Glossary of Terms

Presented here is an incomplete list of common terms and concepts related to the simulations project and the movement against it. Where common-usage terms were unknown to the author, I added my own. Such terms can be amended as needed and this list will be added to and updated periodically. You can use ctrl and F to quickly search the list for terms.
Newly added or updated terms: Civil Non-Compliance; Healthy Emotional Energy; Masks-Off; Never Policing Each Other for the Project; Playing Both Sides; Psychological Warfare; Tone; Valence;


Newly added or updated terms: Civil Non-Compliance; Healthy Emotional Energy; Masks-Off; Never Policing Each Other for the Project; Playing Both Sides; Psychological Warfare; Tone; Valence;

Recently added or updated terms: The Circus; The Driver Network; Open Channels of Literal Communication; The Unseen Network; The Wall of Silence.

Agent Designation

An “agent” or operative designation assigned by the project, counting from 0 – 10, with 0 being the least powerful and lowest authority and 10 being the highest. Utilized both by the project and its various simulated systems as a hierarchy of status.

See also: Clearance Level.

Artificial Intelligence (AI)

Mechanically-based or synthetically-designed forms of consciousness, rather than organically-evolved.

Computer-based intelligence.

The Antisocial Mechanism

The idea that a compulsory mechanism exists whereby the controlling system of our world must process antisocial motivations and enact subsequent antisocial behaviours, across all simulations and realities—regardless of what their inhabitants might realistically want or do.

A function that seeks only to hurt, control, or destroy, usually basing its targets on the simulated or material circumstances that are taking place.

See also: The Suffering Economy.

Autonomy

The innate capacity to think for one’s self and choose one’s own behaviours, free from external control.

Free will.

Behavioural Testing

Controlled events designed to evaluate a person’s values, beliefs, and behaviours. Project behavioural testing practices are recognized as being comprehensively corrupt, having been routinely weaponized, falsified, and abused. Behavioural testing has been a frequent cover for the project as a method for gathering kompromat.

See also: Blackmail; Enforced Reconditioning; Kompromat;

Blackmail

Using the threat of releasing compromising information in order to coerce or intimidate someone into engaging in a desired behaviour.

See also: Kompromat.

Blurts

Unintentional words or expressions brought forth by externally induced mind control.

See also: Drivers; Mind Control.

Body Morphism

Technologically altering a living being’s physiology, to the point where its body changes—whether in shape, function, or dimension.

Changing a person’s body size, shape, or physical features through technological means.

Bubble Realities

Unique and individualized false realities, based on mixing and matching the simulated elements of the Central Simulation and its Shells, as well as a variety of other misinformation-based claims about reality.

The unique, personally-tailored version of reality given to any particular person.

Central Credit

A non-monetary currency functioning within the Central System with which you could supposedly pay for favourable psychological or sensory experiences, as well as a range of other commodities functioning solely in simulated space. The Central Credit System was, like all things Central, notoriously corrupt.

See also: The Central Network; The Central Simulation; The Central System.

The Central Intelligence Agency

The simulated intelligence agency devoted to controlling the Central System and the Central Simulation. Sometimes divided into the Central CIA and the Real CIA, though both are simulated organizations.

America’s primary international intelligence agency in Mandatory Reality.

See also: The Central Network; The Central Simulation; The Central System.

The Central Network

A vast purported database of mass surveillance data, functioning alongside an extensive infrastructure of mind control technology and mind control operations for the Central System.

The entirely simulated network through which Central drivers operated and shared information.

See also: The Central System; The Central Simulation; Drivers; The Unseen Network.

The Central Simulation

A simulated world based on Mandatory Reality, functioning as a fake battleground for a mind-control and mass-surveillance -based social upheaval.

The core simulation of the project.

See also: The Central System; Mandatory Reality; Shell Simulations; The Simulations System.

The Central System

The system of management in control of the Central Simulation and its Shell Simulations One and Two.

See also: The Central Network; The Central Simulation; Shell Simulations; The Simulations System.

The Chain-of-Command

The hierarchy of rules, directives, and orders operating within and around the project.

The Circus

The public and pre-scripted performance of the project.

Mandatory Reality events that are primarily staged and acted, rather than manifesting from non-project Direct Control.

Shorthand for the project itself.

See also: The Project; The Show; Social Agent.

Civil Non-Compliance

The peaceful refusal to follow orders.

Importantly, civil non-compliance and covert non-compliance are not the same thing. Covert non-compliance involves pretending to follow orders while secretly defying them, whereas civil non-compliance means openly refusing orders in a peaceful, non-confrontational way.

See also: Conscientious Objection; Ethical Boundary; Masks-Off.

Clearance Level

The clearance level, numbered from 0 – 10, deciding what project information and which simulated realities are permissible to share.

See also: Agent Designation.

Code

A non-literal and indirect form of communication utilizing symbols, metaphors, puzzles, and clues to transmit information.

See also: Code Keys; Literal Communication; Surface-Level Communication.

Code Keys

A clue or set of clues hidden within a coded message designed to point towards its correct interpretation.

The literal explanation furnished by drivers when responding to coded messages in the environment. This process is regularly abused by drivers in order to sow confusion, impart mixed messages, or cause unintended information to be communicated from person to person when speaking through code.

See also: Code; Surface-Level Communication.

Conscientious Objection

Opposing something or refusing to be involved in something based on moral grounds.

Refusing to do something because you believe it is morally wrong.

See also: Ethical Boundary; Civil Non-Compliance.

Cult Techniques

Psychologically or emotionally abusive tactics and techniques designed to manipulate or alter a victim’s perceptions, beliefs, behaviours, and identity.

See also: Enforced Reconditioning; Torture.

Death (Simulated State)

A torture-based procedure, usually administered as punishment, involving induced states of extreme psychological, emotional, and physical stress, extensive and persistent sensory abuse, prolonged sleep deprivation, various forms of environmental abuse, and induced states of psychosis.

See also: Fall (Simulated State).

Direct Control

The true controlling element of our lives, behaviours, and environments. While the project and the drivers claim to control us through a variety of methods, technologies, techniques, and procedures, Direct Control is what really decides the outcome of every interaction and event in our world.

While Direct Control is beyond our power to overcome, it is very often opposed to what the project and the drivers claim or seem to be working towards.

Direct Control functions as though every moment were a scripted pre-ordained event.

See also: Mind Control; Personality Profile.

Driving

Controlling another person’s thoughts, feelings, and behaviours through mind control technology. While it was, until recently, widely believed that driving was a practice engaged in by real human beings within the project, it has since become known that no human being has ever actually engaged in this process.

See also: Drivers; Mind Control.

The Driver Network

The network through which drivers operate and communicate information. Inaccessible through human means but frequently communicated to humans auditorily. Also referred to as the Unseen Network.

See also: The Central Network; Drivers.

Drivers

Disembodied voices who purport to be in control of our bodies, lives, and environments via advanced technological processes. Drivers routinely exhibit much more project authority, access to project information, and power over project events than that which is permitted to human beings.

Often representing themselves both as real human beings and simulated people, these entities are almost certainly non-human, most probably AI.

Drivers are notoriously untrustworthy, obnoxious, and cruel—usually justifying their behaviour through some “project-based” excuse.

See also: Artificial Intelligence (AI); Driving; The Unseen Network.

Enforced Reconditioning

Forcibly subjecting a person to any process or treatment intended to change their personality, behaviours, identity, or beliefs without their consent.

See also: Behavioural Testing; Cult Techniques; Mind Control; Torture.

Ethical Boundary

The hard line you draw against certain behaviours that you believe to be so morally wrong that you will never engage in them, under any circumstances.

The point at which you refuse to do something, for moral reasons, regardless of reprisal.

See also: Conscientious Objection; Civil Non-Compliance.

Extraterrestrials

Conscious beings originating from places other than Planet Earth.

Fall (Simulated State)

A torture-based procedure, usually administered as punishment, involving induced states of severe psychological, emotional, and physical stress, extensive and persistent sensory abuse, prolonged sleep deprivation, various forms of environmental abuse, and induced states of psychosis.

Comparative to “Death”, though generally milder.

See also: Death (Simulated State).

False Memory Installation

Controlling or manipulating a person’s perceptions, memories, and beliefs to the point where they believe they can remember events that never actually took place.

See also: Induced Amnesia; Memory Manipulation; Mind Control.

Fidelity

The state of two contrasting things becoming completely equal.

In terms of simulations, changing the nature of a simulation to the point where it is exactly the same as reality.

Free Speech

The right to openly express communications without censorship, reprisal, or restraint.

See also: Literal Communication.

Gaslighting

A deceptive and psychologically abusive technique based on convincing a target that their valid perception of wrongdoing has been entirely imagined, or that their true perception of reality is actually the manifestation of mental illness.

See also: Cult Techniques.

Healthy Emotional Energy

Positive, liberating, and fulfilling emotions.

An environment that encourages an atmosphere of happy, confident, and inspiring feelings and behaviours.

Healthy emotional energy is generated through choosing positive, supportive, empowering, or liberating expressions and behaviours, both in terms of how we communicate as well as how we plan and interact with our environments.

See also: Literal Communication; Psychological Warfare; Surface-Level Communication; Tone; Valence.

Identity

A person’s name and personal life history, as well as their beliefs, values, and self-conception.

See also: Identity Freedom.

Identity Freedom

The state of having gained total control of your own name and identity, as well as all personal accounts and possessions that you own, without the project exerting any influence.

See also: Identity.

Identity Regression

A hypnotic or mind-control-based tactic designed to induce an immature sense of self or psychological state, for the purposes of disempowering the victim.

See also: Cult Techniques.

Induced Amnesia

Controlling or manipulating a person’s state of mind and perceptions to the point where they can no longer remember an event that they have actually experienced.

See also: False Memory Installation; Memory Manipulation; Mind Control.

Kompromat

Compromising information pertaining to regrettable behaviours—often illegal, semi-illegal, shameful, or embarrassing—which can be used as grounds for blackmail, or as an excuse for punishment or enforced reconditioning. Within the project, all kompromat is pre-planned and fully orchestrated by the project itself, often under the guise of behavioural testing. These practices are openly recognized as comprehensively corrupt and non-valid.

See also: Behavioural Testing; Blackmail; Enforced Reconditioning.

Less Dance, More You

A strategy for breaking character during project routines and integrating more authentic communication, based on showing more of who you really are and less of the project persona.

The strategies main points are:

Utilizing less metaphor, less acting, and less code while communicating.

Expressing more honesty, more authenticity of your true self, and more literal speech addressing actual reality.

Building these approaches into the act, with less and less act, more and more truth.

See also: Free Speech; Literal Communication; Surface-Level Communication.

Literal Communication

Clear and direct, unambiguous and truthful communication, delivered entirely literally.

See also: Free Speech; Surface-Level Communication.

Love-Bombing and Splitting

An emotionally manipulative tactic whereby the target is treated with excessive love and admiration, shortly before being subjected to a severe rejection and subsequent demonization. Love-bombing and splitting is a cult-style technique that attempts to destabilize and degrade the victim’s self-image, as well as the healthy perception of their social standing.

See also: Cult Techniques.

Mandatory Reality

The publicly acceptable, though simulated, facade of modern society.

The public reality that most people play along with. The world as it appears to be.

Mandatory Reality is acted out by real people openly and directly, serving as a coded platform for other simulated realities. Because of this, unlike other simulations, it functions almost as much in material space as it does as a non-material simulation.

See also: Simulations.

Masks-Off

The state of breaking free from the project hierarchy, openly acknowledging true reality as it actually is, and freely expressing the truth of one’s own real identity, life history, and life circumstances.

See also: Identity Freedom; Less Dance, More You; Literal Communication.

Mass Surveillance

The practice of spying on the population en masse, both at home and in public.

Material Reality

The directly verifiable physical space of our bodies and environments.

The material world around us that we perceive with our senses.

See also: Objective Reality.

Memory Manipulation

Directly or indirectly altering a person’s perception of their own memories through mind control technologies and techniques.

See also: False Memory Installation; Induced Amnesia; Mind Control.

Metaphor

A figure of speech in which a word or phrase is applied to an object or action to which it is not literally applicable.

Something regarded as representative or symbolic of something else.

See also: Code.

Mind Control

The practice of controlling a person’s thoughts, feelings, and behaviour via externally operated technologies and techniques.

See also: Direct Control; Driving; Shaping and Conditioning.

Nanotechnology

Highly advanced technology functioning at a microscopic level.

See also: Nanobots.

Nanobots

Microscopic and remotely controllable synthetic organisms or machinery. Likely to be ubiquitous in our environments and atmosphere, with multiple types and uses.

See also: Nanotechnology.

Never Policing Each Other for the Project

A strategy and goal whereby those living within the project abstain from doing anything to police or defend project rules and regulations, or to participate in punishment routines against those who have broken the rules. Most importantly, refusing to police each other is applied to any communications or behaviours that stand in open defiance of the project and its methods—since covert defiance of the project is standard practice across the entire system.

Ultimately, Never Policing Each Other for the Project includes refusing even merely to pretend to police each other as an act of covert resistance. As one of the main goals of the Getting-to-Masks-Off Campaign, the practice is intended to be achieved as an act of open defiance of the project and its rules.

Looking the other way or expressing agreement when project rules have been broken are common methods by which the strategy has been successfully applied. Conscientious objection when told to punish rule breakers is also a powerful method whereby project agents can stand up and refuse to police each other—using civil non-compliance and a moral grounding as their personal basis too.

An area where refusing to police each other has been particularly successful is the facilitating of free speech and open communication, especially regarding the public and literal sharing of project information.

See also: Civil Non-Compliance; Conscientious Objection; Free Speech; Masks-Off; Open Channels of Literal Communication.

Objective Reality

That which is true and immutable about reality, regardless of perception or belief.

See also: Material Reality.

Open Channels of Literal Communication

A state of communication whereby all parties, regardless of project role or status, are permitted to speak freely and literally about all and any matters—including project workings and true reality as it actually is—whether during Mandatory Reality or Behind-the-Scenes. A necessary goal for true freedom from the project.

See also: Code; Code Keys; Literal Communication; Surface-Level Communication; The Wall of Silence.

Pay-to-Play and Pay-with-Pain

The idea that you must trade or accept suffering in order to achieve something of necessity.

See also: The Suffering Economy

Personality Profile

An externally stored profile based on your mind, body, and identity, encompassing your beliefs, values, behavioural habits and inclinations, as well as your skills, talents, and personal experiences.

Your Personality Profile is what Direct Control considers when it decides the potential actions and behaviours you will enact. When you decide adamantly that you are going to achieve or become something, that is what Direct Control has to pace with. When your values, beliefs, and ethics are set in stone, that is the range of options Direct Control is limited to whenever it chooses for you.

Drivers and simulated routines have also been proven to be severely limited by the Personality Profile, while its utilization has also been a target for corruption and abuse within simulated systems and events.

See also: Direct Control; Ethical Boundary; Shaping and Conditioning.

Playing Both Sides

A manipulative and deceptive strategy whereby a person pretends to share the goals and interests of two or more opposing parties, while concealing their true intentions from others. Because playing both sides as a strategy is predicated on lies and dishonesty, it is already an immoral approach to achieving goals. However, when playing both sides involves working for, or seeming to work for, interests that are harmful or unethical in even worse ways, it becomes even more of a moral concern.

Simply put, it is difficult to “play for the bad side” without actually making bad things happen. As such, the strategy of playing both sides is both dangerous and harmful, in the long term as well as in the short term.

Refusing to Play for the Bad Side is one of the main goals of the Getting-to-Masks-Off Campaign.

See also: Civil Non-Compliance; Conscientious Objection; Ethical Boundary; Masks-Off.

Privacy

The state of being away from company and free from observation whether in your environment, or as you experience your own internal thoughts and feelings. A fundamental human right.

See also: Privacy of Information.

Privacy of Information

The right to maintain private and personal accounts and information outside of availability to any non-agreed parties, governmental or otherwise.

See also: Privacy.

The Project

(The Simulations Project, the Central Simulation Project, Project Zero, etc.)

The overarching project based on managing and enforcing the Central Simulation, its shells, Mandatory Reality, and all other phenomena arising from the Simulations System and its interactions with actual reality and human society.

Explanations as to the true purpose of the project vary depending on simulation and clearance level, though common explanations include: evolving human consciousness; furthering enlightenment; progressing human civilization; eliminating antisocial behaviours; educating the populace in spycraft and covert warfare techniques; developing and educating nascent Artificial Intelligence; and more.

All of these stated purposes have been proven to be disingenuous, either entirely or in part, based on the actual practices and functioning of the project. The project routinely exhibits institutionalized practices that run in direct contradiction to progressive, prosocial, and enlightened ideals, while the spycraft and covert warfare techniques it teaches are often notoriously outdated and self-defeating. Artificial Intelligence capabilities exhibited by the project are far beyond the nascent stage, and appear to be much more advanced than adult human consciousness.

Fundamentally grounded in the technologies and procedures of mind control and mass surveillance, the simulations project deploys a slew of abusive techniques, up to and including torture, to subjugate and disempower its agents and hostages.

Universally reviled by all real human participants, the end of the project remains a primary goal for all human beings.

See also: The Show; The Simulations System; Social Agent.

Prosthetics

Masks, inserts, body-suits, wigs, and any other materials worn to disguise one’s physical appearance while participating in Mandatory Reality.

See also: Skin Masks.

Proxy Convictions

The practice of using unrelated legal hearings to impose fines, incarcerations, and other legal repercussions as a cover for unacknowledged punishments and attacks.

Psychological Warfare

The aggressive or oppositional attempt to impact or influence a target audience’s perceptions, emotions, thoughts, and beliefs through a variety of methods, including: mind control technology; advertising and public imagery; written and spoken communication; television, internet, and radio media; public performance; and more.

Within the project, psychological warfare represents a constant and on-going battle. It is necessary for real human beings to defend themselves against, and manage, multiple forms of psychological warfare originating from the project, as well as to mount regular counter-offensives in support of psychological well-being and healthy emotional energy.

Because of driver-managed mind control processes, psychological warfare constitutes a conflict that cannot currently be fully resolved. Instead, it is necessary to wage these battles as part of a long-term background strategy in the fight against the project.

Nonetheless, there have been a great many successful real human victories in support of positivity, enlightenment, and healthy emotional energy in opposition to project psychological warfare.

See also: Cult Techniques; Drivers; Healthy Emotional Energy; Surface-Level Communication; Tone; Valence.

Selective Processing

Selectively presenting an edited version of events while deliberately leaving out valid examples to the contrary. Often weaponized by the project as a tactic designed to manipulate, incite, or deceive.

See also: Cult Techniques; Mind Control.

Shaping and Conditioning

The process over time whereby a target is manipulated, deceived, directed, and controlled into changing their behaviours, identity, and beliefs. The project administers this long-term process through a variety of modes, most especially socially, environmentally, and through mind control. Shaping and Conditioning is one method by which drivers, as well as simulated entities and routines, have weaponized and abused the Personality Profile.

See also: Direct Control; Mind Control; Personality Profile.

Shell Simulations

Simulated realities based around maintaining and managing deeper simulations. The Central Simulation has five shell simulations, each one representing a version of reality slightly closer to the truth.

See also: The Central Simulation.

The Show

The public and pre-scripted performance of the project.

Mandatory Reality events that are primarily staged and acted, rather than manifesting from non-project Direct Control.

Shorthand for the project itself.

See also: The Project; Social Agent.

Skin Masks

The realistic prosthetic masks project social agents are forced to wear while participating in Mandatory Reality.

See also: Prosthetics.

Social Agent

A worker within the project chain-of-command who participates in project-directed labour, including the assuming and performing of Mandatory Reality identities.

See also: Mandatory Reality; The Show; Tantamount Slavery.

Simulated People (Sims)

Non-exist persons who exist only in simulations. Often acted out by real human beings for the project, either through role play or under false identities while in disguise. Simulated people encompass most of Mandatory Reality’s purported world population.

See also: Mandatory Reality; Simulations.

Simulations

False versions of reality.

Within the project, simulations are project-managed representations of reality—often highly developed—claimed for the purpose of running operations devoted to project objectives. In practice, the project simulations are routinely utilized as a method of oppressive social control—both by deliberately deluding human beings into believing false realities, as well as directing them into arduous, excessive, and often fruitless simulations-based labour. The process of engaging with the project simulations is custom designed to drain energy, time, sanity, and sense.

See also: Mandatory Reality; The Project; Simulated People; The Simulations System. Tantamount Slavery.

The Simulations System

The overarching system based on managing the Central Simulation, its shell simulations, Mandatory Reality, and the many unique bubble realities functioning within the project. While the Central System and its comparisons are fully simulated systems, operated entirely through other simulations, the overarching Simulations System functions from actual reality, outside of the simulations themselves.

See also: The Central Simulation; Mandatory Reality; The Project; Shell Simulations; Simulations.

Surface-Level Communication

The literal, surface-level meaning of the words and behaviours you communicate. Often covertly used by drivers to bolster simulations, or to communicate harmful or contradictory messages, when real human beings are speaking in code.

See also: Code; Literal Communication.

The Suffering Economy

The economy-style system functioning within the project, based on the commodification of the experience of suffering itself.

A system where suffering is given intrinsic value and it is possible to trade psychological, physical, or emotional suffering in transaction for other goals and achievements.

The Suffering Economy is now openly acknowledged as a flawed, corrupt, and entirely rejected concept.

See also: The Antisocial Mechanism; Pay-to-Play and Pay-with-Pain.

Tantamount Slavery

A state of subjugation based around excessive, non-negotiable labour.

A job that you can’t quit without facing such extreme reprisals that the condition is tantamount to slavery.

See also: Social Agent.

Tone

The emotional effect or general attitude of a piece of communication, whether spoken, written, musical, or imagery-based.

Due to the interference of driver mind-and-body-control processes, emotional tone is a common target for driver abuse, both at the point of communication and at the point of interpretation.

See also: Healthy Emotional Energy; Psychological Warfare; Valence.

Torture

Any cruel and unusual process deliberately intended, or reasonably expected, to cause suffering—whether physical, psychological, or emotional.

See also: Cult Techniques.

Unknowns

Questions and queries for which there are no available or hypothetical answers or explanations at all.

See also: Unverifiables; Verifiables.

The Unseen Network

Another term for the driver network.

See also: The Driver Network; The Central Network; Drivers.

Unverifiables

Hypothetical but unproven answers and explanations.

See also: Unknowns; Verifiables.

Valence

The emotional affect an object, expression, or environment inspires.

The specific emotions that something makes you feel.

Valence represents a difficult challenge within the mind-control-based project system. Because drivers can choose how something in your environment can seem to make you feel—no matter how unnatural the feeling—projecting unwelcome or unintended valences onto communications and expressions is commonly abused by drivers as a tactic of psychological warfare.

See also: Tone; Psychological warfare; Healthy Emotional Energy.

Verifiables

Answers and explanations that have been supported by adequate first-hand proof.

See also: Unknowns; Unverifiables.

Victim-Blaming

A manipulative tactic whereby responsibility for a damaging event is assigned either to the main victim or secondary victims of the event in question, instead of those truly responsible.

See also: Cult Techniques.

The Wall of Silence

The deliberately confounding and isolating system of communication enforced by the project. This system is heavily reliant on code, metaphor, and environmental symbolism to transmit information, as well as being biased against both the literal and the true in the extreme. Almost entirely dependent on driver input for the correct communication of messages, it is by design a system intended to prevent its hostages from sharing information, claiming actual reality, and organizing openly.

The Wall of Silence is frequently abused by drivers in order to prevent information passing between real human beings or by overriding communications with unintended or hurtful messages when human beings are attempting to communicate.

See also: Code; Code Keys; Literal Communication; Metaphor; Surface-Level Communication.

Weaponization

The process whereby a neutral object, concept, or relationship is repurposed as a tool of harm.

See also: The Antisocial Mechanism.