The general context and description is given in the "Cosmic History".

I have not been able to run this completely, not because of charge (this is no force on this) but on account of the difficulty of conceiving of it.

Almost everything here was gotten by emeter assessment.

I did not find these in order, and I have not found it possible just to scan through and pick these up in sequence. Trying that just gives me vague impressions of things I can't seem to spot or grasp.

Instead, I got these by occasionally having an idea such as "they probably told us something about how to perceive things", and then checking it on the meter. If I can get something reading, then its possible to check other things about it and once I get enough, then it becomes possible to scan through the incident within the particular chamber of the jewel. I think that it runs this way because it is way out gradient and I'm reaching past about 3 layers of other stuff to pry one of these out.

Running this was not so much productive of case gain (and it never seemed very difficult to face up to or handle), but it was immensely revelatory as to the context of everything and what has happened to us. I could not have written the cosmic history document if I had not run a bit of this first.

Unfortunately, I still haven't managed to run the entire thing, nor have I handled all the other stuff that's piled on top of it. So at best, I only have a halfway view rather than a complete picture of our existence.

Here I will list the chambers that I have run. They are numbered K1 on up (the numbers were gotten by meter assessment) but many are missing.


K1: The 1st split viewpoint

You enter the first facet and see a line. You feel that there is more out of sight. You keep shifting around and seeing different lines. You realize that there is something of vaster scope present but you can only perceive a single line of it at a time.

You realize that if you could view two different lines of it concurrently, you would know something. So you hold line fixed in view and try to look at another line simultaneously. In viewing the second line, you pull apart from yourself.

Now you look through two different viewpoints simultaneously and by holding them both you find that you are able to perceive a surface (a plane). Usually it is a square, but you can see it as other things such as a triangle depending on how you shift the 2 viewpoints around (like seeing the intersection of a plane with cube at various angles).

You still feel that there is more to know, so you hold the plane steady and try to pull out and see more. You pull apart from yourself again and become 3 and see a 3D object. It is usually a cube, but again, it shifts various ways and you can tell that you are looking at different cubes etc. that are part of a larger whole.

Again you pull apart another viewpoint and see 4D, and again for 5D. This time it is very real and doesn't shift around. You are quite pleased at this and feel good.

Then you try splitting further into 6 to see if there is any more. But the object is only 5 dimensional and all you see is a little thickness in the 6th dimension. But in doing this, the object has become ghostly and unreal. This makes you sad (not really an emotion, but a bit of a feeling of loss and disappointment).

So you choose to forget the 6th viewpoint and pretend that the object is real. It becomes solid and you admire it for awhile, but you know there is nothing more to know and the sequence is at an end. So eventually you drift out of the facet and continue on to the next.

( later facets repeat this with a twist to lay in decisions on splitting, abandoning viewpoints, forgetting, and not-knowing).

(this facet is aimed at experiencing the reality of the object. It uses the same number of split viewpoints as the number of dimensions being perceived, because the perception is by permeation rather than looking. There are later facets where you are taught how to look at something with one less viewpoint than the number of dimensions used in the object, just like we look at 3D space with only 2 eyes).


K2: The Need for Agreement

You enter the next facet. At first there is only a white nothingness (void). You search for something to see but there is nothing.

Then gradually you sense the presence of another being. You shift around until you feel the nearness of one of his viewpoints. You shift over to that viewpoint and see a curved line.

Although you only see a line, you realize that he is looking at a 5 dimensional object using 5 viewpoints. So you split out to 5 and try to see it, but you still only see the curved line. You realize that this is because only one of your viewpoints matches his.

So you shift your viewpoints around until they overlay his 5 and a 5 dimensional sphere appears. You like this, it is interesting and gives havingness.

You experiment by shifting one of your viewpoints off of his and the sphere looses a dimension and becomes hollow. This is a loss of havingness and you don't like the loss. So you shift back and it goes solid again and feels better.

From this you learn that agreement is necessary.

After awhile you realize that nothing else is going to happen and you shift out of the facet and go on to the next.


K3: Duplicating Others

You sense another being. He mocks up a point and then extends a line from that point. He invites you to do the same.

Eventually you do it and have a line. At first you don't put it in the same space as his line and therefore lose sight of his line when you mockup yours. You realize this, and mock it up again in the same space as his, and then you have both lines.

He then divides and extends another line to make a flat square and invites you to do the same. Eventually you do.

This is repeated with 3 and then 4 dimensional objects until you're both mocking up 4D cubes.

You gain havingness from your object, and the patterns of mocked up cubes are interesting. From this you see the need for following instructions and duplicating others.


K13: The Need For Games

This is done in a 13 dimensional space with cube equivalents that have white and black sides and are numbered (like building blocks).

You move them around at random and it is uninteresting.

You sort them into sequence and it is more fun.

Note: the numbering is done by having black dots on the cubes (like dice) rather than using symbols that represent quantities.


K14: The Need For opponents

(Like K13 above). Now you see two groups of cubes in a 13D space. One set is white and the other is black. Each set is numbered, but the series are not identical (numbers are skipped in each of the two series). You take one series and he takes the other and you race to see who can get them in order first.

You see that this is more interesting than the previous game (K13).


K15: The need to ensure an opponent

Like K13 and K14. The opponent weakens and the game is less fun. So you encourage and help him.


K16: The need to create an opponent

Like K13 to K15. This time there is no opponent.

So you divide and part of you becomes the opponent. You see that this is necessary.


K22: The Need For Barriers

There is a sort of 7 dimensional cube with gaps and sockets etc. There are other objects that are to be fitted into the corresponding openings in the cube.

You see another do this and it looks interesting.

Then its your turn. But the objects drift through the walls and through each other. It is only fun if you make the different objects block each other.

From this you learn to create barriers and solidity.


K23: Encouraging Agreement

You enter a space with 4 others. You all mock up a 5 dimensional cube. It is pleasant havingness. One of the others slides out of agreement and the cube goes hollow.

You wait. Some of the others encourage him to return. Eventually he comes back and the cube goes solid again and it is nicer.

Then it happens again. This time you work at encouraging the one who left to come back and agree. This works and the cube again becomes solid.

Then you decide to go out of agreement and leave. You lose sight of the cube and only see a line. You feel the others encouraging you to return. So you come back and the cube is solid again.

Then you all remain there for awhile holding the cube solid. It feels nice.

From this you realize that it is necessary to encourage the agreement of others.


K24: The Need To Agree on Barriers

This is a game like K22 but it is done with a 5D pyramid. But many people are playing (like K23). You are all racing to push your objects into the sockets in the pyramid ahead of the others.

But the game is not fun as long as your set of objects passes through other peoples. So you all learn to make each other's objects solid so that you can play the game.


K27: The Need To Enforce Agreement

(This is one of the ones that got us into trouble. It could be called the "predisposition to implant others").

This is done in a many dimensioned space. There are 14 dimensions which are not properly aligned. E.G. they are not at right angles to each other.

Each dimensional anchor point is being mocked up by different beings.

You are trying to align two 4 dimensional objects but can't get them all on the same axis until all agree.

You see that all of you are getting nowhere. So you agree with another to share your anchor points. Then the two of you have more than the others who are insisting on being individualistic. But they wouldn't change their minds.

So you and one agreeing with you join forces to implant each of the others to make them go into agreement. You do this by taking hold of one of them and hold them in an object until they choose to agree to it. Since you block their perceptions and anchor points while you do this, eventually they do choose to agree. Since you outnumber them, any efforts they make to fight back fail.

You do this to each of the others, taking them one at a time and adding them to your group (since it becomes larger, the process gets easier).

When all agree, the space condenses into a single definition which is pleasing.

From this, you see the need to force others into agreement.

(there are more variations on this in later chambers. One has many beings moving in harmony and when an individual goes out of agreement, it is unpleasant for all the others and you force him back. In another, there seem to be fake beings as well as real ones and you see that you only need the agreement of the real ones and can dispense with the fakes).


K37: Sensation

There is a 4D object before you. It has 13 3D sides where each side is a 3D object. The 3D objects are square pyramids (4 sides plus a square base). 10 of the 3D objects are solid and 3 are hollow.

You receive the intention that this is your form and that you are being encouraged to become it. So you choose to be the object to see what happens.

Then a 4D energy beam comes in and bounces in and out of you (your multi-pyramid form). It comes in via a hollow pyramid, ricochets off of the solid pyramids, and then goes out via a hollow. Because there are 3 hollows, the beam is unbalanced and disorderly and you feel incomplete.

Then another being in a form similar to yours comes out.

The two of you align your hollow areas and project beams at each other and everything goes into a nice balance and feels pleasant and orderly. There is a nice rhythm to it. You receive the idea that this is pleasure.

Then the other object/being turns from you and goes out of alignment and the beam becomes all jagged and disorganized. You do not like this. You receive the intention that this is pain.

Then the beams stop and the being leaves, going on to the next chamber.

(note that there are no words in this, and I am assigning the words pleasure and pain here. But what is actually projected is just a sort of arbitrary intention which is then defined by the experience itself. It is more like somebody tapping it with a pointer and assigning a tag for later reference).


K38: Pleasure is at other's expense

You follow the other "pyramid being" from K37 into facet K38 which is a 6 dimensional space. You still have the "pyramid form" mocked up for yourself.

The space contains a total of 14 of these multi-pyramid bodies including your own. Energy beams dance around, and you join in the exchange of beams. The beams are out of alignment and it is mildly unpleasant.

Another 2 beings get into good alignment and begin experiencing "pleasure". But this throws every body else's beams into worse alignment and you feel "pain". So everyone else pushes the 2 back out of alignment.

Then you have the chance to go into alignment with another and you do so. It is pleasant, but you notice that everyone else is in pain again. You let them push you apart, and everyone including yourself goes back to the mildly unpleasant pattern.

From this you realize that pleasure is achieved at the expense of other's pain.


K64: The need for rules

There are 3 beings in a 7 dimensional space.

Two of them mockup an elaborate game with what see like spirals or helixes, rods and cones, energies, and balls bouncing around.

They play, engrossed and interested.

The third being joins them and plays too. But he doesn't know the rules and invents his own and plays differently. The others become frustrated and begin altering the rules to suit themselves to keep up with the new player.

The game becomes chaotic and falls to pieces. The players back off and see the results and feel unhappy.

So they get together again, and this time they define the rules in terms of the spirals etc. and build a mockup that shows these rules. Then they push copies of the rules into each other (sort of implanting) so that you can see the rules within each of them.

Now a 4th being arrives and is implanted with the rules before he can play.

Now all proceeds well and all are "happy".

Then you join the game and since you have seen the need for rules, you allow the others to implant the rules within you.


K ?: The need for players

A many dimensional sphere is bounced back and forth between two teams (8 players each?). The game is pleasant. A player wanders off and then the game is less fun. Others wander off until there is nobody left but you. You sit there alone and bored.

Then another group comes and joins you and begins to play. One of the players tries to leave, but the group holds him and forces him back into the game. Then the game becomes even more pleasant.

This shows you that you have to force others to remain in the game.


Other Facets:

There are many others I have not run thoroughly but which I have gotten a bit of. Besides the ones mentioned above and in the Cosmic History, there also seems to be some that are as follows:

a) The need for duplication
b) The need for imperfect duplication
c) the need for persistence.
d) the need for admiration.
e) the need for acknowledgment
f) the need to divide
g) the idea that only one will survive
h) the idea that when 2 terminals connect or communicate, one will be submissive and the other will be dominant
i) the idea that if you communicate too freely, you will connect to terminals who will dominate you



The jewel of knowledge seems almost too silly and simpleminded. Only an innocent new being would swallow it so completely.

Its power came exclusively from the fact that it was going into a complete vacuum of no data or experience.

I'm sure that there are more troublesome predispositions in this thing that I haven't yet spotted.