4. PENALTY UNIVERSE ASSESSMENT LIST INCLUDING NEGATIVE GOALS
23 Jul 91, rev. 12 Feb 93
(Note: the master list may have later updates. The negative goals are not as thoroughly researched and should be treated as being slightly speculative)
16D 1. To Create (Statue) :To Destroy (devil statue) 2. To Cause (god, old man) :To Put At Effect (devil) 3. To Mock Up (Computer) :To Unmock (black computer) 4. To Imagine (Cartoon Mouse) :To Disillusion (vampire) 15D 5. To Understand (chipmunk) :To Misunderstand (cripple) 6. To Know (2 headed dodo) :To Mislead (gorilla) 7. To Absorb (Greek hero) :To Discard (Amazon) 8. To Learn (gnome) :To Forget (Troll) 14D 9. To Play (Chinese child) :To Fool (Joker) 10. To Compete (Coach, doll) :To Cheat (Skeleton) 11. To Manipulate (Penguin Banker) :To Ruin (Dragon) 12. To Exchange (Spirit Broker) :To Steal (Raccoon) 13D 13. To Shape (clay people) :To Distort (walrus) 14. To Change (magician) :To Implode (Sorceress) 15. To Combine (Siamese twins) :To Fragment (worms) 16. To Bring Order(gorilla people) :To Bring Chaos(Black.Panther) 12D 17. To Reason (clown) :To Discombobulate(1manband) 18. To Orient (wire man) :To Disorient (spinning top) 19. To Guide (pilot) :To Misdirect (scarecrow) 20. To Compute (toy bodies) :To Confuse (zombie) 11D 21. To Construct (beavers) :To Teardown (wrecking crane) 22. To Arrange (blockhead) :To Unstabilize (Goon) 23. To Build (snake people) :To Wreck (Raging Bull) 24. To Structure (Crystals) :To Shatter (batman) 10D 25. To Invent (munchkins) :To Divest (troll)? 26. To Inspire (muses) :To Occlude (mesmerist) 27. To Enhance (ghost people) :To Worsen (demon) 28. To Beautify (fairy godmother) :To Make ugly (old witch) 9D 29. To Purify (fire people) :To Pervert (satyr) 30. To Judge (bull people) :To Accuse/blame(ogre) 31. To Defend (little green men) :To Attack (gorilla soldier 32. To Strengthen (ball of energy) :To Hurt (silver ball) 8D 33. To Enlighten (rabbit preacher) :To Obscure (smog monster) 34. To Convert (fish man) :To Disabuse (jackal) 35. To Commune (female angel) :To Disconnect(spider woman 36. To Worship (knights) :To Profane (monk) 7D 37. To Predict (soothsayer) :To Randomize(3headed-griffin) 38. To Influence (cupid) :To Scandalize (hunchback) 39. To Collect (elves/fairies) :To Reject (wolfman) 40. To Embody (Pan - goat god) :To Disembody(invisibleman) 6D 41. To Discover (centaurs) :To Hide (octopus) 42. To Locate (Leprechaun) :To Misplace (Cricket) 43. To Gather (spacesuit body) :To Abandon (Hobo) 44. To Own (Fox people) :To Burn Down (flame man) 5D 45. To Grow (scarecrow) :To Rot (fungus creature) 46. To Live (dinosaur) :To Die (spectre) 47. To Heal (tree man) :To Infect (germ colony) 48. To Adapt (thread man) :To Protest (snake) 4D 49. To Establish (3eyed giants) :To Undermine (3eyed robot) 50. To Share (dolphins) :To Possess (sea monster) 51. To Control (frog king) :To Rebel (gargoyle) 52. To Unite (dog soldiers) :To Conquer (war eagles) 3D 53. To Organize (human clerk) :To Disorganize (fu manchu) 54. To Co-operate (robots) :To Individuate (iron horse) 55. To Participate (mermaid) :To Debase (elephant girl) 56. To Expand (mouse RR engr) :To Contract (maniac) 2D 57. To Join (cat people) :To Separate (black cat) 58. To Reproduce (insect invader) :To Infest (Insects) 59. To Satisfy (cavemen) :To Ridicule (moron) 60. To Care For (bird girl) :To Torture (pincer devil) 1D 61. To Experience(Bear) :To Deaden (Kali) 62. To Replenish (old Arab) :To Age (father time) *might be TO SURVIVE 63. To Consume <eat> (Tiger) :To Poison (spider) 64. To Endure (pyramid) :To Dissipate (mummy)
5. THE TREADMILL: GENERAL INFORMATION
10 June 1990.
Also see "The Treadmill: Crossover Platen" in the following section.
The treadmill was built in the Games universe for use as a punishment for troublemakers. I believe that it was used as part of the procedure for sentencing people to the Motion universe, but this is still under investigation (it might simply have been used on people in the Games universe).
A simplified mockup of each of the 64 penalty universes was used. A universe dramatizing a negative goal was appended to each of the 64 positive penalty universe mockups. The penalty universe crashed the positive goal down to zero which is a point of complete overwhelm and solidity. Then the negative goal is dramatized to unmock everything until you go out the bottom. At the end, you've destroyed everything so that there is no universe left and you get a false native state. This is then made to equal the native state at the top of the next positive goal.
The bottom of the final negative goal was connected to the top of the first positive goal (To Create) so that you just keep going round and round through the cycle of 128 goals. Getting this keyed in seems to give one a spinning sensation.
In the treadmill, the positive goal begins with Platen 1 (just like the original penalty universe). But the symbols etc. are not used. Instead, the implant goes straight into "TO (goal) IS TO POSTULATE BEING THE (terminal)". Then a limited subset of items duplicating the penalty universe are done. But the positive goal ends differently. Once the terminal's body dies, you are allowed to exteriorize from the grave. Once your floating above the grave, then the items in the Crossover Platen are done. This has you abandon the goal and then swings you into the negative goal for the purpose of getting even with everyone etc.
See the crossover platen. Item 4 on this platen is the end of the positive goal. When running it, you should spot the top of the goal (Native State) because BTs and Clusters are sometimes hung up at this point trying to avoid the start of the negative goal.
Crossover item 11 is really many individual items and there may be other items such as wealth, revenge, satisfaction, etc. But you only need to glance at this portion lightly and then spot the negative terminal on item 12.
Originally, I had a lot of trouble spotting the top of the positive goal while handling the negative goal. The entire weight of the positive goal having been collapsed down to zero is sitting on top of the negative goal. But by itself, this was not enough. What really nailed this down was later implants that ran a short series of items on the positive goal and swung it around to the negative goal. This sort of implant was done often, it restimulates abandoning the positive goal (the point of crossover).
The original version of the Hellatrobous Implants, done around 2 to 3 quadrillion years ago during the theta-MEST wars is the heaviest of these later implants. It shows you a scene (in an old style Kansas like environment) with the positive terminal, runs a small number of items against the positive goal, and shifts to the negative goal (the terminal changes to the negative one). This is the "inversion scene" referred to in the crossover platen and described in the master list. Spotting it relieves considerable stress on the positive to negative inversion.
After spotting the inversion scene, you can spot the treadmill implant making you abandon the positive goal. Once you've done this, it should be possible to spot the top of the positive goal from the negative goal.
In the implant, following the crossover platen you become the negative terminal and go around unmocking everything one way or another (depending on the negative goal). Finally everything's gone. This creates a tremendous amount of unreality and loss of havingness. This makes you want to go on to the next goal so that you can have something.
The loss of mass and unreality in the negative goal is probably the reason for low TA. Note that a low TA represents a body that has less electrical resistance than a dead body (see E-meter essentials). This should be impossible. But it happens anyway. Apparently, the mass of the body is not-ised so heavily that it ceases to impede the flow of an electrical current. I have seen the TA drop below 1.0 briefly while going around the dial through 7.0 on an item, and that is such a low resistance level that I see no way of attributing it to some minor effect.
Low TA can come from out-lists. It would make sense for this to be due to restimulating the abandonment of a goal (wrong item given to PC means that the right one is invalidated and abandoned).
Heavy glare-fight level TRs and invalidation of the PC would also seem to be pushing the PC down into the zero point of abandonment and unreality. If a person is mishandled to the point where he wants to get even for real or imagined outrages, the TA probably crashes.
I have noticed the treadmill spinning sensation and feeling of unreality during those times when my TA was really low (generally due to the two reasons above). I did have the TA crash once on seriously mishandling a positive penalty universe goal due to errors in running it. Getting the TA back up required both fixing the errors and also running the crossover platen (because the treadmill had gone into heavy restim).
Note that most errors will not crash the TA even when mis- running a positive penalty universe goal. It probably only occurs on goals that are already heavily submerged and weighted down with later overts (I.E., your already stuck in the inversion on that goal). Even so, it takes mis-running on top of that before the TA will dive on you. Unfortunately, our platens and procedures are not yet perfect so that the materials themselves might occasionally cause an error (this level releases so much free theta that usually you just barrel through things).
With this new insight, we might eventually find some quick way to blow a low TA up into range the way we can handle a high TA most of the time. Past experience has been that once the TA goes low, it is slow to come back up even after the error has been fixed. This is because of the not-isness stemming from the inverted goal which makes it hard for the person to as-is the error and get back on target. There might even be low level techniques such as assessing for what dynamic has been abandoned (or "What has been abandoned" run in the same manner as "What has been overrun" can be used on a high TA). Of course, if it crashed on an error, you have to fix the error first. This is highly experimental since I don't generally have a low TA to try things like this on.
This goal inversion shows us something about society as well. At the top we have a free theta anarchy and positive chaos (i.e., lots of motion and randomity with plenty of as-isness and alter-isness). Sliding downscale, we have more and more rules and restrictions (to protect people etc. - i.e. all the 64 goals sliding down). At zero, we have maximum other determined activity (i.e., total rules with everyone being robots). Then people start sliding over the edge and going into the negative goals to get rid of the rigid controls etc. This is a fast downhill crash into a negative anarchy and chaos (i.e., lots of not-isness and destruction).
From this, we see that there is a both a positive chaos/anarchy and a negative one. The bottom of the scale mimics the top. We are against destructive anarchy. But the right direction is towards a constructive anarchy (creative free beings) rather than towards maximum rules and order. Our society has not yet gone over the brink into destruction. But by constantly legislating more laws, instead of stopping crime, we push more and more people over the edge. So always work in the direction of removing non- essential laws and restoring freedom to the people. You can't pull out all the laws at once (people are too low to reach the high scale anarchy and so will slide into the low scale one instead), but you can follow a gradient of increasing freedom and less barriers.
Early in researching this, I tried to run the native state item on these negative goals and got into trouble. It is at the very end of the negative goal run. As part of the research, I then put together an approximation of the entire end of the negative goal implant. This should not be run. But it can be examined (without fitting a goal into it) to blow charge on how the negative goal was made to swing around into the next positive goal. So I'm including the platen here.
REVERSE PLATEN: THE END OF THE NEGATIVE GOAL
Do Not Run This With A Negative Goal Item. It is at the very end of the negative goal run and will restimulate the weight of both the positive goal being caved in and the negative goal crashing downscale below that. Run the Crossover platen instead (that is the start of the negative goal).
This is only included here to show how the negative goal was swung around into the next positive goal in the series.
1. To (goal) is to withdraw
2. To (goal) is for there to be NO ....value, meaning, beauty, truth, love, communication, reality, space, mass, time, energy, agreements, postulates (these are 13 separate items).
3. Before the beginning, now and forever, is the urge and the urge is to (goal)
4. To (goal) is for there to be no beginning.
5. To (goal) is the urge toward nothingness.
6. To (goal) is to be the static
7. To (goal) is Native State.
8. There is nothing.
9. There is no Time.
10. There is no Space.
11. There is no Energy.
12. There is no Matter.
13. To be nothing is native state.
14. To (next positive goal) is native state.
(and at this point comes platen 1 for the next lower positive goal)
6. THE TREADMILL: CROSSOVER PLATEN
10 June 1990
This platen covers the items used in the treadmill at the point where the positive goal is abandoned and the negative goal comes into action. For more information, see the write-up on the Treadmill. At this point in the incident, your floating up above the grave containing the dead body of the terminal.
1. TO (positive goal) IS TO REGRET EVER HAVING (pos. goal-ed)
2. TO (pos. goal) IS TO ABANDON THE GOAL OF (pos. goal).
3. TO ABANDON (pos. goal) IS TO SURVIVE.
4. TO ABANDON (pos. goal) IS TO FORGET EVER HAVING (pos goal-ed)
(* Spot the top (native state) of platen 1).
5. YOU BEGIN TO HATE
6. YOU DECIDE TO GET EVEN.
7. YOU CHOOSE A NEW GOAL.
8. YOU CHOOSE TO (negative goal).
9. IN THE BEGINNING, NOW, AND FOREVER, IS THE DECISION, AND THE DECISION IS TO (negative goal).
10. TO (negative goal) IS THE ULTIMATE PURPOSE.
11. TO (negative goal) IS TO ACHIEVE FREEDOM, SUCCESS, ENLIGHTENMENT, TRUTH, BEAUTY, KNOWLEDGE, POWER, CONTROL, RESPECT, etc.
12. TO (negative goal) IS TO BE THE (negative terminal). (at this point the negative terminal appears).
Then Spot the following:
a. The inversion scene (used in later implants)
b. The implant making you abandon the positive goal
c. The top of the positive goal (native state)
d. The action of the negative terminal in doing the goal.
e. The Incident 2 location
f. The Pyramid Location
g. The "This means and end to" statement said by the terminal.
h. The Survival statement said by the negative terminal.
i. Repeat steps a to c.. The action of the negative terminal in doing the goal.
After this comes the main section of the negative implant. You run around as the negative terminal, destroying and unmocking stuff until nothing is left, and then it ends with the reverse platen described earlier.
7: The 5 WAY OPPOSITION GPMs
PRELIMINARY VERSION (May Have Errors)
30 March 1990
This preliminary version is included here primarily as background information. There are probably a few errors or missing datums or other things that need to be run first that have not yet been identified. Sometimes I have run this with great gains, but other times it has gotten me into trouble. Try to delay running this as long as possible and be sure to get as much charge as you can off of the goal first (running the penalty universe, 10 way compel, overts of dramatizing the general goal against others, etc.). However, if one of these is really sitting there to be run and refuses to be bypassed, this is the best we have for now. I hope that we will come up with an improved platen eventually.
This occurs while going down a "tube" with rings on the way from the energy universe (thetan as an energy unit) to the conflicts universe (i.e. the MEST universe). Each ring installs a GPM. The date may be around 2.5 Quadrillion (I get 2468 trillion specifically for myself). This seems to be the implant (or part of the implant) used to exile people from the thought or energy universe to the conflicts universe.
The GPM goals derive from the penalty universes starting from To Create and running down to To Endure.
There are 5 valences. These are the Terminal, the opterm, the encouraging terminal (wants goal, enforces goal, acts as 3rd party), the inhibiting terminal (doesn't want goal, discourages goal, you constantly justify the goal and your overts to this terminal - it makes the overts stick), and the victim who suffers unjustly. Note that you don't mind committing the overt against the opterm. It seems appropriate. But then you do it to the victim as well and regret it deeply.
In the GPM, the goal will have an explicitly stated target (as in "to sing Christmas carols"), a desired effect (as in "and have everyone hum along"), and an overt to be done if the effect is not achieved (i.e. a goal modifier, "or else I'll stuff them all down the garbage disposal").
The GPM is only a short run of "This Means" symbols which explain the valences and what's supposed to happen followed by a few splitter items and an energy wave to enforce a 5 way split so that you become all 5 valences hidden from yourself. Your primed and all ready for the actual enactment of the sequence, but it doesn't happen. Instead your back in the tube and get the next GPM. In the end your dumped into the conflicts universe and begin enacting these goal dramas yourself. These are actual GPMs, you make them happen, you do the story itself based on these patterns. You choose the specific details of the drama and so its your own overts and mockup etc. Except that it isn't really your own idea because you're following this implanted pattern.
In the conflicts universe, your main activity is to run around out of sight in these 5 split identities and try to line up with 4 other people on the same goal. You try to be the terminal, but you end up as any of the 5 depending on circumstances. As you enact these, you have a sub-identity injected into each of the other 4 valences and you are infected by a sub-identity of each of the other 4 players which holds you in the specific valence and contributes to the motion. Early in the conflicts universe, this was very precise. Later, it gets all jumbled up and nothing lines up with anyone else, but you still have 5 hidden viewpoints per goal running around and making trouble and trying to restart these dramas. You do create your own opposition, and most of your theta horsepower is tied up in doing this right now in PT. However, nothing is aligned anymore and with hundreds of these all working at cross purposes, the end result is usually a balance of forces that keeps things solid and hard to change by postulate.
While running these, I have found a few occasions where one of these was dramatized (poorly and incompletely) in this and other recent lives. You can find yourself, before a bad incident, going around as one of these split valences and getting into somebody who lines up with the goal and you pushing them telepathically to take on a role.
Late in the conflicts universe, people who knew some of this stuff would try to finesse a situation. I was a prison ship guard once and had this pulled on me. One person mocked up the opterm valence for a goal they could see me reacting on and the other played the encouraging terminal. They got me into the terminal valence, let me beat up the "opterm" and then pushed me into selecting the ship's captain as the victim. When the mutiny was over, they were in good shape.
The "This Means" items are 3 dimensional pictures similar in nature to the ones at the top of the penalty universes (but the content is different). This stirred up the top of the penalty universes (unlike most implants which stir up the bottom) and left you at tone 40 ready to dive into a goal. The net result was to produce a super high toned powerful maniac who was very very abberated but also very dangerous. It was a big mistake on the part of the thetans remaining in the energy universe because the convicts eventually came back up and invaded, using bodies and dramatizing their GPMs and kicking everything to pieces.
Run the penalty universe (and maybe also the 10 way compulsion for the goal?) before running this. It is best to have a specific platen with the 5 valences and the meaningness items for the goal. If you don't, you can list for the target, desired effect, overt, terminal, inhibiting terminal, encouraging terminal, opterm, and victim and then construct the meaningness items (including the picture that goes with them).
I have had some problems with the pictures on these items. They all seem to be very European/American style human mockups. I doubted this and then found that I could find Arabic mockups if I thought of myself as an Arab or Bear people mockups if I thought of myself as one of those etc. I came up with a few theories on this and tried experiments but did not get good results. The pictures are there and need to be run (I tried skipping the pictures as being dub-in on a run and turned on a fantastic state of depression until I went back in session and ran them). They should be run as appearing in whatever mockups are most real to you. The mutability of these pictures means that you may have to list for a better representation of the valences (i.e. where I might get a prize fighter, you might get a kung-fu master etc.). Because of their mutablility, I suspect that these are not really pictures but something else. Maybe a 4th dimensional equivalent where the same scene shifts through different body types as you look along the 4th axis. But it seems to run well using any 3D slice.
The following platen is approximately correct, but may vary slightly from goal to goal and might also have some slight errors in the later items (often most or all of the charge blows by item 15)
5 Way Opposition GPM Platen - general items
1. To (goal) (target) and (desired effect on others) or I'll (overt).
2. This Means (to do goal)
3. This Means (desired effect)
4. This Means (overt) (picture shows it being done to the opterm)
5. This Means Encouragement (picture shows encouragement terminal)
6. This Means Discouragement (picture shows discouraging terminal)
7. This Means Opposition (picture of opterm)
8. This Means Regret (picture of you doing the overt to the victim).
9. This Means You (picture of the terminal)
(the following items, 10 to 14, are the key part of the implant and later I found I could handle the implant with these 5 items alone if I used "point to the being you divided from" after each of these items. That might solve all the problems I had when I was first running this - Aug 1996).
10. To (goal) is to be the (discourage term) and discourage myself from (overt) and never let myself know that I'm doing this.
11. To (goal) is to be the (encourage term) and encourage myself to (overt) and never let myself know that I'm doing this.
12. To (goal) is to be the (opterm) and oppose myself (goal-ing) and never let myself know that I'm doing this.
13. To (goal) is to be the (victim) and suffer unjustly and never let myself know that I'm doing this.
14. To (goal) is to be the (terminal) and (do goal) and never let myself know that I'm doing this.
The next set of items are each done in parallel in 5 locations, one for each valence. I.E., the thought hits you and occurs separately in each of 5 places at the same time. Rather than going immediately into item 15, I have gotten better results by doing a 5 way spotting drill at this point. The drill is to take each valence one at a time and spot each of the 4 other valences from that viewpoint. I.E., you conceive that you are the terminal and spot the opterm, spot the encouraging terminal, spot the discouraging terminal, and then spot the victim. Then you conceive that you are the opterm etc. A cloud of BTs might appear when you do one of these spotting steps. If so, just hold the valence and start acknowledging and blowing the BTs. You can run through the spotting steps a second time if a lot is coming off on it. After doing this, you should be able to spot item 15 in all 5 places simultaneously and this is usually enough to blow the GPM. After it blows, skip to the final step.
The 5 locations are like the blades of a 5 bladed fan surrounding a center location that you can't occupy.
15. To (goal) is to be all these 5 others and hide from myself forever.
16. To (goal) is to be all these 5 others and inspire myself forever.
17. To (goal) is to be all these 5 others and compel myself to re-enact this forever.
18. To (goal) is to be all these 5 others and go around unknown to myself and compel others to re-enact this drama with me. (this might be 2 items ?)
19. At this point you are hit by a mass containing the emotion of detestation and distrust concurrent with the following item: To (goal) is to be all these 5 others and as each one, detest being all of the others.
20. To (goal) is to be all these 5 others and as each one, know that my viewpoint is the best (compared to the others).
21. To (goal) is to be all these 5 others and deny responsibility for doing this, forever.
22. To (goal) is to be split into 5 parts and never let myself know what I'm doing (splitter energy impacts at this point - spot the impact).
23. To (goal) is to be divided 5 ways against myself and hide my actions from myself as I mock this all up.
24. To (goal) is to be divided 5 ways against myself and never really know what is happening.
25. (an energy implosion occurs at each of the 5 points and each collapses and disappears from view leaving a vacuum (hollow spot) in its place).
26. To (goal) is to forget that this ever happened.
After running this, find times you dramatized it and spot your overts on the others and also spot being in the other viewpoints and contributing to the motion. Check if there is a dramatization in this lifetime and find which valence and do this spotting action on it as well.
5 WAY GPMS: GOALS LIST
Since I've only run a small percentage of these, I'll only list the ones I've found without listing all of the penalty goals.
Note that the body type listed with the goal is the one from the penalty universes. It is not used in the 5 way GPM, but is included to help spot the original penalty universe which first used the same goal.
Dynamic 16 (Creation)
1. TO CREATE (Statue)
GPM: To create chaos and overwhelm others or I'll blow them all up; valences=God; Satan; Priest; Virgin; Soothsayer.
3. TO MOCK UP (Computer)
GPM: To mock up intricate ornamentations & have them praised or I'll cut out their guts. valences = Artisan(craftsman);scientist;fishmonger;policeman; priest
3X. TO INTENSIFY
(Energy Cloud) GPM: To intensify passion and have everyone desire me or I'll corrode (burn) them (with acid) forever; valences: sexy girl (lab assistant)/scientist/lover(reporter) /secretary/father.
4. TO IMAGINE (Cartoon Mouse)
GPM: To imagine fine stories and have them appreciated or I'll strangle everyone. valences: writer/cynical father/actor/critic/publisher.
Dynamic 15 Knowledge / Understanding
6. To Understand (chipmunk)
GPM: To understand secrets & make others tell (obey?) (? have others recognize my power?) or I'll stab them all. valences: detective/criminal/police captain/ businessman/ prostitute.
8. TO LEARN (Gnome)
GPM: To learn the nature of the universe and be supported or I'll overwhelm them all. valences: Scientist/preacher/teacher/wife/stupid person
Dynamic 14: Games
11. To Compete (Coach / team leader)
GPM: To compete at boxing & have the people cheer or I'll beat them all up. Valences: Boxer/Newspaperman/manager/lover/businessman.
Dynamic 13: CHANGE
15. TO CHANGE (Magician)
GPM: (5 way): To change peoples nature and have them all be happy about this or I"ll strike them all blind. valences: term=poet / opterm = priest / encourage = prostitute /inhibit = politician / victim = scientist.
16. TO BRING ORDER (Gorilla People)
GPM: To bring order to society & be supported in this or I'll torture (burn?) their flesh. Valences: Lawmaker/ Criminal/ Merchant/ Priestess/ Nurse.
Dynamic 12: Reason
19. TO GUIDE (Pilot)
GPM: To guide settlers and have them respect me or I'll burn it all down; valences=scout; wagonleader; salesman(trader); lover (frontier girl); little girl.
20. To Compute (toy bodies)
GPM: To compute reasons & have everyone be amazed or I'll enslave them all. valences: doll (little green man)/ stupid person/teacher/policeman? (guardian of people?)/?
Dynamic 11 (Construction)
GPM: To construct spiral staircases and have them admired or I'll trap them all. valences: carpenter/scornful person/salesman/art critic/sexy girl.
24. To Structure (Crystals)
GPM: To structure reality and be worshipped as a god or I'll destroy them all. valences: Savior/Priest/Prostitute/General/Temple Virgin
DYNAMIC 10: AESTHETICS
27. To Inspire (muses)
GPM: To inspire love and receive affinity and faithfulness or I'll whip them all. valences: ?
Dynamic 9 (Ethics)
Dynamic 8 (religion)
33. To Enlighten (or to preach) (rabbit preacher)
GPM: To preach goodness and keep them from sin or else I'll torture them. valences: ? / sinner/ruler/conqueror/?
34. To convert (reptile/fish person)
GPM: To convert unbelievers and make them honest(?) or I'll implant them to believe valences: priest/scoffer/messenger(of gods)/empress/?
Dynamic 7 (spirits)
40. To Embody (Pan - goat god)
GPM: To embody concepts ?
Dynamic 6 (physical)
42. To Energize (thought circle)
GPM: To energize physical universe processes and have everyone enjoy using them or I'll terrify everyone forever.
Dynamic 5 (life)
45. To grow (Genetic entity)
GPM: To grow flowers and have them make people feel good or I'll sacrifice them all. Valences: Priestess / Policeman / carpenter / mother / priest.
46. To discover (centaurs)
GPM: To discover truth.
47. To heal (Tree Man)
GPM: To heal illness and receive the peoples gratitude or I'll make their bodies rot away. Valences = healer / Priest / Politician / Policeman / Priestess.
Dynamic 4 (society)
51. To Unite (dog soldiers)
GPM: To unite the workers in building wondrous projects or I'll t trick them all into slavery forever. Valences: Engineer / ? / politician / ? / ?
Dynamic 3 (groups)
54. To Co-operate (robots)
GPM: To get people to co-operate in maintaining society & become famous for doing this or I'll betray everyone. valences: Policeman/criminal/lawmaker/priest/prostitute.
55. To Participate (mermaid)
GPM: To participate in dancing and be admired for my beauty of form or else I'll cut their hearts out. valences = dancer, critic, father, innocent girl, lover
56. To Expand (mouse people - railroad engineers) GPM: To expand knowledge and be admired for my genius or I'll blow them all up. Valences= scientist/priest/ psychiatrist /girl/ ruler.
Dynamic 2 (sex/family)
57. To Reproduce (insect people)
GPM: To reproduce fine books and have the quality admired or I'll inject them all with insanity (i.e. a crazy making drug). valences: Scribe (scholar) / Peasant/ Scientist (professor)/ Wife(lover)/ Carpenter.
58. To Satisfy (cavemen)
GPM: To satisfy conventions & be respected or I'll poison them all. valences: girl/old woman/father/lover/publisher
59. To Join (cat people)
GPM: To join people together & have them be thankful for my help or I'll throw things at them. valences: Prophet/businessman/ priest/lawmaker/ inventor.
60. To care for (birdgirl)
GPM: To care for children & keep them safe & be loved for it or I'll claw everyone's eyes out.
Dynamic 1 (body)
61. To Feel (bear)
GPM: To feel alive and gain everyone's agreement or I'll drive them all crazy. Valences: Athlete/Lawmaker/Coach/Lawyer/Professor
62. To replenish (old Arab)
GPM: To replenish the wildlife & be praised for restoring the planet, or I'll take it all away from them. Valences: ecologist/businessman /housewife /politician/ priest.
63. To Eat (tiger)
GPM: To eat people & gain strength from their souls or I'll rend their souls forever. valences: cannibal/enemies/lover/ priest/explorer.
64. To Endure (pyramid)
GPM: To endure existence & be left alone or I'll enslave them all. valences: carpenter/juvenile delinquent/wife/ detective/salesman(?).
After the positive goals, this continues with the negative goals in reverse order. I only ran a few of these.
Inv. 59. To Separate. (black cat)
GPM: To separate people from groups & be praised for helping them or I'll leave forever. valences Messiah/ruler/ruler's mistress/ general/ slave girl.
Inv 58: To Ridicule (Moron)
IGPM: To ridicule social conventions & have everyone amused by this or I'll hide forever. Valences: Publisher / father/ lover/ girl/ old woman.
Inv. 54. To Individuate (Iron Horse)
IGPM: To get people to individuate from groups which exploit them & have them feel good that I did this or I'll shoot myself. valences: Prostitute/priest/criminal/lawmaker/policeman.
Inv 48. To Rot (fungus creature)
Inv. GPM: To rot other's minds and make them suggestible or I'll dissipate myself. Valences = salesman /professor / politician / judge / girl.
Inv. 29. To Pervert (Satyr)
GPM: To pervert little children and have all the parents fear me or I'll hang myself forever. valences: pornographer/judge(moralist)/publisher/parents/little girl
Inv. 16. To Bring Chaos (black panther)
IGPM: To bring chaos & overwhelm everybody or I'll hide myself away forever. Valences: Black Priest/ Criminal? Lawmaker? Prostitute? Temple virgin.
Inv 4: To Disillusion (vampire)
IGPM: To disillusion writers and force society to accept my judgment or I'll bash my head in. valences: critic/writer/father/publisher/actor
Inv. 3X. To Drain (Black Vortex):
IGPM: To drain emotion and make everyone apathetic or I'll dissipate myself/others forever.
Inv. 1: To Destroy (Devil Statue)
IGPM: To destroy all of creation and be worshipped or I'll uncreate myself/others forever. valences: Devil/God/Worshipers/Artisan/Virgin.
8. PICTURE MAZES
This is a maze of "pictures" that lead one to the next rather than a physical maze. These are a bit like the computer adventure games where you have to find your way from one room or scene to the next one. But these "pictures" are realities, and they are usually different realities from one to the next.
You might be in a jungle and there is a rock cliff with a cave, and if you go in it, you will be on a yacht, or there is a bullseye painted on a tree and if you dive into that, you will be on the roof of a tall building in a city. And if you do neither, a tiger comes out and eats you and that leads to a medieval dungeon.
These could be very interesting and distracting and you could get lost in one for years. Various exciting things happen in the scenes. Will'o'Whisp show up to lead you around or monsters chase you or whatever.
This was entertainment back in the home universe and games universe.
But later on the track, these things got nastier and eventually started being used like implants, to abberate someone who was tossed or lured into them. We could call these things "implant mazes".
An implant maze is characterized by being heavily restimulative and tricking you into making bad postulates. Usually you needed to make some negative postulate to get out, or you "learned" from the mechanics of the game that some sick and degrading idea was correct. The "Service Fac Maze" discussed elsewhere is an implant maze, but it is fairly straightforward and doesn't use a lot of force. Many of these were random in laying in various buttons (goals, items, symbols, significances, and whatever) and used heavy force and energy.
Often the implant maze was unsolvable and meant to drive you into apathy on problem solving and games. The maze would change at random. There would be various traps or things that would spin you around etc. Here might be the first use of amusement park mockups and falling and crashes type stuff, but not in any real pattern or sensible sequence. This early on the track, the impacts didn't bother you very much, but these kind of scenes happened fast and the scene keeps repeating over and over until you spot the way into the next scene, so you get anxious about it.
You might be falling off the edge of a cliff and smashing down on the rocks below and it keeps repeating over and over until you spot and grab the tree branch and swing into a cave in the cliff at which point you find yourself on a rollercoaster. And you keep going over the crest and down in this rollercoaster and smashing into a brick wall at the bottom until you notice a small cloud labeled exit which you pass by halfway down. So you reach out and push it on the next run through and the whole maze blows up and pictures and pieces of yourself fly all over the place and you get buttered all over the universe.
These often include mirrors and copies of yourself and misleading visions etc. Sometimes you lose a piece of yourself. This might be by a needle prick, or a wrath grabs part of you, or you must trade part of yourself for something, or you're pulled apart, etc.
Often there were also enjoyable scenes mixed in. Crowds cheering you or cities of gold or exciting sex or whatever. These were used to attract you in and to keep you in enough agreement so that you couldn't exteriorize out of the maze easily.
These implant mazes were used intensively in the motions universe and to some degree in the symbols universe as well. I think that there were a lot of different ones, just like there are many different implants that were used in this universe.
I haven't tried to map any of these or work out detailed platens (except for the service fac maze which is much more structured in its pattern).
Any handling of these is experimental at this time. But if you do dig one up or get it into restim, the following actions should get it to key out.
a) Spot the overt of designing and building these things.
b) Spot the over of tricking or forcing others to go into them.
c) Spot a scene in the maze that you found extremely desirable (if possible, get the scene that you desired most). You can even asses whether it was triumph, excitement, wealth, admiration, love, sex, joy, etc. that stuck you to the maze. Take this scene and copy the picture many times, changing its color, making it nicer or worse alternately, etc. until you can both have the picture or throw it away comfortably. You should feel something let go. If not, then find another even more desirable scene that was in the maze and handle.
d) Check for any pieces of yourself that were left in the maze. For each, have it point to the being it divided from.
Note that to some degree you tended to keep creating the maze after you left it. When you run one that is still charged, you will find that you still have it mocked up somewhere and that's where you're handling and releasing the pieces of yourself that were stuck in it.