Programming Using Numbers, Directions, Children's Games, Colors, Sounds, and Visual Cues
writer shares some of the cues that she was trained to respond to. Although they will not be the same for many other survivors, her writing may help you understand your system's cues better. At the end of the article she shares some ways that she finds helpful in breaking programming and avoiding being cued.
Numbers are common tools used to trigger mind-control victims. Numbers can be made into codes, such as three numbers grouped together or placed into various shapes -- a triangle, a square, a circle. But it isn't just simple numbers and shapes that are used. Sometimes they are made into longer, more complex codes used to represent words.
Shorthand is often used along with the alphabet for encoding number or letters and sending trigger reminders or commands to alters. I find it interesting that shorthand and Lewis Braille System are similar. Shorthand and Braille both often use numbers for letters. Lewis invented number and letter code symbols in short form for ease in reading.
Using numbers in a clock system is another programming technique which send powerful command signals to alters. If a perpetrator wanted to remind his victim to go to sleep at a certain time, he might place an object at a specific location on a table representing the time on a clock; 1:00, 3:00, 5:00 etc. In this way the perpetrator sends signals to the alters as commands or reminders of specific events.
Another way that a perpetrator accesses an alter by triggering them with numbers is to use certain repetitive sounds that add up to specific numbers. If he wants the victim to go to a meeting at 3:00 a.m., he could honk his car horn three times as a command, wait, then honk again three times until he gets the response to his command.
Another thing I have found interesting about number programming is that numbers can be used to give commands to individual alters. If an alter is identified by a number instead of a name, the perpetrator can command certain numbers to either come out, move to one side, follow each other, or move to the front. For example, #3, #5, #8 move to the side, #9 and #6 to the front, #1 stay in the background. Commands can also be given with reversed numbers. For example 3,2,1 can be an access code to an alter.
Numbers can be used in many different ways to send specific messages. It helps to journal when this happens and to write down what you believe the coded message is. This will better help you identify why you are being triggered at a specific time.
Programming with visual, auditory or non-verbal directional symbols is another form of programming commands used to access littles. A toddler can be easily be taught to respond to arrows, like on street signs, because children understand and absorb things visually better than just verbally. A sticker with the letter L can be put on the child's left hand and a sticker with the letter R on the right hand. "Around" can be taught by turning around in a circle.
Arrows cacn be used in rather sophisticated ways. If the perpetrator wants child #3, the three-year-old, to come to the front, he may whistle three times when the child sees an arrow pointing straight ahead. When the three year old is out, three whistles and an arrow pointing left or right would mean "move to the side." Arrows that go in all directions may mean "alters scatter." And arrow pointing up and one pointing down side by side may mean alters alternate in and out. Of course, different groups may assign different meanings to symbols. What you may experience may not be what others have been taught.
The purpose of programming with visual cues like arrows or non-verbal directional commands is to build into the child duplicate, systematic, military-style programming. It doesn't have to be military in nature. It could be just to create within the survivor an individually designed DID system which can be used for any purpose. I see it, personally, as the grooming and imposing of a complex, sophisticated system, and/or mind-set, through trauma.
Visual, auditory, or non-verbal programming triggers paired with harsh military-style punishment creates a traumatic state accessible to perpetrators when the child grows older. This type of projecting commands and signals to very small children makes the child internalize the personality or identity created by those whom abuse them and the small child then views life through the perspective of those programmed commands.
Note: There is another article about color programing at http://ra-info.org/mind-control/programming/color-programming/
Colors can be visual commands or reminders to alters of punishment or reward. Red can mean different things to individual survivors and even to individual alters. It may be the command "Stop" or signify "Anger." Green can mean the command "Go," be a symbol of a reward, or be an encoded message such as "money." Orange may mean "caution" or it could mean "Halloween" or a reminder of a traumatic event. Colors may be used individually or in combination or with numbers, verbal commands and other visual or verbal cues. An example of how colors commands are drilled into the psyche of children is the game Red Light/Green Light. The children are lined up facing the trainer. When the trainer says "Green Light" or shows a green light, this is a signal to the children to move forward in the game. "Red Light" is the signal to stop. If a child does not do the command correctly, he is severally punished.
Games are powerful tools to build in verbal commands inside an altered part of the child's mind during early trauma. When "Hide And Seek" is twisted to become a military-style game rather than an innocent child's game, it becomes a torturing and traumatic experience. Usually the game is placed with threats, intimidation, and inappropriate punishments and rewards.
Phrases and words in a military-constructed game are powerfully traumatic to a toddler or small child. "Death," "hurt," "kidnap" are words used while teaching young children these life and death games. Children are told that if they are found by the "Seeker" that they or their mommy and daddy will be killed. When the survivor grows up, reminder words such as "Hide" and "Seek" can be used to access alters.
Another game that perpetrators may use in combination with "Red Light/ Green Light" is "Mother May I, Father May I?" This is similar to "Simon Says" but the child has to ask permission to move. "Mother May I, Father May I?" is played to teach that children can do nothing apart from parents, including the way they talk, the way they sing, the way they move their body, and that they must rigidly obey when commanded.
In this particular game, children are given specific commands such as move to the side, move forward three steps, backwards one step, to the side a step, on their knees, on one knee, walk toward the perpetrator backward. They may be instructed to sing, to turn in circles, to kiss another kid and then say the magic words, "Mother May I?" or "Father May I?" These games can become very sophisticated and cruel. This type of programming teaches the child that they cannot make choices.
If the child refuses to follow through with the game, he is punished by intimidation, threats, lies, or emotional, sexual or physical abuse. Sometimes children are threatened that their family members will be harmed if they do not completely follow directions or commands. Complete dependence upon the perpetrator is demanded and must be followed through. If not, the child is beaten into submission.
There is another game that I have seen the perpetrators instruct the children to do. The children are told to form a circle and join hands. They are told to weave in and out and never to let go or fall on the ground no matter what or they will be harmed badly. As the game continues, the children are to yell at the same time, "Doctor, Doctor, we need help!" This teaches the children their only source of help is a doctor's salvation.
These games are played in combination with torture. One example would be to give the child a choice of being kidnapped or doing the command they are given. This becomes a game called "Dog Catcher." The Catcher is the perpetrator, the child is considered the animal. The child is commanded to hide or be caught by the angry "Dog Catcher" and taken away from mommy and daddy forever. They may actually stage this scenario just to make the child believe what is being done is really happening so that he/she has no escape. When the child grows up, the perpetrator may try to remind the child of the Dog Catcher Game. One way they may do this is that they may place a Dog Catcher's vehicle in front of the child's house or on the side of the road at their school.
Some other games used with the trauma programming are "Duck, Duck Goose," "Red Rover," "The Farmer In The Dell," "Simon Says," "Twister," "Follow The Leader," and "Freeze Tag."
Competition is encouraged. Children are told to play one child against another, and they are commanded to shun, alienate, or beat up on weaker children who are unable to follow demands of their perpetrators.
Sounds and Visual Cues
Sensory over-stimulation of the auditory system -- honking horns, whistles, sirens, screeching cats, drills, saws -- is also used on survivors of mind-control and ritual abuse. All these things have coded messages from the perpetrators which are symbolic of either a time, event of abuse, or a command. Bright lights, blinking lights, colored lights, police or emergency lights are also used. Most of the time, visual stimulation is done in peripheral vision so that the survivor can only read and identify the message unconsciously and other alters are unaware of it. Loud sounds and bright lights can be combined with numbers, times, dates, and/or months to remind the alters of a certain command.
The telephone is very common programming tool. Phones can be made to ring every fifteen minutes, at certain times of the day, and the number of rings can have importance. Often when an alter is triggered to answer the phone, they hear coded messages such as numbers, loud sounds, dirty words, etc. This also can be done with notes on a door and by mail as well.
Dealing with Programming Signals
Recognizing the programming signals used to access a survivor is important in breaking the cycle and healing. If you don't know something is a cue, you cannot protect yourself from obeying the message. But if you can figure out what the cue is, you can break the programming. Here are some active ways to work on protecting yourself from being accessed.
1. Journal about harassments and try and identify the cues.
2. Ask those inside what this may mean for all of you.
3. When you identify a programming pattern, do the opposite. For example, if the phone rings insistently or at odd times, unplug it. If you are being bombarded by lights, wear dark glasses and place non-see-through curtains on your windows. If the perpetrator seems to know the time in which you go to bed, turn a light on in the bedroom and sleep in the living room. Eat, go to bed, and leave your house at different times. Always do things in a different way, for perpetrators count on set activities.
4. Avoid going to the same places and using the same routes to get there. Eventually the perpetrators catch on that you are breaking your patterns -- it confuses them and this is the result you want. They will not be able to harass you or trigger as often as if you kept to the regular set schedule of your life.
5. Be very careful not to talk about your plans, where you are going, and your routine on the phone, in e-mail, or in a public place. Keep your friends or family members safe by not saying anything about them, their schedules, their routines, their likes and dislikes when you are still at risk of being accessed, stalked or being kept under surveillance. This does not apply to trusted, safe people like therapists, safe family members and close friends.
These steps will cut down on the number of times you are accessed, increase your knowledge of your system, and make you feel less helpless and more in control.