An Experience with the Computerized Training Kit
                          Created by Orwin Bell
                        With a loud bang at my door I became 
                          instantly awake. Quickly pulling some clothes on, I 
                          rushed to the front door, then slowly opened it. Peering 
                          around the door's edge I met face to face with a Fed 
                          EX delivery man. With a smile he said, "Did I get you 
                          out of bed?" Some what embarrassed I replied, "Yes, 
                          worked late last night." After I signed his electronic 
                          delivery pad he handed me a large box. 
                        With elation on that late September day 
                          I took the parcel into my home and opened it. Inside 
                          the package were two boxes. Both box covers displayed 
                          a colorful mystical illustration. The title on the larger 
                          box read, "The Journey to Wild Divine" followed 
                          by, "The Passage." On top of the smaller box 
                          it read, "The Journey to Wild Divine" accompanied by, 
                          "Wisdom Quest." 
                        Soon all the contents of the boxes were 
                          revealed and I was installing the new biofeedback program 
                          onto the hard drive of my new computer. After the software 
                          finished installing, it asked me to go to the "Wild 
                          Divine" website to get an activation code to activate 
                          the program. 
                        Once the biofeedback program was activated 
                          I plugged the dark blue "Light Stone" into one 
                          of my computers USB ports. Then I ran my hand back to 
                          the opposite side of the Light Stone where a short cable 
                          is attached. This short cable leads to three smaller 
                          cables. At the end of each of these three short cables 
                          are three dark blue Magic Ring sensors. These rings 
                          determine a player's Skin Conductance Level (SCL) and 
                          Heart Rate Variability (HRV). 
                        SCL is a measurement of sweat gland secretions 
                          an individual is producing. SCL is also an indication 
                          of an individual's nervous system activity. Nervous 
                          system activity is a reflection of when a person is 
                          in a positive (excited) or negative (nervous) emotional 
                          state. 
                        HRV is a mathematical difference between 
                          one heart beat to the next. Individuals who live long 
                          and happy lives generally have a greater HRV. Certain 
                          lessons in "The Journey" require players to obtain 
                          this greater HRV. 
                        The Institute of HeartMath is an organization 
                          researching the effects of greater HRV. Research by 
                          Heartmath shows that when the heart obtains and then 
                          stabilizes at certain frequencies the brain responds 
                          by synchronizing itself with the heart, which results 
                          in an enhanced immune system. When the heart and brain 
                          are in a synchronized state a doughnut shape magnetic 
                          field is formed.
                        Certain instruments are able to detect 
                          this synchronized electromagnetic heart field up to 
                          8 feet away. Research shows that when an individual 
                          who has obtained this synchronized state touches another 
                          person who is not in a synchronized state his or her 
                          brain will react and move towards a more synchronized 
                          state. 
                        "The Journey to Wild Divine" teaches 
                          how to obtain and maintain this HRV state by mediation, 
                          slow deep abdominal breathing and controlling one's 
                          emotional states.
                        One advantage "The Journey" has 
                          over other biofeedback devices is in teaching the effect 
                          emotional states have upon our body's rhythms. Some 
                          sessions ask you to raise your energy level while others 
                          ask you to bring it down. In one particular session 
                          all that is asked is just to be an observer of how your 
                          day to day cycles affect the rise and fall of a balloon. 
                        
                         In order to progress through a particular 
                          lesson the player may have to raise or lower his heart 
                          rate or sweat gland activity. Several of the sessions 
                          will not allow you to progress to the next lesson until 
                          you master the current one. 
                        One particular benefit is the replacement 
                          of old breathing and emotional habits with new ones 
                          that are taught in the game. Eventually a player realizes 
                          they can change their emotional states simply by altering 
                          their breathing. The goal is to carry over these new 
                          habits and skills into normal daily life. 
                        "The Journey" uses mythical characters 
                          and a mystical kingdom. Sophia is the first mythical 
                          character encountered and is the prominent guide in 
                          the first program called "Passages". Other masters, 
                          mentors and teachers appear along the way each teaching 
                          a specific lesson.
                        An example is the Lady of the Woods who 
                          lives in the Forest of the White Wolf. She teaches the 
                          player to breathe rhythmically by use of a fire place 
                          bellows. A bellows near the fire place attempts to make 
                          the fire grow. The goal is for the player to breathe 
                          to the rhythm of the bellows and make the fire burn 
                          brighter.
                        Note: each teaching builds upon the next. 
                          What was learned in a previous session may need to be 
                          used in a future lesson in combination with material 
                          learned from previous instructions. 
                        For example in the Temple of Awareness 
                          with the Mentor Mila-Rugom, one of the four exercises 
                          is a game that requires a player to hit a target by 
                          raising or lowering a bow and arrow. In order to raise 
                          the arrow the player must do steady deep breathing as 
                          was learned from the Lady in the Woods. Alternatively 
                          to lower the arrow, the player must breathe lightly 
                          as taught by the master in the temple.
                        When the game begins a player is given 
                          a magic wand that acts as a navigational tool to go 
                          between scenes. A white swoosh of stars is an indication 
                          of a direction to go to. To move to the next scene click 
                          on the swoosh of stars with the wand. A map of the magical 
                          kingdom is available by pressing the letter "m" on your 
                          computer keyboard. 
                        Sometimes when the wand passes over an 
                          object a colorful smoke may appear. If smoke appears 
                          it means there is a lesson to be learned. Click on the 
                          smoke and follow the directions. 
                        Near the beginning of the game the player 
                          will be given a magical bag from the Lady of the Woods. 
                          This bag is used to collect gifts from certain areas 
                          within the game. Gifts include items like a rose or 
                          magical sphere. 
                        In "Passages" alone there are 
                          over 40 lessons to be learned. "Wisdom Quest" 
                          has over 20 deeper lessons. A companion book comes with 
                          each program, and many details about each lesson are 
                          given in these two books. Read the chapters you are 
                          on before participating in the game, since valuable 
                          instructions are given. Each book is written as an adventure 
                          story of a seeker on a mystical / spiritual journey. 
                        
                        The first few sessions are easy to understand 
                          and move through. Because of this, as a student moves 
                          deeper into the course, he may think he has mastered 
                          a lesson. However, as a student progresses deeper into 
                          the material, he needs to slow down at each lesson and 
                          repeat it at least for several days to a week before 
                          moving on.
                        In other words try not to let the speed 
                          at which the first sessions were covered became a habit 
                          for moving ahead to fast. Develop a habit of slowing 
                          down at the start; this will give you the patience for 
                          the more challenging training latter.
                        Several breathing techniques are taught: 
                          two examples are "The Peaceful Breath," and "The 
                          Lions Breath" The first one helps to calm you and 
                          the latter energizes you.
                        "Journey" demonstrates several 
                          physical exercises. These exercises involve stretching 
                          and twisting of the body. Other exercises incorporate 
                          visualization techniques such as raising your real arm 
                          then putting it back down, then with your imagination, 
                          raise your ethereal arm and lay it back down. 
                        Visualization skills are taught as well, 
                          such as, for example, imagining an apple in the mind's 
                          eye. In this exercise you visualize an apple tree growing 
                          from a tiny seed, blossoming with flowers to producing 
                          fruit, and then eating the apple.
                        The bio-feedback game helps with remote 
                          viewing in the following ways. First, "The Journey" 
                          teaches one how to get into a deep relaxed physical, 
                          emotional and mental state. Second, it teaches how to 
                          quell the internal chattering of the mind, leaving the 
                          mind in a relaxed focused silence.
                        This focused silence is crucial to getting 
                          good remote viewing results. It improves RV results 
                          by allowing anomalous external material, which previously 
                          had been stored in the deep subconscious to surface 
                          and become aware to normal consciousness. 
                        There are several hints I would like 
                          to pass along. First, if the program or magical rings 
                          are not properly responding use a little lubricating 
                          jelly on the tips of the fingers. Second, I found some 
                          sessions responded best when I used Edgar Cayce's deep 
                          breathing exercise.
                        Cayce's deep breathing exercise is described 
                          as alternating deep breaths between the nostrils and 
                          mouth. Third, warm your fingers prior to putting the 
                          magical rings on. Cold fingers tend to reduce the efficiency 
                          of the rings. Lastly, stimulants like caffeine and muscle 
                          relaxants will have an effect on ones performance.
                        In conclusion, the scenery or graphics 
                          of "The Journey to Wild Divine" are incredibly 
                          beautiful and the music inspirational. Moreover, the 
                          instructions are easy enough to understand that a novice 
                          would be able to follow them. Lastly, "The Journey" 
                          is like having one's own personal yoga master living 
                          with them.