To Basic Definitions, Illustrated

 

Engram Running
Basic Definitions for PC's
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Part of educating a pc in Engram Running is clearing the procedure and commands of R3RA. Also the words of the correction list for Engram running, L3RH, should be cleared before starting a pc on running R3RA. The definitions given here are cleared as well. It is often called "Engram Running, C/S Instruction No 1."

ENGRAM: is a mental image picture which is a recording of a time of physical pain and unconsciousness. It must by definition have impact or injury as part of its content.

SECONDARY: is a mental image picture of a moment of severe and shocking loss or threat of loss which contains misemotion such as anger, fear, grief, apathy or "deathfulness". It is a mental image picture of a time of severe mental stress. It may contain unconsciousness. When it is restimulated by a similar but lighter experience another mental image picture is recorded which becomes a Lock on the Secondary and serves to keep the Secondary alive. A Secondary is called a Secondary because it itself depends upon an earlier Engram with similar data but real pain, etc.
  
LOCK:
is a mental image picture of an incident where one was knowingly or unknowingly reminded of a Secondary or Engram. It does not itself contain a blow or a burn or impact and is not any major cause of misemotion. It does not contain unconsciousness. It may contain a feeling of pain or illness, etc, but is not itself the source of it. Example: One sees a cake and feels sick. This is a Lock on an Engram of being made sick by eating cake. The picture of seeing a cake and feeling sick is locked to the incident of getting sick eating cake. When one finds a Lock it can be run like any other mental image picture.
 
ERASURE: is the action of erasing, rubbing out, Locks, Secondaries or Engrams.

ERASING: means the content of the incident is less intense, less feeling of pressure or other sensation or the pictures less clear and vivid when actually confronted.

MORE SOLID: means the content of the incident is more intense, increased sensation or pressure or the picture more clear and vivid when actually confronted.

ERASED: after going through the basic incident (usually numerous times) it will finally have been fully erased. In Engram Clearing this happens when the pc finds the basic postulate that held the Chain of incidents in place.

ENGRAM RUNNING: Techniques used to run Engrams with. Also the activity of applying these techniques to a pc.

R-3-RA, Engram running by Chains: The principle process used on ST5.

ENGRAM CLEARING: This is ST Grade 5 - Engram Clearing. It uses Engram running by Chains, Routine-3-RA as its main process. It leads to Engram Clearing Completion. Routinely the pc will be found to go Clear on Engram Clearing, but this has to be verified by a specially trained auditor.

POSTULATE: A consideration, decision or idea. In Engram running a postulate will be found in the basic incident. It tends to explain the whole Chain. "I am going to die!", "I'll never get out of here!", "This makes me sick!", etc., etc. would be examples of such postulates in Engrams. They have an aberrative effect upon the pc. 

CLEAR: A being who no longer has his own Reactive Mind. The State of Clear is routinely achieved through Engram running, but it is not always the case. If pc feels he went Clear he is given the Clear Certainty Rundown to find out for sure. 

CLEAR CERTAINTY RD: This is a special RD done after Engram Clearing. The purpose is to find out if the pc made it to Clear or not. It is only done if the pc feels he made it. The Clear Certainty RD is done by a professional auditor and as such not part of this ST Manual. If the pc did not make it he can get more processing on Engram Clearing. If he completes that level without going Clear there are other processes which can be done so he will make it to Clear. This is the so-called alternative route, which has to be supervised by a competent case supervisor. At that level most of the auditing itself can be done solo, the pc auditing himself on specified processes under competent supervision.

SOMATIC: means essentially body sensation, illness or pain or discomfort. "Soma" means body. 

SOMATICS: This is a general word for uncomfortable physical perceptions coming from the Reactive Mind. It is a general label word. It covers "pain" as well as "sensation". To understand the source of these feelings, one should have a knowledge of Engrams, ridges and other parts of the Reactive Bank. In ST anything is a SOMATIC if it stems from the various parts of the Reactive Mind and produces an awareness of reactivity.

PSYCHO SOMATIC: means somatics or pains stemming from the mind.
 
PAIN: a feeling of hurting. It is composed of heat, cold, electrical, and the combined effect of sharp hurting. If one stuck a fork in his arm, he would experience pain. When one uses Pain in connection with clearing one means awareness of heat, cold, electrical or hurting stemming from the Reactive Mind.  Therefore what we call Pain is itself heat, cold and electrical. If a pc experiences one or more of these impulses from his Reactive Mind, we say he is experiencing Pain. "Electrical" is the bridge between sensation and Pain and is difficult to classify as either Pain or sensation when it exists alone.

SENSATION: All other uncomfortable perceptions stemming from the Reactive Mind are called Sensations. These are basically "pressure", "motion", "dizziness", "sexual sensation", and "emotion and misemotion". There are others but these are all combinations of the above and definable in these five general categories. If one took the fork in the pain definition above and pressed it against the arm, that would be "pressure". "Motion" is just that, a feeling of being in motion when one is not. "Motion" includes the "winds of space", a feeling of being blown upon especially from in front of the face. "Dizziness" is a feeling of disorientation and includes spinning, as well as an out-of-balance feeling. "Sexual sensation" means any feeling, pleasant or unpleasant, experienced during sexual restimulation or action. "Emotion and Misemotion" include all levels of the complete tone scale except "pain"; emotion and misemotion are closely connected to "motion"; they are only a finer particle action. A Bank solidity is a form of "pressure", and when the sensation of increasing solidity of masses in the mind occurs, we say "the Bank is beefing up". All these are classified as Sensations.

MISEMOTION: 2.0 and below on the tone scale. Anything that is unpleasant emotion such as antagonism, anger, fear, grief, apathy or a death feeling.

The TIME TRACK: is the consecutive record of mental image pictures which accumulates through the pc's life or lives. It is very exactly dated.
 
PLEASURE MOMENTS:
are mental image pictures containing pleasure sensations. They respond to R-3-RA. One seldom addresses them unless the pc is fixated on some type of "pleasure" to a point where it has become highly aberrated.
 
BLACK FIELD: is just some part of a mental image picture where the pc is looking at blackness. It is part of some Lock, Secondary or Engram. In ST it can occur (rarely) when the pc is exterior, looking at something black. It responds to R-3-RA.
 
INVISIBLE FIELD: is just a part of some Lock, Secondary or Engram that is "invisible". like a black field it responds to R-3-RA.
 
PRESSURE SOMATIC:
is in Engram running considered to be a symptom in a Lock, Secondary or Engram, simply part of the content.

KEY IN: is the action of recording a Lock on a Secondary or Engram.
 
KEY OUT:
is an action of the Engram or Secondary dropping away without being erased.
 
FLOATING NEEDLE: occur when a key-out occurs or when an Engram is erased.
When one keys out (rather than erasing) an Engram, the pc can always later get a key-in of that Engram again and so become ill, etc. again. How to deal with this is covered under Engram running EP.

MULTIPLE ILLNESS: means the pc is physically uncomfortable or ill from several Engrams of different types all restimulated. One runs one somatic Chain at a time, running each new symptom that is assessed or stated by the pc.
 
CHAIN: means a series of recordings of similar experiences. A Chain has Engrams, Secondaries and Locks. Example: Head injury Chain in the sequence and run by R-3-RA: seeing sporting goods in a shop window (Lock), losing a bat (Secondary), hit in the head with a bat (Engram). The Engram is the earliest date, the Secondary a later date, the Lock the most recent.
By using one somatic at the time to trace it back and by staying on the Chain of only one somatic you get back down the single Chain without dispersing all over the place. Thus one runs the Chain of one particular somatic or discomfort or complaint down to erasure before doing the next somatic or discomfort or complaint.
 
AUTOMATIC BANK:
When a pc gets picture after picture after picture all out of control. This occurs when one isn't following an assessed somatic or complaint or has chosen the wrong one - one which the pc is not ready to confront. It can also happen as a result of overwhelming the pc with rough TRs or going very non-standard. Some pc's turn up in their first session with Automatic Banks. The thing to do is carefully assess the physical complaint for longest or best read and gently handle that Chain well.
 
BASIC: This is the first experience recorded in mental image pictures of that type of pain, sensation, discomfort, etc. Every Chain has its basic. When one gets down to the basic on a Chain it (a) erases and (b) the whole Chain vanishes for good. Basic is simply earliest.
 
UNBURDENING: As a basic is not at once available on any Chain one usually unburdens it by running later Engrams, Secondaries and Locks. The act of unburdening would be digging off the top to get at the bottom as in moving sand. As you run off later incidents, the ability of the pc to confront it also increases and basic is easy to run when finally contacted.
 
BASIC BASIC: 1) is the first Engram on the whole Time Track. At this time this is a theoretical concept in Engram Clearing. The pc will usually go Clear without having to contact such an incident. But as the theory goes - if we could find and erase the very first Engram of the whole Time Track, that would be the end of the Time Track itself as we know it.
2) Basic Basic: This belongs to advanced ST. It is beyond the scope of the Grades 0-4 and Engram running. It means the most basic of all basics it has been possible to establish; erasing it results in clearing. It is an implanted incident described and audited on the Clearing Course. The Clearing Course is only done if the pc did not go Clear on Engram Clearing. If the pc goes Clear on Engram Clearing there is no need to try to contact or run this implanted incident.
 
ASSESS:  in Engram running means choose, from a list or statements, which item or thing has the longest read or the pc's interest. The longest read will also have the pc's interest oddly enough.