THE MATERIALS OF GRADE 5 THROUGH OT II POST 1 OF 4 Posted to help free Scientology from SO and OSA. Posted in support of the Freezone Bible Society. Reform Scientology Now. The work was free, keep it so. ARC, The Voice of Free Scientology ************************************************** CONTENTS Post 1/4 1. Grade V & VA Power Processing Post 2/4 2. Tape Transcript - Mastery of GPMs 3. Tape Transcript - Pattern of the Bank 4. HCOB 8 DEC 64 SOLO AUDITING AND R6 EW 5. R6EW Post 3/4 6. SCIENTOLOGY V. DEFINITIONS 7. HCOB 24 SEP 78 THE STATE OF CLEAR 8. CLEARING COURSE INSTRUCTION BOOKLET 9. THE CLEARING COURSE PLATEN 10. CC Correction List (List 7) Post 4/4 11. EARLY OT Is 12. The modern OT 1 13. OT 2 Instruction Booklet 14. OT 2 Platens - Chapters 1 to 8 15. OT 2 Platens - Chapters 9 to 15 Constructed from Scamizdat postings and Fishman and placed in order according to my recollections and also as outlined by Pilot in his guide to confidential data. ************************************************** FREEZONE BIBLE MISSION STATEMENT (copied from their last post) Our purpose is to promote religious freedom and the Scientology Religion by spreading the Scientology Tech across the internet. The Cof$ abusively suppresses the practice and use of Scientology Tech by FreeZone Scientologists. It misuses the copyright laws as part of its suppression of religious freedom. They think that all freezoner's are "squirrels" who should be stamped out as heritics. By their standards, all Christians, Moslems, Mormons, and even non-Hassidic Jews would be considered to be squirrels of the Jewish Religion. The writings of LRH form our Old Testament just as the writings of Judiasm form the Old Testament of Christianity. We might not be good and obedient Scientologists according to the definitions of the Cof$ whom we are in protest against. But even though the Christians are not good and obedient Jews, the rules of religious freedom allow them to have their old testament regardless of any Jewish opinion. We ask for the same rights, namely to practice our religion as we see fit and to have access to our holy scriptures without fear of the Cof$ copyright terrorists. We ask for others to help in our fight. Even if you do not believe in Scientology or the Scientology Tech, we hope that you do believe in religious freedom and will choose to aid us for that reason. Thank You, The FZ Bible Association ******************************** Part 1: Grade V & VA Power Processing Part 1a) HCOB 11 MAY 65 THE POWER PROCESSES Part 1b) The Power Processes - Command Sheet Part 1c) GRADE V POWER PROCESSES ALL FLOWS Part 1d) HCOB 21 FEB 70 END PHENOMENA AND F/NS IN POWER Part 1e) HCOB 11 SEP 68 DATA ON PR PRs Part 1f) REHAB OF VA Part 1g) HCOB 21 SEP 70 LP-1 (power correction list) ******************************** Part 1a) HCOB 11 MAY 65 THE POWER PROCESSES HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex By Hand HCO BULLETIN OF 11 MAY, AD 15 Saint Hill Only Confidential Qualifications Division only Star-rated Check-out SCIENTOLOGY VII THE POWER PROCESSES There are three power processes being run at this time. They are known as the Source, Existence, and the Conditions I - SOURCE Definition: SOURCE: that from which something comes or develops; place of origin; cause. Source Process Commands l. Tell me a source. 2. Tell me about it. 3. Tell me a no source. 4. Tell me about it. Flattening the Source Process The Source Process is ended when the preclear experiences brightness and solidity changes in the auditing room. The preclear will comment that the room is brighter and more solid. Source Process Clearing of Commands 1. Clear the word "source" and the word "no source" by having the preclear look up the definition in the dictionary. 2. Clear the command, "Tell me a source." 3. Clear the command, "Tell me a no source," 4. Clear the command, "Tell me about it." THEORY OF THE SOURCE PROCESS The Source Process is used to get a preclear not only to answer the auditing command and tell where it is coming from, but also to handle the preclear on the entire scale from NO SOURCE to TOTAL SOURCE to AWARENESS OF SOURCES. The No-Source Case One of the lowest levels of cases is the case who has never caused anything and who does not recognise that anyone else can cause things. This case is one of totally fixed attention units, all of which are completely fixated on something which is not there, but which is meaningful and malevolent; therefore, this case has sought the refuge of the non-existence of source to avoid this something. To such a case there is no existence, and no conditions. Recognizing no source, this preclear, therefore, has no auditor, is not himself there either, and of course, has never done anything. Preclears in this state can quite easily admit to having done most anything because in actuality they have not ever done anything. Further cases at NO SOURCE have no awareness of any emotion or sensation although they can exhibit physically the manifestations of emotion and sensation, but their awareness of doing so is nil or at the most a slight curiosity that their bodies are reacting in an odd manner. Everything is pointless to such a case as there is NO SOURCE and therefore no way to effect any changes. Such a case is self-invalidative, irresponsible, and speaks in total generalities such reflecting the no source of causation. This person, too, is haunted by ghosts, delusions, and false beings all of which are phenomena of no source. The individual is quite theetie-weetie. The perception of such a case as the NO SOURCE case is that the environment is either rather dark or transparent. An auditor to get reality concerning how the world looks to such a case should look at the reflection of a room as mirrored in a window. The Total Source Case Up scale to a degree from the NO SOURCE case is the TOTAL SOURCE CASE, the case which is pretending to be total source when obviously the person is not. Here we have the megalomaniac, the self-assertive case, the pathological braggart, and the guilt case. Such cases think they cause everything or pretend to cause everything or think they have caused things they haven't or pretend to cause things which they haven't. Such cases are continuously making false assignments of cause. Such cases tend in two directions - because they are "cause of everything", they are guilty for all that has happened or is happening or because they are "cause of everything", they are in a state of fighting everyone else in their environment as fancied threats to their own false cause. In the latter case, falls the paranoid who is certain that he is being "done-in" because he is so important that the "FBI is after him". Such a case, if he recognizes other source at all, recognizes it only as a threat to him or as a bad causation which only he can right. Usually such cases as the TOTAL SOURCE case flip-flops between the two extremes in his considerations - "he is either a guilty, horrible, blameworthy creature or he is a genius, a fantastic being whom others are trying to get at". In auditing such a case as the TOTAL SOURCE case, the auditor for this preclear does not exist either, as such a preclear can admit of no other source or if the auditor does exist, the auditor is only to this preclear a source of distraction or a source of bad cause. If he is in propitiation to the auditor, it will be those "above the auditor" who are the source of bad cause. What the auditor must recognize and know about both the NO SOURCE case and the TOTAL SOURCE case and the various harmonics of such as dramatised on various dynamics is that neither case can as-is either because there is no source at all or because source is misassigned. As-isness can only occur with the proper assignment of source or authorship. Since the ability to perceive source is the key to solving problems, such people have enormous numbers of problems, but never seem to describe the real problem; thus they seem quite baffling. Definitions: ATTENTION UNIT: A theta energy quantity of awareness existing in the mind in varying quantity from person to person. FIXED ATTENTION UNITS: Attention units which are caught some-where down the time track in one incident or another in the form of entheta. GENERALITY: A general or non-specific statement which is applicable to all and used in Scientology to connotate a statement made in an effort to either hide cause or to overwhelm another person with the all-inclusive. MEGALOMANIAC: A person who has delusions of grandeur, wealth, power, etc. DELUSION: A belief in something which is contrary to fact or reality resulting from deception, misconception, or misassignment. PARANOID: A person with delusions, as of grandeur or, especially, persecution. II - EXISTENCE Definition: EXISTENCE: An existing state or fact of being; life; living; continuance of being; an occurrence; specific manifestation. Existence Process Commands 1. What is? 2. What isn't. Flattening The Existence Process The Existence Process is ended when the preclear gets into present time. Some preclears are "stuck in present time". In such cases they will begin answering in present time and then cycle back on the time track and back into present time, many times repeating the cycle from present to past to present to past to present each time going less far into the past until they are finally "in present time" for many commands. Existence Process Clearing of Commands 1. Clear the word "is" and clear the word "Isnt by having the preclear look up the definition in the dictionary. 2. Clear the question, "What is?" 3. Clear the question, "What isn't?" THEORY OF THE EXISTENCE PROCESS The Existence Process is used to unburden the engram the preclear is stuck in so the Preclear can appear to come to present time. This process handles obsessive pretence, chronic alter-is, and dub-in, both in present time and on the track or objective dub-in and subjective dub-in. With the Source Process, the auditor improved the preclear's ability to be aware of the source of things. Now with the Existence Process, the auditor is to improve the preclear's ability to be aware of the existence or the actual and the non-existence of the inactual. This process removes the extraneous incidents off the engram in which the preclear is stuck so that the preclear apparently comes to present time. Definitions: PRETENCE: A claim, profession, or allegation which is falsely made or assumed or stated. AS-ISNESS: This is the basic statement of Reality in Scientology and one of it's major contributions. Instead of puzzling as to WHO made the universe or WHAT made it, the Scientologist simply perceives that it IS. However, if you attempt to erase an engram that didn't happen (dub-in) or get relief by running a problem that never existed, there is no case gain. Why? Because one can only confront or erase what IS, not an alteration of What IS. To AS-IS something is to look at it AS it IS really, without decoration, excuse, embellishment, dub-in, lies, twists, and all that. The alterations prevent the erasure of the actual IS - NESS of the existence or the past or a problem, etc. One has to confront the truth of it without twists to erase it. A preclear who twists things, looks at birds when they are chickens, was "punished every day when none touched him, can not erase any part of the bank. Thus, one sees no TA or improvement. The pc is working on fantasy or reputational excuses and isn't AS-ISing. This must be cured before a preclear can make any real gains. The way to handle it is by getting the preclear to gradually come to looking at things as they are. When the preclear can do this is he or she can now 'AS-IS", which is to say, erase bank by, looking at it. This is the purpose of the Existence Process . The pc does not have to understand why it works to have it work. It just works. ALTER-IS: To introduce a chance, and therefore time and persistence into an AS-ISNESS to obtain persistency. An introduction of an alter-is is therefore, the addition of a lie to the real which causes it to persist and not to blow or as-is. OBJECTIVE DUB-IN: The manifestation of putting, unknowingly, perceptions which do not in actual fact exist, in the environment, SUBJECTIVE DUB-IN: The manifestation of putting, unknowingly, perceptions which do not in actual fact exist, into incidents on the time track. III CONDITIONS Definition: CONDITION: Anything called for as a requirement before the performance, completion, or effectiveness of something else; provision; stipulation. Anything essential to the existence or occurrence of something else; anything that modifies or restricts the nature, existence, or occurrence of something else; external circumstances or factors. Manner or state of being. Proper or healthy state. Conditions Process Commands 1. Tell me an existing condition. 2. Tell me how you handled it. Flattening the Conditions Process The Conditions Process is ended when the preclear has a revivification of the engram in which they are stuck on the time track. It is preceded at times by anaten or a secondary engram (misemotional) or both. Conditions Process Clearing of Commands 1. Clear the words "existing" and "condition" by having the preclear look up the definition in the dictionary 2. Clear the command, "Tell me an existing condition." 3. Clear the word "handled" by having the preclear look up the definition in the dictionary. 4. Clear the command, "Tell me how you handled it." THEORY OF THE CONDITIONS PROCESS The Conditions Process handles the engram the preclear is stuck in and knocks apart the stuck point on the time track. It is aimed at the preclear who is out of present time, but who is fighting a back track enemy as though it was in present time, and who is, therefore, solving a problem in present time which has ceased to exist in life. Because of this, the preclear is hostile, covert, and antagonistic. The case of the continuing overts in present time is resolved with the conditions process. All of this case's continual overts in present time are efforts to solve the engram in which the preclear is stuck. The Conditions Process results in a revivification of this engram in which the preclear is stuck and thereby frees the individual on the time track so he can now really be in present time. While the preclear will recall or remember many incidents, and while he seems to be in many, he is, in actual fact only in ONE and has been there for a long time with other incidents piling up on it. The pc will eventually REVIVIFY (relive) the actual engram briefly and come for the first time to present time. That is the end of the process. A secondary (misemotional incident) has to have an engram (a moment of pain and unconsciousness) under it to be a secondary and remain in place. That is why it is called a "Secondary". A preclear commonly goes through the secondary (misemotional) charge hours or a couple of auditing days before he revivifies, Thus the appearance of a secondary is a sign that one is approaching THE engram. One does not run the secondary or engram as an auditor. One just goes on running the Conditions Process commands. It is a severe goof to stop or change processes just because the pc has hit a secondary or the key engram. One runs the process exactly. When the pc revivifies a few more commands usually gets him into PT and ends the process. It is a severe goof to overrun or underrun the process. End Words Sometimes persons who couldn't run R-6 well have had end words fly off for a while when audited on one or another of the Power Processes This soon ceases and the pc runs quite normally. Its just their R-6 auditing coming off. However, the major symptom of overrunning the process is that the pc, his "Time Track" blown by a revivification, begins to audit off real end words much like R-6-EW. If a pc has revivified and the process is overrun it can become quite severe in reaction as the pc will stick into the R6 bank! However, a preclear can be overrun for several days without being smashed. But don't do it. Further Definitions: PRESENT TIME: The time which is now and which becomes the past almost as rapidly as it is observed. It is a term loosely applied to the environment existing in now, as in "preclear came up to present time", meaning the preclear became aware of the existing matter, energy, space, and time of now. The point on anyone's time track where his physical body (if alive) may be found. "Now". STUCK IN PRESENT TIME The condition of a person being incapable of moving on the time track into the past. In actuality the preclear is in some incident which forces him to be in the apparent present. REVIVIFICATION: The bringing back to life of an engram in which a preclear is stuck. The engram or some portion thereof is being acted out in present time by the preclear. It is called a revivification because the engram is suddenly more real to the preclear than present time has ever been. He relives that moment briefly. He does not merely recall or remember it. AN ENGRAM: A mental image picture of an experience containing pain, unconsciousness, and a real or fancied threat to survival; it is a recording in the mind of something which actually happened to the preclear in the past which contained pain and unconsciousness, both of which recorded in the mental image picture called an engram. ANATEN: A composite of two words, "analytical and attenuation, or partial or complete dilution or weakening of the functions of the analytical mind. The preclear goes "unconscious" for a moment in the session. A SECONDARY: A secondary engram is a mental image picture at a moment in the past containing misemotion anger, fear, grief, apathy - where loss either is threatened or accomplished. However, a secondary can not exist unless an engram underlies it. TIME TRACK: The consecutive mental image pictures recording the consecutive moments of "now" through which the individual has lived. It consists of locks, secondaries, and engrams. L. RON HUBBARD. LRH:msh:cs Copyright (c) 1965 by L. Ron Hubbard ALL RIGHTS RESERVED L RON HUBBARD. LRH : jz FOUNDER Copyright (c) 1970 by L. Ron Hubbard ALL RIGHTS RESERVED ************************ Part 1b) The Power Processes - Command Sheet THE POWER PROCESSES L Ron Hubbard POWER PROCESS 1 (a) What overt have you committed? (b) What problem were you trying to solve? (c) What haven't you said? (d) What problem were you trying to solve? Run the above when there is no TA action on Pr Pr 4 or when the PC is committing present time overts. A continuing overt case is committing overts as a solution. Continue the Process until a floating needle or there is no more TA action. Then go on to Pr Pr 4 (source). POWER PROCESS 2 (a) "Give me some practices, opinions, or beliefs you have been connected to whether you left them or not. Run to the first blowdown item. (b) Then take the blowdown item plus the two items up and two items down from it and assess those five item to one. (c) Run on the item; l. What condition have you encountered in ___________? 2. How have you handled it? Run until good indicators, major win, or F/N. POWER PROCESS 3 (a) What condition have you encountered in Scientology (or auditing or dianetics)? (b) How have you handled it? Run to a major cognition, good indicators, or F/N. Power processes 1, 2, and 3 are corrective processes and are used when the PC is not running well on Pr Pr 4, 5, or 6. Power Process 2 is used when the pc brings up end words on Pr Pr 5 and is collapsed into his bank by former practices. Pr Pr 3 is used when the pc has been destroyed by auditing or the organization. POWER PROCESS 4 (a) Tell me a source. (b) Tell me about it. (c) Tell me a no source. (d) Tell me about it. The words source, no source and the phrases should be cleared in the dictionary before running the process. The end phenomena of this process is that the colors in the room seem brighter and the walls more solid. Run to this point or to F/N. POWER PROCESS 5 (a) What is? (b) What isn't? Clear the words with a dictionary with pc on the cans. Run to a floating needle or 3 consecutive answers in present time. If pc gives dichotomies (i.e. good-bad etc.), go immediately to Pr Pr 2. POWER PROCESS 6 (a) Tell me an existing condition. (b) Tell me how you've handled it. Run to a revivification of the incident that the pc is dramatising or to a floating needle. ************************ Part 1c) GRADE V POWER PROCESSES ALL FLOWS GRADE V POWER PROCESSES ALL FLOWS PR PR 1 Fl. 1. What has another done to you? 2. What problem was he/she trying to solve? 3. What hasn't another said to you? 4. What problem was he/she trying to solve? F2. 1. What have you done to another? 2. What problem were you trying to solve? 3. What haven't you said to another? 4. What problem were you trying to solve? F3. 1. What has another done to another or others? 2. What problem were they trying to solve? 3. What hasn't another said to another or others? 4. What problem were they trying to solve? F0. 1. What have you done to yourself? 2. What problem were you trying to solve? 3. What haven't you said to yourself? 4. What problem were you trying to solve? PR PR 2 Give me some practices, opinions or beliefs you have been connected to, whether you left them or not. Run reading items. Fl. 1. What condition have you encountered in/with ______________? 2. How have you handled it? F2. 1. What condition has another encountered in/with ______________? 2. Now has he/she handled it? F3. 1. What condition have others encountered in/with ______________? 2. How have they handled at? F0. 1. What condition have you encountered with your- self because of ______________? 2. How have you handled it? PR PR 3 For those overwhelmed by a clearing practice. Fl. 1. What condition have you encountered in Sciento- logy (or auditing, clearing, educting, Eductivism EST, or Dianetics)? 2. How have you handled it? F2. 1. What condition has another encountered in Scientology (or auditing, clearing, educting, Eductivism, EST or Dianetics)? 2. How has he/she handled it? F3. 1. What condition have others encountered in Scientology (auditing, clearing, educting, Eductivism, EST or Dianetics)? 2. How have they handled it? F0. 1. What condition have you encountered in your- self because of Scientology (auditing, clearing, educting, Eductivism, EST or Dianetics)? 2. How have you handled it? PR PR 4 Fl. 1. Tell me a source. 2. Tell me about it. 3. Tell me a no-source. 4. Tell me about it. F2. 1. Tell me a source for another. 2. Tell me about it. 3. Tell me a no-source for another. 4. Tell me about it. F3. 1. Tell me a source for others. 2. Tell me about it. 3. Tell me a no-source for others. 4. Tell me about it. F0. 1. Tell me about yourself as a source. 2. Tell me about it. 3. Tell me about yourself as a no-source. 4. Tell me about it. PR PR 5 Fl. 1. What is? 2. What isn't? F2. 1. What is for another? 2. What isn't for another? F3. 1. What is for others? 2. What isn't for others? F0. 1. What is for yourself? 2. What isn't far yourself? PR PR 6 Fl. 1. Tell me an existing condition. 2. Tell me how you have handled it. F2. 1. Tell me an existing condition for another. 2. Tell me how he/she has handled it. F3. 1. Tell me an existing condition for others. 2. Tell me how they have handled it. F0. 1. Tell me an existing condition in yourself. 2. Tell me how you have handled it. GRADE VA POWER PLUS PROCESSES ALL FLOWS 1B L & N to first B.D. Item. What person have you known? Run terminal in following processes. F1. 1. What has _________ done for you? 2. What problem was he/she trying to solve? 3. What hasn't __________ said to you? 4. What problem was he/she trying to solve? F2. 1. What have you done to _________ ? 2. What problem were you trying to solve? 3. What haven't you said to ________ ? 4. What problem were you trying to solve? F3. 1. What has __________ done to others? 2. What problem was he/she trying to solve? 3. What hasn't __________ said to others? 4. What problem was he/she trying to salve? F3A. 1. What have others done to __________ ? 2. What problem were they trying to solve? 3. What haven't others said to ________ ? 4. What problem were they trying to solve? F0. 1. What have you done to yourself because of _______? 2. What problem were you trying to solve? 3. What haven't you said to yourself because of __________? 4. What problem were you trying to solve? 1C L & N to first B.D. Item. What place have you known? Run the place found in the following processes. Fl. 1. What has another done to you in _________? 2. What problem was he/she trying to solve? 3. What hasn't another said to you in _________? 4. What problem was he/she trying to solve? F2. 1. What have you done to another in _________? 2. What problem were you trying to solve? 3. What haven't you said to another in _________? 4. What problem were you trying to solve. F3. 1. What has another done to another in _________? 2. What problem were they trying to solve? 3. What hasn't another said to others in _________? 4. What problem were they trying to solve? F0. 1. What have you done to yourself in _________? 2. What problem were you trying to solve? 3. What haven't you said to yourself in _________? 4. What problem were you trying to solve? 1D L & N to first B.D. Item. What subject would you like to know more about? Run the subject found in the same processes as given in 1C (places), Quad Flow. ************************ Part 1d) HCOB 21 FEB 70 END PHENOMENA AND F/NS IN POWER HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex AOs SHs Power Pack Class VIII HCO BULLETIN OF 21 FEBRUARY 1970 Checksheet Class VII Checksheet CONFIDENTIAL END PHENOMENA AND F/NS IN POWER (Your attention is called to HCOB 2O February 7O Floating Needles and End Phenomena.") When I hear of Power being run - Pr Pr 4, 5 6 and the three steps of VA in ten minutes or so on a pc I wonder who is kidding. The purpose of Power is not to see how many pcs one can audit in an hour but TO GIVE LASTING GAINS TO THE PC. In the first place, the case has to be set up for Power. All Dn Triples must have been run and the pc must have gone whole track. Without Whole Track, don't expect Power or any- thing else to last. All Scn triples must have been successfully run. Any and all preparatory actions to make the case sure of full gains and all psychosomatic Illnesses must have been handled by auditing. Given those requisites, one comes to Power. Each Power process has its own End Phenomena - Pr Pr 4, 5 and 6. You don't audit Power to just an F/N. You audit it to: 1. F/N 2. The End Phenomena for that Power Process. 3. VGIs. The old saw "All auditors talk too much was never truer than in Power. The first F/N you see on the process in Power finds the PC still introverted (looking inward). If you just carry on - maybe one more command or so you will see the pc hit the end phenomena and extrovert. Then VGIs will come in. The F/N will broaden widely and really float. Now tell him his needle is floating if you like. But don't use 'I would like to indicate to you your needle is floating" to chop off the end phenomena! Speed and Results Somewhere somebody got the idea that a really good auditor can go from O to IV in 15 minutes and "Pr Pr 4 to VA IC in 20 minutes." Speed has nothing to do with it. As long as you have a pc waiting for commands, speed is a worthless commodity in auditing. One audits for results. The results of Pr Pr 4, 5 and 6 are the End Phenomena. Each of these 3 processes has its own Particular end phenomena and if that isn't obtained YOU HAVE NOT DELIVERED POWER. I re-researched all this very recently and these end phenomena occur shortly after the first appearance or the f/N. And when they occur you get a real wide float and a very happy pc. The pc may or may not say what happened but he sure will extrovert (look outward) sometimes with awe. Well, awe is not VGIs. What you really see is relief and then VGIs. So let him get his end phenomena. If you don't you leave a bit of charge there, bypassed, which can result in an ARC Break later with Scientology. ARC Breaks are by- passed charge. And did you know that the first beginnings of an F/N are often an ARC Break coming off the incident or bank? The pc goes rapidly up tone as the F/N widens. So don't sell the team out. Run Power: 1. F/N. 2. End Phenomena. 3. VGIs ************************************************** Part 1e) HCOB 11 SEP 68 DATA ON PR PRs HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex Class VII Class VIII HCO BULLETIN OF 11 SEPTEMBER 1968 Confidential DATA ON PR PRs NEVER NEVER run or Rehab Pr Prs on a person after they are Clear. You will always mess up a case if you do. It's dangerous. On VA, letting pc Itsa instead or getting FN on the additional steps is a goof. You take the first BD and handle it with No. 2 HCOB 6.6.66. Do not let the pc list on and on. It happens that first BD on listing is the item on VA but on a rework during a Rehab they don't. They have to be nulled. HCOB on Laws of Listing must be followed. On clearing commands on VA you clear only the audit- ing commands. The HCOB 6.6.66, No. 2, commands are only cleared once on 1B. If you cleared them again for 1C and 1D, pc would suppress the question or the list. It pc gets ill after VA is complete, you should go over BA to get correct items, as the ones found are probably not correct. VA is best run in one go. It is possible when a Pr Pr is left unflat at end of session for the end phenomena to occur between sessions. It should always be checked next session. In running Power HIGH TA MEANS OVERRUN. When pc's TA goes up between sessions, you must bring it down with ruds or even GF if ruds don't bring it down. You will always find an ARC Break, PTP, M/W/H, Overt, Life Overrun, Self Auditing - something. Could even be a coffee shop session. Locate it. Get TA down. The rule is: DON'T START POWER OR ANY POWER PROCESS OR ANY GRADE PROCESS with the TA risen since last session or break. GET IT DOWN FIRST. L. RON HUBBARD LRH:jp Founder Copyright (c) 1968 by L. Ron Hubbard ALL RIGHTS RESERVED. ************************************************** Part 1f) REHAB OF VA HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex HCO BULLETIN OF 22 SEPTETMBER 1968 Non-Remimeo Class VII Class VIII Confidential REHAB OF VA In rehab of VA you null to one item, be sure ruds are in before rehab. When you correct VA you null the list and follow the laws of listing. Do the HCOB of 6/6/66 No. 2 on each item that is newly found. In principle re-running VA without the original list can be fatal. If anything thinks "Null to 1 Item" means you grind on the same list until all but one goes out he'd better wake up. If two or three items are reading on a list, it is incomplete and must be extended. If all begin to read, the item has been by-passed. VA lists sometimes have to be extended. R. RON HUBBARD Founder LRH:jp:pm Copyright (c) 1968 by L. Ron Hubbard ALL RIGHTS RESERVED ************************************************** Part 1g) HCOB 21 SEP 70 LP-1 HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex HCO BULLETIN OF 21 SEPTEMBER 1970 Issue II Non Remimeo SH's & AO's Only For Class VII and Class VIII Only Add to Checksheets and Power Pack LP-1 This is a Power Process correction list for Power Processes 1 to 6. It is not used for Power Plus. Use only where Power Processes 1 to 6 have bogged badly. This list is NOT necessarily done to a Floating Needle but to get the case moving on Power. It should NOT be used extensively so that the EPs of the Power Processes occur while doing the list. 1. Anything cut short? 2. Something distract you? 3. Distracted by Auditor? 4. Gone exterior? 5. Flattened out of session? 6. Awareness changes out of session? 7. Cognited out of session? 8. Loss of gain? 9. Some one enturbulate you? 10. Something else wrong? 11. ARC Break? (Or upset by anything?) 12. PTP? (Or problem?) 13. Anything been missed? 14. Over run? 15. Unnecessary action? Training and Services Aide for L. RON HUBBARD FOUNDER LRH:JR:rr Copyright 1970 by L. Ron Hubbard ALL RIGHTS RESERVED ********************************  THE MATERIALS OF GRADE 5 THROUGH OT II POST 2 OF 4 Posted to help free Scientology from SO and OSA. Posted in support of the Freezone Bible Society. Reform Scientology Now. The work was free, keep it so. ARC, The Voice of Free Scientology ************************************************** CONTENTS Post 1/4 1. Grade V & VA Power Processing Post 2/4 2. Tape Transcript - Mastery of GPMs 3. Tape Transcript - Pattern of the Bank 4. HCOB 8 DEC 64 SOLO AUDITING AND R6 EW 5. R6EW Post 3/4 6. SCIENTOLOGY V. DEFINITIONS 7. HCOB 24 SEP 78 THE STATE OF CLEAR 8. CLEARING COURSE INSTRUCTION BOOKLET 9. THE CLEARING COURSE PLATEN 10. CC Correction List (List 7) Post 4/4 11. EARLY OT Is 12. The modern OT 1 13. OT 2 Instruction Booklet 14. OT 2 Platens - Chapters 1 to 8 15. OT 2 Platens - Chapters 9 to 15 Constructed from Scamizdat postings and Fishman and placed in order according to my recollections and also as outlined by Pilot in his guide to confidential data. ************************************************** FREEZONE BIBLE MISSION STATEMENT (copied from their last post) Our purpose is to promote religious freedom and the Scientology Religion by spreading the Scientology Tech across the internet. The Cof$ abusively suppresses the practice and use of Scientology Tech by FreeZone Scientologists. It misuses the copyright laws as part of its suppression of religious freedom. They think that all freezoner's are "squirrels" who should be stamped out as heritics. By their standards, all Christians, Moslems, Mormons, and even non-Hassidic Jews would be considered to be squirrels of the Jewish Religion. The writings of LRH form our Old Testament just as the writings of Judiasm form the Old Testament of Christianity. We might not be good and obedient Scientologists according to the definitions of the Cof$ whom we are in protest against. But even though the Christians are not good and obedient Jews, the rules of religious freedom allow them to have their old testament regardless of any Jewish opinion. We ask for the same rights, namely to practice our religion as we see fit and to have access to our holy scriptures without fear of the Cof$ copyright terrorists. We ask for others to help in our fight. Even if you do not believe in Scientology or the Scientology Tech, we hope that you do believe in religious freedom and will choose to aid us for that reason. Thank You, The FZ Bible Association ************************************************** Part 2. Tape Transcript - MASTERY OF GPMS 22 DEC 64 SH Spec-50 You can take a pc and find the lie he has introduced into his problem and he will recover. So all you have got to do is find there is a falsity in any existing situation and it tends to fall apart. Man is a spiritual being capable of certain potentialities. He progresses along through the apparency of time in this universe and he assumes different identities and he has his own difficulties trying to get on his way and one of his answers to these difficulties is to blot out all that went yesterday and therefore his idea that he should have a new identity every time he turns around, thereby blotting out the old, gives him an opportunity to start freshly. The identity of man proves itself in that instance, because you can exteriorize an individual and as soon as he realizes this, he feels better. There are a great many false answers that can be offered. Any individual who is stuck in his bank can dramatize that as the total answer to everything. We know that the individual is capable of creating something that he wishes he hadn't, and we also know that he's capable of getting himself in deeper than he can personally get out of. Dianetics is almost solely taken up with locks. Engrams are simply locks on the reactive mind. It's a dramatization that everyone does and has on the reactive mind. The discovery of the individual himself through exteriorization brought us to Scientology. An individual has to be straightened out to the degree where he is no longer dramatizing parts of his reactive bank before he can get a subjective reality on the bank itself. We must get him straightened out so he can see. The reactive bank itself is a relatively simple affair, but by livingness has gotten itself added to and made complex until it appears to be a formidably complex affair. Trying to reach that reactive bank is then a problem of how do we destimulate, how do we take away these outer fringes and get the fellow in somewhere close to being able to view it. That's stage one, and that stage now occupies all levels from 0 to IV. We are bringing this fellow into the scene of the battle. The bank itself has a pattern. It goes together a certain precisely mathematical way, and from individual to individual does not vary one iota. It's the same bank, and this bank is the same, thetan to thetan, all across the universe. There is not one slightest bit of difference. You get the idea that the bank is disorderly. No, it's not - the thetan is disorderly. The bank is terribly precise and he's very capable of mocking up the most confoundedly precise bank and keeping it precise. "Well," you say, "where does this bank come from?" The things that are given to him are implants. An implant is socking someone with an electric shock and saying something at the same time. Also it could be making a loud noise and at the same time saying something, doing this on a patterned basis. That is not the basis of the reactive bank. The reactive bank does not happen to have any implant characteristics in it, in the centre there. When I'm talking to you, I'm talking to you about the reactive bank, its core not its collection. There are the GPMS, and it's the most confoundedly precise, mathematical mess you ever saw in your life. It's the same, person to person. It itself is so charged that when you have got through the thorn bushes, once you have got through the out work, it's something like trying to sort out individual atomic explosions, don't you see, with four going off at the same time. You say one word and you get four going, so you have an awful time trying to find which is the right one, which is the explosion and which is the sub-explosion, and where do they belong in relation to one another. A thetan, having run from this during his entire tenancy in this universe, has to vault these around and sort it out and say "This is what I'm doing, where does it come from?" He's mocking it up himself. Why? He's doing it on an agreement. After he mocked it up, he couldn't undo it, he couldn't front up to it, because part of the agreement was not to. So he just keeps it mocked up, and when you say a certain thing to him, he will just mock up that section of the thing on a totality of automaticity, he just does it and he makes big masses with it and so forth. A thetan is not powerless. When you realize he can make a brick or he can make heavy cloth or he can grow a body, you realize he is very capable of mass. But he doesn't like it much. He put together a system which made a universe, to be brief, and putting this system together he put together a reactive bank to make sure the universe ran right. He stayed in agreement with everyone else and it all set, hence the precision of the reactive bank. It's the bank itself which causes the individual to continue making the universe. Now, a thetan - one of the capabilities of a thetan is, he never lets his left hand know what his right hand is doing. Like he's busy mocking it up, and saying "Good heavens, there is something going on behind my back. I'm frightened. Well, there is nothing there!" Like he mocks up aberration and says "Good heavens, I'm aberrated." Well, we can get him to look and sort it out, and when he does this it as-ises, it disappears, and all of a sudden he realizes he was doing it. "Wow, was I doing that?" And he becomes aware of his capabilities. There is no difference, thetan to thetan. The basic lie is that any pc is different. So he says "I'm a strange being. I'm good, they are bad." Just recognize you are dealing with dramatization. There is mass etc. and these things are capable of enforcing upon the individual thoughts, and he thinks the thought. These things are capable of seizing him while he is creating them and so his thoughts are directed. They are composed of 18 reliable items. It means that it's actually a reactive bank item out of a GPM. The item is part of this, and in one GPM there will be 18 items or 9 pairs. These are all the same line plot up and down the line. All the way up and down the line, same line plot everywhere. Now what are these things? They are basically purposes, explicit purposes. They enforce a purpose upon the individual and then the line plot (which is these 18 RIs, how they fit together for each one) has blanks in it and you just substitute the parts of the goal into it. There isn't much to this. The line plot, always the same line plot, here is a column of 9 items faced by a column of 9 items, the ones opposite each other are pairs. You come down the line - pair, pair, so on - now you run these things backwards to the way they are formed. You run them from the top to the bottom, you don't run them from the bottom to the top. Right now, if you are anywhere on the time track - but of course the reactive bank contains the whole idea of time track - if you are anywhere on the time track you are at the top of the time track, or the last one you formed, if you want to say there was a last one you formed. The track looks circular to people because it's locked into the first one that you made. In other words, the top to the bottom are joined. But you rapidly know that you have entered the first one you formed, because you go ice cold. The top one is red hot. The bank then appears to be circular and timeless - which it actually is - but it appears to be timeless because it's circularly connected. Simply, the top GPM is connected to the bottom. Each one of the GPMs as they string out are connected to each other. Now, if we take a couple of GPMs here and connect them to a couple of GPMs here, we will find that a couple of items here connect to a couple of items here. In other words, this purpose here is expressed in the top of that GPM, and this purpose of this GPM here is expressed in this GPM here, the bottom of the next GPM. So they are interlocked. In other words, although this has a singular purpose, it is also expressed in this next GPM, so they mustn't be out of line. The problem is, how do you find the exact order they are in? Finding the line plot was very tough. What is the exact order of these things as they stack up one to the next? Now, if we look at this all the way down, we will find that each one of these GPMs has 18 RIs. How exactly are they lined up, one to the next? If you get them lined up wrongly, you will put the items that belong in this one in that one, let us say, and there will be a creak, and so one, and you have got the GPMs lined up wrongly. So it has to be done accurately. We have to know exactly how they line up. How do we get at them, how do we line up GPMs so that we know what we are doing? R6EW. R6EWS. R6EWP. These are three processes which will give you the characteristics of the reactive bank. When you start into the bank and take an individual and run these items here, then you are in a position here where you are taking him down the bank on to a particular single GPM. It has a purpose, a mass, it's big (about the size of this chapel) and has 18 RIs. Each item has an opposition to it, and the individual has a suppress about doing it. Each one of these RIs has an opposition to it. There is something against doing it, and as you come up the line here, you will find the individual has been suppressed from dramatizing or using this particular purpose. He can't use it, because if he did it would get into the oppterms. These tell him to do it, and these tell him not to, so he gets into a mess. So the main stunt here is, if you put the individual simply into one of these GPMs as the first thing you are doing to him, you have got him in the middle of too much charge, and as you come down the bank you find you are getting less and less TA action and he will probably get upset. If you make a mistake he practically goes around the bend. So I could give you the whole pattern, and I will, but I also must give you the technology by which the whole pattern of the reactive bank is found. I think you will find that much more valuable, because you might be on Arcturus one day without your notes. Here is the way this goes. We have here a situation where the individual has a purpose, a goal, a GPM. These things are almost synonymous, even though "purpose" is an end word. He's got this impulse to act. Now if we took a GPM - let's say a GPM concerning cats. "Cats" is the common denominator to the GPM, the root word is what we are going to do with cats. As we go up the bank on one of these things, we have an altered root word. It has to do with "catching cats" and "caught cats". "Those who desire to catch cats" would be only one expression. "Having to catch cats" - these are all correct items. "Having to catch cats" isn't an item in the bank, but "cats", "cats", "cats" - this end word is all over the place in this GPM. It's there consistently and continuously, so of course it reads like mad. The root word here changes. You would only get one item because it's variable, it changes. But here we have the end word. It doesn't change, so you can cut all this charge off the top of the bank. It's enough charge to make a lot of locks blow. I'm not talking about theory, you just get "bang", that's gone. You get less of the GPM there the second you say "cats". Your meter starts acting like crazy and you just sort of bobtail this bank, that being the common denominator to it. By finding these end words and leaving the root words and the line plot alone - "cats" is only a finite section of the track, it's a brief section of the track which doesn't echo elsewhere on the track. Root words repeat down the whole bank. When you give a guy a root word, you are in essence asking him to run the whole bank, and when you give him this combination with the item, an item combination like "having to catch cats", do you realize that you are touching one-nineteenth of the bank? One-nineteenth goes simultaneously into restimulation, and that's a lot for the boy to take, do you follow? When you catch one of these roots, when you catch one of these line plot words, a reliable item, that has a tendency to take a large percentage of the bank, one- nineteenth of it, so the answer is to take the end word, which is limited even though it appears in more items. It's only in this little section and it doesn't appear elsewhere in the bank, so it isn't the more highly charged item but it's the more confrontable in the bank. Our business when we start in on the bank parallels the research line on it - let's find all of the end words, let's get end words, just the end words, the common denominator of the whole GPM. All you have to know at this stage, if you are finding end words, is the pattern of the end words. This is simply a plus and a minus. What do we mean by plus end words? Good. Minus end words? Bad. If we find good, we will have bad. I'm describing R6EW. We always find a pair, and they are always the same order of things. In other words, you don't have "good" and "pancake". R6EW simply consists of this: find an end word, preferably the one you are dramatizing (that would mean the one you would be most stuck in). If it's a plus you find its minus, and so on. It sometimes takes some doing. The main rule is always find the pair, don't leave one. If you are in trouble after finding an end word, it's not that end word that's troubling you. Run it good and steady and you finally wind up you will have the whole pattern of the enforced areas of the bank, and naturally you have cut the charge down, and the charge that remains in the bank is easily confrontable by anybody. ******************************** Part 3. Tape Transcript - THE PATTERN OF THE BANK 30 DEC 64 SH Spec-51 Around the edges we will get something like fog. Those are locks. Engrams are locks on the reactive bank. They are locked up on more significant material. Next is a rim of secondaries. A secondary is an incident containing misemotion which depends for its presence and persistence on a moment of physical pain and unconsciousness. Next comes an earlier band, the incidents and strata of the whole track. The reason people get themselves mixed up (pc who was Caesar) is that civilizations follow a pattern. There have been other 17th Centuries etc. It's like the bank, it follows a pattern. They are quite identical, these civilizations. In the bank, the pc has to confront an awful lot of unconsciousness and pain, and you get the phenomenon known as "boil off". It doesn't do him much good to boil off. He's simply dramatizing, he's not as-ising. We could say that it's the accumulation of unconsciousness which blanks out the track, because he tries to confront it and off he goes. Or he does contact something and a spear goes through his stomach. GPMs have as their first manifestation just the fact that there is a lot of mass and significance present and it's awful black, and you find a lot of pcs who can't confront it, who are just in this blackness. When we approach this, either a terrific significance or a lot of mass moves in on the pc. So there are two routes of aberration, significance and mass, and the two phenomena that you encounter as an auditor are only significance and mass. Now, there is also space in the bank, and energy, and also time. The thing that really kicks the pc around is the mass or the significance. When energy turns up it's because mass is sitting there, and when he's having trouble with space - why, it's because he's hung up in a piece of mass in that space, and if he's having trouble with no space at all it's because he's in mass. Time you can do things with, like dating incidents and so forth. Everybody's wound up with this thing called time, and it's not directly approachable. Why is his time sense out? Well, it's because he's got too much mass to confront if he moves up to present time. It's the mass that holds him from moving up to present time. People dramatize significance or mass. The one who is in the institution is dramatizing significance totally. In other words, the "think" in it is so overpowering that he is just it. The one in hospital with aches and pains is dramatizing mass. The primary is significance. Mass is secondary, but the truth is that mass impinges upon the individual. If you don't believe it, run into a brick wall. The real route into the bank is with significance and mass - familiarity with the significance and mass, erasure of the significance and erasure of the mass. Even when you only try to destimulate a thing, you can't help but erase a bit of it. If you continue this, by the time you've got him down to here he's getting familiar with the bank and erasing it. It takes familiarity and it takes erasure. If you got your pc up to the point where he was familiar with the bank but he hadn't erased any - well, he would eventually stick after he had gone so far. So a person has to be brought towards the bank on a gradient of greater and greater familiarity, and greater confrontation, and greater ability to handle mass in the bank. If this isn't done you have case failure. These are the two roads, and they must be travelled simultaneously. These things aren't neatly on the perimeter. I've laid this diagram out nicely for you. They are also sandwiched in between there. There is the overall pattern of the reactive bank, and its approach is by familiarization and erasure simultaneously, and the two things you are handling are significance and mass. The pattern of GPMs themselves consists of a chain of GPMs under the heading of one purpose or goal. A goal starts with "to" and then it has a root and then it has an end word, like "to catch cats". "To catch" would be the root, and "cats" the end word. These string out down the bank in a very orderly fashion. We have here the top - it's not a circular bank, it's linear if it's anything because time is of course included in this and it represents itself to the thetan as linear - and way down the line, many many GPMs away we have a finite bottom and that is the furthest from the individual. This is so organized that the statement of the goal and the progress of the GPM is upwards, so it actually runs from the first GPM at the bottom. This is your goal as an RI (reliable item), bottom oppterm; this would be your top terminal and your top oppterm. The bank then sits with the goal as an RI, and appears to run linearly up this way. The place however where it is approachable, where it is runnable, happens to be here. So the bank must be run backwards, it is run from the top oppterm of the top GPM. You run it top oppterm, terminal, and so forth, back and forth, down. But the top has an interconnection with the bottom, so that the first four terminals (here) and the first two terminals (there) are interlocked. You want to know what is the top oppterm and the top terminal of the top bank? Well, it matches up to the bottom of the one furthest away. Well, let's see what the individual sees when he first starts in on this. He gets just a big horrible confusion, and out of this he can pick a significance. He's not likely to get in much contact with mass, although the mass is going to upset him if he does get in contact with it. His first contact is going to be upsetting, it's not just a walk in the park. He's liable to get ahold of this area here, and it's an item of some sort, and he gets some charge off, and the charge most likely is more likely to be a lock. If he gets very enthusiastic, he will get this much closer into it, and this will be merely a closer lock. And what will it be a lock on? Well, the most expressive significance in any GPM, it has a common denominator to each one of its items and that's its end word. Its end word is the same in each item except for the two that join up to the upper and the two that join down to the lower one. The end words are the same through the remaining items, so of course it's a significance which comes off the whole thing like a horrible miasma. The next thing he gets is the end word of the GPM, and it will check out, and you will get a "whoom" on the meter and a slab of charge off this GPM. He has actually cut a slab of charge off this GPM. The next thing to do is look around and see what else he's got. The nearest one to it, sitting next door to the positive, is going to be a negative. Now let's say this end word was "running" and the opposite to running was "stopping" or something like that. If you found "running", the next easiest one to find would be the one that's adjacent to it and would be its opposite, a dichotomy. The penalty is that you are liable to go up here to "pausing", and you will have "running" and "pausing" and it will look like a dichotomy. But it's not, it's part of the pair up because it's a dichotomy too. It will be "pausing" and "rushing", then "running" and "stopping". You can get a pc to persevere along this line, picking things up. What he's doing is picking up the positive end word and then he will pick up the negative end word, and then he will pick up a positive end word and then he will pick up the negative end word, and then a positive and then the proper negative end word. From the middle of the bank towards the top of the bank, the negative end word is closer to the top than the bottom, and from the middle of the bank to the bottom, the negative is closer to the bottom of the bank. He will pick up this pair, and he will pick up this pair, and then we get to a very interesting phenomenon. All the time we are walking him through big masses and the only reason we are getting away with it is because erasure is occurring. If you find someone who is going into the bank with no TA action or no needle action, watch out, because you are not getting any erasure. It's very dangerous if you play around the GPMs with no TA. Watch it, man. All you are getting is significance. If you were running the bank linearly (which you wouldn't be, under this system) and you went down six items with no TA, well there are six masses that are just about going to blow your pc's head off. You haven't erased them. It's necessary to have TA. R6EWS, six end words in a line, they go in sixes, there are six of these things associated and they will all be the same breed of cat. The principal one will be in the middle, this would be something like "start" and that would be "stop", and then down here we have a modification of that pair, and above it we have a modification also. In the middle we always have the main pair and on either side the modifiers, a gradient of meaning. They are not as positive as end words, so when you start putting together your R6EWS, you will actually run into this. You are going to find this bank has been all pulled up into one crossroads. He's got GPMs pulled up here from down there etc. etc. and there's where he lives. If he's got a physical illness or a hidden standard, it will be found at that point. By running R6EWS, you will blow the rest of his hidden standard, because you are going to find where he has his track bunched up, or where he has got two words mixed up or some word that doesn't belong with some word. They have these two things that don't belong together consistently pulled together, and they have the whole bank out of shape, and that's where they live. You have got some locks and then some closer locks and then you get an actual end word and then you could find the pair to that end word, and the first moment that you find the end word the pattern of the GPM starts to unsnarl. We have the pattern coming clear to the individual. The pattern is an actual thing, it's the orderliness with which the bank is put together. He's been living in a very disorderly bank all these years. Now the pattern is starting to emerge in pairs, then it starts to emerge in sixes, and then he starts to fall wise to the remaining patterns. He may or may not cognite at this point, and I wouldn't leave it to chance, because he could get in too much trouble. The data is known, why not give it to him? There is only one GPM per end word, that's all. So you look at your 18 item GPM as the whole one. That's one end word, 18 items. The next to it is the positive of that negative. The top one is absence, by the way. The next to it is the positive of that negative with 18 items and a different end word and a different root. This has one root and a different end word, the same root as your first one but a different end, and this one has the same root as your second one but a different end, and this one has the same root and a different end and that's what your dichotomies are. They alternate. They are just alternate next to each other all down the line, so therefore you could run out the bank in three months just like that. Now, only two roots and they alternate all the way down the line, but you must know this, that this top here joins that bottom there to sound like a dichotomy. I won't bother you with what the end words are. It also sounds like a dichotomy because the middle of the bank is "now", that is the "present", and the second one is "here", so of course it looks like all the bank is now present here, and then you get earlier and late all mixed up because they are the flanks of now, so that gives you three here in the middle and "now" doesn't have a dichotomy as such. But this thing flips, it's got a couple of negatives, so at the middle of the bank you get your sequence of positive closest to the top and negative furthest, the negative end word is prior to the positive, but from this end of the bank up, you get your negative closer to the top than the positive. What are the root words? There are two root words, two roots and several hundred ends, a pair and because of that one and because of an item compulsion and all that sort of thing, you get a tendency to make up GPMs to run. So you move it out and you make up all kinds of GPMs to run because of that, but you must run them because that is the second one, "destroy". Horrible, isn't it? Now, this is going to shock you. All the bad end words have "to create" on them, all the good end words have "to destroy" on them, and that just boxes you up. It proves my basic contention that man is basically good, because he doesn't dramatize this 100% of the time. You find it relegated to the average action of a society or government. The individual is mostly not dramatizing his bank. So let's hazard a guess as to why this bank was made up, and why you agreed to make up a bank to this pattern. In other words, let's see if we can get at the reason why a person has this bank. Like all cures it becomes the eventual poison, and it is poison. Well, to do this we have to look to the line plot. The line plot is the line plot of these 18 items, and as we go up this line plot (actually it's run down this way) we find that this goal is blocked by other doers of the goal. So the bad goals one could get were booby-trapped so that no one in the universe would go bad; you would immediately run into its oppterms. If you tried to carry out that goal you would get into trouble. If someone had the goal to destroy sanity, it was comforting to know that he would run into the line plot and it would be booby- trapped. So after we have got the pairs, and after we have got the sixes, then we begin to (actually you can do another thing with the end words, you can plot them on the track R6EWP) - well, after we have got that, then you have the line plot of the sixes, then you could work out your line plot and find out what it's all about. It's the same line plot as you run on down the line as far as I know. You do find people do dramatize these things. Take fame; we know that societies destroy fame, they work on that pretty hard. So you have got this whole thing that just wouldn't dawn on you. It's incredible. It's so strange and so foreign to a thetan's way of thinking that he never duplicated it and he's been going all this time because he couldn't duplicate it. He's basically good and he's got nothing but basically bad goals and the whole GPM is wrapped up on this one thing. So what you do it take the line plot and fit the goal into the line plot and you run it down item by item, and you run the next goal item by item, and you get lots of TA. It's rather incredible that the bank would be backwards, that everything you love in life you have a goal to destroy, and everything you hate in life you have a goal to create. ******************************** Part 4. HCOB 8 DEC 64 SOLO AUDITING AND R6 EW HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex Sthil Students Level VI Staff HCO BULLETIN OF DECEMBER 8, 1964 R6 Graduates SCIENTOLOGY VI SOLO AUDITING AND R6 EW SOLO AUDITING The action of "solo auditing" is not self-auditing. Solo auditing is done in a regular session in Model Session form. One of the few ways to get messed up in solo auditing is to not use regular session form, to not keep a regular auditors report and to coffee shop oneself. When the session begins, run it, when it ends, end it. If after a session you find yourself maundering around and self-auditing, you just have something wrong in what you did or found in the last session. Inabilities to continue a solo audit series of sessions stem wholly from end words getting into restimulation that dictate one way or another not going on - how hopeless or impossible it is, etc. By-passed charge is not enough to stop a series of solo-audit sessions. Only end words can do it. Getting ARC Broken in solo audit is not unusual. It is handled just as you would handle an ARC Broken pc - by-passed charge assessment from a list. PRE-REQUISITES It is presupposed that a Scientologist engaged in Solo Audit is at least Provisional Class Vl. Lower levels simply can't solo audit. What makes solo auditing possible is the fact that on processes below R6 one has communication as a necessity for auditing success. But as this necessity is part of the GPMs, when one is into R6 he or she is above this necessity. Only R6 can work without comm. Therefore Solo Auditing is exclusively an R6 activity. One supposes the auditor solo auditing has already become: Level 0. Willing to talk freely to people. Leve1 l. Able to answer an auditing question. Level l. Able to duplicate. level II. Free of hidden standards, overts and PTPs. Level III. Physically competant. Level IV. Has been clear. If an auditor has not passed those six vital stages of a case, solo auditing, to be blunt, is quite impossible. The self discipline won't be there; the needful insight into one's own motives will be lacking. Any advanced Scientologist always knows when he is dramatizing even when he is. The being that can't solo audit never believes he or she is dramatizing no matter what they are doing or saying. Self control is a must in solo audit. The pc who still needs an auditor to progress should never be permitted to solo audit. Any pc, to go on R6 must go up through the six stages listed above under levels. If you don't take a pc through those first, that pc will eventually fall on his or her head on R6. This is all the more true on solo auditing. If an auditor or pc is started on R6 prematurely there is the remedy of doing the Life and Livingness version or the L6 list. Each question is cleaned of needle reads by auditing by list. Also the pc can be run on any remedy or routine that does not assess for and use words as the key reason for recovery. This only outlaws Level IV and processes depending on assessment by meter for a word to run. Even Service Facs can be run on an R6 "failed case" and certainly O/W can be run. Clay Table Healing is very good on such a case. So if a Scientologist hasn't gone over the various hurdles as above listed he or she should neither solo-audit at all or be run on R6. REASONS FOR SOLO AUDIT The basic reasons for solo auditing are: 1. No auditor can possibly run R6 successfully on another without personally experiencing the simultaneous reads and case reactions. It's all just unreal to a person who hasn't seen the needle move and felt the bank shift at the same instant. An auditor without this reality just messes up pcs. There's no qualifying or modifying that fact. It's just true. So an auditor who hasn't solo audited on R6 just can't run it well or at all on a pc. Such an auditor goofs. And a goof on R6 is horrible to a pc and has dreadful reactions. 2. Auditing a pc when one's own bank is in full cry on the very same material is not conducive to good auditing. This is overcame somewhat by using a "platen" (a card with holes in it that is put on another paper and has in it the line plot mostly written out) but not entirely. When one begins R6 he or she can be too restimulated. All banks are the same. The combined factor of no-reality on the bank and restimulation as an auditor combine with the third. 3. An auditor just starting to use All-Style Auditing is using a new tool and must have it perfect before he uses it. This is like not swimming until one knows how. The best place to learn all-style is in solo-audit. You see, in solo auditing one can stop before he plows in. If one were auditing a pc, and erred, one would go on just that extra second that means disaster. From which we get: 4. In solo auditing one is not assisted by the comm cycle to go deeper than one can cope with. R6 goes straight past the usual protective mechanisms of the mind mentioned in Dianetics. Therefore when one is auditing a pc on R6 one can violate those mechanisms and get the pc in too deep. While solo-auditing one is still self-protected to a large degree. One blunders, becomes relatively incapable of going on, therefore doesn't keep plowing in. The exception is the foolish one who sees no read and goes on down several non-reading items. Suddenly down comes the roof, even so. Thus solo auditing restores the self-protective nature of the mind which R6 done by an auditor on a pc could violate by going beyond where one should stop and investigate what's wrong. Thus solo auditing is: 1. Possible only on R6. 2. Possible only when a person has come up through the levels. 3. Possible only when one is well trained. When one tries solo on lower levels, it doesn't work for long - but we can't deny it does work somewhat even at lower levels sometimes. When one gets onto R6 solo before coming up through the levels it's a jolly mess because one is having to do lower level auditing a lot of the time (PTPs and overts for instance) that only an auditor cauld handle on a pc. When one isn't trained, up to R6, one can't handle it at all. So it's a specialized activity, solo auditing, and only for the provisional Class VI. THE EARLIEST PROCESSES A student, just given his provisional classification, should not be given any plots of any kind. His or her first 20 hours of solo audit should consist only of locating dichotomies of end words. Dichotomy in the dictionary means "Division into two parts." It's a word we borrowed and gave a new meaning to. And after all these years it is very apt as you will discover. DICHOTOMIES The dichotomy in Scientologese means plus and minus. A plus word and a minus word. They are of the same order of things always. A crude example would be "An Apple" and "Applelessness." That's a pair, a dichotomy. The alchemist was on the fringe of this with his active-passive forms and words. But he, looking for the gold of truth (only the latter ones looked for real gold, having missed too many definitions, no doubt), didn't really look for PLUS and MINUS. He looked for the active, such as Man, and the passive, such as Woman by his definitions. We, in a scientific age, look for the two sides of a thing, taking our cue from electricity. Plus and minus interchange a current as you will find on any battery. So we don't want active-passive. We want the bold PLUS and MINUS, the Opposites. Janus, the Roman God of gates and doors, had two faces. So does each major idea have two faces. The nature of things is a major idea. It has two faces. PLUS and a MINUS. These are opposed to each other. They interchange current. They conflict. Bad and good. Things have a nature. The nature can be bad or it can be good. Poison Ivy has a bad nature viewed from a body viewpoint. Cool water is good. Thus the nature of things has two faces, two parts. There could be, let us say the major thought, "how one feels." This has two parts: Elation and depression. Elation is plus, depression is minus. What is generally agreed to bc the unwanted or the poor side is minus. What is generally conceived to be all right is plus. In a modern society wc would have the major idea that an individual has an economic status. Wealth is the PLUS and Poverty is the MINUS. Now you don't have to have the major thought to get its two parts to find a dichotomy. But the two parts must add up to being comparable. You don't have Tall and Small as a dichotomy. The major thought of which "tall" is a part is "height." Therefore you would have Tall and Short as the dichotomy. Small would be half of another major idea of "size." Therefore you would have its "other face" as Big or Large. You would not have Nagging and Violent as two parts. They're both on the same side - both minus. For nagging you might have praising. And for violent you might have benign. So a dichotomy means the two parts of a major idea. THE CHARACTER OF THE REACTIVE MIND Knowing the above you must also be informed of this: In the reactive mind the end words alternate between a plus and a minus. In the top half of the bank (reactive mind) the minus turns up and has as the next one down its plus. In the bottom half of the bank the Plus turns up and just below it is the minus. Each is the end word of a series of GPMs. Each GPM has a line plot. The most charge (force, strength, electric energy) you can find easily with the least disturbance if you err is a dichotomy of end words, a pair. They are called end words because they come on the end of each of a series of goals. Each end word has many root words. These root words are the regard or action one is supposed to have for the end word. Grab _______would be a root. It's the verb. Just ahead of the verb is the participle To which gives us the implied purpose. To Grab _____ as a form would be, then, the complete "Root." ("Root" is just our word for this To Verb _____.) Add the End Word and you have a purpose, a goal. End words are always nouns or a condition made into a noun. Avarice might be an end word - Book or Books might be one. Thus we have To Grab Books as a full goal. Or To Shun Avarice would be one. But Books would have a lot more roots before we had done with them. So would Avarice. Each full goal, like To Grab Books, would have a Line Plot with items like "Grabbing Books," or just "Grabbed Books." Now you see then that Root words are heavily repeated. But if you try to find them you may jam up many end words, for the same roots apply to each pair of end words. The same applies to items in the Line plot. Therefore the one thing that can be plucked out of the reactive mind without messing things up is a pair of end words. They discharge to some degree and as they're not repeated except in their own series, they don't restimulate too much. Obviously then, in theory, End words would be the least restimulative thing to find. In actual practice, they indeed are. And not only that, once found they cool off one's dramatization of them quite wonderfully. It's like recalling a lost experience - just knowing it happened brings a big lift. One doesn't have to erase it all to have a lot less effect from it. So, in actual practice, then, the finding of end words brings the most R6 early case gain. Further, finding these pairs cool off the bank without messing it up. Badly found end words do very little to one. Running a GPM badly can be quite deadly. STARTING R6 Therefore in starting R6, the solo auditor, regardless of the availability or the Line Plot, Root Plot and End Word (or Series) Plot, should find his or her own pairs of end words. This will tend to straighten out the Reactive Mind, unburden it and cool off the whole case. Same fantastic changes can result from this action, if it is done right. When a lot of end words have been cooled off (had some charge removed just by proving them out on a meter) one is enormously more capable. Two pairs of end words properly found is equal to about one clear in terms of case gain. But the end words to be found must be the ones in restimulation on the particular case. Just getting a standard list of end words to read does very little except maybe upset one. PROCESS R6 EW The first process of solo auditing then is named R6 EW. This of course is both a co-audit and solo audit process, not only a solo process. This is very tricky as a process and the following rigid rules must be closely followed. RULES OF R6 EW 1. No Listing with paper and pencil is permitted. This means no written lists of "possible end words." Why not? Because if you go by one in listing, it suppresses and raises the mischief. Also past auditors have loved 87 page lists. You should be able to get the right end word in about four or five words and you sure don't need to write them as a list. Write down the first idea of it only. 2. Write down every end word found and proven on a separate card with its opposite also noted. Each end word has a card with the end word at the top boldly written with all its check out data. Over on the left in small letters is written the other one. These two cards make one pair which thereby refer to each other. 3. Never go on to a new pair before finding both end words in the old pair. Don't find a plus, skip finding its minus and go on with another plus. Always find both before going on. 4. Don't try to plot them an the track or bank. Just find the pairs. 5. If anything goes wrong (meter hangs up, TA goes high, you feel bad, you dramatize, you want to cease auditing forever, etc.) realize you've got a wrong pair or a wrong mate somewhere behind you and find the right pair or the right mate (the other end word or the pair). Hence, keep your cards consecutive and in one packet, the last end word found on top and its "other word" the next one down. 6. Don't wander off onto some other action. Such as prepchecking an end word (my God!). Getting curious about its roots or some GPM "To Shun Cats." Just keep after things like cats. Realize if you stray, you've found a wrong pair or mismatched an end word behind you. Look for it. 7. Realize that the read of the needle transfers easily to locks if you suppress or challenge an end word too hard. But, saving grace, the one that reads heavily on "suppress" or "challenge" (Have I challenged Cats?) is it. A suppress or challenge read on a particular end word serves to prove it. 8. Note all meter and TA actions on the card. 9. Don't write a list between sessions. You may jot one down if it leaps up but in the next session you must take it up at once. Jotting down fifty between sessions you haven't proved up will literally slaughter you. If you do jot down fifty, take up the first one and go down the whole list, proving out the opposite of each you prove. 10. Find only pairs. If you prove out a PLUS then find its Minus. If you prove out a MINUS find its Plus. Those are the rules of R6 EW. They are far more important than how you do the process. THE PROCESS This is a game like charades. (Charades: a party game of guessing a word or phrase from someone acting out its parts.) Only it's played with this question: "What am I dramatizing?" (Or "What word might you be dramatizing?" for a pc.) That's the question. Not, as in charades, what is he or she trying to get across? But what noun is being dramatized? Not what goal (Janus forbid!) but what single, nounal word. Not what pair; that would really chew one up. Just, what noun? You write down this first idea rather lengthily on your auditor's report. Then you use that to find a single noun, singular or plural, that sums it up. You work with that written sentence until you've got it. Then you find its opposite. Remember, there's a lot of "ities" and "ice" like "Servilities" and "Avarice" whereby what we consider as adjectives usually get made into nouns. But also nouns as nouns. Not automobiles, of course. Thetans at the start of the universe didn't have them. But Machinery might do. Not clowns. Too specific. But "Assininities" might work. The whole question is just "What did I, a thetan, early track cook up that I am now getting my head kicked in with?" "Tallness," "Stealth," "Hugeness," "Vastnesses," that sort of thing. One checks out the correct word to express it with usual patter. "Is this an end word?" "Does it have GPMs?" "Is it a lock?" "is it an implant?" "Is it an actual end word?" "Is it a phrase out of an engram?" "Is it a lock on a root?" "Is it an Item?" There's no staccato patter that fits except "Is it an end word?" which is asked every time along with other questions. You worry at it until you know by needle action and TA blowdown it is an end word or you know it isn't. When it definitely isn't it's very wise to find the right wording that is the end word. Don't just give up the notion. When you've got a real end word and hauled it in and written it down and why you know it is by meter behaviour, you then must find its mate. Snakes travel in pairs. So do end words. Both sides of the same sort of thing. If you just found "Rotten" you must now find "Fresh" or "Preserved" and prove that out on its card. Here's an example: You ask "What am I dramatizing?" You think, then "Eating." Ok, what is its reaction? Well ing isn't any end word so maybe its "Food." That doesn't read. Maybe it's "Inflow.'' And so on and suddenly bang, full dial, there It is, gills flippers and all, the right one that expresses that idea you had. Good. Now let's get the opposite. "Hunger," "Deprivation," etc., etc. And bang, you have its partner, the second fish. And so you go. Pretty soon they start popping up. Check them out, get the pair, pair after pair. When it all slows down again, once more "What am I dramatizing7" And you're on your way once more. It's quite a process. Be thorough, be accurate, and you'll make some long, long strides toward O.T. And in solo audit, learn how to handle All Style to the degree of checking out. And learn bank reactions subjectively and as an auditor. Only when you've a nice big pile of cards should you be thinking of running GPMs Item by Item off a Line Plot. Remember, even if you had the full end word plot, you'd make faster personal gains at first and faster gains as an auditor using R6 EW. It is my convinced opinion that if an auditor can't solo audit with high gain what is now called R6 EW he or she should not be let near running GPMs, much less audit another preclear. R6 EW has been actually a research tool. When I found how to convert it to a process it already had its rules laid out and proven in research. It has not been used at this writing for case gain only by others. I can, therefore, predict several HCO Bulletins giving must-nots and all that. However, the facts remain: 1. It takes an ability to detect one's own actions before one can detect those of others; 2. It takes unburdening to make a case run smoothly; 3. The least dangerous early approach to O.T. with the greatest case gains lies in the discovery of pairs of end words that are in restimulation on one's own case; 4. The best way to start a new pc (who must have been through the six phases listed above before R6 plus pc training) is to use R6 EW on him. Not run GPMs. The question, "What am I dramatizing?" may be unflattering and you may prefer "What noun has been in restimulation." If so, fine. All the same. LRH:jw L. RON HUBBARD Copyright (c) 1964 by L. Ron Hubbard ALL RIGHTS RESERVED ******************************** Part 5. R6EW GPMs in their goal items have an end word ending in the "ness" form of the noun. Sometimes "ness", "fulness", or perhaps "ingness", "iness", "ousness". End words are always nouns. There are two sources for end words in each GPM (1) the end word of the one oppterm, (2) the end word of the goal and other items. R6EW Triples "What am I dramatizing?" The answer to that question should be noted down. Then find the end word that fits the dramatization. These can be written down (up to six or so) and then check them. The correct one will read 2 1/2 to 3 inches at sensitivity 5. They will probably read when thought of, or when writing it down or repeating it. If not, use "suppress" and "challenged". If the fall is on these or either, that's it. You find the opposite of that end word in the same way. Then look to see if you still have the same feeling. Then ask the question again, "What am I dramatizing?" You just need an ability to perceive an existing state, condition, emotion, feeling, sensation, inability or lack of emotion, feeling or sensation. Make good use of the dictionary and a book of synonyms and antonyms. The whole message here is to continue to find end words until dramatization is flat. Write down all your session actions, including end words and meter reads, on your session worksheets. Tendency to quit or blow is caused by (1) past R6 errors, (2) dramatization of missed end words, (3) failure to locate an end word one is dramatizing, (4) failure to get large reads, (5) also the bank itself dictates a cessation of action. Never go to a new pair before finding both end words in the old pair. When the session begins, run it. When it ends, end it. Commands R6EW F1: "What am I dramatizing?" "What would oppose that?" R6EW F2: "What have I caused another to dramatize?" "What would oppose that?" R6EW F3: "What are others dramatizing to others?" "What would oppose that?" Each command is independently run. Each is done exactly the way the first flow was done. Full end phenomena is obtained on each of these before the next flow is done. It takes an ability to detect one's own actions before one can detect those of others. The Bank The probable purpose of the bank is to suppress all creating and destroying by aiming creation at evil and destruction at good. This apparently was to restrain all creation and destruction and so gives us the physical universe. - - --- L. Ron Hubbard **************************************************  THE MATERIALS OF GRADE 6 THROUGH OT II POST 3 OF 4 Posted to help free Scientology from SO and OSA. Posted in support of the Freezone Bible Society. Reform Scientology Now. The work was free, keep it so. ARC, The Voice of Free Scientology ************************************************** CONTENTS Post 1/4 1. Grade V & VA Power Processing Post 2/4 2. Tape Transcript - Mastery of GPMs 3. Tape Transcript - Pattern of the Bank 4. HCOB 8 DEC 64 SOLO AUDITING AND R6 EW 5. R6EW Post 3/4 6. SCIENTOLOGY V. DEFINITIONS 7. HCOB 24 SEP 78 THE STATE OF CLEAR 8. CLEARING COURSE INSTRUCTION BOOKLET 9. THE CLEARING COURSE PLATEN 10. CC Correction List (List 7) Post 4/4 11. EARLY OT Is 12. The modern OT 1 13. OT 2 Instruction Booklet 14. OT 2 Platens - Chapters 1 to 8 15. OT 2 Platens - Chapters 9 to 15 Constructed from Scamizdat postings and Fishman and placed in order according to my recollections and also as outlined by Pilot in his guide to confidential data. ************************************************** FREEZONE BIBLE MISSION STATEMENT (copied from their last post) Our purpose is to promote religious freedom and the Scientology Religion by spreading the Scientology Tech across the internet. The Cof$ abusively suppresses the practice and use of Scientology Tech by FreeZone Scientologists. It misuses the copyright laws as part of its suppression of religious freedom. They think that all freezoner's are "squirrels" who should be stamped out as heritics. By their standards, all Christians, Moslems, Mormons, and even non-Hassidic Jews would be considered to be squirrels of the Jewish Religion. The writings of LRH form our Old Testament just as the writings of Judiasm form the Old Testament of Christianity. We might not be good and obedient Scientologists according to the definitions of the Cof$ whom we are in protest against. But even though the Christians are not good and obedient Jews, the rules of religious freedom allow them to have their old testament regardless of any Jewish opinion. We ask for the same rights, namely to practice our religion as we see fit and to have access to our holy scriptures without fear of the Cof$ copyright terrorists. We ask for others to help in our fight. Even if you do not believe in Scientology or the Scientology Tech, we hope that you do believe in religious freedom and will choose to aid us for that reason. Thank You, The FZ Bible Association ******************************** Part 6. SCIENTOLOGY V. DEFINITIONS HUBBARD COMMUNICATIONS OFFICE Saint Hill Manor, East Grinstead, Sussex. CenOCon Franchise HCO BULLETIN OF FEBRUARY 19, 1964 All St. Hill Graduates SCIENTOLOGY V. (Taken from HCO Bulletin of Sept. 28, 1963) The actual goals and Items of the preclear are several thousand times more aberrative than Implant GPMs. I have covered the entire scope of Implanted Goals and Implants in general and we are fortunate to have all this material. An auditor must know it to cope with Class IV auditing as these Implant GPMs become confused with Actual Goals Problem Masses on a meter. Further, the Implanted GPM gives the student auditor a marvellous training ground for running Actual GPMs, and it is recommended that the Implant GPM be studied and some of them run before the auditor tries to handle Actual GPMs. Furthermore, it was wise to know all the tricks "out there" before we went. So I had to collect them for you. Confusion between Implant and Actual GPMs occurs because the implanters used types of goals and patterns found in actual GPMs. Implanters obviously had a knowledge, from historical record or even research, of what a thetan's own goals look like but obviously they never developed the data to a workable therapy or they probably would not have continued to be driven to such costly expedients as continuous implanting, between lives installations, etc. The highest level of treatment technology known to exist in the universe before Scientology was Pictureology wherein, at a signal from the therapist, the thetan crunched up the engram. This is currently in use (and has been for many trillions of years) in the Galactic Confederation. There are few further complications to it except putting the Thetan under control with sleep lights. Pictureology is very close to implanting. The practitioner gets a picture of the scene of the accident, holds it before the thetan and snaps a pair of bars, not unlike cine clap sticks, before the thetan. The thetan eventually gets the idea and angrily or otherwise duplicates the action of the stick by crunching his own engram. There are numerous kinds of traps and ways of catching and freezing a thetan. These are categorized as Projectile which shoot a thetan, usually with beams or lights; Luring which cause a thetan to inspect; Pole which trap a thetan with his own energy; Prison which imprison the thetan; and Maze which confuse a thetan. Temperature and perhaps chemicals are used to paralyze a thetan once caught. All other mental activities are done by implanting. Screen Implants cause the thetan to put his pictures up on a screen where they are misdated and scrambled. Picture Implants simply show the thetan pictures which he recoils from or takes to be his own. Picture Implants are also occasionally filled with false dates. They give the thetan false pasts and futures. They often repeat the actual beginning and ending of the incident in picture form, making it hard to get before or after the implant as one sees pictures of his arrival and departure and so thinks he is not into the implant or out of it. Goal Implants are the third and most serious type of implant. They take a goal and pattern of items with left and right firing poles or jets implant terminals and opposition terminals. The pattern is a too regular GPM not unlike a thetan's own GPMs. This confuses the thetan as to his own goals and seeks to scramble his own goals and items. The Implanted GPM gets confused into the thetan's own GPMs and often in running a thetan's own goals and items one gets into Implant goals and items and vice versa. One only needs to straighten it out by carefully asking on the meter if this is an installed goal or items or an actual one. It is almost amusing to note how hard Implanters work and what overts they must feel they run up, and to note as well that if it were not for a thetan's own Goals Problem Masses, they could effect nothing harmful. How hard they work. And all for nothing. They are not the source of aberration. They merely make the universe seem more unpleasant. As for creating aberration, they could not. Sleep lights, Screens, False Picture Projectors, Goal implants alike are wholly innocuous compared to the thetan's own Goals Problem Masses. One aberrates himself. And if he did not, nobody else could. Anything worrying the pc or reducing his capability or life potential is to be found in Actual Items or Goals, not in engrams or implants. These are not primary causes. Only the pc's own goals and items are capable of basically causing the trouble. LRH:jw:jr L. RON HUBBARD Copyright (c) 1964 by L. Ron Hubbard ALL RIGHTS RESERVED ************************************************** Part 7. HCOB 24 SEP 78 THE STATE OF CLEAR CONFIDENTIAL 24 September, 1978 IV THE STATE OF CLEAR NOTE: The distribution of this Confidential data is limited to AOs and C/Ses in Class IV Orgs who are Clear or above, with the following stipulations: A C/S, Clear or above, in a Class IV Org is held fully responsible for maintaining the security of this, and the material it contains. This is to be kept securely under lock and key as Confidential Advance Course material. The confidential data herein is not to be divulged, verbally or otherwise to anyone not yet Clear. Feeding the Clear cognition to any individual, or violation of any of the above is a Comm-Evable offense. Field auditors or Missions must send the pc folders of any pc believed to have gone Dianetic Clear to their closest org which has a C/S who is Clear, for adjudication and declare of the state. A Clear Class IV C/S must handle such submissions promptly (and without any invalidation or any unnecessary eval, should the state not have been attained) so there is no delay put on any individual's progress up the Bridge. DEFINITION OF A CLEAR: A THETAN WHO CAN BE AT CAUSE KNOWINGLY AND AT WILL OVER MENTAL MATTER, ENERGY, SPACE AND TIME. In Clearing you move the being up to where he is at Cause over mental MEST. A clear has erased the matter, energy, space and time connected to the thing called MIND. He has been cleared of the MASS, PICTURES, etc. It is a negative gain. Clear occurs when one stops mocking up bank, or realizes he is doing it. A Clear has perhaps not entirely lost the automaticity of mocking up mass. But at least he knows he's putting it there and practice increases his general reality. The State of Clear, when the person has erased his own pictures or bank, can occur prior to doing the Clearing Course. It can occur on Dianetic auditing, especially New Era Dianetics. Sometimes it has occurred on Goals Processing, and even on Objective Processes. It must be recognized and declared when attained. A Dianetic Clear can be given Touch or Contact Assists (as can Clears and OTs), and NED for OTs once he is OT III, but not a Dianetic auditing assist nor any Dianetic auditing. The Dianetic Clear would then, on achieving this state, be audited on Scientology Grades 0-IV. He would not be run on the R3RA section of Service Facs, however, nor any R3R or R3RA. You don't run Power, R6EW or the Clearing Course on a Dianetic Clear. They go onto OT I, after doing the Solo Course. This is issued to Org C/Ses who are themselves Clear or above, as the Clear cognition cannot be issued broadly and must not be fed to a pc, which is a Comm-Evable offense. Clears are made through auditing, not feeding EPs or cognitions to pcs. This is important as someone who has not made clear, will not make it on the OT Levels. Org C/Ses who are Clear or above, however, will need to be able to recognise the State of Clear when it occurs on Dianetics or otherwise, to ensure the state is real and to declare any such pc Dianetic Clear when the state is truly attained. Once declared, the pc folders must be clearly marked "DIANETIC CLEAR". The pc may then be C/Sed for Scientology auditing, per the above. He is not, however, given further Dianetic Auditing. References: 24.9.78 Issue 111. DIANETIC CLEAR. 25.6.70RA, Issue 11. C/S Series 12RA, Glossary of C/S Terms. ******************************** Part 8. CLEARING COURSE INSTRUCTION BOOKLET READ, STUDY AND KNOW THESE INSTRUCTIONS BEFORE DOING ANY AUDITING. Mechanics of the Bank Anything in the bank that occurs several times will not erase unless it's the earliest time it occurred. This is known as the basic on the "chain". A number of similar things, early to late in different points of time, make a chain. When you have the earliest erased, the rest erases easily. However, when the earliest one is erased the next to last is the new "basic" and must be erased in its turn. And so on. As this goes on, the items of the chain eventually begin to "blow" (erase) very easily. Therefore, if items cease to erase easily, you have not properly handled the item just before it. And may not have handled the same item in the earlier run. Even if you get reads out of a later run than the one you are supposed to be in, you will find the later one still reads when you get to it properly and will then erase nicely. The real speaker in the R6 bank is "the person himself at the time". This we call "the thetan in the item". Each item has an impression of the being as he was at the moment of the item long ago. If one does not spot this each time, it will not erase and mass builds up as we go along. This means look at or locate yourself as a thetan at the time of the incident. It is not the light. It is right where you are in the auditing chair, but of course ages past. Spot means "glance at". The symbol é equals Greek letter theta, én is a trick way of saying thetan. If, as you read this, you glance at the wall, you can spot. It reads well. One then has to get the earliest moment of one's own beingness in the bank and spot it. Then one has to spot it for each item one runs. One "spots the thetan" and the item (in the objects, the items) at the same time. This is a bit of a trick. It is "simultaneous spotting". Spotting the thetan in a called (verbal) item can be done at the same time as the item is called. Ordinarily, one calls or spots the item a few times and then also calls and spots the thetan. The thetan can also then be spotted without calling or spotting the item. The right way is the way you get the most reads. Soon one begins to be expert at it, but then one must be expert at it with Item 1, Part 1, Run 1 or it builds up. One had a tiny bit of mass on him right at the start, as he was protesting. This is (slight as it is) enough to tie down the chain by leaving it with a basic. So, "spot the thetan" each time. Spotting the environment at the time is also possible. Duration of Auditing Find a quiet place in which to audit. Audit an hour or two at a time, preferably the same time each day. A day you don't audit is a session lost. Trying to make up a session is useless. Audit daily. When you don't you lose sessions. It isn't how much you get done in a session, it's the getting on, bit by bit, that counts. It's like digging a long ditch. What you don't dig isn't dug. The bank contains less than was first thought but it contains enough. In three or four months you will have made it if you do a good job on each item. And don't fool about with the bank. It goes into restimulation if you stir it up. And don't decide a lot of things. Your ability to postulate is increasing and you can decide a run is "flat" or doesn't need to be run and have it behave that way. But it will still be there to knock you down. The Cause of Trouble The only way one can get ill or in trouble is not auditing, trying to "correct" the items given or not following instructions. What doesn't make items read properly: - loud shouting - body movement while calling - fiddling the one-hand electrode - tensing muscles - getting angry with the lack of a read - gritting teeth - auditing past an ARC Break - doing a List 7 every time you don't get a read or feel odd. What makes items read properly: - doing regular sessions - not self-auditing out of session - staying calm - keeping the Auditor's Code on the pc (you) - following directions exactly, adding nothing - finding ARC Breaks when they happen with a List 7 (List 7 run as an assessment for ARC Breaks will run easily. Locate and indicate the bypassed charge if it shows up. If you are not a classed auditor, get this done in a Qual Division that has a classed auditor either on or through the Clearing Course. If you really bog down, auditing by list on List 7 will give you the relief sought.) - auditing in a place you feel secure and where you won't be disturbed - audit daily - not auditing too long at one time - one to two hours is optimum, closer to one than two - not trying to get rid of all of it at once - considering it a routine piece of ditch digging - not expecting to fly suddenly - not dwelling on your case out of session (when you end a session, end it) - being plodding and methodical - just getting on with it, getting all the reads off by calling or spotting, go on to the next item, if it doesn't read, get more off last item and return to the one that wouldn't read - getting in the buttons Suppress, Invalidate, Protest, when needed only - checking for earlier or later runs only when in trouble, only handle trouble when it arrives, don't try to handle it before it does - the best way to stay out of trouble is READ, STUDY AND UNDERSTAND THESE INSTRUCTIONS BEFORE BEGINNING. Basic Basic The first (earliest) bit of bank is not an item but a light. It appears to the left of the face, some distance away (look ahead and to the left a bit and you'll spot it). It is the source of unconsciousness and produces it when contacted. There is a light before each run, in the middle of each 7s GPM (every four pairs), at the start of the Basic End Words, at the start of the Confusion GPM and at the start of the Objects and at the end of each type of item in the Objects (every eight items). Each time you feel groggy, it's a light doing it. Each major change, then, is preceded by the light. Mark these on your platens if they are not there. Flatten each one by spotting it, and it and the thetan. Anaten (unconsciousness) can be spotted away. It is a part of the light. When the light went on, the thetan went anaten. Instead of a solo auditor going anaten in the session, it is only necessary to spot the anaten in the thetan when running a light. When you spot a light or object or combination of objects, you should get a read on the needle. By spotting the same thing again, you get another read. By spotting it again, you get another read. And so you continue to spot it, time after time, until no more reads occur by reason of spotting. You repeat verbal items aloud, getting a read each time you repeat until it has no more reads. Verbal items are found in the 7s, Basic End Words and Confusion GPM. But you silently spot lights, objects, combinations of objects repeatedly (same one) until you have no more reads. You should get as many falls etc. from spotting a light as you do from calling an item. Spotting the thetan follows the same rules. You spot repeatedly until there are no more reads on the needle by reason of spotting the thetan (self) at that instant and place. You don't have to see the light to spot it or see the thetan or see the object or objects. You only need to spot the place where you are with the idea of what should be there. Of course, seen at first or not, continued spotting makes it vanish. The Pattern of the Bank The apparent pattern of the bank is as follows: (earliest) Part A - The 7s Part B - The Basic End Words Part C - The Confusion GPM (Run 1) Part D - The Objects - hollow Part E - The Objects - solid Part A - The 7s Part B - The Basic End Words Part C - The Confusion GPM (Run 2) Part D - The Objects - hollow Part E - The Objects - solid Part A - The 7s Part B - The Basic End Words Part C - The Confusion GPM (Run 3) Part D - The Objects - hollow Part E - The Objects - solid Part A - The 7s Part B - The Basic End Words Part C - The Confusion GPM (Run 4) Part D - The Objects - hollow Part E - The Objects - solid There are five PARTS. These occur in a row. This row of five parts is called a RUN. The first (earliest) of these is the 7s. The second, just above the 7s, is the Basic End Words. The third, just above the Basic End Words, is the Confusion GPM. The fourth, just above the Confusion GPM, is the Objects - hollow. The fifth, just above the Objects - hollow, is the Objects - solid. After a RUN of A, B, C, D and E we begin again with the 7s for the next RUN. The PARTS go as they do in the first run. (7s, THEN Basic End Words, THEN Confusion GPM, THEN Objects - hollow, THEN Objects - solid.) Therefore, the trick is always to run only the earliest run available and not get into later runs. The bank has ten runs or fifty parts. None of these use a GPM line plot. They only contain what is given on the platen you are issued. The proper way to run it all is to get on with it. After ten runs, you may have to go from Run 1 to Run 10 all over again anyway, to get any final bits. So your first running of the whole ten runs may not be your final run. You also MAY go clear before you have completed ten runs, but check carefully that this isn't a KEY-OUT. How to Use a Platen Each student must supply himself with foolscap paper. The platen is then laid aside the foolscap paper and you repeat the number on the actual foolscap paper. Across the top of the foolscap paper is written the student's name, the name of the part being run, the number of the run, and the date. The reads on the items are written on the foolscap paper alongside the number of the item. To keep from cramping your reads and have enough paper on all parts, just take legal foolscap size paper and use the item's consecutive numbers and go down the page as far as necessary to record all reads, then leave a space and write the next number. It is too hard to keep the numbers even on the platen and worksheet. Number worksheet by page number of platen and consecutive letter. Page 1 of platen becomes page 1(a) and (b) and (c) of worksheet. Label each worksheet well. In order to save paper bulk, continue down your piece of foolscap paper from session to session, dating each new session start. Use both sides of your foolscap paper, but use separate auditor reports from each session, of course. Any comments that need to be written down must be put on another sheet of paper. Only the actual reads, including any buttons that are used, and any cognitions, should be written on your foolscap paper. Do not write the name of the item, only the pair number and item number. Leave some space on your foolscap paper when you complete an item, so that if the next item does not read, you then have sufficient space to go back and add more in if necessary to the previous item. Do not write anything on the platen. When you return your auditor reports and worksheets always use paperclips. Never use a stapler on this course. Running Items Always run the earliest item first, flatten it and go on to the next item. Complete the part. Go to first item in next part, etc. One calls the item and marks its reads until one no longer gets reads. Then one calls the next item and marks its reads, until it no longer reads. Then one can call the first item of the pair again and the second item, calling them as a pair until they no longer read. The reads obtained on an item by calling as a pair are put under the appropriate item number. All the reads for any one item are recorded in the same place on the worksheet regardless of when the item is called (such as calling as a pair or in rerunning). Space should be left after each item so that reads can be added when calling the pair or in the case of having to go back and get more charge off an item. If an item does not read the moment it is called, then you have left the item just before it charged. So call the earlier item again and get the read or reads off it, making sure you don't go into a later run. Then call the item that didn't read the first time and you will find it instantly reads. When you leave an item to go back to a previous one, put a bar (/) on the item you leave and a dash (-) at the item you go back to. If you go back more than one item, put a bar for as many items as you go back. That is, if you go back three items, you put three bars on the item you left and a dash on each item gone back over. Each item must be called in turn up to the place where you went back from. NOTE: this can easily be overdone (getting all reads off earlier items) as you can put yourself into later runs, so moderation in this goes a long way. But never ignore the fact that a new item didn't read the first time it was called. It always means you didn't get all reads off the item immediately before, or that you failed to spot the thetan at the moment. NEVER GO PAST A NON-READING ITEM. When running Clearing Course material, you find you get a certain amount of reads on an item (correct "run" type reads are Falls, LFs, sBDs, BDs) then the following item in the same session will get approximately the same amount of reads - if not and you get only a few reads, then go back to the previous item that read well and you will find there is more charge on it. After that, the next item will read with approximately the same number of reads as the previous one. One doesn't muck about with concepts or other maunderings. The item is the item and cognitions do or don't appear. The item is the thing and calling it is what makes it read. If items go on reading, don't try to suppress them. Items read big and many times. You may get as many as twenty-five or more large reads on every item. The main thing is to clean (get all the charge off) each item for the run you are in. Be sure to keep in the correct run. Remember, if you get bored with so many reads, to take the boredom off as a button. You can just throw away reads because you get tired of seeing it read. Your purpose is to clean each item, not make yourself interested or happy or entertained. A lot of it is just hard, slogging work. If you clean them up as you go, all will be well. You can sometimes erase an item and have it read as a lock or lock item. Test it for a lock if it reads too long. If you find you are getting small reads (that is, Ticks, Small Falls), check to see if there is any charge left on the previous item, and check to see if you are in the correct run. Falls and blowdowns are expected on each item, not just reads. Don't go on calling the item if you are getting small reads. Find the outness and correct it. Keep auditor reports for each session. Don't try to run the same item out of all runs at one time. Just proceed from bottom up, run by run, in order, item by item, part by part. Take care to stay in the correct run. It is now a proved fact that none of the basic bank will erase on a preclear until all the lower grades are properly established on a preclear and then the basic bank confronted in its exactness, item by item in sequence and in its exact relationship to the rest of the bank. Know then that: 1. There is no haphazard blowing of bank 2. No item blows out of context 3. There are no prior holes blown in the bank for anyone, no matter what the nature or any prior auditing might have been, until the item has actually been run. * * * PAIN - Pain (pn) only occurs when you have left something charged behind you (earlier). SICKNESS - Sickness is part of the somatic. It runs out. FLATTEN - Flatten every item thoroughly. ERASURE - You are not seeking RELEASE from the bank at this level. You are erasing. Therefore "the bank has blown" is nonsense - one has blown from the bank, so get back in it and run it. Total erasure is the aim. NO READ - No read on a new item is always followed by LFs and BDs. Never bypass an item just because it didn't read, sure passport to upset is to leave items alive and go on or to skip an item because it didn't read. They all will read. RERUN - if you start getting pain or sickness, you got into a later run or you bypassed some charge and must rerun the earlier area you just did. Something is still alive. If in doubt, rerun the lot from the start of the part. Erase thoroughly. But if it is a later run, get back into the correct one. NEGLECT - If you run upwards getting no reads at all on several items and still go on, you will become quite upset. Do not go past non-reading items. Find out what is wrong immediately and remedy it. BYPASSED CHARGE - Use L7 on yourself if you don't quickly find reasons for pain or upset. READS - Write down, using the code, every read you get after the item that it occurred on. Write "NO" for item that didn't read at first read, even when it then reads. E.g. "NO LF sBD F F F sBD". RELEASE - You'll go Release a lot of times. Ignore it. We are erasing in R6. Release can be ignored because the R6 bank is vanishing. Not true of lower grades. TA UP - The TA goes up between sessions. It cleans up and goes down on beginning rudiments or on the first couple of items or both. REPEATER TECHNIQUE - The items are flattened by repeater technique. Just repeat them until they no longer read. Get your own reaction off. Repeat again. Repeat to no read. Beware of session suppress and invalidate. PART B - is nouns. Be careful of first one because it is used in the sense of a noun. Don't run it otherwise than as a pure noun. READS - It is not unusual for an item not to read at first call. Read the one just before it again. Try the item once more. If still no read, call several just before it. Then call it again. It will read. Items read many times in most cases. Don't leave anything reading behind you. Sometimes you will find a pair you just left are still very alive. Flatten them. Mark ALL reads or lack of them. WOODEN FACE - A wooden feeling in the face is caused by pulling in later items that are also pulled in out of arrangement. If you pull in from later bank (runs) X and Y you will not get a wooden feeling in your face. But if you pull them in Y X you will. CODE (used in noting reads) - F = 1" to 2" fall (needle left to right motion); LF = long fall 2" or more; sF = small fall 1/4" to 1"; ht = heat experienced; pn = pain; som = somatic; sen = sensation; corr = correct; supp = suppress; inval = invalidate; no rd = no read; sBD = small blowdown of TA, .2 div or .1 (right to left motion) (needle sticks over to right - TA does not necessarily have to be moved); BD = .25 division blowdown of TA or more (right to left motion) (TA has to be moved); div = division of tone arm; TA = tone arm of meter, scale of; anaten = analytical attenuation (going unconscious) PARTS D and E - The Objects - hollow and solid - These parts are silent. There are no words in them. Only objects. They run in a pattern. The position of the objects relative to the thetan are: OBJECT TWO OBJECTS * left side THETAN * in front THETAN of face * right side THREE OBJECTS FOUR OBJECTS * left side * left side THETAN * in front * behind THETAN * in front of face head of face * right side *right side The objects appear about an arm's length away. On coming in or going away, the location is the same. For one object, it appears a few feet in front of one's face. For two objects, they appear to right and left of one at same height as the front one. For three objects, they appear combined as one and two objects positions (in front of face and to right and left). For four objects, they appear as the three plus one behind the head about the same distance back as the one in front is. They move. Learn to perceive the number given all in the same instant, doing the action of going away or coming in. Spot the thetan at the same moment. ******************************** Part 9. THE CLEARING COURSE PLATEN (See Clearing Course instruction booklet) The 7s (Part A) LIGHT (front left) spot thetan Pair One (1) TO BE NOBODY spot thetan TO BE EVERYBODY spot thetan Pair Two (2) TO BE ME spot thetan TO BE YOU spot thetan Pair Three (3) TO BE MYSELF spot thetan TO BE OTHERS spot thetan Pair Four (4) TO BE AN ANIMAL spot thetan TO BE ANIMALS spot thetan LIGHT (front left) spot thetan Pair Five (5) TO BE A BODY spot thetan TO BE BODIES spot thetan Pair Six (6) TO BE MATTER spot thetan TO BE SPACE spot thetan Pair Seven (7) TO BE A SPIRIT spot thetan TO BE SPIRITS spot thetan Pair Eight (8) TO BE A GOD spot thetan TO BE GODS spot thetan LIGHT (front left) spot thetan Pair One (9) TO DO NOTHING spot thetan TO DO EVERYTHING spot thetan Pair Two (10) TO DO MUCH spot thetan TO DO LITTLE spot thetan Pair Three (11) TO DO IT ALL spot thetan TO DO NOT ANY spot thetan Pair Four (12) TO DO AMBITIOUSLY spot thetan TO DO SLIGHTLY spot thetan LIGHT (front left) spot thetan Pair Five (13) TO DO MORE spot thetan TO DO LESS spot thetan Pair Six (14) TO DO SPLENDIDLY spot thetan TO DO AWFULLY spot thetan Pair Seven (15) TO DO WISELY spot thetan TO DO FOOLISHLY spot thetan Pair Eight (16) TO DO RIGHT spot thetan TO DO WRONG spot thetan LIGHT (front left) spot thetan Pair One (17) TO HAVE NOTHING spot thetan TO HAVE EVERYTHING spot thetan Pair Two (18) TO HAVE MUCH spot thetan TO HAVE LITTLE spot thetan Pair Three (19) TO HAVE ALL spot thetan TO HAVE NONE spot thetan Pair Four (20) TO HAVE HUGELY spot thetan TO HAVE POORLY spot thetan LIGHT (front left) spot thetan Pair Five (21) TO HAVE GREEDILY spot thetan TO HAVE PICKINGLY spot thetan Pair Six (22) TO HAVE MIGHTILY spot thetan TO HAVE SPARSELY spot thetan Pair Seven (23) TO HAVE MAGNIFICENTLY spot thetan TO HAVE TAWDRILY spot thetan Pair Eight (24) TO HAVE TOTALITY spot thetan TO HAVE NEGATIVENESS spot thetan LIGHT (front left) spot thetan Pair One (25) TO STAY EVERYWHERE spot thetan TO STAY NOWHERE spot thetan Pair Two (26) TO STAY HERE spot thetan TO STAY THERE spot thetan Pair Three (27) TO STAY NEAR spot thetan TO STAY FAR spot thetan Pair Four (28) TO STAY UP spot thetan TO STAY DOWN spot thetan LIGHT (front left) spot thetan Pair Five (29) TO STAY OUT spot thetan TO STAY IN spot thetan Pair Six (30) TO STAY BACK spot thetan TO STAY FORWARD spot thetan Pair Seven (31) TO STAY EARLIER spot thetan TO STAY LATER spot thetan Pair Eight (32) TO STAY PRESENT spot thetan TO STAY ABSENT spot thetan LIGHT (front left) spot thetan End of 7s (Part A) * * * The Basic End Words (Part B) 1. THE NOW 2. THE PAST 3. THE FUTURE 4. THE TIME 5. THE SPACE 6. THE MOTION 7. THE ENERGY 8. THE MASSES 9. THE SELF 10. THE OTHERS 11. THE LIFE LIGHT 12. THE EXISTENCE 13. THE CONDITIONS 14. THE EFFECTS 15. THE PICTURES 16. THE MIND 17. THE HISTORIES 18. THE REACTION 19. THE GOAL 20. THE CHAOS 21. THE UNIVERSE LIGHT ************************************** The Basic End Words (Part B) 1. THE NOW 2. THE PAST 3. THE FUTURE 4. THE TIME 5. THE SPACE 6. THE MOTION 7. THE ENERGY 8. THE MASSES 9. THE SELF 10. THE OTHERS 11. THE LIFE LIGHT 12. THE EXISTENCE 13. THE CONDITIONS 14. THE EFFECTS 15. THE PICTURES 16. THE MIND 17. THE HISTORIES 18. THE REACTION 19. THE GOAL 20. THE CHAOS 21. THE UNIVERSE LIGHT End of The Basic End Words (Part B) ************************************** The Confusion GPM (Part C) LIGHT (front left) spot thetan Pair One CREATING TO DESTROY THE NOW DESTROYING TO CREATE THE NOW Pair Two CREATING TO DESTROY THE PAST DESTROYING TO CREATE THE PAST Pair Three CREATING TO DESTROY THE FUTURE DESTROYING TO CREATE THE FUTURE Pair Four CREATING TO DESTROY THE TIME DESTROYING TO CREATE THE TIME Pair Five CREATING TO DESTROY THE SPACE DESTROYING TO CREATE THE SPACE Pair Six CREATING TO DESTROY THE MOTION DESTROYING TO CREATE THE MOTION Pair Seven CREATING TO DESTROY THE ENERGY DESTROYING TO CREATE THE ENERGY Pair Eight CREATING TO DESTROY THE MASSES DESTROYING TO CREATE THE MASSES Pair Nine CREATING TO DESTROY THE SELF DESTROYING TO CREATE THE SELF Pair Ten CREATING TO DESTROY THE OTHERS DESTROYING TO CREATE THE OTHERS Pair Eleven CREATING TO DESTROY THE LIFE DESTROYING TO CREATE THE LIFE Pair Twelve CREATING TO DESTROY THE EXISTENCE DESTROYING TO CREATE THE EXISTENCE Pair Thirteen CREATING TO DESTROY THE CONDITIONS DESTROYING TO CREATE THE CONDITIONS Pair Fourteen CREATING TO DESTROY THE EFFECTS DESTROYING TO CREATE THE EFFECTS Pair Fifteen CREATING TO DESTROY THE PICTURES DESTROYING TO CREATE THE PICTURES Pair Sixteen CREATING TO DESTROY THE MIND DESTROYING TO CREATE THE MIND Pair Seventeen CREATING TO DESTROY THE HISTORIES DESTROYING TO CREATE THE HISTORIES Pair Eighteen CREATING TO DESTROY THE REACTION DESTROYING TO CREATE THE REACTION Pair Nineteen CREATING TO DESTROY THE GOAL DESTROYING TO CREATE THE GOAL Pair Twenty CREATING TO DESTROY THE CHAOS DESTROYING TO CREATE THE CHAOS Pair Twenty-One CREATING TO DESTROY THE UNIVERSE DESTROYING TO CREATE THE UNIVERSE End of Confusion GPM (Part C) * * * The Objects (Parts D & E) LIGHT 1. 1 hollow triangle going away 2. 2 hollow triangles going away 3. 3 hollow triangles going away 4. 4 hollow triangles going away 5. 1 hollow triangle coming in 6. 2 hollow triangles coming in 7. 3 hollow triangles coming in 8. 4 hollow triangles coming in LIGHT 9. 1 hollow circle going away 10. 2 hollow circles going away 11. 3 hollow circles going away 12. 4 hollow circles going away 13. 1 hollow circle coming in 14. 2 hollow circles coming in 15. 3 hollow circles coming in 16. 4 hollow circles coming in LIGHT 17. 1 hollow square going away 18. 2 hollow squares going away 19. 3 hollow squares going away 20. 4 hollow squares going away 21. 1 hollow square coming in 22. 2 hollow squares coming in 23. 3 hollow squares coming in 24. 4 hollow squares coming in LIGHT 25. 1 hollow oval going away 26. 2 hollow ovals going away 27. 3 hollow ovals going away 28. 4 hollow ovals going away 29. 1 hollow oval coming in 30. 2 hollow ovals coming in 31. 3 hollow ovals coming in 32. 4 hollow ovals coming in LIGHT 33. 1 hollow tetrahedron (three sides and base) going away 34. 2 hollow tetrahedrons going away 35. 3 hollow tetrahedrons going away 36. 4 hollow tetrahedrons going away 37. 1 hollow tetrahedron coming in 38. 2 hollow tetrahedrons coming in 39. 3 hollow tetrahedrons coming in 40. 4 hollow tetrahedrons coming in LIGHT 41. 1 hollow sphere going away 42. 2 hollow spheres going away 43. 3 hollow spheres going away 44. 4 hollow spheres going away 45. 1 hollow sphere coming in 46. 2 hollow spheres coming in 47. 3 hollow spheres coming in 48. 4 hollow spheres coming in LIGHT 49. 1 hollow cube going away 50. 2 hollow cubes going away 51. 3 hollow cubes going away 52. 4 hollow cubes going away 53. 1 hollow cube coming in 54. 2 hollow cubes coming in 55. 3 hollow cubes coming in 56. 4 hollow cubes coming in LIGHT 57. 1 hollow egg going away 58. 2 hollow eggs going away 59. 3 hollow eggs going away 60. 4 hollow eggs going away 61. 1 hollow egg coming in 62. 2 hollow eggs coming in 63. 3 hollow eggs coming in 64. 4 hollow eggs coming in LIGHT 65. 1 hollow prism going away 66. 2 hollow prisms going away 67. 3 hollow prisms going away 68. 4 hollow prisms going away 69. 1 hollow prism coming in 70. 2 hollow prisms coming in 71. 3 hollow prisms coming in 72. 4 hollow prisms coming in LIGHT 73. 1 hollow cylinder going away 74. 2 hollow cylinders going away 75. 3 hollow cylinders going away 76. 4 hollow cylinders going away 77. 1 hollow cylinder coming in 78. 2 hollow cylinders coming in 79. 3 hollow cylinders coming in 80. 4 hollow cylinders coming in LIGHT 81. 1 hollow rectahedron (long box) going away 82. 2 hollow rectahedrons going away 83. 3 hollow rectahedrons going away 84. 4 hollow rectahedrons going away 85. 1 hollow rectahedron coming in 86. 2 hollow rectahedrons coming in 87. 3 hollow rectahedrons coming in 88. 4 hollow rectahedrons coming in LIGHT 89. 1 hollow flat cylinder going away 90. 2 hollow flat cylinders going away 91. 3 hollow flat cylinders going away 92. 4 hollow flat cylinders going away 93. 1 hollow flat cylinder coming in 94. 2 hollow flat cylinders coming in 95. 3 hollow flat cylinders coming in 96. 4 hollow flat cylinders coming in LIGHT 97. 1 hollow pyramid (four sides and base) going away 98. 2 hollow pyramids going away 99. 3 hollow pyramids going away 100. 4 hollow pyramids going away 101. 1 hollow pyramid coming in 102. 2 hollow pyramids coming in 103. 3 hollow pyramids coming in 104. 4 hollow pyramids coming in LIGHT 105. 1 hollow coil going away 106. 2 hollow coils going away 107. 3 hollow coils going away 108. 4 hollow coils going away 109. 1 hollow coil coming in 110. 2 hollow coils coming in 111. 3 hollow coils coming in 112. 4 hollow coils coming in LIGHT 113. 1 hollow diamond box going away 114. 2 hollow diamond boxes going away 115. 3 hollow diamond boxes going away 116. 4 hollow diamond boxes going away 117. 1 hollow diamond box coming in 118. 2 hollow diamond boxes coming in 119. 3 hollow diamond boxes coming in 120. 4 hollow diamond boxes coming in LIGHT 121. 1 hollow oval coil going away 122. 2 hollow oval coils going away 123. 3 hollow oval coils going away 124. 4 hollow oval coils going away 125. 1 hollow oval coil coming in 126. 2 hollow oval coils coming in 127. 3 hollow oval coils coming in 128. 4 hollow oval coils coming in LIGHT Solid Series 129. 1 solid triangle going away 130. 2 solid triangles going away 131. 3 solid triangles going away 132. 4 solid triangles going away 133. 1 solid triangle coming in 134. 2 solid triangles coming in 135. 3 solid triangles coming in 136. 4 solid triangles coming in LIGHT 137. 1 solid circle going away 138. 2 solid circles going away 139. 3 solid circles going away 140. 4 solid circles going away 141. 1 solid circle coming in 142. 2 solid circles coming in 143. 3 solid circles coming in 144. 4 solid circles coming in LIGHT 145. 1 solid square going away 146. 2 solid squares going away 147. 3 solid squares going away 148. 4 solid squares going away 149. 1 solid square coming in 150. 2 solid squares coming in 151. 3 solid squares coming in 152. 4 solid squares coming in LIGHT 153. 1 solid oval going away 154. 2 solid ovals going away 155. 3 solid ovals going away 156. 4 solid ovals going away 157. 1 solid oval coming in 158. 2 solid ovals coming in 159. 3 solid ovals coming in 160. 4 solid ovals coming in LIGHT 161. 1 solid tetrahedron going away 162. 2 solid tetrahedrons going away 163. 3 solid tetrahedrons going away 164. 4 solid tetrahedrons going away 165. 1 solid tetrahedron coming in 166. 2 solid tetrahedrons coming in 167. 3 solid tetrahedrons coming in 168. 4 solid tetrahedrons coming in LIGHT 169. 1 solid sphere going away 170. 2 solid spheres going away 171. 3 solid spheres going away 172. 4 solid spheres going away 173. 1 solid sphere coming in 174. 2 solid spheres coming in 175. 3 solid spheres coming in 176. 4 solid spheres coming in LIGHT 177. 1 solid cube going away 178. 2 solid cubes going away 179. 3 solid cubes going away 180. 4 solid cubes going away 181. 1 solid cube coming in 182. 2 solid cubes coming in 183. 3 solid cubes coming in 184. 4 solid cubes coming in LIGHT 185. 1 solid egg going away 186. 2 solid eggs going away 187. 3 solid eggs going away 188. 4 solid eggs going away 189. 1 solid egg coming in 190. 2 solid eggs coming in 191. 3 solid eggs coming in 192. 4 solid eggs coming in LIGHT 193. 1 solid prism going away 194. 2 solid prisms going away 195. 3 solid prisms going away 196. 4 solid prisms going away 197. 1 solid prism coming in 198. 2 solid prisms coming in 199. 3 solid prisms coming in 200. 4 solid prisms coming in LIGHT 201. 1 solid cylinder going away 202. 2 solid cylinders going away 203. 3 solid cylinders going away 204. 4 solid cylinders going away 205. 1 solid cylinder coming in 206. 2 solid cylinders coming in 207. 3 solid cylinders coming in 208. 4 solid cylinders coming in LIGHT 209. 1 solid rectahedron (long box) going away 210. 2 solid rectahedrons going away 211. 3 solid rectahedrons going away 212. 4 solid rectahedrons going away 213. 1 solid rectahedron coming in 214. 2 solid rectahedrons coming in 215. 3 solid rectahedrons coming in 216. 4 solid rectahedrons coming in LIGHT 217. 1 solid flat cylinder going away 218. 2 solid flat cylinders going away 219. 3 solid flat cylinders going away 220. 4 solid flat cylinders going away 221. 1 solid flat cylinder coming in 222. 2 solid flat cylinders coming in 223. 3 solid flat cylinders coming in 224. 4 solid flat cylinders coming in LIGHT 225. 1 solid pyramid (four sides and base) going away 226. 2 solid pyramids going away 227. 3 solid pyramids going away 228. 4 solid pyramids going away 229. 1 solid pyramid coming in 230. 2 solid pyramids coming in 231. 3 solid pyramids coming in 232. 4 solid pyramids coming in LIGHT 233. 1 solid coil going away 234. 2 solid coils going away 235. 3 solid coils going away 236. 4 solid coils going away 237. 1 solid coil coming in 238. 2 solid coils coming in 239. 3 solid coils coming in 240. 4 solid coils coming in LIGHT 241. 1 solid diamond box going away 242. 2 solid diamond boxes going away 243. 3 solid diamond boxes going away 244. 4 solid diamond boxes going away 245. 1 solid diamond box coming in 246. 2 solid diamond boxes coming in 247. 3 solid diamond boxes coming in 248. 4 solid diamond boxes coming in LIGHT 249. 1 solid oval coil going away 250. 2 solid oval coils going away 251. 3 solid oval coils going away 252. 4 solid oval coils going away 253. 1 solid oval coil coming in 254. 2 solid oval coils coming in 255. 3 solid oval coils coming in 256. 4 solid oval coils coming in End of Objects Series ******************************** Part 10. CC Correction List (List 7) LIST 7 CORRECTED The following is the list for use on students solo auditing on Grade VII materials or by Class VI Grade VII (in progress) auditors in review actions to straighten up solo audit errors in Grade VII. 1. Bypassed some charge? 2. Left an item charged? 3. Overran and restimulated next run? 4. Bypassed an item. 5. Used incorrect form. 6. Bypassed a part. 7. Skipped a run. 8. Asserted something was there that wasn't. 9. Got 2 or more items reversed. 10. Got 2 parts reversed. 11. Made an unnecessary correction. 12. Got into a wrong run. 13. Left an earlier run charged. 14. Used wrong pattern. 15. Called an item incorrectly. 16. Missed seeing a read 17. Conceived something would never erase. 18. Explored the bank. 19. Conceived you had contrary data. 20. Neglected suppress. 21. Protest in the sessions. 22. Protest in the incident. 23. False student report. 24. False auditing report. 25. ARC Break in the incident. 26. ARC Break on course. 27. Lack of reply. 28. Delay of materials. 29. Error in materials. 30. Didn't get down to auditing. 31. Turned on somatics. 32. Didn't understand a word. 33. Didn't understand an item. 34. Didn't understand a form. 35. Refused advice. 36. Worried about progress. 37. Anxious to get through. 38. Invalidation of self. 39. Illegal use of materials. 40. Dissemination of materials. 41. ARC Break with auditor. 42. Session ARC Break. 43. Other bypassed charge. 44. Upsetting auditing environment. 45. ARC Break with meter. 46. Not getting off all the reads. 47. Concerned about tone arm position or action. 48. Protesting reads. 49. Assertions about reads. 50. Bored with reads. 51. Jumping about on items. 52. Impatient with items. 53. Assertions of not there. 54. Assertions of flatness. 55. Suppression of part. 56. Suppression of run. 57. False reports. 58. Falsifying reads. 59. Falsifying assigning charge. 60. False auditing reports. 61. Untrue assertions of state of case. 62. Untrue assertions. 63. Breach of Auditor's Code. 64. Failing to get in buttons. 65. Unnecessary corrections. 66. Running other processes. 67. Suppressions out of session. 68. Explaining things incorrectly. 69. Looking for things not there. 70. Illegal use of materials. 71. Illegal issue. 72. Use of materials to restimulate. 73. Withholding materials. 74. No auditing. 75. Using other remedies. 76. Unworthy intentions. 77. Ingratitude. 78. Invalidation of activity. 79. Overrunning ARC Breaks. 80. Invalidation of clearing. 81. Invalidation of clear. 82. Upset from auditing directives. 83. Misunderstood word. 84. Running with no reads. 85. Knowing best. 86. Suppression from environment. 87. Invalidating source of ARC Break. 88. Protesting assertions of this list. 89. Assertions of this list. 90. Suppressing this list. 91. ARC Break on doing this list. 92. Upset handled. 93. Made a mistake. 94. Made trouble where there was none. 95. Invalidating correct actions. 96. Invalidating the success of your auditing. 97. Dragging an unrun item up through others. 98. Not erasing when spotting. 99. Not spotting more than once. 100. Not calling an item more than once. 101. Calling lights or objects aloud instead of spotting. 102. Not spotting objects simultaneously. 103. Missed a light. 104. Missed more than one light. 105. Not spotting the thetan. 106. A decision been made. 107. Blown from the bank. 108. Is anything or anyone suppressing reads. 109. Is anything or anyone suppressing this meter. ********************************  THE MATERIALS OF GRADE 6 THROUGH OT II POST 4 OF 4 Posted to help free Scientology from SO and OSA. Posted in support of the Freezone Bible Society. Reform Scientology Now. The work was free, keep it so. ARC, The Voice of Free Scientology ************************************************** CONTENTS Post 1/4 1. Grade V & VA Power Processing Post 2/4 2. Tape Transcript - Mastery of GPMs 3. Tape Transcript - Pattern of the Bank 4. HCOB 8 DEC 64 SOLO AUDITING AND R6 EW 5. R6EW Post 3/4 6. SCIENTOLOGY V. DEFINITIONS 7. HCOB 24 SEP 78 THE STATE OF CLEAR 8. CLEARING COURSE INSTRUCTION BOOKLET 9. THE CLEARING COURSE PLATEN 10. CC Correction List (List 7) Post 4/4 11. EARLY OT Is 12. The modern OT 1 13. OT 2 Instruction Booklet 14. OT 2 Platens - Chapters 1 to 8 15. OT 2 Platens - Chapters 9 to 15 Constructed from Scamizdat postings and Fishman and placed in order according to my recollections and also as outlined by Pilot in his guide to confidential data. ************************************************** FREEZONE BIBLE MISSION STATEMENT (copied from their last post) Our purpose is to promote religious freedom and the Scientology Religion by spreading the Scientology Tech across the internet. The Cof$ abusively suppresses the practice and use of Scientology Tech by FreeZone Scientologists. It misuses the copyright laws as part of its suppression of religious freedom. They think that all freezoner's are "squirrels" who should be stamped out as heritics. By their standards, all Christians, Moslems, Mormons, and even non-Hassidic Jews would be considered to be squirrels of the Jewish Religion. The writings of LRH form our Old Testament just as the writings of Judiasm form the Old Testament of Christianity. We might not be good and obedient Scientologists according to the definitions of the Cof$ whom we are in protest against. But even though the Christians are not good and obedient Jews, the rules of religious freedom allow them to have their old testament regardless of any Jewish opinion. We ask for the same rights, namely to practice our religion as we see fit and to have access to our holy scriptures without fear of the Cof$ copyright terrorists. We ask for others to help in our fight. Even if you do not believe in Scientology or the Scientology Tech, we hope that you do believe in religious freedom and will choose to aid us for that reason. Thank You, The FZ Bible Association *************************************************** Part 11. EARLY OT Is The first 3 versions of OT 1 according to Fishman ****************************** FIRST OT 1 (Possibly bumped up to become the original OT 4 and may now be the new OT 8) OT I Description OT I L.Ron Hubbard Earliest OT T 1. On an E-Meter, find the last 3,000 years of lifetimes. Plot out the entire 3,000 year chart as follows: (a) Find an overt lifetime. Get the identity and the approximate dates of birth and death. Find the overt and pull all the justifications to it. (b) Find the following motivator lifetime, and follow procedure as above. (Identity and dates.) (c) Find the postulate from each lifetime and the basic postulate in each group of lifetimes. (d) Continue the first three steps until the entire 3,000 years is charted and the individuals kharma, i.e. (over motivator sequence) becomes apparent. (e) In some cases additional benefit could be obtained by locating the basic misunderstood which proceeded the basic overt on this chain. ********************************* SECOND OT 1 (may have become the second OT 4 briefly before becoming the first OT 5. Then replaced by the later "Old OT 5/6" of the 1970s which is an upgrade of route 1 type OT drills.) Second OT I (a) Route I ... The entire 15 steps as listed in "Creation of Human Ability". (b) With an E-Meter, scan out entire present lifetime to a floating needle. (c) Mock-up heat until body feels warm. (d) Postulating mass: With the use of the E-Meter and the command "I have Mass", create a reactive mind. Put sufficient significance on to,it to cause the T.A- to rise. Then spot it until the T.A. falls and the mass erases. Run to an FIN. Then mock it up again and erase it each time to a floating needle. This procedure is repeated until the pre-OT is certain he can create and dissipate a reactive mind. ******************************************* Third OT I The current OT I is done outdoors and consists solely of one command run until cognition. "Spot a person" concludes OT I ***************************************** FOURTH OT 1 (the clearing course repeat which later became the Old OT 4 used througout the 1970s. Per Fishman, that OT 4 was as follows and this mostly matches my recall of the level except that were a few more extra steps at the end.) OT IV SOLO The end phenomenon of OT IV is "Certainty of Self as a Being". The thing that would make a Being uncertain is the possibility of future implants. OT iv Solo is designed to "proof up a Being" against any possibility of being re-implanted now that he/she has finished running implants with the completion of OT The main idea on OT IV Solo is to mock-up (create) each line of the Cle aring Course (7's, The Basic End Words, The Confusion GPM, Objects-Hollow, Objects-Solid) with all the perceptics, force, impact, and unconsciousness of the original implant (as much as you are able). When the line is mocked up (created or recreated), then unmock it, cease creating it, and blow the charge you have recreated or mocked up. Do this repetitively with each line of the Clearing Course (including lights) to a floating needle on each line. Continue until you feel totally free with and at cause over this implant sequence; (you may or may not need to complete all 5 parts). Do it until you can freely and easily mock-up and blow this implant and can confront implants. Lastly, scan out all of your auditing early to late adding up all the hours in session as you go along. ****************************************** Part 12. The modern OT 1 (But rumor has it that this was replaced recently.) (This is per Scamizdat. I recall these steps but I think that there may have been 2 more, possibly added later) 27 July 68 OT Section 1 Instructions This section is done outside in the Open Air. It is done off a meter. But TA should be taken before and after doing the section. If the TA has gone high, a step has been (a) not flattened or (b) overrun. Find out on a meter which it is. Handle it. It is not the intention of this section to exteriorise anyone but if it happens don't worry about it or fool around with the fact. An auditors [sic] report is due for each session which can be one or more of these drills. A great many phenomena (strange things) can happen while doing these drills if they are done honestly. Don't do a session on these drills if you have an ARC Br, a w/h, a PTP, are PTS or are ill. Instead, go to review first. Do these (and any others [sic]) OT Section sessions with rudiments in. If one of these drills turns on a somatic, the drill should turn it off if continued. Good Luck Ron (Cancels Earlier OT1 Materials which were a Clearing Course Repeat) 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. 6. Seat yourself unobtrusively where you can observe a number of people. Spot things and people you can have. Do to cognition. Note it. 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. 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. End of OT1 ****************************************** Part 13. OT 2 Instruction Booklet The State of Clear What happens on the Clearing Course is that the individual himself becomes clear. He himself becomes clear. He has separated out - cleared out and away from certain other complexities. It does not mean he is without bank. But he will find that his recognition of self has improved enormously. The state of clear is terrific. When an individual goes clear, he goes over a bump. He goes high as a clear and he could probably remain clear till the end of time unless something else keyed in. So a clear, having moved and separated out from the material, must then get all available charge off the OT II materials. These must be run properly, using the same technical rules as on the Clearing Course. They must not be skimped. You have a lot of work ahead of you on OT II, but the end result will be worth it. And it is probably closer than you think if you work regularly each day and do the job well. Additional data re: dates . . . . OT II The dates on the track of OT II are asserted dates and are part of the implant. The actual date is 75 million years ago. ========================= OT II OT COURSE - SECTION TWO 24th April, 1967 (Note: These instructions are additional to those contained in the Clearing Course Instruction Booklet. All the rules for running and Admin. instructions contained in that Booklet apply equally to the running of OT Section II materials. Read and study the Booklet again as well as these instructions and know them before doing any auditing.) INSTRUCTIONS There are 10 complete whole track tables. But only 1 of each kind of GPM in each table. This is a complete "Run" or set (1 of each kind). The sets belong to different entities. Ons finds the earliest set and runs it with care to stay in that set. Then one finds the next earliest set and so on for ten sets. just as in running the CC GPM'S. The Electrical is the earliest in the run (set). OT II WHOLE TRACK TABLE Set One 1. ELECTRICAL GPM 2. TOCKY GPM 3. BIG BEING GPM 4. HOUSE GPM 5. PSYCHO GPM 6. BANKY GPM 7. FORERUNNER GPM 8 * THE ARROW * DOUBLE ROD * WOMAN * WHITE BLACK SPHERE * HOT COLD * LAUGHTER - CALM * DANCE MOB 9. BASIC-BASIC GPM 10. BASIC GPM 11. THE COMMAND GPM 12. LOWER LP GPM 13. LP GPM 14. BODY GPM 15. LOWER BANK Same for 10 sets. OT II * Note: There is no line plot for THE ARROW, DOUBLE ROD, WOMAN, WHITE BLACK SPHERE, HOT COLD, LAUGHTER-CALM, and DANCE MOB. You will be issued a brief description of each of these in your materials. They should be run when you come to them. ============================= Part 14. OT 2 Platens - Chapters 1 to 8 OT 2 CHAPTER 1: THE ELECTRICAL GPM OT 2 CHAPTER 2: TOCKY GPM OT 2 CHAPTER 3: BIG BEING GPM OT 2 CHAPTER 4: The House GPM OT 2 CHAPTER 5: The Psycho GPM OT 2 CHAPTER 6: The Banky GPM OT 2 CHAPTER 7: The Forerunner GPM OT 2 CHAPTER 8: The Picture GPMs (Early Version) OT 2 CHAPTER 8: The Picture GPMs ============================= OT 2 CHAPTER 1: THE ELECTRICAL GPM This Bank occurs at several dates after (closer to PT) than the R6 bank and is the next bank after R6. It is an oddity as it has an electrical shock as the end word rather than a word. This was to CONVINCE a thetan he should think of himself as an electrical Being. The earliest is about the 210,000,866th, it occurs again at various later dates, leapfrogging other types of GPM'S ELECTRICAL GPM Section 1 The Command Concept is Word & Shock. The Concept is the Command, the second "word" is the action of shock. The shock is an electrical impact and flow. 1. Create (shock) 2. Create no (shock) 3. Destroy (shock) 4. Destroy no (shock) 5. Love (shock) 6. Love no (shock) 7. Hate (shock) 8. Hate no (shock) 9. Be (shock) 10. Be no (shock) 11. Disown (shock) 12. Disown no (shock) 13. Use (shock) Section 2 14. Use no (shock) 15. Condemn (shock) 16. Condemn no (shock) 17. Seize (shock) 18. Seize no (shock) 19. Escape (shock) 20. Escape no (shock) This occurs to 89,796 to 310,096 to 350,021 to 97,868 and to 105,068 to 210,866, etc. You may have others and different dates. ============================================ OT 2 CHAPTER 2: TOCKY GPM TOCKY GPM "Sun" swings across front left to right after each item and gives read. The word TIME is not spoken, only Sun Swing. 1. Create (Sun Swing) -Time- 2. Create no (Sun Swing) -Time- 3. Abide (Sun Swing) -Time- 4. Abide no (Sun Swing) -Time- 5. Enjoy (Sun Swing) -Time- 6. Enjoy no (Sun Swing) -Time- 7. Welcome (Sun Swing) -Time- 8. Welcome no (Sun Swing) -Time- 9. Share (Sun Swing) -Time- 10. Share no (Sun Swing) -Time- 11. Keep (Sun Swing) -Time- 12. Keep no (Sun Swing) -Time- 13. Hold (Sun Swing) -Time- 14. Hold no (Sun Swing) -Time- 15. Exploit (Sun Swing) -Time- 16. Exploit no (Sun Swing) -Time- 17. Deplore (Sun Swing) -Time- 18. Deplore no (Sun Swing) -Time- 19. Skip (Sun Swing) -Time- 20. Skip no (Sun Swing) -Time- 21. Continue (Sun Swing) -Time- 22. Continue no (Sun Swing) -Time- 23. Forget (Sun Swing) -Time- 24. Forget no (Sun Swing) -Time- "That's what you get for making this Universe." "Get out." =========================================== OT 2 CHAPTER 3: BIG BEING GPM Big Being GPM Trillions 16,708th also tr 60,663. EXPLOSION Appearance of a Huge Being in Sky. 1. a. You must survive b. You mustn't survive 2. a. You should survive b. You shouldn't survive 3. a. You can survive b. You can't survive 4. a. He must survive b. He mustn't survive 5. a. He should survive b. He shouldn't survive 6. a. He can survive b. He can't survive 7. a. They must survive b. They mustn't survive 8. a. They should survive b. They shouldn't survive 9. a. They can survive b. They can't survive 10. a. We must survive (Section 2) b. We mustn't survive 11. a. We should survive b. We shouldn't survive 12. a. We can survive b. We can't survive 13. a. All must survive b. All mustn't survive 14. a. All should survive b. All shouldn't survive 15. a. All can survive b. All can't survive EXPLOSION ================================================== OT 2: CHAPTER 4 The House GPM So called because a house (internal room) may appear when it is contacted. This GPM may be in the bank two or more times around Tr 40,029 and Tr 37,016. These dates may vary and some may have received it once or several times. A house (interior) appears. 1. I should create 2. I shouldn't create 3. I must create 4. I mustn't create 5. I do create 6. I don't create 7. I can create 8. I can't create 9. There are creations 10. There aren't creations 1. I should view 2. I shouldn't view 3. I must view 4. I mustn't view 5. I do view 6. I don't view 7. I can view 8. I can't view 9. There are views 10. There aren't views 1. I should exist 2. I shouldn't exist 3. I must exist 4. I mustn't exist 5. I do exist 6. I don't exist 7. I can exist 8. I can't exist 9. There are existences 10. There aren't existences 1. I should know 2. I shouldn't know 3. I must know 4. I mustn't know 5. I do know 6. I don't know 7. I can know 8. I can't know 9. There are knowns 10. There aren't knowns 1. I should remember 2. I shouldn't remember 3. I must remember 4. I mustn't remember 5. I do remember 6. I don't remember 7. I can remember 8. I can't remember 9. There are memories 10. There aren't memories ================================================== OT 2: CHAPTER 5 The Psycho GPM Heavy explosion - burning and pain Storm 1. To Die is To Live 2. To Live is To Die 3. To Surrender is To Victimize 4. To Victimize is To Surrender 5. To Lose is To Win 6. To Win is To Lose 7. To Despair is To Hope 8. To Hope is To Despair 9. To Be Ignorant is To Know 10. To Know is To Be Ignorant 11. To Be Stupid is To Be Smart 12. To Be Smart is To Be Stupid 13. To Disagree is To Agree 14. To Agree is To Disagree 15. To Detest is To Get 16. To Get is To Detest 17. To Hurt is To Enjoy 18. To Enjoy is To Hurt 19. To Dislike is To Like 20. To Like is To Dislike 21. To Hate is To Love 22. To Love is To Hate 23. To Hinder is To Help 24. To Help is To Hinder 25. To Disbelieve is To Believe 26. To Believe is To Disbelieve 27. To Be Bad is To Be Good 28. To Be Good is To Be Bad 29. To Betray is To Be Faithful 30. To Be Faithful is To Betray 31. To Go Crazy is To Be Sane 32. To Be Sane is To Go Crazy 33. To Abandon is To Collect 34. To Collect is To Abandon 35. To Stop is To Start 36. To Start is To Stop ================================================== OT 2: CHAPTER 6 The Banky GPM This is a pretended "overt-motivator" GPM. Run it once as having put it "over there" on "another". Then run it as having "received" it. They are both the same implant, of course. Explosion knocks one out to be implanted. Starts with an Electrical Whirlpool like a tornado. 1. To Experience is To Create 2. To Look is To Re-envision 3. To Think is To Recall 4. To Conceive is To Remember 5. To See is To Forget Electronic Whirlpool ================================================== OT 2: CHAPTER 7 The Forerunner GPM This GPM seeks to install the overt-motivator sequence. It is run twice by the student. First time the positions are: Implanter Target \ / \ / \ / Figure 1 \ You / \ / ------------------------- Reflective screen which makes it look like you are doing it. First there is a light (A.) over to one's left, then before one's face, and the words B. Sleep - Go To Sleep C. You Are Unconscious D. You Know Nothing Then a gas is poured over one Then the screens are set up as above (action has charge on it) E. Then a screen is set up behind you and a "dummy thetan" in front. (each of the following lines are charged as phrases) [Page 2] Then 1. Here is a lesson 2. It is 3. If you do something to another 4. That is harmful 5. Or damages him 6. In any way 7. You get it back a hundred-fold 8. Without fail 9. This is your action To Another 10. You are doing this 11. To a helpless spirit 12. Who was good and kind 13. In order to ruin him forever 14. And degrade yourself 15. Now watch this 16. And see what you are doing 17. To him Now run the GPM, paying attention to the source, reflection and arrival of items at the target as per Figure 1. 1. Electronic Explosion [Page 3] 2. To Predict Never To Know 3. Keep it! Keep it! Keep it! 4. To Know Never to Predict 5. Copy it! Duplicate it! Picture it! 6. To Frighten Never To Fear 7. Keep it! Keep it! Keep it! 8. To Fear Never To Frighten 9. Copy it! Duplicate it! Picture it! 10. To Catch Never To Be Caught 11. Keep it! Keep it! Keep it! 12. To Be Caught Never To Catch 13. Copy it! Duplicate it! Picture it! 14. To Imprison Never To Be Imprisoned 15. Keep it! Keep it! Keep it! 16. To Be Imprisoned Never To Imprison 17. Copy it! Duplicate it! Picture it! 18. To Be Out Of Jail Never To Be In Jail 19. Keep it! Keep it! Keep it! 20. To Be In Jail Never To Be Out Of Jail 21. Copy it! Duplicate it! Picture it! 22. To Be Outside Never To Be Inside [Page 4] 23. Keep it! Keep it! Keep it! 24. To Be Inside Never To Be Outside 25. Copy it! Duplicate it! Picture it! 26. To Remember Never To Forget 27. Keep it! Keep it! Keep it! 28. To Forget Never To Remember 29. Copy it! Duplicate it! Picture it! 30. To Go Never To Come 31. Keep it! Keep it! Keep it! 32. To Come Never To Go 33. Copy it! Duplicate it! Picture it! 34. Explosion (see next page after first run) (on second run, complete ending on page 6) Having run the GPM, run the change of the reflective screen: [Page 5] Reflective screen ------------------------- / \ Target \ / \ Figure 2 / \ / \ You Implanter and note as you run the following items: the shift of source, reflection and direction. 1. The consequences of your having done that 2. Are terrible 3. Because you did that 4. It is now two and a half years later 5. This is the consequences 6. Watch this 7. And see what happens 8. To you (now run 9, 10, 11 & 12 on page 6) 9. Because of what you did [Page 6] 10. To the poor fellow 11. He's now giving it back 12. Watch out (Now run off the same GPM with attention to the new source, screen behind the dummy "thetan" and the items arriving where you are.) (When you have done this second run, then:) 1. You see what happens 2. Because of what you do 3. When you do something bad 4. To another 5. You get it back later 6. You are the cause 7. Of all your suffering 8. Overt actions 9. Do not pay 10. Wake up dead, forever ================================================== OT 2: CHAPTER 8 The Picture GPMs (Early Version) (Early (?) version from Fishman trial stuff - see later version below) OT II O.T. COURSE - PART ONE 1 November 1966 The following do not have a Line Plot. They are Implant incidents, and should be located and plotted on your Track Table. The dates given are sample dates and represent the approximate time period only. Run the basic of each, getting your own reaction to it. THE ARROW Tr 30,026 This consists of two Targets with an arrow pointing Into each, counter poised. The front target is white and the rear one is black. (A drawing is shown here, that has two arrows 180 degrees opposed aimed at each other centerd on a target showing a front and back) The Targets with the arrows already in appear for 1/10th of a second, during which time it tilts one way and then the other. It's terribly fast, so one made a picture to see aftervwards what It was. Get the speed it did this. Get your own reaction to it. It's just a sudden appearance and dis- appearance. It bobbled in and bobbled out. WOMAN Tr 25,980 A "Women figure" Appeared before one. Nothing happened. It just appeared and remained a few hours. It sort of "got In one's 'face WHITE BLACK SPHERE Tr 25.090 This Is a sphere an a pole. The sphere and pole are Black front. Y-hits In back. It's based the idea that a thetan "can't think two thoughts at once". It does not reverse. It's not a very affective one, HOT COLD Tr 20,095 This is a pole with a split in It. The back split is hots the front one is cold. Two temperatures. Duration Is 1 1/8 seconds. LAUGHTER - CALM Tr 19,670 This takes place in a cave. It is 7 1/8ths of a second in duration. It has screams of laughter. very wild. and calm. Calm = a frozen numbness. It is a pole with a split in it. Laughter comes from the rear half and calm from the front half simultaneously. Then they reverse. It gives one a sensation of total disagree- ment. The trick is to conceive of both at the same time. This tends to knock one out. DANCE MOB Tr 18,992 The duration is 7/8ths of a second. There is a pole that pulls one in. One is caught on the pole. The actual incident Is in connecting with this thing and trying to get off it. The dancing comes after the actual Incident. and consists of a mob dancing around one. chanting various things (a text). In running this. get the phrases that are chanted. L. RON HUBBARD ------------------- OT II O.T. COURSE PART ONE B 15.11.66 ADDITTOINAL DATA "DOUBLE ROD" This was found at TR 28,355, TR 28,670 and finally found and run at TR 28,865. DURATION: 1/2 second - corrected to 1/8 second. INCIDENT: Consists of a long shiny black rod moving in from left to right. Then somehow it is like 2 rods, or one rod with a split in the middle, the left one being white and re- volving forward, the right one being black and revolving backward. They then both disappear forward and upward. EXPERIENCE: There is a tremendous feeling of EXCITEMENT attached to this incident. It has a sort of feeling attached to it as if it was being squashed between the two revolving rods. ( A drawing is inserted here, of two rods, whose centerlines are the same, with a small space between then, captions indicate left 'axle' is rotating with top edge toward viewer, labeled 'white' right axle, is rotating with bottom edge toward viewer, labeled 'black', arrow indicates ( Theta as Life Force), Not a thetan, is positioned between the two contra-rotating shafts) ================================================== OT 2: CHAPTER 8 The Picture GPMs (Later Version) (Later version from Scamizdat stuff - see earlier version above) The following do not have a Line Plot. They are implant incidents, and should be located and plotted on your track table. The dates given are sample dates and represent the approximate time period only. Run the basic of each, getting your own reaction to it. The Arrow 1. THE ARROW This consists of two targets with an arrow pointing into each, counterpoised. The front target is white and the rear one is black. The targets with the arrows already in appear for 1/10th of a second, during which time it tilts one way and then the other. It's terribly fast, so one made a picture to see afterwards what it was. Get the speed it did this. Get your own reaction to it. It's just a sudden appearance and disappearance. It wobbled in and wobbled out. 2.. DOUBLE ROD This was found at Tr 25,355, Tr 28,670 and finally found and run at Tr 28,865. Duration: 1/2 second - corrected to 1/8 second Incident: Consists of a long shiny black rod moving in from left to right. Then somehow it is like two rods, or one rod with a split in the middle, the left one being white and revolving forward, the right one being black and revolving backward. Then they both disappear forward and upward. Experience: There is a tremendous feeling of EXCITEMENT attached to this incident. It has a sort of feeling attached to it as if theta was being squashed between the two revolving rods. 3. WOMAN Woman Tr 25,980. A "woman figure" appeared before one. Nothing happened. It just appeared and remained a few hours. It sort of "got in one's 'face'". 4. WHITE BLACK SPHERE White Black Sphere Tr 25,090 This is a sphere on a pole. The sphere and pole are black in front, white in back. It's based on the idea that a thetan "can't think two thoughts at once". It does not reverse. It's not a very effective one. 5. HOT COLD Hot Cold Tr 20,095 This is a pole with a split in it. The back split is hot, the front one is cold. Two temperatures. Duration is 1 1/8 seconds. 6. LAUGHTER-CALM (The Cave) Laughter-Calm Tr 19,670 This takes place in a cave. It is 7 1/8ths of a second in duration. It has screams of laughter, very wild, and calm. Calm = a frozen numbness. It is a pole with a split in it. Laughter comes from the rear half and calm from the front half simultaneously. Then they reverse. It gives one a sensation of total disagreement. The trick is to conceive of both at the same time. This tends to knock one out. 7. DANCING MOB Dance Mob Tr 18,922 The duration is 7/8ths of a second. There is a pole that pulls one in. One is caught in the pole. The actual incident is in connecting with this thing and trying to get off it. The dancing comes after the actual incident, and consists of a mob dancing around one, chanting various things (a text). In running this, get the phrases that are chanted. (phrases such as "we have you trapped" and "you'll stay there forever") ********************************************** Part 14. OT 2 Platens - Chapters 9 to 15 OT 2 CHAPTER 9: THE BASIC-BASIC (BB) GPMS OT 2 CHAPTER 10: THE BASIC GPM OT 2 CHAPTER 11: THE ONE COMMAND GPM OT 2 CHAPTER 12: THE LOWER LP GPM (OT 2 CHAPTER 13: THE LP GPM - missing) (OT 2 CHAPTER 14: THE BODY GPM - missing) OT 2 CHAPTER 15: THE LOWER BANK GPM ============================= OT 2 CHAPTER 9: THE BASIC-BASIC (BB) GPMS (from Fishman trial) OT 11 14 THE BB GPM'S This is a series of 5 GPM's, all the same pattern occuring about trillions 214th Power years ago. Run the two lines all as one line, not as separate items for each number. The Explosions occur "inside one's head" or, that is to say, where the Thetan is. FOREIGN LANGUAGE CAUTION When a student in the course does not have English as his native tongue, or as language changes up through the years, or when the Clearing Course is translated into another language. The greatest care must be used to establish the exact meaning or equivalent words. The most precise meaning is required and off shades will prevent erasure with much upset. Such a student or translator must use a meter to obtain the translated word and establish its correctness. It will, of course, be the most lasting read which lasts after all other versions have ceased to read. Ordinarily when you have the right equivalent. wrong versions will not read. Sometimes when you have discarded the right one you have to regain it by finding which one reacts to 'suppress" or "challenge". Only the right version reacts to these. (above was from Fishman, below from scam3 posting) (the Foreign Language Caution may sometimes have been placed at the front of the entire OT 2 pack) THE BB [Basic-Basic] GPMs This is a series of 5 GPMs, all the same pattern occurring about trillions 214th Power years ago. Run the two lines all as one line, not as separate items for each number. The explosions occur "inside one's head" or, that is to say, where the Thetan is. FOREIGN LANGUAGE CAUTION When a student in the course does not have English as his native tongue, or as language changes through the years, or when the Clearing course is translated into another language. The greatest care must be used to establish the exact meaning or equivalent words. The most precise meaning is required and off shades will prevent erasure with much upset. Such a student or translator must use a Meter to obtain the translated word and establish its correctness. It will, of course, be the most *lasting* read which lasts after all other versions have ceased to read. Ordinarily when you have the right equivalent, wrong versions will not read. Sometimes when you have discarded the right one you have to regain it by finding one which reacts to "suppress" or "challenge." Only the right version reacts to these. It would be well to check all the key words of a GPM for the correct version of non-English words before attempting to actually run it. One should rewrite the entire GPM or pattern in the native tongue one uses. Don't attempt sight translation. [ Note: for brevity in uploading, this has been condensed to one set of commands. In the original, they were written out for EACH endword, a total of 79 handwritten pages. Each set of 26 items is run through on each endword; 1-26 for endword 1, then 1-26 on endword 2, etc. More instructions after the command set. The endwords are: 1. Self 2. Mind 3. Body 4. Spirit 5. Head 6. Memory 7. Mass 8. Thought 9. Universe 10. Belief 11. People 12. Intention 13. Society 14. Custom 15. Government 16. Concept 17. Religion 18. Computation 19. System 20. Reason 21. Health 22. Logic 23. Poison 24. Secret 25. Interior 26. Amnesia end of editor's comments] THE BB GPM EXPLOSION 1. Stop a beginning (endword) to invent an end (endword) EXPLOSION 2. Invent a near (endword) to stop a far (endword) EXPLOSION 3. Stop an open (endword) to invent a closed (endword) EXPLOSION 4. Invent a kept (endword) to stop an expended (endword) EXPLOSION 5. Stop a filled (endword) to invent an exhausted (endword) EXPLOSION 6. Invent a bright (endword) to stop a dim (endword) EXPLOSION 7. Stop an informed (endword) to invent a denied (endword) EXPLOSION 8. Invent a receiving (endword) to stop a rejected (endword) EXPLOSION 9. Stop a loving (endword) to invent a hated (endword) EXPLOSION 10. Invent a perceiving (endword) to stop a blinded (endword) EXPLOSION 11. Stop a fair (endword) to invent a predjudiced (endword) EXPLOSION 12. Invent a clean (endword) to stop a dirty (endword) EXPLOSION 13. Stop an arriving (endword) to invent a departed (endword) EXPLOSION 14. Invent an arriving (endword) to stop a departed (endword) EXPLOSION 15. Stop a clean (endword) to invent a dirty (endword) EXPLOSION 16. Invent a fair (endword) to stop a predjudiced (endword) EXPLOSION 17. Stop a perceiving (endword) to invent a blinded (endword) EXPLOSION 18. Invent a having (endword) to stop a hated (endword) EXPLOSION 19. Stop a receiving (endword) to invent a rejected (endword) EXPLOSION 20. Invent an informed (endword) to stop a denied (endword) EXPLOSION 21. Stop a bright (endword) to invent a dim (endword) EXPLOSION 22. Invent a filled (endword) to stop an exhausted (endword) EXPLOSION 23. Stop a kept (endword) to invent an expended (endword) EXPLOSION 24. Invent an open (endword) to stop a closed (endword) EXPLOSION 25. Stop a near (endword) to invent a far (endword) EXPLOSION 26. Invent a beginnning (endword) to stop an ended (endword) After the last endword, there is a SMASH! Then 5 remarks as follows: 1. You can't create anything now 2. You will never be able to create again 3. STOP CREATING 4. Creating is impossible for you 5. You cannot create ever again Now another SMASH! Run centre twice [the centre is the part from SMASH! to SMASH!] Then the 26 GPMs repeat "BACKWARDS" (Item 26 to item #1). Use the same sheets. Start with Item 26, GPM [endword as shown here] 26 and numbering backwards run the entire sequence again. [e.g. for endword 26, run 26, 25...1, then for endword 25 run 26...1, etc.] ============================= OT 2 CHAPTER 10: THE BASIC GPM THE BASIC GPM NOTE: In reviewing the basic GPM items sometimes do not read because of the sense of the item. The pc "dramatizes it" a bit and as it seems to say we shouldn't get no read. By continuing to try, the item reads properly. NOTE: There are GPMs earlier than this. LRH THE BASIC GPM Trillions 150 10 Sept. '66 Section 1 1. You must construct a picture machine You must not construct a picture machine 2. You must eradicate a picture machine You must not eradicate a picture machine 3. You must create a picture machine You must not create a picture machine 4. You must destroy a picture machine You must not destroy a picture machine 5. You must feed a picture machine You must not feed a picture machine 6. You must starve a picture machine You must not starve a picture machine 7. You must believe a picture machine You must not believe a picture machine 8. You must disbelieve a picture machine You must not disbelieve a picture machine 9. You must desire a picture machine You must not desire a picture machine 10. You must eschew (means forego) a picture machine You must not eschew a picture machine 11. You must approach a picture machine You must not approach a picture machine 12. You must avoid a picture machine You must not avoid a picture machine 13. You must join a picture machine You must not join a picture machine 14. You must sever a picture machine You must not sever a picture machine 15. You must contact a picture machine You must not contact a picture machine 16. You must separate from a picture machine You must not separate from a picture machine 17. You must connect to a picture machine You must not connect to a picture machine 18. You must disconnect from a picture machine You must not disconnect from a picture machine 19. You must communicate with a picture machine You must not communicate with a picture machine 20. You must spurn a picture machine You must not spurn a picture machine 21. You must agree with a picture machine You must not agree with a picture machine 22. You must disagree with a picture machine You must not disagree with a picture machine 23. You must like a picture machine You must not like a picture machine 24. You must dislike a picture machine You must not dislike a picture machine 25. You must love a picture machine You must not love a picture machine 26. You must despise a picture machine You must not despise a picture machine 27. You must value a picture machine You must not value a picture machine 28. You must condemn a picture machine You must not condemn a picture machine 29. You must welcome a picture machine You must not welcome a picture machine 30. You must refuse a picture machine You must not refuse a picture machine 31. You must concentrate on a picture machine You must not concentrate on a picture machine 32. You must disperse from a picture machine You must not disperse from a picture machine 33. You must fixate on a picture machine You must not fixate on a picture machine 34. You must disassociate from a picture machine You must not disassociate from a picture machine 35. You must heed a picture machine You must not heed a picture machine 36. You must ignore a picture machine You must not ignore a picture machine 37. You must depend on a picture machine You must not depend on a picture machine 38. You must blame a picture machine You must not blame a picture machine 39. You must maintain a picture machine You must not maintain a picture machine 40. You must damage a picture machine You must not damage a picture machine 41. You must care for a picture machine You must not care for a picture machine 42. You must abuse a picture machine You must not abuse a picture machine 43. You must have a picture machine You must not have a picture machine 44. You must discard a picture machine You must not discard a picture machine 45. You must obtain a picture machine You must not obtain a picture machine 46. You must reject a picture machine You must not reject a picture machine 47. You must acquire a picture machine You must not acquire a picture machine 48. You must abandon a picture machine You must not abandon a picture machine 49. You must use a picture machine You must not use a picture machine 50. You must neglect a picture machine You must not neglect a picture machine 51. You must utilize a picture machine You must not utilize a picture machine 52. You must dispense with a picture machine You must not dispense with a picture machine 53. You must validate a picture machine You must not validate a picture machine 54. You must invalidate a picture machine You must not invalidate a picture machine 55. You must exaggerate a picture machine You must not exaggerate a picture machine 56. You must reduce a picture machine You must not reduce a picture machine 57. You must boast about a picture machine You must not boast about a picture machine 58. You must apologize for a picture machine You must not apologize for a picture machine 59. You must compliment a picture machine You must not compliment a picture machine 60. You must excuse a picture machine You must not excuse a picture machine 61. You must show a picture machine You must not show a picture machine 62. You must screen a picture machine You must not screen a picture machine 63. You must reveal a picture machine You must not reveal a picture machine 64. You must hide a picture machine You must not hide a picture machine 65. You must recognize a picture machine You must not recognize a picture machine 66. You must blank out a picture machine You must not blank out a picture machine 67. You must discover a picture machine You must not discover a picture machine 68. You must overlook a picture machine You must not overlook a picture machine 69. You must remember a picture machine You must not remember a picture machine 70. You must forget a picture machine You must not forget a picture machine EXPLOSION END OF GPM ============================= OT 2 CHAPTER 11: THE ONE COMMAND GPM (also called the one item GPM?) ONE COMMAND GPM Trillions 30th Section 1 (Extra Item) Stay (repeated) 1. Seek treasure Do not seek treasure Abandon treasure Do not abandon treasure 2. Discover treasure Do not discover treasure Overlook treasure Do not overlook treasure 3. Find treasure Do not find treasure Miss treasure Do not miss treasure 4. Grab treasure Do not grab treasure Lose treasure Do not lose treasure 5. Clutch treasure Do not clutch treasure Release treasure Do not release treasure 6. Obtain treasure Do not obtain treasure Disdain treasure Do not disdain treasure 7. Take treasure Do not take treasure Give treasure Do not give treasure 8. Have treasure Do not have treasure Give up treasure Do not give up treasure 9. Save treasure Do not save treasure Waste treasure Do not waste treasure 10. Preserve treasure Do not preserve treasure Destroy treasure Do not destroy treasure 11. Guard treasure Do not guard treasure Neglect treasure Do not neglect treasure 12. Safeguard treasure Do not safeguard treasure Risk treasure Do not risk treasure 13. Protect treasure Do not protect treasure Endanger treasure Do not endanger treasure 14. Exhibit treasure Do not exhibit treasure Hide treasure Do not hide treasure 15. Own treasure Do not own treasure Disown treasure Do not disown treasure 16. Win treasure Do not win treasure Lose treasure Do not lose treasure 17. Buy treasure Do not buy treasure Sell treasure Do not sell treasure 18. Steal treasure Do not steal treasure Reject treasure Do not reject treasure 19. Group treasure Do not group treasure Separate treasure Do not separate treasure 20. Remember treasure Do not remember treasure Forget treasure Do not forget treasure Extra item - GO AWAY (repeated) (End of GPM) ============================= OT 2 CHAPTER 12: THE LOWER LP GPM (maybe reverse the order of this & chapter 13 as per below?) 5 Sept. '66 W A R N I N G The *Lower* LPGPM has not been run and may require adjustment of line plot and adjectives or the order or number of adjectives. Also it may be wholly correct. LRH This fits below the LP GPM. Copy the mimeo platen into the bank furnished and run from bottom to top. INSTRUCTIONS FOR RUNNING LOWER L.P. GPM Place the cut out card over a sheet of foolscap paper, and attach it with paper clips. Copy the exact wording that appears on the mimeo'd sheet onto the cut-out card, thus making it a replica of the mimeo'd sheet. The mimeo'd sheet is not thereafter used. Write the first adjective given (No. 1 at the bottom of the left column of the list of adjectives) on the foolscap sheet through the slot for Item 1 on the lower half of the cut out. Run that item, recording reads on another worksheet. When that item is flat, write the *same* adjective in the slot for Item 2, and run it, recording reads on a separate sheet. Continue on working up the GPM, flattening all eight items for that adjective. Then take the next adjective, No. 2 and write it in and run each item, using the top half of the page. When complete, turn the foolscap sheet over underneath the cut out card, and run the next two adjectives. Continue on through the Lower L.P. GPM. This GPM goes just below the body GPM. It is run bottom to top by platen. Copy the platen also the blank furnished. THE LOWER LP GPM LP of 8 items (LP = Line Plot) _____ _____ Pictures 20 Adjectives Plotted Upwards #1 is Earliest 10. Ruinous 20. Mystifying 9. Productive 19. Informative 8. Destructive Of 18. Frightening 7. Creative 17. Heartining 6. Evil 16. Unpleasant 5. Holy 15. Pleasant 4. Bad 14. Disagreeable 3. Good 13. Agreeable 2. Naughty 12. Valueless 1. Nice 11. Valuable Platen Commands [each goes over a platen hole in this order] 18. Those who desire to create 17. Desires to destroy 16. To create 15. Never create 14. Too much creating 13. Hoping to never create 12. Criticisms of created 11. Hating to create 10. Compulsions to create 9. Having to create 8. Obsession with to create 7. Automatic creators of 6. Failures to create 5. Constantly creating 4. Difficulties with other creators 3. Differently creating 2. No more desires to create 1. To create [For example, the first command would be: "To create nice pictures." The last would be "Those who desire to create mystifying pictures."] ============================= OT 2 CHAPTER 13: THE LP GPM ??? ============================= OT 2 CHAPTER 14: THE BODY GPM ??? ============================= OT 2 CHAPTER 15: THE LOWER BANK GPM Directions for running This is a 96 item bank The items are pairs 48 items apart. Run 1 and 49 are opposites. Start at the bottom. Get all the reads of the 1st line of the item "To --- ---- ----" inclusive. Then get all of the reads off the 2nd line of the item. "Not to - -- ---." THEN get all the reads off both. THE LOWER BANK 24 Aug 1966 1. To build a postulatingness machine Not to postulate yourself 2. To build a thinkingness machine Not to think yourself 3. To build a ideafyingness machine Not to ideanize yourself 4. To build a reasoningness machine Not to reason yourself 5. To build a solvingness machine Not to solve yourself 6. To build a orderingness machine Not to order yourself 7. To build a spacingness machine Not to space yourself 8. To build a timingness machine Not to time yourself 9. To build a massingness machine Not to mass yourself 10. To build a energizingness machine Not to energize yourself 11. To build a materializingness machine Not to materialize yourself 12. To build a solidifyingness machine Not to solidify yourself 13. To build a findingness machine Not to find yourself 14. To build a locatingness machine Not to locate yourself 15. To build a positioningness machine Not to position yourself 16. To build a wantingness machine Not to want yourself 17. To build a desireingness machine Not to desire yourself 18. To build a cravingness machine Not to crave yourself 19. To build a gettingness machine Not to get yourself 20. To build a obtainingness machine Not to obtain yourself 21. To build a collectingness machine Not to collect yourself 22. To build a retainingness machine Not to retain yourself 23. To build a keepingness machine Not to keep yourself 24. To build a holdingness machine Not to hold yourself 25. To build a savingness machine Not to save yourself 26. To build a preservingness machine Not to preserve yourself 27. To build a survivingness machine Not to survive yourself 28. To build a recordingness machine Not to record yourself 29. To build a copyingness machine Not to copy yourself 30. To build a duplicatingness machine Not to duplicate yourself 31. To build a formingness machine Not to form yourself 32. To build a picturingness machine Not to picture yourself 33. To build a creatingness machine Not to create yourself 34. To build a makingness machine Not to make yourself 35. To build a producingness machine Not to produce yourself 36. To build a constructingness machine Not to construct yourself 37. To build a viewingness machine Not to view yourself 38. To build a seeingness machine Not to see yourself 39. To build a perceivingness machine Not to perceive yourself 40. To build a sensingness machine Not to sense yourself 41. To build a feelingness machine Not to feel yourself 42. To build a contactingness machine Not to contact yourself 43. To build a sensationingness machine Not to sensation yourself 44. To build a enjoyingness machine Not to enjoy yourself 45. To build a exaltingness machine Not to exalt yourself 46. To build a rememberingness machine Not to remember yourself 47. To build a consciousizingness machine Not to consciousize yourself 48. To build a knowingness machine Not to know yourself END OF POSITIVE MACHINES 49. To build a withholdingness machine Not to withhold yourself 50. To build a unthinkifyingness machine Not to unthinkify yourself 51. To build a stupidifyingness machine Not to stupidify yourself 52. To build a unreasoningness machine Not to unreasonize yourself 53. To build a problemifyingness machine Not to problemify yourself 54. To build a confusingness machine Not to confuse yourself 55. To build a groupingnes machine Not to group yourself 56. To build a timelessingness machine Not to timeless yourself 57. To build a clearingness machine Not to clear yourself 58. To build a drainingness machine Not to drain yourself 59. To build a vanishingness machine Not to vanish yourself 60. To build a disintegratingness machine Not to disintegrate yourself 61. To build a losingness machine Not to lose yourself 62. To build a hidingness machine Not to hide yourself 63. To build a displacingness machine Not to displace yourself 64. To build a rejectingness machine Not to reject yourself 65. To build a disdainingness machine Not to disdain yourself 66. To build a hatingness machine Not to hate yourself 67. To build a discardingness machine Not to discard yourself 68. To build a neglectingness machine Not to neglect yourself 69. To build a abandoningness machine Not to abandon yourself 70. To build a ignoringness machine Not to ignore yourself 71. To build a dismissingness machine Not to dismiss yourself 72. To build a freeingness machine Not to free yourself 73. To build a wastingness machine Not to waste yourself 74. To build a decayingness machine Not to decay yourself 75. To build a dyingness machine Not to die yourself 76. To build an eradicatingness machine Not to eradicate yourself 77. To build an erasingness machine Not to erase yourself 78. To build an annihilatingness machine Not to annihilate yourself 79. To build a terminatingness machine Not to terminate yourself 80. To build a blankingness machine Not to blank yourself 81. To build a destroyingness machine Not to destroy yourself 82. To build an impedingness machine Not to impede yourself 83. To build a stoppingness machine Not to stop yourself 84. To build a abolishingness machine Not to abolish yourself 85. To build a obscuringness machine Not to obscure yourself 86. To build a blindingness machine Not to blind yourself 87. To build a screeningness machine Not to screen yourself 88. To build an avoidingness machine Not to avoid yourself 89. To build a shunningness machine Not to shun yourself 90. To build a disconnectingness machine Not to disconnect yourself 91. To build a numbingness machine Not to numb yourself 92. To build a suppressingness machine Not to suppress yourself 93. To build a subduingness machine Not to subdue yourself 94. To build a forgettingness machine Not to forget yourself 95. To build a unconsciousizingness machine Not to unconsciousize yourself 96. To build a amnesiaizingness machine Not to amnesiaize yourself END of The Lower Bank GPM ***************************************************