The Game of Games

August 12, 2017 | Author: Mike Cechanowicz | Category: Consciousness, Free Will, Unconscious Mind, Mind, Understanding
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Mike Cechanowicz 2008

THE GAME OF GAMES

A short story introduction to:

The Hidden Agenda A Handbook of Spiritual Psychology

Last revised 17.11.08

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© 2008 Mike Cechanowicz

INTRODUCTION THE GAME OF GAMES is a very short story with an important message. It is actually written as an “appetizer”. You don’t need to invest much energy to find out if you are interested in the message. The themes that are discussed in this short story are documented in detail with two follow-up books – A Handbook of Spiritual Psychology and Hidden Agenda. All of this material was originally written in Norwegian. A Handbook of Spiritual Psychology is now translated into English and available for free download at my web site. The Hidden Agenda is being translated now and will soon be available. The next pages have the potential to change your perspectives in a very positive way. If you don’t want any change in your life, don’t read this book. You need to know that others who have gone before you say the following, “Before I knew about THE GAME OF GAMES, I did what ever I could to stay in the game as long as possible. After I discovered what it was really all about, I can only think about how to escape from it.” Your reality will never be the same again.

© 2008 Mike Cechanowicz

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The mysterious game Imagine a game where the intention, rules and guidelines are hidden, ambiguous and unclear. As each player starts the game, they learn about the rules and moves of the game by other players who may or may not have understood what the rules are really all about. It takes only a short participation in the game to discover that different players are playing the game by using different rules about themselves and the game. Most of the players are convinced that they are playing the game using the “right” understanding of the rules and moves that are available. Other players using different rules are merely perceived as players that are cheating, or using the “wrong” rules. Players often engage each other, sometimes even violently, to argue about which rules and moves are the “right” ones to use. This makes the game very confusing and dramatic at times. Most players usually play the entire game using the same rules and moves that they learned as a new player. This is because it is difficult to comprehend all the different systems that are available to choose from. Even though it is difficult, some do change their approach and convert to a different set of rules, because these seem more “right” and being “right” is very important to some players. The conversion process is often difficult and fraught with inner conflict. Players with common rulebooks often group together and form “congregations” so the game will seem more coherent – thereby eliminating much confusion. The game seems to be rather simple, even with out any proper set of directions. It would appear that the game is played only one time and when the game ends - it just ends. Most players are totally convinced of this. They even say it can be proven. This is where a conspiracy comes in to the picture. The players are tricked into believing that the game is only a one-time event, when in reality it is only one of a long series of games that continue for thousands of years. That would be fine if the game was just about having fun, enjoying the game and a sense of playfulness. The problem is that the game is deadly serious. There are equal opportunities for intense pleasure and intense pain. Dramatic and emotional relationships are created in the game as it is played. These relationships are also a source of pleasure and pain. In many cases the game appears to be a fight for survival - a battle between life and death. All players will, at times, experience the game as something extremely exhausting and stressful. Because most players believe that the game is a one-time affair, they become acutely aware of the fact that the game does not seem to be fair. Some players begin in the game with 4

© 2008 Mike Cechanowicz

great advantages and privileges, while others start off in quite the opposite way. Most players believe that a longer game is much better than a shorter one. In fact, if the game is short, it is often called a “tragedy”. Due to the fact that most players are completely ill-informed about the nature of the game and even the true nature of the players themselves, the author feels compelled to make available to as many players as possible the truth about what the game and the player is really all about. Almost every single player in the game is trapped. They have to keep playing the game over and over again, even thousands of times. Each player is tricked into believing that the game they now are playing is the first and only one ever played. The truth of the matter is that their previous memories have been wiped clean. This is all because of a “devilish rule” that has been discovered, buried deep in a place where secrets about the game are kept. Simply put, there are no complete directions about the game or the players. Vital information concerning these issues is always hidden from the great majority of players. False leads, misdirection, lies and half-truths are abundantly available to all players to follow. This information makes the game, and the player’s role in the game very easy to believe they understand. Unfortunately, in reality, they do not. Although the game may seem simple, on the surface, it has been discovered that there are actually many different hidden levels, meanings, and structures that are fundamentally difficult to perceive. One of the greatest secrets about the game is its surprising conclusion - how to end the seemingly never-ending series of games. It ends when the player has thoroughly understood what the game is all about - which is a deep understanding of self-awareness and the consequences of choices that are always available within the framework of the game. Participation in the game is not an option but a prerequisite. Unknown to the player is also the fact that player has chosen to play each specific game in a specific framework. The player even chooses some of the key players that will be participating in the game. These choices are made in a state that can be called “between games”. In this state, the player has an extended awareness of games that have been played earlier and the consequences of how each of these games has been played. Based on this information, new games are actually planed – not in detail, but in a general framework. It is therefore understood that players have their own personal “agenda” for each game played. This will be further enumerated upon at a later stage in the story. Memories of those choices are taken away from the consciousness of the player the moment the player enters the game. Only a few privileged players have memories © 2008 Mike Cechanowicz

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available that give them obvious advantages. This is a consequence of aforementioned “devilish rule”. The game is normally very long and has many phases. It is played over and over again without the player ever being aware of the fact. No single game is ever “fair”. It favors those players that stumble upon certain hidden clues about the nature of the game and the players themselves. These players become privileged and are provided with additional insights simply because they are looking for clues. These players are often called, “Seekers of the truth”. These players do not trust the “system”. They sincerely believe that they are being tricked into believing that the game is the one and only reality that is. These seekers are constantly looking for better alternative understandings than the standard ones that all are provided with. Other players often ridicule seekers, telling them that they are “dreamers”, have “lost contact with reality” or are easily duped into believing in “fantasies”. This doesn’t seem to deter them. They seem to be highly motivated by the “devilish rule”. This rule stipulates that the seeker who has discovered certain insights about themselves’ or the game is eligible to keep their memories of those insights. They are available to them the next time they play the game; not overtly but through the veil of mystery that cloaks their “subconscious” mind. This is how players start to accumulate insight. The other players don’t know enough to understand that their main assumptions about the game, or anything connected to the game, are really false. They get sent back to the start of the game with no previous knowledge of ever having participated in the game at an earlier stage. This is truly “entrapment”. This is the meaning and essence of the “devilish rule” that states, “Whoever has will be given more; whoever does not have, even what he has will be taken from him.”

Multiple levels of understanding The game has several intentions at different levels of understanding. I will call these levels, “superficial levels” and substructure or simply “deeper levels”. The deeper the level of substructure, the more hidden is its meaning. Without wanting to alarm the reader, I call this hidden meaning, “esoteric” or “occult” because these words accurately describe the essence of “hidden information”. At the superficial level of understanding, the intention of the game is to get the most out of the game, compared to what “status” or “social level” that the player is surrounded with, when entered into the game. This is called “success”. If the status of the player is less at the end of the game, than when the game started, the game is then understood to be a, “failure”. The perceptions of success and failure are really irrelevant because the game 6

© 2008 Mike Cechanowicz

always ends with the tragic death of the player - game over! The irrelevancy of success and failure are further enhanced by the fact that the player redefines what success and failure really mean when confronted by the extended awareness provided in the “between games” state. Certain “congregations” of players are led to believe that this “between games” state does not exist as it actually functions. They are told one of several variations of misdirection that lead player to believe in one of two alternatives that function as a final and permanent abode for the player. These players envision that the game is played only one time and that their “fate” and ultimate selection of abode is dependent on the quality of choices made during their stay in the game. If there has been a certain amount of “rightness” than the player will be selected to enjoy permanent bliss. If there has been a certain amount of “wrongness” the player is selected to suffer permanent punishment and torture. This system of belief is the source of the term, “after game”. “Congregations” that adhere to this system of “after game” perceive themselves as “saved”, while those that don’t believe are “lost”. Because the concept of being punished and tortured for eternity is such a strong concept, will many take it upon themselves to “save” as many other players as possible while they play their game. These are called “missionaries”. The “after game” players join forces with the “game over” players to ridicule the “between games” players. It seems that both are actually frightened by the idea of long-term self-development. It is the author’s belief that the scariest part of is the idea that players are actually responsible for everything they do in the game, whether or not they get caught in the act. The extended responsibility means that players would have to be kind and considerate to each other and that would disrupt the entire idea of success! The state of being “between games” is actually very interesting. It serves many purposes. First of all, the state is used as a resting place. Some games can be so demanding on the energies of the player that these need to be replenished even before the player can consider using time for self introspection. This segment of the state is a very important part of the learning process. Time and space exchange themselves as a continuance compared to the arrangement in the game itself. This means that time is the continuance during the game. Movements in the three dimensions of space create experiences, choices, actions and reactions that are all an important part of the learning process. In the state of being “between games”, the player experiences space as the continuance and time as that which can be fluid and moved in. Insights are available but there is no possibility of acting on those insights. Acting is done in the game. Therefore the paradox: In the game there is the ability to act but there is no © 2008 Mike Cechanowicz

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insight. While being in the state of “between games”, there is insight, but without the ability to act on that insight. Didn’t I already mention that the game was not fair? After a period of contemplation, the player becomes aware of the fact that there are many other players that are both friendly and familiar. The player is, in fact, a “fragment” of a greater unit. This is sometimes referred to as the “spiritual family” The size of this family is difficult to estimate precisely because many of them are playing their games, while others are just between games. One thousand fragments, or players, in each family is considered to be fairly well founded estimate. Players in the same family often choose to play the game together using different roles each time, just because they like each other. Players normally choose one or both of their parents before even entering into the game. Sometimes this is done for the purpose of support, other times it is done to create conditions that are necessary in order to learn certain “lessons” through pain and resistance. Most players protest vehemently when being confronted with this idea. “I’m not that stupid”, is a typical response. Gender and body type are also a matter of choice. Planning for a new game is a very important part of the process of being “between games”. Sometimes the choices are very difficult. Because players sometimes need help, there are consultants available for this purpose. They are always a group of three, acting as a single unit. They have finished playing the game a long time ago, so they know all the ins and outs, possibilities and limitations. They never make mistakes when giving advice. The player can always choose not to take the advice given by the consultants, or “masters” as they also are called. Not taking the advice is something only less experienced players would have a tendency to do since this makes things much more complicated than necessary. A law, known as the law of balance, requires all players to experience getting back what they previously “dished out”. This law requires that many difficult choices be made in order to create balance in the long-term perspective. This factor is one of the reasons for the apparent unfairness at the surface structure of understanding while in the game. The earlier rich and greedy baron will choose perhaps several games playing the role of the underprivileged, unhealthy, malnourished player, just to understand how it is to experience those greedy barons who refuse to share their privileges, wealth and food. Of course, this prolongs the game. That is one of the things that really keep the players stuck in different aspects of the game. Playing the game is actually so meaningful, and in some ways a kind of privilege, that any player that shortens another player’s time in the game, will also have to balance out that act by helping the same player in some future game. This does require great acts of heroism on 8

© 2008 Mike Cechanowicz

the part of the player paying back the balance. Sometimes it may even require that the player risk losing his or her time in the game. Players that share generously of their resources, out of their own freewill, experience reciprocity in later games. The law of balance works both ways. Players lose their memories of the time spent “between games”, the moment the player enters into a new game. Memories that would seem to be lost are actually hidden away. They are stored for safe keeping in the memory of the player’s subconscious mind. Of course, since the player usually only believes in a single source of consciousness, most become very confused when the subconscious attempts to guide the player through mysterious dreams and vague feelings, which are often called, “déjà vu ”. One of the greater problems associated with the game is that most players connect the task of learning with the attendance of something called a “school”. Because learning demands effort on the part of the learner, most players look forward to the time when they are finished with “school”, so they can relax and just enjoy the game. The necessary curiosity required to discover more, is often discouraged. There is even a saying that all players have heard before, “Curiosity killed the cat”. This is most unfortunate, but it serves to keep the player in the game as long as possible – even though it is painful. Since learning is more important than pain, it is quite allowable that learning through pain is a necessary part of the game. Ouch! The very nature of the game envelopes the entire range of human emotions and states of mind - pain and fear, as well as happiness and pleasure. Those that have completed their journey in playing the game, describe their experience in retrospect as, being hammered into a form in the furnace of a blacksmith. This leads one to understand the type of thinking that the conspirator is capable of creating. As we all know, the game, in its darkest versions can seem brutal, tragic, and extremely painful physically, emotionally and mentally. At the surface structure level of understanding it is completely incomprehensible to consider that such a devious plan is part of the hidden structure of a “game”. At the substructure level of understanding of this “game”, all players must have experiences that deal with these highly negative emotions. It is also duly noted that it is here where many players refuse to believe that any higher wisdom exists because there is no room for understanding the reason for such pain to be experienced. This is why some players feel abandoned and very alone. Some players find the game so meaningless and difficult that they take their life, just to escape the game. The problem with this solution is that it is not a solution at all. It actually lengthens the time the player has to play. Trying to make the game shorter for one’s self is pretty much the same as shortening the game for another player. There is no escaping the game! © 2008 Mike Cechanowicz

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Who or what is behind the creation of this game? It is natural to ask the question, who made the game? Who is the designer of such a hideous conspiracy? No individual has so far claimed responsibility. The most reasonable rumors point in the direction of an entity with supreme intelligence known as the “creator” more of an intelligent force, than a personality. The following metaphor, even though it is a stretch of imagination, is the best possible explanation that the author can provide. Imagine the creator creating experiences for itself in such a way that the created experiences are fed back to the creator, which continues to create - into infinity. The image of such a scene would look like a raw piece of iron being applied to a rapidly rotating grinding wheel. A majority of sparks rotate with and around the wheel. Others are cast off from the wheel, launched out into space. Instead of seeing the sparks fly off into the distance, only to fall extinguished to the ground, these sparks actually return to the source. The process repeats itself - although difficult to comprehend, this has always been and will always be - eternity. It is from this perspective that the pain of experience can be perceived through positive intentions. “Conspiracy” is perhaps not the most accurate word to describe the arrangement when we become aware of the deeper levels of understanding - on the surface however things can appear to be very nasty indeed. It is understandable that many perceive their predicaments within the game as being “abandoned” by their creator. The fact of the matter is that abandonment is not possible since they are, at the deepest level of understanding, a part of the creator. After careful consideration, it must be understood that the nature of the game is the way it has to be. Its structure is perfect, in relationship with its’ intention. This understanding does not make the game any easier to play. I remind the player that only enlightenment that is integrated into practice will help the player to put an end to the “never ending” game. Some of that enlightenment is offered here. It all requires some amount of work. The question is whether or not the player wants to invest in staying in or leaving the game.

Why? Why does the game exist? The entire intention of the game is that the players learn from their experiences. A certain level of wisdom is to be acquired along the way. Participation in the game, even though it is extremely demanding at times, teaches the individual about the nature of self, relationships and the universe as a whole. Choices and the consequences of choices are coupled with self-awareness as the goal of the game. At an even 10 © 2008 Mike Cechanowicz

deeper level of awareness, the game is teaching about love, because love is about having freedom of choice - even though the choices are not necessarily wise choices. In order to enhance depth of understanding, players become trapped in the game’s hidden dead end paths, false leads and distractions. It is the player’s responsibility to learn and understand the nature of the game, along with all the rules. This is the only way out of the game. During the last cycles of the game, the player becomes aware that other games that can be played. Among the different possibilities are games that are much more attractive, harmonious and less strenuous. The greatest of all advancement is achieved the moment the player understands that there is, indeed a game to be played, because the universe is in constant evolution - in the post positive sense of the word. Before that awareness, nothing more exists than the endless playing of games - no searching or finding.

How the ground rules of the game are laid out Cycles A series of conditions in the structure of the game and the players serve to guarantee that the game will be very difficult to exit from. These conditions are, of course, hidden from the awareness of the players until they first start to gather insight. They become more obvious only during the last playing-cycles. These will be described briefly. I will also mention in briefly that certain cycles of players sometimes group together to form cultural tendencies in entire nations. Although this does create a sense of familiarity, it also builds up fractionalization, which will be mentioned later. The first cycle can be understood as the infant cycle. This player is very fearful, due to the first time exposure to the game. The agenda in this cycle can be expressed as, “Let’s not do it!” At this level of development, there is little understanding of moral values. Love is understood as raw sexuality. Eating is done for survival and because of the great amount of fear involved; the infant player is very preoccupied with cleanliness. The baby cycle is the next progression in the game. This player has an agenda that can be expressed as, “Let’s do it right or not at all”! This player is very attracted to the justice system within the game. This preserves the players sense of “right” and “wrong” that is very fundamental, religiously and/or secularly. Strong beliefs about the game are formed during childhood. These are seldom challenged and strongly defended. After each game is played, the player will leave the game for a short period of time. At this time the player is without a

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physical body in which to express and experience the game. For the player in the baby cycle this is a scary experience. The young cycle has the following motto; “Do it my way”! The young cycle has enough experience in the game to remember, at the subconscious level, that there is some familiarity. There is a tendency to want to change the nature of the game and those that are involved. Accomplishment and achievement are important parts of their agenda. These players are often attracted to positions of power and domination. The sexual patterns of behavior at this level seem to go towards two extremes - abstinence or sexual freedom. Time spent outside of the game, without a body, is still an unpleasant experience. The mature cycle has the following motto, “Do it anyplace but here”! The mature cycle begins with the task of asking questions concerning most of the game and the players involved. There is a sense of seeking - the answers, however, are very difficult to come to grips with. This is actually a very difficult cycle and there is much unhappiness at this level of the game. The unhappiness is often based on the perception of being alone, meaninglessness, hopelessness and helplessness in any combination. This player becomes sensitive to hostile emotions from others. Therefore, the player will try to isolate him or herself from others. Relationships are also difficult at this level. The mature cycle player is often well educated and will immerse themselves into philosophy and debates about the game. Usually, if religiously inclined, this player will seek out a quiet religion such as Buddhism. At this level the player, if properly matched, is most likely to stay in a relationship for life. This player is often interested in fine foods and wines. The mature cycle player finds being without a body to be a very interesting experience. The old cycle has the following motto, “You do your thing and I will do my thing”. Freedom, independence and lack of restraints from the conformity, which is part of the game, become important issues here. There is a reduced drive to acquire material riches at this level. The old cycle has become aware of the fact that, each game starts with fresh levels of energy in which to play. Being a professional player and working towards great achievements become less important because this distracts from a greater goal in the game. This player often prefers quietness, or absence of conflict, in which to pursue personal goals. This older level player will rarely be attracted to religious dogma. They can worship in the woods. Sexually, they are very relaxed. Sex does not have the same drive as it used to have. Still, they can be very sensual. They are attracted to the arts and philosophy. Feeling the meaninglessness of the game at the surface level of understanding, they begin to become attracted to searching and 12 © 2008 Mike Cechanowicz

finding the deeper substructures of the game – something greater than themselves’ The old cycle player enjoys being outside of the game, without a body. The infinite and transcendental cycle also known as the wanderer cycle has no need of any special motto. This player does not participate in the game unless there is some really great need to do so. There are times and cycles of games that can create extremely stressful conditions for a great number of more inexperienced players. This is often a time when many advanced-cycle players volunteer to help more inexperienced players along the way. These times and cycles are extremely demanding for all players, but the more advanced players know that the game is just a game. That really helps. At this level, the player does not really identify with the game as reality - like all the other levels do. The illusions are now clear because this player has gone on to other games that are far more advanced than the one that is played at this level of consciousness. Therefore none the superficial rules of the game seem to be taken very seriously. Doing things “by the book” is usually not acceptable to this player. They are often outside of the “format” that most others play by. This player is a “citizen of the earth” and moves about it freely. This way, they are free to teach others and guide them on their greater purpose. Players at this level enjoy being out of the game much more than being in the game. The game to them is “work”.

What gets players to wake up? The player’s comprehension of the game, on the surface, is dependent on what kind of experiences the player has chosen to have. In some instances, the game is seen to be perfect at least for the time being. At this stage, the player is understood to be in his or her “comfort zone”. This state is self-defeating because change is seldom welcome. Searching for better answers to questions about self and the game are left in the background of the players consciousness. Since achieving, maintaining and defending the comfort zone, seem to be perceived as the “meaning of the game” for many players, this is known to be one of the more serious traps, recognized only by those old-level players, or those that are outside of the game. At other times, the game may be conceived as being full of faults that need to be changed. The sense of, “There is something wrong with this place” will increase as the cycles move toward the mature level and up to the time the player leaves the game. Some players will spend tremendous amounts of energy to change or improve the game. Activism and politics are often areas of the game that these players engage themselves in. Some of these attempts at change are serious and positive. In the long run, however, they will not be successful. They cannot be successful. There will always be poverty, war and injustice. There is a reason for © 2008 Mike Cechanowicz

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this. First when the player understands the true intention of the game, can the player truly judge the structure of the game with wisdom. If the player concludes that the nature of the game is to promote happiness and comfort, than perceptions of many changes that need to be made will be quite apparent to the individual player. The fact that other players do not recognize this need for change is one of the many frustrations that every player perceives as they begin to move toward the end of their own cycle in the game. At this level of understanding, the structure of the game is totally useless, dysfunctional and destructive. It is not unusual for players that have woken up to the understanding that they have been fooled, to be very angry at the “system”. The paradox is that if the system were totally functional, there would never be an opportunity for players to discover that there is anything wrong with it. Players would never become seekers. This is why the “system” must stay the way it is. The player must leave the system, instead of the system being changed to suit the players. This discovery is of great importance to players. If they do not understand this, they become stuck in the system, trying to reform it. That doesn’t mean that this player shouldn’t care about all the pain and suffering that the system creates. The best this player can do is to point out the concept of the game to the other players, so they can become enlightened and get out of the game. By that I don’t advocate ending the game early. I mean leaving the game by natural means, never to come back, but to move on to games that are at a higher level. This must be done without being perceived as a missionary. Nobody needs to be “saved”. That is why free will is so important in the process of really waking up. The player that is awake still has a job to do. This reminds me of something I have read on a book cover once, “Here is a test to find out if your “mission” in the game is finished or not. If you are still in the game, than you are not finished!” The true realization of the intention of the game is only realized as glimpses of insight during the later cycles of participation. This is when the player realizes that the structure of the game is perfect for its true intention - that is to teach the player self- awareness and the power of choice. When this is understood, there is an understanding that the game could not be made any other way. It is a wonderfully meticulous learning institution. The game has always intended to function as an “open institution of learning”. There are no division lines between levels of game players. In this way, the experiences of all are made available to all. It might seem to emulate chaos but there is method to the chaos. Division lines are, however, abundant concerning the perceptions of separation between players in the game. This will be discussed in greater detail shortly. 14 © 2008 Mike Cechanowicz

Duality and its function in the game Duality is understood as two forces that oppose each other, metaphorically such as light and darkness. Duality is all about the power of “good” against the power of “evil”. This archetype of a theme is prevalent throughout the game, in its structure, entertainment, history and literature. The words “good” and “evil” are described in the culture of the game as abstract nouns, or nominalizations. When used this way, they become as static “things” instead of dynamic processes. This is a good example of fractionalization, which will be discussed in the next section. When processes are expressed as static things, the player becomes hopelessly stuck when trying to understand them. It becomes equally helpless for the player, when it comes to changing anything. As long as the description of the process is not defined, the words become useless in any practical sense. I provide the following suggestions to understand “good” and “evil” as dynamic processes. The descriptions that I provide are not of my own making. They are given from a source of higher intelligence that is totally outside the game itself. For those readers that follow the trail of this information, there is ample documentation about this source in two other books that follow this work. Knowledge of a fundamental and hidden rule, or law, in the deeper structures of the game and all of its variations is the, “Law of One”. This is understood to mean that all consciousness is connected together - at all levels, because it comes from and returns to the same source. This knowledge is hidden from the players of the game. “Good”, otherwise known as “positive polarization”, is an orientation of energies by a player toward “service to others” - in the following balance - at least 51% service to others and no more than 49% “service to self”. This keeps with the understanding that we are all connected and that selfdestruction is not an act of wisdom - because when one player suffers, others suffer too. This is not overtly apparent on the surface structure level of awareness. “Evil”, otherwise known as “negative polarization” is without the knowledge of the Law of One. This is an orientation towards service to self, at least 95% and service to others maximum 5%. Players that are orientated toward self-service are lacking in empathy. They believe that there is a clear division between them and others. Therefore it is always useful that they have the advantages, most of everything and are in some form of elite class of player. These players love to have secrets. At a deeper level of understanding, “evil” is only “ignorance”. Another difficult part of the game is to understand that “evil” cannot be fought with “evil”, only insight.

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Within the structure of the game, there will always be a minority of players that are negatively and positively polarized. The greater majority of players will have not have made up their minds which side to chose from. This is one of the important lessens of the game - to choose polarity. Self-development can continue along both of these dualities even at higher levels of the experience, even after leaving the game. Ultimately all players must choose positive polarization in order to advance to the highest levels of other games. The choice of negative polarity is most difficult for any player. Even though the rewards may seem to be much greater at the surface structure level, this is an illusion, which must be corrected, sooner or later. Approximately 6% of the players in the game are negatively polarized. This little minority will create the majority of the drama that is a necessary part of the game. To this end dominance, power plays, secrecy, elite groups, control, violence, fear and manipulation are all just part of the game, and it all deals with choice. Those players that have chosen a positive polarization will be those that participate in random acts of kindness. They do so without asking for anything in return. They provide the truth. They are the whistle blowers that warn of corruption and wrongdoing. They are non-violent and, at their best, fight darkness with light. The game, on a larger scale, is played in great cycles. These cycles last for many thousands of years. At the end of each cycle, players are given the opportunity to graduate out of the game and move on to higher levels of awareness. The nature of these greater cycles is also well documented in the other literature that complements this short essay. As each cycle draws towards an end, the forces of polarization become more overt and opposed. This acts as a great catalyst for those players who have not yet formed an opinion as to which side from which to pick. The consequences of the choices become clearer as the polarization increases. It becomes easier and more obvious for undecided players to make their choice and begin to ask questions about the nature of the game. The increase in “evil” may seem very brutal to the individual player. It is actually an expression of the intelligence that is built into the game - to help the undecided player make the necessary choice and wake up to what the game is all about, discover their true identity and leave the game.

The structure of information within the game It is fundamentally necessary to have information within the game about the game and it’s players. This information is deeply hidden and called either “occult” or “esoteric” as mentioned earlier. The following is a generalization and only meant to show a tendency. 16 © 2008 Mike Cechanowicz

Hidden information that is labeled “occult” is the preferred source of information for those on the negatively orientated path. “Esoteric” knowledge is usually associated with the positive polarization path. There is a common denominator for all true information about the game and the players. All true knowledge within the game, even though backed up by countless personal verifications, will not lend itself to be useful “proof” of how true the information is. Those who are called “skeptics” in the game will use lack of proof to prove lack of existence. This being said, lack of proof will never prove lack of existence. This lack of proof can be a source of great frustration for the seeker. The experienced seeker will accumulate verification over time and therefore be better equipped to differentiate between faith and knowledge. Blind faith, even though it is proclaimed to be a wonderful thing in religious circles, is a wonderful way to remain stuck in the game. In the ongoing struggle between duality of positive and negative polarization, each side will gravitate towards either esoteric or occult information - all of the hidden or secret knowledge about the game and the players. A peculiar pattern of behavior becomes apparent to the player at later stages of the game. It would seem that unpolarized and negatively polarized players all ridicule both esoteric and occult information. This is to through the seeker off the track. In general, the occult is something to be afraid of and the esoteric is just not even believable. Even though negatively polarized players ridicule hidden knowledge, they make very good use of it - in secret. This way, they believe that they can keep it for themselves and maintain the advantages they are always looking to achieve. Ridicule about esoteric and occult information from the unpolarized players is only a reflection in their convictions that reality is constrained to the materialistic world paradigm. This is part of the fractionalization process. All information within the game, about the game and the players, will be thoroughly structured around one principle - fractionalization. The only way to really understand the true structure of the game is to work with systems thinking, general knowledge, meta knowledge and subjective information side by side with “objective” principles. In this way all the parts build up to one whole. The opposite is the case in the game. The process of fractionalization uses all of the following: 1.

Reductionism to understand wholeness. This means that parts of the whole are isolated from each other and studied as single elements in detail. In this way we never get to understand how the parts work together. This is why scientists dissected Einstein’s brain when they tried to find out how he got to be so smart! © 2008 Mike Cechanowicz

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2.

Materialism to understand the whole. This means that anything that is not physical is not allowed into the realm of science. This is why science can only study the brain and not consciousness – because it is invisible.

3.

Rationalism to understand the whole. This means that we can get very intellectual and we don’t need to deal with feelings. Of course this also means that the human mind is mostly studied from a standpoint of consciousness. The unconscious mind gets pretty neglected in the process. That means understanding gets very stuck.

4.

Closed systems to understand the whole. Closed systems have no interaction with anything outside the system. This makes things very easy for science. No complicated messy arrangements. This is like a battery that can only run down. It’s called entropy.

5.

Segregation – By splitting wholeness apart, it makes things easy. We keep the boys from the girls, the Muslims from the Christians, the French from the Germans, etc. This way nobody gets to talk to each other if they are different in any meaningful way.

6.

Competition – Nothing makes information more difficult to bring together than competition. Everybody is always fighting between them selves over being bigger, better or more right. Competition draws people into their own little compartments and they stay that way.

7.

Specialization – Rewarding specialization for being more important gets us to the idea of knowing more and more about less and less, until we know everything about nothing. Specialization also keeps people from talking to each other. They make their own little special languages and nobody understands enough to understand them all.

8.

Mixing the truth with half-truths, misdirection and lies. That makes everything very difficult to understand. Nothing is really trustworthy.

9.

Delivery of information in bits and pieces that don’t really belong together. Nothing will add up. This guarantees that the player will have great difficulty

understanding that the isolated parts of the whole actually belong and work best when they are together and integrated. Even science, which players believe to be the true source of knowledge will be immersed in the fractionalization process. This is because science is stuck in the materialistic world-view. Fractionalization creates even more dualities. These would appear to be opposite and ununiteable forces, when in fact they actually belong together. In the fractionalized reality of the game, man is against woman, intellect is against emotion - science is opposed to religion. The one religion is against other religions, left is against right, East is against West, internal is 18 © 2008 Mike Cechanowicz

against external, logic is against intuition, physical is against spiritual, local is against global. There will never be a unified theory about everything within the game. Any personal discovery of the unified theory about everything is a sure symptom that the player is about to come close to discovering the true identity of him or her self, function of the game and the rest of the universe. Fractionalized information is one of the most proud creations of the creator of the game - the method functions perfectly.

The law of free will The law of free will has a number of implications, which are important to note and understand. These implications are not necessarily so very obvious, even to the informed player. The use of free will to chose which path to take is an act of unconditional love. Beyond this, it is a law of the universe. This way of defining unconditional love is the main point that is often expressed when this rule, or law is talked about. There is another expression of this rule that is also interesting. Information that could serve as overt truths about the nature of self and the game are hidden due to the law of free will. This is because if the hidden structure of the player or game could be proved, there would be no free will involved in the development process. Therefore overt miracles are not generally allowed. Proof that the game involves the rest of the universe is also not allowed. Proof of spirituality and the substructure of the game, is not allowed. There is, however, ample room for evidence for the seeker to discover.

Always distraction Fractionalized information and half-truths about the human mind, in combination with actual constraints in relation to the amount of consciousness the human mind can work with; serve to create a perfect framework for manipulation of the mind by the game itself. The point is to distract the attention of the player away from the truth about the game. By misdirecting attention towards non-important matters such as fear, worries, imagined importance, unimportant cultural events, romantic dramas, erotic involvements, consciousness numbing habits, entertainment, sports, etc. the player never gets around to thinking his or her own thoughts about his or her participation in the game. Many players make fantasies about taking the time to relax and figure things out when they retire from work. If they make it that far, they usually end up so tired or entertained by other short-term attention getting enticers that they never really get around to thinking about the game. They just play it - and that is when the game has won over the player. © 2008 Mike Cechanowicz

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Consciousness and the players In the materialistic paradigm, the brain and the mind are one and the same. The players rarely discover the real truth about their mind and its hidden resources. The mainstream assumption is that the brain creates consciousness. This implies a number of things, all of which are false truths. The most devastating implication of this mind-set is that consciousness dies along with the death of the player. This has been proven not to be true by scientists that work with near death experiences. According to the law of fractionalization, this information is repressed. Another devastating implication of this misunderstanding is that the mind has no internal source of wisdom or knowledge beyond personal experiences. This further implies that the player must depend on some source of authority within the game for any and all information that could be helpful for the player. The player becomes very much unempowered through this wrong assumption. Consciousness is, in reality, constrained by the brain and its neurological make-up. One of those conscious restraints deals with the range of consciousness at any given time. It is severely limited. Experiments show that normal conscious awareness can only deal with seven, plus or minus two, pieces of information at any given moment. The minds subconscious or unconscious resources must process anything over this limit. This information is not normally accessible by the conscious mind. This constraint over awareness makes it very easy to distract the player’s attention toward events and information that are only relevant at the very surface structure of the game. The structure of the game can be said to, “Keep the player busy with non-important events and information.” That means; the latest consumer information, entertainment, news about entertainers, advertising, the latest politics, the stock market, sports news, climate changes - whatever the player finds interesting and values as important. Since all of the information served to the player at this level is fractionalized, none of it is really useful for the player in a long-term perspective. The information is designed to keep the player in the game. Any information that generates fear is carefully designed to occupy the mind of the masses within the game - fear of terror, war, violence, job loss, economic disaster, drugs, global warming, pandemics, asteroid collisions with earth and even invasions from outer space are wonderful topics which play on the fantasy of the greater masses of game players.

20 © 2008 Mike Cechanowicz

Hidden resources that all players have Each player is equipped with mental and emotional resources that go far beyond their normal understanding of the brain as the source of consciousness. At the deeper level of understanding, consciousness is non-physical. The best word to describe consciousness is that it is spiritual in its essence. The laws of physical existence do not apply to consciousness. This is, of course, one of the great hidden secrets about the player - and the game. Each and every player is actually a duality within itself and a trinity within itself - according to which level of awareness one is working with. At the simplest of substructure levels, each player is equipped with a conscious and a sub-or unconscious mind. These would appear to be separate entities within the awareness of the player. The conscious mind thinks of itself as the “boss”. It has a rather mystical and unclear relationship to the subconscious mind. The conscious mind has very limited resources. It has no long-term memory. The subconscious mind acts as an autopilot and helper for the conscious mind throughout the entire game. The conscious mind is not aware of this fact and takes credit for all of these hidden activities. Only the informed conscious mind can begin to comprehend that there is another part of self that is playing the game with a totally different set of resources and abilities. The unconscious mind has enormous powers, compared to the conscious mind. Since the conscious mind is not aware of its partner in the game, it feels alone and like a simple “brain”. At the same time, the subconscious mind is feeding the conscious mind with memories, information and intuitions. This creates confusion for the conscious mind. Believing only in the brain, the conscious mind has no other source for intelligence to exist. Having voices and other signals from the subconscious mind is often associated with fear and mental disease. This is a disorder no player can afford to have. The subconscious mind is also the source of all emotions/feelings. The conscious mind is the source of the intellect. These two resources can, at times, be very much in conflict with each other. These dilemmas are only resolved after a certain level of progression has been achieved. Only during later levels of experience in the game, will the player become aware of the intricate workings of its own mind. This seeking, to discover the truth about self, leads to even further discoveries. They are all extremely important and promote a great step forward toward exiting the game. The very understanding that the player has played many games before is a shock to even the most hardened player. This discovery is often part of getting to know the subconscious mind and its memories of past games. The greatest of all discoveries about self is that the subconscious mind has access to an even higher level of consciousness. © 2008 Mike Cechanowicz

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This is known as “higher self”. This level of consciousness is outside of the personality of the player. The higher self is a helper for the total consciousness of the player. This level of consciousness operates at a level way above the level of the game and therefore can manifest seemingly magical properties. To make matters even more difficult for the uninformed player, the higher self communicates only directly through the subconscious mind. If the player has a conflict with the subconscious mind, the player will never able to make contact with, or benefit from the presence of the higher self. When the player makes use of this “power”, great changes take place and the game takes on an entirely new perspective. The conscious and subconscious minds of each player unite together when the player is in between games, so to speak. At this time there is no split of awareness within the consciousness of the player. Time spent between games is used to rest, communicate with members of a greater unite of spiritual “family” members - which amount to approximately one thousand when they are all united. At this time, plans are made for self and with others to meet and work on different projects together. The more the player has advanced to higher levels of the game, the greater amount of planning goes into the next game to be played. Parents are chosen, gender is chosen, talents are chosen and agendas are chosen according to a greater long-term agenda of learning. Consultants are available to all players during the planning period. These consultants, otherwise known as masters, insure that the higher intentions of the game are taken care of. Mistakes at this level are never made. Everything has a purpose. When consciousness enters the body of a new player, there is a new split between the conscious and unconscious minds. The conscious mind loses all of the memories from the time of earlier games and planning of the present game. There is also a mysterious relationship to the subconscious mind. The subconscious mind retains all of its memories, but locks these up for safe keeping until the time is right, so the conscious mind can wake up to its true identity. At the surface structure of the game, the subconscious mind of the player must be controlled because it is believed to be the source of repressed sexual drives and violent tendencies. Misinformation was leaked into the system in such a way that most people believe that this part of their personality is repressed because it is the remains of a more animal existence in comparison to human evolution. Science says that all players come from apes. No player wants the ape part of its personality to become a deciding factor in the game.

22 © 2008 Mike Cechanowicz

Being kicked out of the comfort zone is an invitation The greatest distractions in the game come from two sources. One is all about survival. If the player is immersed in an environment that is hostile and threatening, such as war survival instinct takes over and creates an overwhelming flood of information on which the player must act upon. During such times, the player will have few impulses to retreat into the substructure of the game itself and make new discoveries. The other source is what is known as the comfort zone. This is a product of the democratic and commercial forces within the game - for those players who play in this kind of environment. This player, who is seeking to acquire, enjoy or defend the comfort zone, will not search for anything else than the comfort zone. Players, who have been “kicked” out of their comfort zone, are provided with the opportunity to search for alternative answers to the questions that they might have concerning themselves and the game that they are playing. This opportunity is actually provided by the higher self. This is a vital part of its job - to provide opportunities for growth and development for the player that the higher self is protecting and guiding. The feeling of getting kicked out of the comfort zone is not one that is enjoyable. It can be a very traumatic event, such as the loss of a loved one, discovery of a terminal illness in self or someone close. It can also be caused by feeling abandoned, loss of economic foundation or change in health due to an accident. Searching for an answer to, “why?” is part of the process of waking up to the game. When the player starts to search, finding answers will be the result. The searching process is not guaranteed though. Unlimited classes of responses are available to the player who is presented with challenges within the game. The player may chose to focus on alternatives such as “revenge”, “abandonment”, “depression”, “mental illness”, “dependency” and even suicide. The last alternative is, of course, an option only because the player believes it is possible to escape the game. This is only an illusion. Immediately after suicide, the player becomes aware that he or she must return to the game and complete the lesson to be learned. As the players progress in the game to different levels, there will be an increasing awareness of the fact that the game has been played many times before. That awareness also includes the fact that consciousness is without gender. The sex of the player is a physical manifestation that is part of the game. Up to a certain level, there will always be a conflict between genders due to their differences. These, during later levels of the game, become more

© 2008 Mike Cechanowicz

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and more integrated and the energies more unified. The conflict ends with an understanding of actual equality because gender is only a temporary affair.

After waking up, insights are waiting to be gathered If you feel some sense of resonance between yourself and text you have just read, you may be interested in moving on to the next step. Because most players of the game seem to be totally hypnotized into believing that the game is all that there is, few are prepared to invest a minimum of time that is required to become aware of the alternatives to understanding that permit exiting the game. With this short story, I hope to have shaken your cage, kicked you out of your comfort zone or, at least got you thinking about yourself and your relationship to the game. There is a saying that has to do with free will, “You can lead the horse to the water, but you cannot force the horse to drink the water.” If you are thirsty for more, I can provide you with plenty of water. I have been collecting clues about the game in a conscious way now for over 20 years. My first book, finished in may 2007, is called the Handbook for Life. It is all about the chain of evidence that leads the reader to fully understand the hidden structure of the conscious, subconscious minds and higher self. These understandings have great relevance concerning social values, relationships and self-realization. Insight about self is further put into a context that has to do with the rest of the universe as well. This book is now translated from Norwegian and is available as a free download on my website. The title of the book is “A Handbook of Spiritual Psychology” the download is a PFF file 152Mb. After I wrote the Handbook of Life, I realized that insight deals with at least three sectors of life - self, society and the universe. I have completed the second book in December this year. This one is called “Hidden Agenda”. It is 145 pages US letter format. This book is about the greater society which you are a part of. You will be introduced to the shocking, but true nature of society. How you have been lied to and by who. Just like the Game of Games, Hidden Agenda takes you through the surface structure and the deep structure of society, life and the reason for being. There is an abbreviated summation of the framework that spiritual enlightenment provides, for those that have not read the Handbook. A special section about newer discoveries about how the universe works, about extraterrestrial live etc. is also included. I think the Handbook of Spiritual Psychology and Hidden Agenda go hand in hand in presenting a well-rounded body of enlightenment for anyone that is curious about life and its mysteries. The information is real, true and relevant.

24 © 2008 Mike Cechanowicz

I would appreciate your feedback and hope that I can use your feedback as part of the marketing information that I use. I would also appreciate if you send me info about typos and translation errors. After 37 years in Norway, it is not as easy to write English as it used to be. This is so “against the system” that it is difficult to use the system to promote the work. If you like it, spread the word. My e-mail is: [email protected]

© 2008 Mike Cechanowicz

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