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			SUPERSCIO #5B

               AUDITING OUT THE PENALTY UNIVERSES

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Copyright 1996

All commercial rights are reserved to the author, who currently
wishes to remain anonymous and therefore is writing under the
pen name of "The Pilot".  Individuals may freely copy these files
on the internet for their own use and they may be made available
on any web server who does not charge for them and who does not
alter their contents.

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Read #5A first before reading this one.



PENALTY UNIVERSES: AUDITING INSTRUCTIONS

Mar 24, 1990, rev. Feb 1993

Everything about how to run these is highly experimental.  See
my write-up on research auditing (included elsewhere).


1. Initial Approach

Before trying to run deeply, it is best to do a light pass on all 
of the penalty universes, just running platen 1 and perhaps a 
bit of ITSA to get some charge off.  Later implants tried to 
group all of the goals together.  You want to get enough weight 
off of the top of all of these so that later groupers are unable 
to pull your attention on to the next goal after the one you 
happen to be running.  Handled this way, you can actually shoot 
an item out of the middle of an implant without being drawn into 
the next item.  This violates everything we previously knew about 
implants, but it works because the penalty universe is so much 
more basic that it undercuts the very existence of the later 
implant items that were based on it.

The majority of later implant restimulations of these universes 
begin with Create and run down to Endure.  For this reason, it is 
best to try and run the implant universes in this sequence.  It 
makes it easier to knock out later implant restimulations in the 
majority of cases.  However, on a first pass, the universes might 
not want to run in this order.  So the approach would be to asses 
the goals starting from create and take up the first one that 
reads well.

On the first pass over all of these goals, you should not try and 
run a goal a second time unless your attention is strongly drawn 
to it.  You'll be doing a lot more with each goal later on, so 
there's no need to try and milk every bit of charge off of it 
right away.  These things are so basic that they seem like a 
natural part of life (which they are) and you've been dramatizing 
these things for a long time, so handling them up at the top is 
actually less restimulative than walking around in this universe 
and living them for real.
  
For a light run on the goal, begin by running it in platen 1.  In 
some cases you'll only get one read on each item (or even only on 
every other item).  The read might occur on the description, or 
the item itself, or both.  If each item is not reading on 
checking it a second time, then don't bother with the second 
check since it is just needless restimulation.  If its running 
like this, then stop running platen 1 at the first FN.  If 
there's anything to itsa, do so but don't push it.  Next, spot 
the restimulation in Incident 2 at the Inc 2 location (they did a 
mockup of each implant universe and told you it happened during 
Inc 2).  Then check for and handle any stirred up BTs, Clusters, 
or overts.  Finally, spot the top of platen 1 again (Native State 
item) and end off.  Take a break and then go on to the next goal.

In other cases, the items will read multiple times and each item should 
be flattened to clean or a small brief FN.  Run as above except that 
you can continue on to a better FN or cog.

Sometimes the goal will really run well.  You can run each item 
to an FN or each item just turns on a wide FN.  In this case the 
platen will often EP after a few items.  If you go past this, 
platen 1 will stop reading and the FN usually turns off; if this 
happens, then rehab the EP.  At this point you should be able to 
run some more out of the incident.  Begin by spotting some of the 
"This Means ..." symbols that occur right after the end of platen 
1.  There will be a symbol for Time up at or near the top which 
is going to be something like the sun swinging over the 
environment or a watch or clock appropriate to the universe being 
run.  If you knock out a few of these, you'll get an idea of some 
of the stuff that happens in the universe and can do a bit of 
itsa.

At first you might only get a paragraph or so about the contents.  
As you run deeper, you might write a page or more describing the 
incident.  Write this up on a separate sheet of paper as a 
descriptive platen of the incident.  On subsequent passes, you 
can start from the description you wrote up and make corrections 
and additions and simply get more charge off just by re-reading 
it sometimes.  If I have more than a few symbol items, I also 
make up a symbol platen for the incident and just keep noting the 
symbols on that rather than having them buried on the worksheets 
of different sessions.  For this you can just write them down as 
TIME = sun swings over valley, ATTACK = the bug eyed monster 
jumps you, etc.  You can also spot detail items in the body of 
the incident and note them on the worksheets, but I wouldn't 
bother trying to make up a platen of these because there are 
about ten thousand of them in each universe.  If a detail item 
bothers you, get the symbol item above it that set you up for the 
situation in the body of the incident.

Always start with platen 1.  On subsequent runs of a goal where 
platen 1 has already been run extensively, you might just spot 
the first few items and be ready to dive in.  Then get as much 
off of the implant universe itself as you can (symbol items and 
ITSA of the body of the incident).

Once your doing well, you can knock off whatever later restimulators 
you can reach that are locked up on top of the goal.  If you have
run OT3, you should be able to get charge off on the Inc 2 location 
where the goal was restimulated because it is already close 
to the surface by the fact of having run OT3.  You might also be 
able to blow charge on the Price and Survival restimulators, but 
don't push them if they don't read.  Some of these buttons are
included on the penalty universe master list.

You can also scan the track very lightly for later overts or other 
later restimulators that are beginning to be stirred up.  I took
apart quite a few implants this way, but don't push it, this step is
more of a research action.  But if you do spot a later implant, go
head and ITSA some charge off of it, and be sure to write down any
details that you find out.  Often a major implant begins to show up 
gradually on a few goals before you can get enough of it to make out 
its structure.

Always end off on a goal by spotting the top of platen 1 again.

Perhaps we will someday have complete platens for the entirety of 
these penalty universes.  This may be necessary if we are to take 
untrained public through these incidents.  But a trained auditor 
can make it on far less.  If you can get enough charge off, 
whether by running platen 1, the subsequent items in the implant, 
or later restimulators, then you reach a point where you can just 
look at the incident and all the arbitraries of human life begin 
to fall away.  Eventually the goal just FNs and life will never 
be as constrained again.


2. My Own Experience

Aug 1996

I had a rough time of it until I found the items that I have put
on platen I.  I was running a single penalty universe.  It was
the tiger universe with the goal "To Eat".  I ran this for 
hundreds of hours and I have boxes full of index cards containing
the items.  It was extremely restimulative and difficult until
I found the symbol items ("This Means") in section 2, and then
it got easier, and finally I was able to reach the beginning of
the incident and the platen I items.  Then the whole thing began
to fall apart, but I found that there was additional charge on
the items which seemed to come from another goal.  

Soon I was running other goals in platen I and finding out more
of the anatomy of this mess.  I handled perhaps a dozen goals
with lots of attention to platen I and the symbol items but also
with finding hundreds of detail items in the later part of the
incident.

Then I found I could simply run platen I and find some symbol
items from section 2 of the implant and then scan the story of
the later part without finding items.  My hope is that everyone
can run it this way rather than going through the horrible struggle
that I had had earlier.  I could be wrong on this and you might
have to run some of the later items in detail.  But having platen I
makes it easy.

After running dozens of these, I began to see that the goals
themselves fit into a pattern which followed the dynamics.

Then the whole thing began to fall away and persistent FN and I
achieved a major case state which I will call "Freedom from
Arbitraries".  What happened is that all of the arbitrary meanings
and patterns came apart.  Things like the tone scale no longer
seemed to have any rational reason but were simply arbitrary 
patterns that had been chosen almost at random by the early 
implant designers.  And I achieved a freedom from these arbitraries
which changed my whole view of life.

I sat on the win for awhile, but I was far from OT and had many
other things I wanted to handle but not a clue as to how to 
approach them.  I worked with Ron's OT drills from the 1950s
quite extensively, but I still had vast unknowns about the history
of our existence and the mechanisms of the mind.  Also, I still
did not have a full list of penalty universe goals or enough
data to give others a chance at running these.

So I took a second pass at these penalty universes, using a
research rundown (which I will discuss in another write-up) to
try and scan off the later implants locked up on top of these
and to gather more data.  This rundown resimulated as much as
it ran out, so I will not suggest it as a case action, but it
was a great tool for exploration.  Eventually I took apart enough
things to spot the original jewel of knowledge and the agreements
universe and began to map out the cosmic history that I presented
in an earlier write-up.  And finally, after researching numerous
other implant platens, my actual GPM goal fell into my lap and
I put together and ran the Actual GPM rundown.  After this I
was researching drills and rundowns and pretty much let the
penalty universe research slide.

At this time I can't guarantee that I've got all the goals right,
and I have not run all of them thoroughly, so that some of the
descriptions are very speculative whereas others were run quite
intensively.

There is also the possibility that there is an earlier series of
these things.  One of the goals that I did run extensively,
the goal "To Grow", had a nebulous "Genetic Entity" as the 
terminal.  Platen I and the symbols items followed the usual
pattern, but the later items seemed to follow a different
pattern.  In the usual penalty universes, you start with a fully
mockedup environment and slide from tone 40 down to death and below.
But in this one with the goal to grow, you start from nothing and
gradually build up an elaborate series of lifeforms and then 
sink into failure (overwhelmed by rival GEs).  Since the penalty
universes generally use a solid body type (even the goal "To Create"
has god as a statue rather than a nebulous being), any goal with
a nebulous body type might be from an earlier series that I haven't
mapped out at this time.

But platen I works well even on the nebulous ones, so just go ahead
and use it on any goal which seems to fit and reads well in the
platen.  The lists of penalty universes may be slightly off and there
might be an earlier series but you can count on Platen I to keep
you out of trouble.




3. PENALTY UNIVERSES - KEY OUT RUNDOWN

May 24, 1990, rev Feb 1993.

It is possible to get a very light keyout on the penalty 
universes and blow things currently in restimulation by spotting 
the top item and spotting (or having others spot) being pushed 
into the penalty universe (on 3 flows).

This may be a workable preliminary step before trying to run any 
of the contents of these penalty universes.  It should be 
possible to lightly brush over all of them in just a few hours of 
auditing.  Note that this usage is experimental.  In this case 
one would attempt to run through all 64 of the penalty universes.

If you get too much stirred up and in restim and make too many 
mistakes, this procedure can be used to cool things down.  In 
this case, you would end off in the middle if you experience 
major relief and feel that the condition is handled.  Of course 
its better to fix errors rather than doing a major undercut like 
this, but in research auditing, sometimes you carry on too long 
with a mistaken idea and get too tangled up to sort it out 
easily.  In this case, after doing this rundown you should try 
and correct the mistaken idea (unless you already cognited on it 
during the rundown).

You can also run this on an individual spirit as a major action 
if it seems indicated.  This is primarily for situations such as 
a friend whose dropped his body showing up in session for 
handling.  End off if you get a big release.

This is also useful when you have something in restim that you 
just can't figure out.  If, for example, you feel that you're
starting to wake up in some split viewpoint off somewhere else 
and you can't handle it with a known platen or get in enough of 
an itsa line to figure out what's going on, then run this on 
yourself in the split viewpoint until things clear up.

This procedure is very limited in that you're not running with 
much of an ITSA line.  It's really strain relief undercutting 
whatever is kicking you in the teeth right now and taking a 
little weight off.  In general it is better to run with lots of 
ITSA and work towards greater knowledge and understanding.  But 
the ITSA line trails off into dub-in in the presence of too much 
charge and shuts down completely in the presence of too many 
errors.  This gives you an entry point and a way to dig yourself 
out of a mess.

To run this, you will need the assessment list for the 64 goals 
and a good understanding of the 16 dynamics as defined earlier 
in this write-up.  Note that the definitions are slightly off of 
the Scientology definitions for the first 8 dynamics (I.E., 4D 
is race or government or any group that your usually born into 
or stuck with rather than joining).  The penalty universe 
versions of the definitions should be used since these correspond 
to the goals that were abberated.

The Key Out Rundown Steps:

1. Assess for the best reading dynamic.  Begin by checking 
whether it's the lower 8 or the upper 8 dynamics (or even break 
them up into groups of 4) to reduce the length of the assessment.

Uppermost 4: Creation, Knowingness, Games, Change
Next 4: Reason, Construction,  Ethics, Aesthetics
Next 4: Worship, Spirits, Mest, Lifeforms
Lowest 4: Race/Government, Groups, Sex, Body.


2. Check the 4 goals for the dynamic.  When a goal reads, do the 
following:

a. Spot "To (goal) is native state" at the top of the penalty 
universe.

b. Spot being pushed into the penalty universe; spot pushing 
another in; and spot others pushing others in.

c. If it seems to indicate (your attention is still on it etc.), 
spot the native state item again.


3. After running this dynamic (or after each goal if it seems to 
indicate), spot the agreements universe as follows:

a. Spot rushing into agreement and going through the inverted 
triangle.

b. Spot "To agree is native state"

c. Spot deciding to agree before that.  (if necessary, also spot 
getting others to agree or working on constructing the agreements 
universe).


4. Check if anyone was overrun.  (use a loose intention meaning 
BTs or Clusters or Programmed Machine Entities or Split 
viewpoints or whatever else might exist and be capable of getting 
overrun).  If so, have it spot the moment of release and give it 
an acknowledgment.

5. Check if anyone is incomplete on running one of the goals.  If 
so, use some intention to boost it up to spotting the native 
state item.

You can also get a BT etc. occasionally who has spotted the item 
but needs a bit of an ack or validation before he blows.  You can 
even use "Who are you? (me)" if it seems necessary.


6. Now you can reassess for another dynamic to run, but it is 
usually better to simply run from creation (16D) on down.  Try "To 
Create" and if it  wouldn't read, assess for another dynamic.

Once you start running from To Create on down, you should be able 
to get every goal to read.  If one doesn't read, try steps 4 and 
5 above (overrun and incomplete), try step 3 (agreements 
universe), and if still no read, take a break.  After resuming, 
see if the goal will now read or if the whole procedure is being 
overrun or if there is something else wrong, or if some overt has 
gone into restim that needs to be spotted, etc.  Also check if the
goal is misworded etc. (these were not implanted in English and
you might describe the same differently than I would).

Take frequent breaks (every few dynamics or if you see massive 
blows starting etc.).  Sometimes things start coming apart and 
you just need to wait a little and give them some space before 
the next goal will run.  Use steps 3 to 5 occasionally.  Once you 
get the hang of it, you generally know when to check overrun or 
incomplete.  Spotting the agreements universe occasionally helps 
pick up ones who've loosened up and are ready to blow.

The procedure itself can overrun.  What's happening is that the 
stuff immediately around you has blown off and given you more 
space and then you carry on and more distant material is being 
drawn in and causing your space to shrink.  This can turn on 
protest and overrun phenomena.  The rundown can be done again at 
another time when other things are already stirred up and this 
procedure again seems to be needed.  It's like doing a green 
form.  The repair can be overrun but the form can be used again 
in the future.






4. Penalty Universe - Assessment List

23 Jul 91, rev. 12 Feb 93

These are the penalty universe goals.  The terminal of the universe
is listed in parenthesis.  If any of the goals or terminals are
hard to understand or don't make sense, see the description in
the penalty universe master list given elsewhere.


16th Dynamic - Creation

      1.  To Create        (Statue)           
      2.  To Cause         (god, old man)     
      3.  To Mock Up       (Computer)         
      4.  To Imagine       (Cartoon Mouse)    


15th Dynamic - Knowingness

      5.  To Understand    (chipmunk)        
      6.  To Know          (2 headed dodo)    
      7.  To Absorb        (greek hero)       
      8.  To Learn         (gnome)            


14th Dynamic - Games

      9.  To Play          (Chinese child)   
     10.  To Compete       (Coach, doll)      
     11. To Manipulate     (Penguin Banker)   
     12. To Exchange       (Spirit Broker)    


13th Dynamic - Change

     13. To Metamorphose   (clay people) [or to shape or be shaped]
     14. To Change         (magician)         
     15. To Combine        (Siamese twins)   
     16. To Bring Order    (gorilla people)  [maybe out of sequence]


12th Dynamic - Reason

     17. To Reason         (clown)            
     18. To Orient         (wire man)         
     19. To Guide          (pilot)            
     20. To Compute        (toy bodies)       


11th Dynamic - Construction

     21. To Construct      (beavers)          
     22. To Arrange        (blockhead)        
     23. To Build          (snake people)     
     24. To Structure      (Crystals)         


10th Dynamic - Aesthetics

     25. To Invent         (munchkins)        
     26. To Inspire        (muses)            
     27. To Enhance        (ghost people)      
     28. To Beautify       (fairy godmother)  


9th Dynamic - Ethics

     29. To Purify         (fire people)      
     30. To Judge          (bull people)      
     31. To Defend         (little green men)  
     32. To Strengthen     (ball of energy)  [to police?]


8th Dynamic - Worship

     33. To Enlighten      (rabbit preacher)   
     34. To Convert        (fish man)         
     35. To Commune        (female angel)     
     36. To Worship        (knights)          


7th Dynamic - Spirits

     37. To Predict        (soothsayer)    
     38. To Influence      (cupid)            
     39. To Collect        (elves/fairies)    
     40. To Embody         (Pan - goat god)   


6th Dynamic - physical universe

     41. To Discover       (centaurs)         
     42. To Locate         (Leprechaun)        
     43. To Gather         (spacesuit body)   
     44. To Own            (Fox people)       


5th Dynamic - lifeforms

     45. To Grow           (GE)  [maybe from an earlier series]        
     46. To Live           (dinosaur)         
     47. To Heal           (tree man)         
     48. To Adapt          (thread man)       


4th Dynamic - society

     49. To Establish      (3eyed giants)     
     50. To Share          (dolphins)         
     51. To Control        (frog king)        
     52. To Unite          (dog soldiers)     


3rd Dynamic - groups

     53. To Organize       (human clerk)      
     54. To Co-operate     (robots)          
     55. To Participate    (mermaid)        
     56. To Expand         (mouse railroad engineer)    


2nd Dynamic - sex

     57. To Join           (cat people)       
     58. To Reproduce      (insect invader)   
     59. To Satisfy        (cavemen)          
     60. To Care For       (bird girl)        

1st Dynamic - body

     61. To Experience     (Bear)      [or to feel]
     62. To Replenish      (old arab)  [might be to survive]       
     63. To Eat            (Tiger)     [or to consume]
     64. To Endure         (pyramid)          



5. PENALTY UNIVERSE HANDLING RUNDOWN

After successfully running the penalty universe key-out rundown,
you should be ready to handle these in a more thorough fashion.

Continue working through the goals using platen 1 and begin adding
in the additional steps described below.   At first you are only trying 
for the lightest keyout.  Gradually you start running deeper, getting 
more and more itsa etc.

Initially we're not going for erasure.  We're aiming at greater 
keyouts and increasing horsepower.  As you keep running deeper, 
your ITSA line gets pretty awesome and you start blowing huge 
holes in everything.  The target is to get up to the point where 
you can as-is these penalty universes by inspection.



IN CASE OF TROUBLE

If you get in trouble running a penalty universe, your first 
handling is to spot the native state item at the top of the goal, 
also spot being pushed into it, pushing others in, and others 
pushing others in.  Also spot the agreements universe (as given 
elsewhere).  For negative goals, spot the inversion scene and 
then spot the top of the positive goal.

You can also look for entities of various kinds who are 
stirred up on it and have them spot the top of it.

Another good rescue process is spotting places where the 
(terminal) is not.

These are all unlimited techniques that can be run again and 
again to FN.  They are used in normal running but can also be used 
on an emergency basis even if they have been run before.

Once you feel better, take a break.  When you get back in 
session, check if there was some error in the earlier session 
(wrong item or whatever) and fix it.  Note that the above 
techniques will even key out wrong items etc., but you want to 
fix the mistake and make the gains rather than simply feel 
better.  By keying the mass out first, it becomes possible to 
correct errors even in the presence of sloppy auditing or 
incorrect platens or worst tangle sort of situations.


PROCESSES:

These are the basic processes for running the penalty universes.

1. Platen 1.

This is your entry point.  Once your running deeply, all items 
should either read or FN.  If an item doesn't read, pause and 
mockup exactly what the item means and then try spotting it 
again.  If an item can't be made to read, check for and handle 
overts as described below.  If overts doesn't read, you can use 
any of the other steps below and then return to the current step 
on platen one (which should now be reading).  If you get a big
release in the middle of platen I, then go on to the following
steps.

2. Overts

Check if you have any overts connected with doing this goal and 
handle (overt rudiment).

3. Spot the incident 2 location (noticing the false mockup of the 
implant universe that was placed there during inc. 2).

4. Spot the Pyramid location (this is an earlier mass implant).  
Spot the face of the terminal within the pyramid.

5. Spot the terminal saying the price of the goal.

6. Spot places where (terminal) is not.

Also, spot places in the penalty universe where you are not.

7. Spot symbol items from the penalty universe (a few are given 
in the master list, others can be spotted and blown by 
inspection).

8. Scan the detail of the penalty universe.  If anything feels
heavily charged and wouldn't blow, look for a symbol item that
set you up for the detail item.

9. ITSA any later track restimulation.

10. If any of the above steps stir up heavy charge, run platen I
again from the top.

Also, if any entities of whatever sort turn up, have them spot 
the native state item and being pushed in etc.


When you're fairly far along, you can also run the following 
processes (you should probably only run these once a particular goal):

11. Spot things that you must not (goal) until the ridge blows.

12. Spot people, groups, etc. that you would permit to (goal) 
until your willing to have others doing this goal.

13. Spot places where (terminal) would be safe.  Run this past 
the point where you get joy from placing the terminal in "safe" 
places where it is tortured etc. until you can have it or not 
have it anywhere by choice.

14. Spot things that the (terminal) does not own.

              ============================


                      6. PLATEN I


                     PENALTY UNIVERSES
                    PLATEN I: CREATION

              15 June 1987, revised 2 June 1990

This is a universe created in its own space and time.   You 
actually go through the experience.   The items are intentions 
(thoughts) that you receive after (or during) the experience 
described.   The intentions are not in words nor are they in any 
language.   The experience is having the viewpoint of the 
terminal, not seeing pictures or mockups of the terminal doing 
things (except for the symbols in the early sections).   Seeing 
pictures or hearing words are later restimulations of this that 
were done in electronic implants.  

In the first run, the root verb (shown as % here - substitute the 
correct goal when running) is not really meaningful when it is 
said (intended) in the early items since it is not defined until 
the middle of the symbols in section 2.   In these items, it is 
just this undefined thing that you are anxious (the first time) 
to find out about.

Before this starts, you are blanketed by one or more thetans who 
push you into this.   Note that you are not in a body.   The 
other thetans may have captured you or you may have lost a game 
and this is the agreed upon penalty or you might be having it 
done to you for kicks or to find out what everyone else has been 
talking about.   

You might or might not have done the overt side (pushing another 
into this) first (you certainly did it as an overt sooner or 
later).   In the overt side, you feel the other person wiggling 
and protesting under you and get some faint feedback of the items 
from him as you hold him.

There is also a third flow of watching others pushing others into 
a penalty universe.  In running this, try to spot all 3 flows on 
items a. (blanketing) and b. (pushing in) and get a read on each 
if possible.  For the remaining items (item 1 on), just try to 
spot it (i.e., as-is it on a gradient) in its own time and space 
(to some degree you are spotting a location within the penalty 
universe) without narrowing down to a specific flow.  Although 
you can spot your feelings of going through this (protest etc.) 
and of putting another through it (someone wiggling around under 
you etc.) and of feeling sympathy for someone you see being 
pushed through by others, these effects are secondary.  The item 
itself is senior to the effects it created and you want to as-is 
it by permeating it in its own space and time rather than by 
running its effects out as an incident.

You might have also had a hand in creating this, either as a 
designer or as one of a team doing group postulates of some 
portion of the items.   In that case, you will find group 
agreement and the intention to make this as devilish as possible 
and putting out heavy intentions to make each thought and 
experience solid.   The items are thought waves spread along the 
track of the penalty universe.

Everyone had a hand in mocking these up.  Their construction was 
a group effort to solve the problem of not being able to enforce 
any penalties on anybody.  But I think you will only find 
yourself responsible for a few specific pieces of a few specific 
penalty universes.  Most of it probably came as a surprise the 
first time you went through it.

If it seems to indicate, then try spotting designing or 
postulating or agreeing to the penalty universe being run.

   * * *

This platen covers section 1 which is the same for all of the 
penalty universes (except for the goal being stated).  After 
section 1, each penalty universe uses its own symbols etc.

Section 1 includes a mockup of the Jewel of Knowledge.  This is 
not the original jewel which we experienced before home universe.  
This is simply a mockup included in the implant to give it a bit 
more of a kick.  At the time of these implant universes, we 
already had a great deal of significance concerning the jewel of 
knowledge (I think it was inaccessible to us after entering the 
home universe matrix).  So the mockup lends a great deal of 
"truth and importance" to the items being implanted.

In this incident, the jewel is a sort of 7 dimensional diamond.  
>From a 3 dimensional view, it appears to have 8 sides (two 4 
sided pyramids with a common base).  You do not see all of it as 
a whole in the incident.  Instead, you only see 3 (or maybe 4?) 
dimensions and have the feeling of it extending out into spaces 
beyond your perception.  Note that the complete jewel would have 
128 sides.

After the decision to be, the jewel shows up with the items.  
Note that the items are in groups of 3 ending with "To ... is the 
basis of all ...".  The jewel begins to appear on the first item 
of the set, becomes more substantial on the second item, and then 
flashes at the end of the third ("Basis") item (like an instant 
read).  You need to spot the jewel appearing and then spot the 
flash on the end word of the "Basis" item.  The jewel disappears 
after the flash.  The jewel follows a pattern of appearing on the 
left, then the right, and then in the center at a certain 
distance.  On the next series of items it will do the same but it 
will be closer until, near the end of the platen, it is touching 
you.

Note that there is a later restimulation of this which can turn 
on uncomfortable sensations in the forehead.  This is an incident 
used in the Thought Universe, Conflicts Universe, and Magic 
Universe to install Jewel of Knowledge machines.  The implant 
begins with the Native State item and has the jewel of knowledge 
present and flashing from the very first item on (unlike the 
penalty universe where it only appears after the decision to be).  
Also, in this later incident, there are 3 jewels visible (left, 
right, and center) and they move in on each set of items (rather 
than having only a single jewel that appears in various 
locations).  The 3 jewels come together and merge in the center 
of the forehead.  There are only 6 positions for each of the 3 
jewels and the entire implant only uses 24 goals and only some of 
those match up with penalty universe goals.  So, if a forehead 
sensation or somatic turns on, check if your running a jewel of 
knowledge installation implant.  If so, go earlier and get back 
to the original penalty universe.

The treadmill (Games Universe) starts with the same platen as the 
original penalty universes.  If you get into that, it has an 
uncomfortable sensation of motion or spinning.  If this happens, 
spot it and get back to the earlier penalty universe.  This is a bit 
like getting back to the earliest run in CC or OT2 material.

These later incident problems mainly come up on the goal to 
Create or occur if you don't spot items a and b well.  Only the 
original penalty universes have separate moments of being pushed 
in etc. for each goal (each universe).  All the later incidents 
have a single push into the Create goal and then carry you from 
goal to goal as part of the implant.

                       ----------------


                         PLATEN 1


a. Spot being blanketed, blanketing another, and others 
blanketing others

b. Spot being pushed in, pushing someone in, and others pushing 
others in.

1. There is nothing, no space or time or dimension etc.
   TO  %.. IS NATIVE STATE

2. You are aware of being the basic life static before all time
   TO  %.. IS TO BE THE STATIC

3. Now as Static, you want to be not-static.   You want something 
to happen.   You want there to be something.   You want cause and 
effect.
   TO  %.. IS THE URGE FOR SOMETHINGNESS

4. Now you realize what the urge is and it makes sense
   THE BASIC URGE IS TO  %..

5. As you realize what the urge is, you receive this intention:
   BEFORE THE BEGINNING, NOW, AND FOREVER, IS THE URGE AND THE    
URGE IS TO  %..

6. You realize that all other urges will stem from this.
   TO %.. IS THE BASIS FOR ALL URGES

7. You feel the strength of the urge growing.
   TO %.. IS TO NEED RELIEF

8. You realize what is needed for relief
   THE BASIC RELIEF WILL COME FROM %...ing

9. You see that all relief stems from this.
   TO %.. IS THE BASIS OF ALL RELIEF

10. You realize that this is the reason for everything
   TO %.. IS THE ORIGINAL REASON WHY.

11. You realize this:
   THE BASIC REASON WHY IS THE NEED TO %..

12. You see that all other reasons will come from this.
   TO %.. IS THE BASIS OF ALL REASONS WHY.

13. You see that you need to do something about this.
   TO %.. IS TO ACT.

14. You realize this:
   THE BASIC ACTION IS TO %...

15. You realize that all other actions stem from this.
   TO %.. IS THE BASIS FOR ALL ACTION.

16. You realize that you must decide something before anything 
will happen.
   TO %.. IS TO DECIDE

17. You choose to make the decision,
   IN THE BEGINNING, NOW, AND FOREVER, IS THE DECISION AND THE    
DECISION IS TO  %..

At this point, space becomes visible and is filled with a faint 
sourceless golden light. (spot the space).

Jewel of Knowledge in far distance (position 1) on the Left.

18. You realize that this is the first decision.
   THE ORIGINAL DECISION IS TO  %..

19. You realize that all other decisions stem from this.
   To %.. IS THE BASIS OF ALL DECISIONS.
Jewel flashes in the far distance (position 1) on the Left.

20. You postulate that there will be something
   TO  %.. IS TO POSTULATE
Jewel of Knowledge in far distance (position 1) on the Right.

21. You realize that this is the first postulate
   THE BASIC POSTULATE IS TO  %..

22. You realize that all other postulates stem from this.
   To %.. IS THE BASIS OF ALL POSTULATES.
Jewel flashes in the far distance (position 1) on the Right.

23. You postulate time.   The time exists to allow for change due 
to .%.ing
   TO  %.. IS THE SOURCE OF TIME
Jewel of Knowledge in far distance (position 1) in the Center

24. You realize that the basic consideration of time is past, 
present, and future .%.ing.
   THE BASIS OF TIME IS %..ing

25. You realize that all future considerations of time will stem 
from this.
   To %.. IS THE BASIS OF ALL TIME.
Jewel flashes in the far distance (position 1) in the Center

26. You agree with the concept of .%.ing
    TO  %.. IS TO AGREE
Jewel of Knowledge in distance (position 2) on the Left.

27. You realize that this is the basic agreement
    THE BASIC AGREEMENT IS TO  %..

28. You realize that all other agreements stem from this.
   To %.. IS THE BASIS OF ALL AGREEMENT.
Jewel flashes in the distance (position 2) on the Left.

29. Now you create energy.   The energy is formed of the concept 
of .%.ing
    TO  %.. IS TO HAVE ENERGY
Jewel of Knowledge in distance (position 2) on the Right.

30. You realize that this is the most basic of all energies
   THE BASIC ENERGY STEMS FROM  %..ing

31. You realize that all other energies stem from this.
   To %.. IS THE BASIS OF ALL ENERGY.
Jewel flashes in the distance (position 2) on the Right.

32. You postulate that .%.ing is the basic reality
   TO  %.. IS REALITY
Jewel of Knowledge in distance (position 2) in the Center.

33. You realize this:
   THE BASIC REALITY IS %..ing

34. You realize that all other reality stem from this.
   To %.. IS THE BASIS OF ALL REALITY.
Jewel flashes in the distance (position 2) in the Center.

35. Now you postulate matter.   The most real mass stems from .%.
   TO  %.. IS TO HAVE MATTER
Jewel of Knowledge in distance (position 3) on the Left.

36. You realize that this is the most basic of all matter
   THE BASIC MATTER STEMS FROM  %..ing

37. You realize that all other matter stem from this.
   To %.. IS THE SOURCE OF ALL MATTER.
Jewel flashes in the distance (position 3) on the Left.

38. You postulate that affinity is achieved through .%.ing
   TO  %.. IS LOVE
Jewel of Knowledge in distance (position 3) on the Right.

39. You realize this:
   THE BASIC LOVE IS ACHIEVED THROUGH %..ing

40. You realize that all other love stem from this.
   To %.. IS THE BASIS OF ALL LOVE.
Jewel flashes in the distance (position 3) on the Right.

41. You postulate that the basic interchange is through .%.ing
   TO  %.. IS TO COMMUNICATE
Jewel of Knowledge in distance (position 3) in the Center.

42. You realize that this is the first communication.
   THE BASIC COMMUNICATION IS %..ing

43. You realize that all other communication stem from this.
   To %.. IS THE BASIS OF ALL COMMUNICATION.
Jewel flashes in the distance (position 3) in the Center.

44. You realize that .%.ing will bring understanding.
   TO  %.. IS TO REACH FOR UNDERSTANDING
Jewel of Knowledge is nearby (position 4) on the Left.

45. You realize this:
   THE ATTAINMENT OF UNDERSTANDING IS THROUGH %..ing

46. You realize that all understanding stems from this.
   To %.. IS THE BASIS OF ALL UNDERSTANDING
Jewel flashes nearby (position 4) on the Left.

47. You postulate that there will be space in which to .%.
   TO  %.. IS TO HAVE SPACE
Jewel of Knowledge is nearby (position 4) on the Right.

48. You realize that this is what creates space
   THE DELINEATION OF SPACE IS BY %..ing

49. You realize that all other spaces stem from this.
   To %.. IS THE BASIS OF ALL SPACE.
Jewel flashes nearby (position 4) on the Right.

50. You postulate that .%.ing gives meaning to existence
   TO  %.. IS TO HAVE MEANING
Jewel of Knowledge is nearby (position 4) in the Center.

51. You realize this:
   THE BASIC MEANING IS IN REGARDS TO %..ing

52. You realize that all other meaning stems from this.
   To %.. IS THE BASIS OF ALL MEANING
Jewel flashes nearby (position 4) in the Center.

53. You postulate that .%.ing is truth
   TO  %.. IS TRUTH
Jewel of Knowledge is nearby (position 5) on the Left.

54. You realize this:
   THE ATTAINMENT OF BASIC TRUTH IS THROUGH %..ing

55. You realize that all other truth stem from this.
   To %.. IS THE BASIS OF ALL TRUTH.
Jewel flashes nearby (position 5) on the Left.

57. Now you create havingness.   The most real havingness is to 
%.
   TO  %.. IS TO HAVE
Jewel of Knowledge in distance (position 5) on the Right.

58. You realize that this is the most basic of all havingness
   THE BASIC HAVINGNESS STEMS FROM  %..ing

59. You realize that all other havingness stem from this.
   To %.. IS THE BASIS OF ALL HAVINGNESS.
Jewel flashes nearby (position 5) on the Right.

60. You postulate that .%.ing is the basic aesthetic
   TO  %.. IS BEAUTY
Jewel of Knowledge is nearby (position 5) in the Center.

61. You realize this:
   THE BASIC BEAUTY IS %..ing

62. You realize that all other beauty stems from this.
   To %.. IS THE BASIS OF ALL BEAUTY.
Jewel flashes nearby (position 5) in the Center.

63. You wish to connect with the thoughts in the Jewel of 
knowledge.
   TO %.. IS TO CONNECT WITH THOUGHT
Jewel of Knowledge is close (position 6) on the Left.

64. You realize this:
   THE BASIC THOUGHT CONCERNS %..ing

65. You realize that all other thought stems from this.
   To %.. IS THE BASIS OF ALL THOUGHT
Jewel flashes close (position 6) on the Left.

66. You realize that this will influence all existence.
  TO %.. IS THE HIDDEN INFLUENCE
Jewel of Knowledge is close(position 6) on the Right

67. You realize this:
  THE BASIC HIDDEN INFLUENCE IS TO %..

68. You realize that this underlies all other hidden influences
  TO %.. IS THE BASIS OF ALL HIDDEN INFLUENCES
Jewel flashes close (position 6) on the Right.

69. You postulate that the most valuable particle is that which 
is .%.n
   TO  %.. IS TO VALUE
Jewel of Knowledge is close(position 6) in the Center.

70. You realize this:
   THE MOST VALUABLE PARTICLE IS GAINED THROUGH %..ing

71. You realize that all other value stems from this.
   To %.. IS THE BASIS OF ALL VALUATION
Jewel flashes close(position 6) in the Center.

72. You realize that this will bring about true existence.
  TO %.. IS TO EXIST
Jewel of Knowledge touching(position 7) on the Left.

73. you see that this is the only possible reason for existing.
  ALL EXISTENCE DEPENDS ON %..ing.

74. Now you realize that through this you will achieve an 
understanding of all existence
  TO %.. IS THE BASIS OF ALL EXISTENCE
Jewel flashes, touching (position 7), and passes into you on the 
Left.

75. You realize that the jewel is bringing you enlightenment
  TO %.. IS TO GAIN ENLIGHTENMENT
Jewel of Knowledge touching(position 7) on the Right.

76. You realize this:
   THE BASIC ENLIGHTENMENT CONCERNS %..ing

77. You see that all other enlightenment will stem from this
  TO %.. IS THE BASIS OF ALL ENLIGHTENMENT
Jewel flashes, touching (position 7), and passes into you on the 
Right.

78. You realize that this will bring knowledge
   TO  %.. IS TO KNOW
Jewel of Knowledge touching(position 7) in the Center.

79. You realize this:
   THE BASIC KNOWLEDGE CONCERNS %..ing

80. You realize that all other knowledge stems from this.
   To %.. IS THE BASIS OF ALL KNOWLEDGE
Jewel flashes, touching (position 7), and passes into you in the 
Center.

The jewel remains in the center of your beingness.


81. Now something begins to appear below you.   It is not yet 
substantial.   You reach for it.
   TO  %.. IS TO REACH

82. What you are reaching for is .%.ing
   THE BASIC REACH IS TOWARD %..ing

83. You realize that all other reaches stem from this.
   TO %.. IS THE BASIS OF EVERY REACH.
The jewel flashes within you.

As you reach, you encounter the basic symbols.   These are like a 
stack of 3 dimensional pictures.   You know that if you reach for 
them, you will gain understanding.  Looking down at them makes 
the jewel seem to be above you (or in the top of your space).

84. Now you contact the first and most basic symbols of all 
existence
  TO %.. IS TO CONTACT SYMBOLS

85. You realize this:
   THE BASIC SYMBOLS CONCERNS %..ing

86. As you connect to the first symbol, you realize this:
  TO %.. IS THE BASIS OF ALL SYMBOLOGY
The jewel flashes on top of you and seems to move you into the 
first picture.


  * * *

At this point you actually reach the first symbol.  Usually it is 
THIS MEANS TIME.  The symbol items continue from here on.  The 
picture with each symbol is unique to the universe being run.  
Some symbol items such as time are used in all the universes and 
others are specific to the universe being run.

The jewel is not visible while you are looking at the symbols, 
but you can feel it there above you guiding you through them.


      *** end part 1 - notes on part 2 (symbols) ***

This section defines the basic symbols used in the implant 
universe.   At this point, you are in a space with at least 4 
dimensions not including time.   The symbols are 3 dimensional 
pictures that seem to be stacked up (in 4 dimensions) like a pile 
of photographs.   You reach threw this deck of symbols seeing 
each one in turn.  As you see each one, you get the intention 
"THIS MEANS ....".

Each symbol is in the pile twice.   The original form is in the 
first half and the alter-ised form is in the second half.   The 
second half was done in reverse order.   I.E., this goes A, B, C, 
then C, B, A.   The meaning and the basic scene are the same in 
the two copies of the symbol.   The alterations in the second 
half mainly consist of changes in color and direction.  I.E., 
something that's blue the first time might be green the second and 
the right and left sides of the picture might be switched as in a 
mirror image.   The later version is the alterised one that 
persisted and it feels more "natural" than the original.   

Sometimes you may have to compare the two copies of the symbol 
and spot the difference

Sometimes they make a minor addition or change to the picture.   
Usually something uncomfortable such as seeing exactly what it is 
that is being buried in the second picture only, but this is not 
common.

The first 4 items are THIS MEANS TIME, SPACE, ENERGY, and MATTER.


                 =========================                                     

================ http://www.clearing.org ====================
Sun Dec  6 09:06:01 EST 2015 
ftp://ftp.lightlink.com/pub/archive/pilot/ss10.script
Send mail to archive at lightlink.com saying help
================== http://www.lightlink.com/theproof ===================
Learning implies Learning with Certainty or Learning without Certainty.
Learning across a Distance implies Learning by Being an Effect.
Learning by Being an Effect implies Learning without Certainty.
Therefore, Learning with Certainty implies Learning, but 
not by Being an Effect, and not across a Distance.

-- 
------------------------------------------------------------------------
Homer Wilson Smith   Clean Air, Clear Water,    Art Matrix - Lightlink
(607) 277-0959       A Green Earth, and Peace,  Internet, Ithaca NY
homer at lightlink.com  Is that too much to ask?   http://www.lightlink.com


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