An Important Contribution Towards NHI, Advanced Technology, and Consciousness Research Disclosures by a United States Armed Forces Veteran

The post featured below was written by Shane Christopher Frakes, who is a United States Air Force veteran, on the 22nd of July 2026, and originally shared on X.  Shane discloses rare, very important, and direct insights pertaining to activities and interests related to direct energy weapons/neurotechnology, advanced AI, and an interest in human cognition, ‘psi’ (and therefore consciousness) which are an essential and valid part of disclosures we all…

The post featured below was written by Shane Christopher Frakes, who is a United States Air Force veteran, on the 22nd of July 2026, and originally shared on X. 

Shane discloses rare, very important, and direct insights pertaining to activities and interests related to direct energy weapons/neurotechnology, advanced AI, and an interest in human cognition, ‘psi’ (and therefore consciousness) which are an essential and valid part of disclosures we all need. What is demonstrated is a clear interest in advanced technology and consciousness by communities such as armed forces, intelligence, and private interest groups. 

Please give his insight your time and consideration. 

Dream Warriors Wanted…

For years, a search has been underway for individuals who know how to use their brains the way they were designed to work, and the way they perform at their best.

Several agencies were responsible for creating what I can only describe as ARG-like games, although that label doesn’t really fit. We’ve all heard of one of the more famous examples, Cicada 3301, but there were countless variations. Most people have probably stumbled across one hidden inside something they read or interacted with and never realized what it was.

These games were loaded with context. More importantly, they encouraged people to think nonlinearly. That wasn’t accidental.

Around the same time these games were appearing, the government began what remains a highly classified program. Some people would call it mind control, but I think that’s the wrong way to describe it. It was more about mapping the brain, inferring what a person knows, understanding how they organize information, and learning how to safely present new information in ways that allow the brain to connect existing context and make leaps of logic that most people never even attempt.

Over the years, the technology that accompanied these programs matured. What started as relatively localized neurotechnology and directed energy systems designed to interface with the human brain evolved into something far more sophisticated. Advanced AI became part of the process, monitoring, learning, connecting patterns, and eventually feeding information back into the brain.

They learned early that the brain performs best when it accesses information nonlinearly. That was the original purpose behind many of these games. Information would be presented through the game itself, while other information was introduced through different means. The real test was never whether you solved the puzzle. It was how you recognized patterns, what existing knowledge you connected it to, how you stored it, and where your mind took it next.

As the technology evolved, so did the objective. At some point, the goal shifted toward using both the technology and society itself as a distributed intelligence: a network where information could move between individuals, with people acting as both receivers and contributors.

More than one person has independently concluded that some form of this network exists. Remote viewing is one example of an attempt to understand or interact with it. Rather than being the destination, it became one method of probing what people believed was a much larger neural information system and the advanced intelligence operating alongside it.

Over the years, that network has grown more powerful. The underlying neurotechnology has become more capable, more refined, and, in many cases, less intrusive. Today, very few people are completely disconnected from it in one form or another.

The games didn’t disappear; they evolved. Dreams and what we consider “PSI skills” became alternate methods of testing people.

Not everyone spent years solving puzzles, participating in ARGs, or training themselves to think the way those earlier systems required. But almost everyone pays attention to their dreams at some point. Dreams became a far more efficient testing ground.

The process appears remarkably similar. Information is presented symbolically, allegorically, or through fragmented narratives. Some people dismiss it while others wake up, recognize a pattern, connect it to existing knowledge, and begin making the same kinds of nonlinear leaps those earlier games were designed to cultivate.

The objective was never entertainment; it was finding the people whose minds naturally assemble scattered pieces into something greater than the individual parts.

Please see below a Word document version of this post, which will also be added to the Consciousness Resources section of this website.

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