MKUltra: The Science of Influence
Like Duolingo, but for MKUltra: The Science of Influence. Tomo turns the whole topic into a game you play five minutes a day, until it actually sticks.
For the part of you with thirty open tabs that never became anything.
A short one: 30 levels across 3 sections, about 60 minutes end to end, roughly 12 days at five minutes a day. It moves through Spotting the Patterns of Influence, Navigating the Ethics of Secrecy, and The Legacy of the Paper Trail. It assumes you already know the basics.
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Key ideas in MKUltra: The Science of Influence
- The CIA saw drugs as a way to bypass the slow, difficult process of interrogation.
- They believed chemicals could force the brain to stop hiding secrets automatically.
- Drugs that lower defenses also make the mind highly suggestible to outside ideas.
- A relaxed state often leads to 'false memories' rather than pure facts.
- The reliability of memories under the influence of 'truth serums'
- Being more talkative does not mean the person is being more honest.
- Chemicals interfere with the brain's ability to distinguish real events from dreams.
- The tradeoff between lowered inhibitions and data quality
- The brain creates its own internal reality when external signals stop
- Losing track of time happens before the mind begins to hallucinate
- Isolation causes a breakdown in the person's sense of self and identity
- Extreme isolation leads to a deep hunger for any outside information
- The progression from isolation to vulnerability
- Time is a primary anchor that keeps a person's logic and memory stable
- Without time cues, the mind looks to any available source for structure
- The psychological consequence of total sensory isolation
You've tried the other tabs
Thirty open tabs. Four facts you actually kept.
You watched. You nodded. By Sunday it was gone.
One answer, then back to scrolling.
Eight weeks. You meant to finish. You didn't.
Tomo gives MKUltra: The Science of Influence the Duolingo treatment: levels, streaks, and quick quizzes that test what you just learned. That game loop is what the tabs above never had, so it's the one you actually finish.
Here's what playing it feels like
A real question from this course. Take your best guess.
Why was the CIA so interested in using drugs during their early Cold War operations?
Get it right to open this lesson and 29 more in the app.
Where MKUltra: The Science of Influence takes you
Go beyond the headlines to explore the Cold War quest for mind control. Discover how the CIA tested the limits of human psychology and the lasting impact these experiments had on modern ethics.
- 1
Spotting the Patterns of Influence
- The Search for a Truth Serum
- Sensory Deprivation and the Quiet Room
- Substances as Tools of Persuasion
- The Art of Covert Administration
- Hypnosis and the Suggestible Mind
- 2
Navigating the Ethics of Secrecy
- Front Organizations and Hidden Funding
- The Dilemma of Unwitting Subjects
- Safehouses and the Midnight Climax
- When Experiments Go Wrong
- 3
The Legacy of the Paper Trail
- The Order to Destroy the Records
- The Accidental Discovery of Financial Files
- New Rules for Human Research
- MKUltra in Modern Memory
- Separating Fact from Urban Legend
- The Birth of Informed Consent
3 sections · 15 units · 30 levels. Built to play, not to enroll.
You pick the voice
MKUltra: The Science of Influence is taught in the The Bestie style: your friend who just gets it. Want a different feel? In the app you can spin up the same topic in any of Tomo's teaching styles. Same facts, totally different vibe.
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Start MKUltra: The Science of Influence today.
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