

Current World State as a Video game

Exactly where are we now, relative to the long game? It turns out we’re just now encountering the Monastery level. Here’s a guide to help you orient yourself on the map:

  • The people are scattered, scared to leave their homes, or risk being the subject of a violent raid at Home Depot, car washes, church and school parking lots, and Italian restaurants.

  • Old sacred orders have been infiltrated, and largely destroyed or made powerless.

  • The rogue encampment’s clear, but then, it always is.

  • Meanwhile, the monastery (government, media, education, judicial) has become twisted and corrupt and downright dangerous to the public.

  • Instead of protecting, the Monastery now punishes with cruelty, without due process and without mercy.

  • There’s a suffocating poisonous gas filling all the halls.

  • And at the heart of it all is Andariel, feeding on fear and division.

Andariel

  • Bringer of Anguish = King of Chaos

    • Spreads a toxin of rage, paranoia, delusion.

  • Like Andy, Trump is merely the first “boss” you must face before the story truly begins.

  • You can’t reason with the Boss — he is the Lord of the Flies, whose actual name is Beelzebub. You can’t sneak past this evil creature. You have to confront it in its own den.

  • He’s seductive to some, repulsive to others — but deadly to all, especially friends.

  • Defeating him doesn’t end the nightmare… it just opens the portal to Act II.

THE FIGHT WITH ANDARIEL (TRUMP AS “ANDY”)

You’ve made it through Cold Plains, Stony Field, Tristram, the Black Marsh…
You’ve faced corrupted captains, deceptive shaman, and goat-men with opinions.
But now you’re in the Monastery, where the walls themselves whisper lies.

And at the end — deep in the Catacombs — There is Andariel.

  • His domain is poison and pain.

  • You enter the room — and he’s already filled it with toxins.
    You’re choking before the fight begins.

  • He’s massive, grotesque, almost human in shape — but twisted, corrupted and full of mindless rage.

  • He doesn’t come at you all at once — he stands in stillness, lures you in,
    then floods the space with venom.

  • If you rush him, you die. If you stand still, you die.
    The only way is to stay moving — hold your ground without getting stuck.

He’s not meant to be beaten easily.


He’s a test of preparation, inner clarity, and timing, demonstrating clearly one’s readiness for the next level.

He’s the gateway boss
beat him, and the real war begins.

ANDY = THE THRESHOLD GUARDIAN —  THE MODERN NIGHTMARE

He’s flashy, toxic, draws all attention.
But he’s guarding the real descent.
The sands of Act II are waiting. And they’re not empty.

ACT II – THE DESERT OF LIES (We’re Not There Yet)

Imagine America or the world in Act II — the desert.

  • You’ve survived the poisonous atmosphere,
    but now you’re in a maze of half-truths and ancient schemes.

  • The city of Lut Gholein looks safe — like a place of knowledge and control.
    But beneath it are tombs filled with the bones of past empires.

  • Corruption runs quieter here — more like whispers, bribes, and ancient deals.
    You’re not being screamed at anymore… you’re being gently ushered into servitude.

  • The new boss, Duriel, doesn’t manipulate your mind —
    he freezes your soul.
    You think Andy was bad?
    Duriel hits you while you’re still loading the map.

Why We’re Not in Act II Yet:

  • We’re still too entranced by the chaos.

  • Still arguing about whether Andy is even real.

  • Still hoping the corrupted monks in the tower will “do the right thing.”

  • Still walking into the poison cloud because “it’s not that bad yet.” — famous last words.

  • The portal to Lut Gholein hasn’t opened — because we haven’t learned.’

TRANSLATION — 𝔲̈𝔟𝔢𝔯𝔰𝔢𝔱𝔷𝔢𝔫

Game Element: Diablo
Real-World Equivalent: The system itself — a techno-financial demon that devours identity and time

Game Element: The Prime Evils
Real-World Equivalent: Trump (chaos), Elon Musk (tech control), Putin (war machine)

Game Element: Tristram
Real-World Equivalent: The lost vision of America — burning, ghost-haunted

Game Element: Deckard Cain
Real-World Equivalent: Bernie Sanders — old, wise, and always saying “Stay a while and listen…”

Game Element: The Horadric Cube
Real-World Equivalent: The SuperBeacon

Game Element: The Waypoints
Real-World Equivalent: Zoom meetings, blog posts, songs — psychic jump points for your tribe.

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Breakdown of the Game:

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🔥 ACT I: THE BROKEN HOMELAND (a.k.a. “The Republic”)

Rogue EncampmentDisillusioned America

  • Where we all start. Refugees from a broken order. The center cannot hold.

  • Survivors gather here — battered, angry, and full of conspiracy theories.

  • NPC analog: Akara = Marianne Williamson, trying to give everybody herbs and awakenings.

  • Kashya = AOC with a bow and a plan.

  • Kashya = AOC with a bow and a plan.

Blood RavenMTG

  • A former “ally of the light” now fully corrupted, speaking in tongues nobody understands.

  • Throws fire, commands undead Twitter mobs, won’t shut up.

The MonasteryThe Institutions (DOJ, SCOTUS, Congress)

  • Once sacred, now overrun with evil.

  • The place where honor and order were once taught… now defiled by poison.

  • Some still hope to “reclaim” the Monastery, but it’s infected from within.

Andariel (Boss of Act I)Trump

  • The Bringer of Anguish becomes the Mouth of Mayhem.

  • Sits at the bottom of the system, bloated with grievance and poison.

  • The first boss, not the last — but you can’t skip him.

  • Defeat him, and the real evil starts whispering from the East.

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🌵 ACT II: THE DESERT OF SECRETS

Lut GholeinThe Deep Capital (D.C.)

  • Slicker. Cleaner. But rotting from the inside with a different kind of worm.

  • People here smile at you while they erase you.

  • Merchant kings, think tanks, lobbyists, old dynasties — this is not safety.

Jerhyn (ruler of Lut Gholein)Obama

  • Looks wise, speaks well, but trapped outside the inner palace politics.

  • Tries to keep the city afloat while knowing the corruption is below his feet.

Radament (Mini-boss in the sewers)Henry Kissinger’s Ghost

  • Ancient undead influence. Never really dies.

  • Still has a scroll of secrets and a ring of “national interests.”

Duriel (Boss of Act II)Elon Musk

  • Doesn’t deceive — just freezes and crushes.

  • No ideology, just domination.

  • You think you’re cleverly navigating, and then you discover that you’re stuck in a lag-spike of policy changes.

  • When he hits, you can’t move.

  • His chamber is cold, tech-lit, and endless.

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ACT III: THE JUNGLE OF CORRUPTION

(Original: Kurast, now: The Fragmented World)

This is where everything starts looking “spiritual” again — but it’s all twisted.

You’ve left the desert of politics and policy, and now you’re in the world of religion, cults, shadow finance, NGOs, dark ceremonies, psychic warfare, rogue tech, and stolen gods.

The jungle is alive with whispers —
spirits, algorithms, ghosts of empires past — and nothing is what it seems.

Kurast → The Global South / Internet Subconscious
Looks like a backwater, but it’s the secret engine room of the world.
Religious systems, resource pipelines, and psyops feed through here.
Nobody knows who’s in charge.
Everything’s rotted — temples, hierarchies, good intentions.

High Council of Zakarum → Corrupted Clergy, Mega-Pastors, Tech Gurus & Cult Leaders
Used to serve the Light.
Now channeling demonic forces behind holy symbols.
Delivering sermons that sound divine but serve the system.
Spiritual confusion is the main weapon here.
You don’t get stabbed — you get initiated.

Mephisto (Boss of Act III) → Putin + Shadow Think Tanks + Deep-State Warlords
The Lord of Hatred isn’t loud.
He’s calm, strategic, cold.
He feeds on division, stirs ethnic fires, sells arms to both sides.
He offers order in exchange for allegiance.
He’ll give you the enemy’s location — but he’s the one who placed them there.

Flayer Jungle / Spider Forest → Social Media, Surveillance, Meme Warfare
You think you’re walking through trees —
but the vines are watching, and the monkeys scream in code.
Everything is fast, distracting, looping —
the deeper you go, the more you forget why you came.

Travincal → Davos, Vatican, UN, IMF, CIA headquarters
A ruined city of false rituals and cursed gold.
Holy architecture turned inside out.
If you try to fight your way through it, you’ll lose —
you have to break the spell from within.

THEMES OF ACT III:

Not all light is light.
Not all evil is ugly.
The real poison is subtle — spiritual confusion, not just material corruption.
You must retrieve the sacred from the profane.

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ACT IV: THE UNMASKING

(Original: The Burning Hells — now: The Collapse Behind the Curtain)

You thought the jungle was bad.
You thought the desert was bad.
You thought the poison in the monastery was the worst it could get.

But this — this is where the masks fall off.

There is no law here.
No lies to hide behind.
No illusions left.

Only naked power, ancient agreements, and screaming systems that run on your attention.

You’re not wandering anymore — you’re descending.
There’s no map. No city. No allies.
Just you, the flame, and the Thing in the dark.

Pandemonium Fortress → What’s Left of the Human Spirit
It’s not a city. It’s a ruin floating on the edge of the void.
A last stronghold of memory, ritual, courage — but barely holding.
Everyone here speaks slowly. They’ve seen things. They’ve remembered things.

Tyrael → The Stranger Within
He’s not God, he’s not man. He’s something in-between.
He hands you a sword, not a sermon.
He says: “Now you must go alone.”

Izual → The Fallen Idealist
He once fought for the Light — but was twisted.
Now he tells you that truth is weakness, and mercy is for fools.
He’s what happens when belief becomes bitterness.

Diablo (Boss of Act IV) → Pure Fear
Not a person. Not even a system.
He is the thing that whispers:
“Nothing matters.”
“You’ll never win.”
“There is no path.”
“You’re all alone.”

He takes your name. Your identity. Your will.
He doesn’t just want to kill you —
he wants you to forget who you are before you die.

The Chaos Sanctuary → The Internet in Collapse
Every direction is fire. Every portal loops.
Your past actions scream back at you.
The boss fight never ends — because you fight yourself.

THEMES OF ACT IV:

This is where you stop blaming others.
This is where you meet your own shadow.
This is the death of the false self.
And maybe — if you make it through — the birth of something real.

You don’t leave Act IV unscarred.
You leave it bare.
And that’s the only way you’ll survive what comes next.

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ACT V: THE FROZEN EMPIRE

(Original: Harrogath / Mount Arreat — now: The Surveillance State)

This is the illusion of security.
Everything looks orderly again — flags, walls, soldiers, laws, boundaries.
But underneath the snow is silence, repression, extinction of the human flame.

You’re no longer lost in jungles or wandering deserts — you’re in a fortress. And it feels safe.
But the fire is gone. The music is gone. The soul is buried.

Harrogath → The Modern Fortress World
The last city. The coldest. Everyone is tired.
Warriors patrol the gates. AI tracks the streets.
The people live with their heads down — not because they’re afraid, but because they’ve given up hope that anything better is coming.

The Barbarians → The Remaining Humans
They’re not barbaric — they’re the last flame of resistance.
Brutal, direct, honest. They remember a world without chains.
They don’t trust spells, illusions, or “solutions.” They just hold the line.

Shenk the Overseer → Homeland Security
The face of the system’s military arm.
Endless troops, mindless orders, no reason, no soul.
His goal is obedience, not victory.

Nihlathak → Techno-Priests Who Sold Out
He once held secret wisdom, but gave it away for power.
Now he betrays his own people in exchange for algorithmic favor.
He wears the face of an elder, but speaks the voice of the machine.

Baal (Boss of Act V) → The Final Form of the Machine
The Lord of Destruction.
Not a person, but a process.
He corrupts through saturation — endless novelty, meaningless updates, distraction stacked on distraction.
He doesn’t fight you head-on.
He breaks your pattern recognition.
He floods your nervous system.
He dissolves your timeline.

Baal’s arena is not fire — it’s chaos shaped like order.
He stands calmly at the center of digital perfection while the soul is erased from the code.

THEMES OF ACT V:

The enemy no longer needs to lie.
You’ve already accepted the system.
You walk willingly into the final fortress and thank them for the chain.
The question now is not “Who do I fight?”
It’s “What do I refuse?”

This is not victory.
This is endgame.
And yet — some souls still sing.

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Well, that’s it, that’s the breakdown, hoping it will help you see it all as a very organic video game. Of course, we haven’t even considered the UFO folks out there, but that’s a Zelda setup.

Weather Report:

“Today in Washington, D.C.: scattered delusions, with a 90% chance of denial.
Thunderstorms likely around the truth. Expect low visibility near the Capitol due to dense clouds of revisionism.”

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THE WRAPAROUND: FROM Fire to Ice to Fire Again

When you defeat Baal at the end of Act V, the game doesn’t give you utopia.
Instead, it resets. You begin again — Nightmare difficulty, then Hell.
Everything you’ve learned?
Now it really matters.

That’s the wraparound truth:
You thought you were on a straight line toward salvation.
But it was a loop.

THE SOUL JOURNEY:

Five Acts as Eternal Recurrence

Act I – The Awakening
You’re shocked, displaced, disoriented. You see the corruption and try to fight it.
(This is the outer layer — the surface crisis.)

Act II – The Illusion of Control
You seek order, strategy, and solutions. Politics. Logic.
(But it’s all sand. No foundation.)

Act III – The Spiritual Misdirection
You try to rise — but the temple is rotten.
You fall for symbols. You join cults. You chant the wrong names.
(You forget what you came for.)

Act IV – The Burn-Down
The masks melt off.
You face your shadow.
You see you are the one who let it all in.
(Only the real remains.)

Act V – The Frozen Empire
You’re given safety — but it’s hollow.
You’re told to submit — but your soul remembers fire.
And in the coldest place, you choose to burn again.
(You reject the end. You sing.)

The True Wraparound:

The final battle is not with Baal.
It’s with the idea that you ever leave the system at all.

You start again — not because you failed,
but because the real game was never about defeating evil.
It was about becoming awake in the middle of it.

For the Zoom Circle:
This isn’t a prophecy of doom —
It’s a map of resistance.
A soul’s survival guide.

QUESTIONS:
Where are you now?
Which act are you in?
Are you still in the Monastery? Or are you already singing through the frost?

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Oh, wowsers, it’s that time again. Hop on board the Bardo bus, let’s go!

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See You At The Top!!!

gorby