- Next »
- Previous
hail lord xenu
ADVANCED LEVEL 1
DRILLS
1.Walk around and count bodies until you have a cognition. Make
a report saying how many you
counted and your cognition.
2.Note several large and several small female bodies until you
have a' cognition. Note it down.
3.Note several large and several small male bodies until you
have a cognition. Note it down.
4.Find a tight packed crowd of people, note it as a crowd, then
as individuals until you have a
cognition. Note it down. Do step over until you do.
5.Seat yourself unobtrusively where you can observe a number of
people. Spot things and people you
are not. Do to cognition. Note it down.
6.Seat yourself unobtrusively where you can observe a number of
people. Spot things and people you
can have. Do to cognition. Note it down.
7.Note some physical thing about yourself you don't like.
Observing people, in them note that body
part. Do to some change. Note it down.
8.Observing people, spot things that are not wrong with them.
Do to cognition. Note it down.
9.Walk around and note someone walking toward you, then someone
walking away, then someone
walking toward you, etc. Do to cognition. Note it down.
10.Walk around and note how people stick to the ground and their
sense of weight. Do to cognition.
Note it down.
11.Spot importances in people while looking at them. Do to
cognition. Note it down.
12.Look into space and find places where there are no persons.
Do to cognition. Note it down.
13.Walk around and note where there are people. Do to cognition.
Note it down.
Central Orgs
Missions
HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead,
Sussex
HCO BULLETIN OF 14 JULY AD 13
[AD means: After Dianetics -
1950]
ROUTINE 3N
LINE PLOTS
Attach to this HCOB, HCOB 17 April AD 13 A COMPLETE GPM
PATTERN.
Correct HCOB 17 April 1963 as follows:
Omit introductory paragraphs and Points of Interest.
Substitute the text of this HCO Bulletin.
In the pattern, change "Beings (People) (Those) who never
goal" to BEINGS WHO NEVER GOAL.
Change "A Being (someone) who never goals." to A BEING WHO
IS NEVER GOALING.
Omit "(Someone)" wherever it appears in the pattern.
Change "Fervent Believers in Goaling" to ANY FERVENT
BELIEVERS IN GOALING.
Change "No Goalishness" to NO BEING GOALISHNESS for the BE
form of goal.
Change "Some Bad Condition Dependent on next goal" to THE
NEXT GOAL PLUS NO or NOT PLUS
THIS GOAL.
In the example "To Create" change oppterm "Creationishness"
to CREATINGISHNESS and make other
pattern changes as indicated above.
TEXT FOR HCO BULLETIN
THE AIRCRAFT DOOR GOALS
This goal pattern (HCO Bulletin of 17 April 1963 as changed)
was in use in an aircraft-type set between
315 trillion years ago and 216 trillion years ago and less, and is
the pattern which precedes the Helatrobus
Implants in this galaxy. It remains to be seen if all preclears
have it.
The goals were given with one or more goals in a series,
usually one, and that goal was To Create. The
preclear possibly has this goal several times during this period.
It was given in the mocked-up fuselage of an aircraft with
the thetan fixed before an aircraft door. (There
are also two or more aircraft fuselages used in the Helatrobus
Implants, but the preclear moved through
them, was not fixed in them.) The date is the way to tell the
pattern. The Helatrobus Implants existed only
between 52 trillion and 38 trillion years ago, the total life span
of the Helatrobus government. If the goal is
found to lie earlier, between 315 trillion and 216 trillion or
later, up to 52 trillion years ago, then it is probably
this pattern.
The goal items were laid in with explosions.
THE GORILLA GOALS
This same pattern, but given in an amusement park with a
single tunnel, a roller coaster and a Ferris
wheel, was used between about 319 trillion years ago to about 256
trillion trillion years ago, a long span.
The symbol of a Gorilla was always present in the place the
goal was given. Sometimes a large gorilla,
black, was seen elsewhere than the park. A mechanical or a live
gorilla was always seen in the park.
This activity was conducted by the Hoipolloi, a group of
operators in meat body societies. They were
typical carnival people. They let out concessions for these
implant "Amusement Parks." A pink-striped
white shirt with sleeve garters was the uniform of the Hoipolloi.
Such a figure often rode on the roller coaster
cars. Monkeys were also used on the cars. Elephants sometimes
formed part of the equipment.
The Hoipolloi or Gorilla goals were laid in with fantastic
motion. Blasts of raw electricity and explosions
were both used to lay the items in.
The series is always five goals. These are very simple
goals, no long words. To End, To be Dead, To be
Asleep, To be Solid, To Create, To Find, To be Visible, To be
Sexual (not To have Sex as some pcs give it),
To be Invisible, To Postulate and a very few more were used,
always five goals in a series. The series
usually started with To be Dead, but To End, To Sleep and To be
Asleep must also be investigated as the
first goal of each series.
The pattern in HCOB 17 Apr. AD 13 is correct for all of
these goals, as changed in this HCO Bulletin.
THE BEAR GOALS
From about 256 trillion trillion years ago to about 370
trillion trillion years ago the GPMs are the Bear
Goals.
These use the same pattern, similar amusement park
arrangements, the same type of goals as the Gorilla
Goals.
The only real difference is that instead of a mechanical
gorilla a mechanical or live bear was used, and the
motion was even more violent.
There is, however, a change of pattern in the Bear Goals in
that TWO RIs were added. These come as a
pair just below "The Vast Value of Goaling." They are oppterm "Any
worries about being _________ or
goaling" opposed by terminal "A worried goaler." Aside from this
addition, the pattern is the same as the
Gorilla Goals.
Mostly raw electric sprays are used in the Bear Goals to
drive in the items.
The Bear Goals were handled by a group called, I think, "The
Brothers of the Bear" and were the
ancestors of the Hoipolloi.
THE BLACK THETAN GOALS
From about 390 trillion trillion years to 370 trillion
trillion years ago, the Black Thetan goals were given.
These were given in a glade surrounded by the stone heads of
"black thetans" who spat white energy at
the trapped thetan. The trapped thetan was motionless.
The pattern is the earliest "To" form of GPM now known.
There were six RIs per goal, consisting of:
Accomplished
Not Accomplished
Action (ing)
Never Action (ing)
Goal
Not Goal
There were from 15 to 18 goals in the series, all of a
simple nature such as To End, To be Dead, To be
Asleep, etc.
The full series will be published at a later date hut is
easily reconstructed, always following the same
pattern of six.
THE INVISIBLE PICTURE GOALS
From somewhere around 110,000 trillion trillion years ago or
earlier to 390 trillion trillion years ago, the
most difficult GPMs on the track were given. These contain four
RIs per set, positive-negative in dichotomy,
(example: Wake, Never Wake, Sleep, Never Sleep), the four given
five times for every one picture shown.
This makes 20 firings per picture.
But the first picture is invisible and the thetan afterwards
is not expected to find then the first twenty
firings of RIs (four in a row, repeated five times). This makes a
"vacuum" for a picture and groups the bank.
This type of implant is probably the source of vacuums in the
reactive mind.
The remaining pictures vary during different periods of the
sequence, but consist usually of a scene of a
cave, a railway, an airplane, a view of a sun and planets. The
first "picture" making the total number of five is
invisible and is no picture.
The pictures have a moving object in each (except the
invisible one) which backs up halfway through the
series.
The trick is to get the RIs out of the invisible picture,
particularly the basic first four.
The RIs also fire right left, then left right so that the
"Never" RI the next time has swapped sides. They
go positive, negative, then, with swapped sides, positive
negative.
They are simple aberrative words. Start, Never Start, End,
Never End are always the first firings, followed
by Begin, Never Begin, Stop, Never Stop for the second whole
series of firings. The same four run through
all five pictures. Then the next four go through all five, etc.
There are many words used.
Early in the series 3-dimensional sets were used, late in
the series only 2-dimensional pictures were
employed.
_____________
There may be earlier GPM-type implants but the Goal idea
does not go back earlier evidently than 390
trillion trillion years -- in the "Black Thetan" Implants. Earlier
material is only positive, negative and
dichotomies according to present data. But the earlier ones are
more aberrative to the pc.
_____________
PROGRAMMING
The trick is to run a full series through on any of these as
found, no matter how late it is in the period,
then find the first time the series was given the pc and run the
complete series. Then get the next earlier type
of series and do the same thing.
Your pc may not have been in the areas where these patterns
were used and may have different types of
implants. If so, make sure first that the implant you have found
does not contain one of these patterns
before going to the hard labor of trying to make one up with the
pc.
LATER DAY IMPLANTS
Between 38 trillion years ago and present time a lot of
off-beat implants can be found. They sometimes
have only pictures, sometimes only items, sometimes items and
pictures both. They are usually short, often
have no goal in them, only positive -- negative commands, and are
not hard to work out. The pc can usually
get them easily if they're on his assessed R3R chain.
_____________
WARNING
In a complex GPM pattern almost anything can be made to fire
until the exact RI is found. Then no RR is
left.
Wrong RIs leave white mass and eventually crumple up the
engram. Missed RIs leave black strips or
patches. Partially discharged RIs leave gray patches. Restimulated
but not run RIs turn everything black in
the picture.
Scan a pc through RIs you don't suspect and it all goes
black.
Get a wrong date or wrong duration and the pc has no visio
or pictures that don't belong there.
_____________
SUMMARY
This is a rapid resume of principal GPMs on the track. Where
the pattern applies it must be done exactly
as given.
(Note: All trillions used are US trillions which are 1,000
million.)
Founder
Central Orgs
Missions
HUBBARD COMMUNICATIONS OFFICE
Saint Hill Manor, East Grinstead,
Sussex
HCO BULLETIN OF 24 AUGUST AD 13
[AD means: After Dianetics -
1950]
SCIENTOLOGY FOUR
ROUTINE 3N
THE TRAIN GPMs
THE MARCAB BETWEEN LIVES IMPLANTS
This is a rough, fast survey of the Train GPMs and the
Between Lives Implants and the pattern used.
The data involved in all this is of great scope and as it
concerns all the peoples of Earth, considerable
more work will be done on it.
As these are the most involved and low-toned implants on the
time track, it is recommended that other
earlier GPMs be completed before the Between Lives material is
tackled. After all tone arm action is the
important thing and any earlier GPM that gives it makes the
Between Lives Implants and Train GPMs easier
to run. So program for earlier GPMs. However, pcs do get into the
Between Lives Implants and do connect
with the GPMs there and in the Train GPMs, so the pattern and data
is released. Where possible run earlier
GPMs.
In any event, a safe rule is to run whatever GPM you can get
your hands on and date as little as possible
in 3N.
THE TRAIN GOALS
These are given to the being on his first contact with the
Marcab Invasion Force in this sector of the
universe.
Thus the Train GPMs date from hundreds of years ago to
hundreds of thousands of years ago.
Earlier on the track there are lots of trains such as in the
Invisible Picture GPMs. So the mere existence of
a train in the implant doesn't make it the Train Implants. This is
established by date.
The implanting is done from a huge train station. The
announcer, through speakers on the platform,
gives continual running fire of wrong dates and directions, and
orders to depart and return to this point, and
"you don't know when this happened to you." A lot of hellos and
goodbyes and false information.
The being is put in a railway carriage quite like a British
railway coach with compartments. Speakers are
to the right and left in the compartment.
The train is backed up rapidly through eight pairs of stands
(eight on either side of the track, sixteen in
all.) These spray white energy against the side of the carriage.
None of the white energy touches the pc.
One pair of RIs fires during the whole backward run between
the stands and then, reversing in the
speakers, fires all the way forward again. One pair of RIs in the
pattern, then, fires a complete round trip.
Then the next pair fire for a complete round trip (forward and
back) and so on. There are then sixteen repeats
for each pair, 8 forward and 8 back, before the next pair.
The pattern is as follows:
(List for oppterm. Remaining terms use the whole phrase of
the goal "To Be ______.")
Oppterm
NOT (Oppterm)
All (+ complete goal)
Nothing (complete goal)
Best (+ complete goal)
Not Best (complete goal)
Inevitable (+ complete goal)
Questionable (complete goal)
Doubted (+ complete goal)
Certain (complete goal)
Accursed (+ complete goal)
Commendable (complete goal)
Unforgivable (+ complete goal)
Forgivable (complete goal)
Hopeless (+ complete goal)
Hopeful (complete goal)
(Single RI) That's your goal.
At the start of each goal (or pair perhaps) a face may come
up and say "You still here? Get out. Get off
this train. We hate you." And from the speakers "This happened to
you yesterday, tomorrow, now. This is
your departure point, keep coming back. You'll be meeting all your
friends here. When you're killed and dead
keep coming back. You haven't a chance to get away. You've got to
report in. This happened to you days
ago, weeks ago, years ago. You don't know when this happened to
you. We hate you. Get out. Don't ever
come back." There's a lot more of this including how you'll be
pulled and pulled when you're dead until you
come back. A lot of wrong dates are also thrown in.
The type of goal is of the worst negative dichotomy. To Be
Caught. To Be Wrong. To Go Away. To
Commit Suicide. Etc. The GPM "To End" begins the series. There is
a large number of GPMs in the series.
This series may have been given the pc on entrance to the
Marcab Confederacy plus or minus 200,000
years ago, and then again much later just before the first Between
Lives Implant as a preliminary step before
the actual Between Lives Implant.
It is therefore important to run these Train GPMs before
trying to run the Between Lives Implant itself,
for all these GPMs are repeated again in the Between Lives
Implant.
In running these Train GPMs, be sure to get the first pair
on their first fire. There is a standard swinging
arm crossing signal that sounds at the end of each run of the
train.
Trains play a large part in implanting. There are lots of
pictures of them, lots of rails way earlier than the
Train GPMs. But no earlier ones are given inside a coach. This is
what makes it nightmarish -- the white
energy only hits the coach sides, not the pc. The rush of the
train puts heavy Kinesthetic into the engram.
The goals "To Start" "To Stop" "To Change" make the pc feel he
can't control the train. To Be Unable. To
Be Instantaneous. Various perceptions are all in this series of
Train GPMs. If it's bad, it's there.
THE BETWEEN LIVES IMPLANT
This implant properly has six parts.
1.Pc's actual death (not in first one given).
2.First screen section (to left) giving a false death,
many GPMs calculated to obliterate
memory and group the time track, and some pictures
containing groupers. This says it
is 15 days long.
3.The main screen purporting to give the future trillion,
trillion, trillion, trillion, trillion
years from the year zero. On this the pc's past implants
get stuck up.
4.The "Next Hundred Days." A screen on the right of the
main screen giving a number
of positive dichotomy GPMs to fit the negative dichotomy
goals on the first screen
section (2). This also contains a false projection to
Earth "into a baby" complete with
sonic on the delivery room (a home bedroom with oatmeal
wall paper or the current
fashion on Earth.)
5.The actual kickoff from the implant station (not by
projection to Earth but being
dumped on Earth.)
6.The actual search for a baby.
The main screen is a long white board with a grate near the
top all the way along.
There is a roar in the whole place like blowers going.
Huge numbers of earlier GPMs stack up on (2). Lots of
earlier implants stack up on the main screen. The
whole operation is a huge grouper. But given good TA action, it
all eventually flies apart, especially if many
earlier GPMs and the Train GPMs are run first with good TA action.
The pc has had at least two series of Train Implants and
perhaps as many as 300 Between Lives Implants
in the last many thousands of years. Therefore the way to program
all this is to run mainly earlier GPMs on
the pc, then the Train GPMs, then any more earlier GPMs that can
be found and then the Between Lives
Implants.
The Between Lives Implants (and the Train GPMs) have the
full intention of installing a compulsion to
return and a feeling the pc can be reached by them and be pulled
about, and wiping out all memory of former
life.
But any pc can be run on earlier GPMs in spite of all this.
The reason this and other "screen implants" acts as a
grouper is because it restimulates earlier track
charge which then, pushing forward toward PT, crushes the
incidents and GPMs on the screen.
Of course it is all "wrong dated" and "wrong durationed."
And this contributes to the crush of the
material toward PT.
But basically it is simply restimulated charge on the early
track that presses toward PT and shoves the pc
into the screen implant. Therefore if you just restimulate and do
not run early track GPMs when found,
eventually you will find your pc crushed up against recent times
and in these Between Lives screens (if life
and these screen incidents have not already done it).
This is the secret of the amnesia:
Restimulate enough early track charge and do not discharge
it and the being will have amnesia on the
whole track.
If you are monkeying about on the backtrack and just
partially discharging incidents, going on to
something new all the time, failing to run a series of GPMs
completely when you find them, after a while,
past track will become unreal to the pc. Then it will blot out and
vanish and you will only have these
Between Lives type of implants to work with. Then if you flub
them, your pc's pictures will disappear. THE
DANGER SIGNAL IS DECREASING TA ACTION.
This all occurs on the mechanism of early track
restimulation, compounded with wrong dates and wrong
durations. So the way to handle any pc is to locate or spring off
the bank early GPMs or implants and run
them fully.
Lack of Tone Arm action may upset this program but it is
mainly GPMs that stick tone arms since they
stall time.
A pc is in danger if earlier track is becoming less real or
is vanishing or the bank is pressing forward and
landing on screens. The remedy is take what was already
restimulated earlier, particularly GPMs, any GPMs,
and run them thoroughly (1) As GPMs (2) As engrams and (3) As pc's
postulates. This discharges them.
Keep this up, be thorough. Don't restimulate more than you
discharge fully. And the pc's pictures will come
back on and the track go straight again.
The above gives you the right way to handle the Between
Lives Implants. Peel off the GPMs from it
(meaning early track GPMs restimulated on it and visible on the
screen) and run them fully before taking
something else off the screen to run.
Thus one does not really run a Between Lives Implant until
very late on a case. The auditor uses it when
it appears on a case (1) to realize that the earlier track has
been restimulated too much and too little
discharged from it and (2) to find earlier GPMs to run.
Excessive restimulation and flopping about on the early
track and running nothing clean will inevitably
bring the pc forward and up against the Between Lives Implants.
So the auditor who restimulates and does not run early track
material when found is doing a dangerous
thing.
The Between Lives Implants create amnesia only because they
restimulate early track and don't
discharge it. If they didn't do this they would not produce the
same effect. Therefore auditing undoes this
mechanism only when early track incidents are thoroughly run when
contacted.
The worst sinner is the GPM. So never fail to run any early
track GPM completely when found, with its
whole series. Don't go skipping about. Going earlier. Omitting
goals, leaving a GPM incompletely
discharged.
Otherwise you will make the acquaintance with the Between
Lives Implant area.
If you know of any early GPM series left unhandled on the
pc, run it completely before restimulating
anything else.
And if you are running the Between Lives Implant grab off of
it any earlier GPM or incident you can find
and take it early and run it. Don't stay with the screen. Peel
things off it that are earlier and run them.
Otherwise the pc's bank will feel like crumbling forward into PT
like an avalanche.
This mechanism of the production of unawareness by
restimulating but not running charge on the early
track is itself an important discovery. It forbids then browsing
through the early track, a sip here, a datum
there. Be thorough or crash, out goes the lights, into PT slides
the pc with a thousand volts driving him on.
If you know of any early track GPM on your pc that can be
run with tone arm motion clean it up as a
GPM, clean up all the GPMs in that series, run it as an engram,
run any and all postulates out of it, get it
clean and then find something else.
The cycle of a pc in total amnesia at start of auditing
would be (if audited with good TA action):
1.Contacts yesterday
2.Contacts this life
3.Contacts childhood
4.Contacts a past life
5.Contacts incidents on this planet in the past few
thousand years
6.Contacts early track
7.Contacts lots of early track and GPMs
8.Contacts earlier GPMs.
9.Contacts very early material
10.Continues to clean up track
11.Contacts reasons for making pictures
12.Goes OT.
If you try to rush this by practicing unthoroughness from
(5) on, then when pc reaches (9) above you
will suddenly find him on the Between Life screens.
You will have overcharged early track and failed to
discharge it and the result will be:
8. Contacts earlier GPMs but has trouble holding position on
the track to run them and is ARC breaky;
9a. Contacts earlier material but it groups and scrunches
and sticks together;
10a. Collides with screen implants like the Between Lives
(there are earlier ones);
11a. Can't keep pictures apart, things easily wrong dated
and is very ARC breaky and is stuck in Between
Lives;
12a. Can't reach the early track and at session starts, is
found to be stuck in this lifetime.
There is no shortcut back to finding when he started to
"make pictures." The phenomenon of early
charge pushing the pc back toward PT if not run defeats any such
attempt.
So making an OT is keeping the TA going with itsa line in
and being thorough on early track incident
running.
If the pc has gotten into condition (12a) above or is
approaching it, don't waste time on endless dating.
Just find any early GPM already partially run (the earliest one
you can lay your hands on without
restimulating others) and run it completely. Then find another and
another. And shun all new material until
you have completely handled the old. And don't let the pc wander
around on the early track. Just find and
run GPMs and clean up fully whatever you find. Or you'll be
sitting there reading this HCOB despairingly
trying to get your pc off a Between Lives screen.
Even if these listed evils occur, however, you have not lost
the TA action already gained, if misguidedly,
on the case and the matter is easily repaired providing you redo
what you've left undone and this time be
neat and restimulate the case otherwise as little as possible. He
or she is still closer to OT. They were just
making it the hard way.
Founder
o 1:18 PM
o add eprops
o add comments
o email
*
Between Lives
Implants
23 July 1963
By L. Ron Hubbard Æ
All right? Okay. What's the date?
[Audience:] "23rd".
Twenty-third? Well, what do you know!
All right, 23rd July AD 13, Saint Hill Special Briefing Course.
I had two choices here. I'm working on an assembly line
process for you. I'm trying to smooth out your
dating problems and that sort of thing. I'm collecting a lot of
information on that, all of it very important as
far as tone arm action is concerned. I followed through that wrong
date or bad dating or misconception of
date is the reason the tone arm action is -- and I found out that
the pc's time sense is his basic aberration.
And therefore I'm working like mad to get you processes that
rehabilitate a pc's time sense.
Of course, the most exaggerated statement you could make is
the time for a pc to run engrams is when he
can call the date. And if you did that - if you did that, it'd be
absolutely sure that the pc would be getting
tone arm action on R3R, see. And discovered a new rundown of R2H.
You're using an R2H in a training
pattern right now. Well, R2H exists, of course, as a highly
therapeutic process, too, prac -- more or less the
way you're doing it.
But I've been refining it. Refining it. Getting it down to
about a ten-step action, which gives the maximum
tone arm action. Aims straight -- I looked around for something I
could use, you see, to rehabilitate a pc's
time sense, and there it was lying right in our laps. And so I'm
refining that to just rehabilitate a pc's time
sense. And it does wonders for a case. And finally found that I
may be looking at a one-shot OT process.
And simple as though it -- as it is.
Actually, it becomes much simpler as a process to run than
the one you're running right now as R2H. But
that is not quite ready to release. There are a couple of
questions that are being -- still kicking around about
it, such as what happens when the pc gets into an engram and you
say, "When was that?" and he is very
surprised indeed to be in this engram. And then you say, Well, its
bypassed charge is so-and-so and
so-and-so." And he has to put that together for you while sitting
in the middle of one engram -- all very
interesting. I've got to answer a couple of questions like that
and then I'll release it.
The common denominator -- which is what I've been looking
for -- of case levels is simply that and no
more. It's just the time sense of the individual. That doesn't
mean it's how well-timed he is, or this doesn't
mean that Gene Krupa and so forth -- that's rhythm sense. But just
time sense. The whenness of things. And
the deterioration of this sense is what gives you the case levels.
And that is about the end of that.
There's tremendous ramifications to this. There are lots of
other things that can make the pc unhappy or
aberrated or significances by the ton. But a common denominator of
case levels is time sense. And knowing
that, then you could probably establish case levels, which we were
trying to do by test a short time ago, by
some kind of a test of time sense. The whenness of things. As
simple as this: "What's your earliest memory
in this lifetime?" you see?
And the pc says, "Well let's see, I can remember back to
when I was twenty-nine," and so forth. You've
probably got a case level -- probably a case level 7 or something
like that, you see. We got a case level 6,
something like that.
And you say, "Well, what's the farthest back you can
remember?" and so forth. And he's trying to puzzle
around and he looks awful cloudy and you wonder what he's puzzling
about so hard. And he's trying to find
out if he can remember back to breakfast. Well, you've got a case
level 8, don't you see? Or, if he can't grasp
what you're asking him. No, but it is an indication here, of this
type of thing. Your best -- your best case
programing, however, is a discussion with the pc about what
process -- because you're dealing mainly with
long-time pcs -- what process have they been most interested in.
And you're liable to get a very interesting
ramification out of the pc, is that they have never been
interested in the higher-level process. They were
really making gains when they were running -- and they will give
you some other process.
And that merely gives you the class of process, you know.
That doesn't give you just -- don't continue
to run the process, necessarily, that they were running, that they
were interested in. But it tells you where
the interest of the pc is along the case levels and therefore you
can run the pc and he will feel that he can do
these processes. And you may be running a pc who is,
uncomplainingly and actually unaware of it himself,
running processes he doesn't feel he can do. You understand? You
may be doing something like this, you
see.
And the pc's sitting right there slugging and trying, and
sweating at it and that sort of thing, and you
just start being -- just a discussion of interest, see. Interest
discussion, that's all. And the pc says, "Well,
they so-and-so and so-and-so" and they were really interested as
they were doing some 8-C at one time or
another and they found that was terribly interesting, and actually
there's no process more interesting than
that 8-C. Don't you see? You've got your answer right there. Now,
they've done an objective -- an
objective-type process is one that they feel they can do.
These are all on the lines of estimation of cases, don't you
see? But right now I have a little assignment
for you, is just have a discussion with your pc on this basis.
There's a bulletin will be out tomorrow on this subject
that's scheduled to go to HGCs. But you will find it
considerably interesting and it tells you more about this
discussion, but actually more or less just what I've
just told you. Just have a discussion with your pc as to what
process has been the most interesting to him
and what does he consider an interesting process and all that sort
of thing, and put it down in your auditor's
report. And don't necessarily shift his gears, but this is --
might be very revelatory to you and also to the pc.
Now, I have a reality on doing a process that is too steep.
I've never had this reality before and -- this is
the subject of today's lecture -- and I got confused and -- didn't
much appeal to me. Process was just a bit
too steep. That's a brand-new experience for me, but I can
sympathize .with the guy who's wading along
now and doing that sort of thing, running something that's a bit
over 'is 'ead.
And I had some adventures recently that I'm going to tell
you about in this lecture. And if any of you
faint or anything like that, why fall straight back in the chair,
not into the aisle and so forth. And if you start
screaming or anything, why the -- I think the pavilion speakers
are on, aren't they? You can go out there and
scream. Anyway, the difficulties -- the difficulties of
exploration are based on the fact that you can most
easily go when you know.
And I think the British motorist deserves the gold medal
amongst all gold medals for knowing before
they go. I remember one time getting a routing from the Royal
Automobile Club for an African trip and they
gave me little cards. And everything was measured off in tenths of
a mile. And I read these cards all over.
You went over the top of a brow of a hill, you see, and there was
a small cairn of stones to the right and that
was 1.7 miles from the point you had just left, you see. And then
down at the bottom there was a small
bridge and it had a barn on the right, you see, and that was 1.85
miles, you see. And that -- going along and
-- I read all these cards and didn't bother to take the trip
because it was...
But exploration has its disadvantages. Definitely has its
disadvantages, because more than once, why,
one finds himself out at the end of a ridge and there's no way
back -- he can't get up the sheer surfaces he's
come down -- and he looks in front of him and he finds there's no
way down. And that is it. And so it can be
too much of a good thing, not knowing before you go. You actually
can't know too much about where
you're going before you go when you're doing anything like
exploration of the time track. And I've been
fronting up on this for some little while and I find very few
times have I had any faint heart or upset along
that until just recently. And I got the creeps, frankly.
And well, it starts like this -- it starts like this: I was
up in the Van Allen belt -- this is factual, and I don't
know why they're scared of the Van Allen belt, because it's simply
hot. You'd be surprised how warm space
is. Get down amongst the clouds and so forth, it can get pretty
cold and damp. But you get well up and
sunlight shining around and that sort of thing, it's quite hot.
And the Van Allen belt was radioactively hot.
A lot of photons get trapped in that area and so forth. And I was
up there watching the sunrise. Well, that
was very interesting. And my perception was very good, and I was
taking a look at Norway and Essex and
the places around, you know, and getting myself sort of oriented.
And then something happened to me that
I didn't know quite what had happened to me. I thought some
facsimiles must have appeared in front of me,
but they didn't look like facsimiles. And some other things
happened and I had a feeling like I might possibly
go into the sun. And a few other little uncomfortablenesses there
where... That wasn't what awed me. But I
got confused. I got confused because the sun was suddenly larger
and then it was smaller and somehow or
another I was doing a change of space process that I myself was
not familiar with. And it made me sort of
bite off my thetan fingernails just a little bit, you know?
And I said, "Well, I'd better look this over a little more
thoroughly." And proceeded to do so. And a bit
later that day, why I did some reach and withdraw on the polar cap
and so on -- orientation. And we got
quite a bit out of this because I was able to establish some reach
and withdraw process - I knew how the
world must look to somebody who was in a body and had pictures
appearing in front of them and that sort
of thing. I knew they could get kind of queasy about this
situation.
Well, that wasn't what overawed me. What overawed me was
when I found out I hadn't been looking at
pictures. That was upsetting, becau -- I was invalidating my own
perception. It didn't look like pictures, don't
you see. And I was busy invalidating my own perception and so on,
and I wondered why I was nervous.
That was what was really puzzling me. What was this all about? And
I couldn't quite figure out what had
happened and then I finally did find out what had happened. And I
had actually appeared in a dispatcher's
tower on Venus and had appeared back where I was above here. And
had done it like that. With no volition
on my own part at all. That was upsetting.
You start doing appear and disappear, you see, automatically
and you say, "What's happening? What's
happening? You mean to say I'm going to be prowling around in the
stratosphere and all of a sudden find
myself appearing and disappearing elsewhere without any volition
on my own part?" Actually, I didn't think
all this through until later.
But I thought, "Well, prowling around up here is a little
bit over my head just now. And I'd better know a
little bit more before I go." So, that was some weeks ago, and
since that time I've been exploring around and
finally found out what I was looking at. And you talk about a
fellow -- he's brought home this nice pet, tame
variety of snake, you see, and he's put it in a box. And then a
snakeologist comes along and he says, "Good
heavens, man! Where did you find that king cobra?" That's the way
I felt. I'd been looking at where you go
every time you die, see? And I finally found out what this planet
is and why life is so loopy.
Now, we've got some of this back in 52. Dishing it out
intellectually; I had a good intellectual reality on it.
We'd talk about between lives area and we'd dished all this off
the cuff. This is not data which is unknown
to us, don't you see? But that isn't the same as going there. That
isn't the same as going there with your
eyes wide open. And realizing that all you had to do was to be
there at the exact point which you're
supposed to appear at and willy-nilly you would have gone over
Niagara Falls through the implant, you
see? And that is what has happened to me last few weeks, and... So
I've been studying this situation very
hard and, as I say, I've come up with the data with regard to it.
Of all the nasty, mean and vicious implants that have ever
been invented, this one is it. And has been
going on for thousands of years. It's the most complete memory
wipeout system and the biggest bunch of
lies that anybody ever had anything to do with.
Now your understanding is that when you die, why somehow or
another about fifteen minutes later you
appear in another body. Let's look at this thing from a time
disorientation basis. That is a lie. It takes
sixty-nine days plus. More than sixty-nine days. And you very
often go -- see, this has upset some of our
calculations. We've wondered what has happened to some of our
people, why they didn't show up again
immediately, that sort of thing. You've gone as long as eight or
nine years between death and birth.
Now what happens -- I'll just give you a fast rundown on
this situation -- what happens is, is you've got
a compulsion to appear; this was why this yo-yo. see? You got a
compulsion to appear at the between lives
return-point. And, of course, you just do a disappear at death and
an appear there. You don't travel to there,
see. It's all nicely implanted and you're supposed to arrive at
this exact point. And having arrived at this
point you go through the works. And the works consist of a false
death given to you in pictures. You're
caught there and beamed in, and you get a bunch of pic