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,
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
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
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
"The Journey to Wild Divine" teaches
how to obtain and maintain this HRV state by mediation,
slow deep abdominal breathing and controlling one's
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
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
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
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
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
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