5. Factors Involved In Running Implant Universes
Most important is ITSA. Spot what is what. ITSA things. Notice the lies or wrong datums. Blow by inspection when possible.
You can go through these itsaing what happened. Sometimes, you notice a whole large later dramatization of your own that was based on one of these. If it comes up, itsa it. It is important to get this itsa down on paper (even if there is no CS) to get it separated from yourself and the experience out where you can look at it. Don't sit around Q & A ing on a whatsit. Spot what you can spot with certainty and the confusions will clear up as you keep accumulating rightnesses.
You can date these things relative to other experiences. Sometimes you have to go earlier either to an earlier occurrence of the same implant universe or a similar experience in an earlier different universe.
Getting off overts is very important. Early on the track everyone was constantly working to trap and implant each other. Especially watch for the one that you regretted. If you get a still picture, it might be an implant picture but it could also be some incident that you regretted heavily in which case it is the tail end of your doing something that you considered to be a terrible overt. You were implanted to hit some poor victim by mistake whenever you went after an opponent. As a result, it happened quite often and you cut your horsepower way down as a result.
BTs will show up on these. If you've EPed Nots, they should easily blow on inspection. The reason you didn't find them before (assuming OT 7 was done) is not due to the BT but to the fact that your confront was out the bottom on what the BT was being or where he was.
Identity splits will also show up. If you've EPed these, the split should probably dissolve on inspection, but since these are not being handled as their own level right now, you might need to run out the split. A split is usually created by making you take two viewpoints and then implanting each one with a goal. The goals of each side are detestable to the other so that you as each identity cannot bare to be the other identity and so keep them separate. One handling is to find the detested goal on each side. Another way is to simply blow through the valence wall by getting on both sides of it and being willing to be yourself. Then handle any BTs who are trying to put the wall back or copy the valences or items involved. If you run into a body in pawn, handle any BTs/Clusters you can find and then look for an identity split since one is generally set up as part of the mechanism that keeps you connected to the old body.
(Aug 1996) Another trick is to have them "Point to the being you divided from". This is probably the fastest and easiest technique and you don't need to be sure that it is a piece of yourself because this has some workability on pieces of other people. Often you can't recombine a piece of yourself because you have other pieces missing in between. This shouldn't matter but it does seem to get in the way and this command works to handle it. The split off piece might not rejoin you here but instead rejoins another part of yourself that is elsewhere.
Abandoned viewpoints may show up. This is a special case of an identity split. Here, you abandoned the old identity (and left it where it was) and started a new one. Sometimes this is due to being completely trapped and 'dying' as a thetan but usually it is due to doing a GPM crossover (becoming what you detest). Again, get the goal or item or overts. Also watch for BTs holding identities trapped or holding them apart or together or whatever.
Watch out for earlier beginnings. Sometimes a universe starts with a sequence like the factors giving a mimicry of separation from static before actually getting into the body of the experience.
When you run these implant universes, go back to the actual space and time that they were done in and mock them up there. This is like the drill in the old OT 4.
Hopefully there will be platens for these so that you can just read them slowly going through them and itsaing as you go along. If you do have to research one from scratch, you'll need all of your bag of tricks as an auditor and some guts and good guesswork.
THE UPPER DYNAMICS
29 July, 1990, Rev. 16 Dec 1992
The definition of the 8 dynamics has been used successfully for many years. Much observation of life and the long history of workable auditing rundowns based on these show that they do, in some manner, form a complete set of the urges to survive. But there have always been loose ends which hinted at something more.
First, there was the recognition that Survive was not the ultimate goal but simply a mid-point in the Create-Survive- Destroy cycle. Of course, one can do better than simply surviving on the 8 dynamics. One can BE these 8 dynamics (see the Technique 80 lectures) or even create in each of these areas. But, although a being can operate along these lines, they do not seem to form a complete picture of surviving well as a thetan. Although a thetan can't help but survive in the sense of persisting, he can certainly survive well or poorly in his own estimation. And his estimation of this only follows the 8 dynamics to the degree that he has gone into agreement with physical universe survival. It is not his normal baseline. His native operation is up towards the create side.
Consider achieving ultimate survival in mest universe terms on these 8 dynamics even to the extent of being worshipped as a God and having ultimate persistence along all these 8 lines. But imagine it with nothing more beyond this, no beauty or ethics or interesting games. This would be a poor and tawdry thing for a thetan. In fact, it would be a trap. Infinite survival in physical universe terms is a curse, not a blessing.
Therefore, just as we see 8 dynamics reflecting the Survival or physical universe band of the scale, so we might conceive of another set of 8 reflecting the creative or Theta band.
The next clue was the mention of Aesthetics and Ethics as the 9th and 10th dynamics in the Philadelphia Doctorate Course lectures. Certainly these make sense in terms of Creative or Theta dynamics. Also, we can see that the physical universe tries to make nothing out of these, but in spite of this, thetans do operate better when ethics and aesthetics are present.
Looking further, we see other factors that the thetan values. He likes playing games and building things and figuring out logical problems, and especially, he loves to create. Often you will see an individual considering one or more of these as being more important than good survival in mest universe terms. Consider someone solving a crossword puzzle with no payback in terms of any of the 8 dynamics and perhaps even putting off eating and sleeping (good physical survival) to accomplish the task. Is this some weird aberration laid in by an implant? Or is it the individual's last remaining shreds of theta level operation persisting in spite of all physical universe evidence and objections.
I struggled long and hard to define these 8 upper dynamics and get them in the right order. Much research of the whole track and implants gave many clues (there are many implants which try to abberate each of the 16 dynamics in sequence), but still the correct order eluded me. Then one day, I saw that each of the lower dynamics had a slight tendency to sublimate into the corresponding upper dynamic. This let me establish the order of the upper dynamics based on the known order of the lower ones. This brought considerable order and relief to other areas that I was researching and validated the entire pattern of dynamics.
The list of 16 dynamics is as follows:
1. self as a body 9. Ethics 2. Sex/Children/Family 10. Aesthetics 3. Groups 11. Construction 4. Governments/Mankind 12. Reason 5. Lifeforms 13. Change 6. MEST 14. Games 7. Spirits 15. Knowingness 8. Worship 16. Creation
The 9th dynamic, Ethics, has been defined as the contemplation of optimum survival. A major component in this might be referred to as Integrity. For a being who cannot die, integrity is the cornerstone of real survival. Whenever he has lost it, he has not truly survived in his own estimation.
We might say that physical survival as a body sublimates upward into this Ethics dynamic. Or, from another viewpoint, we might say that Ethics has been collapsed downward into physical survival. Once the thetan has abandoned integrity and lost himself as a being, all that remains is the effort to persist as a physical mockup.
Note that I have reduced the definition of the first dynamic down to survival as a body. We generally think of this dynamic as encompassing more theta qualities, but these are really the remnants of dynamics 9 to 16. Once these theta dynamics have been crushed out of view, the last lingering traces can be attributed to personal survival since they are the thetan's last hold on survival as a being.
The 10th dynamic is Aesthetics. It has often been said that sex can be sublimated into aesthetics. We can also see that aesthetics is a huge band of theta enjoyment. In the second dynamic, this enjoyment seems to have been collapsed into a simple physical act.
What about the close sharing and love between family members that occurs on the 2D? It's more than simple ARC. How would it manifest between beings without bodies? Wouldn't it be proper to describe this as the intimate exchange of aesthetic waves between beings?
The eleventh dynamic is Construction. This is the kick you get when you build something yourself. The child putting together a model airplane is surviving on this dynamic as is the person who builds his own furniture for the fun of doing it. You might say that this is simply survival through Mest, but it's not. You can buy the child lots of model airplanes and they don't matter one whit compared to the one he built himself. Here it's the construction itself that counts rather than the havingness.
Interestingly enough, this does sublimate upwards from the third dynamic. Or rather, the third dynamic is to some degree a lower shadow of the Thetan's constructive impulses. The biggest and most interesting constructive efforts involve groups of beings working in a coordinated effort. This is a natural way for Thetans to build things and it is the way you would go about putting together a complicated universe. When survival is not a problem and no one has to work for a living, they still join groups for the purpose of building things that are fun and interesting.
The 12th dynamic is Reason or Logic. Here is the realm of the mathematician, the problem solver, and the player of thought oriented games. Here I'm emphasizing the abstract problems because it's easier to see the urge in isolation from the other dynamics.
The 4th dynamic has been referred to as race and mankind. But a better definition would be to consider it as those groups that one is born into. The big difference between this and the 3rd dynamic is that in the 3D one has choice as to what groups to join but in the 4D your stuck with it and must figure out some reasonable way for everyone to get along together. Governments generally fit more into the 4D characteristics rather than the 3D and should be considered here.
Since people cannot leave a 4D easily, this raises the entire area of law and legal systems. This sublimates into the dynamic of reason since logic is the primary justification of law.
For the 13th dynamic, we have Change. Thetans will alter and modify things just for the sake of change and variety. No other reason is necessary. Notice that this dynamic is above reason and often operates contrary to logic. As Ron has pointed out, change and unpredictability are survival characteristics for a Thetan because it makes him difficult to manipulate and trap. At a higher level, we see that altering things lends persistence and interest and variety.
In the fifth dynamic, we also see endless change and variety as one of it's greatest survival traits, so its reasonable to consider the 13th a sublimation of the 5th.
The 14th dynamic is Games. The subject of games was frequently discussed in the materials of the 1950s and is obviously a keynote of theta operation. As far as relating this to the 6th dynamic, it would seem that a playing field and implements and some rules about energy etc. would be necessary components in a game. This is the only theta dynamic where a consistently paced sequential time rate would really be needed. We might well consider the entire Mest universe to be no more than the components of a game. Note that here we are referring to action games rather than the thought games of the 12th dynamic.
Knowingness or Understanding is the Fifteenth Dynamic. This is higher than the dynamic of Reason and quite distinctly separate from it. With reason, one follows a logical progression, but in the 15th dynamic one can just know. Here we have the urge for knowledge and understanding even when there is no physical universe reward in sight. Again we have something that has been extensively discussed in the early technology but not previously considered to be a dynamic.
Although one may come to understand something by study or reason, the higher levels of knowingness are achieved by pervasion, mockup, ARC with other beings, and by pure postulate. In Mest universe operation, this is all closely related to survival as a spirit and with other spirits.
The 16th dynamic is Creation. Here we have ourselves as gods rather than worshipping gods. This is the cause side for which the Mest universe 8th dynamic (religion etc.) is the effect.
Of course all these 16 dynamics are inter-related. Although I have pointed out that it's the upper 8 dynamics which are operational beyond the physical universe level, within this universe the lower 8 are vastly significant. True survival here means operating fully on both sets of dynamics.
Note that each of these upper 8 dynamics have been used to trap and aberrate thetans. Since the thetan wants to do these things, he can be suckered in and taken advantage of even when he is in a bodiless or OT state. His own codes of ethics can be used to trick him into punishing himself, his love of aesthetics can be used to lure him into traps, etc. Total freedom would require being able to operate or not operate in these areas at will. Just because these areas are interesting doesn't mean that they have to be compulsive. A thetan doesn't have to have a game, he only thinks he does.
PENALTY UNIVERSES, GENERAL INFORMATION
10 April 1990, rev. 15 Dec 1992
The Penalty Universes are a set of Implant Universes that date back to the home universe era. Before reading this, you should be familiar with the material presented in the earlier section on Implant Universes.
Underlying almost every datum that we take for granted, underlying all the consequences that we believe to be natural facts of life, underlying almost every abberative factor we know of whether it be implants or grade material or Nots, and underlying every scale and button discovered in Scientology is a specific series of implant universes which set these things up and laid them in so deep that they are the anatomy of life as we know it. These things are the penalty universes which were part of the home universe matrix.
Conceive, for a moment, of someone who was nearly a god; An individual who was fully capable of creating matter and energy in space and time. A being with but a few aberrations such as a preference for 3 dimensional creation and perception. A being only slightly constrained in that he preferred to create his own universe (a "home" universe) in conjunction with the matrix rather than mocking up and throwing away entire universes off on his own. Such a being does not need to survive (or even conceive of the concept of personal survival). He is indestructible and he knows it. He cannot be affected by any energies or trapped by any walls or barriers.
At first he is only held by a desire to interchange things such as admiration with the other beings in the matrix. Eventually, however, he puts so much work into his own creations within his home universe that he is reluctant to abandon them and he is so entertained by the creations of the other beings that he is reluctant to sever contact with them. As a result, he can be trapped and controlled by his refusal to abandon his own and other's creations.
Besides the many home universes, the matrix also came to include many small agreed upon universes. Groups of beings would create these as comfortable places for beings to meet or artistic creations or whatever. There were also small fixed track universes that told stories or dramas for purposes of entertainment. And eventually, there came to be a series of universes created for the purpose of inducing aberration as a penalty for troublemakers or whatever. These are the penalty universes.
2. The Dynamics
Each dynamic impulse to survive is laid in by a set of 4 implant universes. Each implant universe establishes a goal and then abberates that goal so that it will become a problem in survival. Each dynamic has 4 parts which are the efforts to survive through each of the 4 goals laid in for the dynamic. We are already familiar with some subdivisions such as breaking down the 2D into sex and children. But actually there are more subdivisions. Based on the goals that came out by assessment, the 2D has 4 parts. These are the urge to survive by a) joining with a 2D partner, b)sexual satisfaction, c) reproduction (children), and d) caring for others. The 4 goals are To Join, To Satisfy, To Reproduce, and To Care For.
We could argue a lot about what we think should or shouldn't be in a specific dynamic. But that's beside the point. When I caught on to the structure of 4 implant universes per dynamic, everything fell together in a nice and orderly fashion and things began to run well and easily. Based on that, I would consider that the goals found are the correct definition of the dynamic and if it disagrees with some of our "think" on the matter, I would assume that we didn't get the definitions quite right.
There are also more dynamics that we previously thought. We had a hint of Aesthetics and Ethics being the 9th and 10th dynamics from the PDC tapes, but the full set runs to 16 dynamics. Apparently, the upper 8 dynamics are so submerged in this universe that we hardly can see them as aiding survival. Going back to the magic universe, there only seem to be 12 dynamics in real operation (which is where the 12 signs of the zodiac come from). We have to go way back in the sequence of universes to find full operation on 16 dynamics. See the discussion of the upper dynamics presented earlier.
The upper dynamics are as follows:
9th Dynamic: Aesthetics
10th Dynamic: Ethics
11th Dynamic: Construction. As a child you might have built a model and gotten a pro-survival feeling totally aside from any possible physical universe benefit.
12th Dynamic: Reason. This is survival though logic or constructive thought. Note that this is not the figure figure sort of think. You can experience this as the lift you get out of solving a crossword puzzle or some other abstract problem.
13th Dynamic: Change. I.E., survival though alter-isness or metamorphosis.
14th Dynamic: Games. Just the act of playing a game is survival. It doesn't matter if you win a prize. Kids know this until they're indoctrinated into the rules of this universe.
15th Dynamic: Knowingness. This includes knowingness, understanding, and learned knowledge. I would have lumped this together with the 13th dynamic if the goals hadn't insisted on separating out into two full sets of 4. Once you think about it, the 2 dynamics are quite different. It just goes to show how badly these dynamics have collapsed in this universe.
16th Dynamic: Creation. This is survival as God. The 8th dynamic turns out to be survival through worship etc. Up here is where you find the real thing. This is survival through creation and imagination. Painting a beautiful picture is 9th dynamic, but mocking up the initial concept is 16th dynamic. So is mocking up a universe.
We've been lumping the remnants of these upper 8 dynamics into the 1st dynamic. Once you sort this out, you find that the first dynamic is simply survival as a body and the goals of the first dynamic are things like To Eat. And at the bottom of the 1st dynamic, you find To Endure. It's really survival as MEST.
These penalty universes are 4 dimensional constructions created in their own space and time. They have a fixed time track. You actually go through the experience when you are put through one.
Each penalty universe has a single goal. The entire universe is designed to abberate this goal by causing it to decay down through about 10,000 or so items. After this, you have something about which you have problems in survival and so it becomes a dynamic through which you survive instead of just being something you can do or not do at will.
There will also be a terminal, which is the thing that you are being throughout the experience. Lets say that the goal was "to Wash" (this is not a real one but they are like this), then the terminal could be a "Housekeeper". Note that it is not a "washer" or "one who washes". The original choice of terminal seems to have been a simple arbitrary. But of course, it is now recognized as something which seems very natural to be doing the goal.
There are items throughout the experience. They are thought ridges that you receive as you go through it. Most of them contain the goal and have the structure "TO (goal) IS TO (...)". For example, TO WASH IS TO BE CHEERFUL. However, at basic, the charge is not on the item but on the experience. The item only tells you what to think about it. These items were restimulated by repeated runs through the universe and by later electronic implants which only contained the items. As a result, the items can have significant charge, but the earliest charge is on the experience that happens along with the item.
These are not in a GPM flip flop pattern with terminal and opterm and alternation of two sides. They are in a simple downward progression of the goal gradually becoming more and more abberated. The general pattern of the progression is the tone scale from plus 40 to minus 40. All the tone levels, scales, and buttons you have heard in Scientology are items in this thing.
This is the source of the tone scale. It is an arbitrary that everyone follows like clockwork. For example, there are items like TO WASH IS TO BE ANGRY etc. at their proper place in the sequence. The experience on this one might be that someone throws a tomato at the window you just washed and you get angry. There are also somatic items such as "TO WASH IS TO HAVE A PAIN IN THE FOOT". The experience on this might be dropping a bucket of water on you foot. However, the somatic items often repeat so that the same item might occur again later as a mouse bites your foot.
There is no specific opterm or op-goal. Instead, the entire universe eventually works against you. There are competitors and opponents who give you lots of trouble. There might be cleaning women who go a better job and so take away your work, there might be tax collectors who interfere with your work, and there might be kids with spay cans who make life intolerable by making the windows unwashable. Eventually perhaps the city passes an ordinance against washing and the police chase and capture you and execute you.
Up at the top of each of these penalty universes, the items and the experience are just wonderful. All of the top scale buttons will be there and the aesthetic and aliveness in the experience are incredible. Its so good that it really draws you in. There is nothing in this universe that can compare with the tops of these penalty universes. We were very powerful and high on the scale when we created these and it's far beyond our current capabilities.
When you run one of these, you have to spot that wonderful aesthetic at the top. But don't get suckered by it. It's the bait in the trap. It leads you down to death and worse. This is described in 8-80. Now we have the actual incidents that did this. Originally, it was only these wonderful aesthetics that caused you to keep mocking up the incident.
You can plot the whole thing against the tone scale. It's an exact map of the incident. Late in the incident, you're at the bottom of the scale and in horrible shape and getting hit with items that set up all the really abberated behavior. Eventually you're captured and dragged before some god (usually one or another kind of statue) who zaps you and divides you against yourself for your crimes. Then you're let go but you age and die fairly rapidly.
Unfortunately, death is not the end of the implant. Once you're buried (or put in a mausoleum or whatever), there will be something that keeps your spirit in the grave. Often it is a cross. Or the people will chant or something over the grave to keep you in it. You strain to get out and find that you can't. Then there are loads more items laying in bottom scale things (such as the bottom of the chart of attitudes). Next, some sort of devils will come to drag your spirit out of the grave. At this point, you start struggling (as the spirit of the housekeeper or whatever) to stay in the grave. But they drag you out anyway and throw you in volcano where your "spirit" is tortured further.
The final item is "Stay There" and you are supposed to stay in there forever. Of course whoever's blanketing you pulls off at this point and eventually you cognite and exteriorize out of the implant universe.
When I stumbled across these, I started by just trying to run items out of one of these. I quickly found that I had to run the description as well as the item. Each item I pulled off revealed more. They were scattered all throughout the implant. By metering, I managed to keep the items in order. They came off in some sort of random associated fashion. It was not possible to simply list each item in sequence. Finally I was putting them on index cards and trying to keep the cards in order, locating the right position for each new item found. Soon I had thousands of items for one specific goal and no end in sight. They ran from plus 40 down to minus 40 on the tone scale and included the most incredible array of material. Everything from showing you that a solution will become a new problem to laying in the mechanics of energy behavior.
It was starting to seem like an impossible task. The items had loads of charge and had me jumping out of my skin handling them. The TA would sometimes fly up and down by a couple of divisions as an item went into restim and then was spotted. Once the TA even went completely around the dial on a single item. It was hair raising.
Then I found the earlier beginning to the incident. It made everything easy.
4. The Top of the Penalty Universes
The beginning of every one of these is the same. It is an implanted parody of the Factors (see "The Creation of Human Ability" by L. Ron Hubbard). At the start, you are given the impression that you are the life static at the beginning of time. The first item is TO (goal) IS NATIVE STATE. You go through a series of items that approximately follow the pattern of the factors except that each one is twisted a bit to include the goal. For example, the decision is not "to be", it is "to (goal)". In our made up example, it would be "to wash". Your told that this is the original decision before all time and space and that it is the reason that you separated from native state. It's quite funny really. These items are outlined in detail in the write-up on Penalty Universe Platen 1.
This platen has little charge in and of itself. It has the unusual property of not being very restimulative. It predates all charge and mostly seems funny rather than troublesome. But you can destimulate just about anything by spotting the top of platen 1. This leaves you free to muck about in the detail of the penalty universes and get all stirred up and then simply spot the top of platen 1 to blow the charge you restimulated.
First you run platen 1 which looses up the implant universe. Then you can just scan things off of the later portion of the incident rather than having to single shoot items. If you get too enmired, you just run platen 1 again. After doing a pass over the implant, you just spot the top of platen 1 to ensure that you don't leave anything in restimulation. It lets you build up your muscles at scanning out items without running them in painstaking detail. These penalty universes have an aggregate of close to a million items and this would seem to be the only practical way of handling them.
Terribly heavy late track incidents can be keyed out as well, but you have the difficulty of needing to know which of the penalty goals underlies the charge. Also, many later implants tried to act as groupers on the penalty universes. Just about every universe shifting implant (sentencing to a lower universe) restimulates the complete series in some fashion or other. Also, many late track incidents are based on later goals such as the negative goals that were later appended to the penalty universe goals. You have to blow out a few of the inversions before you can spot through a negative goal to reach the top of platen 1 on the positive goal that's up at basic on the whole mess.
Even so, you can cool down a late track mess up by running platen 1 anyway. You might be groggy and it doesn't read well, but you do it anyway and start to feel better. At a minimum, it should keep you from getting sick on an out list. In this kind of situation, you might also run the top goal (Create) in platen 1 because many goals might have been restimulated and Create is earliest in most of the consecutive implanted restimulations of these things.
Another thing about platen 1 is that it opens up recall both on the details of the remainder of the penalty universe and, gradually, on the rest of your existence as well.
5. Context of the Penalty Universes
It seems that we built these things. We did a series of 3 dimensional mockups and layered them together to form each universe. The entire thing is group postulated. You will eventually be able to spot yourself together with other beings in a group working on specific items postulating them into existence. I think that each being contributed a small piece to the design of the items and then joined a group to postulate large numbers of items into existence. But no one individual worked on all of the items in any one penalty universe, so that there were always items that hit you for the first time when you got the implant.
Apparently we all thought it would be a good idea if we had some way to penalize a being if he was making trouble for others.
To implant somebody with one of these, a bunch of thetans would gang up on the victim and blanket him and enforce the start of track agreements of the penalty universe he was being thrown into. You can find this on an overt flow as well as on a motivator flow. You can even find a cross-flow where you watch others throwing another into one of these. There are also some tricky situations where you turn the tables on somebody. A crowd blankets you and you grab one of them and shift him under you so that he gets the implant first hand and acts as a buffer. Or you have the overt intention of blanketing someone and he shifts around on you and you get pushed in instead.
Note that these were originally built and used at a time when we were not fixated on bodies. It was the continual use of the penalty universes which created the fixation on bodies. In the early experiences, the people blanketing each other are more like nebulous clouds, but they would project bodies or symbols or whatever on an as needed basis. The victim might just be a cloud when you jump on him or he might have a body mocked up or whatever. Since he is often in his own universe, the environment is his mockup and will start attacking you as you try to drag him off to the penalty universe. He may manifest in various bodies or try to vanish or throw arrays of symbols at you etc. It usually took a team ganging up on somebody to overpower him in his own universe. Of course sometimes he was in your universe when you attacked him and then you had an easier time of it. And occasionally you failed and he got the better of you and tossed you into the penalty universe instead.
You need to spot the overt side rather than just running these as motivators. Also sometimes you need to spot the overt of contributing to the group creation of these before you can get platen 1 to read on a goal.
It is also useful to spot regretting having pushed someone into one of these. This early on the track, you have very little concern about overts. You don't withhold them or justify them or anything until you've been put through each of these penalty universes quite a few times. But eventually you push someone in and later you see that it had an undesirable effect and you're sorry. It's quite possibly the first regret on the track and the first time something really acts like an overt. Later you build up more considerations and regretted having designed these things and feel bad about pushing people into them and that makes the earlier actions run like overts. But they weren't when you did them. It was just a lot of fun.
It's sort of like kids playing with matches and not imagining that anyone could get burned.
6. Structure of the Early Part of the Incident
There is actually quite an elaborate series of items before you get into the body of the "terminal" and begin experiencing the implant universe. Section 1 is the same for every penalty universe except for the substitution of the goal into the wording. The remaining sections are specific to the universe being implanted. Of these, section 2 is the one that is important. It lays in the symbols that will be used in the universe. Apparently there was a need to explain what things were supposed to be before the main body of the incident would have any meaning. It is possible that we will need to develop detailed item platens for section 2 of each universe to get full as-isness. But that's not an excessively large number of items. This is followed by many sections of items where they get you to mockup and agree to the implant universe. After all of this, you get pushed into the terminal's body and experience the universe. The sections are as follows:
Before the beginning, the individual is blanketed and pushed in.
Section 1 is the parody of the factors as laid out in platen 1.
Section 2 is the symbols. These items all have the form "THIS MEANS ...". They each have a picture of something significant in the incident and assign it a meaning.
Section 3: Anchor Points. These items are of the form "To (goal) is to look for the ___ (something that acts as an anchor point)". They have you spot various things in the mocked up environment and extend anchor points into them so as to create the space of the universe. For example, in our made up goal above, one of these items might be "to wash is to look for the cleaning bucket". These items are in pairs with the "look for" immediately followed by a "connect to" for the same object.
Section 4 Agreements. These are pairs of items. They are in the form "To (goal) is to agree to the (...)", and "To (goal) is for the (...) to become real". Various people, places, and things shown to you in the symbols section above are fitted into these items and you mock up agreement with them and make them real. In early runs, this section tends to build up a great deal of anticipation and interest in what is going to be shown to you and what is going to happen in the penalty universe. In later runs, this has more of a feeling of dread fascination, like a victim frozen in fear by the monster that is going to eat him.
Section 5 Mis-Remember. These items are in the form "To (goal) is to remember agreeing to the (a) before (b)" where a and b are different items in the agreement section above. They give you a wrong order for everything and get it all jumbled up. It makes it very difficult to meter check which thing is before which other thing in the incident.
Section 6. Confusions. These items are in the form "Now you become confused as to the sequence of agreements leading to (a) and (b)" where a and b are items from the agreements section. Also, they pair the items up differently here than in the mis- remembers above.
Section 7. Future Postulates. These are pairs of items. The first one of each pair gets you to postulate that one of the things you agreed to above is now extended into the future. The form of this first item is "To (goal) is to have future (item)". Then you look into the future and see it and get the item "To (goal) is to predict (item) in your future". In our window washing example, one of the pairs might be "to wash is to have future windows" and "to wash is to predict windows in your future". This gets you to extend the time track of the universe. It also gets you interested in what's going to happen in the universe.
Section 8. The energy postulates. You mock up the forces operating in the universe. This section might belong earlier. I have not done much work on it.
Section 9. The Decisions. This is a short section where your getting various items about wanting to rush through to the end and wanting to be affected etc. while you moving in towards the terminal's body. By this point, the thetan is usually tired of just receiving items and want to get into the terminal and get it over with already.
Section 10. Joining. This is a short section where you get items about deciding to be the terminal and entering the body etc.
All of the above sections together are probably only about 2000 items. At this point in the implant, you are in the body of the terminal and it is a "real" universe. From here on, it runs with the tone scale from 40 on down. The first part will be a series of 7 experiences of the goal quite high on the tone scale. Each experience has quite a lot of items and your quite happy about it except for a few little nagging worries type items that are a sort of dramatic foreshadowing of the later parts of the incident.
Then the incident begins to carry you down the tone scale. And it's mud from there on down.