--------------------------------------------- SUPERSCIO #5A IMPLANT UNIVERSES --------------------------------------------- Copyright 1996 All commercial rights are reserved to the author, who currently wishes to remain anonymous and therefore is writing under the pen name of "The Pilot". Individuals may freely copy these files on the internet for their own use and they may be made available on any web server who does not charge for them and who does not alter their contents. --------------------------------------------- WARNING: THESE ARE NOTES ON MY RESEARCH INTO LEVELS BEYOND OT 7. THEY MAY BE RESTIMULATIVE OR UPSETTING. THE MATERIAL MAY BE INCORRECT, INCOMPLETE, OUT OF SEQUENCE, OR SIMPLY OUT GRADIENT. READ THEM AT YOUR OWN RISK. INTRODUCTION 16 Dec. 1992 We are the decayed fragments of the god like beings who created this series of universes. The fall has been a long one, encompassing the life spans of numerous universes. The road back is long and hard, but the rewards are rich. The subject before us is so vast that there is room for many researchers. I am obviously not the first, nor will I be the last. As of this writing, I have not attempted to design a new bridge or revise the works of L. Ron Hubbard. I have not even tried to put these new materials into a form that public individuals could use. Instead, I have taken a walk through the unexplored wilderness, risking no one's case except my own. These are my notes on that journey. PART 1: AN INTRODUCTION TO IMPLANT UNIVERSES IMPLANT UNIVERSES March 29, 1990, Rev. 16 Dec 92 The most basic aberrations stem from a time when the individual had capabilities approximating those of a god. To even conceive of those early incidents requires taking the viewpoint of a being that could create and destroy universes at will. But do not be fooled into thinking that such power solves all problems. Especially as we are only talking about power over MEST or the various equivalents of MEST in other systems of creation. When all men are gods, the problems of interpersonal relations are aggravated rather than lessened. A being becomes abberated first and then he loses power as a consequence of those aberrations. Therefore, we find that the earliest unabberated period is followed by a period of intense abberated behavior where the individual still wields the power of a god. When an individual cannot be harmed or trapped by force or emotion, then all that remains is trickery, wrong data, and considerations that will lead him into trouble. And when such individuals come into conflict, and have the power to create universes, they will create universes specifically tailored to trick, degrade, and abberate each other, hence the existence of implant universes. An implant universe is a universe intentionally designed and used to install aberrations. They primarily existed early on the track at a time when the creation of universes was far easier than it is now. Before discussing these further, Some background information on the subject of universes in general is needed. 1. The Nature of Universes A universe is a self consistent package of rules and mockups. It will have space or the equivalent to separate the mockups. It will usually have time of some sort to handle the consecutiveness of events. It will have some kind of contents such as matter and energy. And there will be a set of rules concerning the operation of the whole affair. MEST style universes similar to ours have been common for a long time, primarily because the penalty universes of the home universe era implanted a predisposition towards this kind of mockup. But many other things are possible and universes designed as traps or implants often go beyond the usual definitions so as to take advantage of the individual's ignorance and blind spots. Universes are created by postulate, perpetuated by alterisness, and made real to others by agreement. The universes we are interested in running out at this level were postulated, alter- ised, and agreed upon. There is a great deal of relevant material in the Axioms, Phoenix Lectures, Philadelphia Doctorate Course, and other early Scientology materials. It will also greatly speed processing and understanding to first run spacation (PDC) with attention to mocking up simple little universes and observing the behavior of space and time. As noted by LRH in one of his lectures, beings shift between universes by agreement. Imagine a Universe with a red sofa and a red chair, and a second separate universe with a green sofa and green chair. Imagine someone agreeing with the red sofa and therefore being in the red universe. Now imagine him changing his mind and agreeing with a green sofa. He shifts to the green universe. Note that a consequence of agreeing with the green sofa is that he also winds up with the green chair. If he wants a green sofa and an orange chair, he either must alter-is the green universe (which could be hard if many other beings are agreeing on it) or he mocks up a new third universe with a copy of the green sofa along with an orange chair. Note that if he wanted to meet someone sitting on the green sofa, he would be stuck with the green chair since the other person would be there rather than in the new universe with the orange chair. The thetan still has the ability to shift to a universe simply by agreeing with it. His current problem is not getting into a new universe but getting out of the old one. His agreements with this universe are very sticky and pinned down. He can easily get into contact with another universe by mocking up someone in it and agreeing with them but he only gets it in a vague sort of way because he wouldn't let go of his agreements here on Earth. This was different in the early days. By this I mean the time period subsequent to separation from static but prior to having solidly agreed upon universes that one did not leave. The earlier scene (which is also the ideal scene toward which we are aiming) was one in which there were many agreed upon universes (and also many non-agreed individual universes) and they were being constantly mocked up and changed around by postulate. The individuals moved around between these by selective agreement. Consider a being who is not dependent on food or clothes or any sort of mest since he can mock up his own if he wants anything. Under these circumstances, what sort of things would be valuable to him? It would be things like admiration, new and interesting creations, aesthetics, communication, etc. Basic things which are dependent upon interchange between beings. Here you have situations such as a being mocking up a universe and trying to make it aesthetic enough to be interesting to others. He does this so that others will agree upon it, admire it, and contribute to its reality. This leads to a sort of one-upmanship and trying to score "points" and eval and inval and art critics and all sorts of things. There is actually quite a high level of game condition and agreed upon penalties, etc. going on between beings who can create and destroy universes at will. It's really quite a lot of fun but it can look pretty rough to someone walking around in a meat body. Besides the normal agreed upon universes that people get together in, you find another kind of agreed upon universe. This is a sort of "canned" or pre-defined universe that could be thought of as being like a movie is today. This sort of universe is postulated as a complete track. I.E., the time line as well as the space is mocked up when the universe is postulated. Imagine some pleasant movie being actually created as a full reality with all the perceptics etc. Now imagine that a "viewer" goes into agreement with the star actor and actually experiences the movie as if it was his own life. The track is frozen. He picks up the beginning of it and lives through it to the end and if it was really good, he might want to experience it again sometime. In this sort of movie, you generally have no freedom of choice within the universe. The track just runs you forward from beginning to end. It is a universe in its own right and is not located in space or time relative to any other universe. Its just there as itself and if you feel like agreeing with it and experiencing it, you just go for it. Of course, you do have the same choice that you have now if you run a tape in a VCR. You can stop the film or back it up or just turn it off. But you can't change it internally unless you want to copy the whole thing and do a remake of the story with variations. There was actually quite a bit of competition involved in putting together these entertainment universes. A sort of Theta level academy awards so to speak. Sometimes heavy penalties such as a period of service or subjecting oneself to an unpleasant universe were gambled on bets as to whose mockup would be more popular. There was also a flavor of "canned" universe that had some degree of choice in a manner similar to that of a video game or computer adventure game. I.E., there might be a number of canned scenes and you would go to different ones depending on key decisions that you would make, or there would be a set of canned targets that would come at you in random sequence and you would score points as you eliminated them. Here you have a series of mini- tracks all linked together with a postulated program. Anything you can make a computer or VCR do can be set up the same way in a series of conditional theta postulates. For example, you can make the postulate that if someone opens the door, then a green mouse will run out. This is really no more difficult than postulating that a green mouse will run out right now. Note that under these circumstances, time travel becomes the equivalent of rewinding a VCR. This, of course is time travel relative to the track of a universe. Your own track is sequential regardless of whether you loop back through the track of a universe. You could play a bit with a VCR and recognize that you can "go back in time" by rewinding it a bit or "predict the future" based on having seen it before. If there is a calendar visible in the movie (the equivalent of the time tags on a picture or the actual time of a universe), you will see that the universe's time for a given scene is the same whenever you view it. This does make dating difficult. What with many agreed upon universes, so that there is no single one with the "right" time, and with canned universes that have the same date each time they are visited, values such as x trillion years ago are not too useful. Time was not tied together between the different agreed upon universes and flowed at different rates so even if two people agreed to count things in "Earth" time, they might have vastly different dates for the same moment when they happened to be in the same universe together. Dating can be done relative to your own experience by seeing what things happened before and after each other for you. Late in this sequence you will find the appearance of home universe. By this time the being was already slightly decayed. Instead of simply creating and destroying a multitude of individual actual universes at will, he wanted some agreement. So a large matrix of interconnected universes was set up and agreed upon. Each individual was assigned his own home universe in this matrix where he could mock up what he wanted. He invested so much time and effort and creativity into his home universe that he didn't want to let go of it. As a result, he could be trapped by it. This free theta period ends with the collapse of the home universe matrix into a single agreed upon universe. 2. The Mechanics of Universes A Universe could be created by exactly and specifically postulating every individual element in it. However, this is quite a bit of work. There are some common shortcuts that are easy to use. These show up frequently in the construction of simple universes. It is almost as easy to postulate an infinity as it is to postulate an individual item. This is because an infinity of something is a single intention rather than many detailed different things. Lets say that you wanted to mock up a beach that someone could walk down. The way to spend eons at this is to mock up each individual grain of sand as itself and different from its neighbors. Instead, you mock up one grain of sand in detail and then copy it. You say this goes on and on. If you want and if there's nothing else in the space yet, you could just say that the beach goes on forever. This is an infinity. No matter how far along the beach someone walked, there would always be more beach. Note that the beach would always be the same unless you went along and changed some parts of it. You could also postulate a progressive infinity. Lets say that you mock up a stretch of beach in an intermediate color. Now you say it goes on forever in one direction getting lighter and lighter and goes on in the other direction getting darker and darker. Again this is just a simple postulate without a great deal of detail work. For a human level example, consider the number line in mathematics. The postulate here is just that there is a number and then you add one to it and get a bigger number. When numbers and counting were mocked up, just the basic premises of quantity and counting had to be conceived of. Nobody had to sit there and mock up every possible whole number from one to infinity. If you think of a bigger number than anybody else has ever thought of before, it doesn't make any difference. The next number is there just the same as always. In the same way, no matter how far you go down that beach that was mocked up as an infinity, there is more beach. And if a progression such as the sand gets hotter the further you go was included in the postulate, then it just keeps getting hotter. This works the same way as the numbers getting bigger and bigger as you go along the number line. Another trick with this is to postulate a repetitive pattern out to infinity. Here you say there will be a mile of green sand and then a mile of red sand and then another mile of green sand on and on forever. Its still pretty simple to set up. Any kind of mathematical series can be used in this kind of infinite postulate, it doesn't have to be a simple alternating sequence. The practical application of this is that you will find that there are universes where there really is mud from here on down and it just gets thicker and blacker no matter how deep you dig. And when you say, well what's on the other side of this mud, the answer is that there isn't any other side. It was not defined for the universe in question. It just goes out to infinity. That's what the postulate happened to be and that's what you have to duplicate to as-is it. In this universe, the postulate is infinite space. The space just goes on and on no matter how far you go. Another popular trick is to curve one of these infinities back on itself. For this, you take the infinite beach and select a point on it and then take a different point far away and make them be the same point. This is not very feasible if the beach already has junk on it and differences etc. But if you do it when the beach is pure and simple, you're only alter-ising the simple original postulate and it goes fairly easily. So this is a common second postulate before you get carried away with making alterations. Once you've done this, the beach will have a finite length and loop back upon itself as you walk it. But the beach is not curved, it is still flat and straight. It is the space itself that is curved. In an ordinary playing field type universe like this one, the thing just sits around getting alter-ised and fooled around with by whoever is in it. If you pick up the agreements of that universe or of someone in it, you get it in its current state. However, a story telling universe, or its viscous cousin the implant universe, also has a canned time track. In this case, not only the space but also the time is postulated. For example, day one is sunny, day two is cloudy, and its blackness from day three onward. The infinite postulates can be used with time just as well as with space. Imagine "Gone With the Wind" being set up as a story telling universe. First, a production crew would mock it up in detail, step by step and day by day. You would get into it by picking up the agreements at start of track. In other words you would agree with the Civil War and Tara and Scarlet etc. and suddenly there you'd be. It might be that the story was only mocked up from Scarlet's viewpoint, or maybe there'd be a choice of characters you could be with each one mocked up in full. At the end might be the credits, a theta signature that was postulated to go on forever in the time track of that universe. Because universes are entered by agreement, it becomes possible to cause someone to shift universes by enforcing the appropriate set of agreements. One being can blanket another and enforce the agreements of start of track of a canned universe and so get the other individual to run through it willy nilly. The canned universe in turn can inflict yet a further set of agreements which take him into yet another universe. And so we have Universe shifting incidents. Now we can explain Incident I. This is an implant universe that is a universe shifting incident. The incident is at start of track in its own weird universe. That's why you can have an earlier incident I and yet its always at the beginning of time. Its not just that it says it is at the beginning of time, it really is at the beginning of time in its own universe. It lays in the basic agreements that take you into this universe. The games in this universe are based on force and so you have things like the charioteer. The blackness at the end of incident 1 is an infinite postulate that just goes on forever in space and time. Since there is no real change except for repetitive waves in the blackness, eventually you shift over to the agreements that it was installing and wind up here. It is used to take undesirables and banish them to this universe. Sometimes someone manages to get back out of this one and they throw him in again and so you have the multiple occurrences of the incident. The overt side of this (blanketing someone and pushing them into it) is quite beneficial to run out. 3. The Decline of Theta It is possible that there once was a game and that we divided up into teams and each team created an abberative universe that would be used by them on the losers. The agreement would be that the winning team would get to gang up on each of the losers individually and push them through the penalty universe. It doesn't really matter who won the first game because everyone would have kept on playing more and eventually everyone would have been pushed through quite a few of these and pushed others through quite a few times. Although each team would have worked as hard as possible to create the most horribly abberative universe, in early runs, it probably only left a slightly sour taste in the mouths of the losers for a short while. Remember that we're talking about beings who could create and destroy universes at will. If this is the case, then anyone might have either the overt or the motivator side first on a particular universe, however, by the time we had decayed to the point of getting stuck in universes, we all probably had both sides on all of these. In the overt side, a team blankets an individual and forces him through. You get a little kickback of the incident from the individual your holding in there and sometimes you feel him wiggling around and trying to get out and you are pushing back with postulates and intention. On the motivator side, you experience the universe. The experience is such that it leads you to make abberative postulates. In addition to this is the overt of building one of these. There is generally a chief architect who lays out the overall plan. There might also be designers who work out the details of each area. Then, a group effort is done to postulate the track of the universe in detail. Once this is done, it "is" and it floats in its own space and time and can be reached thereafter by connecting to the starting point. Quite a few of these were built. There are very simple three dimensional ones that just place you in a bad construction that you have to make an abberative decision to get out of. There are also highly complex ones with postulated time tracks that take you from the top of the scale down to the bottom. Early on, there were no fixed ideas or considerations. These universes laid in fixed patterns and ideas. Every scale in Scientology is an arbitrary pattern of behavior. If a thetan is totally free to postulate, then there is no standard pattern. You can only have a scale if you have a standard aberration that causes behavior in a certain fixed mold. Consider the tone scale. Why should boredom be above anger? This is a fixed pattern that was used over and over again in implant universes until the individual felt that the one emotion should follow the other. Here also is where all the consequences are defined. I.E., if you do A, then B will happen to you. A thetan can postulate anything. He can have his cake and eat it too. But here he was shown (and showed others) that when the cake is eaten, it is gone and can no longer be had. Even the laws of energy and the very concept of energy itself had to be defined by these implant universes or else they would not be consistent from individual to individual. A particularly nasty set of these implant universes laid in the dynamics. Each impulse to survive is due to an implant that created a problem in survival. Without the implant universe, the individual can start, change, and stop at will. Only a heavy aberration gives him a need to survive. This series of implant universes appears to have been built by all of us working together during the home universe era for use as a penalty for anti-social behavior. These "Penalty Universes" will be covered in detail later. Some of these universes have "items". These are thought intentions that one receives as he goes through the experience. The thoughts sort of permeate the space of the universe at particular moments in the track. These postulates were put there while the universe was intended and the individual gets them as he goes through it. Every abberative mechanism addressed in Scientology can be found being laid in in one or more of these universes. This not only includes aberrations such as interiorization or the overt/motivator sequence but also thing like becoming infested with BTs (for a "good" reason) or making a goal go down a declining series of items. Besides the aberrations of the grades and OT levels (and aberrations like the impulse to build actual GPMs), there is another abberative impulse which shows up in these. It is the impulse to split off or abandon identities. I.E., one becomes two, or you leave your real self behind etc. After all of this, you still have someone fairly able. He could disagree and throw this stuff away when he came out of it, but he thereafter had considerations and the predisposition to getting in trouble on these various points of aberration. 4. The later track Before and parallel to this universe, there is a "magic" universe. The magic universe was an agreed upon universe somewhat similar to this one but things worked a bit differently. Although everyone was pretty much in this magic universe, we weren't quite as stuck in it as we are here. It was still possible (with difficulty) to shift universes. These old implant universes were still lying around. Sometimes you find a wizard calling a demon (or genie or whatever) to carry someone off to "hell" so to speak. Here you have the demon blanketing the individual and forcing him into one of these implant universes. The demon gets a bad kickback out of this and, although the wizard knows better than to connect with the implant universe himself, he's got a big overt and becomes very motivator hungry (and sooner or later someone else dumps him in). So you still find overt and motivator experiences of these implant universes as recent as the magic track (which can be quite recent). We all had our turns at being wizards, demons, and victims in the magic universe. This universe was built by the inhabitants of the magic universe to get rid of undesirables. They set up the Incident 1 implant universe as a transfer mechanism to shift beings down from the magic universe into this universe. Eventually almost everyone wound up down here. Of course, there were frequent "escapes" from this universe, but they would eventually get caught and be shipped back here again. This is why you may have recent magic track in between MEST universe track. Eventually, most of the magic universe decayed since there were too few beings left to keep it properly mocked up. The few remaining wizards (or rulers or powers or whatever) left there decided to invade this universe and come down in style. They'd round up escapees or collect beings from this universe, pull them all up into the magic universe, implant them, and make them up into an army. This seems to have been done 5 times. These are the 5 invader force waves, but that's another story. Once someone is in this universe, they are generally too pinned down (by repetitive uses of Inc 1) to be put through an implant universe. So you don't generally find these in MEST universe track. However, things out of implant universes, especially items and pictures, were often shot at the person with force. These are the electronic implants (OT 2 etc.). There is also a similar mechanism used in magic track where implant items are laid in with force. For example, take the Tiger implant universe (one of the penalty universes that laid in the dynamics). The actual experience of being the Tiger and going around eating things (and hearing occasional TO EAT IS ... items coming as intentions (not words) from the space around you) is in the original implant universe. Here you are the tiger and look at other things through his eyes. But if your sitting in a chair in the incident and being hit with force and seeing pictures of a tiger walking around and hearing items in words, it is probably from some of the electronic implants used in this universe. Very recently, in Incident 2, at one point there is a big Tiger face in the sky who says some of the items, and at another point, you're shown a tiger walking around in Kenya going through some of the experiences (and you're told that this is where the tiger universe really is). These are all later restimulations of the original implant universe. 5. Factors involved in running implant universes Most important is ITSA. Spot what is what. ITSA things. Notice the lies or wrong datums. Blow by inspection when possible. You can go through these itsaing what happened. Sometimes, you notice a whole large later dramatization of your own that was based on one of these. If it comes up, itsa it. It is important to get this itsa down on paper (even if there is no CS) to get it separated from yourself and the experience out where you can look at it. Don't sit around Q & A ing on a whatsit. Spot what you can spot with certainty and the confusions will clear up as you keep accumulating rightnesses. You can date these things relative to other experiences. Sometimes you have to go earlier either to an earlier occurrence of the same implant universe or a similar experience in an earlier different universe. Getting off overts is very important. Early on the track everyone was constantly working to trap and implant each other. Especially watch for the one that you regretted. If you get a still picture, it might be an implant picture but it could also be some incident that you regretted heavily in which case it is the tail end of your doing something that you considered to be a terrible overt. You were implanted to hit some poor victim by mistake whenever you went after an opponent. As a result, it happened quite often and you cut your horsepower way down as a result. BTs will show up on these. If you've EPed Nots, they should easily blow on inspection. The reason you didn't find them before (assuming OT 7 was done) is not due to the BT but to the fact that your confront was out the bottom on what the BT was being or where he was. Identity splits will also show up. If you've EPed these, the split should probably dissolve on inspection, but since these are not being handled as their own level right now, you might need to run out the split. A split is usually created by making you take two viewpoints and then implanting each one with a goal. The goals of each side are detestable to the other so that you as each identity cannot bare to be the other identity and so keep them separate. One handling is to find the detested goal on each side. Another way is to simply blow through the valence wall by getting on both sides of it and being willing to be yourself. Then handle any BTs who are trying to put the wall back or copy the valences or items involved. If you run into a body in pawn, handle any BTs/Clusters you can find and then look for an identity split since one is generally set up as part of the mechanism that keeps you connected to the old body. (Aug 1996) Another trick is to have them "Point to the being you divided from". This is probably the fastest and easiest technique and you don't need to be sure that it is a piece of yourself because this has some workability on pieces of other people. Often you can't recombine a piece of yourself because you have other pieces missing in between. This shouldn't matter but it does seem to get in the way and this command works to handle it. The split off piece might not rejoin you here but instead rejoins another part of yourself that is elsewhere. Abandoned viewpoints may show up. This is a special case of an identity split. Here, you abandoned the old identity (and left it where it was) and started a new one. Sometimes this is due to being completely trapped and 'dying' as a thetan but usually it is due to doing a GPM crossover (becoming what you detest). Again, get the goal or item or overts. Also watch for BTs holding identities trapped or holding them apart or together or whatever. Watch out for earlier beginnings. Sometimes a universe starts with a sequence like the factors giving a mimicry of separation from static before actually getting into the body of the experience. When you run these implant universes, go back to the actual space and time that they were done in and mock them up there. This is like the drill in the old OT 4. Hopefully there will be platens for these so that you can just read them slowly going through them and itsaing as you go along. If you do have to research one from scratch, you'll need all of your bag of tricks as an auditor and some guts and good guesswork. THE UPPER DYNAMICS 29 July, 1990, Rev. 16 Dec 1992 The definition of the 8 dynamics has been used successfully for many years. Much observation of life and the long history of workable auditing rundowns based on these show that they do, in some manner, form a complete set of the urges to survive. But there have always been loose ends which hinted at something more. First, there was the recognition that Survive was not the ultimate goal but simply a mid-point in the Create-Survive- Destroy cycle. Of course, one can do better than simply surviving on the 8 dynamics. One can BE these 8 dynamics (see the Technique 80 lectures) or even create in each of these areas. But, although a being can operate along these lines, they do not seem to form a complete picture of surviving well as a thetan. Although a thetan can't help but survive in the sense of persisting, he can certainly survive well or poorly in his own estimation. And his estimation of this only follows the 8 dynamics to the degree that he has gone into agreement with physical universe survival. It is not his normal baseline. His native operation is up towards the create side. Consider achieving ultimate survival in mest universe terms on these 8 dynamics even to the extent of being worshipped as a God and having ultimate persistence along all these 8 lines. But imagine it with nothing more beyond this, no beauty or ethics or interesting games. This would be a poor and tawdry thing for a thetan. In fact, it would be a trap. Infinite survival in physical universe terms is a curse, not a blessing. Therefore, just as we see 8 dynamics reflecting the Survival or physical universe band of the scale, so we might conceive of another set of 8 reflecting the creative or Theta band. The next clue was the mention of Aesthetics and Ethics as the 9th and 10th dynamics in the Philadelphia Doctorate Course lectures. Certainly these make sense in terms of Creative or Theta dynamics. Also, we can see that the physical universe tries to make nothing out of these, but in spite of this, thetans do operate better when ethics and aesthetics are present. Looking further, we see other factors that the thetan values. He likes playing games and building things and figuring out logical problems, and especially, he loves to create. Often you will see an individual considering one or more of these as being more important than good survival in mest universe terms. Consider someone solving a crossword puzzle with no payback in terms of any of the 8 dynamics and perhaps even putting off eating and sleeping (good physical survival) to accomplish the task. Is this some weird aberration laid in by an implant? Or is it the individual's last remaining shreds of theta level operation persisting in spite of all physical universe evidence and objections. I struggled long and hard to define these 8 upper dynamics and get them in the right order. Much research of the whole track and implants gave many clues (there are many implants which try to abberate each of the 16 dynamics in sequence), but still the correct order eluded me. Then one day, I saw that each of the lower dynamics had a slight tendency to sublimate into the corresponding upper dynamic. This let me establish the order of the upper dynamics based on the known order of the lower ones. This brought considerable order and relief to other areas that I was researching and validated the entire pattern of dynamics. The list of 16 dynamics is as follows: 1. self as a body 9. Ethics 2. Sex/Children/Family 10. Aesthetics 3. Groups 11. Construction 4. Governments/Mankind 12. Reason 5. Lifeforms 13. Change 6. MEST 14. Games 7. Spirits 15. Knowingness 8. Worship 16. Creation The 9th dynamic, Ethics, has been defined as the contemplation of optimum survival. A major component in this might be referred to as Integrity. For a being who cannot die, integrity is the cornerstone of real survival. Whenever he has lost it, he has not truly survived in his own estimation. We might say that physical survival as a body sublimates upward into this Ethics dynamic. Or, from another viewpoint, we might say that Ethics has been collapsed downward into physical survival. Once the thetan has abandoned integrity and lost himself as a being, all that remains is the effort to persist as a physical mockup. Note that I have reduced the definition of the first dynamic down to survival as a body. We generally think of this dynamic as encompassing more theta qualities, but these are really the remnants of dynamics 9 to 16. Once these theta dynamics have been crushed out of view, the last lingering traces can be attributed to personal survival since they are the thetan's last hold on survival as a being. The 10th dynamic is Aesthetics. It has often been said that sex can be sublimated into aesthetics. We can also see that aesthetics is a huge band of theta enjoyment. In the second dynamic, this enjoyment seems to have been collapsed into a simple physical act. What about the close sharing and love between family members that occurs on the 2D? It's more than simple ARC. How would it manifest between beings without bodies? Wouldn't it be proper to describe this as the intimate exchange of aesthetic waves between beings? The eleventh dynamic is Construction. This is the kick you get when you build something yourself. The child putting together a model airplane is surviving on this dynamic as is the person who builds his own furniture for the fun of doing it. You might say that this is simply survival through Mest, but it's not. You can buy the child lots of model airplanes and they don't matter one whit compared to the one he built himself. Here it's the construction itself that counts rather than the havingness. Interestingly enough, this does sublimate upwards from the third dynamic. Or rather, the third dynamic is to some degree a lower shadow of the Thetan's constructive impulses. The biggest and most interesting constructive efforts involve groups of beings working in a coordinated effort. This is a natural way for Thetans to build things and it is the way you would go about putting together a complicated universe. When survival is not a problem and no one has to work for a living, they still join groups for the purpose of building things that are fun and interesting. The 12th dynamic is Reason or Logic. Here is the realm of the mathematician, the problem solver, and the player of thought oriented games. Here I'm emphasizing the abstract problems because it's easier to see the urge in isolation from the other dynamics. The 4th dynamic has been referred to as race and mankind. But a better definition would be to consider it as those groups that one is born into. The big difference between this and the 3rd dynamic is that in the 3D one has choice as to what groups to join but in the 4D your stuck with it and must figure out some reasonable way for everyone to get along together. Governments generally fit more into the 4D characteristics rather than the 3D and should be considered here. Since people cannot leave a 4D easily, this raises the entire area of law and legal systems. This sublimates into the dynamic of reason since logic is the primary justification of law. For the 13th dynamic, we have Change. Thetans will alter and modify things just for the sake of change and variety. No other reason is necessary. Notice that this dynamic is above reason and often operates contrary to logic. As Ron has pointed out, change and unpredictability are survival characteristics for a Thetan because it makes him difficult to manipulate and trap. At a higher level, we see that altering things lends persistence and interest and variety. In the fifth dynamic, we also see endless change and variety as one of it's greatest survival traits, so its reasonable to consider the 13th a sublimation of the 5th. The 14th dynamic is Games. The subject of games was frequently discussed in the materials of the 1950s and is obviously a keynote of theta operation. As far as relating this to the 6th dynamic, it would seem that a playing field and implements and some rules about energy etc. would be necessary components in a game. This is the only theta dynamic where a consistently paced sequential time rate would really be needed. We might well consider the entire Mest universe to be no more than the components of a game. Note that here we are referring to action games rather than the thought games of the 12th dynamic. Knowingness or Understanding is the Fifteenth Dynamic. This is higher than the dynamic of Reason and quite distinctly separate from it. With reason, one follows a logical progression, but in the 15th dynamic one can just know. Here we have the urge for knowledge and understanding even when there is no physical universe reward in sight. Again we have something that has been extensively discussed in the early technology but not previously considered to be a dynamic. Although one may come to understand something by study or reason, the higher levels of knowingness are achieved by pervasion, mockup, ARC with other beings, and by pure postulate. In Mest universe operation, this is all closely related to survival as a spirit and with other spirits. The 16th dynamic is Creation. Here we have ourselves as gods rather than worshipping gods. This is the cause side for which the Mest universe 8th dynamic (religion etc.) is the effect. Of course all these 16 dynamics are inter-related. Although I have pointed out that it's the upper 8 dynamics which are operational beyond the physical universe level, within this universe the lower 8 are vastly significant. True survival here means operating fully on both sets of dynamics. Note that each of these upper 8 dynamics have been used to trap and aberrate thetans. Since the thetan wants to do these things, he can be suckered in and taken advantage of even when he is in a bodiless or OT state. His own codes of ethics can be used to trick him into punishing himself, his love of aesthetics can be used to lure him into traps, etc. Total freedom would require being able to operate or not operate in these areas at will. Just because these areas are interesting doesn't mean that they have to be compulsive. A thetan doesn't have to have a game, he only thinks he does. PENALTY UNIVERSES, GENERAL INFORMATION 10 April 1990, rev. 15 Dec 1992 The Penalty Universes are a set of Implant Universes that date back to the home universe era. Before reading this, you should be familiar with the material presented in the earlier section on Implant Universes. 1. Introduction Underlying almost every datum that we take for granted, underlying all the consequences that we believe to be natural facts of life, underlying almost every abberative factor we know of whether it be implants or grade material or Nots, and underlying every scale and button discovered in Scientology is a specific series of implant universes which set these things up and laid them in so deep that they are the anatomy of life as we know it. These things are the penalty universes which were part of the home universe matrix. Conceive, for a moment, of someone who was nearly a god; An individual who was fully capable of creating matter and energy in space and time. A being with but a few aberrations such as a preference for 3 dimensional creation and perception. A being only slightly constrained in that he preferred to create his own universe (a "home" universe) in conjunction with the matrix rather than mocking up and throwing away entire universes off on his own. Such a being does not need to survive (or even conceive of the concept of personal survival). He is indestructible and he knows it. He cannot be affected by any energies or trapped by any walls or barriers. At first he is only held by a desire to interchange things such as admiration with the other beings in the matrix. Eventually, however, he puts so much work into his own creations within his home universe that he is reluctant to abandon them and he is so entertained by the creations of the other beings that he is reluctant to sever contact with them. As a result, he can be trapped and controlled by his refusal to abandon his own and other's creations. Besides the many home universes, the matrix also came to include many small agreed upon universes. Groups of beings would create these as comfortable places for beings to meet or artistic creations or whatever. There were also small fixed track universes that told stories or dramas for purposes of entertainment. And eventually, there came to be a series of universes created for the purpose of inducing aberration as a penalty for troublemakers or whatever. These are the penalty universes. 2. The Dynamics Each dynamic impulse to survive is laid in by a set of 4 implant universes. Each implant universe establishes a goal and then abberates that goal so that it will become a problem in survival. Each dynamic has 4 parts which are the efforts to survive through each of the 4 goals laid in for the dynamic. We are already familiar with some subdivisions such as breaking down the 2D into sex and children. But actually there are more subdivisions. Based on the goals that came out by assessment, the 2D has 4 parts. These are the urge to survive by a) joining with a 2D partner, b)sexual satisfaction, c) reproduction (children), and d) caring for others. The 4 goals are To Join, To Satisfy, To Reproduce, and To Care For. We could argue a lot about what we think should or shouldn't be in a specific dynamic. But that's beside the point. When I caught on to the structure of 4 implant universes per dynamic, everything fell together in a nice and orderly fashion and things began to run well and easily. Based on that, I would consider that the goals found are the correct definition of the dynamic and if it disagrees with some of our "think" on the matter, I would assume that we didn't get the definitions quite right. There are also more dynamics that we previously thought. We had a hint of Aesthetics and Ethics being the 9th and 10th dynamics from the PDC tapes, but the full set runs to 16 dynamics. Apparently, the upper 8 dynamics are so submerged in this universe that we hardly can see them as aiding survival. Going back to the magic universe, there only seem to be 12 dynamics in real operation (which is where the 12 signs of the zodiac come from). We have to go way back in the sequence of universes to find full operation on 16 dynamics. See the discussion of the upper dynamics presented earlier. The upper dynamics are as follows: 9th Dynamic: Aesthetics 10th Dynamic: Ethics 11th Dynamic: Construction. As a child you might have built a model and gotten a pro-survival feeling totally aside from any possible physical universe benefit. 12th Dynamic: Reason. This is survival though logic or constructive thought. Note that this is not the figure figure sort of think. You can experience this as the lift you get out of solving a crossword puzzle or some other abstract problem. 13th Dynamic: Change. I.E., survival though alter-isness or metamorphosis. 14th Dynamic: Games. Just the act of playing a game is survival. It doesn't matter if you win a prize. Kids know this until they're indoctrinated into the rules of this universe. 15th Dynamic: Knowingness. This includes knowingness, understanding, and learned knowledge. I would have lumped this together with the 13th dynamic if the goals hadn't insisted on separating out into two full sets of 4. Once you think about it, the 2 dynamics are quite different. It just goes to show how badly these dynamics have collapsed in this universe. 16th Dynamic: Creation. This is survival as God. The 8th dynamic turns out to be survival through worship etc. Up here is where you find the real thing. This is survival through creation and imagination. Painting a beautiful picture is 9th dynamic, but mocking up the initial concept is 16th dynamic. So is mocking up a universe. We've been lumping the remnants of these upper 8 dynamics into the 1st dynamic. Once you sort this out, you find that the first dynamic is simply survival as a body and the goals of the first dynamic are things like To Eat. And at the bottom of the 1st dynamic, you find To Endure. It's really survival as MEST. 3. Description These penalty universes are 4 dimensional constructions created in their own space and time. They have a fixed time track. You actually go through the experience when you are put through one. Each penalty universe has a single goal. The entire universe is designed to abberate this goal by causing it to decay down through about 10,000 or so items. After this, you have something about which you have problems in survival and so it becomes a dynamic through which you survive instead of just being something you can do or not do at will. There will also be a terminal, which is the thing that you are being throughout the experience. Lets say that the goal was "to Wash" (this is not a real one but they are like this), then the terminal could be a "Housekeeper". Note that it is not a "washer" or "one who washes". The original choice of terminal seems to have been a simple arbitrary. But of course, it is now recognized as something which seems very natural to be doing the goal. There are items throughout the experience. They are thought ridges that you receive as you go through it. Most of them contain the goal and have the structure "TO (goal) IS TO (...)". For example, TO WASH IS TO BE CHEERFUL. However, at basic, the charge is not on the item but on the experience. The item only tells you what to think about it. These items were restimulated by repeated runs through the universe and by later electronic implants which only contained the items. As a result, the items can have significant charge, but the earliest charge is on the experience that happens along with the item. These are not in a GPM flip flop pattern with terminal and opterm and alternation of two sides. They are in a simple downward progression of the goal gradually becoming more and more abberated. The general pattern of the progression is the tone scale from plus 40 to minus 40. All the tone levels, scales, and buttons you have heard in Scientology are items in this thing. This is the source of the tone scale. It is an arbitrary that everyone follows like clockwork. For example, there are items like TO WASH IS TO BE ANGRY etc. at their proper place in the sequence. The experience on this one might be that someone throws a tomato at the window you just washed and you get angry. There are also somatic items such as "TO WASH IS TO HAVE A PAIN IN THE FOOT". The experience on this might be dropping a bucket of water on you foot. However, the somatic items often repeat so that the same item might occur again later as a mouse bites your foot. There is no specific opterm or op-goal. Instead, the entire universe eventually works against you. There are competitors and opponents who give you lots of trouble. There might be cleaning women who go a better job and so take away your work, there might be tax collectors who interfere with your work, and there might be kids with spay cans who make life intolerable by making the windows unwashable. Eventually perhaps the city passes an ordinance against washing and the police chase and capture you and execute you. Up at the top of each of these penalty universes, the items and the experience are just wonderful. All of the top scale buttons will be there and the aesthetic and aliveness in the experience are incredible. Its so good that it really draws you in. There is nothing in this universe that can compare with the tops of these penalty universes. We were very powerful and high on the scale when we created these and it's far beyond our current capabilities. When you run one of these, you have to spot that wonderful aesthetic at the top. But don't get suckered by it. It's the bait in the trap. It leads you down to death and worse. This is described in 8-80. Now we have the actual incidents that did this. Originally, it was only these wonderful aesthetics that caused you to keep mocking up the incident. You can plot the whole thing against the tone scale. It's an exact map of the incident. Late in the incident, you're at the bottom of the scale and in horrible shape and getting hit with items that set up all the really abberated behavior. Eventually you're captured and dragged before some god (usually one or another kind of statue) who zaps you and divides you against yourself for your crimes. Then you're let go but you age and die fairly rapidly. Unfortunately, death is not the end of the implant. Once you're buried (or put in a mausoleum or whatever), there will be something that keeps your spirit in the grave. Often it is a cross. Or the people will chant or something over the grave to keep you in it. You strain to get out and find that you can't. Then there are loads more items laying in bottom scale things (such as the bottom of the chart of attitudes). Next, some sort of devils will come to drag your spirit out of the grave. At this point, you start struggling (as the spirit of the housekeeper or whatever) to stay in the grave. But they drag you out anyway and throw you in volcano where your "spirit" is tortured further. The final item is "Stay There" and you are supposed to stay in there forever. Of course whoever's blanketing you pulls off at this point and eventually you cognite and exteriorize out of the implant universe. When I stumbled across these, I started by just trying to run items out of one of these. I quickly found that I had to run the description as well as the item. Each item I pulled off revealed more. They were scattered all throughout the implant. By metering, I managed to keep the items in order. They came off in some sort of random associated fashion. It was not possible to simply list each item in sequence. Finally I was putting them on index cards and trying to keep the cards in order, locating the right position for each new item found. Soon I had thousands of items for one specific goal and no end in sight. They ran from plus 40 down to minus 40 on the tone scale and included the most incredible array of material. Everything from showing you that a solution will become a new problem to laying in the mechanics of energy behavior. It was starting to seem like an impossible task. The items had loads of charge and had me jumping out of my skin handling them. The TA would sometimes fly up and down by a couple of divisions as an item went into restim and then was spotted. Once the TA even went completely around the dial on a single item. It was hair raising. Then I found the earlier beginning to the incident. It made everything easy. 4. The Top of the Penalty Universes The beginning of every one of these is the same. It is an implanted parody of the Factors (see "The Creation of Human Ability" by L. Ron Hubbard). At the start, you are given the impression that you are the life static at the beginning of time. The first item is TO (goal) IS NATIVE STATE. You go through a series of items that approximately follow the pattern of the factors except that each one is twisted a bit to include the goal. For example, the decision is not "to be", it is "to (goal)". In our made up example, it would be "to wash". Your told that this is the original decision before all time and space and that it is the reason that you separated from native state. It's quite funny really. These items are outlined in detail in the write-up on Penalty Universe Platen 1. This platen has little charge in and of itself. It has the unusual property of not being very restimulative. It predates all charge and mostly seems funny rather than troublesome. But you can destimulate just about anything by spotting the top of platen 1. This leaves you free to muck about in the detail of the penalty universes and get all stirred up and then simply spot the top of platen 1 to blow the charge you restimulated. First you run platen 1 which looses up the implant universe. Then you can just scan things off of the later portion of the incident rather than having to single shoot items. If you get too enmired, you just run platen 1 again. After doing a pass over the implant, you just spot the top of platen 1 to ensure that you don't leave anything in restimulation. It lets you build up your muscles at scanning out items without running them in painstaking detail. These penalty universes have an aggregate of close to a million items and this would seem to be the only practical way of handling them. Terribly heavy late track incidents can be keyed out as well, but you have the difficulty of needing to know which of the penalty goals underlies the charge. Also, many later implants tried to act as groupers on the penalty universes. Just about every universe shifting implant (sentencing to a lower universe) restimulates the complete series in some fashion or other. Also, many late track incidents are based on later goals such as the negative goals that were later appended to the penalty universe goals. You have to blow out a few of the inversions before you can spot through a negative goal to reach the top of platen 1 on the positive goal that's up at basic on the whole mess. Even so, you can cool down a late track mess up by running platen 1 anyway. You might be groggy and it doesn't read well, but you do it anyway and start to feel better. At a minimum, it should keep you from getting sick on an out list. In this kind of situation, you might also run the top goal (Create) in platen 1 because many goals might have been restimulated and Create is earliest in most of the consecutive implanted restimulations of these things. Another thing about platen 1 is that it opens up recall both on the details of the remainder of the penalty universe and, gradually, on the rest of your existence as well. 5. Context of the Penalty Universes It seems that we built these things. We did a series of 3 dimensional mockups and layered them together to form each universe. The entire thing is group postulated. You will eventually be able to spot yourself together with other beings in a group working on specific items postulating them into existence. I think that each being contributed a small piece to the design of the items and then joined a group to postulate large numbers of items into existence. But no one individual worked on all of the items in any one penalty universe, so that there were always items that hit you for the first time when you got the implant. Apparently we all thought it would be a good idea if we had some way to penalize a being if he was making trouble for others. To implant somebody with one of these, a bunch of thetans would gang up on the victim and blanket him and enforce the start of track agreements of the penalty universe he was being thrown into. You can find this on an overt flow as well as on a motivator flow. You can even find a cross-flow where you watch others throwing another into one of these. There are also some tricky situations where you turn the tables on somebody. A crowd blankets you and you grab one of them and shift him under you so that he gets the implant first hand and acts as a buffer. Or you have the overt intention of blanketing someone and he shifts around on you and you get pushed in instead. Note that these were originally built and used at a time when we were not fixated on bodies. It was the continual use of the penalty universes which created the fixation on bodies. In the early experiences, the people blanketing each other are more like nebulous clouds, but they would project bodies or symbols or whatever on an as needed basis. The victim might just be a cloud when you jump on him or he might have a body mocked up or whatever. Since he is often in his own universe, the environment is his mockup and will start attacking you as you try to drag him off to the penalty universe. He may manifest in various bodies or try to vanish or throw arrays of symbols at you etc. It usually took a team ganging up on somebody to overpower him in his own universe. Of course sometimes he was in your universe when you attacked him and then you had an easier time of it. And occasionally you failed and he got the better of you and tossed you into the penalty universe instead. You need to spot the overt side rather than just running these as motivators. Also sometimes you need to spot the overt of contributing to the group creation of these before you can get platen 1 to read on a goal. It is also useful to spot regretting having pushed someone into one of these. This early on the track, you have very little concern about overts. You don't withhold them or justify them or anything until you've been put through each of these penalty universes quite a few times. But eventually you push someone in and later you see that it had an undesirable effect and you're sorry. It's quite possibly the first regret on the track and the first time something really acts like an overt. Later you build up more considerations and regretted having designed these things and feel bad about pushing people into them and that makes the earlier actions run like overts. But they weren't when you did them. It was just a lot of fun. It's sort of like kids playing with matches and not imagining that anyone could get burned. 6. Structure of the Early Part of the Incident There is actually quite an elaborate series of items before you get into the body of the "terminal" and begin experiencing the implant universe. Section 1 is the same for every penalty universe except for the substitution of the goal into the wording. The remaining sections are specific to the universe being implanted. Of these, section 2 is the one that is important. It lays in the symbols that will be used in the universe. Apparently there was a need to explain what things were supposed to be before the main body of the incident would have any meaning. It is possible that we will need to develop detailed item platens for section 2 of each universe to get full as-isness. But that's not an excessively large number of items. This is followed by many sections of items where they get you to mockup and agree to the implant universe. After all of this, you get pushed into the terminal's body and experience the universe. The sections are as follows: Before the beginning, the individual is blanketed and pushed in. Section 1 is the parody of the factors as laid out in platen 1. Section 2 is the symbols. These items all have the form "THIS MEANS ...". They each have a picture of something significant in the incident and assign it a meaning. Section 3: Anchor Points. These items are of the form "To (goal) is to look for the ___ (something that acts as an anchor point)". They have you spot various things in the mocked up environment and extend anchor points into them so as to create the space of the universe. For example, in our made up goal above, one of these items might be "to wash is to look for the cleaning bucket". These items are in pairs with the "look for" immediately followed by a "connect to" for the same object. Section 4 Agreements. These are pairs of items. They are in the form "To (goal) is to agree to the (...)", and "To (goal) is for the (...) to become real". Various people, places, and things shown to you in the symbols section above are fitted into these items and you mock up agreement with them and make them real. In early runs, this section tends to build up a great deal of anticipation and interest in what is going to be shown to you and what is going to happen in the penalty universe. In later runs, this has more of a feeling of dread fascination, like a victim frozen in fear by the monster that is going to eat him. Section 5 Mis-Remember. These items are in the form "To (goal) is to remember agreeing to the (a) before (b)" where a and b are different items in the agreement section above. They give you a wrong order for everything and get it all jumbled up. It makes it very difficult to meter check which thing is before which other thing in the incident. Section 6. Confusions. These items are in the form "Now you become confused as to the sequence of agreements leading to (a) and (b)" where a and b are items from the agreements section. Also, they pair the items up differently here than in the mis- remembers above. Section 7. Future Postulates. These are pairs of items. The first one of each pair gets you to postulate that one of the things you agreed to above is now extended into the future. The form of this first item is "To (goal) is to have future (item)". Then you look into the future and see it and get the item "To (goal) is to predict (item) in your future". In our window washing example, one of the pairs might be "to wash is to have future windows" and "to wash is to predict windows in your future". This gets you to extend the time track of the universe. It also gets you interested in what's going to happen in the universe. Section 8. The energy postulates. You mock up the forces operating in the universe. This section might belong earlier. I have not done much work on it. Section 9. The Decisions. This is a short section where your getting various items about wanting to rush through to the end and wanting to be affected etc. while you moving in towards the terminal's body. By this point, the thetan is usually tired of just receiving items and want to get into the terminal and get it over with already. Section 10. Joining. This is a short section where you get items about deciding to be the terminal and entering the body etc. All of the above sections together are probably only about 2000 items. At this point in the implant, you are in the body of the terminal and it is a "real" universe. From here on, it runs with the tone scale from 40 on down. The first part will be a series of 7 experiences of the goal quite high on the tone scale. Each experience has quite a lot of items and your quite happy about it except for a few little nagging worries type items that are a sort of dramatic foreshadowing of the later parts of the incident. Then the incident begins to carry you down the tone scale. And it's mud from there on down. ========================= Continued in part 5B.